TEXT:  
  XRP 3006  
  Monster Geographica: Plain & Desert  
  Expeditious Retreat Press
  Expeditious Retreat Press
  200 monsters from the flatlands and dunes, compiled
   from over 20 different sources, including 93 classic
  3.0 monsters updated for a 3.5 game.
  Requires the use of the Dungeons & 
  Dragons, Third Edition Core Books, 
  published by Wizards of the Coast, Inc.
  Monster Geographica
  Plain & Desert
  
  Monster
  Geographica:
  Plain & Desert
  Geographica:
  Plain & Desert
  Geographica:
  Monster Selection and Design: Joseph Browning, and Suzi Yee
   Conversion and Editing: Kevin Baase and Eric Jansing
  Monster Selection and Design: Joseph Browning, and Suzi Yee
   Conversion and Editing: Kevin Baase and Eric Jansing
  Monster Selection and Design: Joseph Browning, and Suzi Yee
  Art: Ravindra Rana
   Conversion and Editing: Kevin Baase and Eric Jansing
  Art: Ravindra Rana
   Conversion and Editing: Kevin Baase and Eric Jansing
  Expeditious Retreat Press
  
  2
  Alphabetical Listing of Monsters
  Aculean ................................................... 138
  Addlevetch.............................................. 18
  Aecanopyornis ........................................ 31
  Akilem..................................................... 103
  Anakim.................................................... 124
  Anvil Toad............................................... 104
  Arvicol .................................................... 78
  Battle Elephant........................................ 139
  Blightsower............................................. 140
  Boroth ..................................................... 19
  Brainweed ............................................... 47
  Brine Crust.............................................. 79
  Brumalborn ............................................. 11
  Brumawesle............................................. 32
  Brumicicada............................................ 48
  Bull of Heaven........................................ 177
  Burning Ghat........................................... 49
  Bylur ....................................................... 125
  Cactus Crawler........................................ 173
  Cadavalier ............................................... 160
  Cadaver ................................................... 33
  Canideimos ............................................. 141
  Caracal .................................................... 20
  Chillscreamer.......................................... 150
  Chortler ................................................... 50
  Chromithian ............................................ 51
  Chupacabra ............................................. 52
  Cinderwrath............................................. 142
  Colonial-Fly Swarm................................ 21
  Colony Carrier ........................................ 105
  Cone Ooze............................................... 160
  Corpsefetcher.......................................... 143
  Corpse Rook............................................ 106
  Creeping Medusavine ............................. 144
  Creeping Rime ........................................ 53
  Culkma.................................................... 22
  Dark Wanderer ........................................ 107
  Darlith ..................................................... 54
  Deathtender Gnoll................................... 55
  Death Dog............................................... 34
  Death Worm ............................................ 126
  Desert Hermit.......................................... 185
  Desolation Digger................................... 161
  Devata ..................................................... 56
  Doombat.................................................. 80
  Dream Cactus.......................................... 126
  Dromedarius............................................ 162
  Droth’yar................................................. 35
  Dunami.................................................... 181
  Dune Tracker........................................... 109
  Dun Pudding ........................................... 145
  Duogoth................................................... 128
  Duogoth, Nest Guardian ......................... 152
  Dusthopper.............................................. 7
  Dust Digger............................................. 81
  Effl ox....................................................... 178
  Emberfolk ............................................... 82
  Energy Scarab ......................................... 83
  Entare...................................................... 110
  Faminefeast Swarm................................. 129
  Fog Warden............................................. 130
  Frostmite Swarm..................................... 36
  Furyhog................................................... 111
  Fuzzwippit............................................... 12
  Ghastiff ................................................... 37
  Giant Hamster......................................... 38
  Giant Hornet............................................ 112
  Giant Lycosidae ...................................... 57
  Gibbhool ................................................. 38
  Glacial Haunt .......................................... 39
  Glacier Beast........................................... 179
  Glass Strider............................................ 153
  Grand Tarandus....................................... 154
  Grass Cloaker.......................................... 58
  Gray Moaner........................................... 131
  Grimdeath Vulture .................................. 84
  Grornil..................................................... 85
  Ground Gobbler ...................................... 155
  Gudanna.................................................. 182
  Harmoai................................................... 183
  Heart Stalker ........................................... 59
  Heliokarabos ........................................... 13
  Helirax..................................................... 23
  Heterocerath............................................ 132
  Hiemalus ................................................. 24
  Hoarfrost Golem ..................................... 174
  Hovara..................................................... 113
  Hurg ........................................................ 184
  Huskwitherer........................................... 86
  Hyaenodon.............................................. 87
  Hyperborean............................................ 114
  Ice Lion................................................... 146
  Ice Troll................................................... 60
  Incubus Beetle......................................... 8
  Iopi ........................................................ 88
  Irrinja....................................................... 114
  Jigokomushi............................................ 146
  Kathlin..................................................... 61
  
  3
  Kerossus.................................................. 88
  Khalor ..................................................... 168
  Kozar....................................................... 89
  Kuri ........................................................ 62
  Liger........................................................ 90
  Lyrmir ..................................................... 147
  Malata Plant, Seed .................................. 14
  Malata Plant, Trunk................................. 188
  Malata Plant, Vine................................... 25
  Malata Plant, Warrior.............................. 62
  Maned One (Leothra).............................. 63
  Mangonnel .............................................. 64
  Manrilla................................................... 65
  Marble Snake .......................................... 40
  Mawgriff ................................................. 91
  Mesmerizzard.......................................... 14
  Mlularuka................................................ 15
  Moddey Dhoo ......................................... 92
  Morrigan ................................................. 66
  Mpisimbi................................................. 92
  Myndie Snake ......................................... 192
  N’erfalter................................................. 67
  Neighslayer ............................................. 133
  Neofelix................................................... 93
  Oasidious................................................. 186
  Oliphant................................................... 134
  Ophidokolasis ......................................... 94
  Orsk ........................................................ 68
  Peridactymorph....................................... 162
  Plain Strider ............................................ 69
  Plated Mammoth..................................... 163
  Plated Sidewinder ................................... 169
  Polar Troll ............................................... 70
  Poxalot .................................................... 40
  Purple Moss ............................................ 41
  Pyrolisk ................................................... 95
  Quadrulopod ........................................... 116
  Raging Spirit........................................... 156
  Rognak Burrower.................................... 148
  Sandling .................................................. 41
  Sandman.................................................. 71
  Sandswimmer Swarm ............................. 96
  Sand Giant............................................... 187
  Sand Kraken............................................ 157
  Sand Scarab............................................. 70
  Sand Stalker ............................................ 117
  Scarabellumen......................................... 10
  Scarecrow................................................ 118
  Scythe Horn ............................................ 97
  Seeder...................................................... 72
  Serpard.................................................... 73
  Shark Wasp Swarm.........................134
  Shell Dweller......................................190
  Skyshark.................................................. 74
  Slag Roach .............................................. 170
  Spikescale ............................................... 171
  Spirit Rook.............................................. 26
  Spitting Cobra Snake .............................. 27
  Steelswindler........................................... 9
  Stench Kow............................................. 98
  Stone Worm............................................. 135
  Succulent Spirit....................................... 119
  Swordtree................................................ 75
  Sylph ....................................................... 120
  Tabaxi...................................................... 42
  Taurian .................................................... 136
  Temple Sentinel ...................................... 164
  Thirog...................................................... 16
  Tikbalang ................................................ 42
  Time Monster.......................................... 175
  Tisra Chitraka.......................................... 98
  Titan Slug................................................ 165
  Tortured................................................... 158
  Trakza...................................................... 76
  Tunnel Worm .......................................... 150
  Valco ....................................................... 17
  Vapor Dire Rat ........................................ 28
  Vehiemal ................................................. 172
  Veldt Troll ............................................... 121
  Vermilion Hound..................................... 44
  Vohrahn................................................... 99
  Vorpa....................................................... 45
  Walking Disease...................................... 180
  Walking Pestilence.................................. 158
  War Elk ................................................... 76
  Wasp Warrior .......................................... 101
  Wastemite Swarm ................................... 176
  Wasteworm ............................................. 191
  Whip Rose............................................... 136
  Whistle Mite ........................................... 6
  Wild Cat .................................................. 29
  Winterbloom ........................................... 101
  Winterfury............................................... 137
  Wraithlight .............................................. 122
  Xenarthrax............................................... 77
  Yali ........................................................ 189
  Yethil....................................................... 30
  Yeti ........................................................ 102
  Zebub-Spawn.......................................... 123
  Zephtaur.................................................. 166
  Zephury................................................... 167
  Zha’lari.................................................... 46
  
  4
  Monsters By Type
  Aberration: Darlith (3), Grass Cloaker 
  (3), Plain Strider (3), Dust Digger (4), Anvil 
  Toad (5), Fog Warden (6), Stone Worm (6), 
  Rognak Burrower (7), Ground Gobbler (8), 
  Sand Kraken (8), Zephury (9), Khalor (10), 
  Shell Dweller (16)
  (Air): Sylph (5), Heterocerath (6), Ice 
  Lion (7), Bull of Heaven (12), Harmoai (13)
  Animal: 
  Dusthopper 
  (1/4), 
  Steelswindler (1/4), Mlularuka (1/2), Caracal 
  (1), Helirax (1), Spitting Cobra Snake (1), 
  Wild Cat (1), Yethil (1), Brumawesle (2), 
  Droth’yar (2), Giant Hamster (2), Poxalot 
  (2), War Elk (3), Xenarthrax (3), Arvicol 
  (4), Hyaenodon (4), Liger (4), Mawgriff (4), 
  Neofelix (4), Colony Carrier (5), Furyhog 
  (5), Quadrulopod (5), Duogoth (6), Oliphant 
  (6), Battle Elephant (7), Peridactymorph (9), 
  Time Monster (11), Effl ox (12), Dunami 
  (13), Desert Hermit (14), Oasidious (14)
  (Chaotic): Akilem (5), Zebub-Spawn 
  (5)
  (Cold): Brumalborn (1/2), Hiemalus 
  (1), Glacial Haunt (2), Ice Troll (3), Polar 
  Troll (3), Yeti (4), Bylur (6), Winterfury (6), 
  Ice Lion (7), Chillscreamer (8), Vehiemal 
  (10), Glacier Beast (12)
  Construct: 
  Scarecrow 
  (5), 
  Corpsefetcher (7), Walking Pestilence (8), 
  Slag Roach (10), Hoarfrost Golem (11)
  Dragon: Mangonnel (3)
  (Earth): Sandling (2), Sandman (3), 
  Heterocerath (6), Harmoai (13), Hurg (13), 
  Sand Giant (14)
  Elemental: Brumalborn (1/2), Sandling 
  (2), Sandman (3), Emberfolk (4), Sylph (5), 
  Heterocerath (6), Winterfury (6), Ice Lion 
  (7), Bull of Heaven (12), Harmoai (13)
  (Evil): Akilem (5), Zebub-Spawn (5), 
  Chillscreamer (8)
  (Extraplanar): Sandling (2), Sandman 
  (3), Stench Kow (4), Sylph (5), Zebub-
  Spawn (5), Winterfury (6), Bull of Heaven 
  (12), Gudanna (13), Hurg (13)
  Fey: Devata (3), Succulent Spirit (5)
  (Fire):Burning Ghat (3), Emberfolk (4), 
  Anvil Toad (5), Cinderwrath (7)
  Giant: Ice Troll (3), Morrigan (3), Polar 
  Troll (3), Hyperborean (5), Veldt Troll (5), 
  Anakim (6), Vehiemal (10), Sand Giant (14)
  Hazard: Purple Moss (2), Winterbloom (4)
  (Incorporeal): 
  Wraithlight 
  (5), 
  Chillscreamer (8), Raging Spirit (8)
  Humanoid: Thirog (1/2), Valco (1/2), 
  Boroth (1), Hiemalus (1), Zha’lari (2), 
  Deathtender Gnoll (3)
  Magical Beast: Scarabellumen (1/3), 
  Fuzzwippit 
  (1/2), 
  Heliokarabos 
  (1/2), 
  Mesmerizzard (1/2), Culkma (1), Spirit 
  Rook (1), Vapor Dire Rat (1), Aecanopyornis 
  (2), Death Dog (2), Gibbhool (2), Marble 
  Snake (2), Vermilion Hound (2), Chortler 
  (3), Chupacabra (3), Kathlin (3), Kuri 
  (3), Manrilla (3), Orsk (3), Serpard (3), 
  Skyshark (3), Trakza (3), Doombat (4), 
  Energy Scarab (4), Grimdeath Vulture (4), 
  Grornil (4), Huskwitherer (4), Iopi (4), 
  Kozar (4), Moddey Dhoo (4), Mpisimbi 
  (4), Pyrolisk (4), Sandswimmer Swarm (4), 
  Scythe Horn (4), Stench Kow (4), Tisra 
  Chitraka (4), Corpse Rook (5), Hovara (5), 
  Sand Stalker (5), Bylur (6), Death Worm (6), 
  Neighslayer (6), Taurian (6), Canideimos (7), 
  Jigokomushi (7), Lyrmir (7), Tunnel Worm 
  (7), Glass Strider (8), Grand Tarandus (8), 
  Desolation Digger (9), Dromedarius (9), 
  Plated Mammoth (9), Plated Sidewinder 
  (10), Glacier Beast (12), Gudanna (13), Yali 
  (15), Wasteworm (16), Myndie Snake (20)
  Monstrous Humanoid: Tabaxi (2), 
  Tikbalang (2), Chromithian (3), Maned 
  One (Leothra) (3), Seeder (3), Kerossus (4), 
  Ophidokolasis (4), Wasp Warrior (4), Yeti 
  (4), Dark Wanderer (5), Dune Tracker (5), 
  Entare (5), Irrinja (5), Aculean (7), Temple 
  Sentinel (9), Zephtaur (9)
  (Native): Brumalborn (1/2), Emberfolk 
  (4), Akilem (5), Heterocerath (6), Ice Lion 
  (7), Chillscreamer (8), Duogoth, Nest 
  Guardian (8), Harmoai (13)
  Ooze: Creeping Rime (3), Brine Crust 
  (4), Dun Pudding (7), Cone Ooze (9)
  Outsider: Akilem (5), Zebub-Spawn 
  (5), Chillscreamer (8), Duogoth, Nest 
  Guardian (8), Hurg (13)
  
  5
  Introduction
  Plant: Malate plant, Seed (1/2), 
  Addlevetch (1), Malata plant, Vine (1), 
  Brainweed (3), Malata Plant, Warrior (3), 
  Dream Cactus (6), Whip Rose (6), Creeping 
  Medusavine (7), Cactus Crawler (11), Malata 
  Plant, Trunk (15)
  (Shapechanger): 
  Tikbalang 
  (2), 
  Morrigan (3), Dark Wanderer (5), Irrinja (5)
  (Swarm): Colonial-Fly Swarm (1), 
  Frostmite Swarm (2), Sandswimmer Swarm 
  (4), Faminefeast Swarm (6), Shark Wasp 
  Swarm (6), Wastemite Swarm (11)
  Undead: Cadaver (2), Ghastiff 
  (2), Glacial Haunt (2), Burning 
  Ghat (3), Heart Stalker (3), N’erfalter (3), 
  Swordtree (3), Vohrahn (4), Wraithlight 
  (5), Gray Moaner (6), Blightsower (7), 
  Cinderwrath (7), Raging Spirit (8), Tortured 
  (8), Cadavalier (9), Walking Disease (12)
  Vermin: Whistle Mite (1/8), Incubus 
  Beetle (1/4), Colonial-Fly Swarm (1), 
  Frostmite Swarm (2), Vorpa (2), Brumicicada 
  (3), Giant Lycosidae (3), Sand Scarab (3), 
  Giant Hornet (5), Faminefeast Swarm (6), 
  Shark Wasp Swarm (6), Titan Slug (9), 
  Wastemite Swarm (11)
  Thanks for picking up the fi fth and last title in the Monster Geographica Series. It’s 
  hard to believe that 1,000 monsters ago, the line was but a wee gleam in Joe’s eyes. We want 
  to thank a few crucial people that worked on the line with us. We’d like to thank Ravindra 
  Rana (www.ravinink.com), the artist that created the covers and internal pieces of art. I could 
  imagine him scratching his head when we said, “think National Geographic 1920s…” but he 
  really came through with some wonderful pieces. We’d like to thank our monster converters 
  and editors Kevin Baase and Eric Jansing. I promise I’ll never send you another e-mail with 75 
  monsters attached. We’d like to thank those crazy guys at Fiery Dragon and Claudio Pozas for 
  creating Counter Collections that accompany each Monster Geographica title. One of our main 
  concerns at the conception of the line was the lack of art (to keep the books inexpensive), and 
  the Counter Collections tins are a perfect solution providing great color art in a usable format.
  Now for the monsters of the plains. While James Bell jokes about our titles (“you should 
  call it Flat, Flat, Flat, Sand, Sand, Sand
  call it Flat, Flat, Flat, Sand, Sand, Sand
  call it
  ”), that pretty much captures the spirit of the plains. 
   Flat, Flat, Flat, Sand, Sand, Sand”), that pretty much captures the spirit of the plains. 
   Flat, Flat, Flat, Sand, Sand, Sand
  You can see for miles out, and if you see nothing, that’s all the more disconcerting. As always, 
  keep your eyes out for the Counter Collection tin that accompanies Monster Geographica: 
  Plain & Desert, Counter Collection: Endless Horizon. And incase you missed them, here are 
  the other titles in the Monster Geographica Series and the correlating Counter Collection tins.
  Monster Geographica: Underground/
  Monster Geographica: Underground/
  Monster Geographica: Underground Counter Collection: Ancient Darkness
  Monster Geographica: Marsh & Aquatic/Counter Collection: Murky Depths and Slimy Shores
  Monster Geographica: Forest/
  Monster Geographica: Forest/
  Monster Geographica: Forest Counter Collection: Untamed Woodlands
  Monster Geographica: Hill & Mountain/Counter Collection: Perilous Heights
  Thanks and good gaming,
  Suzi and Joe
  Expeditious Retreat Press
  www.xrpshop.citymax.com
  www.exp.citymax.com
  
  6
  1/8
  1/8 Whistle Mite 
  Fine Vermin 
  Hit Dice: 1/8d8 (1 hp) 
  Initiative: +2
  Speed: 5 ft. (1 square), fl y 30 ft. (good) 
  Armor Class: 20 (+8 size, +2 Dex), touch 
  20, fl at-footed 18 
  Base Attack/Grapple: +0/-21 
  Attack: Whistle +3 melee touch 
  Full Attack: Whistle +3 melee touch 
  Space/Reach: 1/2 ft./0 ft. 
  Special Attacks: Whistle 
  Special Qualities: Darkvision 60 ft., vermin 
  traits, vulnerabilities
  The whistle mite is a much-hated magical 
  fl ying insect similar in appearance to an earwig. 
  The whistle mite feeds off of irregular patterns 
  of mental energy, such as those accompanying 
  insanity. Since these patterns are rare in the 
  majority of the population, the whistle mite has 
  learned to induce them. Whistle mites crawl into 
  the ears of their victims and emit a loud shrieking 
  sound that eventually drives the host insane, 
  providing the mite access to the energies it needs 
  to survive. 
  Getting rid of the whistle mite once it is in 
  place can prove to be diffi cult. Physically attacking 
  the creatures only damages the ear, causing 
  deafness on that side. Sometimes this is worth it, 
  although it is not uncommon to have both ears 
  infested at once. Some magic is effective, but the 
  whistle mite cannot be harmed by remove disease
  and cure spells, but remove blindness/deafness or 
  silence kills it. 
  Clever combatants sometimes use whistle 
  mites to their advantage. They plug their ears with 
  wax or other materials and then release a bag of 
  whistle mites in the middle of a fi ght. Whistle 
  mites also make quite effective torture devices.
  Combat 
  The whistle mite attacks by fl ying into the 
  ear and using its whistle ability to drive its victim 
  insane.
  Whistle (Ex): If the whistle mite successfully 
  manages to get into someone’s ear (by making a 
  melee touch attack or otherwise), it attaches itself 
  to the eardrum and begin to emit a loud high-
  pitched shriek on its next turn. The victim must 
  succeed on a DC 14 Will save immediately, and 
  again after each minute, or become permanently 
  confused. The save DC is Constitution-based and 
  confused. The save DC is Constitution-based and 
  confused
  includes a +4 racial bonus. 
  The confusion ends within 1d4 rounds after 
  the whistle mite is silenced or killed, or the victim 
  otherwise ceases to hear the mite. If nothing else, 
  immersing the victim’s head in water generally 
  drowns a whistle mite in 1 to 2 minutes, allowing 
  it to be shaken out harmlessly. 
  Vulnerabilities (Ex):  A remove blindness/
  deafness or silence spell kills a whistle mite unless 
  it succeds on a Fortitude save (DC equals !0 + 
  caster level + caster’s relevant ability modifi er).
  Saves: Fort +2, Ref +2, Will 3 
  Abilities: Str 1, Dex 14, Con 10, Int -, Wis 
  4, Cha 1 
  Skills: Hide +18 
  Feats: —
  Environment: Warm plains
  Organization: Solitary or swarm (4-24)
  Challenge Rating: 1/8
  Treasure: None
  Alignment: Always neutral
  Advancement: —
  Level Adjustment: —
  
  7
  1/4
  Dusthopper
  Tiny Animal
  Hit Dice: 1d8-1 (3 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares)
  Armor Class: 16 (+2 size, +2 Dex, +3 
  natural), touch 14, fl at-footed 15
  Base Attack/Grapple: +0/-11
  Attack: Bite +4 melee (1d4-3)
  Full Attack: Bite +4 melee (1d4-3)
  Space/Reach: 2-1/2 ft/0 ft.
  Special Attacks: Swarm
  Special Qualities: Immunity to poison, low-
  light vision, scatter
  A dusthopper is a desert-dwelling rodent with 
  golden-colored fur and combined features of a rat 
  and a kangaroo. It’s needle-like front teeth are like 
  a rat, and like a kangaroo, its oversized hind legs 
  allow it to make tremendous leaps for its size.
  Dusthoppers feed on small desert reptiles 
  and birds and their eggs. They are drawn to shiny 
  objects, pilfering what they can and using these 
  stolen trinkets to line their nests.
  Rogue/rangers 
  sometimes 
  take 
  these 
  creatures as animal companions, as they make 
  excellent partners in crime.
  A dusthopper is typically 8 to 12 inches long 
  and weighs about a pound.
  Combat
  Individual dusthoppers avoid attackers at all 
  times, but follow those that interest them from a 
  safe distance. As their numbers swell (over days or 
  sometimes hours), they lose their individual fear and 
  swarm over strangers or attractive items in hopes of 
  grabbing them, even though they can do little with 
  an unsheathed sword or a warrior’s helmet.
  Swarm (Ex): A dusthopper swarm is more a 
  force of nature than a specifi c attack; opposing it 
  is like parrying a thunderstorm. Unless a target is 
  deaf, he hears the thunder of a swarm’s approach 
  for 2 rounds before the dusthoppers are upon 
  Saves: Fort +1, Ref +4, Will -1
  Abilities: Str 4, Dex 15, Con 8, lnt 1, Wis 
  8, Cha 2
  Skills: Hide +16, Jump +14, Listen +1, 
  Move Silently +8,  Spot +1
  Feats: Stealthy, Weapon Finesse B
  Environment: Warm deserts
  Organization: Brood (1-12), pack (13-60), 
  or swarm (100-600)
  Challenge Rating: 1/4
  Advancement: 2 HD (Tiny)
  Level Adjustment: —
  him. A swarm cannot be dodged, but it might be 
  outpaced by a fast runner or mount. Every living 
  thing along a 40-foot front is subjected to attack 
  for 1 round. Shiny objects are grabbed at and torn 
  from owners. A victim of a swarm may make a 
  DC 12 Refl ex save for each attractive item that 
  the dusthoppers might steal, but this means he is 
  struggling with the swarm and will sustain 1d4 
  points of damage for every item he preserves. 
  After such an attack, the swarm quickly scatters 
  unless a victim is dead or prone, in which case 
  the dusthoppers swarm again. Track checks may 
  be allowed at the GM’s discretion to attempt to 
  recover especially large or bulky items snatched 
  by a dusthopper during a swarming.
  Scatter (Ex): Extremely bright lights and 
  sounds such as from an explosive spell break up 
  a forming dusthopper swarm. Such displays might 
  even avert a swarm attack in the making, as the 
  creatures scatter. A scattered swarm disperses with 
  amazing speed and leaves virtually no tracks, even 
  in fi ne, desert sand.
  Skills: Dusthoppers have a +4 racial bonus 
  on Hide and Move Silently checks, and a +8 
  racial bonus on Jump checks. Dusthoppers use 
  their Dexterity modifi er instead of their Strength 
  modifi er on Jump checks.
  
  8
  1/4 Incubus Beetle
  Fine Vermin
  Hit Dice: 1/4d8+1 (2 hp)
  Initiative: +3
  Speed: 10 ft. (2 squares), fl y 30 ft. (perfect)
  Armor Class: 23 (+8 size, +3 Dex, +2 
  natural), touch 21, fl at-footed 20
  Base Attack/Grapple: +0/-20
  Attack: Bite +8 melee (1d2-4)
  Full Attack: Bite +8 melee (1d2-4)
  Space/Reach: 0 ft./0 ft.
  Special Attacks: Anesthetize 
  Special Qualities: Darkvision 60 ft., scent, 
  vermin traits
  An incubus beetle appears to be a small, 
  inch-long, dull-colored scarab beetle, and shares 
  the scarab’s habit of rolling piles of dung into 
  small spheres, which it uses for both food and egg-
  laying purposes.
  It is said that the incubus beetle crawls into 
  the wombs of sleeping women and impregnates 
  them, and that the (seemingly normal) children 
  born to such women are destined to perform great 
  deeds. The truth of this legend is open to debate, 
  but it is common knowledge that swarms of 
  incubus beetles will shred the fl esh from a man but 
  leave a woman untouched. Some Amazons keep 
  incubus beetles as pets, and jokingly refer to them 
  as their “lovers.”
  Saves: Fort +3, Ref +3, Will +3
  Abilities: Str 3, Dex 17, Con 12, Int -, Wis 
  16, Cha 12
  Skills: Hide +23, Listen +5, Move Silently 
  +7, Spot +5
  Feats: Weapon Finesse B
  Environment: Warm deserts and plains
  Organization: Solitary or swarm (10-100)
  Challenge Rating: 1/4
  Treasure: None
  Alignment: Always neutral
  Advancement: None
  Level Adjustment: —
  Combat
  Despite its minuscule size, the incubus beetle 
  is a vicious and completely fearless opponent. 
  Incubus beetles normally feed upon animal waste, 
  but they will instantly attack any humanoid male 
  foolish enough to wander within range of their scent 
  ability. Though incubus beetles will swarm around a 
  humanoid female, they will not attack one.
  Anesthetize (Ex): A creature attacked by 
  an incubus beetle must succeed on a Spot check 
  (opposed by the beetle’s Hide check) to notice 
  the attack. Each round the incubus beetle attacks 
  entitles the creature to another Spot check to 
  notice it, with a cumulative +2 bonus on the check 
  per round after the fi rst. Sleeping victims cannot 
  attempt a Spot check; they must use the Listen skill, 
  and suffer an additional -8 circumstance penalty.
  Skills: An incubus beetle has a +2 racial 
  bonus on Listen and Spot checks and a +4 racial 
  bonus on Hide and Move Silently checks.
  Flora and Fauna
  Carrion Hornet: Active from early spring to late autumn, the belligerent carrion hornet hunts 
  smaller insects, such as honeybees and ants. With the exception of asymmetrical gray spots covering its 
  thorax and abdomen, the carrion hornet is indistinguishable from other members of the hornet family. 
  Carrion hornets nest in humanoid corpses, using their nasal passages and mouth to enter the body. Led by 
  a queen, the worker hornets construct rows of paper-like cells within the dead humanoid’s body cavities 
  for her to lay her eggs. The workers feed the decaying fl esh to the queen’s developing larvae and pupas. 
  Benefi ting from a plentiful food supply for the colony’s burgeoning offspring, carrion hornets rarely stray 
  far from their host. Carrion hornets are territorial, and they viciously attack any creature that approaches 
  within 30 feet of their nest. The carrion hornets’ sting transmits a severe bacterial infection with an 
  incubation period of 1d4 hours. A Fortitude save (DC 11) wards off the contagion; otherwise, the bacteria 
  deal 1d2 points of damage per day until cured. Experienced adventurers and explorers seeing a carrion 
  hornet may realize that a humanoid corpse lies somewhere nearby.
  
  9
  1/4
  Steelswindler
  Small Animal
  Hit Dice: 1d8 (4 hp)
  Initiative: +3
  Speed: 50 ft. (10 squares)
  Armor Class: 14 (+1 size, +3 Dex), touch 
  14, fl at-footed 11
  Base Attack/Grapple: +0/-6
  Attack: Bite +4 melee (1d4-2)
  Full Attack: Bite +4 melee (1d4-2)
  Space/Reach: 5 ft./5 ft
  Special Attacks: Narcotic bite
  Special Qualities: Low-light vision, scent
  Saves: Fort +2, Ref +5, Will +1
  Abilities: Str 6, Dex 17, Con 11, Int 2, Wis 
  13, Cha 13
  Skills: Hide +7, Jump +11, Listen +6, Move 
  Silently +7, Sleight of Hand +8
  Feats: Weapon Finesse
  Environment: Warm plains
  Organization: Solitary
  Challenge Rating: 1/4
  Advancement: 2-3 HD (Small)
  Level Adjustment: —
  Combat
  Steelswindlers would much rather fl ee than 
  fi ght. They fi ght only when sick or desperate (such 
  as a mother defending her pups), and even then are 
  limited to biting.
  Narcotic Bite (Ex): In order to defend itself, 
  the steelswindler has taken to chewing the leaves 
  of the jarwal weed, a potent narcotic to which the 
  steelswindler possesses a natural immunity. Bite, 
  Fortitude DC 11; initial and secondary damage 
  2 Dexterity and 2 Intelligence. The save DC is 
  Constitution-based.
  Scent (Ex): A steelswindler can smell 
  creatures or sources of metal within 60 feet. The 
  range increases to 120 feet if the target is upwind, 
  and decreases to 30 feet if the target is downwind.
  Skills: A steelswindler has a +5 racial bonus 
  on Jump, Listen and Sleight of Hand checks.
  A steelswindler is a relative of the jackal 
  with an unusual fondness for metallic items. For 
  reasons unknown, steelswindlers swipe metal 
  items and hoard them somewhere in their territory. 
  This behavior does not seem to benefi t the canines 
  directly, as they do not consume metal or use it for 
  any sort of protection. However, it does have the 
  benefi t of luring other creatures to their territory. 
  Although the steelswindler isn’t a match for most 
  humanoids and predators larger than itself, it can 
  patiently wait for the other creatures to fi ght over 
  the hoard and dine on any leftovers.
  Their 
  keen 
  scent 
  for 
  metals 
  make 
  steelswindlers prized pets and animal companions 
  for treasure hunters. Dwarves have unsuccessfully 
  tried to use these creatures underground to seek 
  out rich veins of metal ores, but the steelswindlers 
  aren’t fond of the confi ned spaces.
  A steelswindler weighs between 15 and 30 
  pounds and stands about a foot tall at the shoulder.
  Flora and Fauna
  Elysium Grass: This yellow grass looks like many other savanna fl ora, growing as high as three 
  or four feet with wide, sharp-edged blades and fl uffy seedpods. It is an aggressive grower and tends to 
  choke out other plants. The elysium plant is a magic sponge, soaking up all the nutrients in the ground 
  to reduce competition and relying mostly on magic. It soon overbalances the ambient magic and creates 
  a null-magic zone around itself in which no spell, spell-like ability, or supernatural ability will function. 
  Elysium plants take hold quickly and can rapidly destroy the fertility of an area, but they are usually kept 
  in check by self-selection; the majority of elysim plants end up starving themselves to death within fi ve 
  years. This leaves a wake of poor soil behind the plants that is soon subject to normal succession. Elysium 
  grass is a magically dependent grass that needs magic, water, air, and soil (however poor) to survive. It is 
  mostly found on dryer grasslands, but it is sometimes found underground if soil is available.
  
  10
  1/3 Scarabellumen
  Tiny Magical Beast
  Hit Dice: 1/2d10 (2 hp)
  Initiative: +3
  Speed: 15 ft. (3 squares), fl y 60 ft. (average)
  Armor Class: 16 (+2 size, +3 Dex, +1 
  natural), touch 15, fl at-footed 13
  Base Attack/Grapple: +0/-12
  Attack: —
  Full Attack: —
  Space/Reach: 2-1/2 ft/0 ft.
  Special Attacks: Death burst, hypnotic 
  pattern
  Special Qualities: Bioluminescence, 
  darkvision 60 ft., immunity to mind-
  affecting effects, low-light vision, morality 
  sense
  Scarabellumens, although they appear to be 
  mere insects, are benevolent, pacifi stic creatures 
  with a modicum of intellect. They aid good 
  creatures and often travel with them, sometimes 
  serving as familiars to wizards of weal. They 
  feed solely on photosynthetic plants and acquire 
  additional sustenance from the light of the sun.
  A scarabellumen is about a foot long and 
  weighs about a pound.
  Scarabellumens cannot communicate in 
  normal terms, but their light usually shines brightly 
  when in the company of creatures that it considers 
  friendly and dims in the presence of evil.
  Combat
  Scarabellumens have no attacks, and indeed 
  are decided pacifi sts. When faced with aggression, 
  they prefer to dazzle their would-be foes with a 
  bioluminescent light-show, then fl it away to safety. 
  Failing this, they have but one defense mechanism: 
  Anyone who kills a scarabellumen is showered 
  with a brilliant fl ash of deadly green sparks.
  Death Burst (Ex): When a scarabellumen 
  dies violently, it explodes in a shower of green 
  sparks, dealing 1d8+1 points of damage to all 
  evil creatures within 5 feet (no save), although 
  spell resistance applies (caster level 5th). If the 
  creature that dealt the killing blow is within 5 
  feet, it takes double damage (2d8+2). This damage 
  results directly from divine (holy) power, and thus 
  is not subject to immunities, resistances, or similar 
  magic such as protection from energy.
  Saves: Fort +2, Ref +5, Will +3
  Abilities: Str 2, Dex 16, Con 10, lnt 3, Wis 
  16, Cha 15
  Skills: Hide +11, Listen +3, Move Silently 
  +5, Sense Motive +11, Spot +4
  Feats: Dodge
  Environment: Any hills and plains
  Organization: Solitary, pair, family (3-8), 
  or colony (9-50)
  Challenge Rating: 1/3
  Treasure: None
  Alignment: Always neutral good
  Advancement: —
  Level Adjustment: — (Improved Familiar)
  Scarabellumens 
  trigger 
  this 
  explosion, 
  voluntarily destroying themselves when defending 
  others of their kind or one of their chosen 
  humanoids. The death burst does not occur when 
  a scarabellumen dies of natural causes.
  Hypnotic Pattern (Ex): As a standard action, 
  a scarabellumen can use its carapace to create a 
  shifting pattern of light in a 10-foot radius. The 
  effect of this pattern is identical to that of the spell 
  hypnotic pattern (Will DC 14 negates), with the 
  scarabellumen as the center of the effect. Once 
  begun, the scarabellumen can maintain this pattern 
  indefi nitely as a free action each round.  The save 
  DC is Charisma-based.
  Bioluminescence (Ex): A scarabellumen 
  provides a soft illumination in up to a 10-
  foot radius. Though it is in control of its own 
  illumination, the scarabellumen usually shines 
  brightly when in the company of creatures that it 
  considers friendly, but is also able to understand a 
  request to extinguish its light if needed.
  Morality 
  Sense 
  (Ex): 
  Scarabellumens 
  are incredibly empathic. As a full-round action, 
  a scarabellumen can unerringly determine the 
  alignment of any creature within 30 feet. If a 
  creature is using a power or effect that conceals 
  its alignment, the scarabellumen must fi rst succeed 
  at a Sense Motive check (DC 10 + caster level of 
  concealing effect) in order to gain this insight. 
  Scarabellumens grow skittish and uneasy in the 
  presence of evil.
  Skills: Scarabellumens have a +8 racial 
  bonus on Sense Motive checks.
  
  11
  1/2
  1/2
  Brumalborn
  Small Elemental (Cold, Native)
  Hit Dice: 1d8+1 (5 hp)
  Initiative: +1
  Speed: 60 ft. (12 squares), fl y 160 ft. 
  (perfect)
  Armor Class: 15 (+1 size, +1 Dex, +3 
  natural), touch 12, fl at-footed 14
  Base Attack/Grapple: +0/-5
  Attack: Claw +2 melee (1d4-1)
  Full Attack: 2 claws +2 melee (1d4-1) and 
  2 piercing kicks -3 melee (1d6-1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Blizzard band
  Special Qualities: Darkvision 60 ft., 
  elemental traits, immunity to cold, 
  vulnerability to fi re.
  Brumalborn are terrible forces of nature that 
  sweep across cold plains and tundra. This furred 
  creature has sharp spikes jutting from the elbows 
  and knees as well as sharp claws from its three-
  fi ngered hands. Its feet are long, pointed spears, 
  and its eyes are thin slits with a malevolent glare.
  Legends proclaim brumalborn to be the 
  spawn of an evil winter deity, while others 
  claim they are birthed from the coldest, most 
  furious blizzards. Regardless of their origins, 
  these elementals are numerous, traveling in large 
  numbers, bringing chaos wherever they travel. 
  Although incredibly destructive, brumalborn 
  are not wicked beings, rather they are physical 
  embodiments of the chaotic forces of winter.
  An average brumalborn stands about 4 feet tall 
  and weighs 30 pounds. Brumalborn speak Auran.
  Combat
  Brumalborn can pierce their enemies with 
  their ski-like feet, which are toeless and pointed 
  at the end. They can also attack with two claws. 
  They will usually surround themselves with their 
  blizzard band effect and settle over their chosen 
  prey, letting the storm soften up the victims while 
  the brumalborn attack and then disappear back into 
  the storm.
  Saves: Fort +3, Ref +1, Will +0
  Abilities: Str 8, Dex 13, Con 13, lnt 10, Wis 
  10, Cha 6
  Skills: Hide +9*, Intimidate +2*, Jump +11, 
  Listen +2, Move Silently +5, Spot +2
  Feats: Alertness B, Stealthy, Weapon 
  Finesse B
  Environment: Any cold hills and plains
  Organization: Band (10-20) or army (80-
  120)
  Challenge Rating: 1/2
  Treasure: Standard
  Alignment: Always chaotic neutral
  Advancement: 2-3 HD (Small)
  Level Adjustment: —
  Blizzard 
  Band 
  (Su): 
  Ten 
  or 
  more 
  brumalborn traveling together may form a blizzard 
  band, generating a furious ice storm that surrounds 
  the brumalborn and follows them as they travel. 
  The ice storm’s area of effect has a radius of 20 
  feet per brumalborn inside the storm. For example, 
  10 brumalborn travel in a 200-foot radius storm, 
  while 100 brumalborn would generate a massive 
  storm almost a mile in diameter.
  While traveling within this ice storm, 
  brumalborn may move at their fl y speed listed 
  above (and may not fl y otherwise except in a 
  natural blizzard).
  This storm deals 1d6 points of cold damage 
  each minute to all within its radius who are not 
  fully sheltered from its blizzard-like conditions. 
  Skills: While within their self-generated 
  blizzards or under the cover of a natural ice storm, 
  brumalborn receive a +10 racial bonus to Hide 
  checks. If an army of at least 80 brumalborn is 
  traveling or attacking under similar conditions, the 
  brumalborn receive a +10 circumstance bonus to 
  Intimidate checks.
  
  12
  1/2
  1/2 Fuzzwippit
  Diminutive Magical Beast
  Hit Dice: l/4d10-2 (1 hp)
  Initiative: +2
  Speed: 20 ft. (4 squares), burrow 5 ft.
  Armor Class: 16 (+4 size, +2 Dex), touch 
  16, fl at-footed 14
  Base Attack/Grapple: +0/-16
  Attack: Bite +6 melee (1d4-4)
  Full Attack: Bite +6 melee (1d4-4)
  Space/Reach: 1 ft./0 ft.
  Special Attacks: Charm monster, enthrall
  Special Qualities: Darkvision 60 ft., low-
  light vision, scent, wind resistance
  Saves: Fort -2, Ref +2, Will -1
  Fuzzwippits are little more than cotton ball 
  wisps. They have big brown eyes, and underneath 
  all their fl uff, they have a small mouth. They 
  use their charm monster and enthrall abilities 
  to convince predators they are not a meal. 
  Fuzzwippits are playful and enjoy company, 
  making them popular household pets.
  A fuzzwippit is 8 inches in diameter and 
  weighs less than a pound.
  A fuzzwippit can be acquired as a familiar by 
  a 3rd-level arcane spellcaster with the Improved 
  Familiar feat. It grants its master a +2 bonus on 
  Sense Motive checks
  Combat
  Fuzzwippits are predators, hunting small 
  rodents, birds, and reptiles. They utilize their 
  spell-like abilities to enthrall prey and discourage 
  predators.
  Charm Monster (Sp): Up to three times per 
  day, a fuzzwippit can use charm monster (caster 
  charm monster (caster 
  charm monster
  level 8th, Will DC 17 negates). In the wild, this 
  ability allows the fuzzwippit to convince other 
  predators not to view its warren as a hunting site. 
  It also accounts for the beast’s popularity as a 
  domestic pet.  The save DC is Charisma-based.
  Enthrall (Sp)
  Enthrall (Sp)
  Enthrall
  : Once per day, a fuzzwippit 
  can use its cooing purr to enthrall humanoids who 
  view it as a pet. This functions as the enthrall 
  spell (caster level 5th, Will DC 15 negates). As 
  a hunting strategy, a single fuzzwippit has been 
  known to enthrall whole colonies of small rodents, 
  while its warren-mates attack from behind. The 
  save DC is Charisma-based.
  Abilities: Str 3,.Dex 15, Con 6, Int 2, Wis 
  8, Cha 16
  Skills: Hide +14, Listen +2, Move Silently 
  +11, Sense Motive +7, Spot +2, Tumble +3
  Feats: Alertness, Weapon Finesse B
  Environment: Temperate hills and plains; 
  also domestic in urban areas
  Organization: Solitary when domesticated, 
  hunting pack (10-20), or warren (12-100) 
  Challenge Rating: 1/2
  Treasure: None
  Alignment: Always chaotic neutral
  Advancement: None
  Level Adjustment: +0 (cohort)
  Wind Resistance  (Ex): Fuzzwippits have 
  a +2 racial bonus on Fortitude saves against the 
  effects of cold weather. Its pelt has special pores 
  which funnel wind in only one direction. Wind, 
  therefore, seldom manages to lift up or blow-away 
  a fuzzwippit (treat the fuzzwippit as a Medium 
  creature for purposes of determining wind effects). 
  Odors do not travel out through the pelt, resulting 
  in a -10 circumstance penalty on attempts to locate 
  the fuzzwippit by scent. This is just one way in 
  which fuzzwippits manage to surprise their prey.
  Skills: Fuzzwippits have a +8 racial bonus on 
  Move Silently and Sense Motive checks.
  Wippetsheen
  The pelt of a fuzzwippit (called wippitsheen) 
  is valuable for cosmetic and practical purposes. 
  Among nobles and the elite, a complete pelt is as 
  much as two-thirds the cost of a living fuzzwippit.
  Shawls and coats made of wippitsheen are 
  popular for evening activities and autumn sports 
  like fox-hunting. Rustic frontiersmen favor 
  wippitsheen for its durability, warmth, and ability 
  to block the wearer’s scent. A garment made from 
  wippitsheen grants the wearer a +2 circumstance 
  bonus bonus on Fortitude saves against the 
  effects of cold weather. Further, an actual pelt 
  (not just a fur lining or weave) has special pores 
  which funnel wind in only one direction. Wind, 
  therefore, seldom manages to lift up or blow-away 
  a fuzzwippit pelt. Odors do not travel out through 
  the pelt, resulting in a -10 circumstance penalty on 
  attempts to locate the pelt-wearer by scent.
  Wippitsheen has hardness 1 and 2 hit points 
  per inch of thickness.
  
  13
  1/2
  1/2
  Heliokarabos
  Diminutive Magical Beast
  Hit Dice: 1d10-1 (4 hp)
  Initiative: +4
  Speed: 30 ft. (6 squares), climb 30 ft., fl y 60 
  ft. (good)
  Armor Class: 18 (+4 size, +4 Dex), touch 
  18, fl at-footed 14
  Base Attack/Grapple: +1/-13
  Attack: Bite +3 melee (1d6-2)
  Full Attack: Bite +3 melee (1d6-2)
  Space/Reach: 1ft./0 ft.
  Special Attacks: Solar beam
  Special Qualities: Sunlight storage, 
  resistance to fi re 10
  Heliokarabosi are large scarabs that fl ourish 
  in areas of bright sunlight, and their carapace 
  is a rich golden hue. They subsist on a diet of 
  both organic matter and solar energy. They are 
  more intelligent than typical beetles, and desert-
  dwelling rangers, druids, and clerics of sun deities 
  often train them as pets or companions. They 
  are also sometimes taken on quick raids into 
  underground caverns and undead-infested tombs, 
  as their sunlight storage can be a great boon when 
  fi ghting light-sensitive foes.
  A heliokarabos measures about 8 inches in 
  diameter and weighs less than a pound.
  Combat
  Heliokarabosi are not particularly aggressive 
  toward most creatures, content simply to eat 
  insects, carrion, deadwood and other scavenged 
  materials. They tend to attack either in self-defense 
  or, peculiarly enough, when in the presence 
  of undead. The beetles swarm overhead any 
  undead that cross their territory in broad daylight, 
  devastating the creatures with a barrage of solar 
  beams. They are less ready to use up their stores of 
  light at night, but still strobe sunlight overhead, as 
  if hoping either to injure the undead (which might 
  be vulnerable to sunlight) or to attract other entities 
  to deal with the monsters.
  Saves: Fort +1, Ref +6, Will +1
  Abilities: Str 6, Dex 18, Con 8, lnt 3, Wis 
  12, Cha 12
  Skills: Climb +7, Listen +2, Spot +3
  Feats: Improved Natural Attack (bite)
  Environment: Warm deserts and plains
  Organization: Cluster (11-20) or swarm 
  (10-100)
  Challenge Rating: 1/2
  Treasure: None
  Alignment: Always neutral
  Advancement: 2-3 HD (Diminutive)
  Level Adjustment: —
  Solar Beam (Su): While in direct sunlight, 
  heliokarabosi can focus the sun’s rays into 
  an intense beam of heat. A heliokarabos must 
  be in fl ight above a target, although it need 
  not be directly between the sun and its target 
  — the heliokarabos can direct the beam with 
  some precision to a range of 30 feet. Targets must 
  succeed at a DC 9 Refl ex save or take 2d4 points 
  of fi re damage. A heliokarabos may focus this solar 
  beam during cloudy weather or indirect daylight, 
  but it infl icts only 1d4 points of fi re damage. If 
  hard-pressed, a heliokarabos can even release 
  all its stored solar energy (see below) to produce 
  one full-power beam that deals 4d4 points of fi re 
  damage to a range of 100 feet. The save DC is 
  Constitution-based.
  Sunlight 
  Storage 
  (Su): 
  Excited 
  heliokarabosi can release stored sunlight, lighting 
  the area around them in a 60-foot radius with 
  genuine solar radiation. This light counts as pure 
  sunlight for purposes of affecting creatures that 
  are vulnerable to sunlight. A heliokarabos can 
  maintain this luminescence for up to 2 hours 
  before needing to recharge its stores. To refi ll its 
  stores completely, a heliokarabos must be exposed 
  to direct sunlight for 4 hours.
  Skills: A heliokarabos has a +8 racial bonus 
  on Climb checks and can always choose to take 10 
  on Climb checks, even if rushed or threatened.
  
  14
  1/2
  1/2 Malata Plant, Seed
  Tiny Plant
  Hit Dice: 1d8 (4 hp)
  Initiative: +4
  Speed: Fly 40 ft. (perfect)(8 squares), 
  burrow 5 ft.
  Armor Class: 21 (+2 size, +3 Dex, +6 
  natural), touch 15, fl at-footed 18
  Base Attack/Grapple: +0/-8
  Attack: Slam +2 melee (1d4)
  Full Attack: Slam +2 melee (1d4)
  Space/Reach: 2-1/2 ft./0 ft.
  Special Attacks: —
  Special Qualities: Blindsight 60 ft., damage 
  reduction 5/slashing, plant traits 
  If left unchecked, a malata plant will 
  eventually reproduce, spreading its seeds to new 
  areas. This is the most vulnerable stage of the 
  malata plant’s life cycle. A seed is a 1-foot-long, 
  egg-shaped fi brous husk with large bat-like wings. 
  It is just sentient enough to avoid danger and seek 
  out suitable villages to infest.
  Once a seed has found a good location, it will 
  burrow into the ground and begin germinating a 
  malata plant trunk, spending 1d4+1 days gathering 
  the energy needed to grow a new trunk. After this 
  time, the seed cracks open (killing the seed) and 
  a new malata trunk germinates to full size in the 
  space of 24 hours.
  Mesmerizzard
  Medium Magical Beast
  Hit Dice: ld10+2 (7 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares), fl y 60 ft. (clumsy)
  Armor Class: 10, touch 10, fl at-footed 10
  Base Attack/Grapple: +1/+5
  Attack: Bite +5 melee (1d6+5)
  Full Attack: Bite +5 melee (1d6+5) and 2 
  claws +0 melee (1d4+2)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Captivating song
  Special Qualities: Darkvision 60 ft., low-
  light vision, scent
  Saves: Fort +1, Ref +1, Will +1
  Abilities: Str 10, Dex 17, Con 13, Int 3, Wis 
  13, Cha 3
  Skills: Hide +13, Move Silently +9
  Feats: Stealthy
  Environment: Any warm land
  Organization: Solitary
  Challenge Rating: 1/2
  Treasure: None
  Alignment: Always neutral evil
  Advancement: None
  Level Adjustment: —
  Combat
  Though a malata seed has a weak slam attack, 
  it only fi ghts if unable to escape. Its primary function 
  is to fi nd a secluded area near a village and burrow 
  into the ground, planting itself. Once planted, a seed 
  is helpless and can be easily destroyed.
  Blindsight (Ex): A malata plant is blind, but 
  it can “see” creatures within 60 feet by sensing 
  subtle changes in air pressure and temperature.
  Saves: Fort +4, Ref +2, Will +2
  Abilities: Str 18, Dex 10, Con 15, lnt 10, 
  Wis 14, Cha 15
  Skills: Hide +4, Listen +8, Spot +8
  Feats: Alertness
  Environment: Warm deserts
  Organization: Flock (2-12)
  Challenge Rating: 1/2
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: 2-3 HD (Medium)
  Level Adjustment: —
  
  15
  1/2
  1/2
  Mermerizzards are vultures that use their 
  captivating songs to speed up the creation of 
  carrion by luring prey to its death. Although they 
  will eat any dead matter, they have a preference for 
  humanoid fl esh, particularly that of elves.
  These intelligent vultures were once known 
  as “mesmerizing buzzards”, but over the years the 
  two words melded together, largely in part due to 
  hasty cries of surprise when it became apparent 
  that they weren’t mere carrion birds.
  Evil desert dwellers, particularly mummies, 
  often make pacts with mesmerizzards, providing 
  the buzzards with protection and an endless supply 
  of carrion in exchange for luring travelers (and the 
  possessions they carry) to their lairs.
  A typical mesmerizzard is 4 to 5 feet long 
  and has a wingspan of 8 to 10 feet.
  Combat
  Most mesmerizzards fl y away instantly if 
  attacked, but they can fi ght. If brought down by 
  a sling or an arrow shot, they draw their wings in 
  close and stand their ground. If one mesmerizzard 
  in a group dies in battle, the others will pick it up 
  and attempt to escape with it.
  Captivating Song (Su): When a 
  mesmerizzard sings, all creatures (other 
  than mesmerizzards) within a 300-foot spread 
  must succeed on a DC 12 Will save or become 
  captivated. This is a sonic mind-affecting charm 
  effect. A creature that successfully saves cannot be 
  affected again by the same mesmerizzard’s song 
  for 24 hours. The save DC is Charisma-based. 
  A captivated victim walks toward the 
  mesmerizzard, taking the most direct route 
  available. If the path leads into a dangerous 
  area (through fl ame, off a cliff, or the like), that 
  creature gets a second saving throw. Captivated 
  creatures can take no actions other than to defend 
  themselves. (Thus, a fi ghter cannot run away or 
  attack but takes no defensive penalties.) A victim 
  within 5 feet of the mesmerizzard stands there and 
  offers no resistance to the monster’s attacks. The 
  effect continues for as long as the mesmerizzard 
  sings and for 1 round thereafter. A bard’s 
  countersong ability allows the captivated creature 
  to attempt a new Will save.
  Skills:  A mesmerizzard has a +4 racial 
  bonus on Spot checks.
  Mlularuka
  Small Animal
  Hit Dice: 1d8+2 (7 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares), fl y 60 ft. (clumsy)
  Armor Class: 15 (+1 size, +3 Dex, +1 
  natural), touch 14, fl at-footed 12
  Base Attack/Grapple: +0/-3
  Attack: Bite +2 melee (1d4+1)
  Full Attack: Bite +2 melee (1d4+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: —
  Special Qualities: Low-light vision, scent
  Saves: Fort +4, Ref +5, Will +1
  The mlularuka (m-loo-lah-ROO-kah), also 
  known as the malakala (mah-lah-KAH-lah), is 
  a fl ying jackal. A mlularuka looks much like a 
  normal jackal, except that it has a bluish tinge to 
  its underside and fl aps of skin between its legs. 
  Amazingly, these fl aps are fully functional wings, 
  and unusual leg joints allow the mlularuka to fl ap 
  its legs and fl y. Once airborne, it relies on the warm 
  savannah air to keep it aloft.
  These pesky creatures are not a physical 
  danger so much as an economic one. They have 
  been known to swoop down on travelers, attempting 
  to steal food, packs, or even weapons. The only 
  Abilities: Str 13, Dex 17, Con 15, Int 3, Wis 
  12, Cha 6
  Skills: Hide +8, Listen +2, Move Silently 
  +4, Spot +2, Survival +1*
  Feats: Flyby Attack
  Environment: Warm deserts and plains
  Organization: Pack (2-16)
  Challenge Rating: 1/2
  Treasure: None
  Alignment: Always neutral
  Advancement: 2-3 HD (Medium)
  Level Adjustment: —
  reported attacks on humanoids have probably been 
  accidental and involved stolen babies. Some wild 
  rumors even claim that a female mlularuka will 
  nurse a stolen baby, raising it into a feral adolescent 
  and then setting it free in the wilderness.
  A mlularuka is about 3-1/2 to 4 feet long, 
  stands about a foot tall, and weighs 15-30 pounds.
  Combat
  Mlularuka avoid combat unless cornered, at 
  which time they will lash out with a bite attack.
  Skills: *Mlularuka have a +4 racial bonus on 
  Survival checks when tracking by scent.
  
  16
  1/2
  1/2 Thirog
  Medium Humanoid (Orc)
  Hit Dice: 1d8+1 (5 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares)
  Armor Class: 15 (+2 Dex, +3 studded 
  leather armor), touch 12, fl at-footed 13
  Base Attack/Grapple: +0/+1
  Attack: Longsword +1 melee (1d8+1/19-
  20) or longbow +2 ranged (1d8/x3)
  Full Attack: Longsword +1 melee (1d8+1/
  19-20) or longbow +2 ranged (1d8/x3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: —
  Special Qualities: Blur, darkvision 60 ft., 
  elusiveness
  Thirog are lean, wiry humanoids distinctive 
  for their speed, stealth and cunning. They carve 
  out nomadic existences in the wastes and deserts 
  of the world, raiding and scavenging whenever 
  they come upon settled peoples trying to establish 
  more substantial livings. In other words they are a 
  marginal race that inhabits equally marginal lands 
  as best they know how.
  As such, however, thirog make themselves 
  nuisances to those townsfolk and villagers whose 
  livelihoods they try to share. Local authorities 
  hunt thirog thieves, both real and suspected, 
  mercilessly. Thirog raiders inspire both fear and 
  hatred out of proportion to the actual damage they 
  infl ict. Down through the generations, however, 
  they have adapted, so that they know how to hide 
  and elude better than most and they are notoriously 
  hard to track.
  Thirog speak Common and Orcish.
  Combat
  Thirog always prefer to strike from ambush, 
  fi ring their composite longbows from cover until 
  their foes no longer represent any threat. They 
  do not like to engage in melee combat unless 
  absolutely necessary and even then they try to 
  fl ank or surprise their opponents. When attacking 
  a fi xed position, such a village, they prefer to use 
  stealth and discourage their enemies by fi ring 
  arrows from cover, often moving from covered 
  position to covered position to create confusion. 
  Saves: Fort +3, Ref +2, Will +0
  Abilities: Str 12, Dex 14, Con 12, Int 11, 
  Wis 11, Cha 10
  Skills: Hide +4, Listen +3, Spot +3
  Feats: Dodge
  Environment: Warm desert
  Organization: Raiding party (2-7 plus 1 3rd 
  level leader) or clan (8-16 plus 1 3rd level 
  leader and 2nd level lieutenants, plus 150% 
  non-combatants)
  Challenge Rating: 1/2
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: By character class
  Level Adjustment: +2
  If their opponent makes a determined attempt to 
  engage them in melee, thirog raiders will withdraw 
  rather than slug it out, even if they have not taken 
  what they wanted yet. This elusiveness is one 
  reason why the targets of thirog raids despise then 
  so intensely.
  Blur (Ex): Once per day as a free action, 
  a thirog may perform an evasive maneuver that 
  distorts and blurs its form. This effect grants the 
  thirog concealment (20% miss chance). A thirog 
  must move from one space to another every 
  round this effect is active (including the round it is 
  initiated), and the effect ends when the thirog stops 
  moving or after one minute, whichever comes fi rst.
  Elusiveness (Ex): Thirog leave unusually 
  light footprints, partly due to training and partly 
  due to their weight distribution. Anyone using the 
  Track feat to locate a thirog has a -5 circumstance 
  penalty on his Survival check.
  Thirog Society
  Thirog travel in clans no larger than a 
  modest extended family, headed by the dominant 
  male. The clan is the focal point of every thirog 
  allegiance. However, clans may form alliances, 
  almost always temporary and subject to change at 
  a moment’s notice, with each other to accomplish 
  a goal that is too large for any one of them.
  
  17
  1/2
  1/2
  Valco
  1st-Level Warrior
  Medium Humanoid (Caprine)
  Hit Dice: 1d8+2 (6 hp)
  Initiative: -1 
  Speed: 20 ft. in scale mail (6 squares); base 
  speed 30 ft.
  Armor Class: 14 (-1 Dex, +1 natural, +4 
  scale mail), touch 9, fl at-footed 14
  Base Attack/Grapple: +1/+3
  Attack: Guisarme +3 melee (2d4+3/x3) or 
  calkru +3 melee (1d8+2) or net +0 ranged 
  touch or longbow +0 ranged (1d8/x3)
  Full Attack: Guisarme +3 melee (2d4+3/x3) 
  or calkru +3 melee (1d8+2) or net +0 ranged 
  touch or longbow +0 ranged (1d8/x3)
  Space/Reach: 5 ft./5 ft. (10 ft. with 
  guisarme)
  Valcos are an aggressive race of goatlike 
  bandits. Valcos have a love for treasure, and a 
  dislike of a fair fi ght. Their favorite way to earn 
  a living is to camp outside of ruins and dungeons, 
  waiting for weary treasure-laden adventurers 
  to stagger out. They are patient, and frequently 
  observe parties heading into such areas, sizing them 
  up and preparing well-planned ambushes tailored to 
  the party’s apparent strengths and weaknesses.
  A valco stands about 5 feet tall and weighs 
  100-140 pounds, with short wiry fur and simple 
  horns. Their hind legs end in plain hooves, 
  although their forehooves have developed into 
  functional hands. Most valcos wear armor of some 
  sort, and all of them are able to employ standard 
  humanoid weapons.
  Valcos speak their own language and 
  Common. The valco warrior presented here had the 
  following ability scores before racial adjustments: 
  Str 12, Dex 11, Con 13, Int 10, Wis 8, Cha 9.
  Combat
  Valcos attack in carefully planned ambushes. 
  Pit traps may be dug, or rocks may be placed 
  on ridges to drop upon foes or seal off areas. 
  Their fi rst attacks are usually attempts to disable 
  their opponents. Valcos make heavy use of nets, 
  Chortler dander bombs (see below), alchemist’s 
  fi re, and other underhanded forms of attack. In 
  melee, some valcos attack in close with the calkru, 
  a weapon made from castoff horns (equivalent to a 
  fl ail), while others stand behind them stabbing and 
  Special Qualities: Hardy, low-light vision
  Saves: Fort +4 (+6 vs. poison or disease), 
  Ref -1, Will -1
  Abilities: Str 14, Dex 9, Con 15, Int 10, Wis 
  8, Cha 7
  Skills: Climb +0, Listen +0, Spot +0, Swim -4
  Feats: Exotic Weapon Profi ciency (net)
  Environment: Temperate hills and plains
  Organization: Solitary, band (2-7 plus 1 
  3rd level lieutenant), or camp (3-36 plus 5 
  3rd level lieutenants, 2 5th level druids, and 
  1 7th level captain)
  Challenge Rating: 1⁄2
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: By character class
  Level Adjustment: +0
  tripping their enemies with guisarmes. Those with 
  calkru can use them to disarm their opponents, 
  often grabbing and stealing weapons in the middle 
  of a battle. Valcos attack to plunder, not necessarily 
  to kill. If valcos can escape with some decent loot 
  at any point in a fi ght, they probably do so.
  Hardy (Ex): Valcos are able to eat and derive 
  sustenance from nearly any organic substance. 
  Valcos also have a +2 racial bonus on all saving 
  throws against poison or disease.
  Valco Society
  Valco society is relatively primitive. Most 
  valcos live outside, under the stars, although those 
  in heavy weather areas use tents or other simple 
  shelters. Valcos are nomadic and do not form large 
  political groups; they are simply scattered camps 
  of raiders. Their religion takes the form of nature 
  worship, and their priests are druids. Treasures that 
  the valcos take are typically either used in their 
  attacks, kept as trophies, or are traded for rich food 
  and wine, which valcos absolutely love.
  Chortler Dander Grenade
  If properly collected and placed in a glass 
  Chortler Dander Grenade
  If properly collected and placed in a glass 
  Chortler Dander Grenade
  bottle, the dander from a single chortler (page 50) 
  is enough to create two thrown splash weapons 
  (though only with a 5-foot-radius effect) that 
  function as the chortle ability with the same save 
  DC as the chortler that created it. Some specialist 
  shops may sell these missiles for around 100 gp 
  each, but supplies are usually limited.
  
  18
  1
  Addlevetch
  Small Plant
  Hit Dice: 1d8+3 (7 hp)
  Initiative: +7
  Speed: 15 ft. (3 squares)
  Armor Class: 18 (+1 size, +7 Dex), touch
  18, fl at-footed 11
  Base Attack/Grapple: 0/-6
  Attack: Eye rays +8 ranged touch
  Full Attack: Eye rays +8 ranged touch
  Space/Reach: 5 ft./—
  Special Attacks: Eye rays
  Special Qualities: All-around vision, 
  lowlight vision 60 ft., plant traits
  Addlevetch is a plant found in deserts and 
  underground. The desert variety lives near sources 
  of fresh water and has few large leaves around its 
  brown base. It also has mobile roots and three long 
  and curving stems. Each of these stems sports a 
  colorful and shiny sphere.
  Combat
  An addlevetch prefers to lie in wait along 
  pools of water, usually clinging to a stalctite or a 
  palm tree. When an animal or other prey comes 
  near, it uses its rays to disable and kill the creature.  
  Once any threats have passed, the plant nestles into 
  the corpse to consume and grow.
  Eye Rays (Su): Each of the addlevetch’s 
  three small eyes can produce a magical ray once 
  per round as a free action. Each of the addlevetch’s 
  three eye rays resembles a spell cast by a 8th-level 
  caster, but follows the rules for a ray. Each eye ray 
  has a range of 55 ft. and save DC of 14. The save 
  DCs are Charisma-based.
  Saves: Fort +5, Ref +7, Will -4
  Abilities: Str 7, Dex 25, Con 17, Int —, Wis
  2, Cha 18
  Skills: Hide +11, Search +1, Spot +4
  Feats: Alertnessb
  Environment: Underground and warm
  deserts
  Organization: Solitary or bunch (2-5)
  Challenge Rating: 1
  Treasure: 50% standard
  Alignment: Always neutral
  Advancement: 2 HD (Small); 3 HD
  (Medium)
  Level Adjustment: —
  The three eye rays include:
  Confusion Eye: This yellow eye shoots a ray 
  that acts as a confusion spell, except that it affects 
  one creature with up to 8 Hit Dice. The target must 
  succeed at a DC 18 Will save to resist.
  Daze Eye: This red eye can shoot a ray that 
  works like the daze spell, except that it affects one 
  creature with up to 8 Hit Dice. The target must 
  succeed at a DC 14 Will save to resist.
  Infl ict Light Wounds Eye: This little blue 
  sphere shoots a ray that works like the infl ict light 
  wounds spell, except that it affects one creature 
  with up to 10 Hit Dice, causing 1d8+5 points of 
  damage. The target may make a DC 15 Will save 
  for half damage.
  All-Around Vision (Ex): Addlevetch plants 
  are exceptionally alert. Their prehensile eye-stems 
  give them a +4 racial bonus to Spot and Search 
  checks, and they cannot be fl anked.  Plant: Immune 
  to all mind-affecting effects, poison, sleep effects, 
  paralysis, polymorph, and stunning. Not subject to 
  critical hits.
  Flora and Fauna
  Somnolent Moss: This purple moss thrives in dry areas and uses water as its primary food. It only 
  grows in extremely dry areas (too much water kills it instantly) and it emits a sweet smell to a range of 
  10ft. that has the same effect as a very powerful sleep spell (Fortitude save DC 12) that lasts for a week. 
  The moss eventually covers a victim that falls asleep in a period of days. A creature gets a single additional 
  saving throw after two days, but if that is failed, the fate of the creature is sealed as the moss drains the 
  water from the creature, leaving a perfectly desiccated corpse. Mummies and other intelligent desert 
  dwelling undead favor somnolent moss and often place patches of it throughout their lairs. Somnolent 
  moss is a magical dependent fungus that needs magic, air, and water to survive. Somnolent moss is only 
  found is deserts.
  
  19
  1
  Boroth
  Medium Humanoid (Boroth)
  Hit Dice: 2d8+2 (11 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 14 (+1 Dex, +3 studded 
  leather armor), touch 11, fl at-footed 13
  Base Attack/Grapple: +1/+3
  Attack: Longsword +3 melee (1d8+2/
  19-20) or composite longbow +2 ranged 
  (1d8+2/x3)
  Full Attack: Longsword+3 melee (1d8+2/
  19-20) or composite longbow +2 ranged 
  (1d8+2/x3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: —
  Special Qualities: Darkvision 60 ft.
  Saves: Fort +1, Ref +4, Will +1
  Boroth are natural-born trackers; every one 
  of their instincts and distinctive physical features 
  amplifi es the sensory skills that they require to 
  hunt down their prey or those who would wish 
  to elude them. They are exceptionally agile and 
  their low-slung bodies allow them to move quickly 
  while remaining partially hidden. They have large 
  eyes that enable them to see unusually well in dim 
  light, with heavy lids that also allow them to shut 
  out the glare of excessively bright conditions. 
  Their wide, fl ared nostrils give them a keen sense 
  of smell and they have a wider range of hearing 
  than most other races.
  As might be expected, boroth are in 
  much demand as scouts, trackers and bounty 
  hunters and they are generally quite content to 
  market themselves as such. They can operate 
  independently and veteran boroth trackers prefer 
  to do so. They are also known to work in teams 
  under the direction of a veteran of their own kind 
  or others whose authority they recognize, in which 
  case they function more or less like a pack of 
  intelligent bloodhounds.
  Boroth speak Common and one other 
  additional language.
  Combat
  Boroth are experienced and versatile small-
  group tacticians. They understand how to make 
  the best use of terrain, weaponry and any other 
  advantages they believe they have over their foe. 
  They will not charge in to combat if they can see 
  Abilities: Str 14, Dex 12, Con 12, Int 12, 
  Wis 12, Cha 10
  Skills: Gather Information +1, Hide +4, 
  Listen +3, Move Silently +2, Search +2, 
  Spot +3, Survival +6*
  Feats: Track
  Environment: Any land and underground
  Organization: Gang (2-4), squad (11-20 
  plus 2 3rd level sergeants and 1 leader of 
  3rd to 6th level) or band (30-100 plus 150% 
  non-combatants plus 1 3rd level sergeant per 
  10 adults, 5 5th level lieutenants and 3 7th 
  level captains)
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Usually neutral
  Advancement: By character class
  Level Adjustment: +2
  they are outnumbered, attacking under cover of 
  darkness by preference using their darkvision to 
  full effect. They are far from stupid and entirely 
  capable of executing complex tactical maneuvers.
  A group of boroth has the option of 
  combining their efforts into a single Survival skill 
  check using the Aid Another action (see Player’s 
  Handbook, Chapter 4) when tracking. As many 
  as 7 boroth can aid another for the purposes of 
  tracking a single creature.
  Skills: * A boroth has a +5 racial bonus on 
  Survival checks when using its Track feat.
  Boroth Society
  Boroth live in large tribal groups from which 
  mercenaries may be recruited. Anyone wishing to 
  hire boroth must negotiate their services with the 
  tribe’s chief; if negotiations are successful, the 
  chief selects those of the tribe who will take part 
  in the mission with any prospective mercenaries 
  having no say in the matter.
  Young boroth also leave their tribes to seek 
  their fortune in the world. However,   the   wider 
  world does not always receive them as they would 
  like, but it is not impossible for a skilled tracker to 
  make a career for themselves.
  Boroth worship the goddess of the hunt who 
  is said to take pity on those who are lost and in 
  search of food. They interpret her blessing rather 
  liberally to include those who make their living in 
  any form of hunting or tracking.
  
  20
  1
  Caracal
  Small Animal
  Hit Dice:  1d8+2 (6 hp)
  Initiative: +5
  Speed: 40 ft. (8 squares), climb 20 ft. (4 
  squares)
  Armor Class:  16 (+1 size, +5 Dex), touch 
  16, fl at-footed 11
  Base Attack/Grapple: +0/-4
  Attack: Claw +6 melee (1d2)
  Full Attack:  2 Claws +6 melee (1d2) and 
  bite +1 melee (1d4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Improved grab, pounce, 
  rake 1d2, stunning swat
  Special Qualities: Low-light vision, scent, 
  spring
  Caracals resemble reddish-brown lynxes, 
  though they are rather smaller than the lynx, 
  weighing up to 42 pounds and growing as long as 
  4 feet from nose to tail-tip. They are most famed 
  for their especially keen hearing and their ability 
  to perform nigh-on unbelievable vertical leaping.
  Servals, bobcats, swamp cats, fi shing cats, 
  golden cats and ocelots may also be treated as 
  caracals for game purposes, though the Games 
  Master may wish to research slightly variant 
  special abilities - for example, the fi shing cat 
  should have a Swim movement type, but no 
  special bonus for high jumps.
  A small number of caracals are born with 
  entirely black fur, much like the occasional 
  completely black leopards known as black 
  panthers. These are much-prized as animal 
  companions by dungeoneering rangers, for 
  obvious reasons.
  Combat
  Caracals naturally prey on birds and small 
  mammals, but will attack larger herbivores if 
  hungry. Few will attack humans unless cornered or 
  trained to do so. Against most opponents the caracal 
  will pounce, claw, bite and rake, but when hunting 
  birds it prefers to do a vertical pounce straight up 
  into the air, swatting its prey out of the sky with a 
  front paw. This stunning swat attack is useful against 
  any aerial opponent, since a stunned creature cannot 
  fl y and will simply fall to the ground.
  Most creatures are only able to make 
  improved grab attacks on creatures smaller than 
  themselves, but caracals specialise in catching 
  Saves: Fort +4, Ref +7, Will +1
  Abilities: Str 10, Dex 20, Con 14, Int 2, Wis 
  12, Cha 10
  Skills: Balance +13, Climb +8, Hide +13*, 
  Jump +12, Listen +7, Move Silently +9, 
  Spot +3
  Feats: Weapon Finesse
  Environment: Warm desert and plains
  Organization: Solitary
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: 2-3 HD (Small)
  Level Adjustment: —
  birds of any size up to an eagle, and so the caracal 
  can use improved grab against a creature of its own 
  size which is using fl ying movement.
  Improved Grab (Ex): To use this ability, 
  a caracal must hit a Medium or smaller creature 
  with a claw attack. It can then attempt to start 
  a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, 
  it establishes a hold and can rake.
  Pounce (Ex): If a caracal charges a foe, it 
  can make a full attack, including two rake attacks.
  Rake (Ex): Atk. bonus +6 melee, dam. 1d2.
  Stunning Swat (Ex): A caracal that uses its 
  pounce ability may forego the full attack normally 
  granted by the ability and instead make a swat 
  attack at its highest attack bonus. If it succeeds, it 
  does normal claw damage and its opponent must 
  succeed on a DC 10 Fortitude save or be stunned 
  for one round. The save DC is Strength-based.
  Spring (Ex): Caracals are well known for 
  their ability to leap great heights vertically. A 
  caracal’s high jumps are treated as long jumps for 
  the purpose of determining distance traveled.
  Skills: Caracals have a +4 racial bonus 
  on Hide, Listen, and Move Silently checks and 
  a +8 racial bonus to Balance Climb, and Jump 
  checks. A caracal can always choose to take 10 
  on Climb checks, even if rushed or threatened. 
  *In warm plains and warm desert terrain, the Hide 
  bonus improves to +8.  (Black caracals receive no 
  additional Hide bonus for terrain, but their Hide 
  bonus improves to +8 during night or in other dark 
  conditions such as underground.)
  
  21
  1
  Colonial-Fly Swarm
  Fine Vermin (Swarm)
  Hit Dice: 3d8-3 (10 hp)
  Initiative: +5
  Speed: 10 ft. (2 squares), fl y 40 ft. (good)
  Armor Class: 23 (+8 size, +5 Dex), touch 
  23, fl at-footed 18
  Base Attack/Grapple: +2/—
  Attack: Swarm (1d6)
  Full Attack: Swarm (1d6)
  Space/Reach: 10 ft/0 ft.
  Special Attacks: Distraction
  Special Qualities: Darkvision 60 ft., 
  immunity to weapon damage, swarm traits, 
  vermin traits
  Colonial-fl y swarms looks like swirling 
  clouds of large blue black fl ies fi ll the air, their 
  buzzing loud in the dry air. Colonial-fl ies form 
  societies similar to those of savannah termites, 
  but rather than creating mounds to house their 
  colonies, they instead inhabit the hollow pockets 
  in the hide of a colony carrier (pg. 105).
  These inch-long fl ies are carnivorous, 
  feeding mostly on small desert-dwelling mammals 
  and reptiles and any predators that approach the 
  colony carrier in which they make their home.
  A single colonial-fl y is roughly an inch long.
  Saves: Fort +2, Ref +6, Will +1
  Abilities: Str 1, Dex 20, Con 8, Int —, Wis 
  10, Cha 2
  Skills: Hide +21, Listen +7, Spot +7
  Feats: —
  Environment: Warm deserts
  Organization: Solitary, pair, or colony (3-6)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: None
  Level Adjustment: —
  Combat
  A colonial-fl y swarm tries to surround and 
  attack any living thing that approaches within 
  40 feet of its hive. A swarm deals 1d6 points of 
  damage to any creature whose space it occupies at 
  the end of its move.
  Distraction (Ex): Any creature that begins 
  its turn with a colonial-fl y swarm in its space must 
  succeed at a DC 10 Fortitude save or be nauseated 
  for 1 round. The save DC is Constitution-based.
  Skills: A colonial-fl y swarm has a +4 racial 
  bonus on Listen and Spot checks.
  Flora and Fauna
  Orc’s Blood: Traditionally, humanoids brew beer and ale from the fermented mash of barley, malt, 
  and hops, but orcs prefer stouter alcohol. A few centuries ago, orcish brewers discovered a rare grain that 
  yields more alcohol than commonly used grains and an unknown chemical that enhances the drink’s 
  intoxicating properties, triggering an array of behavioral responses ranging from docility to mindless rage. 
  Although the plant once bore another moniker, the violence associated with the popular drink supplanted its 
  former title in favor of its present name. Brewing orc’s blood requires a Profession (brewer) check (DC 12). 
  Orc’s blood is a dark green grass that stands four feet tall and bears a row of light purple fl owers. Some ores 
  claim that the fl ower’s aroma also possesses tranquilizing properties, but the assertion remains unproven. 
  Although the beverage’s high alcohol content also inebriates other humanoids of non-orcish heritage, they 
  remarkably ignore the effects of the grass’ unknown chemical agent. Sages remain at a loss to explain the 
  odd phenomenon, but some ambitious orc generals endeavor to use the potent drink as a means of bolstering 
  their troops’ battle morale. Fortunately for human armies, these efforts continue to yield no success. Because 
  of its rarity and widespread popularity, orcs continually scour the countryside in search of the elusive grass. 
  A Knowledge (nature) check or Survival check (DC 20) is required to identify it.
  
  22
  1
  Culkma
  Medium Magical Beast
  Hit Dice: 2d10+4 (15 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares)
  Armor Class: 14 (+2 Dex, +2 natural), 
  touch 12, fl at-footed 12
  Base Attack/Grapple: +2/+3
  Attack: Bite +3 melee (1d8+1)
  Full Attack: Bite +3 melee (1d8+1) and tail 
  sting -2 melee (1 plus poison)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Poison
  Special Qualities: Darkvision 60 ft., low-
  light vision
  Culkma are desert-dwelling lizards that emit 
  pheromones to attract prey. Averaging between 4 
  and 5 feet long, culkma have powerful jaws full of 
  yellow-brown teeth, and tails ending in poisonous 
  stingers. Their scaly skin is tough, leathery, and 
  naturally pale yellow, though it changes color to 
  match their surroundings. Toughened by life in the 
  deep desert, a culkma can survive months without 
  food, and more than a week without water.
  Instead of searching for food in their desolate 
  homes, culkma draw prey to them by releasing 
  pheromones that imitate the scent of a wounded 
  animal. Any nearby desert carrion-eaters are 
  drawn to the scent, and promptly attacked by the 
  camoufl aged culkma. Culkma travel both alone 
  and in families, and lay between two and fi ve eggs 
  every fi ve years.
  Saves: Fort +5, Ref +5, Will +0
  Abilities: Str 12, Dex 15, Con 14, Int 1, Wis 
  11, Cha 4
  Skills: Bluff +5, Hide +10, Listen +2, Move 
  Silently +4, Spot +5
  Feats: Alertness
  Environment: Warm deserts
  Organization: Solitary or pack (4-7)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: 3-4 HD (Medium)
  Level Adjustment: —
  Though culkma hide can be used as a source 
  of low-quality leather, the only items of real value 
  in a culkma are the pheromone glands under its 
  eyes. If preserved in fresh water, the glands can be 
  sold on the black market for up to 300 gp for use in 
  exotic perfumes. The glands can be removed from 
  a dead culkma on a DC 20 Survival or Knowledge 
  (arcana) check. Failing the check by 5 or more 
  destroys the glands.
  Combat
  When its prey nears, a culkma springs to life 
  and attacks, fi rst trying to poison its opponent with 
  its tail. Once its opponent is helpless, the culkma 
  begins biting. Culkma seldom pursue fl eeing prey, 
  preferring to conserve energy for other encounters.
  Poison (Ex): Sting, Fortitude DC 13, initial 
  damage paralysis for 1d4 rounds, secondary 
  damage none. The save DC is Constitution-based.
  Skills: 
  A 
  culkma’s 
  pheromones 
  and 
  camoufl age grant it a +8 racial bonus on Bluff and 
  Hide checks.
  Flora and Fauna
  Grass tree: A weed found in Australia’s semi-arid deserts. This plant thrives on fi re, relying on fi re 
  to stimulate new growth. Without fi re, the vertical annual growth is less than 1 inch, but with proper burns, 
  the grass tree is as tall as nine feet. After a bush fi re, new shoots quickly replace the burnt top foliage, 
  while the old leaves surround, protect, and bulk up the base of the trunk. They grow spikes 9 feet long 
  packed with tiny fl owers, and they sometimes produce multiple trunks. The height of the plant increases 
  with more burns, and these plants naturally live at least 350 years.
  
  23
  1
  Helirax
  Small Animal
  Hit Dice: 2d8+2 (11 hp)
  Initiative: +1
  Speed: 20 ft. (4 squares)
  Armor Class: 15 (+1 size, +1 Dex, +3 
  natural), touch 12, fl at-footed 14
  Base Attack/Grapple: +1/-3
  Attack: Bite +3 melee (1d4)
  Full Attack: Bite +3 melee (1d4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Pounce, rake 1d4
  Special Qualities: Low-light vision
  Saves: Fort +4, Ref +4, Will +0
  These meaty, vulture-like, fl ightless birds 
  travel in large groups. Helirax are carnivorous and 
  very aggressive, attacking anything entering their 
  domain. It’s not uncommon for predators attacking 
  a fl ock of helirax to end up as prey themselves.  
  This behavior has earned them the nickname “land 
  piranhas.”
  Helirax often benefi t from surprise, as most 
  creatures don’t think much about wading into a 
  colony of game birds to gather a hearty meal.  
  Predators may get themselves deep in trouble 
  before they even realize that they are surrounded 
  on all sides by dangerous beasts. Some races do 
  use them for food, although very carefully.
  Abilities: Str 10, Dex 12, Con 13, Int 2, Wis 
  10, Cha 10
  Skills: Jump +5
  Feats: Weapon Finesse
  Environment: Temperate plains
  Organization: Flock (10-100)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: 3-5 HD (Small); 6 HD 
  (Medium)
  Level Adjustment: —
  A typical helirax is 3 feet long and has a 
  wingspan of 8 feet. It weighs 8 pounds.
  Combat
  What these creatures may lack in ferocity, 
  they make up for by attacking in large numbers. 
  Typically, they attack in a swarm, with up to eight 
  birds attacking a single creature at once. A helirax 
  attacks by leaping at its prey and biting it with long 
  rows of razor sharp teeth.
  Pounce (Ex): If a helirax charges a foe, it can 
  make a full attack, including a rake attack.
  Rake (Ex): Atk. bonus +3 melee, dam. 1d4.
  Skills:  A helirax has a +6 racial bonus on 
  Jump checks.
  Flora and Fauna
  Harmel: From a distance, the shy harmel appears identical to a gray horse. However, a closer 
  inspection reveals several unusual characteristics not shared by other equines. Although undoubtedly 
  gray in color, the harmel’s skin looks and feels like a rough, porous hide similar in texture to fi ne 
  sandpaper. The harmel’s thick epidermis provides a natural shield against the sun’s oppressive rays. 
  Furthermore, a bulbous hump protrudes from the animal’s hindquarters a few inches before its short, 
  thin, hairless tail. Like many pachyderms, the harmel’s odd bulge stores water, allowing it to travel for 
  hours without stopping for water. Harmels feed exclusively on dried, withering grasses, but unlike most 
  herbivores, harmels lead solitary lives. Although slower than horses, harmels make outstanding mounts, 
  compensating I for their lack of speed with increased durability. Capable of 1 running for days without 
  stopping for water, an unencumbered harmel travels four miles per hour for up to 12 hours per day. A 
  Handle Animal check (DC 24) and two months of intensive training are required to domesticate a wild 
  harmel. Identifying the solitary animal requires a Survival check (DC 20). In addition to its usage as a 
  mount, armorsmiths create a tough, durable masterwork hide armor from its skin.
  Harmel Hide: Because of its inherent ability to resist heat, characters wearing harmel hide or 
  leather armor do not suffer a -4 penalty to their Fortitude saves when exposed to very hot and extreme 
  heat conditions. Harmel armor is considered masterwork armor.
  
  24
  1
  Hiemalus
  Medium Humanoid (Cold, Human)
  Hit Dice: 2d8+8 (17 hp)
  Initiative: +2
  Speed: 30 ft. in hide armor (6 squares), base 
  speed 40 ft.
  Armor Class: 15 (+2 Dex, +3 hide), touch 
  12, fl at-footed 13
  Base Attack/Grapple: +1/+3
  Attack: Handaxe+3 melee (1d6+2/x3) or 
  javelin +3 ranged (1d6+2)
  Full Attack: Handaxe+3 melee (1d6+2/x3) 
  or javelin +3 ranged (1d6+2)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Rage
  Special Qualities: Immunity to cold, slow 
  metabolism, vulnerability to fi re
  Hiemaluses are a subspecies of humanoid 
  that has adapted to life in areas of extreme cold. 
  Their skin is whitish-blue and covered with 
  patches of frost. Their lank hair hangs down over 
  washed-out eyes. They wear furs and rough-made 
  leather clothing that stirs in the frigid winds.
  Humans often call them “ice cannibals”, but 
  this is a bit of a misnomer, because they actually 
  won’t eat the fl esh of their own kind. However, 
  they prefer to dine on the fl esh of any other humans 
  more than meat. Hiemaluses lead a barbaric 
  lifestyle, forming nomadic clans. They are raiders 
  and plunderers, creating nothing of their own.
  A hiemalus is about the size of a large, 
  muscular human. Almost all hiemaluses are 
  illiterate, and they speak their own language, a 
  crude vernacular of Common.
  Combat
  Hiemaluses rely on cruel cunning to stalk 
  their prey and attack from surprise if possible. 
  When they charge into battle, they do so with 
  bloodcurdling howls of rage and hunger. 
  Particularly famished hiemaluses stop fi ghting as 
  soon as they make their fi rst kill (or incapacitate a 
  foe) in order to start eating.
  Rage (Ex): Once per day, a hiemalus can 
  enter a berserk rage when confronted with living 
  prey. In a rage, a hiemalus temporarily gains a 
  +4 bonus to Strength, a +4 bonus to Constitution, 
  and a +2 morale bonus on Will saves, but he takes 
  a -2 penalty to Armor Class. The increase in 
  Constitution increases the hiemalus’s hit points 
  by 2 points per level, but these hit points go away 
  at the end of the rage when his Constitution score 
  drops back to normal. (These extra hit points 
  are not lost fi rst the way temporary hit points 
  Saves: Fort +7, Ref +2, Will -1
  Abilities: Str 14, Dex 14, Con 18, lnt 7, Wis 
  8, Cha 11
  Skills: Hide +4, Spot +1, Survival +7
  Feats: Endurance
  Environment: Cold deserts, forests, hills, 
  and plains
  Organization: Hunting party (2-8), war 
  party (11-20, plus 1 3rd-level sub-chief), 
  or clan (31-50, plus 50% noncombatants, 
  1 3rd-level sub-chief for every 15 adults, 1 
  shaman of 4th to 6th level, and 1 chieftain of 
  6th to 8th level)
  Challenge Rating: 1
  Treasure: 50% coins; 50% goods; standard 
  items (nothing brittle)
  Alignment: Usually chaotic evil
  Advancement: By character class
  Level Adjustment: +3
  are.) While raging, a hiemalus cannot use any 
  Charisma-, Dexterity-, or Intelligence-based skills 
  (except for Balance, Escape Artist, Intimidate, 
  and Ride), the Concentration skill, or any abilities 
  that require patience or concentration, nor can he 
  cast spells or activate magic items that require a 
  command word, a spell trigger (such as a wand), or 
  spell completion (such as a scroll) to function. He 
  can use any feat he has except Combat Expertise, 
  item creation feats, and metamagic feats. A fi t 
  of rage lasts for a number of rounds equal to 3 
  + the hiemalus’s (newly improved) Constitution 
  modifi er. A hiemalus may not prematurely end 
  his rage. At the end of the rage, the hiemalus loses 
  the rage modifi ers and restrictions and becomes 
  fatigued (–2 penalty to Strength, –2 penalty to 
  Dexterity, can’t charge or run) for the duration of 
  the current encounter.
  If a hiemalus gains the rage ability from 
  another source (such as the barbarian class), he 
  adds his Hit Dice to his class levels to determine 
  his rage ability. Thus, a 9th-level hiemalus 
  barbarian is treated as an 11th-level barbarian for 
  purposes of rage, allowing him to rage 3/day and 
  granting him the greater rage class feature.
  Slow Metabolism (Ex): Hiemaluses can go 
  without food for 15 days without having to make 
  starvation checks, and after that time, they need 
  only make checks every 3 days rather than every 
  day. Further, a hiemalus always uses his Fortitude 
  save bonus in place of his Constitution modifi er 
  when making starvation checks.
  Skills: Hiemaluses receive a +4 racial bonus 
  on Hide checks and a +6 racial bonus on Survival 
  checks.
  
  25
  1
  Hiemalus Characters
  Hiemaluses prefer the barbarian class, 
  and the vast majority of classed hiemaluses are 
  barbarians. However, the canniest of them can 
  multiclass, usually as rogues, sorcerers, or adepts.
  Hiemalus characters have the following 
  racial traits.
  — +4 Strength, +4 Dexterity, +8 Constitution, -2 
  Intelligence, -2 Wisdom.
  — Medium size.
  — Space/Reach: 5 ft./5 ft.
  — A hiemalus’s base land speed is 40 feet.
  — Racial Hit Dice: A hiemalus begins with two 
  levels of humanoid, which provide 2d8 Hit Dice, 
  a base attack bonus of +1, and base saving throw 
  bonuses of Fort +3, Ref +0, Will + 0.
  —Racial Skills: A hiemalus’s humanoid 
  levels give it skill points equal to 5 x (2 + 
  Int modifi er, minimum 1). Its class skills are Hide, 
  Spot and Survival. Hiemaluses gain a +4 racial 
  bonus on Hide checks and a +6 racial bonus on 
  Survival checks.
  — Racial Feats; A hiemalus’s humanoid levels 
  gives it one feat.
  — Weapon and Armor Profi ciency: A hiemalus 
  is automatically profi cient with simple weapons, 
  martial weapons, light armor and medium armor.
  — Special Attacks (see above): Rage.
  — Special Qualities (see above): Immunity to 
  cold, slow metabolism, vulnerability to fi re.
  — Automatic Languages: Hiemalus.  Bonus 
  Languages:  None.
  — Favored Class: Barbarian.
  — Level Adjustment: +3
  Malata Plant, Vine
  Large Plant
  Hit Dice: 3d8+6 (20 hp)
  Initiative: +4
  Speed: 20 ft. (4 squares), climb 20 ft.
  Armor Class: 20 (-1 size, +4 Dex, +6 
  natural), touch 14, fl at-footed 16
  Base Attack/Grapple: +2/+9
  Attack: Coil +5 melee touch (0)
  Full Attack: Coil +5 melee touch (0)
  Space/Reach: 10 ft/10 ft. (coiled)
  Special Attacks: Constrict 1d8+3 nonlethal, 
  improved grab
  Special Qualities: Blindsight 60 ft., damage 
  reduction 10/slashing, plant traits 
  Vines are the “hands” of the malata plant, as 
  well as weapons. Each is 20 feet long, and attacks 
  by coiling around a victim and constricting it, 
  much like a python. When mature, the trunk has a 
  maximum of eight vines, and each boma wall has 
  two.
  Combat
  Malata vines attack by grappling foes, 
  and constricting them into submission. Helpless 
  opponents are then fed to the trunk or made into 
  servitors.
  Constrict (Ex): On a successful grapple 
  check, a malata vine deals 1d8+3 points of 
  nonlethal damage.
  Saves: Fort +5, Ref +5, Will +0
  Abilities: Str 17, Dex 19, Con 15, Int 3, Wis 
  3, Cha 3
  Skills: Climb +11, Hide +5, Move Silently +5
  Feats: Iron Will, Weapon Finesse
  Environment: Any warm land
  Organization: Special
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral evil
  Advancement: None
  Level Adjustment: —
  Improved Grab (Ex): To use this ability, 
  a malata vine must hit with its coil attack. It can 
  then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can constrict.
  Blindsight (Ex): A malata plant is blind, but 
  it can “see” creatures within 60 feet by sensing 
  subtle changes in air pressure and temperature.
  Skills: A malata plant vine has a +8 racial 
  bonus on Climb checks and can always choose 
  to take 10 on Climb checks, even if rushed or 
  threatened.
  
  26
  1
  Spirit Rook
  Tiny Magical Beast
  Hit Dice: 2d10 (11 hp)
  Initiative: +4
  Speed: 10 ft (2 squares), fl y 40 ft. (average)
  Armor Class: 18 (+2 size, +4 Dex,+2 
  natural), touch 16, fl at-footed 14
  Base Attack/Grapple: +2/-10
  Attack: Claw +8 melee (1d3-4)
  Full Attack: Claw +8 melee (1d3-4)
  Space/Reach: 2-1/2 ft/0 ft.
  Special Attacks: Capture soul
  Special Qualities: Bolster undead servant, 
  damage reduction 5/good, darkvision 60 ft, 
  low-light vision, spell resistance 12
  You see a large bird rather like a raven, yet its 
  feathers are a pale, dead white. It fi xes you with a 
  cold, unnerving stare.
  Spirit rooks are large birds that look like 
  ravens, only their feathers are pale, dead white. 
  Spirit rooks are servants of evil entities, often 
  acting as familiars for evil necromancers with 
  the Improved Familiar feat, or as pets for demons 
  and devils. The spirit rook gets its name from its 
  ominous ability to capture the soul of a dying or 
  departed creature.
  A spirit rook is about 1-1/2 feet tall and 
  weighs a little over a pound. Its wingspan is nearly 
  3 feet. Spirit rooks speak Common in squawking, 
  mocking tones.
  Combat
  Spirit rooks are poor fi ghters, attacking directly 
  only if a creature whose soul they covet is close to 
  death. They prefer to let their undead servants do the 
  fi ghting, and fl ee if directly assaulted.
  A spirit rook’s natural weapons are treated 
  as evil-aligned for the purpose of overcoming 
  damage reduction.
  Capture Soul (Sp): As a standard action, 
  a spirit rook can capture the soul of a dying or 
  recently dead creature within 30 feet. The soul of 
  any creature that has been dead for less than 1 hour 
  is eligible to be captured, but the rook must be able 
  to see the body to use this ability. The rook makes 
  a Will save with a DC equal to its target’s total 
  Saves: Fort +3, Ref +7, Will +2
  Abilities: Str 3, Dex 19, Con 10, lnt 10, Wis 
  14, Cha 13
  Skills: Bluff +5, Hide +12, Intimidate +5, 
  Listen +4, Move Silently +6, Spot +6
  Feats: Persuasive, Weapon Finesse B
  Environment: Any land
  Organization: Solitary or team (1 spirit 
  rook and 1 undead servant)
  Challenge Rating: 1
  Treasure: None
  Alignment: Usually neutral evil
  Advancement: 3-6 HD (Tiny)
  Level Adjustment: — (Improved Familiar)
  HD during life. If this check succeeds, the rook 
  captures the soul, and the body immediately rises 
  as an undead servant of the rook.
  The undead servant is identical with a 
  zombie of equal size (see the “Zombie” template 
  in the MM), but with a number of bonus hit points 
  equal to the victim’s total HD when it was alive. 
  Due to the spiritual link between the spirit rook 
  and the body of the captured soul, the servant 
  also gains the benefi t of the spirit rook’s damage 
  reduction and spell resistance as long as it remains 
  within 30 feet of the rook.
  A creature whose soul is captured by the 
  spirit rook cannot be raised or resurrected in any 
  way until the soul has been released. A soul can 
  be released by the spirit rook voluntarily, though 
  this rarely happens; it is also released if the rook 
  is slain, or can be released by a limited wish spell 
  or similar magic. A spirit rook can capture only a 
  single soul (and thus can have only one undead 
  servant) at a time.
  Bolster Undead Servant (Su): A spirit rook 
  can dispel turning and bolster undead as if it was 
  an evil cleric of level equal to its HD, but only with 
  respect to its undead servant.
  Spell Resistance (Ex): The spirit rook has 
  spell resistance equal to 10 + its HD. (A spirit rook 
  that becomes a familiar uses its base HD, not its 
  master’s HD, to determine this value.)
  Skills: The spirit rook has a +2 racial bonus 
  on Spot checks.
  
  27
  1
  Spitting Cobra Snake
  Small Animal
  Hit Dice: 1d8 (4 hp)
  Initiative: +3
  Speed: 20 ft. (4 squares)
  Armor Class: 17 (+1 size, +3 Dex, +3 
  natural), touch 14, fl at-footed 14
  Base Attack/Grapple: +0/-6
  Attack: Bite +4 melee (1d2-2 plus poison) 
  or spit +4 ranged touch (poison)
  Full Attack: Bite +4 melee (1d2-2 plus 
  poison) or spit +4 ranged touch (poison)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Poison, spit
  Special Qualities: Cold susceptibility, low-
  light vision, scent
  Spitting cobras are among the most feared 
  members of the cobra family. Though their venom is 
  less likely to kill outright than that of, for example, 
  the black mamba, the spitting cobra can deliver 
  its poison at range through its namesake spitting 
  attack, and any creature struck in the face with a 
  glob of spitting cobra venom may be blinded.
  Combat
  Spitting cobras are usually found under rocks 
  in deserts or scrubland, and dislike being disturbed 
  to the extent that they will usually spit fi rst and ask 
  questions later.
  Saves: Fort +2, Ref +5, Will +1
  Abilities: Str 6, Dex 17, Con 11, Int 1, Wis 
  12, Cha 2
  Skills: Balance +11, Climb +4, Hide +14, 
  Listen +8, Spot +8
  Feats: Alertness, Weapon Finesse B
  Environment: Warm desert, plains, and 
  underground
  Organization: Solitary
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: 2-3 HD (Small)
  Level Adjustment: —
  Poison (Ex): Contact, Fortitude DC 10, initial 
  damage blindness for 2d6 minutes, secondary 
  damage 1d3 Dex plus 1d3 Con plus permanent 
  blindness. The save DC is Constitution-based.
  Spit (Ex): A spitting cobra may spit its venom 
  up to 10 feet away as a ranged touch attack.
  Cold Susceptibility (Ex): A spitting cobra is 
  fatigued for 1d4 minutes whenever it takes damage 
  from a cold-based attack, with no saving throw.
  Skills: Spitting cobras receive a +4 racial 
  bonus to Hide, Listen, and Spot checks and a +8 
  racial bonus to Balance checks. They use their 
  Dexterity modifi er for Climb checks.
  Flora and Fauna
  Razor Grass: To the untrained eye, razor grass appears no different than the countless varieties 
  of grass that populate the plains. The sturdy, deep green blades generally measure four feet in length 
  and culminate in a tiny, tubular dark blue fl ower. Razor grass earns its name from the minute rows 
  of needles affi xed to its blades’ edges. Because of their tiny size, only a Spot check (DC 32) detects 
  their presence. A Knowledge (nature) check or Survival check (DC 25) also identifi es the bloodthirsty 
  weed. In addition to drawing sustenance from the nutritious soil and sunlight, razor grass also feeds on 
  hemoglobin, preferably from warm-blooded animals. The acquisition of fresh blood triggers the release of 
  its microscopic pollen into the air. Whenever a living creature passes through razor grass, its tiny needles 
  penetrate the transgressor’s skin, simultaneously injecting a topical anesthetic into the puncture site, while 
  drawing blood from the same location. Armor proves ineffective against razor grass. Only extremely 
  sensitive creatures immediately notice the blood loss, while most unwittingly trudge deeper into the fi eld 
  of razor grass. A character walking through razor grass suffers one point of damage per round of exposure. 
  At the end of each round, he receives a Wisdom check (DC 15) to notice the blood loss and realize his 
  predicament. Every time the victim sustains damage, the saving throw’s diffi culty class cumulatively 
  decreases by one. Unfortunately, most grasp the gravity of their situation far too late.
  
  28
  1
  Small Magical Beast
  Hit Dice: 1d10+1 (6 hp)
  Initiative: +3
  Speed: 40 ft. (8 squares), climb 20 ft., swim 
  20 ft.
  Armor Class: 15 (+1 size, +3 Dex, +1 
  natural), touch 14, fl at-footed 12 
  Base Attack/Grapple: +1/-3
  Attack: Bite +5 melee (1d4 plus disease)
  Full Attack: Bite +5 melee (1d4 plus disease)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Death throes, disease
  Special Qualities: Cold susceptibility, 
  darkvision 60 ft., fast healing 2, low-light 
  vision, resistance to fi re 5, scent, vaporous 
  form
  Vapor Dire Rat
  Vapor dire rats resemble normal dire rats 
  in all respects. Though more intelligent than dire 
  rats, they seem to possess a lot of the same traits 
  and conduct themselves in much the same way 
  as normal dire rats. They seldom keep company 
  with their normal counterparts and often times 
  quarrel and fi ght with dire rats. Vapor dire rats 
  are found just about anywhere save the coldest of 
  climates. Common encounters occur underground 
  or in ruined castles, keeps, temples, and so forth. 
  Regardless of where these creatures construct their 
  nest, a source of water is always found nearby.
  Vapor dire rats understand Common but 
  cannot speak.
  Combat
  Vapor dire rats attack with their bite. A pack 
  uses ambush tactics against potential prey, and 
  when attacking, often attempts to fl ank a foe, 
  sending several rats against the creature’s fl ank 
  while the rest hit from the front or sides. Injured 
  vapor dire rats drop back where they can use their 
  fast healing ability while the holes in their ranks 
  are fi lled by other vapor dire rats. Vapor dire rats 
  usually assume vapor form and attempt to escape 
  if they lose more than half their numbers.
  Disease  (Ex): Filth fever—bite, Fortitude DC 
  11, incubation period 1d3 days, damage 1d3 Dex 
  and 1d3 Con. The save DC is Constitution-based.
  Death Throes (Ex): When a vapor dire rat 
  is slain, its body bursts and releases a nauseating 
  cloud of grayish-green vapor that fi lls a 10-foot 
  radius. This acts as a stinking cloud spell (caster 
  level 5th). Affected creatures must make a 
  Saves: Fort +3, Ref +5, Will +1
  Abilities: Str 10, Dex 17, Con 12, lnt 6,Wis 
  12, Cha 10
  Skills: Climb +11, Hide +8*, Jump +4, Listen 
  +4, Move Silently +4, Spot +4, Swim +11
  Feats: Alertness, Weapon Finesse B
  Environment: Any hills and plains
  Organization: Solitary or pack (11-20)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: 2-3 HD (Small); 4-6 HD 
  (Medium)
  Level Adjustment: —
  successful DC 11 Fortitude save or be nauseated as 
  long as they remain within the cloud and for 1d4+1 
  rounds after they leave. A creature that makes its 
  save but remains in the cloud must continue to save 
  each round. The save DC is Constitution-based.
  Cold Susceptibility (Ex): A cold-based 
  effect slows a vapor dire rat (as the slow spell) for 
  3 rounds. This only affects the creature when its in 
  vapor form.
  Fast Healing (Ex): A vapor dire rat heals 2 
  points of damage per round so long as it has at least 
  1 hit point and is touching a body of water or is in 
  a body of mist, smoke, steam, or fog.
  Vaporous Form (Su): As a free action, a 
  vapor dire rat can assume a gaseous form for up 
  to one hour each day. The time does not need to 
  be continuous, so long as the vapor dire rat doesn’t 
  exceed the one hour per day limit. This ability 
  is otherwise identical to the gaseous form spell 
  (caster level 5th).
  Skills: A vapor dire rat has a +8 racial bonus 
  on any Swim check to perform some special action 
  or avoid a hazard. It can always choose to take 10 
  on a Swim check, even if distracted or endangered. 
  It can use the run action while swimming, provided 
  it swims in a straight line. A vapor dire rat has a 
  +8 racial bonus to Climb checks and can always 
  choose to take 10 Climb checks, even if rushed or 
  threatened.
  *Vapor dire rats have a +8 racial bonus on 
  Hide checks in areas of smoke, fog, mist, or vapor. 
  Vapor dire rats use their Dexterity modifi er for 
  Climb and Swim checks.
  
  29
  1
  Wild Cat
  Medium Animal
  Hit Dice: 3d8+6 (19 hp)
  Initiative: +4
  Speed: 40 ft. (8 squares), climb 20 ft. (4 
  squares)
  Armor Class: 15 (+4 Dex, +1 natural), 
  touch 14, fl at-footed 11
  Base Attack/Grapple: +2/+5
  Attack: Claw +6 melee (1d3+3)
  Full Attack: Bite +6 melee (1d6+3) and 2 
  claws +6 melee (1d3+3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Improved grab, pounce, 
  rake 1d3+1
  Special Qualities: Low-light vision, scent
  The wild cat is the primal ancestor of all the 
  other large cats, from lynxes to lions. It is around 
  4 1⁄2 ft. long and weighs around 80 pounds, with a 
  sandy-colored or brown coat. Some varieties have 
  lynx-like tufted ears. Wild cats can be caught and 
  domesticated, though the process is diffi cult and 
  dangerous. Wild cat kittens between three months 
  and four months old are worth 200 gp apiece. A 
  trainer with the Handle Animal skill can train one 
  as a pet or working animal, and wild cats mature in 
  about one-and-a-half years.
  Combat
  Wild cats are careful about which creatures 
  they tangle, but they are at least capable of fl eeing 
  most angry foes if a fi ght or attempted feed turns 
  nasty.
  Saves: Fort +5, Ref +7, Will +2
  Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 
  12, Cha 6
  Skills: Balance +12, Climb +11, Hide +9*, 
  Jump +7, Listen +5, Move Silently +9, Spot 
  +5
  Feats: Alertness, Weapon Finesse
  Environment: Temperate forest and plains
  Organization: Solitary or pair
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: 4-6 HD (Medium)
  Level Adjustment: —
  Improved Grab (Ex): To use this ability, a 
  wild cat must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake.
  Pounce (Ex): If a wild cat charges a foe, it 
  can make a full attack, including two rake attacks.
  Rake (Ex): Attack bonus +6 melee, damage 
  1d3+1.
  Skills: Wild cats have a +4 racial bonus on 
  Hide and Move Silently checks and a +8 racial 
  bonus on Balance checks. *In areas of heavy 
  undergrowth, the Hide bonus improves to +6.
  Wild cats have a +8 racial bonus on Climb 
  checks. A wild cat can always choose to take 10 on 
  Climb checks, even if rushed or threatened.
  Flora and Fauna
  Sinkholes (dolines): Rounded depressions formed by dissolution of carbonate rocks (e.g. 
  limestone). Sinkholes are where surface runoff enters ground water circulation, eroding rock as it fi lters 
  into the ground. The soil settles leaving the sinkhole. They range in size from shallow depressions few 
  yards in diameter to hundreds of feet deep and a few miles in diameter. They are good indicators of cave 
  formations in the rock below and can be caused by the collapse of a cave ceiling (collapse dolines). 
  When sinkholes become plugged with soil and no longer fi lter water in the ground, they become ponds. 
  Sometimes sinkhole ponds can become unplugged, and a body of water as large as several acres can 
  disappear overnight. When sinkholes link and intersect, they form valleys called uvala. They can also 
  leave tall pinnacles and pillars behind called tower karsts.
  Cenotes: Vertical shafts fi lled with water. They are sinkholes where the ground collapsed, making 
  an entrance into the cave below.
  Tower karsts: A landform based on sandstone or limestone riddled with caves, underground 
  streams and passageways. Upheavals in the Earth’s crust raise the ocean fl oor above sea level and expose 
  the rock to erosive forces. Water and wind eat away the softer, more porous rock, turning fi ssures into 
  tunnels and caves. Eventually the land becomes a plain checkered with towering turrets, pinnacles, and 
  honeycombs of sturdier rock.
  
  30
  Yethil
  Medium Animal
  Hit Dice: 2d8+4 (13 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares)
  Armor Class: 17 (+2 Dex, +5 natural), 
  touch 12, fl at-footed 15
  Base Attack/Grapple: +1/+3
  Attack: Claw +3 melee (1d4+2)
  Full Attack: 2 claws +3 melee (1d4+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Rend armor
  Special Qualities: Low-light vision
  Yethils are nocturnal beasts with long pincers 
  that can puncture armor.
  Yethils are the size of large dogs, about 4 feet 
  long, 3 feet high, and weighing around 120 pounds. 
  Their skin is a smooth, grayish-brown, plated with 
  rows of hard scales along their spines. Their legs 
  are short and bony, ending in padded, three-toed 
  feet. Two highly-articulate pincers grow from a 
  yethil’s shoulders, serving as its primary means of 
  offense. A yethil’s eyes are large and multifaceted, 
  and its mouth is framed by sharp mandibles.
  Living in temperate environments and 
  underground hollows, yethils feed off plant life, 
  small animals, and insects. A yethil’s favorite 
  food is turtle, and a yethil’s pincers are ideal for 
  puncturing their shells. A yethil’s long, tubular 
  tongue allows it to reach through holes created 
  in turtle shells, and reach the meat within. Yethils 
  living near seas and lakes use their pincers to spear 
  fi sh in shallow waters.
  1
  Saves: Fort +5, Ref +5, Will +0
  Abilities: Str 15, Dex 15, Con 14, Int 2, Wis 
  11, Cha 6
  Skills: Jump +3, Listen +4, Spot +4
  Feats: Alertness
  Environment: Temperate land and 
  underground
  Organization: Solitary or pack (4-7)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: 3-4 HD (Medium)
  Level Adjustment: +1* (companion)
  Yethils hunt in small packs, though even pack 
  members often fi ght with each other. When food is 
  scarce, this can be taken to an extreme–yethils 
  without any other sources of food have been 
  known to cannibalize their pack mates. Halfl ing 
  raiders sometimes train yethils as mounts.
  Combat
  When confronted by larger creatures, yethils 
  usually fl ee. When cornered, yethils attack with 
  their pincers, tearing through armor.
  *A druid of suffi ciently high level can take 
  a yethil as an animal companion, but the character 
  is treated as 1 level lower for the purposes of 
  determining the yethil’s characteristics and special 
  abilities.
  Rend Armor (Ex): If a yethil hits with both 
  claw attacks, it pulls apart any nonmagical armor 
  worn by its foe. This attack deals 2d4+4 points 
  of damage to the opponent’s armor. Creatures 
  not wearing armor are unaffected by this special 
  attack. Armor reduced to 0 hit points is destroyed. 
  Damaged armor may be repaired with a successful 
  Craft (armorsmithing) check.
  Flora and Fauna
  Pebble plants: Plants in southern Africa that look like stones. They mimic the rock formation they 
  call home in color, form, and texture. To tolerate arid climates, the pebble plants have two leaves fused 
  into a sphere. They store sugar and water in their cells, able to survive drought for weeks. Every year 
  new leaves sprout in between the old leaves and absorb their moisture. The old leaves fall, leaving scars 
  beneath the new leaves at the bas of the plant. You can count the scars to determine the age of the pebble 
  plants, some dating 200 years old.
  Rose of Jericho: A plant that wilts and shrivels in dry weather, but fi lls out and turns green again 
  when there is water. Rose of Jericho is found in North Africa and parts of the Middle East.
  
  31
  2
  Aecanopyornis
  Medium Magical Beast
  Aecanopyornis
  Medium Magical Beast
  Aecanopyornis
  Hit Dice: 4d10+8 (30 hp)
  Initiative: +3
  Speed: 50 ft. (10 squares)
  Armor Class: 15 (+3 Dex, +2 natural), 
  touch 13, fl at-footed 12
  Base Attack/Grapple: +4/+7
  Attack: Talon +7 melee (2d4+3)
  Full Attack: 2 talons +7 melee (2d4+3) and 
  bite+2 melee (1d6+1)
  Special Attacks: —
  Special Qualities: Darkvision 60 ft., low-
  light vision, sheltering wings, subsonic call
  Aecanopyornises are large fl ightless birds 
  about the size of an ostrich. Unlike most fl ightless 
  avians, the aecanopyornis possesses large wings 
  with pure white feathers. It uses these great 
  wings to shelter itself from sandstorms, forming 
  a canopy of sorts. This behavior, combined with 
  its relatively calm demeanor, makes it a popular 
  choice as a mount for desert-dwelling peoples. 
  Aecanopyornises are sometimes referred to as 
  “canopy steeds”.
  Aecanopyornises are omnivorous, feeding 
  on small desert reptiles and desert plants.
  A typical aecanopyornis stands 8 feet tall and 
  weighs nearly 350 pounds. Its wingspan is almost 
  20 feet.
  Combat
  If trained to fi ght, the aecanopyornis’s 
  serrated beak (normally reserved for splitting open 
  cacti and other tough desert plants) can be used to 
  deadly effect; its natural response is to kick and 
  claw at predators.
  Sheltering Wings (Ex): As a standard 
  action, an aecanopyornis can lift and spread its 
  wings, creating a tent-like dome around itself large 
  enough for itself and 1 Medium, 4 Small, 16 Tiny, 
  32 Diminutive, or 128 Fine creatures. The bird’s 
  remarkable physiology maintains the temperature 
  within its wings at a level comfortable for beasts 
  and humans, as well as allowing it to support an 
  incredible weight of sand covering. Further, a 
  unique oil secreted into the bird’s wing feathers 
  provides any creatures within the tent (including 
  the aecanopyornis itself) the benefi t of resistance 
  to fi re 5.
  Saves: Fort +6, Ref +7, Will +2
  Abilities: Str 16, Dex 17, Con 15, Int 3, Wis 
  12, Cha 8
  Skills: Jump +11, Listen +6, Spot +7
  Feats: Alertness, Endurance
  Environment: Warm deserts
  Organization: Solitary, pair, camp (3-6), or 
  fl ock (7-12)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-12 HD (Large)
  Level Adjustment: —
  Though the aecanopyornis is vulnerable to 
  attack while it remains in this posture, anyone 
  within its wings has improved cover. In the wild, 
  the aecanopyornis uses this ability to protect its 
  chicks from sandstorms or the vicious desert heat.
  Subsonic Call (Ex): If trapped beneath 
  the desert sands, an aecanopyornis gives out a 
  throaty subsonic call. All aecanopyornises or other 
  creatures with extremely acute hearing can make 
  a Listen check (DC 10 + 1 per 500 feet beyond 
  a quarter-mile) to hear the trapped aecanopyornis. 
  Even wild aecanopyornises always come to the aid 
  of such a bird unless large predators are known to 
  be in the area, and help to dig the trapped bird out 
  with their powerful legs and splayed talons.
  The wise rider, trapped under the sand with 
  his aecanopyornis, rations his food and water 
  carefully while waiting for aid and shares it with 
  his faithful mount.
  Green-Beaked Aecanopyornis
  The green-beak is a variety of aecanopyornis 
  that dines almost solely on the noptri cactus. The 
  noptri is poisonous, but the green-beak is immune 
  to this toxin. Its beak, dyed green by the cactus 
  pulp, is saturated with the poison, and thus its bite 
  is very dangerous.
  Poison (Ex): Bite, Fortitude DC 14; initial 
  damage 1d4 Dex and nauseated, secondary damage 
  1d6 Constitution. The save DC is Constitution-
  based.
  
  32
  2 Brumawesle
  Small Animal
  Hit Dice: 2d8+6 (15 hp)
  Initiative: +7
  Speed: 30 ft. (6 squares), swim 20 ft.
  Armor Class: 16 (+1 size, +3 Dex, +2 
  natural), touch 14, fl at-footed 13
  Base Attack/Grapple: +1/-5
  Attack: Bite +5 melee (1d4-2)
  Full Attack: Bite +5 melee (1d4-2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Attach, blood drain, 
  anticoagulant bite
  The brumawesle is a larger, cold-adapted 
  cousin of the common weasel. Brumawesles have 
  adapted to their terrain, becoming swimmers rather 
  than climbers and growing a silvery-white pelt. 
  Brumawesles are stockier and more aggressive 
  than their common kin.
  Brumawesles mostly hunt fi sh, birds, and 
  small arctic mammals. A typical brumawesle is 3 to 
  4 feet long and weighs between 30 and 40 pounds.
  Combat
  Brumawesles prefer not to fi ght opponents 
  larger than they are, but if they are hungry or 
  cornered, they are intensely vicious fi ghters. 
  Brumawesles are also extremely protective of their 
  cete-mates. If a creature attacks one brumawesle, 
  he earns himself a fray with the entire group.
  Attach (Ex): A brumawesle that hits with its 
  bite attack latches onto the opponent’s body with 
  its powerful jaws. An attached brumawesle loses its 
  Dexterity bonus to AC and thus has an AC of 13.
  Special Qualities: Low-light vision, scent
  Saves: Fort +6, Ref +6, Will +1
  Abilities: Str 6, Dex 17, Con 16, Int 2, Wis 
  12, Cha 4
  Skills: Balance +11, Escape Artist +5, Hide 
  +7, Move Silently +7, Spot +4, Swim +11
  Feats: Improved Initiative, Weapon Finesse
  Environment: Cold plains
  Organization: Solitary, pair, or cete (3-12)
  Challenge Rating: 2
  Advancement: 3-4 HD (Small)
  Level Adjustment: —
  An attached brumawesle can be struck with a 
  weapon or grappled itself. To remove an attached 
  brumawesle through grappling, the opponent must 
  achieve a pin against the creature.
  Blood Drain (Ex): A brumawesle drains 
  blood for 1d4 points of Constitution damage each 
  round it remains attached.
  Anticoagulant Bite (Ex): A brumawesle’s 
  saliva interferes with the normal clotting process 
  of mammalian blood. For every successful bite 
  attack a brumawesle infl icts on a mammalian 
  target, that target bleeds for 1 point of damage per 
  round for 10 rounds. This bleeding can be stopped 
  before that time by magical healing or with a 
  successful DC 15 Heal check.
  Skills: Brumawesles have a +4 racial bonus 
  on Move Silently checks and a +8 racial bonus on 
  Balance checks. They use their Dexterity modifi er 
  for Swim checks. It has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided 
  it swims in a straight line.
  
  33
  2
  Cadaver
  Medium Undead
  Hit Dice: 2d12 (13 hp)
  Initiative: +5
  Speed: 30 ft. (6 squares)
  Armor Class: 13 (+1 Dex, +2 natural), 
  touch 11, fl at-footed 12
  Base Attack/Grapple: +1/+2
  Attack: Claw +2 melee (1d4+1 plus disease)
  Full Attack: 2 claws +2 melee (1d4+1 plus 
  disease) and bite -3 (1d6 plus disease)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Disease
  Special Qualities: Damage reduction 
  5/bludgeoning, darkvision 60 ft., immunity 
  to cold, reanimation, undead traits
  Cadavers are the undead skeletal remains 
  of people who have been buried alive or given an 
  improper burial (an unmarked grave or mass grave 
  for example). They resemble a humanoid dressed 
  in tattered rags except that their rotted fl esh reveals 
  corded muscles stretched tightly over its skeletal 
  frame. They can be found haunting graveyards and 
  cemeteries.
  Cadavers are infused with a hatred that rivals 
  many other undead creatures. This hatred includes 
  its own existence as well as the existence of all 
  living creatures. They have a distinct hatred for 
  light, but it does not damage them. All encounters 
  with cadavers are at night or places cloaked in 
  darkness. Encounters are most often with a solitary 
  creature. Multiple cadavers do not work in concert 
  with each other; being mindless they simply 
  charge into combat, killing all creatures they can. 
  Cadavers are sometimes found in the employ of 
  greater undead (such as wights or ghasts).
  Most cadavers are 5 to 6 feet tall and weigh 
  about 120 pounds.
  Saves: Fort +0, Ref +1, Will +3
  Abilities: Str 13, Dex 13, Con —, Int —, 
  Wis 10, Cha 10
  Skills: —
  Feats: Improved Initiative B
  Environment: Any
  Organization: Solitary or gang (2-5)
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 3-6 HD (Medium)
  Level Adjustment: —
  Combat
  A cadaver attacks by raking with its fi lthy 
  claws or biting with its sharp, disease-infested 
  teeth. They often lie in shallow graves waiting for 
  potential victims to wander too close, where they 
  immediately spring to the attack, raking and biting 
  until destroyed or until all foes are dead.
  Disease (Ex): Filth fever—claw or bite, 
  Fortitude DC 11, incubation period 1d3 days; 
  damage 1d3 Dex and 1d3 Con. The save DC is 
  Charisma-based.
  Reanimation (Ex): When reduced to 0 hit 
  points or less, a cadaver is not destroyed; rather 
  it begins the process of reanimating by regaining 
  1 hit point per round. Hit points lost to magical 
  weapons or spells are not regained. When the 
  creature reaches its full hit point total (minus 
  damage dealt from magical attacks and weapons), 
  it stands up, ready to fi ght again.
  If the creature is destroyed by a cleric’s 
  turning ability, it cannot reanimate. If a cleric casts 
  gentle repose on the cadaver when it reaches 0 hit 
  points, it cannot reanimate. A bless spell delays 
  the reanimation, causing the creature to regain hit 
  points at half its normal rate (i.e., 1 hit point every 
  other round).
  
  34
  2 Death Dog
  Medium Magical Beast
  Death Dog
  Medium Magical Beast
  Death Dog
  Hit Dice: 2d10+4 (15 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares)
  Armor Class: 15 (+2 Dex, +3 natural), 
  touch 12, fl at-footed 13
  Base Attack/Grapple: +2/+3
  Attack: Bite +5 melee (1d6+1 and rotting 
  death)
  Full Attack: 2 bites +5 melee (1d6+1 and 
  rotting death)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Rotting death, trip
  Special Qualities: Darkvision 60 ft., low-
  light vision, scent
  Death dogs are two-headed, mastiff-like 
  hounds. Each head constantly drips a foul smelling 
  saliva. Death dog packs have been known to share 
  territory with little friction, although they do 
  engage in dominance battles in leaner times when 
  hunting is diffi cult.
  A death dog is slightly more than 2 feet high 
  at the shoulder and weighs about 200 pounds. Death 
  dogs do not speak or understand any languages.
  Combat
  Death dogs hunt their prey in packs and kill 
  through instinct. A death dog attacks by lashing out 
  with its twin heads, snarling and biting viciously.
  Saves: Fort +5, Ref +5, Will +l
  Abilities: Str 13, Dex 15, Con 15, Int 4, Wis 
  12, Cha 6
  Skills: Hide +5, Jump +5, Listen +7, Spot 
  +7, Survival +3*
  Feats: Alertness B, Weapon Finesse
  Environment: Warm deserts and 
  underground
  Organization: Pack (5-10)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 3-4 HD (Medium); 5-6 HD 
  (Large)
  Level Adjustment: —
  Rotting Death (Su): Supernatural disease—
  bite, Fortitude DC 13, incubation period 1 day; 
  damage 1d6 Con. The save DC is Constitution-
  based. Unlike normal diseases, rotting death 
  continues until the victim reaches Constitution 0 
  (and dies) or is cured by a remove disease spell or 
  similar magic.
  Trip (Ex): A death dog that hits with a bite 
  attack can attempt to trip the opponent (+1 check 
  modifi er) as a free action without making a touch 
  attack or provoking an attack of opportunity. If the 
  attempt fails, the opponent cannot react to trip the 
  death dog. 
  Skills: Death dogs have a +4 racial bonus 
  on Listen and Spot checks. *They have a +4 racial 
  bonus on Survival checks when tracking by scent.
  Flora and Fauna
  Fool’s Corn: Farmers use the term fool’s corn to describe this odd member of the rye family. Fool’s 
  corn appears virtually identical to its namesake except in one noteworthy respect: the plant’s hub conceals 
  a mass of tiny, parachute-shaped seeds rather than an ear of corn. Fool’s corn is extremely sensitive to 
  changes in barometric pressure, a trait that the plant uses to its benefi t. Like most grasses, fool’s corn relies 
  on the wind for pollination, but this innovative plant only releases its seeds when thunderstorm or supercell 
  conditions exist. The plant’s husk quickly peels away, allowing the wind to propel the nearly weightless 
  seeds into the onrushing air currents. The plant’s attunement to the changing weather is so precise that the 
  unraveling of its husk occurs less than two minutes before the atmospheric disturbance’s arrival. Although 
  most observers think nothing of the plant’s peculiar behavior, astute naturalists heed the plant’s ominous 
  warning and seek shelter or fl ee from the incoming thunderstorm or tornado. A Knowledge (nature) check 
  or Survival check (DC 20) reveals the signifi cance of fool’s corn’s odd behavior, granting the character 
  2dl0 rounds to prepare for the impending storm.
  
  35
  2
  Droth’yar
  Large Animal
  Droth’yar
  Large Animal
  Droth’yar
  Hit Dice: 3d8+9 (22 hp)
  Initiative: +3
  Speed: 50 ft. (10 squares)
  Armor Class: 15 (-1 size, +3 Dex, +3 
  natural), touch 12, fl at-footed 12
  Base Attack/Grapple: +2/+10
  Attack: Butt +5 melee (1d8+4)
  Full Attack: Butt +5 melee (1d8+4) and 
  kick +0 melee (1d4+2)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: —
  Special Qualities: Low-light vision, scent
  Droth’yar are swift, two-legged herbivores, 
  used as mounts and beasts of burden. A droth’yar’s 
  body resembles that of an oversized lizard, bearing 
  two thick legs but lacking forelimbs. Its head is 
  vaguely draconic, and sports a large horn which 
  curves back toward its tail. Though a droth’yar 
  walks upright, it keeps its neck lowered to help 
  maintain its balance. Its tail drags behind it, nearly 
  the same length as its body. An adult droth’yar 
  stands about 6 feet high, and is 12 feet long from 
  its head to the base of its tail. Droth’yar have 
  tough, mottled hides, colored in earth tones.
  Droth’yar are highly adaptable, and several 
  different breeds have evolved in different regions. 
  Those found in arid lands are leaner and have 
  longer legs than most, while droth’yar in areas 
  with particularly harsh winters have been known 
  to grow sleek coats of fur. All droth’yar are strict 
  herbivores, and regularly eat plants poisonous to 
  most species.
  Droth’yar herds are usually led by a single 
  dominant male. During mating season (the timing 
  of which varies according to breed), droth’yar 
  establish dominance by butting heads. Two 
  competing droth’yar will fi ght until one dies or 
  fl ees from the battle.
  Saves: Fort +6 (+14 against poison), Ref 
  +6, Will +1
  Abilities: Str 18, Dex 16, Con 16, Int 2, Wis 
  10, Cha 6
  Skills: Jump +13, Listen +4, Spot +4, 
  Survival +9
  Feats: Alertness, Run
  Environment: Any plains
  Organization: Solitary, pair, or herd (4-20)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 4-5 HD (Large)
  Level Adjustment: +0* (mount)
  In domestication, droth’yar are used to help 
  plow fi elds, pull chariots, and transport goods 
  between cities. They are occasionally used as 
  mounts for soldiers, when more powerful exotic 
  beasts are unavailable or too expensive. Droth’yar 
  have a life expectancy of about fi fteen years.
  Combat
  Wild droth’yar only fi ght when cornered or 
  defending their young. Droth’yar trained and bred 
  for war are somewhat more vicious, but even they 
  often require urging from their riders to fi ght.
  Training a Droth’yar
  A droth’yar requires training before it can 
  bear a rider in combat.
  Training a droth’yar requires six weeks of 
  work and a DC 20 Handle Animal check. Riding 
  a droth’yar requires a saddle. A droth’yar can fi ght 
  while carrying a rider, but the rider cannot also 
  attack unless he or she succeeds on a Ride check. 
  Droth’yar trained for combat are worth 200 
  gp apiece on the open market, while domesticated 
  droth’yar are worth 75 gp each. Professional 
  trainers charge 150 gp to rear or train a droth’yar.
  *A paladin or druid of suffi ciently high 
  level can take a droth’yar as a mount or animal 
  companion.
  Carrying Capacity: A light load for a 
  droth’yar is up to 200 pounds; a medium load, 201-
  400 pounds; and a heavy load, 401-600 pounds. A 
  droth’yar can drag 3,000 pounds.
  
  36
  2 Frostmite Swarm
  Diminutive Vermin (Swarm)
  Hit Dice: 3d8 (13 hp)
  Initiative: +4
  Speed: 30 ft. (6 squares), burrow 30 ft.
  Armor Class: 18 (+4 size, +4 Dex), touch 
  18, fl at-footed 14
  Base Attack/Grapple: +2/—
  Attack: Swarm (1d6 plus 1d6 cold)
  Full Attack: Swarm (1d6 plus 1d6 cold)
  Space/Reach: 10 ft./0 ft.
  Special Attacks: Distraction
  Special Qualities: Burrow, heat sense 40 
  ft., immunity to cold, immunity to weapon 
  damage, swarm traits, vermin traits
  Frostmites are artic insects that burrow under 
  the snow and wait for prey to pass by. They have 
  sophisticated heat sensory organs, detecting prey 
  that passes within 40 feet of the buried insects. 
  Frostmites charge the creature, covering as much 
  of its surface as possible and sucking its warmth. 
  Once no heat sources remain within  range of the 
  swarm’s heat sense ability, it will drop back into a 
  dormant state.
  A frostmite is a 6-inch long insect with a 
  snow-white, antlike body and a proboscus like that 
  of a mosquito.
  Combat
  A frostmite swarm seeks to surround and 
  attack any warm-blooded prey it encounters. The 
  swarm deals 1d6 points of damage plus 1d6 points 
  of cold damage to any creature whose space it 
  occupies at the end of its move.
  Saves: Fort +3, Ref +5, Will +1
  Abilities: Str 2, Dex 18, Con 10, Int —, Wis 
  10, Cha 2
  Skills: Hide +16*
  Environment: Any cold land
  Organization: Solitary
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: —
  Level Adjustment: —
  Distraction (Ex): Any living creature that 
  begins its turn with a swarm in its space must 
  succeed on a DC 11 Fortitude save or be nauseated 
  for 1 round. The save DC is Constitution-based.
  Burrow (Ex): A frostmite swarm can move 
  through ice and snow as quickly as if it were 
  unhindered. This burrowing leaves behind no 
  noticeable trail or tunnel.
  Heat Sense (Ex): A frostmite swarm can 
  automatically pinpoint the location of anything 
  within 40 feet that gives off heat.  This includes all 
  living creatures, constructs or undead with the fi re 
  subtype, and objects such as candles and torches.
  Skills: *Frostmites have a +16 racial bonus 
  on Hide checks while lying motionless in snow.
  Flora and Fauna
  Artesian Wells: Wells formed by faults in impermeable top layer of rock.  This water comes from 
  far away sources, carried though a layer of permeable (porous) rock in between two layers of impermeable 
  rock. When fault line occurs, the weight of the accumulated water forces water up through the fault line, 
  reaching the surface. They can occur in any environment, but are particularly important in dry climates. 
  For example, the Nefta Oasis has 152 springs, all from artesian wells.
  Desert Fogs: Deserts on the coast may receive precipitation from the atmosphere. A dense night 
  fog rolls 50 miles inland every 10 days in the Namib Desert. The fog condenses into thick dew, which 
  provides more water in the region than rainfall.
  
  37
  2
  Ghastiff
  Medium Undead
  Ghastiff
  Medium Undead
  Ghastiff
  Hit Dice: 3d12 (19 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares)
  Armor Class: 16 (+2 Dex, +4 natural), 
  touch 12, fl at-footed 14
  Base Attack/Grapple: +1/+3
  Attack: Bite +4 melee (1d6+3 plus 
  paralysis)
  Full Attack: Bite +4 melee (1d6+3 plus 
  paralysis)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Ghoul fever, howl, 
  paralysis, trip
  Special Qualities: Darkvision 60 ft., low-
  light vision, scent, undead traits
  Saves: Fort +1, Ref +3, Will +5
  Abilities: Str 15, Dex 15, Con -, lnt 10, Wis 
  14, Cha 12
  Skills: Hide +5, Jump +8, Listen +10, Move 
  Silently +10, Search +5, Spot +7, Survival 
  +6*, Swim +3
  Feats: Weapon Focus (bite), Track
  Environment: Any hills and plains
  Organization: Pack (6-12)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 4-9 HD (Medium)
  Level Adjustment: —
  Ghastiffs are semi-skeletal hounds with 
  rotting greenish fl esh, patchy fur, eyes that glow an 
  unnatural green, and continually reek of the stench 
  of the grave. Ghastiffs are to canines as ghouls 
  are to humanoids. These ravenous undead hunt 
  in packs, often serving a powerful necromancer or 
  intelligent undead master.
  Like ghouls, ghastiffs haunt places rich with 
  the carrion, such as graveyards and battlegrounds. 
  They may be created by any spell or effect that can 
  create a ghoul. A ghastiff is about the size of a riding 
  dog. Although intelligent, they cannot speak.
  Combat
  Ghastiffs are a great deal more intelligent 
  than their living counterparts, and arrange to attack 
  from surprise whenever possible. They secretly 
  shadow their chosen victims for days, waiting for 
  the right moment to strike. When they are ready to 
  attack, they unleash their fearsome howls and rush 
  their victims en masse.
  Ghastiffs are utterly fearless, attacking no 
  matter how large and dangerous their opponents. 
  Once they have caught the scent of prey, nothing 
  short of destruction can deter them from the hunt.
  Much like humanoid ghouls, the bite of a 
  ghastiff causes paralysis. Those paralyzed are 
  quickly overwhelmed by the undead pack and torn 
  to pieces.
  In most cases, packs of ghastiffs devour their 
  victims. On the occasions that they do not, however, 
  their victims run the risk of being exposed to the 
  terrible disease carried by their bite.
  Ghoul Fever (Su): Disease—bite, Fortitude 
  DC 12, incubation period 1 day, damage 1d3 Con 
  and 1d3 Dex. The save DC is Charisma-based.
  An affl icted humanoid or canine who dies 
  of ghoul fever rises as a ghoul or a ghastiff, 
  respectively, at the next midnight. A humanoid 
  who becomes a ghoul or ghastiff in this way 
  retains none of the abilities it possessed in life. 
  It is not under the control of any other ghouls or 
  ghastiffs, but it hungers for the fl esh of the living 
  and behaves like a normal ghoul or ghastiff in all 
  respects. A humanoid of 4 Hit Dice or more rises 
  as a ghast, not a ghoul.
  Howl (Su): When a ghastiff howls, all living 
  creatures within a 180-foot spread must succeed on 
  a DC 12 Will save or be stunned for 1 round and 
  shaken for 2d4 rounds thereafter. This is a sonic, 
  mind-affecting fear effect. Whether or not the save 
  is successful, an affected creature is immune to the 
  same ghastiff’s howl for 24 hours. The save DC is 
  Charisma-based.
  Paralysis (Ex): Those hit by a ghastiff’s 
  bite attack must succeed on a DC 12 Fortitude 
  save or be paralyzed for 1d4+2 rounds. Elves 
  have immunity to this paralysis. The save DC is 
  Charisma-based.
  Trip (Ex): A ghastiff that hits with its bite 
  attack can attempt to trip its opponent (+3 check 
  modifi er) as a free action without making a touch 
  attack or provoking an attack of opportunity. If the 
  attempt fails, the opponent cannot react to trip the 
  ghastiff.
  Skills: Ghastiffs have a +2 racial bonus on 
  Listen and Spot checks and a +4 racial bonus on 
  Move Silently and Search checks.
  *When tracking by scent, they have a +4 
  racial bonus on Survival checks.
  
  38
  2 Giant Hamster
  Giant Hamster
  Large Animal
  Hit Dice: 4d8+12 (30 hp)
  Initiative: +1
  Speed: 20 ft. (4 squares), burrow 10 ft.
  Armor Class: 12 (-1 size, +1 Dex, +2 natural), 
  touch 10, fl at-footed 11
  Base Attack/Grapple: +3/+11
  Attack: Bite +6 melee (ld8+6)
  Full Attack: Bite +6 melee (ld8+6)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Cheek pouch, improved grab
  Special Qualities: Immune to disease, low-
  light vision
  Saves: Fort +7, Ref +5, Will +1
  Giant hamsters are larger, slightly more 
  aggressive relatives of the normal hamster. Like 
  their smaller cousins, they come in a variety of 
  colors, shapes, and sizes. Giant  hamsters are 
  omnivorous, but prefer to feast on a diet of grains, 
  berries, nuts, and water. On occasion, they indulge 
  in and eat meat, usually insects and the like. Also 
  like its smaller cousin, the giant hamster can store 
  food in its cheek pouches. The average giant 
  hamster can store about 200 pounds of food at any 
  given time.
  A typical giant hamster is about 9 feet long 
  and weighs over 900 pounds.
  Combat
  Giant hamsters normally shun combat, but 
  if cornered or extremely hungry they may attack. 
  Note that even domesticated giant hamsters attack 
  if their young are threatened. The giant hamster 
  attacks by biting with its long, sharp teeth.
  Abilities: Str 19, Dex 13, Con 16, Int l, Wis 
  10, Cha 10
  Skills: Climb +15, Listen +4, Spot +4
  Feats: Alertness, Endurance
  Environment: Temperate hills and plains
  Organization: Small pack (1d4 adults, 
  encounters of 2 or less will both be female, 
  encounters of 3 will be two females and one 
  male, while encounters of 4 will be two males 
  and two females, 20% per adult female that 
  1d4 young are present, and 20% per adult 
  female that 1d4 juveniles are present)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8 HD (Large); 9-12 HD 
  (Huge)
  Level Adjustment: —
  Cheek Pouch (Ex): A giant hamster can 
  try to stuff a grabbed opponent of at least two 
  size categories smaller than itself into its cheek 
  pouch by making a successful grapple check. A 
  trapped creature can cut its way out by using a 
  light slashing or piercing weapon to deal 10 points 
  of damage to the hamster’s cheek (AC 12). Once 
  the creature exits, muscular action closes the hole; 
  another stuffed opponent must cut its own way out. 
  A Large giant hamster’s interior can hold 1 Small, 
  2 Tiny, or 4 Diminutive or smaller opponents.
  Improved Grab (Ex): To use this ability, a 
  giant hamster must hit with its bite attack. It can 
  then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it wins 
  the grapple check, it establishes a hold and can stuff 
  the foe in its cheek pouch.
  Immune to Disease (Ex): Giant hamsters are 
  immune to all diseases (magical and otherwise).
  Skills: Giant hamsters have a +8 racial bonus 
  on Climb checks.
  Gibbhool
  Medium Magical Beast
  Hit Dice: 3d8+6 (19 hp)
  Initiative: +2
  Speed: 60 ft. (12 squares), climb 60 ft.
  Armor Class: 14 (+2 Dex, +2 natural), touch 
  12, fl at-footed 12
  Base Attack/Grapple: +2/+6
  Attack: Bite +6 melee (1d10+4)
  Full Attack: Bite +6 melee (1d10+4) and 2 
  claws +4 melee (1d8+2)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: —
  Special Qualities: Darkvision 60 ft., low-light 
  vision, scent
  Saves: Fort +5, Ref +5, Will +0
  Abilities: Str 18, Dex 15, Con 15, lnt 9, Wis 
  8, Cha 7
  Skills: Balance +6, Climb +12, Hide +7, Jump 
  +16, Listen +3, Move Silently +8, Spot +2
  Feats: Alertness, Multiattack
  Environment: Temperate and warm plains and 
  forests
  Organization: Pack (6-10)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 3-6 HD (Medium); 7-9 HD 
  (Large)
  Level Adjustment: —
  
  39
  2
  A gibbhool is a baboon-like creature slightly 
  smaller than a human and covered in grayish-black 
  fur. Its reddish-orange eyes gleam with startling 
  intelligence from a black-masked face, and yellow 
  tusks bulge from its upper and lower jaws. Its long 
  prehensile tail makes arboreal movement just as 
  easy as on land.
  Gibbhools are noctural predators that hunt 
  in packs, terrorizing rainforests and warm plains. 
  They are believed to be relatives of the baboon, 
  but are larger, meaner, and far more dangerous. An 
  adult gibbhool stands about 5 feet tall and weighs 
  close to 200 pounds. Gibbhools speak their own 
  language, a series of barks and howls.
  Combat
  A gibbhool is effective against even 
  large groups of well-armed travelers by virtue of 
  its animal cunning. It is capable of sophisticated 
  tactics such as diversions, ambushes, and even 
  stealing a victim’s pack or weapons to draw him 
  into a trap. The gibbhool attacks with teeth and 
  claws, but is known to pick up a dropped weapon 
  and fl ail about with it in the heat of battle.
  Skills: A gibbhool has a +4 racial bonus 
  on Balance, Hide, and Move Silently checks. A 
  gibbhool has a +8 racial bonus on Climb checks 
  and can always choose to take 10 on Climb checks, 
  even if rushed or threatened.
  Glacial Haunt
  Medium Undead (Cold)
  Hit Dice: 4d12 (26 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares)
  Armor Class: 16 (+2 Dex, +4 natural), touch 
  12, fl at-footed 14
  Base Attack/Grapple: +2/+4
  Attack: Slam +4 melee (1d6+3 plus heat 
  drain)
  Full Attack: Slam +4 melee (1d6+3 plus heat 
  drain)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Heat drain
  Special Qualities: +2 turn resistance, 
  darkvision 60 ft., immunity to cold, sense heat, 
  undead traits, vulnerability to fi re
  In the icy wastes of the north lurks the 
  undead spirits of those who froze to death in the 
  snows. They are rare but the utter bane of any 
  unwary traveler, for they are drawn to heat of all 
  sources, be it from magic, fi res or the warm blood 
  of the living.
  Glacial haunts appear as humanoids with 
  pale white skin that is freezing to the touch. 
  Their hair is stiff and frozen, glittering with small 
  particles of ice, whilst their eyes are a deep blue.
  Combat
  A glacial haunt attacks with its fi sts, seeking 
  to destroy any enemy by literally smashing the life 
  out of them. Glacial haunts detest the living and 
  will attack on sight.
  Saves: Fort +1, Ref +3, Will +5
  Abilities: Str 14, Dex 15, Con —, Int 8, Wis 
  12, Cha 13
  Skills: Hide +6, Listen +5, Move Silently +6, 
  Search +4, Spot +5
  Feats: Dodge, Power Attack
  Environment: Any cold land
  Organization: Solitary or gang (2-5)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 5-8 HD (Medium); 9-12 HD 
  (Large)
  Level Adjustment: —
  Heat Drain (Su): The touch of a glacial 
  haunt drains body heat from its opponent, dealing 
  1d6 points of Strength damage to living creatures.  
  A creature reduced to 0 Strength in this way has 
  frozen to death.
  Sense Heat (Ex): A glacial haunt can sense 
  all heat sources within 100 feet, including the body 
  heat of living creatures.  Invisibility, darkness, and 
  most kinds of concealment are irrelevant, though 
  the glacial haunt must have line of effect to a 
  creature or object to discern that creature or object.  
  This ability is not effective on creatures that do not 
  radiate heat, such as most undead and constructs.
  
  40
  2
  Marble Snake
  Large Magical Beast
  Hit Dice: 3d10+9 (25 hp)
  Initiative: +5
  Speed: 20 ft. (4 squares), climb 20 ft.
  Armor Class: 12 (-1 size, +1 Dex, +2 natural), 
  touch 10, fl at-footed 11
  Base Attack/Grapple: +3/+11
  Attack: Bite +5 melee (ld6+6)
  Full Attack: Bite +5 melee (ld6+6)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Whistle
  Special Qualities: Darkvision 60 ft., low-light 
  vision
  Saves: Fort +6, Ref +1, Will +0
  A marble snake, unlike normal snakes, 
  adapts very well to its environment, hence it can 
  be found just about anywhere, though underground 
  encounters are rare. A marble snake prefers 
  sunlight and warmth to the cold and darkness of 
  dungeons and caverns.
  A marble snake grows to a length of 20 
  feet. Its scales are whitish-gray and translucent in 
  places, allowing the underlying veins to be viewed. 
  Its head is long and has a large lion-like mane of 
  golden fur. Two long, sharp fangs protrude from its 
  mouth, and its eyes are multi-faceted and red.
  Combat
  Marble snakes are generally non-aggressive 
  creatures, though if cornered, threatened, or 
  hungry, they attack on sight. A marble snake opens 
  combat with its whistling and attacks relentlessly 
  those that fall under its sway.
  Abilities: Str 18, Dex 13, Con 16, Int 3, Wis 
  10. Cha 11
  Skills: Balance +10, Climb +12, Hide +4, 
  Listen +7, Spot +7
  Feats: Alertness, Improved Initiative
  Environment: Temperate and warm hills and 
  plains
  Organization: Pack (2-4)
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 4-6 HD (Large); 7-9 HD 
  (Huge)
  Level Adjustment: —
  Whistle (Ex): Any creature within 50 feet 
  that hears this whistling must succeed on a DC 
  14 Will save or become entranced for 1d4 rounds 
  (treat this effect as the charm person spell). The 
  entranced victim moves at its normal speed directly 
  toward the marble snake. When the entranced 
  creature is within 10 feet, the snake attacks with 
  its bite, gaining a +4 bonus on its attack roll. Once 
  the snake has attacked the victim, it is no longer 
  entranced. The save DC is Constitution-based.
  Skills: Marble snakes have a +4 racial bonus 
  on Hide, Listen, and Spot checks and a +8 racial 
  bonus on Balance and Climb checks. A marble 
  snake can always choose to take 10 on a Climb 
  check, even if rushed or threatened.  
  Poxalot
  Medium Animal
  Hit Dice: 4d8-4 (14 hp)
  Initiative: +2
  Speed: 70 ft. (18 squares), climb 30 ft.
  Armor Class: 14 (+2 Dex, +2 natural), touch 
  12, fl at-footed 12
  Base Attack/Grapple: +3/+2
  Attack: Bite +5 melee (1d10-1 plus disease)
  Full Attack: Bite +5 melee (1d10-1 plus 
  disease) and 2 claws +0 melee (1d6-1 plus 
  disease)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Disease
  Distant relatives of the jaguar, poxalots stalk 
  the plains, feeding on carrion and creatures that 
  succumb to the disease they carry. They are sleek, 
  Special Qualities: Darkvision 90 ft., low-light 
  vision, scent
  Saves: Fort +3, Ref +6, Will +1
  Abilities: Str 8, Dex 15, Con 9, Int 2, Wis 10, 
  Cha 6
  Skills: Climb +7, Jump +17, Hide +6, Spot +5, 
  Listen +5
  Feats: Alertness, Weapon Finesse 
  Environment: Temperate plains
  Organization: Pack (5-8 adults plus 1-2 
  noncombatant cubs)
  Challenge Rating: 2
  Advancement: 5-8 HD (Medium); 9-12 HD 
  (Large)
  Level Adjustment: —
  long-limbed felines with a greenish-brown pelt 
  whose coat is matted, mangy, and bears weeping 
  sores and strange growths.
  
  41
  2
  Poxalots are about 4 feet long and weigh 
  about 120 pounds.
  Combat
  Poxalots are very effective pack animals 
  that use coordinated attacks to injure their prey. 
  In practice, the alpha female of the pack picks 
  out a victim from a herd or traveling party, 
  usually the smallest and apparently weakest of the 
  group. Using growls and roars, the alpha female 
  coordinates the pack’s efforts to surround and 
  strike the intended prey. Several cats keep potential 
  rescuers at bay while the rest of the pack darts in 
  Purple Moss
  Hazard (CR 2)
  This plant is a distant cousin of yellow mold. 
  It feeds on moisture, so any area in which it grows 
  is always extremely dry. Purple moss emits a sweet 
  smell to a range of 10 feet that has the same effect 
  as a sleep spell (Fortitude DC 12 negates). A victim 
  that falls asleep is quickly covered by the moss. It 
  takes 1 full round to cover a creature of Diminutive 
  or smaller size and one additional round for each 
  size category larger than Diminutive. A creature so 
  covered takes begins to suffocate (see Suffocation 
  in the Dungeon Master’s Guide). Slain victims are 
  digested in 1d2 hours by acidic secretions from the 
  moss. Purple moss can be destroyed by fi re.
  Sandling
  Large Elemental (Earth, Extraplanar) 
  Hit Dice: 4d8+4 (22 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares), burrow 20 ft.
  Armor Class: 16 (-1 size, +7 natural), touch 9, 
  fl at-footed 16
  Base Attack/Grapple: +3/+10
  Attack: Pseudopod +5 melee (ld8+3)
  Full Attack: Pseudopod +5 melee (ld8+3)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: —
  Special Qualities: Darkvision 60 ft., elemental 
  traits, vulnerability to water
  Sandlings are creatures from the Elemental 
  Plane of Earth. A sandling in its natural form 
  resembles a mound of sand about 10 feet in 
  diameter. They are most often summoned to the 
  Material Plane by clerics and wizards, though 
  on occasion a sandling slips through a vortex 
  connecting the Elemental Plane of Earth to the 
  Material Plane. They are very territorial creatures 
  and aggressively attack intruders.
  and hits the victim from all sides, hoping to 
  get at least one or two good strikes in with 
  their claws or teeth. 
  Once the victim is suffi ciently injured, the 
  pack retreats to a safe distance and awaits the 
  inevitable.
  Disease (Ex): Carrion rot—bite, Fortitude 
  DC 15, incubation period 1 day, damage 1d4 Con. 
  The save DC is Constitution-based and includes a 
  +4 racial bonus.
  Skills: A poxalot has a +8 racial bonus on 
  Climb checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened.
  Saves: Fort +5, Ref +2, Will +1
  Abilities: Str 17, Dex 13, Con 13, Int 4, Wis 
  11, Cha 11
  Skills: Listen +3, Spot +4
  Feats: Cleave, Power Attack
  Environment: Elemental Plane of Earth
  Organization: Solitary
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-9 HD (Large); 10-12 HD 
  (Huge)
  Level Adjustment: —
  A sandling weighs about 750 pounds. 
  Sandlings speak Terran.
  Combat
  Sandlings are very aggressive and territorial, 
  attacking any intruders they detect. When agitated, 
  a sandling takes the form of a 10-foot long serpent 
  and strikes with a long pseudopod.
  Vulnerability to Water (Ex): A large 
  quantity of water (at least 10 gallons per 4 HD of 
  the sandling) slows a sandling as the spell for 2d4 
  rounds.
  
  42
  2 Tabaxi
  Medium Monstrous Humanoid
  Hit Dice: 2d8+2 (11 hp)
  Initiative: +3
  Speed: 40 ft. (8 squares), climb 20 ft.
  Armor Class: 14 (+3 Dex, +1 natural), 
  touch 13, fl at-footed 11
  Base Attack/Grapple: +2/+4
  Attack: Claw +5 melee (ld4+2) or club +4 
  melee (ld6+2) or javelin +5 ranged (ld6+2)
  Full Attack: 2 claws +5 melee (ld4+2) and 
  bite +0 melee (1d3+1) or club +4 melee 
  (ld6+2) or javelin +5 ranged (ld6+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Improved grab, pounce, 
  rake ld3+1
  Special Qualities: Darkvision 60 ft., scent
  The tabaxi (called cat-people by some) are a 
  reclusive race of feline humanoids that dwell away 
  from settled areas. Tabaxis are tall and thin, with 
  cinnamon fur striped black like that of a tiger. They 
  wear no clothing or armor and rarely use weapons, 
  preferring to attack with their retractable claws in 
  combat. They have large, yellow eyes, pointed 
  ears, and a long tail. Tabaxis are very graceful and 
  catlike in their movements.
  A typical tabaxi stands about 6 feet tall and 
  weighs 175 pounds. Tabaxi speak Common and 
  Sylvan.
  Combat
  Tabaxis rely on their claws and bite in 
  combat, though they have been known to employ 
  weapons (usually javelins or clubs). They prefer to 
  attack from ambush, using their natural coloration 
  to their advantage.
  Saves: Fort +1, Ref +6, Will +4
  Abilities: Str 14, Dex 17, Con 13, Int 10, 
  Wis 12, Cha 10
  Skills: Balance +8, Climb +10, Hide +8*, 
  Jump +6, Listen +3, Move Silently +9, Spot 
  +3, Swim +4
  Feats: Weapon Finesse
  Environment: Warm forest and plains
  Organization: Solitary or pride (2-8)
  Challenge Rating: 2
  Treasure: No coins; no goods; standard 
  items
  Alignment: Always chaotic neutral
  Advancement: By character class
  Level Adjustment: +4
  Improved Grab (Ex): To use this ability, 
  a tabaxi must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake.
  Pounce (Ex): If a tabaxi charges a foe, it can 
  make a full attack, including two rake attacks.
  Rake (Ex): Attack bonus +5 melee, damage 
  1d3+1.
  Skills: A tabaxi has a +4 racial bonus on 
  Balance, Hide, and Move Silently checks. A tabaxi 
  has a +8 racial bonus on Climb checks and can 
  always choose to take 10 on Climb checks, even 
  if rushed or threatened.  *In areas of tall grass or 
  heavy undergrowth, its Hide bonus improves to +8.
  Tikbalang
  Medium Monstrous Humanoid 
  (Shapechanger)
  Hit Dice: 5d8+10 (32 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 15 (+1 Dex, +4 natural), 
  touch 11, fl at-footed 14
  Base Attack/Grapple: +5/+7
  Attack: Claw +7 melee (ld6+2)
  Full Attack: 2 claws +7 melee (ld6+2)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Frightful laughter, taunt, 
  trample 2d4+2
  Special Qualities: Darkvision 60 ft., resize, 
  wild empathy 
  Saves: Fort +6, Ref +5, Will +3
  Abilities: Str 14, Dex 13, Con 15, Int 14, 
  Wis 9, Cha 16
  Skills: Balance +3, Bluff +8, Diplomacy +5, 
  Disguise +3 (+5 acting), Hide +8, Intimidate 
  +7, Jump +5, Listen +6, Sleight of Hand +5, 
  Spot +6, Tumble +6
  
  43
  2
  Tikbalang are bipedal equine humanoids 
  that thrive on tricks and antics. They are built 
  like humans, but possess superior strength and 
  leathery hide. Their heads are elongated like a 
  horse, complete with a fl owing mane, and their 
  hind legs end in hooves, while their front “legs” 
  end in clawed hands.
  Tikbalang are almost always heard before 
  being seen; they love to hide in trees, announcing 
  themselves only late at night or early in the 
  morning.
  Although they usually live alone or in 
  a mated pair, tikbalangs occasionally form 
  temporary alliances with gnolls or bully a local 
  tribe of goblins to cause mischief on a larger scale 
  to neighboring humanoid communities.
  A tikbalang stands about 7-1/2 feet tall 
  and weighs over 500 pound. Tikbalangs speak 
  Common, Gnoll, and Goblin.
  Combat
  A tikbalang prefers to taunt, frighten and annoy 
  a victim until it becomes foolish enough to run—if 
  the victim drops valuables, a tikbalang usually picks 
  them up rather than pursuing. Tikbalang only fi ght 
  when threatened or when hostile creatures enter the 
  tikbalang’s home territory. 
  Frightful Laughter (Su): The echoing laugh 
  of a tikbalang is disturbing and unsettling. All 
  creatures within a 100-foot spread must succeed 
  on a DC 15 Will save or become shaken for 3d6 
  rounds. This ability affects only creatures with 
  fewer than 6 Hit Dice. Whether or not the save is 
  successful, an affected creature is immune to the 
  same tikbalang’s frightful laughter for 24 hours. 
  The save DC is Charisma-based.
  Taunt (Su): The constant patter from a 
  tikbalang’s mouth is usually insulting, rude, and 
  mocking. Additionally, the tikbalang may throw 
  its voice while taunting as if under the effects of a 
  ventriloquism spell (caster level 5th). All creatures 
  Feats: Alertness B, Dodge, Run
  Environment: Warm hills and plains
  Organization: Solitary or pair
  Challenge Rating: 2
  who can hear the tikbalang’s taunts for 1 full round 
  must succeed on a DC 15 Will save or become 
  confused for 1 round. Whether or not the save is 
  successful, an affected creature is immune to the 
  same tikbalang’s taunt ability for 24 hours. The 
  save DC is Charisma-based.
  Trample (Ex): A tikbalang may only use 
  this ability when enlarged to Large size. Refl ex 
  half DC 18. The save DC is Strength-based.
  Resize (Su): As a standard action, a 
  tikbalang can change its size. It may reduce itself 
  to Small size, increase to Large size, or return to 
  Medium size as it chooses, standing between 3 feet 
  and 8 feet tall. Generally, a tikbalang takes Small 
  size when hiding and taunting victims, and grows 
  large when bluffi ng, intimidating, or threatening a 
  victim. A tikbalang can remain in any size until it 
  chooses to assume a new one. A change in size 
  cannot be dispelled, but a tikbalang reverts to 
  Medium size when killed.
  When reduced to Small size, its statistics 
  change from the above as follows: Small 
  monstrous humanoid (Shapechanger); 5d8+5; hp 
  27; AC 16 (touch 12, fl at-footed 16), Grp +1, Atk 
  +6 melee (1d4, claw); Full Atk +6 melee (1d4, 2 
  claws); Space/Reach 5 ft./5 ft.; SV Fort +5, Ref 
  +6; Str 10, Dex 15, Con 13; Balance +4, Hide +13, 
  Jump +3, Sleight of Hand +6, Tumble +7. 
  When enlarged to Large size, its statistics 
  change from the above as follows: Large monstrous 
  humanoid (Shapechanger); 5d8+20; hp 42; AC 15 
  (touch 9, fl at-footed 15), Grp +15, Atk +10 melee 
  (1d8+6, claw); Full Atk +10 melee (1d8+6, 2 
  claws); Space/Reach 10 ft./10 ft.; SV Fort +8, Ref 
  +4; Str 22, Dex 11, Con 19; Balance +2, Hide +3, 
  Jump +9, Sleight of Hand +4, Tumble +5. 
  Wild Empathy (Ex): This ability works like 
  the druid’s wild empathy class feature,  except that 
  a tikbalang has a +6 racial bonus on the check.
  Treasure: Standard
  Alignment: Often chaotic evil
  Advancement: 6-12 HD (Medium)
  Level Adjustment: +6
  
  44
  2
  Vermilion Hound
  Large Magical Beast
  Hit Dice: 4d10+12 (34 hp)
  Initiative: +8
  Speed: 50 ft. (10 squares)
  Armor Class: 16 (-1 size, +4 Dex, +3 
  natural), touch 13, fl at-footed 12
  Base Attack/Grapple: +4/+15
  Attack: Bite +10 melee (ld8+10 plus 1d4 
  fi re)
  Full Attack: Bite +10 melee (ld8+10 plus 
  1d4 fi re)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Flaming blood
  Special Qualities: Darkvision 60 ft., 
  immunity to fi re, low-light vision, scent
  A vermillion hound looks like an immense, 
  oddly colored canine. Its coat consists of scarlet 
  and black fur, along with tinges of orange at its 
  small whiskers and paws. The hound’s teeth radiate 
  a pearly whiteness regardless of the nastiness of its 
  most recent meal. The teeth emerge from black 
  gums surrounding the root and base of the tooth 
  and greatly lighten to a pale pink towards the back 
  of the mouth. A vermillion hound standing on its 
  hind legs sometimes reaches over 12 feet in the air 
  to attack creatures hiding in low branches.
  The hound’s exterior color varies slightly 
  according to the season. The male’s color turns 
  a brighter shade of red during the mating season 
  to attract females. During the winter, black fur 
  replaces much of the beast’s scarlet fur, while 
  it sheds its black fur during the summer and 
  replaces it with a coat of thin, scarlet fur. Although 
  alchemists believe that the fur possesses no special 
  properties, it continues to fi nd its way into the 
  hands of weavers that value its unique coloration.
  Vermilion hound females give birth to one 
  litter a year with a gestation period of eight months. 
  A litter normally consists of 1d4 pups that reach 
  maturity at three years of age. The male of the 
  species guards the pups after birth, while the female 
  goes out to hunt. The only time the male hunts for 
  food is during the period from the sixth month 
  of pregnancy until one month after birth. Once 
  vermilion hound pups reach the age of majority, 
  pairs of males may leave together to protect 
  themselves and hunt, while females generally 
  remain alone. When a female decides it is time 
  to mate, she normally tracks down a pair of males 
  and attacks, choosing the survivor as its mate. Male 
  vermilion hounds make suitable mounts, although 
  females prove too unruly to control.
  Saves: Fort +7, Ref +8, Will +1
  Abilities: Str 24, Dex 18, Con 16, Int 5, Wis 
  12, Cha 6
  Skills: Jump +15, Listen +4, Spot +5
  Feats: Improved Initiative, Power Attack
  Environment: Any temperate plains and 
  underground
  Organization: Solitary, pair, or family 
  (mother with 1d4 noncombatants)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8 HD (Large)
  Level Adjustment: +3
  A vermilion hound’s hide is often used to craft 
  suits of leather and hide armor. Vermilion hounds 
  sometimes serve as mounts for outsiders or fey.
  A typical vermillion hound stands 6 feet 
  high at the shoulder and weighs 1,500 pounds. 
  Vermillion hounds do not speak.
  Combat
  A family within its territory employs the 
  standard tactic of the female launching a frontal 
  assault on the opponents, while the male moves 
  the cubs to a more secure location or pounces on 
  weaker targets. A pair of males in the wild hunts by 
  dispatching one of the hounds to act as a decoy for 
  the prey, while the other ambushes the weakest of the 
  prey animals. A solitary male in the wild attempts to 
  stalk and seize lone animals, never attacking large 
  groups unless it is certain that it can surprise them 
  and carry off small prey without retribution.
  A female on its own or with its mate attacks 
  without mercy, wading into the middle of a group, 
  hoping to injure and disburse the prey, allowing its 
  mate to stalk a tired or injured animal.
  Flaming Blood (Su): A vermillion hound’s 
  blood is somewhat fl ammable on contact with 
  air, although it mixes with water for stability. 
  Striking the creature causes it to emit a 5-foot-long 
  line of blood at the attacker that is treated as an 
  attack of opportunity, dealing damage as if it were 
  alchemist’s fi re.
  Carrying Capacity: A light load for a 
  vermilion hound is up to 699 lbs.; a medium load 
  is 700 to 1398 lbs. and a heavy load is 1398 to 
  2100 lbs. A vermilion hound can drag 10,500 lbs. 
  Variant
  A few of these hounds are bred with hell 
  hounds to provide half-breeds with breath 
  
  45
  2
  weapons. Such half-breed creatures are the result 
  of a union between a female vermilion hound and 
  a male hell hound. All pups born from this union 
  are sterile.  They use the same statistics as a normal 
  vermillion hound, but possess the following ability 
  and have a CR of 3.
  Vorpa
  Large Vermin
  Hit Dice: 5d8+10 (32 hp)
  Initiative: +1
  Speed: 50 ft. (10 squares), fl y 60 ft. (good) 
  (12 squares)
  Armor Class: 15 (-1 size, +1 Dex, +5 
  natural), touch 10, fl at-footed 14
  Base Attack/Grapple: +3/+11
  Attack: Claw +6 melee (1d6+4)
  Full Attack: 2 claws +6 melee (1d6+4), 
  sting +1 melee (1d6+2 plus poison)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Constrict 1d6+2 plus 
  poison, improved grab, poison
  Special Qualities: Darkvision 60 ft., vermin 
  traits
  Vorpas are a hideous combination of scorpion 
  and wasp. The body mostly retains the scorpion’s 
  physiology with the addition of the giant wasp’s 
  wing structure, coloration and hive mentality. 
  (The wasp coloration carries over to alternating 
  stripes of yellow and brown along the segmented 
  scorpion-like body.)
  Like scorpions, vorpas live in underground 
  burrows. Unlike scorpions (and more like wasps), 
  these lairs are communal in nature, housing the 
  entire nest. Vorpas are aggressively territorial and 
  overly protective of their lairs, attacking anyone 
  or anything seen as a potential threat to the larvae 
  kept deep inside their subterranean burrows.
  Combat
  These creatures attack when hungry or 
  threatened, stinging their prey to death. They take 
  dead or incapacitated opponents back to their lairs 
  Saves: Fort +6, Ref +2, Will +1
  Abilities: Str 18, Dex 12, Con 14, Int —, 
  Wis 10, Cha 5
  Skills: Climb +8, Hide +5, Jump +12, Spot +8
  Feats: —
  Environment: Temperate and warm plains 
  and underground
  Organization: Solitary, colony (2-5) or nest 
  (11-20)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-10 HD (Large), 11-15 HD 
  (Huge)
  Level Adjustment: —
  as food for their unhatched young. A vorpa that 
  gets a hold with its claws will hang on and sting 
  with its poisoned tail.
  Constrict (Ex): A vorpa deals automatic 
  claw damage with a successful grapple check.
  Improved Grab (Ex): To use this ability, 
  a vorpa must hit with its claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins 
  the grapple check, it establishes a hold and can 
  constrict.
  Poison (Ex): Injury, Fortitude DC 14, initial 
  damage and secondary damage 1d6 Dex. The save 
  DC is Constitution-based.
  Skills: *A vorpa has a +4 racial bonus on 
  Climb checks, and a +8 racial bonus on Hide and 
  Spot checks.
  Breath Weapon (Su): 10-foot cone, 
  once every 2d4 rounds, damage 2d6 fi re, 
  Refl ex DC 17 half. The save DC is Constitution-
  based.
  
  46
  2 Zha’lari
  Medium Humanoid (Reptilian)
  Hit Dice: 2d8+2 (11 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 16 (+1 Dex, +5 natural), 
  touch 11, fl at-footed 15
  Base Attack/Grapple: +1/+1
  Attack: Hook staff +1 melee (1d10/x3) or 
  spear +2 ranged (1d8/x3) or spit +2 ranged 
  touch
  Full Attack: Hook staff +1 melee (1d10/
  x3) or spear +2 ranged (1d8/x3) or spit +2 
  ranged touch
  Zha’lari are desert-dwelling humanoids who 
  make their homes in tunnels and natural caves. 
  They hunt in small packs, ready to make meals of 
  any creatures they fi nd.
  Zha’lari average between 6 and 7 feet tall, 
  and weigh 200 to 300 pounds. Their tough, scaly 
  hides are most often tan, but packs of yellow and 
  red zha’lari are also frequently seen. Zha’lari’s 
  limbs are thick and well-muscled, and their snub 
  tails protrude from the tough exoskeletons which 
  cover most of their bodies. Small holes in the 
  sides of zha’lari’s lizardlike heads serve as ears, 
  and their keen eyes glow pale green in the dark. 
  A zha’lari’s digestive system can break down and 
  process virtually any organic material, including 
  bones and scales. This allows zha’lari to avoid any 
  waste when eating their kills. The average zha’lari 
  life span is around thirty years, but their unusual 
  metabolisms allow zha’lari who avoid death from 
  injury or illness to live up to ten times that length.
  Zha’lari are cunning and brutal hunters, often 
  burying themselves just beneath the surface of the 
  desert sands and bursting forth to surround their 
  prey. They appear uncomprehending of long-term 
  alliances or friendships, readily cannibalizing 
  their own kind when food supplies are low. Even 
  zha’lari within a pack have only a modicum of 
  loyalty to each other. Zha’lari speak their own 
  language and Common.
  Combat
  Zha’lari prefer to ambush foes, and will 
  readily fl ee if a battle is going poorly. Zha’lari 
  who enter a blood craze have been known to 
  track escaped opponents for days, hungry for their 
  enemies’ blood.
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Blood craze, spit
  Special Qualities: Darkvision 90 ft.
  Saves: Fort +1, Ref +4, Will +1
  Abilities: Str 11, Dex 12, Con 12, Int 12, 
  Wis 13, Cha 9
  Skills: Hide +4, Listen +2, Move Silently 
  +5, Spot +4, Survival +5*
  Feats: EnduranceB, Track
  Environment: Temperate and warm deserts
  Organization: Solitary or pack (7-10)
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: By character class
  Level Adjustment: +1
  Blood Craze (Ex): Zha’lari have a fi erce 
  hunger for the blood of their foes. The fi rst time 
  during a day a zha’lari wounds an opponent in 
  melee, the zha’lari must succeed on a DC 15 
  Will save or enter a blood craze for 2d4 rounds. A 
  crazed zha’lari gains +4 Strength, +4 Constitution, 
  and -2 AC. Afterward, the zha’lari is fatigued 
  for the duration of the encounter. Zha’lari can 
  forfeit their Will saves, but cannot end their rages 
  voluntarily. A zha’lari’s blood craze does not stack 
  with any benefi ts from a barbarian’s rage ability.
  Spit (Ex): A zha’lari’s jaw contains a small 
  venom gland that produces a thick, sticky mucus. 
  Once per day, a zha’lari can spit this venom up to 
  30 feet as a standard action. This is a ranged touch 
  attack with no range increment. An opponent hit 
  by this attack is blinded for 1d8 rounds.
  Skills: *Zha’lari have a +4 racial bonus on 
  Survival checks when tracking injured prey.
  Hook Staff
  All zha’lari are profi cient with the hook 
  staff–a crudely-made pole carrying a blade on one 
  end, and fashioned into a hook at the other. A hook 
  staff is a two-handed exotic double weapon which 
  deals 1d10 points of slashing damage (x3 crit) 
  with its blade end, and 1d4 points of bludgeoning 
  damage (x2 crit) with its hook end. All normal 
  rules for double weapons apply when wielding a 
  hook staff.
  A wielder can use the hook end of the weapon 
  to make trip attacks. If the wielder is tripped during 
  his own trip attempt, the wielder can drop the hook 
  staff to avoid being tripped.
  A wielder of a hook staff gains a +2 bonus 
  on opposed attack rolls when attempting to disarm 
  an opponent (including the roll to avoid being 
  disarmed if such an attempt fails). A hook staff 
  weighs 10 pounds and costs 50 gp.
  
  47
  3
  Brainweed
  Small Plant 
  Brainweed
  Small Plant 
  Brainweed
  Hit Dice: 3d8+3 (16 hp) 
  Initiative: -5
  Speed: 0 ft. 
  Armor Class: 10 (+1 size, -5 Dex, +4 
  natural), touch 6, fl at-footed 10 
  Base Attack/Grapple: +1/—
  Attack: —
  Full Attack: —
  Space/Reach: 5 ft./0 ft. 
  Special Attacks: Pollen spray
  Special Qualities: Blind, plant traits, 
  tremorsense 15 ft.
  Saves: Fort +6, Ref —, Will -1
  Abilities: Str —, Dex —, Con 12, Int 1, Wis 
  6, Cha 5
  Skills: Listen +13
  Feats: Ability Focus (pollen spray), Great 
  Fortitude
  Environment: Warm deserts
  Organization: Field (4-16)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Always neutral 
  Advancement: 4-6 HD (Small); 7-9 HD 
  (Medium)
  Level Adjustment: —
  Brainweed is a small fl owering plant 
  growing in arid deserts, plains and hills. It has 
  broad, leathery, yellow leaves which spread out 
  from its base. A single fl eshy, crimson bloom tops 
  a tall, fl exible stalk sprouting from the middle 
  of the plant. Although mostly indistinguishable 
  from more ordinary plants, the brainweed is quite 
  a dangerous form of life. Strapped for water in 
  their arid environments, brainweeds survive on 
  the blood of living creatures. Although they have 
  no means of mobility, the brainweed has one 
  exceptional feature: the pollen of a brainweed 
  has strong psychoactive properties, compelling 
  anyone inhaling it to spill their blood onto the 
  brainweed’s soil. As fallen corpses tend to attract 
  additional scavengers, the brainweed is provided 
  with an endless supply of food and fertilizer. The 
  brainweed hides its tainted soil and past victims 
  from viewers with a multitude of large leaves that 
  cover over the layer of dead bodies and equipment 
  rotting beneath (a DC 18 Spot check allows a 
  creature to notice the corpses). Those who know 
  about the brainweed seek it out, fully aware of the 
  wealth of money and items that tends to pile up 
  around colonies of these fl owers.
  Most people know that plants are an 
  indication of nearby water. Of course, the 
  brainweed isn’t a sign of water at all, it just wants 
  their blood. Although native to the desert, it does 
  just as well in more temperate climates. Evil 
  beings may plant brainweed around their domains 
  in order to defend them from invaders.
  The pollen of the brainweed can be extracted 
  and used for many purposes with a DC 20 Survival 
  check. Without the presence of the plant, the 
  pollen simply gives creatures the impression that 
  their blood is on fi re, and that they must let it out. 
  This pollen is highly prized by other creatures that 
  prey on blood, such as vampires. These races often 
  collect the pollen of brainweeds and use it as a 
  missile weapon, and may hurl brainweed pollen 
  grenades at foes before attacking to collect their 
  blood. A brainweed grows to a height of abour 2-
  1/2 feet.
  Combat
  Although blind, the brainweed has a delicate 
  sense for sounds and ground vibrations. Anyone 
  touching the ground or who makes any noise 
  within 15 feet of a brainweed is sprayed with a 
  pollen spray. The brainweed releases additional 
  volleys of pollen if it detects other creatures 
  entering its area, typically those coming to help 
  their fallen comrades.
  Pollen Spray (Ex): Three times a day, 
  a brainweed can spray a 15-foot-radius cloud 
  of pollen out of its fl ower as a standard action, 
  momentarily covering the area around itself. Any 
  living creature inhaling the pollen must make a 
  DC 14 Will save or be overcome by hallucinations. 
  The save DC is Constitution-based and includes 
  a +2 bonus from the brainweed’s Ability Focus 
  feat. Those who succumb feel as if their blood has 
  begun to boil, and are compelled to lie prone on the 
  ground next to the brainweed and cut open their 
  veins, suffering 1d4 points of Constitution damage 
  each round. The effects of the pollen last for 2d4 
  rounds. Killing the brainweed does not stop the 
  effects of the pollen, although it does prevent 
  the weed from spraying more into the area. Once 
  the pollen has affected a creature, it is immune to 
  additional doses for 24 hours.
  Blind (Ex): Brainweeds are blind, and thus 
  are invulnerable to gaze attacks, visual effects of 
  spells such as illusions, and other attack forms that 
  rely on sight.
  Skills: A brainweed has a +10 racial bonus 
  on Listen checks.
  
  48
  3
  Brumicicada
  Small Vermin
  Hit Dice: 5d8-5 (17 hp)
  Initiative: +4
  Speed: 5 ft. (1 square), burrow 5 ft., fl y 40 
  ft. (average)
  Armor Class: 17 (+1 size, +4 Dex, +2 
  natural), touch 15, fl at-footed 13
  Base Attack/Grapple: +3/+0
  Attack: Claw +8 melee (1d6+1 plus poison)
  Full Attack: 2 claws +8 melee (1d6+1 plus 
  poison)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Inject eggs, poison, sneak 
  attack +1d6
  Special Qualities: Blindsight 60 ft., mist 
  masking, tremorsense 60 ft., vermin traits
  Saves: Fort +3, Ref +5, Will +2
  Abilities: Str 12, Dex 18, Con 9, Int —, Wis 
  13, Cha 7
  Skills: Hide +12*, Move Silently +12
  Feats: Weapon FinesseB
  Environment: Warm or temperate forests, 
  marshes, and plains
  Organization: Solitary, pair, cluster (3-6), 
  or swarm (7-16)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-9 HD (Small); 10-15 HD 
  (Medium)
  Level Adjustment: —
  Brumicicadas are unusually large insects 
  from the cicadidae family, pale white in color with 
  sharp claws. Like normal cicadas, they live most 
  of their lifespans underground, feeding on the 
  roots of plants. Unlike their smaller cousins, they 
  lay their eggs in living creatures, rather than in the 
  trees. Brumicicadas are most active in late autumn 
  and early winter, when the mists are thickest in 
  their habitat.
  Typical brumicicadas are 3 feet long and 
  weigh about 100 pounds.
  Combat
  Brumicicadas can sense the approach of 
  creatures within 60 feet due to their tremorsense 
  ability, and once they do so they claw their way up 
  from the ground and strike silently from the mists. 
  After their initial attack, they fl y away 30 or 40 feet 
  into the mist and return a minute or so later once 
  their poison has done its work; they continue this 
  hit-and-run tactic until their prey is slain.
  Inject Eggs (Ex): As a full-round action, 
  a brumicicada can lay its eggs in any living host 
  creature that is helpless; the brumicicada then dies 
  within the hour. The host creature takes 1 point 
  of Constitution damage after the fi rst 24 hours, 
  and then again every hour thereafter. Once the 
  creature’s Constitution reaches 0, it dies and the 
  larval brumicicadas hatch inside it. They feed 
  on the body for one week, after which time they 
  burrow into the ground, slowly developing into 
  adult brumicicadas over the next year.
  The eggs in a host creature can be removed 
  and destroyed with a successful DC 20 Heal check, 
  requiring 10 minutes, or by a remove disease or 
  heal spell.
  Poison (Ex): Claws, Fortitude DC 11; initial 
  and secondary damage 2d4 Dexterity. The save DC 
  is Constitution-based.
  Sneak Attack (Ex): This ability functions as 
  the rogue class feature of the same name.
  Mist Masking (Ex): Due to its semi-opaque 
  coloration, a brumicicada gains the benefi t of total 
  concealment (50% miss chance) in misty or foggy 
  conditions that normally grant only concealment. 
  In misty or foggy conditions that normally grant 
  total concealment, a brumicicada gains the 
  heightened benefi t of a 75% miss chance.
  Skills: Brumicicadas have a +4 racial bonus 
  on Hide checks and a +8 racial bonus on Move 
  Silently checks.
  
  49
  3
  Burning Ghat
  Medium Undead (Fire)
  Hit Dice: 4d12 (26 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares)
  Armor Class: 16 (+2 Dex, +4 natural), 
  touch 12, fl at-footed 14
  Base Attack/Grapple: +2/+3
  Attack: Claws +4 melee (1d4+1 plus 
  burning blood)
  Full Attack: 2 claws +4 melee (1d4+1 plus 
  burning blood)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Burning blood, fi re burst
  Special Qualities: Damage reduction 
  10/slashing, darkvision 60 ft., immunity 
  to fi re, undead traits, vulnerability to cold, 
  vulnerability to water spells
  The burning ghat is a rare form of undead, 
  created in areas of unusually high negative energy 
  saturation when a sentient creature is put to death 
  by fi re for a crime it was innocent of. Utterly 
  twisted and maddened by their fate, burning ghats 
  are fearsome undead, consumed with a hatred for 
  the living and seeking to end life wherever they 
  fi nd it.
  The burning ghat appears as a member 
  of its original race, though distinct features are 
  obliterated by the charred and blackened fl esh. 
  Ash perpetually trails from the creature as it moves 
  and often small patches of burnt skin fl ake from 
  its body. They can often still be found wearing 
  the clothes they wore whilst burnt, if the garments 
  survived the fl ames, though a burning ghat of any 
  great age will usually have none. Their eyes are 
  small dots of brilliant crimson fi re. The distinct and 
  pungent stench of burnt fl esh is often the harbinger 
  of a burning ghat’s arrival and is easily noticeable 
  within 60 feet of the creature.
  Saves: Fort +1, Ref +3, Will +6
  Abilities: Str 13, Dex 15, Con —, Int 13, 
  Wis 14, Cha 14
  Skills: Climb +6, Escape Artist +4, Hide +7, 
  Intimidate +3, Jump +6, Listen +8, Move 
  Silently +6, Search +2, Spot +8
  Feats: Blind-Fight, Weapon Finesse
  Environment: Any land and underground
  Organization: Solitary, gang (2-4) or pack 
  (5-10)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement:  5-8 HD (Medium); 9-12 
  HD (Large)
  Level Adjustment: —
  Combat
  A burning ghat always attacks with its claws, 
  seeking to slay any living creature it encounters.  
  It favors burning its victims to death but is quite 
  content to rend them apart if they should prove 
  immune to fi re.
  Burning Blood (Su): A burning ghat’s claw 
  attacks heat the blood of living creatures upon 
  contact, causing great pain as it sizzles and boils 
  away into the air. A living creature damaged by a 
  burning ghat’s claw attack must succeed on a DC 14 
  Fortitude save or take an additional 2d6 points of fi re 
  damage as the blood is violently evaporated around 
  the wound. The save DC is Charisma-based.
  Fire Burst (Ex): Once per day, a burning 
  ghat can emit a 20-foot radius burst of fl ames 
  which deal 6d6 points of fi re damage to all 
  creature within the area of effect (Refl ex DC 14 
  half). A burning ghat will be slowed (as the slow 
  spell) for 1d6 rounds after using this ability as it 
  rebuilds the fi re within its burnt husk. The save DC 
  is Charisma-based.
  Vulnerability to Water Spells (Ex): When 
  a water-based spell affected a burning ghat, the 
  burning ghat automatically takes an extra 1d4 
  points of damage per caster level.
  
  50
  3
  Chortler
  Large Magical Beast
  Hit Dice: 5d10+10 (37 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares)
  Armor Class: 16 (-1 size, +2 Dex, +5 
  natural), touch 11, fl at-footed 14
  Base Attack/Grapple: +5/+12
  Attack: Bite +7 melee (1d10+4)
  Full Attack: Bite +7 melee (1d10+4)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Chortle
  Special Qualities: Darkvision 60 ft., low-
  light vision, scent
  The chortler is a bulky canine beast, similar 
  in appearance to a hyena, although larger and 
  shaggier. It has dusky grayish fur, hungry yellow 
  eyes, and a large and powerful jaw. It is noted 
  for its cruelty and ill temper and is highly feared. 
  The most notable trait of the chortler is its toxic 
  dander, which causes those inhaling it to break into 
  painful, uncontrollable fi ts of laughter.
  The chortler is a predator and hunts anything 
  it thinks it can kill, which includes all creatures size 
  Large or smaller. It has the ability to sniff out prey, 
  and seems to always be hungry and on the move. 
  When it catches something, it is usually merciless. 
  In fact, chortlers are known for tormenting their 
  prey before killing it, and like to eat their catch 
  while it is still alive.
  Chortlers hunt in small family units or in 
  mated pairs. Female chortlers are just as vicious 
  and dangerous as the males. If looking for a mate, 
  a chortler often strikes out on its own. Chortlers 
  are normally found in wild grasslands and plains, 
  although their territory often reaches up into hills 
  or deep into forests. Chortlers normally hunt 
  during dusk or dawn, when they can blend in easily 
  with the shadows. 
  Chortlers are frequently bred and trained 
  as guard dogs. They prove excellent in this line 
  of work, as those crossing their path trigger their 
  natural alarm, screaming and giggling for all to hear. 
  The chortler is a favored minion of evil races and is 
  often encountered with more intelligent masters.
  A chortler grows to about 8 feet long and 
  weighs some 650 pounds.
  Saves: Fort +6, Ref +6, Will +0
  Abilities: Str 16, Dex 14, Con 14, Int 3, Wis 
  8, Cha 7
  Skills: Hide +1, Jump +8, Listen +2, Spot 
  +2, Survival +1
  Feats: Alertness, Track
  Environment: Temperate plains
  Organization: Solitary, pair, or pack (5-10)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: 6-10 HD (Large); 11-15 HD 
  (Huge)
  Level Adjustment: —
  Combat
  Single chortlers rarely attack a group, but a 
  pair or pack has no such revulsion to taking on 
  multiple opponents. Chortlers normally begin an 
  attack by leaping out from hiding in foliage or 
  rubble. Hungry chortlers may also pounce from 
  behind if they have been following the party’s 
  scent. A chortler generally attempts to pick off 
  the smallest or weakest creature in a group. Each 
  chortler in a pack attacks a different victim. After 
  engaging its enemies, a chortler always uses its 
  chortle ability in concert with its fi rst attack. This 
  gives it a natural defense from other attackers as it 
  concentrates on its chosen victim, who is usually 
  disabled by the chortle.
  If the battle is going badly for it, a chortler 
  shakes itself to use its chortle attack again. If this 
  doesn’t help, it disengages and fl ees back into the 
  wilderness.
  Chortle (Ex): The fur of the chortler sheds 
  an amazing amount of fl aky dander, which it can 
  scatter into the air three times per day as a free 
  action by moving its body violently. Anyone within 
  10 feet of a chortler when it uses this ability must 
  make a DC 14 Fortitude save or fall into painful 
  fi ts of laughter and choking. Anyone affected is 
  unable to perform any actions for 1d4+1 rounds, 
  but is not considered helpless. This ability can be 
  triggered after the chortler’s death if its body is 
  disturbed. The save DC is Constitution-based.
  Creatures that don’t breathe air, are holding 
  their breath, or are protected by magic (such as a 
  necklace of adaptation) are immune to the effects of 
  the chortle. As a move action, a creature can try to 
  fi lter the dander with sleeves or a scarf until its next 
  turn, granting a +2 circumstance bonus on saves.
  
  51
  3
  Chromithian
  Small Monstrous Humanoid
  Hit Dice: 3d8+3 (16 hp)
  Initiative: +4
  Speed: 20 ft. (4 squares), fl y 40 ft. (average; 
  gliding only)
  Armor Class: 19 (+1 size, +4 Dex, +4 
  natural), touch 15, fl at-footed 15
  Base Attack/Grapple: +3/+0
  Attack: Longsword +5 melee (1d6+1/19-
  20) or claw +5 melee (1d4+1)
  Full Attack: Longsword +5 melee (1d6+1/19-
  20) and tail +3 melee (1d6) and bite +3 melee 
  (1d4); or 2 claws +5 melee (1d4+1) and tail 
  +3 melee (1d6) and bite +3 melee (1d4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Spell-like abilities
  Special Qualities: Darkvision 60 ft., 
  glide, resistance to electricity 5
  Saves: Fort +2, Ref +7, Will +2
  Abilities: Str 12, Dex 18, Con 13, Int 10, 
  Wis 12, Cha 15
  Skills: Climb +6, Concentration +2, Hide 
  +9, Jump +6, Listen +4, Move Silently +6, 
  Spot +4
  Feats: Endurance, Multiattack
  Environment: Warm deserts
  Organization: Raiding party (2-12 plus 
  2 3rd level lieutenants and 1 5th level 
  sorcerer) 
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Usually chaotic neutral
  Advancement: By character class
  Level Adjustment: +3
  Chromithians are a slender race of draconic 
  humanoids that are brilliantly colored, and have 
  a scaly hide that covers their entire bodies. 
  Small, undersized wings spring from their backs, 
  unusable for true fl ight, but providing the ability 
  to glide. They also have spiked tails which they 
  use as weapons. Chromithians have innate magical 
  abilities, and a strong affi nity for electrical spells.
  A chromithian stands about 4 feet tall 
  and weighs 40-50 pounds. Chromithians apeak 
  Common and Draconic.
  Combat
  Chromithians typically attack in bands, 
  gliding down from desert cliffs to surprise 
  caravans. They use their spells to disable and 
  confuse defenders as they descend to the ground 
  before closing for melee. They do not necessarily 
  attack to kill, but to gain food, water, and a few 
  choice items. If they decide the battle is going their 
  way, they announce in broken Common that the 
  caravan will be spared if they surrender. If a party 
  surrenders, the chromithians take what they want 
  and scamper back up to the mesa with their loot. 
  Spell-Like Abilities: 3/day—dancing lights, 
  mage hand; 2/day—
  mage hand; 2/day—
  mage hand
  fl are 
  ; 2/day—fl are 
  ; 2/day—
  (DC 12), shocking grasp; 
  1/day—color spray (DC 13). Caster level 3rd 
  (or equal to character level). The save DCs are 
  Charisma-based.
  Glide (Ex): Chromithian wings do not 
  allow fl ight, but do permit gliding. This glide is 
  voluntary, and can slow a chromithian’s descent to 
  10 feet per round. While gliding, a chromithian can 
  move 40 feet per round, as if fl ying with average 
  maneuverability, but with no upward movement 
  possible. Attacking chromithians often freefall for 
  a distance before beginning their glide in order to 
  reach the ground quickly. Chromithians sometimes 
  combine gliding with levitate spells.
  Skills: A chromithian has a +4 racial bonus 
  on Climb checks, and a +10 racial bonus on Jump 
  checks (due to its wings). 
  Chromithian Society 
  Chromithians live in the desert, building 
  camps high in mesas. They make their living 
  as bandits, descending from their cliffs to raid 
  merchant caravans and travelers. Chromithian 
  society is not particularly advanced. They live as 
  nomads, staying in tents and moving from camp 
  to camp to keep ahead of the law. They do not 
  particularly collect wealth, their raids being more 
  to accumulate food and water than treasure. They 
  are carnivores, preferring the taste of camel and 
  horse meat, as well as that of the sylvan races. 
  They are closely tied to their dragon heritage. The 
  chromithian language is a dialect of Draconic, and 
  they worship a pantheon of dragon gods. 
  A chromithian colony that is doing particularly 
  well may try to claim their own territory, coming 
  into confl ict with other races or nations. They 
  occasionally hire out their army as mercenaries in 
  a foreign struggle in exchange for land. 
  Legend has it that long ago, the chromithians 
  lived high in the sky in fl oating cities of glass, and 
  had a beautiful culture fi lled with art and music. 
  No one knows what great tragedy befell them, or 
  what became of the ruins of their earlier homes. 
  
  52
  3
  Chupacabra
  Medium Magical Beast
  Hit Dice: 3d10+3 (19 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares), fl y 40 ft. (average)
  Armor Class: 15 (+1 Dex, +4 natural), 
  touch 11, fl at-footed 14
  Base Attack/Grapple: +3/+7
  Attack: Bite +3 melee (1d6 plus attach and 
  poison)
  Full Attack: Bite +3 melee (1d6 plus attach 
  and poison)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Attach, blood drain, 
  poison
  Special Qualities: Darkvision 60 ft., 
  invisibility, low-light vision, nondetection, 
  rapid decomposition
  A chupacabra is a canine-shaped creature 
  with wings. Few have seen the elusive hunter, 
  but many have seen its work. A chupacabra feasts 
  on the blood of its victims. They mainly target 
  animals, but there are rumors of chupacabras that 
  have a penchant for human blood.
  A typical chupacabra is about 3 feet long and 
  weighs about 120 pounds. Although intelligent, 
  chupacabras cannot speak or understand any 
  languages.
  Combat
  A chupacabra attempts to sneak up on prey, 
  injecting its poison with its bite. Once its victim 
  is paralyzed, the chupacabra uses it blood drain 
  attack to sate its appetite.
  Attach (Ex): If a chupacabra hits with its 
  bite attack, it may use its powerful jaws to latch 
  onto the opponent’s body. An attached chupacabra 
  is effectively grappling its prey. The chupacabra 
  loses its Dexterity bonus to AC and has an AC of 
  14, but holds on with great tenacity. Chupacabras 
  have a +4 racial bonus on grapple checks (already 
  fi gured into the Base Attack/Grapple entry above).
  An attached chupacabra can be struck with a 
  weapon or grappled itself. To remove an attached 
  chupacabra through grappling, the opponent must 
  achieve a pin against the chupacabra.
  Blood Drain (Ex): A chupacabra drains blood, 
  dealing 1 point of Constitution damage in any round 
  when it begins its turn attached to a victim. Once it 
  Saves: Fort +4, Ref +4, Will +2
  Abilities: Str 11, Dex 12, Con 12, Int 4, Wis 
  12, Cha 8
  Skills: Hide +3, Listen +6, Move Silently 
  +7, Spot +6
  Feats: Ability Focus (poison), Stealthy
  Environment: Warm hills and plains
  Organization: Solitary, pair, or fl ock (3-12)
  Challenge Rating: 3 
  Treasure: None
  Alignment: Always neutral
  Advancement: 4-6 HD (Medium); 7-10 HD 
  (Large)
  Level Adjustment: —
  has dealt 2 points of Constitution damage per Hit 
  Die it possesses (6 points for a typical chupacabra), 
  it detaches and fl ies off to digest the meal. If its 
  victim dies before the chupacabra’s appetite has 
  been sated, the chupacabra detaches and seeks a 
  new target. A chupacabra always becomes visible 
  when drinking blood.
  Invisibility (Su): A goat sucker can become 
  invisible as or during a move action, as though 
  affected by a greater invisibility (caster level 12th) 
  spell. The effect lasts indefi nitely, but ends when 
  the chupacabra starts drinking blood. It cannot 
  become invisible again until it releases its prey.
  Nondetection (Su): A chupacabra is always 
  protected by a nondetection effect (CL 3rd).
  Poison (Ex): Bite, Fortitude DC 14; initial 
  damage paralysis for 2d4 rounds, secondary 
  damage unconsciousness. The save DC is 
  Constitution-based and includes a +2 bonus from 
  the chupacabra’s Ability Focus feat.
  Rapid Decomposition  (Ex): If killed, a 
  chupacabra’s body quickly decomposes. The 
  process takes approximately three minutes, after 
  which all that remains are a few pieces of its 
  skeleton. The remains are almost indistinguishable 
  from those of a large coyote or dog. A gentle 
  repose spell will prevent this decomposition.
  Skills: A chupacabra has a +4 racial bonus 
  on Listen and Spot checks.
  
  53
  3
  Creeping Rime
  Large Ooze
  Hit Dice: 7d10+36 (74 hp)
  Initiative: -5
  Speed: 10 ft. (2 squares), climb 10 ft.
  Armor Class: 4 (-1 size, -5 Dex), touch 4, 
  fl at-footed 4
  Base Attack/Grapple: +5/+12
  Attack: Slam +8 melee (ld6+3 plus 1d4 
  cold)
  Full Attack: Slam +8 melee (ld6+3 plus 
  1d4 cold)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Engulf, freezing cold
  Special Qualities: Blindsight 60 ft., ooze 
  traits
  Creeping rime is a dangerous type of ooze 
  found in cold environments. It appears as a thin 
  layer of ice at fi rst, but its movement indicates that 
  it is something other than frozen water.
  Creeping rime feeds off heat, and thus is 
  particularly dangerous to warm-blooded creatures.
  A typical creeping rime is 5 to 10 feet across and 1 
  foot thick. It weighs about 2,000 pounds.
  Combat
  Creeping rimes respond to most stimuli by 
  lashing out, or by engulfi ng victims in their near-
  solid mass and draining the target’s heat.
  Engulf (Ex): Although it moves slowly, a 
  creeping rime can simply mow down Medium or 
  smaller creatures as a standard action. It cannot 
  make a slam attack during a round in which it 
  engulfs. The creeping rime merely has to move 
  over the opponents, affecting as many as it can 
  cover. Opponents can make opportunity attacks 
  against the creeping rime, but if they do so they 
  are not entitled to a saving throw. Those who do 
  not attempt attacks of opportunity must succeed on 
  Saves: Fort +5, Ref -3, Will -3
  Abilities: Str 17, Dex 1, Con 17, Int —, Wis 
  1, Cha 1
  Skills: Climb +11
  Feats: —
  Environment: Any cold
  Organization: Solitary
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 8-14 HD (Large); 15-21 HD 
  (Huge)
  Level Adjustment: —
  a DC 16 Refl ex save or be engulfed; on a success, 
  they are pushed back or aside (opponent’s choice) 
  as the creeping rime moves forward. Engulfed 
  creatures are subject to the creeping rime’s 
  freezing cold, and are considered to be grappled 
  and trapped within its body. The save DC is 
  Strength-based.
  Freezing Cold (Su): The air around a 
  creeping rime is extremely frigid as the ooze 
  constantly soaks up any ambient heat. All within 
  10 feet of a creeping rime must succeed at a DC 
  16 Fortitude save or suffer a -2 penalty to all 
  attacks, saves and checks until they leave the 
  area. A creeping rime’s slam attack deals 1d4 
  points of cold damage per attack.  The save DC is 
  Constitution-based.
  Blindsight (Ex): A creeping rime can sense 
  creatures within 60 feet by means of temperature 
  and air pressure.
  Skills: A creeping rime has a +8 racial bonus 
  on Climb checks and can always choose to take 10 
  on Climb checks, even if rushed or threatened.
  Flora and Fauna
  Traveler’s Tree: A tree native to Madagascar with a palm trunk and a fan of leaves that spread out 
  180 degrees. These trees are designed for water collection. Ragged-edged leaves direct water down long 
  stalks to a sheath by the trunk. These sheaths act as reservoirs for thirsty travelers. Since leaves fan out 
  into a half moon, they catch every drop of water falling in their proximity. Traveler’s trees are home to 
  many creatures and watering stops for birds and humans (giving the tree its name). These trees fl ower ten 
  inch long white fl owers and produce a blue fl eshy fruit. Birds, who are fond of the tree’s fruit, are the main 
  dispersers of their seed.
  
  54
  3
  Darlith
  Medium Aberration
  Hit Dice: 2d8+6 (15 hp)
  Initiative: +0
  Speed: 20 ft. (4 squares)
  Armor Class: 16 (+6 natural), touch 10, 
  fl at-footed 16
  Base Attack/Grapple: +1/+3
  Attack: Tentacle slam +3 melee (1d4+2)
  Full Attack: 6 tentacle slams +3 melee 
  (1d4+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Adhesive, crush 2d4+3
  Special Qualities: Damage reduction 
  4/adamantine, darkvision 60 ft., tremorsense 
  60 ft.
  Darliths are writhing, tentacled creatures 
  encased in stony shells. Rolling across the desert, 
  they attack anything that appears to be a potential 
  food source.
  Out of its shell, a darlith is a six-legged, 
  squidlike creature 4 to 6 feet long. Its skin is 
  soft and rust-colored, and a half-dozen tentacles 
  surround its bulbous mouth. To protect its 
  vulnerable body, a darlith secretes a natural 
  adhesive. As it scuttles over sand and rocks, all 
  manner of debris clings to its skin, eventually 
  forming a thick, hardened casing over most of its 
  body. The darlith can safely roll inside the shell, 
  propelling itself with its tentacles and dragging in 
  prey close enough to feed through small holes in 
  the stone.
  Once a year, darliths shed their shells to 
  mate. Newborn darliths nest in the discarded 
  casings, and both parents vigorously defend their 
  offspring until the newborns are mature enough to 
  venture out on their own.
  Darliths occasionally pick up valuable 
  gems whle rolling, which become embedded in 
  their shells. Bands of treasure-seekers often hunt 
  darliths for these gems.
  Saves: Fort +3, Ref +2, Will +3
  Abilities: Str 15, Dex 10, Con 16, Int 1, Wis 
  10, Cha 5
  Skills: Survival +5
  Feats: Lightning Refl exes
  Environment: Warm deserts
  Organization: Solitary or pack (3-5)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 3-4 HD (Medium); 5 HD 
  (Large)
  Level Adjustment: —
  Combat
  Solitary darliths tend to eat small lizards 
  and birds, but packs will attack signifi cantly 
  larger creatures. They roll into battle, relentlessly 
  whipping opponents with their tentacles.
  Adhesive (Ex): A darlith exudes a thick slime 
  that acts as a powerful adhesive, holding fast any 
  creatures or items it touches. An adhesive-covered 
  darlith automatically grapples any creature it hits 
  with a tentacle slam attack. Opponents so grappled 
  cannot get free while the darlith is alive without 
  removing the adhesive fi rst.
  Strong alcohol dissolves the adhesive. A darlith 
  can dissolve its adhesive at will, and the substance 
  breaks down 5 rounds after the darlith dies.
  Crush (Ex): A darlith deals 2d4+3 points of 
  damage with a successful grapple check.
  Darlith Glue
  A darlith’s adhesive-producing glands can 
  be removed from its corpse on a DC 17 Survival 
  or Knowledge (dungeoneering) check. Failing the 
  check by 5 or more destroys the glands. The glands 
  can be used to create a dose of all-purpose glue 
  worth 50 gp and with a Craft (alchemy) DC of 20. 
  A character with 5 or more ranks in Knowledge 
  (dungeoneering) has a +2 bonus on the Craft 
  (alchemy) check. The glue can be used to coat 
  half a square foot of material. It takes 1 round to 
  set, and objects glued together require a DC 20 
  Strength check to pry apart.
  
  55
  3
  Deathtender Gnoll
  Medium Humanoid (Gnoll)
  Hit Dice: 3d8+3 (14 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares)
  Armor Class: 13 (+3 natural), touch 10, 
  fl at-footed 13
  Base Attack/Grapple: +2/+4
  Attack: Longspear +4 melee (ld8+3/x3)
  Full Attack: Longspear +4 melee (ld8+3/x3)
  Space/Reach: 5 ft./5 ft. (10 ft. with 
  longspear)
  Special Attacks: Death strike
  Special Qualities: Darkvision 60 ft., death 
  sense
  Saves: Fort +4, Ref +0, Will +0
  Gnolls are a fallen race. The chaotic, ravaging 
  monsters whose howls echo across the world are 
  common gnolls, the degenerate descendants of a 
  once-noble people. Their great works are forgotten 
  and not even the gnolls themselves remember 
  their heritage. In the deep deserts, however, a few 
  deathtender gnolls preserve the traditions of the race. 
  If there is one thing they do well, it is preservation.
  The deathtender gnolls are worshippers 
  of death. Their basalt temples are located in the 
  harshest regions of the wastelands, surrounded by 
  bleached bones. They are not evil creatures, but 
  stern and foreboding. Their philosophy centers 
  around observing and aiding the transition from 
  life to death. They tend to corpses and mummify 
  the dead; they bring people back from the brink 
  if their death is unclean; and they hunt down and 
  destroy those who defy the will of death by raising 
  the fallen.
  Deathtender gnolls look very similar to 
  typical gnolls, with gray skin, a furry body, and a 
  head like a hyena’s. However, their mane is ghost 
  white rather than reddish-gray like their lesser 
  brethren. A deathtender gnoll is about 7-1/2 feet 
  tall and weighs 300 pounds. Deathtender gnolls 
  speak Gnoll.
  Combat
  Deathtender gnolls move with an unnerving 
  certainty and calm. They do not speak or cry 
  out when fi ghting; they are silent as the grave. 
  Wielding ornate longspears, they methodically 
  divide and slaughter their opponents.
  Abilities: Str 15, Dex 10, Con 13, Int 15, 
  Wis 15, Cha 10
  Skills: Balance +4, Knowledge (religion) 
  +7, Listen +7, Spot +7, Survival +7
  Feats: Cleave, Power Attack
  Environment: Any deserts
  Organization: Solitary, pair, band (2-7), 
  or temple (5-25 deathtender gnolls, 2-5 5th 
  level guardians, plus one high priest of 7th 
  level or higher)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Usually lawful neutral
  Advancement: By character class
  Level Adjustment: +3
  Death Strike (Su): Deathtender gnolls are 
  so attuned to death, they can draw on its lingering 
  energies. When a deathtender gnoll uses the 
  Cleave feat, anyone damaged by the feat’s extra 
  attack must immediately make a DC 15 Fortitude 
  save as if they had suffered massive damage or die. 
  Creatures who have died previously and have been 
  brought back to life must make this saving throw 
  whenever they are wounded by a deathtender 
  gnoll’s melee attack.
  Death Sense (Su): Deathtender gnolls can 
  sense the approach of death. This ability allows 
  them to instantly determine a creature’s alignment 
  at will, as they can tell what fate awaits a soul 
  upon death. They also gain a +2 insight bonus on 
  their saving throws and Armor Class when facing 
  a character who has been reduced to less than his 
  total hit points.
  Deathtender Gnolls Characters
  A deathtender gnoll’s favored class is 
  cleric. Because of their long history of religion 
  and extensive culture, deathtender gnoll clerics 
  are truly blessed. Deathtender gnoll clerics may 
  choose any domains. In addition to powers gained 
  for being clerics, all deathtender gnoll clerics have 
  a permanent shimmering magical fi eld around 
  them, granting a +2 defl ection bonus to AC 
  (similar to a shield of faith) spell.  
  Desert rangers and monks are also common 
  among their ranks, with the greatest guardians 
  being fi ghters and paladins.
  
  56
  3
  Devata
  Tiny Fey
  Hit Dice: 2d6+2 (9 hp)
  Initiative: +3
  Speed: 20 ft. (4 squares), fl y 60 ft. (good)
  Armor Class: 15 (+2 size, +3 Dex), touch 
  15, fl at-footed 12
  Base Attack/Grapple: +1/-8
  Attack: Dagger +6 melee (1d2-l/19-20)
  Full Attack: Dagger +6 melee (1d2-l/19-20)
  Space/Reach: 2-1/2 ft./0 ft.
  Special Attacks: Barbs, psi-like abilities
  Special Qualities: Low-light vision
  Saves: Fort +1, Ref +6, Will +3
  Abilities: Str 8, Dex 17, Con 12, Int 16, Wis 
  11, Cha 15
  Devatas are evil fey that delight in treasure, 
  bobbles, and mischief. Due to their love of 
  valuable material possessions, devatas are often 
  found where people are, from small settlements to 
  large cities. The look like other fey, except that the 
  edge of their wings are ridged, making barb-like 
  hooks that slash passersby.
  A devata stands 1-1/2 to 2 feet tall and weighs 
  about 1 or 2 pounds. Devatas speak Sylvan.
  Combat
  Devatas rarely place themselves in mortal 
  danger, preferring instead to allow their lackeys 
  to deal with problems involving combat. If 
  their bodyguards don’t take care of the danger, 
  the devatas attempt to dominate a few of their 
  opponents and turn them against the rest of the 
  enemies. If forced into melee, a devata uses the 
  sharp barbs on its wings to slice at its enemies.
  Barbs (Ex): A devata can fl y at its opponent, 
  then whirl around just before impact to graze the 
  enemy with the barbs on its fl apping wings. This 
  Skills: Bluff +7, Diplomacy + 6, Gather 
  Information +7, Hide +16, Intimidate +4, 
  Jump -7, Listen +7, Move Silently +8, Open 
  Lock +8, Sense Motive +5, Sleight of Hand 
  +10, Spot +7
  Feats: AlertnessB, Flyby Attack, Weapon 
  FinesseB
  Environment: Any hills and plains
  Organization: Solitary, pair, gang (1 devata 
  plus 2-12 fey of 1 HD or fewer), or guild (1-
  6 devatas plus 3-30 fey of 1 HD or fewer)
  Challenge Rating: 3
  Treasure: Double standard
  Alignment: Usually neutral evil
  Advancement: 3-5 HD (Small)
  Level Adjustment: +2
  attack deals 1d6+1 points of slashing damage 
  (Refl ex DC 12 half). An opponent that saves 
  successfully may attempt a grapple check to grab 
  the sprite in midair. Because this attack brings it 
  perilously close to an opponent, the devata usually 
  tries this maneuver only when fi ghting a single 
  opponent that has taken considerable damage or is 
  unarmed. The save DC is Constitution-based.
  Psi-like Abilities (Sp): At will—elf sight,
  empty mind, 
  empty mind, 
  empty mind
  far hand, 
  far hand, 
  far hand
  psionic charm (affects 
  animal, fey, giant, humanoid, magical beast, or 
  monstrous humanoid, DC 14*), psionic knock; 
  3/day—displacement, ego whip, false sensory 
  input (DC 15), mind  thrust (DC 13), psionic 
  dominate (DC 16), spider climb, thought shield; 
  thought shield; 
  thought shield
  1/day—aversion (DC 14), invisibility.  Manifester 
  level 7th.
  Attack/Defense Modes (Sp): At will—ego 
  whip, mind thrust/
  mind thrust/
  mind thrust empty mind, thought shield.
  thought shield.
  thought shield
  *Includes augmentation for the devata’s 
  manifester level.
  Flora and Fauna
  Royal Beetle: As an easier and cheaper alternative to indigo, some dye manufacturers use these 
  large, bright-colored beetles to create a popular blue dye. Although it produces an inferior dye, the beetles’ 
  widespread availability makes it an excellent choice for amateurs and apprentices learning the trade. 
  When crushed into a paste and refi ned, one beetle yields enough dye to stain two yards of fabric.
  
  57
  3
  Giant Lycosidae
  Large Vermin
  Hit Dice: 5d8+10 (32)
  Initiative: +3
  Speed: 40 ft. (8 squares), climb 30 ft.
  Armor Class: 14 (-1 size, +3 Dex, +2 
  natural), touch 12, fl at-footed 11
  Base Attack/Grapple: +3/+11
  Attack: Bite +6 melee (1d8+6 plus poison)
  Full Attack: Bite +6 melee (1d8+6 plus 
  poison)
  Space/Reach: 10 ft/5 ft.
  Special Attacks: Leaping attack, poison
  Special Qualities: Darkvision 60 ft, 
  tremorsense 60 ft, vermin traits
  Saves: Fort +6, Ref +4, Will +1
  A giant lycosidae is a monstrous relative 
  of the typical wolf spider. Typically as large as 
  a horse, these spiders are hunters and chase their 
  prey with great determination. Many wander 
  with no fi xed nest, while others lair in caverns 
  or burrows abandoned by other creatures. Few 
  sights are as horrid as a giant lycosidae carrying 
  numerous, squirming young, each the size of a 
  dinner plate, on its back.
  A giant lycosidae’s body is 8 feet long. It 
  weighs about 700 pounds.
  Combat
  The giant lycosidae ambushes prey by leaping 
  from concealment, usually maintaining its attack 
  on its chosen victim until the prey is dead. Injured 
  giant lycosidaes can be driven off, however, and 
  despite their size and fearsome appearance, giant 
  lycosidaes are prone to fl eeing unless they are 
  extremely hungry. Their venom is comparatively 
  Abilities: Str 18, Dex 16, Con 15, Int —, 
  Wis 11, Cha 3
  Skills: Climb +12, Hide +6, Jump +18, Spot 
  +8
  Feats: —
  Environment: Any temperate and warm 
  land
  Organization: Solitary or hunting band (1 
  plus 2-20 goblins)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-10 HD (Large); 11-15 HD 
  (Huge)
  Level Adjustment: —
  weak for their size, which has allowed a tribe of 
  goblins to more or less domesticate them with 
  relative ease.
  Leaping Attack (Ex): The giant lycosidae 
  can leap up to 40 feet, either while running or 
  standing still. This leap can be used as a charge 
  attack, and the giant lycosidae receives a +4 
  circumstance bonus to its attack roll when it leaps 
  onto prey. When not used as a part of a charge 
  attack, this leap is a move action.
  Poison (Ex): Injury, Fortitude DC 12; initial 
  and secondary damage 1d4 Strength. The save DC 
  is Constitution-based.
  Skills: Giant lycosidaes have a +4 racial 
  bonus on Hide checks, a +8 racial bonus on Climb 
  and Spot checks, and a +10 racial bonus on Jump 
  checks. They may always choose to take 10 on 
  Climb checks, even if rushed or threatened.
  Flora and Fauna
  Indigo: A perennial herb belonging to the legume family, indigos reach a height of three feet and 
  bear purple, pink, or white fl owers and matching pairs of oval green leaves. Its fl owers yield inedible pods 
  as fruit, but the plant’s true value lies in the rich, blue dye that it produces. Since antiquity, humanoids 
  relied on indigo’s durable dye to stain textiles, pottery, and other fi nished goods. Locating indigo presents 
  no diffi culties, but extracting its dye poses a formidable challenge, requiring an Alchemy check (DC 
  20) to properly complete the process. A single plant produces enough dye to stain clothing worn by a 
  Medium-sized creature.
  
  58
  3
  Grass Cloaker
  Large Aberration
  Hit Dice: 4d8+8 (26 hp)
  Initiative: +8
  Speed: 20 ft. (4 squares)
  Armor Class: 18 (-1 size, +4 Dex, +5 
  natural), touch 13, fl at-footed 14
  Base Attack/Grapple: +3/+11
  Attack: Bite +6 melee (ld4+6)
  Full Attack: Bite +6 melee (ld4+6)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Engulf, entrancing buzz
  Special Qualities: All-around vision, 
  chameleon skin, darkvision 60 ft. 
  Saves: Fort +3, Ref +5, Will +6
  A grass cloaker has a pancake-fl at circular 
  body 10-15 feet in diameter, with multiple eyestalks 
  placed at intervals around its circumference. It 
  retracts its vulnerable eyestalks under the lip of its 
  body for protection whenever it perceives danger. 
  Its natural coloration is reddish-brown, but its skin 
  can assume the color and general appearance of 
  the surrounding terrain. A wide maw teeming 
  with thin, needle-like teeth occupies the center of 
  its upper side. It can mimic virtually any surface, 
  from parched and cracked dirt with a scattering of 
  rocks (partially retracted eye stalks) to wind-swept 
  grasses with bits of broken branches or other 
  debris (disguised eye stalks). Grass cloakers are 
  intelligent, and they speak their own language. 
  However, their racial motivation beyond eating 
  and breeding remains a topic of heated debate 
  among some sages.
  Originally created as part of a mad wizard’s 
  tinkering with standard cloakers, these monstrosities 
  now reside in any open, temperate areas. Most grass 
  cloakers avoid civilized lands rather than risk a 
  confrontation with humanoid populations. Those 
  that do invade inhabited lands usually move at 
  night, allowing them time to pick a hiding spot and 
  blend in with the environs before sunrise.
  Without provocation or reason, large numbers 
  of grass cloakers occasionally arrange themselves 
  in a massive wave and slowly move across the 
  plains. Some believe them to be compelled by 
  some strong magic, a weapon moving toward 
  some target, while others insist that their migration 
  is linked to their mysterious origin, perhaps a 
  return to their birthplace for some bizarre ritual. A 
  grass cloaker weighs about 150 pounds.
  Abilities: Str 19, Dex 18, Con 14, Int 14, 
  Wis 15, Cha 10
  Skills: Hide +8, Listen +10, Move Silently 
  +12, Search +6, Spot +14
  Feats: Alertness, Improved Initiative
  Environment: Temperate plains and 
  grasslands
  Organization: Solitary, mob (3-6), or fl ock 
  (7-12)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Always chaotic neutral
  Advancement: 5-8 HD (Large), 9-16 
  (Huge)
  Level Adjustment: —
  Combat
  The grass cloaker blends in with its natural 
  surroundings, making it virtually invisible as it 
  entices creatures to step onto its body and into 
  its preordained trap using its entrancing buzz 
  ability. Once the prey falls for its bait, it fl ips up 
  the muscular edges of its body and uses an engulf 
  attack to try force the victim into its central mouth.
  When more than one grass cloaker occupies 
  an area, those without prey remain hidden, waiting 
  for victims that escape their neighbors to stumble 
  onto them in their fl ight, If multiple adversaries 
  attack an isolated grass cloaker, nearby grass 
  cloakers attempt to sneak up on the attackers and 
  engulf them from behind, negating their targets’ 
  Dex bonus to AC if the grass cloakers make 
  successful Hide checks. They move at full speed 
  until within 20 feet of the fi ght and then slow to half 
  speed to minimize the penalty to their Hide skill.
  Engulf (Ex): A grass cloaker can try to 
  wrap a Medium or smaller creature in its body 
  as a standard action. The grass cloaker attempts 
  a grapple that does not provoke an attack of 
  opportunity. If it wins the grapple check, it 
  establishes a hold and bites the engulfed victim 
  with a +4 bonus on its attack roll. Attacks that hit 
  an engulfi ng grass cloaker deal half their damage 
  to the monster and half to the trapped victim.
  Entrancing Buzz (Su): A grass cloaker 
  emits a curious buzzing noise that attracts living 
  things within a 100-foot radius. Creatures hearing 
  the buzzing for two consecutive rounds must make 
  a successful DC 14 Will save or the intriguing 
  sound causes them to seek out and investigate its 
  source. When the victim walks onto its body, the 
  
  59
  3
  grass cloaker attempts an engulfi ng attack. The 
  grass cloaker stops buzzing when it attacks, not 
  wanting to attract interference from others. If there 
  is more than one grass cloaker, they usually stay 
  100 or more feet apart from each other so that their 
  hunting areas don’t overlap too much with their 
  neighbors. The other grass cloakers continue to 
  buzz, even when one stops to attack. The save DC 
  is Constitution-based.
  All-Around Vision (Ex): Grass cloakers are 
  exceptionally alert and circumspect. Their many 
  eyes give them a +4 racial bonus on Spot and 
  Search checks, and they can’t be fl anked.
  Chameleon Skin (Su):  A grass 
  cloaker’s body takes on the color and 
  texture of the surrounding terrain, granting it a +12 
  racial bonus to Hide checks. Changing appearance 
  takes time: a minor change occurs in a matter of a 
  few rounds, but a change from bare rock to fertile 
  soil with stalks of grain a few feet high takes hours 
  to accomplish.  A grass cloaker suffers a -5 penalty 
  to Hide checks if it moves at greater than half 
  speed, and a -20 penalty when it charges a victim.
  Heart Stalker
  Medium Undead
  Hit Dice: 4d12 (26 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares)
  Armor Class: 17 (+2 Dex, +5 natural), 
  touch 12, fl at-footed 15
  Base Attack/Grapple: +2/+4
  Attack: Claw +4 melee (1d4+2) or dagger 
  +4 melee (1d4+2/19-20)
  Full Attack: 2 claws +4 melee (1d4+2) and 
  bite +2 melee (1d6+1); or dagger +4 melee 
  (1d4+2/19-20) and bite +2 melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Create spawn
  Special Qualities: Darkvision 60 ft., fast 
  healing 3, undead traits
  Of all the undead that wander the world, few 
  are more hideous than the ruthless heart stalker. 
  The heart stalker appears as a long-dead humanoid, 
  with its features twisted into a demonic visage. 
  Horns protrude from the top of its head, and its eye 
  sockets gape empty. Bony spikes poke through at 
  various points around the creature’s body, centered 
  on a gaping hole in its chest, from which shines an 
  unholy light, illuminating its rotting innards. The 
  smell of burning fl esh permeates its presence.
  Heart stalkers are purely evil, existing solely 
  to spread terror. They specialize in cutting the 
  heart from their victims, so that they may devour 
  or destroy it, dooming the owner to rise again as 
  a new heart stalker. Heart stalkers are relentless 
  abominations, chasing fl eeing victims with an 
  unnatural vigor.
  It is rumored that each heart stalker 
  somehow conveys the lifeblood if its victims 
  to the one original heart stalker. As its minions 
  spread throughout the world, the original creature 
  grows in power. Defeating this original fi end will 
  reportedly destroy all other heart stalkers.
  Saves: Fort +1, Ref +3, Will +4
  Abilities: Str 14, Dex 15, Con —, Int 12, 
  Wis 11, Cha 14
  Skills: Climb +6, Escape Artist +6, Hide +6, 
  Intimidate +6, Jump +6, Listen +6, Move 
  Silently +6, Search +4, Spot +6
  Feats: Alertness, Multiattack
  Environment: Any
  Organization: Solitary or gang (2-4)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 5-6 HD (Medium); 7-12 HD 
  (Large)
  Level Adjustment: —
  While the stalker can comprehend spoken 
  words from languages it knew in life (usually 
  Common), it is itself only capable of a monstrous 
  gurgling sound. Most heart stalkers are 5 to 6 feet 
  tall and weigh about 120 pounds.
  Combat
  A heart stalker concentrates on killing. It 
  attacks effi ciently and effectively, retreating if 
  confronted by a superior opponent. If possible, 
  once its victim is defeated, it removes the 
  creature’s heart with its dagger, subjecting it to the 
  stalker’s create spawn ability.
  Create Spawn (Su): A humanoid victim 
  who has its heart removed by a heart stalker begins 
  to decompose rapidly, rising as a heart stalker on 
  the following night under control of the fi rst heart 
  stalker. It does not have any of the abilities it had 
  in life. If discovered in time, this effect can be 
  countered with a remove curse spell cast on the 
  corpse.
  
  60
  3
  Ice Troll
  Large Giant (Cold) 
  Hit Dice: 2d8+6 (15 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 12 (-1 size, +1 Dex, +2 
  natural), touch 10, fl at-footed 11
  Base Attack/Grapple: +1/+9 
  Attack: Claw +4 melee (ld6+6)
  Full Attack: 2 claws +4 melee (ld6+6)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Rend 2d6+6
  Special Qualities: Damage reduction 
  10/magic, darkvision 90 ft., immunity 
  to cold, low-light vision, regeneration 5, 
  Ice trolls are relatives of normal trolls, but 
  are decidedly more cunning, ruthless, evil, and 
  despicable. They make their homes in very cold 
  climates, always near a pool of water (either 
  natural or troll-made).
  An ice troll stands about 8 feet tall and 
  weighs 450 pounds. Its hide is semitransparent, 
  light blue, and cold to the touch. Unlike normal 
  trolls, ice trolls are hairless. Ice trolls speak Giant.
  Combat
  Ice trolls fi ght similarly to their normal troll 
  relatives, but being slightly more intelligent, they 
  do not rush headlong into battle. They attack the 
  weakest opponents fi rst. If combat goes against an 
  ice troll, it does not hesitate to fl ee.
  Rend (Ex): If an ice troll hits with both claw 
  attacks, it latches onto the opponent’s body and 
  tears the fl esh. This attack automatically deals an 
  additional 2d6+6 points of damage.
  vulnerability to fi re, vulnerability to slashing 
  weapons
  Saves: Fort +6, Ref +1, Will +0
  Abilities: Str 19, Dex 12, Con 16, Int 9, Wis 
  10, Cha 6
  Skills: Listen +4, Spot +5
  Feats: Alertness
  Environment: Any cold land
  Organization: Band (3-6)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: By character class
  Level Adjustment: +5
  Regeneration (Su): Fire and acid deal 
  normal damage to an ice troll. An ice troll can 
  regenerate lost limbs in 3d6 minutes as long as 
  both the limb and troll are in contact with ice 
  or water. The ice troll can reattach the severed 
  member instantly by holding it to the stump if the 
  severed member has been immersed in ice or water 
  for at least 1 round.
  Vulnerability to Slashing Weapons (Ex):
  An ice troll that suffers a critical hit must succeed 
  on a Fortitude save (DC 10 + damage taken) or 
  lose a limb (determined randomly by rolling 1d6: 
  1-4 arm, 5-6 leg). An ice troll that loses a leg falls 
  to the ground, but can continue moving at one-half 
  speed. An ice troll that loses an arm loses one of 
  its claw attacks. Severed limbs cannot attack but 
  move at a speed of 30 feet toward the nearest 
  source of water or ice.
  Flora and Fauna
  Bone Render: Looking little different than a regular shrew, bone renders possess magically 
  powerful jaws and an enhanced digestive system. Once the larger scavengers have their way on vertebrate 
  carcasses, bone renders rise up from their holes (much like prairie dogs’ holes, but smaller) and start 
  eating away at the bone itself. This process is a very noisy one, and forever remembered once heard. Bone 
  renders have a truly noxious scent they spray for self defense which is on par with skunk scent. Bone 
  renders are magically dependent animals that need magic, bones, air, and water to survive. They are found 
  mostly on grasslands and scrublands.
  
  61
  3
  Kathlin
  Large Magical Beast
  Hit Dice: 4d10+12 (34 hp)
  Initiative: +2
  Speed: 50 ft. (10 squares)
  Armor Class: 15 (-1 size, +2 Dex, +4 
  natural), touch 11, fl at-footed 13
  Base Attack/Grapple: +4/+12
  Attack: Hoof +7 melee (1d6+4)
  Full Attack: 2 hooves +7 melee (1d6+4) 
  and bite +2 melee (1d4+2)
  Space/Reach: 10 ft/5 ft.
  Special Attacks: —
  Special Qualities: Darkvision 60 ft., great 
  endurance, low-light vision, scent
  Kathlins are powerful, six-legged horses 
  that spend their time roaming the temperate plains 
  they call home. They generally avoid contact with 
  civilized races, preferring the seclusion of their 
  homeland above all else.
  Kathlin congregate in herds and two types 
  of herds can be encountered; bachelor or mixed. 
  A bachelor herd consists of all males. Each male 
  in such a herd is young and hasn’t reached full 
  maturity yet. The second type of kathlin herd is a 
  mixed herd that contains both females and males. 
  In a mixed herd there will always be at least one 
  male for every three females (its part of the harem-
  like structure of the kathlin society).
  When a bachelor male reaches maturity, it 
  leaves the bachelor herd and seeks out a mixed 
  herd where it selects up to three females to mate 
  with. Should the kathlin select a female that is 
  mated with another male, a battle ensues. The male 
  that wins this fi ght claims the female as its own.
  Kathlins can be trained as mounts or beasts 
  of burden. Young are usually easier to train than 
  older kathlins, and males make better mounts than 
  females. Kathlins understand Sylvan and Common 
  but do not speak.
  Combat
  Kathlins are fearless creatures and do quite 
  well in combat. Trained properly, a kathlin makes 
  an excellent combat steed. When fi ghting, a 
  kathlin rears back on its hind legs and slashes with 
  Saves: Fort +7, Ref +6, Will +2
  Abilities: Str 18, Dex 15, Con 17, Int 5, Wis 
  13, Cha 8
  Skills: Jump +12, Listen +5, Spot +4
  Feats: Endurance, Run
  Environment: Temperate plains
  Organization: Solitary or herd (4-13)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral good
  Advancement: 5-12 HD (Large)
  Level Adjustment: +0 (cohort)
  its hooves or gnashes at a foe with its bite.  Non-
  domesticated or untrained kathlin back away from 
  combat if overwhelmed.  They do not do so out of 
  fear, but are intelligent enough to know when they 
  are beaten.
  Great Endurance (Ex): A kathlin gains a 
  +4 bonus to Constitution checks made to continue 
  running (see run, in the Player’s Handbook). This 
  bonus stacks with the bonus to Constitution checks 
  the kathlin gains from the Endurance feat.
  Training a Kathlin
  A kathlin requires training before it can bear 
  a rider in combat. To be trained, a kathlin must 
  have a friendly attitude toward the trainer (this 
  can be achieved through a successful Diplomacy 
  check). Training a friendly kathlin requires six 
  weeks of work and a successful DC 25 Handle 
  Animal check. Riding a kathlin does not require an 
  exotic saddle. A kathlin can fi ght while carrying a 
  rider, but the rider cannot also attack unless he or 
  she makes a successful Ride check.
  Kathlin young are worth 5,000 gp on the 
  open market.  Professional trainers charge 1,000 
  gp to rear or train a kathlin.
  Carrying Capacity: A light load for a 
  kathlin is up to 300 pounds; a medium load, 301-
  600 pounds; and a heavy load, 601-900 pounds. A 
  kadilin can drag 4,500 pounds.
  Paladin’s Mount: A paladin of 6th level 
  or higher may call a kathlin as his or her special 
  mount.
  
  62
  3
  Kuri
  Medium Magical Beast
  Hit Dice: 2d10+4 (15 hp)
  Initiative: +2
  Speed: 50 ft. (10 squares)
  Armor Class: 14 (+2 Dex, +2 natural), 
  touch 12, fl at-footed 12
  Base Attack/Grapple: +2/+3
  Attack: Bite +4 melee (ld6+1 plus poison)
  Full Attack: Bite +4 melee (ld6+1 plus 
  poison)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Poison, trip
  Special Qualities: Darkvision 60 ft., low-
  light vision, scent
  A kuri is a wild breed of canine hunting 
  the grasslands and plains. Much like coyotes or 
  hyenas, kuri tend to hunt in packs.
  Kuri look like wolfhounds, with tawny fur 
  covering their bodies, except around the eyes, 
  muzzle, and tail.  Their barks are deep quavering.
  A kuri averages 3-1/2 feet long and weighs 
  about 135 pounds.
  Combat
  A kuri prefers to bite its prey repeatedly until 
  its debilitating saliva paralyzes the opponent, then 
  moves on to other nearby prey, returning later to 
  feed on the paralzyed victims.
  Saves: Fort +5, Ref +5, Will +2
  Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 
  15, Cha 2
  Skills: Hide +4, Jump +9, Listen +5, Move 
  Silently +4, Spot +4, Survival +2*
  Feats: Alertness, Weapon Finesse B
  Environment: Temperate plains
  Organization: Solitary, pair, or pack (5-9)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 3 HD (Medium); 4-5 HD 
  (Large)
  Level Adjustment: —
  Malata Plant, Warrior
  Large Plant
  Hit Dice: 6d8+18 (45 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares)
  Armor Class: 18 (-1 size, +3 Dex, +6 
  natural), touch 12, fl at-footed 15
  Base Attack/Grapple: +4/+12
  Attack: Spear-arm +8 melee (1d8+4)
  Full Attack: 2 spear-arms +8 melee (1d8+4)
  Space/Reach: 10 ft/10 ft.
  Special Attacks: —
  Special Qualities: Blindsight 60 ft., control 
  stem, damage reduction 15/slashing, plant 
  traits 
  Malata plant warriors are fi brous mats of 
  vegetation, roughly humanoid in shape, with two 
  spear-like arms. A 40-foot stem runs from the back 
  of the warrior’s head to the boma wall or trunk that 
  Saves: Fort +8, Ref +5, Will +1
  Abilities: Str 19, Dex 17, Con 17, Int 3, Wis 
  3, Cha 3
  Skills: Hide +6, Move Silently +5
  Feats: Iron Will, Power Attack, Weapon 
  Focus (spear-arm)
  Environment: Any warm land
  Organization: Special
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral evil
  Advancement: None
  Level Adjustment: —
  Poison (Ex): Bite, Fortitude DC 13; initial 
  and secondary damage 1d6 Dexterity. The save DC 
  is Constitution-based.
  Trip (Ex): A kuri that hits with a bite attack 
  can attempt to trip the opponent (+1 check modifi er) 
  as a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the kuri. 
  Skills: *Kuris have a +4 racial bonus on 
  Survival checks when tracking by scent.
  spawned it. This is as far as the warrior can move 
  from the main body of the plant and still remain 
  under its control. When mature, a malata plant 
  trunk has four warriors, and each boma wall has 
  one if it doesn’t have any vines.
  
  63
  3
  Control Stem (Ex): A malata plant 
  warrior is connected to the boma wall or 
  trunk that spawned it by a 40-foot-long stem. The 
  stem has hardness 10, 6 hp, and a break DC of 18. 
  If the stem is severed, the malata plant warrior 
  will go into an uncontrolled rampage, attacking 
  the closest creatures (even other malata plants) 
  relentlessly until it is destroyed.
  A malata plant warrior stands 6 feet tall and 
  weighs 200 pounds. Malata plant warriors do not 
  speak or understand any language.
  Combat
  Malata plant warriors are used to slay 
  opponents that present a danger to the malata plant 
  trunk. Weaker opponents will instead be targeted 
  by vines and fed to the trunk.
  Blindsight (Ex): A malata plant is blind, but 
  it can “see” creatures within 60 feet by sensing 
  subtle changes in air pressure and temperature.
  Maned One (Leothra)
  Large Monstrous Humanoid
  Hit Dice: 3d8+6 (19 hp)
  Initiative: +2
  Speed: 60 ft. (12 squares)
  Armor Class: 17 (-1 size, +3 Dex, +5 
  natural), touch 12, fl at-footed 14
  Base Attack/Grapple: +3/+10
  Attack: Handaxe +6 melee (1d8+2/x3) or 
  short sword +6 melee (1d8+2/19-20) or 
  shortspear +6 melee (1d8+2) or javelin +6 
  ranged (1d8+2) or sling +6 ranged (1d6+2) 
  or net +6 ranged (special)
  Full Attack: Handaxe +6 melee (1d8+2/x3) 
  or short sword +6 melee (1d8+2/19-20) or 
  short spear +6 melee (1d8+2) and 2 claws 
  +2 melee (1d6+2); or javelin +6 ranged 
  (1d8+2) or sling +6 ranged (1d6+2) or net 
  +6 ranged (special)
  Maned ones, or leothra, as they call 
  themselves, are a race of centaurlike creatures with 
  the body of a lion, the torso of a man, and a face 
  that is a hybrid of feline and human features. These 
  nomadic raiders often strike human settlements 
  and caravans, taking weapons and supplies and 
  dining until satiated.
  Although they are cruel and savage, maned 
  ones are caring to their young and supportive of 
  other members of their pride.
  A maned one stands about 7 feet tall and 
  weighs over 2,000 pounds. Maned ones speak 
  their own language, Leothra, and Common.
  Combat
  Maned ones hunt in prides during the day as 
  lions do, though the occasional nocturnal attack is 
  not uncommon. When attacking traveling targets, 
  the cat-centaurs pick off stragglers and scouts 
  and harry the main group until the targets’ nerves 
  are ragged. This harrying also makes the targets 
  develop a kind of defensive rhythm — which is 
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Spell-like abilities
  Special Qualities: Keen senses
  Saves: Fort +3, Ref +6, Will +4
  Abilities: Str 16, Dex 16, Con 14, Int 9, Wis 
  13, Cha 10
  Skills: Hide +4*, Jump +16, Listen +2, 
  Move Silently +8, Spot +2, Survival +2
  Feats: Power Attack, Weapon Focus (claw)
  Environment: Temperate and warm plains
  Organization: Solitary, pair, pride (4-8 
  adults and 1d6+1 offspring), or war pride 
  (10-20 maned one warriors and 10-30 lions)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: By character class
  Level Adjustment: +3
  when the maned ones attack in full force. Maned 
  ones prefer surprise attacks against stationary 
  targets, tearing into their prey’s midst before 
  the victims know what is happening. They often 
  recruit prides of lions for their raids.
  Maned ones are savage warriors, giving no 
  quarter and expecting none, but a pride retreats if it 
  fi nds itself signifi cantly outmatched.
  Spell-Like 
  Abilities: 
  1/day—
   
  1/day—
   
  1/day
  animal 
  messenger, animal trance (DC 12), calm animals 
  (DC 11), charm animal (DC 11), 
  charm animal (DC 11), 
  charm animal
  dominate animal 
  (DC 13), speak with animals. Caster level 7th.  The 
  save DCs are Charisma-based.
  Keen Senses (Ex): Maned ones see four 
  times as well as humans and have darkvision with 
  a range of 60 feet. As a move action, they can scent 
  creatures within 30 feet and can use the scent to 
  discern their direction.
  Skills: Maned ones have a +4 racial bonus on 
  Hide and Move Silently. *In areas of tall grass or 
  heavy undergrowth, the Hide bonus improves to +8.
  
  64
  3
  Mangonnel
  Small Dragon
  Mangonnel
  Small Dragon
  Mangonnel
  Hit Dice: 3d12+6 (25 hp)
  Initiative: +4
  Speed: 10 ft. (2 squares), fl y 50 ft. 
  (average), swim 60 ft.
  Armor Class: 20 (+1 size, +4 Dex, +5 
  natural), touch 15, fl at-footed 16
  Base Attack/Grapple: +3/+0
  Attack: Bite +5 melee (1d6+1 plus saliva)
  Full Attack: Bite +5 melee (1d6+1 plus 
  saliva) and tail slap +0 melee (1d4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Saliva
  A mangonnel is a small and distant relative 
  of true dragons that is surmised to have evolved 
  from small dragons that adapted to an aquatic 
  environment. It is a reptilian creature with a 
  slim, dragonlike body, head, and wings. It is 
  amphibious, and can fl y through the air as easily 
  as it can swim through water. A mangonnel has no 
  legs, and must slither along like a snake when on 
  land. The mangonnel is famous for the enzymes 
  it produces in its saliva. These enzymes seep into 
  fl esh, and can turn the bones of a man to goo in a 
  matter of seconds. 
  It is rumored that some sorcerers use 
  mangonnels as familiars, gaining a blindsense 
  ability, although this is mere speculation.
  A mangonnel is about 4 feet long from nose 
  to tail and weighs 16 pounds. Magonnels speak a 
  smattering of Draconic.
  Combat
  The mangonnel wanders the landscape, 
  looking for suitable prey. When it fi nds something 
  it likes, it fl ies up and attacks, using its bite and tail 
  slap attacks. The mangonnel often uses its Flyby 
  Attack feat to swoop back and forth past its victim, 
  attacking with one bite on each pass. The bite of 
  the mangonnel contains special enzymes that can 
  disable its prey. Once its victim is safely subdued, 
  the mangonnel lands to devour it.
  Saliva (Ex): Mangonnel saliva contains 
  toxic enzymes that rapidly seep through fl esh to 
  break down and soften bone. Anyone bitten by a 
  mangonnel must succeed on a DC 13 Fortitude 
  save or suffer 1d4 points of Constitution damage. 
  If the initial saving throw is failed, the victim 
  must make a second save 1 round later or suffer 
  damaging effects to a body part. The save DC is 
  Constitution-based.
  Special Qualities: Amphibious, blindsense 
  60 ft., darkvision 60 ft., immunity to acid, 
  sleep and paralysis, low-light vision
  Saves: Fort +5, Ref +7, Will +4
  Abilities: Str 13, Dex 19, Con 14, Int 4, Wis 
  12, Cha 8
  Skills: Hide +12, Listen +8, Move Silently 
  +8, Spot +7, Swim +10
  Feats: Alertness, Flyby Attack
  Environment: Any
  Organization: Solitary or pod (3-12)
  Challenge Rating: 3
  Treasure: None 
  Alignment: Usually neutral evil 
  Advancement: 4 HD (Small); 5-7 HD 
  (Medium); 8-9 HD (Large)
  Level Adjustment: —
  A d% determines the humanoid body part 
  affected: 1-40 affects an arm, 41-80 affects a leg, 
  and 81-100 affects the torso or head. If the head 
  or torso is affected, the victim is fatigued. If an 
  arm is affected, the victim always suffers off-hand 
  penalties with both hands (even if the victim has 
  Two-Weapon Fighting). If a leg is affected, the 
  victim must succeed on a DC 10 Balance check 
  or fall prone when moving farther than half its 
  base speed. The damaging effect ends once the 
  associated Constitution damage is healed. 
  Amphibious (Ex): A mangonnel can breathe 
  normally in both air and water.
  Blindsense (Ex): Like a dragon, the 
  mangonnel can perceive its environment through 
  nonvisual means to a range of 60 feet. Opponents 
  the mangonnel can’t actually see still have total 
  concealment against the mangonnel.
  Skills: A mangonnel has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided 
  it swims in a straight line.
  Mangonnel Saliva
  The saliva of the mangonnel is its real 
  treasure, and anyone slaying one can extract 1d2 
  doses of the saliva with a DC 15 Survival or Heal 
  check. Rolling a natural 1 on this check means the 
  saliva is discharged, and the extractor automatically 
  suffers Constitution damage and loses the use of an 
  arm as above. This saliva can be used to coat any 
  weapon like a poison, and if kept fresh, delivers the 
  same effects as the bite of the mangonnel.
  
  65
  3
  Manrilla
  Large Magical Beast
  Hit Dice: 5d10+15 (42 hp)
  Initiative: +1
  Speed: 40 ft. (8 squares)
  Armor Class: 16 (-1 size, +l Dex, +6 
  natural), touch 10, fl at-footed 15
  Base Attack/Grapple: +5/+14
  Attack: Claw +9 melee (1d6+5)
  Full Attack: 2 claws +9 melee (1d6+5) and 
  bite +7 melee (1d6+2)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: —
  Special Qualities: Darkvision 100 ft., 
  invisible in shadow, low-light vision
  Manrillas are dangerous primates that feed 
  on fl esh. Mostly nocturnal, manrillas occasionally 
  hunt during the day. They often roam in small 
  packs, using pack tactics to bring down prey.
  A manrilla stands about 8 feet tall and weighs 
  700 to 950 pounds. Its head is nearly hairless, in 
  contrast to its black-furred body. Its forearms 
  are oversized and end in large, taloned hands. 
  Manrillas speak their own language, a series of 
  hoots, barks, and screeches.
  Combat
  A manrilla prefers to ambush its prey. If it 
  can attack a lone victim, so much the better, but 
  otherwise it uses its ability to move unseen in 
  Saves: Fort +7, Ref +5, Will -1
  Abilities: Str 21, Dex 13, Con 16, Int 4, Wis 
  6, Cha 5
  Skills: Hide +3, Jump +9, Move Silently +3
  Feats: Multiattack, Power Attack
  Environment: Temperate forest and plains
  Organization: Solitary or pack (5-8)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: 6-10 HD (Large); 11-15 HD 
  (Huge)
  Level Adjustment: —
  darkness to close within attacking distance and 
  leap upon one or more victims. Manrillas possess 
  enough rudimentary intelligence to know that even 
  camped travelers sometimes wander from the group 
  to relieve themselves, so the beasts often wait for 
  such an opportunity. They also attack and then slip 
  into the shadows beyond a campfi re to disappear 
  before attacking again a moment or two later.
  Invisible in Shadow (Ex): Whenever a 
  manrilla stands still or moves slowly (5 feet) in 
  shadow or complete darkness, it becomes invisible 
  to all natural and extraordinary sight, including 
  darkvision and sight-based keen senses. Other 
  senses, such as smell, are not affected.
  Flora and Fauna
  Sunberry: The cloudy yellow sunberry plant grows in the elusive thickets of trees and shrubs 
  growing along the borders between the plains and forests. Although its small, spherical dull-green berries 
  are edible, experienced herbalists value the plant’s stem, leaves, and roots far more than its foul-tasting 
  fruits. Mashing these ingredients in a mortar and pestle creates a mottled, olive-colored paste closely 
  resembling the colors of the prevailing grasses. Because of its scarcity, a character trying to categorize a 
  sunberry needs a Survival check (DC 25).
  Sunberry Paste: The crushed leaves, stems, and roots of the sunberry plant yield a thick paste 
  enabling travelers to blend in with the open plains’ tall grasses. Rubbing the paste onto the skin grants a 
  +4 circumstance bonus to all Hide checks while traveling though the plains.
  
  66
  3
  Morrigan
  Large Giant (Shapechanger)
  Hit Dice: 4d8+12 (30 hp)
  Initiative: +4
  Speed: 40 ft. (8 squares)
  Armor Class: 15 (-1 size, +3 studded 
  leather, +3 natural), touch 9, fl at-footed 15 
  Base Attack/Grapple: +3/+12
  Attack: Longspear +8 melee (2d6+7/x3)
  Full Attack: Longspear +8 melee (2d6+7/
  x3)
  Space/Reach: 10 ft./10 ft. (15 ft. with 
  longspear) 
  Special Attacks: —
  Special Qualities: Alternate form, low-light 
  vision
  Saves: Fort +7, Ref +1, Will +3
  Abilities: Str 20, Dex 11, Con 16, Int 12, 
  Wis 14, Cha 20
  Morrigan are a race of giant warrior women 
  who are able to take the form of large ravens (Small 
  size). No males of the species are known to exist.
  A morrigan appears as a gigantic human 
  female with jet-black eyes and hair. Morrigans 
  typically wear their hair in braids, often 
  intertwining feathers into their braids and other 
  adornments. They prefer clothing that blends in 
  with their environment. They enjoy battle, and hate 
  most members of male giantkind, particularly hill 
  giants who share their habitats and often see them 
  as potential mates. Legends state that morrigans 
  may breed only in raven form with the largest, 
  strongest males birds.
  A morrigan stands 10 feet tall and weighs 
  about 900 pounds. Morrigans can live to be 500 
  years old. Morrigans speak Giant.
  Combat
  Morrigans 
  typically 
  wield 
  longspears 
  and wear light armor. They fi ght with a driven 
  bloodlust. At the end of a battle, they assume raven 
  form to feast on their fallen foes.
  Skills: Balance +1, Bluff +10, Diplomacy 
  +7, Disguise +5 (+7 acting), Hide +0, 
  Intimidate +7, Jump +10,  Knowledge 
  (nature) +6, Listen +6, Move Silently +0, 
  Spot +6, Survival +6 (+8 aboveground), 
  Tumble +4
  Feats: Improved Initiative, Weapon Focus 
  (longspear), Weapon Finesse B
  Environment: Temperate forest, hills, and 
  plains
  Organization: Solitary, fl ight (2-4), or fl ock 
  (2-12)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Usually chaotic neutral
  Advancement: By character class (fi ghter)
  Level Adjustment: +5
  Alternate Form (Su): A morrigan can shift 
  between her giant and raven forms as a standard 
  action. A morrigan remains in one form until she 
  chooses to assume a new one. A change in form 
  cannot be dispelled, nor does the morrigan revert 
  to any particular form when killed. A true seeing 
  spell or ability, however, reveals both forms 
  simultaneously.
  In raven form, a morrigan has the following 
  statistics: Small; Init +7; Spd 10 ft. (2 squares), 
  fl y 60 ft. (average); AC 17 (+1 size, +3 Dex, +3 
  natural), touch 14, fl at-footed 14; Atk +7 melee 
  (1d3-2, claw); Full Atk +7 melee (1d3-2, 2 claws) 
  and +2 melee (1d4-2, beak); Spc/Reach: 5 ft./5 ft; 
  Ref +7; Str 7, Dex 17; Balance +5, Hide +12, Jump 
  -12,  Move Silently +4, Tumble +8.
  Wild Empathy (Ex): This ability works like 
  the druid’s wild empathy class feature, except that 
  a morrigan has a +6 racial bonus on the check.
  Skills: Morrigans have a +4 racial bonus on 
  Listen, Spot, and Survival checks. 
  Flora and Fauna
  Bison Chips: While venturing through the wilderness, fi re is an absolute necessity required 
  for cooking, warding off predators, and providing warmth. However, instead of carrying fi rewood or 
  foraging the area for kindling., some adventures prefer to carry dried bison dung for use as a fuel source. 
  Affectionately known as bison chips, a quarter-pound of bison chips brightly illuminates a 20-foot radius 
  for eight hours, while also acting as a protected light source under adverse wind conditions. Unfortunately, 
  the bison chips emit a strong odor, causing a circumstance penalty of -1 to the possessor’s Charisma.
  
  67
  3
  N’erfalter
  N’erfalters are soldiers who were cut down 
  without completing their missions. Their resilience 
  to a cause is so strong that they simply refuse to 
  succumb to eternal rest and are granted temporary 
  unlife by a war deity. Once a n’erfalter has 
  completed its task, it immediately loses its unlife 
  and becomes nothing more than a lifeless corpse.
  N’erfalters speak whatever languages they spoke 
  in life, but most do not speak unless their mission 
  demands communication with others.
  Combat
  Although they lack conventional intelligence, 
  n’erfalter rely on whatever martial experience they 
  Medium Undead
  Hit Dice: 5d12 (32 hp)
  Initiative: +0
  Speed: 20 ft. (4 squares)
  Armor Class: 21 (+5 natural, +4 scale mail, 
  +2 heavy steel shield), touch 10, fl at-footed 21
  Base Attack/Grapple: +2/+5
  Attack: Warhammer +6 melee (1d8+3/x3) 
  or javelin +2 (1d6+3)
  Full Attack: Warhammer +6 melee (1d8+3/
  x3) and slam +1 melee (1d6+3) or javelin 
  +2 ranged (1d6+3)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Finishing blow
  Special Qualities: Darkvision 60 ft., undead 
  traits
  had in life. They fi ght like trained soldiers, be it in 
  close combat or during a coordinated siege. Most 
  n’erfalter use whatever armor and weapons they 
  carried to war in life.
  Finishing Blow (Su): Any victim with 10 or 
  fewer current hit points who is struck in combat by 
  a n’erfalter must make a DC 14 Fortitude save or 
  take double damage. This ability does not function 
  against creatures protected by any defensive spell 
  with the good or holy descriptor. The save DC is 
  Charisma-based and includes a +2 bonus from the 
  Ability Focus feat.
  Saves: Fort +1, Ref +1, Will +4
  Abilities: Str 16, Dex 10, Con —, Int 8, Wis 
  10, Cha 11
  Skills: Climb +3, Intimidate +5, Jump -9, 
  Listen +3, Ride +3, Search +3, Spot +3
  Feats: Ability Focus (fi nishing blow), 
  Weapon Focus (warhammer)
  Environment: Any land
  Organization: Solitary, fi st (4-8), or 
  company (20-50)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Usually lawful evil
  Advancement: 6-15 HD (Medium)
  Level Adjustment: —
  Flora and Fauna
  Bison: The largest and most predominant of the grazing herbivores, the average adult male bison 
  weighs 2,000 pounds, measures 10 feet in length, and stands six feet high at its shoulder. Members of the 
  bovine family, bison differ from their domesticated relatives in several respects: a hump protrudes over 
  their front shoulders and a thick coat of long, dark hair blankets their head and forequarters. Male bison 
  sport a mangy, black beard, while both sexes share a pair of small, curved horns that grow outward from 
  the side of its head and turn sharply upward. Nearly all bison, with the exception of aging, solitary males, 
  travel in large herds with one of two compositions. Females and their young calves form one group and 
  mature male bison formulate another gathering. The herd carves a wide swath of devastation, making it 
  easy to track them. Throughout the course of history, nomadic humanoid hunters stalked and killed the 
  enormous beasts for their coveted hides, bones, and meat. Bison hide provides outstanding protection 
  from the elements, and it is often used to manufacture armor and jackets. Primitive humanoid cultures 
  build an impressive collection of tools and implements from the animal’s massive bones. Its meat tastes 
  similar to beef but is leaner and gamier than its domesticated counterpart. Because of the absence of wood 
  on the plains, humanoids use dried bison dung to fuel fi res.
  
  68
  3
  Orsk
  Medium Magical Beast
  Hit Dice:5d10+10 (37 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares)
  Armor Class: 16 (+2 Dex, +4 natural), 
  touch 12, fl at-footed 14
  Base Attack/Grapple: +5/+8
  Attack: Claw +6 melee (ld4+3)
  Full Attack: 2 claws +6 melee (ld4+3) and 
  bite +1 melee (1d8+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Improved grab
  Special Qualities: Darkvision 60 ft., low-
  light vision, sensory pits
  Orsk are bipedal pack hunters of the cold 
  lands. Their thick, blubbery skin changes color to 
  blend with their environment, making them perfect 
  ambush predators. Their sharp talons and vicious 
  bite tear easily into fl esh. The orsk lacks disernable 
  eyes and ears, using sensory pits located all around 
  its body to locate prey.
  Orsk travel in rides consiting of all males or 
  packs of an equal number of males and females 
  plus their young.  Adults of both sexes fi ght 
  ferociously to defend the young.
  An adult orsk is 4 feet tall at the shoulder and 
  about 6 feet long.  It weighs over 400 pounds.  
  Combat
  Orsk attack in groups of fi ve or more. They 
  are fantastic hunters and often set up ambushes 
  for unwary foes. Surefooted on land, snow, or ice, 
  orsks can outrun most prey. Once in striking range, 
  they charge into combat, using their camoufl age to 
  gain surprise, and attack with both claws and bite. 
  The front of the orsk jaw is specially adapted to 
  grab their prey.
  Saves: Fort +6, Ref +6, Will +2
  Abilities: Str 17, Dex 15, Con 15, Int 4, Wis 
  13, Cha 7
  Skills: Hide +13, Jump +7, Listen +5, Move 
  Silently +7, Spot +5
  Feats: Alertness, Stealthy
  Environment: Cold land
  Organization: Ride (5-10) or pack (12-20 
  adults plus 5-30 noncombant young)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-8 HD (Large)
  Level Adjustment:  —
  Improved Grab (Ex): To use this ability, the 
  orsk must hit with its claw attack. If it gets a hold, 
  it deals automatic bite damage each round the hold 
  is maintained.
  Sensory Pits (Ex): The orsk’s sensory pits 
  grant it almost supernatural vision. Its vision is so 
  keen that it is not subject to illusions, darkness, fog, 
  or any other factors that might impair its ability to 
  receive visual information about its surroundings.
  Skills: Orsk hide automatically transforms its color 
  and pattern to blend in with its surroundings. This 
  grants an orsk a +10 racial bonus on Hide checks.
  Orsk Hide Armor
  Orsk hide armor grants the wearer a +5 
  circumstance bonus on Hide checks. This ability 
  lasts for one hour and is usable once per day. Orsk 
  hide armor is hard and black when its camoufl age 
  ability is not in use, becoming slick and wet when 
  it rains. Orsk hide armor is not damaged by rain or 
  water. Whether the Hide bonus ability is preserved 
  or not, orsk hide armor functions as masterwork hide 
  armor.  A suit of orsk hide armor costs 1,000 gp.
  
  69
  3
  Plain Strider
  Medium Aberration
  Hit Dice: 5d8 (22 hp)
  Initiative: +3
  Speed: 40 ft. (8 squares)
  Armor Class: 19 (+3 Dex, +6 natural), 
  touch 13, fl at-footed 16
  Base Attack/Grapple: +3/+5
  Attack: Bite +5 melee (2d4+2) 
  Full Attack: Bite +5 melee (2d4+2) 
  and sting +3 melee (1d6+1 plus 1d4 
  Constitution) and 2 claws +3 melee (1d4+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Improved grab, poison, 
  pounce, rake 1d4+1
  Special Qualities: Darkvision 60 ft., fast 
  healing 3
  Plain striders are swift, quadruped predators 
  that hunt in packs, pursuing their quarry until they 
  bring them down with their tremendous mandibles 
  and powerful poison. These deadly creatures sport 
  large, insect-like mandibles that they use to seize 
  their prey, as well as a lethal stinger. Two strong 
  hind legs ending in sharp talons support their 
  tough, chitinous bodies and grant them tremendous 
  speed. Two vestigial arms wielding razor-sharp 
  claws supplement their already formidable arsenal. 
  Plain striders emit a strong, metallic odor that 
  sometimes carries several miles downwind. 
  Plain striders are fairly social creatures, 
  forming well organized packs led by a dominant 
  female. During hunts, the dominant animal 
  receives the lion’s share of the feast while her 
  subordinates jealously divide the remainder based 
  upon their pecking order within the pack. When 
  one or more packs meet, a violent and lethal 
  struggle ensues between the two rival leaders. 
  The victor claims her rival’s pack as her own, 
  incorporating its members into her hierarchy. The 
  pack leads a nomadic lifestyle, hunting an area 
  until it exhausts the available food sources. Plain 
  striders prefer to feed upon herds of buffalo or 
  antelope, but are more than willing to feast upon 
  other prey when food proves scarce.
  Plain striders represent an ongoing threat to 
  merchant caravans traveling across vast stretches 
  of rolling plains. A few nomadic groups of 
  goblinoids have tried employing plain striders as 
  mounts with various degrees of success.
  Saves: Fort +1, Ref +4, Will +5
  Abilities: Str 14, Dex 16, Con 11, Int 8, Wis 
  13, Cha 6
  Skills: Hide +8, Jump +6, Listen +4, Move 
  Silently +8, Spot +4
  Feats: Multiattack, Power Attack
  Environment: Temperate plains
  Organization: Solitary, pair, pack (3-7), or 
  colony (8-18)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-7 HD (Medium); 8-9 HD 
  (Large)
  Level Adjustment: —
  The average plain strider stands nearly 4 1/2 
  feet tall and 6 1/2 feet long from jaw to stinger and 
  weighs approximately 170 pounds. Plain striders 
  speak their own language.
  Combat
  Generally, plain striders roam in packs for 
  protection from other monsters and to assist in 
  the location of suitable prey. Although they hunt 
  and kill as a group, they quickly resort to fractious 
  infi ghting to claim the largest share of their kill. 
  They run down a potential victim and then pounce 
  upon it, clawing and stinging it repeatedly until the 
  victim collapses.
  Improved Grab (Ex): To use this ability, a 
  plain strider must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the 
  grapple check, it establishes a hold and can sting.
  Poison (Ex): Sting, Fortitude DC 12; initial 
  and secondary damage 1d4 Constitution. The save 
  DC is Constitution-based.
  Pounce (Ex): If a plain strider charges a foe, it 
  can make a full attack, including two rake attacks.
  Rake (Ex): Atk bonus +3 melee, dam ld4+2.
  Skills: Plain striders have a +4 racial bonus 
  on Hide and Move Silently checks.
  Variant
  Some plain striders shed their vestigial arms, 
  losing their rake attacks. However, their poison is 
  more potent, dealing 2d4 points of Constitution 
  damage as initial and secondary damage.
  
  70
  3 Polar Troll
  Large Giant (Cold)
  Hit Dice: 4d8+24 (42 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares), swim 30 ft.  (6 
  squares)
  Armor Class: 16 (-1 size, +1 Dex, +6 natural), 
  touch 10, fl at-footed 15
  Base Attack/Grapple: +3/+12
  Attack: Claw +7 melee (1d8+5)
  Full Attack: 2 claws +7 melee (1d8+5) and 
  bite +2 melee (1d4+2)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Rend 2d8+7
  Polar trolls have a mottled skin coloration 
  ranging from white to light gray to a slightly bluish 
  tinge. Their hair-like masses are a uniform white, 
  and dirty yellowish-white hair grows from their 
  lower arms and legs. They are smaller than most 
  trolls, generally standing no taller than 8 feet. Polar 
  trolls have a keener intellect than the standard troll, 
  sharpened by the necessity of survival in the harsh 
  environments they call home.
  Polar trolls usually lair in ice caves near 
  the coastline, or in hand-carved caves dug into 
  the sides of ice fl oes. Some live in caves along 
  the coasts of subarctic rivers and lakes. They are 
  strong swimmers but cannot breathe water like 
  scrags can. Polar trolls seldom stray too far from 
  the water, for their regenerative powers, which are 
  somewhat weaker than that of standard trolls, only 
  kick in when they are in contact with cold water. 
  Special Qualities: Darkvision 90 ft., immunity 
  to cold, low-light vision, regeneration 3, scent, 
  vulnerability to fi re
  Saves: Fort +10, Ref +2, Will +2
  Abilities: Str 20, Dex 13, Con 23, Int 8, Wis 
  9, Cha 6
  Skills: Listen +4, Spot +5, Swim +13
  Feats: Alertness, Iron Will
  Environment: Any cold land
  Organization: Solitary or gang (2-4)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: By character class
  Level Adjustment: +4
  Combat
  Regeneration (Ex): Fire and acid deal 
  normal damage to a polar troll. If a polar troll loses 
  a limb or body part, the lost portion regrows in 
  3d6 minutes. The creature can reattach the severed 
  member instantly by holding it to the stump. 
  A polar troll regenerates only if it is touching cold 
  water, and likewise can only regrow or reattach 
  severed parts when touching cold water.
  Skills: A polar troll has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard.  It can always choose to take 10 on 
  a Swim check, even if distracted or endangered.  It 
  can use the run action while swimming, provided 
  it swims in a straight line.
  Sand Scarab
  Large Vermin
  Hit Dice: 5d8+10 (32 hp)
  Initiative: +0
  Speed: 20 ft. (4 squares), burrow 10 ft. (2 
  squares)
  Armor Class: 17 (-1 size, +8 natural), touch 9, 
  fl at-footed 17
  Base Attack/Grapple: +3/+11
  Attack: Bite +6 melee (1d8+6)
  Full Attack: Bite +6 melee (1d8+6)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Improved grab
  Special Qualities: Darkvision 60 ft., 
  tremorsense 60 ft., vermin traits
  Saves: Fort +6, Ref +1, Will +1
  Abilities: Str 19, Dex 10, Con 15, Int —, Wis 
  10, Cha 9
  Skills: Hide -4*
  Feats: —
  Environment: Any desert
  Organization: Solitary
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-10 HD (Large), 11-15 HD 
  (Huge)
  Level Adjustment: —
  
  71
  3
  The sand scarab gets its name from its 
  environment, not from its coloration: the creature 
  is a shiny, uniform black, the better to capture 
  precious droplets of condensed dew as it forms 
  at the break of day. Sand scarabs have thin, whip-
  like antennae, slender legs and a sleek build, to 
  facilitate burrowing under the sands of the deserts 
  in which they make their homes. Sand scarabs 
  have lost the ability of fl ight.
  Sand scarabs keep no permanent lairs, 
  digging under the sand when they need shelter 
  and constantly roaming the desert for food. They 
  are truly omnivorous, living on desert plants 
  (especially cacti), animals and even carrion. They 
  have a slow metabolism and an effi cient digestive 
  system allowing them to make the most out of 
  everything they eat. As a result, a sand scarab 
  can go for over a week between meals if needed. 
  Combat
  Sand scarabs attack with their powerful 
  mandibles, with males causing more damage 
  than females. A female sand scarab deals 1d4+6 
  damage on a successful bite attack rather than the 
  listed damage. Sand scarabs spend much of their 
  time burrowing under the sand, just below the 
  surface. With their sensitive antennae, they can 
  sense movements on the surface above them and 
  burrow up to attack their prey from below.
  Improved Grab (Ex): To use this ability, a 
  sand scarab must hit with its bite attack.  It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity.  A sand scarab 
  deals automatic bite damage on a successful 
  grapple check.
  *Skills: 
  Sand 
  scarabs 
  have 
  a 
  +24 
  circumstance bonus on Hide checks when buried 
  under sand.
  Sandman
  Medium Elemental (Earth, Extraplanar)
  Hit Dice: 4d8+4 (22 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares)
  Armor Class: 17 (+7 natural), touch 10, fl at-
  footed 17
  Base Attack/Grapple: +3/+3
  Attack: Slam +3 melee (1d6 plus sleep)
  Full Attack: Slam +3 melee (1d6 plus sleep)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Sleep
  Special Qualities: Darkvision 60 ft., elemental 
  traits, protection from arrows, spell resistance 
  15
  The sandman has its origins on the Elemental 
  Plane of Earth or a quasi-plane that borders the 
  Elemental Plane of Earth and the Elemental Plane 
  of Air. Sandmen detest living creatures and attack 
  them on sight. A sandman appears as a slender, 
  lithe humanoid constructed of sand. Delicate 
  features can be seen on its face, and its fi ngers are 
  long and slender.
  A sandman stands 6 feet tall and weighs 
  about 300 pounds. Sandmen speak Terran.
  Combat
  A 
  sandman 
  attacks 
  its 
  opponent 
  by 
  pummeling them with its fi sts, though it prefers 
  to avoid combat if possible. Given the chance, a 
  sandman attempts to put its opponents to sleep. A 
  sleeping creature is left alone and not assaulted by 
  a sandman.
  Saves: Fort +5, Ref +1, Will +1
  Abilities: Str 11, Dex 11, Con 12, Int 10, Wis 
  11, Cha 10
  Skills: Hide +3, Listen +4, Move Silently +3, 
  Spot +4
  Feats: Alertness, Stealthy
  Environment: Elemental Plane of Earth
  Organization: Solitary or gang (2-4)
  Challenge Rating: 3
  Treasure: Double coins; standard goods; 
  standard items
  Alignment: Usually neutral evil
  Advancement: 5-12 HD (Medium)
  Level Adjustment: —
  Sleep (Su): Any creature within a 20-foot 
  radius of a sandman or who is touched by a 
  sandman must succeed on a DC 13 Will save or 
  fall asleep for 30 minutes. For the fi rst 10 minutes 
  of sleep, nothing short of dispel magic (or more 
  powerful magic) awakens a sleeping creature. 
  Each minute thereafter, the victim may attempt a 
  DC 13 Will save to wake up. For each minute that 
  passes, the DC decreases by 1. Violent shaking or 
  attacking a sleeping creature wakes it immediately. 
  Constructs, undead, elves, and any other creatures 
  immune to sleep effects are not affected by this 
  ability. The save DC is Constitution-based.
  Protection from Arrows (Ex): A sandman 
  is protected by a permanent protection from 
  arrows effect (caster level 4th), granting it damage 
  reduction 10/magic against all ranged weapons. 
  This ability is inherent and cannot be dispelled.
  
  72
  3
  Seeder
  Medium Monstrous Humanoid
  Hit Dice: 5d8+15 (37 hp)
  Initiative: +8
  Speed: 30 ft. (6 squares)
  Armor Class: 20 (+4 Dex, +6 natural), 
  touch 14, fl at-footed 16
  Base Attack/Grapple: +5/+10
  Attack: Claw +10 melee (1d6+5)
  Full Attack: 2 claws +10 melee (1d6+5) 
  and bite +5 melee (1d4+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Improved grab, seed
  Special Qualities: Darkvision 60 ft.
  The seeder is a bizarre urban predator, its 
  attacks provoked not by hunger, but by the drive to 
  propagate its species. The seeder is nocturnal, and 
  is commonly found lingering in the shadows and 
  alleys near bawdyhouses, cabarets, and taverns. 
  The seeder is humanoid in shape only, its body is 
  black and chitinous like an insect, and its mind is 
  distinctly alien. A seeder cannot speak, only emit 
  an unnerving clicking noise, but it manages to 
  survive in the urban environment through its skill 
  at disguise and its strong instincts.
  A seeder carefully selects only the most 
  prodigious male fornicators as its victims. It lies 
  in wait for them in the shadows. When its chosen 
  target comes drunken and stumbling by, the seeder 
  attacks. It does not harm the victim, but instead 
  grapples him, and through its seed ability, replaces 
  its victim’s reproductive cells with its own. 
  Commonly the seeder takes the victim’s money 
  as well. A victim of such an attack is rarely aware 
  of what has taken place, and most simply believe 
  themselves to have been mugged. However, 
  whenever the victim mates with a female of its 
  species from then on, the offspring of the union 
  is a seeder. Of course, since the seeder chooses its 
  victims carefully, this may go unnoticed until long 
  after the man has fathered dozens of children in 
  cities and towns scattered all over the land.
  Seeder babies initially appear to be rather 
  ugly examples of the mother’s race. They mature 
  quickly, and after a few weeks they molt into a true 
  seeder, and attempt to escape from their parents. 
  Seeders reach adulthood in eight months. 
  A seeder stands 6 feet tall and weighs about 
  130 pounds.
  Saves: Fort +4, Ref +8, Will +5
  Abilities: Str 21, Dex 19, Con 16, Int 10, 
  Wis 13, Cha 6
  Skills: Climb +6, Disguise +6, Hide +6*, 
  Jump +15, Listen +4, Move Silently +6, 
  Sleight of Hand +5, Spot +4 
  Feats: Alertness, Improved Initiative
  Environment: Temperate plains
  Organization: Solitary
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: By character class 
  Level Adjustment: +4
  Seeders understand the language common to 
  the town they lurk in, although they can’t speak it 
  themselves. They also eat the food of the people 
  they live amongst, normally either stealing it or 
  buying it with stolen money.
  Combat
  A seeder never attacks to kill, and it only 
  attacks men. It prefers to attack solitary opponents, 
  especially drunk ones, although it occasionally 
  picks a member out of a small group and make 
  a quick assault. The seeder uses its claws to grab 
  its victim and then hold him while it performs its 
  seed attack. If grappling is not effective, the seeder 
  attacks to subdue, knocking its opponent out 
  before seeding him. Once it has seeded its target, 
  it fl ees, although it may stop to pick its victim’s 
  pocket if it has time.
  Improved Grab (Ex): To use this ability, a 
  seeder must hit an opponent with its claw attack. It 
  can then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it wins 
  the grapple check, it establishes a hold and can try 
  to seed its foe in the following round.
  Seed (Ex): The seeder can seed a humanoid 
  male that it has grappled with a successful grapple 
  check, replacing its victim’s reproductive cells. 
  This effect is permanent, and is extremely unlikely 
  to be noticed by the victim, at least for many 
  months. The exact method for reversing the process 
  is for the DM to decide, although removal of the 
  affected area and a regenerate spell may suffi ce.
  Skills: Seeders have a +10 racial bonus on 
  Jump checks. *They have a +4 racial bonus on 
  Hide checks at night.
  
  73
  3
  Serpard
  Medium Magical Beast
  Hit Dice: 4d10+8 (30 hp)
  Initiative: +4
  Speed: 40 ft. (8 squares)
  Armor Class: 16 (+4 Dex, +2 natural), 
  touch 14, fl at-footed 12
  Base Attack/Grapple: +4/+7
  Attack: Bite +8 melee (1d6+3)
  Full Attack: Bite +8 melee (1d6+3) and 2 
  claws +6 melee (1d3+1)
  Space/Reach: 5 ft./5 ft. (10 ft. with bite)
  Special Attacks: Improved grab, pounce, 
  rake 1d3+1
  Special Qualities: Darkvision 60 ft., low-
  light vision, mystic sense, scent
  The serpard is a feline beast standing about 
  3 feet high at the shoulder. It has a royal blue coat 
  and gray stripes, and weighs about 130 pounds. 
  Unlike other cats, the serpard possesses a long 
  and sinuous neck that allows it to raise its head 
  to the level of a human’s. Serpards often hunt by 
  night along the forest fl oor or by the fertile banks 
  of large rivers on the plains, taking advantage 
  of their excellent night vision to spot prey long 
  before they can themselves be seen. Serpards are 
  renowned for their ability to recognize individuals 
  with royal or divine blood; it is believed that the 
  beast is incapable of causing harm to such people. 
  The royal dynasties of many ancient kingdoms 
  valued serpards as pets and guards for this mystical 
  quality, and accepted these beasts as an entire 
  year’s tribute from their provinces. The demand 
  for serpards in antiquity has made the creature rare 
  and cautious of humanoids in more recent times.
  Serpards are typically encountered guarding 
  noblemen or palaces. In times of troubles, a true 
  king may need to be discovered, and a serpard 
  may need to be found and trained. The serpard 
  can be used to fi nd and detect true claimants to the 
  throne. False claimants may attempt to assassinate 
  the beast.  On occasion, an unscrupulous distant 
  heir to a throne may train a number of serpards 
  and send them along with his troops to scour the 
  countryside, fi nding and killing all those with 
  noble lineage, thus securing his succession.
  A serpard stands about 3 feet high at the 
  shoulder. It has a royal blue coat and gray stripes, 
  and weighs about 130 pounds.
  Saves: Fort +6, Ref +8, Will +2
  Abilities: Str 16, Dex 19, Con 15, Int 2, Wis 
  12, Cha 6 
  Skills: Balance +13, Climb +4, Hide +9*, 
  Jump +6, Listen +2, Move Silently +10, 
  Spot +2
  Feats: Multiattack, Weapon Finesse
  Environment: Warm forests
  Organization: Solitary, pair, or pride (1 
  mother plus 2-5 cubs)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8 HD (Medium); 9-12 HD 
  (Large)
  Level Adjustment: +2 (cohort)
  Combat 
  Serpards prefer to ambush solitary opponents, 
  and if possible, lead an individual away from a 
  group before attacking him. A serpard usually 
  attacks with its vicious bite. Due to the sinuous 
  neck of the creature, this bite has a reach of 10 
  feet. If the serpard successfully bites an opponent, 
  it may attempt to pull it into the reach of its rear 
  claws, raking it savagely.
  Improved Grab (Ex): To use this ability, 
  a serpard must hit a Medium or smaller creature 
  with its bite attack. It can then attempt to start a 
  grapple as a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake.
  Pounce (Ex): If a serpard charges a foe, it 
  can make a full attack, including two rake attacks.
  Rake (Ex): Attack bonus +6 melee, damage 
  1d3+1.
  Mystic Sense (Su): Serpards continuously 
  detect magic as an arcane sight spell (caster 
  arcane sight spell (caster 
  arcane sight
  level 4th). In addition, serpards always recognize 
  creatures of noble lineage (such as members of 
  the aristocrat class) or divine blood (such as half-
  celestials, half-fi ends, and some planetouched), 
  and refuse to attack such creatures, even if 
  magically compelled.
  Skills: Serpards have a +4 racial bonus on 
  Hide and Move Silently checks, and a +8 racial 
  bonus on Balance checks.
  *In areas of tall grass or heavy undergrowth, 
  the Hide bonus improves to +8.
  
  74
  3
  Skyshark
  Large Magical Beast
  Hit Dice: 6d10+12 (45 hp)
  Initiative: +8
  Speed: Swim 60 ft. (12 squares), fl y 40 ft. 
  (good) (8 squares)
  Armor Class: 18 (-1 size, +4 Dex, +5 
  natural), touch 13, fl at-footed 14
  Base Attack/Grapple: +6/+13
  Attack: Bite +9 melee (1d8+4)
  Full Attack: Bite +9 melee (1d8+4)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: —
  Special Qualities: Blindsight, darkvision 60 
  ft., keen scent, low-light vision
  Saves: Fort +9, Ref +9, Will +3
  Skysharks are similar in appearance to 
  normal sharks, with the addition of large, bat-like 
  wings granting them the ability to fl y. From their 
  dire bat progenitors they also gain blindsight and 
  the ability to breathe air, although the shark’s gills 
  are still in place allowing the skyshark to exist 
  both in and out of water. Skysharks use their wings 
  as fl ippers when swimming. Like their aquatic 
  progenitors, skysharks are in constant motion.
  They are aggressive and fearless predators, 
  attacking any prey regardless of size. It is 
  believed that skysharks were originally created as 
  guardians, although their tendency to roam over 
  vast areas in search of food makes them haphazard 
  ones at best.
  Combat
  Skysharks attack with a bite made vicious 
  with many overlapping layers of razor-sharp teeth. 
  They have a sense of smell as keen as that of any 
  Abilities: Str 17, Dex 19, Con 15, Int 1, Wis 
  12, Cha 4
  Skills: Listen +7*, Move Silently +9, Spot 
  +7*, Swim +11
  Feats: Great Fortitude, Improved Initiative, 
  Weapon Focus (bite)
  Environment: Any land and aquatic
  Organization: Solitary, school (2-5), or 
  pack (6-11)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 7-12 HD (Large); 13-18 HD 
  (Huge)
  Level Adjustment: —
  shark and the scent of blood can have a pack of 
  skysharks convening upon the wounded prey from 
  miles away.
  Blindsight (Ex): A skyshark uses echo-
  location to pinpoint creatures within 120 feet. 
  Opponents still have total concealment against the 
  skyshark unless it can actually see them.
  Keen Scent (Ex): A skyshark can notice 
  creatures by scent in a 180-foot radius and detect 
  blood in the water at ranges of up to 1 mile.
  Skills: *Skysharks have a +4 racial bonus on 
  Spot and Listen checks. These bonuses are lost if 
  its blindsight is negated.
  A skyshark has a +8 racial bonus on any 
  Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided 
  it swims in a straight line.
  Flora and Fauna
  Horseradish: Bereft of a central stem, several thick, round stems protrude from its root, each 
  bearing a large, elliptical bright green leaf that accounts for approximately half of the stem’s length of 
  two feet. Horseradish thrives in vast, open environments devoid of grasses and other competitive plants. 
  Expert chefs prepare an extremely pungent sauce from the ivory-colored meat of its roots, while reserving 
  its leaves for salads. The horseradish’s essential oil evaporates quickly under intense heat; therefore, a 
  Profession (cook) check (DC 12) is required to maintain its taste. As the perfect accompaniment to a 
  variety of roasted meats, such as beef, bison, and venison, the moderately spicy sauce contrasts well with 
  the meat’s natural fl avors. Horseradish is relatively abundant, making it extremely easy to fi nd.
  
  75
  3
  Swordtree
  Huge Undead
  Hit Dice: 6d12 (39 hp)
  Initiative: -1
  Speed: 0 ft. (immobile)
  Armor Class: 13 (-2 size, -1 Dex, +6 
  natural), touch 7, fl at-footed 13
  Base Attack/Grapple: +3/+19
  Attack: Swordpod +10 melee (1d8+12 plus 
  swordseed)
  Full Attack: 12 swordpods +10 melee 
  (1d8+12 plus swordseed)
  Space/Reach: 15 ft./15 ft. (20 ft. reach with 
  swordpods)
  Special Attack: Swordseed
  Special Qualities: Damage reduction 
  10/slashing, darkvision 60 ft., undead traits, 
  vulnerability to fi re
  Swordtrees are undead plants that grow and 
  propagate by embedding their seeds in living fl esh. 
  From their stark limbs hang elongated, vaguely 
  sword-shaped vines. Swordtrees grow in land rich 
  with iron, such as blood-soaked battlefi elds or 
  animal slaughtering sites.
  A swordtree is about 30 feet tall and 2 feet in 
  diameter. It weighs about 4,000 pounds.
  Combat
  When a potential host comes near, the 
  swordtree attacks with its swordpods, imbedding 
  its seeds on a successful hit.
  Saves: Fort +4, Ref +1, Will +6
  Abilities: Str 26, Dex 8, Con —, Int 2, Wis 
  13, Cha 8
  Skills: Listen +7, Spot +8
  Feats: Alertness, Great Fortitude, Weapon 
  Focus (swordpod)
  Environment: Any forest, hill, and plain
  Organization: Solitary
  Challenge Rating: 3
  Treasure: 10% coins, 50% goods, 50% 
  items (no iron or steel items)
  Alignment: Always neutral evil
  Advancement: 7–16 HD (Huge); 17–18 
  HD (Gargantuan)
  Level Adjustment: —
  Swordseed (Ex): On a successful swordpod 
  attack, the swordtree’s victim is implanted with a 
  swordseed. Swordseeds can be dug out of injuries 
  for the fi rst three days, which deals 1 point of 
  damage per day the seed has been burrowing. 
  Alternatively, swordseeds can be washed out with 
  holy water, which does no damage. Swordseeds 
  can also be removed with a remove disease or heal 
  spell, even after the fi rst three days. The seed itself 
  does no damage to its host. However, when the 
  creature dies, it rises after three days as a zombie 
  of the same size as the original creature. This 
  zombie is drawn to the nearest iron-rich location 
  at least one mile from another swordtree, where it 
  buries itself; a sapling swordtree springs from the 
  earth within one month.
  Flora and Fauna
  Marsh Mallow: The marsh mallow’s long, light green stem bears numerous drab-green velvety 
  leaves that surround clusters of small budding pink fl owers. Marsh mallows grow to a height of six feet, 
  relying on their size to tower over the surrounding grasses and obtain suffi cient amounts of sunlight. A 
  few cooks rely on its leaves and stems to season soups and roasted meats, adding a touch of sweetness 
  to the meal; however, its powdered roots enjoy the most widespread usage. When combined with heated 
  water and sugar, a Profession (herbalist) check (DC 5) produces the prized confectionery that bears its 
  name. Amazingly sweet and slightly spongy, marsh mallows tantalize the taste buds of humanoid adults 
  and children. A Survival check (DC 5) identifi es the easily distinguishable marsh mallow.
  
  76
  3
  Trakza
  Medium Magical Beast
  Hit Dice: 4d10+8 (30 hp)
  Initiative: +3
  Speed: 50 ft. (10 squares)
  Armor Class: 17 (+3 Dex, +4 natural), touch 
  13, fl at-footed 14
  Base Attack/Grapple: +4/+7
  Attack: Bite +7 melee (1d6+3)
  Full Attack: Bite +7 melee (1d6+3) and 2 
  claws +2 melee (1d4+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Ferocity, improved grab, rake 
  1d4+1
  Special Qualities: Darkvision 60 ft.
  Trakza are vicious hunters that prowl in 
  packs along brush and wooded areas, delighting 
  in hunting and killing for sport. Commonly called 
  “lizardhounds” by humans, trakza resemble 
  canines in their society and basic physiology. 
  However, their bodies are covered with large 
  plates, which become fi ner scales along their legs 
  and bellies. These scales are colored from brown 
  to dark green in dappled patterns that camoufl age 
  them in underbrush. Trakza have maws fi lled 
  with jagged teeth, and their eyes are small and 
  constantly moving, suggesting a readiness to spring 
  into action at the hint of a threat or potential meal.
  Packs gather piles of bones from their 
  victims in the centers of their territories, each 
  pile representing the strength of the current pack 
  leader. When a new pack leader is established, a 
  pack shifts its territory and scatters the old bone 
  pile. These piles often contain items belonging to 
  trakza victims, and more than one young warrior 
  has died trying to prove herself by recovering 
  valued items from trakza bone piles. 
  Saves: Fort +6, Ref +7, Will +1
  Abilities: Str 16, Dex 16, Con 14, Int 6, Wis 
  11, Cha 10
  Skills: Hide +4, Jump +12, Listen +2, Move 
  Silently +4, Spot +2
  Feats: Endurance, Run
  Environment: Temperate forests and plains
  Organization: Solitary or pack (4-16)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: 5-6 HD (Medium); 7-12 HD 
  (Large)
  Level Adjustment: +0 (cohort)
  Trakza are known for their hatred of dogs, 
  wolves, and other canines. Their usual cunning is 
  sometimes forgotten in the hunt for these enemies. 
  Trakza speak their own language, but can learn 
  others.
  Combat
  Trakza are aggressive and cunning hunters. 
  They are reasonable judges of when they are 
  outmatched, and they prefer to attack in packs. 
  Trakza are known to fake injuries to lure hunters 
  into traps, but do not retreat in battle until their 
  wounds are almost fatal.
  Ferocity (Ex): A trakza is such a tenacious 
  combatant that it continues to fi ght without penalty 
  even while disabled or dying.
  Improved Grab (Ex): To use this ability, a 
  trakza must hit a Large or smaller creature with its 
  bite attack. It can then attempt to start a grapple 
  as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake.
  Rake (Ex): Attack bonus +2 melee, damage 
  1d4+1.
  War Elk
  Large Animal
  Hit Dice: 6d8+30 (57 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares)
  Armor Class: 15 (-1 size, +2 Dex, +4 natural), 
  touch 11, fi at-footed 13
  Base Attack/Grapple: +4/+14
  Attack: Gore +9 melee (1d8+9)
  Full Attack: Gore +9 melee (1d8+9)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: —
  Special Qualities: Low-light vision, scent
  Saves: Fort +10, Ref +7, Will +3
  Abilities: Str 22, Dex 14, Con 20, Int 2, Wis 
  13, Cha 4
  Skills: Jump +10, Listen +8, Spot +7
  Feats: Alertness, Improved Bull Rush, Power 
  Attack
  Environment: Any land
  Organization: Solitary, pair, or herd (4-24)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 7-12 HD (Large)
  Level Adjustment: —
  
  77
  3
  Being astride an elk in combat may be the 
  last place any warrior would want to be. However, 
  in the case of the war elk, these animals are the 
  ideal for those who know how to handle and 
  Xenarthrax
  Large Animal
  Hit Dice: 5d8+25 (47 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares), burrow 5 ft.
  Armor Class: 18 (-1 size, +9 natural), touch 9, 
  fl at-footed 18
  Base Attack/Grapple: +3/+12
  Attack: Claw +7 melee (1d6+5)
  Full Attack: 2 claws +7 melee (1d6+5)
  Space/Reach: 10 ft/5 ft.
  Special Attacks: Constrict 1d6+5, improved 
  grab
  Xenarthraxes are large relatives of the 
  anteater with scaled bodies, beady eyes, and long-
  tube-like snouts. They feed on desert vermin and 
  other small creatures which it catches with its long, 
  fl exible tongue.
  Like some armadillos, xenarthraxes can roll 
  into a ball, in which they are highly protected 
  by their thick scales.  Xenarthraxes protect their 
  young in this manner, and can be trained to do the 
  same for those who train them as mounts.
  An adult xenarthrax grows 10 to 13 feet long 
  and weighs over 250 pounds.
  Combat
  Xenarthraxes 
  are 
  normally 
  peaceful 
  insectivores, but fi ght furiously if they or their herd 
  is threatened. Male xenarthraxes will attack foes, 
  grabbing and crushing attackers to hold them while 
  females and young fl ee (often burrowing into the 
  sand to escape). In extreme situations, xenarthraxes 
  will roll up into defensive balls (adults rolling up 
  around vulnerable youngsters) and remain that way 
  until predators fi nally give up and go away. They 
  may remain in this posture indefi nitely.
  Constrict (Ex): On a successful grapple 
  check, a xenarthrax deals ld6+5 points of damage.
  Improved Grab (Ex): To use this ability, a 
  xenarthrax must hit with a claw attack. It can 
  befriend them. Standing as high as seven 
  feet tall, with males sporting an enormous 
  rack of antlers, these steeds can tear apart other 
  horses if properly trained.
  Special Qualities: Defensive ball, low-light 
  vision
  Saves: Fort +9, Ref +4, Will +1
  Abilities: Str 20, Dex 10, Con 21, lnt 1, Wis 
  11, Cha 6
  Skills: Hide -2*, Listen +3, Spot +3
  Feats: Diehard, Endurance
  Environment: Warm desert
  Organization: Solitary or herd (5-10)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-10 HD (Large)
  Level Adjustment: —
  then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can constrict.
  Defensive Ball (Ex): As a standard action, a 
  xenarthrax can roll itself into a tight ball, protected 
  by its heavy scales. In this position it cannot move 
  or take any action, but its natural armor bonus 
  doubles (+18 for a typical xenarthrax) and it gains 
  damage reduction 5/bludgeoning, resistance to 
  cold 10 and fi re 10, and resistance to sonic 5.
  A trained xenarthrax can protect its rider 
  inside its defensive ball. The rider cannot take 
  any action either, but the xenarthrax must be killed 
  before the rider can be attacked.
  Skills: *Xenarthraxes have a +6 racial bonus 
  on Hide checks in desert terrain.
  Training a Xenarthrax
  Riding a xenarthrax requires an exotic 
  saddle. A xenarthrax can fi ght while carrying a 
  rider, but the rider cannot also attack unless he or 
  she succeeds on a Ride check. Young xenarthraxes 
  sell for as much as 1,000 gp. Professional trainers 
  charge at least 500 gp to rear or train a xenarthrax.
  Carrying Capacity: A light load for a 
  xenarthrax is up to 399 pounds; a medium load, 
  400-798 pounds; and a heavy load, 799-1,200 
  pounds. A xenarthrax can drag 6,000 pounds.
  
  78
  4
  Arvicol
  Large Animal
  Hit Dice: 6d8+18 (45 hp)
  Initiative: +7
  Speed: 30 ft (6 squares) , burrow 20 ft.
  Armor Class: 17 (-1 size, +3 Dex, +5 
  natural), touch 12, fl at-footed 14
  Base Attack/Grapple: +4/+13
  Attack: Bite +8 melee (2d6+5)
  Full Attack: Bite +8 melee (2d6+5) and 2 
  claws +3 melee (1d8+2)
  Space/Reach: 10 ft/5 ft
  Special Attacks: Rage
  Special Qualities: Low-light vision, scent
  Arvicols are large cousins of the vole. This 
  massive rodent has a blunt nose and short ears. Its 
  stout body is covered with sandy brown fur. White 
  stripes line either side of its head and underbelly.
  Living in large underground burrows, 
  arvicols live quiet lives on the prairie. An arvicol’s 
  fur is a sandy brown with white stripe on either 
  side of its head and long strips on either side of its 
  underbelly. It is playful with its own kind, making 
  chirping noises to communicate.
  Arvicols are troublesome to communities 
  living in the prairie. A small group of these 
  immense herbivores can wipe out a small 
  community’s crop in a week.
  Arvicols grow up to 12 feet long and weigh 
  as much as 1,500 pounds. An adult stands over 4 
  feet tall at the shoulder.
  Saves: Fort +8, Ref +8, Will +3
  Abilities: Str 20, Dex 17, Con 16, Int 2, Wis 
  12, Cha 3
  Skills: Listen +3, Spot +3, Survival +10*
  Feats: Alertness, Combat Refl exes, 
  Improved Initiative
  Environment: Temperate plains
  Organization: Solitary or pack (2-5)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 7-12 HD (Large), 13-18 HD 
  (Huge)
  Level Adjustment: —
  Combat
  Arvicols are generally peaceful and do not 
  initiate combat. They do show aggression when 
  they perceive a threat to their young, but prefer to 
  have a show of strength to deter attackers (rather 
  than initiate combat). However, once engaged in 
  combat and injured, they fl y into a blind rage.
  Rage (Ex): A arvicol that takes damage in 
  combat fl ies into a berserk rage on its next turn, 
  clawing and biting with wild abandon until either 
  it or its opponent is dead. It gains +4 to Strength, 
  +4 to Constitution, and -2 to Armor Class. The 
  creature cannot end its rage voluntarily.
  Skills: *Arvicols have a +4 racial bonus on 
  Survival checks when tracking by scent.
  Flora and Fauna
  Calderas: Large steep-sided basins created when volcanoes erupt, collapse, or do both. Though 
  rare, they are spectacular formations because the crater left behind is many times larger than the original 
  volcanic vent(s). When magma levels drop, the weight of the volcano is no longer supported by upfl owing 
  magma. If this pressure is not mitigated, the volcano collapses, forming a caldera. Sometimes the calderas 
  become lakes, other times they become fertile ground with mineral-rich volcanic soil.
  Meteor Craters: Craters made when a meteor or meteorite hits the Earth. They are circular bowl-
  like depressions with a steep rim that often rises higher than the plain. Meteor craters are huge, the largest 
  on Earth with a diameter of two miles and depth of 800 feet. Meteors do not have to be particularly large 
  compared to the crater they leave behind. What they lack in size and weight they make up in velocity. 
  The 70,000 ton meteorite that formed Meteor Crater in Arizona was traveling 29,960 mph, making a blast 
  equivalent to 20,000 tons of TNT. The impact devastated an area with a radius of 100 miles from the point 
  of impact. Geologically, meteor craters are distinct from volcanic-made craters in the presence of rare 
  forms of silica created under the high temperatures and pressures of impact.
  
  79
  4
  Brine Crust
  Salt fl ats are the harshest and most dangerous 
  part of the desert. Vast stretches of the surface are 
  encrusted with the mineral. The sunlight refl ects off 
  the crystalline whiteness, and the air is impossibly 
  dry. Few travelers dare to go through the salt fl ats, 
  but, sometimes, the salt fl ats come to them.
  Brine crust is a bizarre form of mobile, living 
  salt, possibly related to fungi. It is technically an 
  ooze, but it is dry and brittle to the touch. A patch 
  of brine crust consists of a large block of sandy, 
  gray-white salt about six inches thick, dotted with 
  bubbles and pockets of loose salt. It can move with 
  incredible swiftness, expanding outwards like a 
  fast-growing crystal.
  The typical brine crust measures 15 feet 
  across. It weighs about 5,000 pounds.
  Combat
  The primary attack of brine crust is its 
  desiccation ability, but it can also harass opponents 
  by bursting the bubbles in its body to fi re sudden 
  jets of salt out of the ground. These salt jets 
  pummel and abrade their target with chunks 
  of rock salt and dirt. Killing brine crust is very 
  diffi cult — sonic attacks and acid can permanently 
  destroy or dissolve a patch, but melee attacks will 
  only shatter the crust.
  Blindness (Ex): A creature struck by a salt 
  jet must make a DC 15 Refl ex save or be blinded 
  for ld4 rounds by salt in its eyes. The save DC is 
  Constitution-based.
  Desiccation (Su): The air around a patch 
  of brine crust is so dry, it leeches moisture and 
  vitality from the skin of creatures. Furthermore, 
  the fl akes of salt released by salt jets adhere to 
  fl esh, weighing victims down further. Any creature 
  within 10 feet of a brine crust takes one point of 
  Dexterity damage each round. Creatures engulfed 
  by the brine crust take ld4 points of Dexterity 
  damage each round. This damage can be removed 
  by drinking a day’s worth of water and scraping off 
  the encrusted salt.
  Engulf (Ex): Although it moves slowly, a 
  brine crust can simply mow down Large or smaller 
  creatures as a standard action. It cannot make a salt 
  jet attack during a round in which it engulfs. The 
  brine crust merely has to move over the opponents, 
  affecting as many as it can cover. Opponents 
  can make opportunity attacks against the brine 
  crust, but if they do so they are not entitled to a 
  saving throw. Those who do not attempt attacks 
  of opportunity must succeed on a DC 13 Refl ex 
  save or be engulfed; on a success, they are pushed 
  back or aside (opponent’s choice) as the brine crust 
  moves forward. Engulfed creatures are subject to 
  the brine crust’s desiccation, and are considered 
  to be grappled and trapped within its body. The 
  save DC is Strength-based and includes a +1 racial 
  bonus.
  Camoufl age (Ex): A brine crust can hide 
  under a thin layer of sand. It takes a DC 15 Spot 
  check to notice hidden brine crust. Brine crust 
  can stay camoufl aged even when moving, and 
  can try to move under a character within range. 
  If the character spots the moving crust, he gets an 
  attack of opportunity and the crust cannot move 
  underneath him. If he fails to spot the crust or 
  misses the attack, the crust positions itself beneath 
  him, and he may be engulfed by it when he moves.
  Reform (Ex): A brine crust slain by weapon 
  damage shatters and slowly reforms in 1d4 months.
  Huge Ooze
  Hit Dice: 6d10+27 (60 hp)
  Initiative: -5
  Speed: 20 ft. (4 squares)
  Armor Class: 5 (-2 size, -5 Dex, +2 
  natural), touch 3, fl at-footed 5
  Base Attack/Grapple: +4/+11
  Attack: Salt jet +3 ranged (ld6+l plus 
  blindness)
  Full Attack: 2 salt jets +3 ranged (ld6+l 
  plus blindness)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Blindness, desiccation, 
  engulf 
  Special Qualities: Blindsight 60 ft., 
  camoufl age, immunity to cold, electricity, and 
  fi re, ooze traits, reform, tremorsense 60 ft.
  Saves: Fort +4, Ref -3, Will -3
  Abilities: Str 9, Dex 1, Con 15, Int 1, Wis 
  13, Cha l
  Skills: —
  Feats: —
  Environment: Any desert (salt fl ats)
  Organization: Solitary
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 7-12 HD (Huge), 13-24 HD 
  (Gargantuan)
  Level Adjustment: —
  
  80
  4 Doombat
  Large Magical Beast
  Hit Dice: 6d10+18 (51 hp)
  Initiative: +6
  Speed: 10 ft. (2 squares), fl y 50 ft. (good)
  Armor Class: 19 (-1 size, +6 Dex, +4 
  natural), touch 15, fl at-footed 13
  Base Attack/Grapple: +6/+13
  Attack: Bite +10 melee (ld8+3)
  Full Attack: Bite +10 melee (ld8+3) and 
  tail slash +5 melee (1d6+1)
  Space/Reach: 10 ft./5 ft. (10 ft. with tail)
  Special Attacks: Shriek
  Special Qualities: Blindsight 120 ft.
  Saves: Fort +8, Ref +11, Will +3
  A doombat is a nocturnal hunter that 
  desires living fl esh to sustain it. The approach of 
  a doombat can be heard long before the creature 
  arrives on the scene, the yipping growing louder as 
  the doombat draws closer.
  A doombat is a large black bat with a 10-
  foot wingspan, though specimens with wingspans 
  reaching 25 feet have been reported.
  Combat
  Doombats attack any living thing they 
  encounter. They enter melee and attack with their 
  vicious bite and tail slash, yipping for the duration 
  of the fi ght.
  Shriek (Ex): When a doombat yips, all 
  creatures except other doombats within a 100-foot 
  spread must succeed on a DC 16 Will save or be 
  overcome with uneasiness (-1 penalty to attacks, 
  checks, and saves) for the duration of the yipping. 
  A doombat can yip continuously for 1d4+1 rounds. 
  Abilities: Str 17, Dex 22, Con 17, Int 2,Wis 
  12, Cha 6
  Skills: Listen +11*, Spot +10*
  Feats: Alertness, Flyby Attack, Weapon 
  Finesse
  Environment: Temperate and warm lands 
  and underground
  Organization: Solitary or colony (5-8)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 7-9 HD (Large); 10-18 HD 
  (Huge)
  Level Adjustment: —
  The doombat’s yipping is constant, and spellcasters 
  must succeed on a DC 16 Concentration check 
  whenever a spell is attempted. Whether or not the 
  save is successful, an affected creature is immune 
  to that doombat’s yipping for one day, though 
  spellcasters are still required to make a successful 
  Concentration check each time they attempt a 
  spell. The effect of several doombats yipping at 
  once is not cumulative. A doombat must wait 
  1d3 rounds before yipping again. The save DC is 
  Constitution-based.
  Blindsight (Ex): Doombats see by emitting 
  high-frequency sounds, inaudible to most other 
  creatures, that allow them to locate objects and 
  creatures within 120 feet. A silence spell negates this 
  ability and forces the doombat to rely on its weak 
  vision, which has a maximum range of 10 feet.
  Skills: Doombats have a +4 racial bonus on 
  Spot and Listen checks. *These bonuses are lost if 
  its blindsight is negated.
  Flora and Fauna
  Button beetles: Found in the Namib Desert, they excavate parallel furrows in the sand at right 
  angles to the direction of the wind. When the desert fog rolls in, the moisture is captured on the ridges of 
  the furrows and anxiously devoured by the beetles.
  Headstander beetles: Found in the Namib Desert, they perch on top of the dunes upside down with 
  their backs to the wind and their heads between their legs. In this position the desert fog condenses on 
  their carapaces and trickles into their mouth.
  
  81
  4
  Dust Digger
  Large Aberration
  Hit Dice: 4d8+4 (22 hp)
  Initiative: +0
  Speed: 10 ft. (2 squares)
  Armor Class: 16 (-1 size, +7 natural), touch 
  9, fl at-footed 16
  Base Attack/Grapple: +3/+10
  Attack: Tentacle +6 melee (ld6+3)
  Full Attack: 5 tentacles +6 melee (ld6+3)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Improved grab, sinkhole, 
  swallow whole
  Special Qualities: Darkvision 60 ft., earth 
  glide, tremorsense 60 ft.
  Dust diggers are nocturnal desert carnivores 
  that resemble 10-foot diameter sandy brown 
  starfi sh with fi ve 5-foot tentacles around a central 
  mouth. The dust digger’s mouth is lined with 
  many large razor-sharp teeth. The dust digger 
  spends most of its life buried under sand and dirt, 
  rarely moving above ground. A typical dust digger 
  weighs about 1,800 pounds.
  Combat
  A dust digger infl ates its body with air, buries 
  itself under a thin lair of sand or dirt, and waits 
  for its prey to pass nearby. When a living creature 
  walks over a dust digger, the creature defl ates 
  its body and folds its arms around the victim, 
  attempting to shove the prey into its mouth.
  Improved Grab (Ex): To use this ability, a 
  dust digger must hit with two of its tentacle attacks. 
  It can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and can 
  attempt to swallow the foe the following round.
  Sinkhole (Ex): As the dust digger defl ates its 
  body, it uses the shifting sand and dirt to slow its 
  prey’s escape. A creature within 5 feet of the dust 
  digger’s mouth when it defl ates its body is caught 
  in the sinkhole and can only move at one-half 
  speed. The creature must also succeed on a DC 13 
  Balance check to maintain its footing. If the save 
  fails, the creature falls and slides toward the dust 
  digger’s mouth.
  Saves: Fort +2, Ref +1, Will +4
  Abilities: Str 16, Dex 10, Con 13, Int 2, Wis 
  11, Cha 10
  Skills: Hide -1*, Listen +4, Spot +4
  Feats: Alertness, Weapon Focus (tentacle)
  Environment: Warm deserts
  Organization: Solitary, gang (4-8), or 
  colony (9-20)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8 HD (Large); 9-12 HD 
  (Huge)
  Level Adjustment: —
  On a successful save, the creature maintains 
  its footing, but must make another DC 13 Balance 
  check each round it remains in the shifting sand. 
  The check DCs are Constitution-based.
  Swallow Whole (Ex): A dust digger can try 
  to swallow a grabbed opponent of a smaller size 
  than itself by making a successful grapple check. 
  Once inside, the opponent takes 2d8+2 points of 
  crushing damage plus 6 points of acid damage per 
  round from the dust digger’s digestive juices. A 
  swallowed creature can cut its way out by using 
  a light slashing or piercing weapon to deal 25 
  points of damage to the gizzard (AC 20). Once 
  the creature exits, muscular action closes the hole; 
  another swallowed opponent must cut its own 
  way out. A Large dust digger’s gizzard can hold 1 
  Medium, 2 Small, 4 Tiny, or 8 Diminutive, or 16 
  Fine or smaller opponents.
  Earth Glide (Ex): A dust digger can glide 
  through stone, dirt, or almost any other sort of 
  earth except metal as easily as a fi sh swims through 
  water. Its burrowing leaves behind no tunnel or 
  hole, nor does it create any ripple or other signs 
  of its presence. A move earth spell cast on an area 
  containing a burrowing dust digger fl ings the dust 
  digger back 30 feet, stunning the creature for 1 
  round unless it succeeds on a DC 15 Fortitude save.
  Skills: *Dust diggers gain a +8 racial bonus 
  on Hide checks when in sand-covered terrain.
  
  82
  4
  Emberfolk
  Medium Elemental (Fire, Native)
  Hit Dice: 4d8+12 (30 hp)
  Initiative: +8
  Speed: 40 ft. (8 squares)
  Armor Class: 26 (+4 Dex, +12 natural), 
  touch 26, fl at-footed 22
  Base Attack/Grapple: +3/+3
  Attack: Slam +3 melee (1d8 and 1d6 fi re)
  Full Attack: Slam +3 melee (1d8 and 1d6 
  fi re)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Burning residue, engulf
  Special Qualities: Damage reduction 
  5/magic, darkvision 60 ft, elemental 
  traits, immunity to fi re, vulnerability to 
  cold,vulnerability to water
  Emberfolk are a variant of the common fi re 
  elemental. They are roughly humanoid-shaped 
  masses of fl ame that fl icker from one spot to the 
  next. Facial features and other fi ne details cannot 
  be discerned through the roiling fi re.
  Originally from the Elemental Plane of Fire, 
  a powerful deity brought them to the Material 
  Plane to serve as an army to one of his greatest 
  priests. Unfortunately for the emberfolk, the deity 
  worked powerful magic to tie them to the Material 
  Plane for eternity. These beings are now native to 
  the mortal world, and seek out the hottest deserts 
  and active volcanoes to form loose settlements 
  with others of their kind.
  A typical emberfolk is nearly 8 feet tall, but 
  weighs only 2 pounds. Emberfolk speak Ignan.
  Combat
  Emberfolk fl icker about their prey in combat. 
  Even their slightest touch can infl ict severe burns. 
  In some cases, emberfolk have been known to 
  engulf their foes to cause severe burns. In any case, 
  contact with emberfolk typically ignites anything 
  fl ammable.
  Burning Residue (Ex): Any melee hit by 
  an emberfolk deals an additional 1d6 points of 
  fi re damage and ignites combustibles if such 
  objects fail a DC 15 Refl ex save. The save DC is 
  Constitution-based.
  Engulf (Ex): Instead of a simple touch, an 
  emberfolk can choose to engulf its foe completely. 
  Doing this exacts a toll on the attacking emberfolk 
  but has devastating effects on the opponent. The 
  emberfolk can engulf an opponent of up to Small 
  size by making a grapple check. If successful, the 
  foe is engulfed and takes 2d6 points of fi re damage 
  each round the hold is maintained. The emberfolk 
  suffers 1d6 points of damage as it expends its life 
  force to use this ability.
  Saves: Fort +4, Ref +8, Will +1
  Abilities: Str 10, Dex 19, Con 16, lnt 14, 
  Wis 10, Cha 4
  Skills: Hide +12, Jump +3, Listen +7, Move 
  Silently +11, Search +6, Spot +7
  Feats: Dodge, Improved Initiative
  Environment: Warm desert and mountains
  Organization: Raiding party (3-4), outpost 
  (6-10), or settlement (20-30)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Always chaotic neutral
  Advancement: 5-8 HD (Medium); 9-12 HD 
  (Large)
  Level Adjustment: —
  
  83
  4
  Energy Scarab
  Medium Magical Beast
  Hit Dice: 5d10+15 (42 hp)
  Initiative: +1
  Speed: 20 ft. (4 squares)
  Armor Class: 18 (+1 Dex, +7 natural), 
  touch 11, fl at-footed 17
  Base Attack/Grapple: +5/+9
  Attack: Bite +6 melee (2d4+6)
  Full Attack: Bite +6 melee (2d4+6)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Energy ball attack
  Special Qualities: Darkvision 60 ft., 
  immunity to mind-affecting spells and 
  abilities, low-light vision, spell-catching
  Some believe that the sun is a vast ball of 
  fi re, pushed across the sky each day by a celestial 
  scarab. Certainly, earthly scarabs do gather and 
  push spheres of material across the sand. Ordinary 
  scarabs gather dung, but energy scarabs can 
  manipulate and gather the elemental energy that 
  dances on the surface of the sand. Sages are unsure 
  if the scarabs feed off the energy they gather, or 
  use it for some other purpose. Each scarab leaves 
  an area temporarily cleared of its particular energy 
  type in its wake. Scarabs can only collect energy 
  when moving.
  There are three varieties of energy scarab, 
  each of which collects a different type of energy 
  off the desert surface. Fire scarabs are the most 
  common, and gather heat energy. They push a 
  ball of fi re ahead of them on the sand, and leave a 
  cool zone behind them. This zone reheats quickly 
  during the day, but cunning travelers can avoid the 
  desert heat by shadowing fi re scarabs and staying 
  within the magically cooled area. Fire scarabs have 
  the Fire subtype.
  Lightning scarabs gather the electricity that 
  sparks on the crests of dunes, and push a roiling 
  ball of crackling plasma ahead of them. The 
  cleared zone of a lightning scarab is never struck 
  by natural lightning, and anyone within 20 feet 
  of the tail end of the scarab gains resistance to 
  electricity 10.
  The rarest scarabs are time scarabs, who 
  somehow gather temporal energy as they go. They 
  push an almost invisible ball that seems to warp 
  space as it goes. Anyone traveling directly behind 
  a time scarab ages at a much slower rate.
  An energy scarab measures 5 feet long and 
  weighs 200 pounds.
  Saves: Fort +6, Ref +2, Will +2
  Abilities: Str 18, Dex 12, Con 16, Int 1, Wis 
  8, Cha 3
  Skills: Spot +7
  Feats: Ability Focus (energy ball attack), 
  Iron Will
  Environment: Any deserts
  Organization: Solitary or procession (3-6)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-10 HD (Large)
  Level Adjustment: —
  Combat
  While energy scarabs can pinch with their 
  fearsome pincers, they can also use their gathered 
  balls of energy as a weapon.
  Energy Ball Attack (Su): An energy scarab 
  can direct its gathered ball of energy at any target 
  within 120 feet. On impact, the ball explodes in 
  a 20-foot-radius burst. Fire and lightning balls 
  infl ict fi re and electricity damage, respectively 
  (Refl ex DC 17 half), while anyone struck by a 
  time ball is slowed and ages slightly. The amount 
  of damage infl icted depends on how much energy 
  the scarab has gathered. Each round in which the 
  scarab moves, it gathers enough energy to infl ict 
  ld6 points of damage (or ld6 days of aging, for 
  time scarabs). A scarab cannot gather more dice 
  of energy than its hit dice (for example, a 5-HD 
  lightning scarab cannot fi re a lightning ball that 
  does more than 5d6 damage). When encountered, 
  a scarab generally has a fully charged energy ball 
  ready. The save DC is Constitution-based and 
  include a +2 bonus from its Ability Focus feat.
  Spell-Catching (Su): Energy scarabs can 
  automatically catch certain spells that target them or 
  any point within their reach, and gather the energy 
  of the spell. Fire scarabs can catch any spell with the 
  fi re descriptor, lightning scarabs can catch any spell 
  with the electricity descriptor, and time scarabs can 
  catch haste, slow, or time stop
  , or time stop
  , or
  . A spell caught by 
  a scarab is turned into a number of dice of energy 
  equal to the level of the spell. If that exceeds the 
  amount of energy which the scarab can gather, the 
  excess energy dissipates and cannot be used.
  
  84
  4
  Grimdeath Vulture
  Medium Magical Beast
  Hit Dice: 5d10+5 (32 hp)
  Initiative: +2
  Speed: 20 ft. (4 squares), fl y 60 ft. (good)
  Armor Class: 14 (+2 Dex, +2 natural), 
  touch 12, fl at-footed 12
  Base Attack/Grapple: +5/+6
  Attack: Claw +6 melee (1d4+1)
  Full Attack: 2 claws +6 melee (1d4+1) and 
  bite +4 melee (1d6)
  Space/Reach: 5 ft../5 ft.
  Special Attacks: Baleful presentation, fear 
  aura
  Special Qualities: Darkvision 60 ft., 
  immunity to death effects and disease, low-
  light vision, scent, silence
  Grimdeath vultures are horribly ugly birds 
  stand over fi ve feet tall, with wingspans measuring 
  just over 10 feet. Their bald heads are the color 
  of blood, their eyes are black as coal, and their 
  beaks are as hard as sharpened stone. Coarse black 
  feathers cover its entire body, except for the insides 
  of its wings, where blood-red iridescent feathers 
  that seem to glow like lava are sheathed.
  Despite its terrible appearance, the most 
  disturbing thing about a grimdeath vulture is its 
  preternatural silence. It glides effortlessly for 
  hours, riding thermal air currents without even 
  the sound of a fl apping feather in its wake. In fact, 
  legend claims that no victim of this silent terror 
  ever had a chance to scream before succumbing to 
  the infernal avian.
  Grimdeath 
  vultures 
  are 
  carnivorous 
  scavengers. Although their dietary preference 
  weighs heavily towards carrion, they hunt the 
  weak and the infi rm in leaner times. Although 
  vicious to their prey, they are extremely close 
  and communal with others of their own kind. Any 
  group encountered is usually an extended family. 
  They roost and also eat together, actually aiding 
  one another in ripping apart meat from carcasses. 
  They rarely communicate vocally; therefore, 
  sight and smell serve as the primary mediums of 
  communication.
  Grimdeath vultures do not speak, but 
  understand Common.
  Combat
  Grimdeaths lair in high perches, meticulously 
  scanning the landscape, waiting for something to 
  die to feast on it. However, when they discover 
  Saves: Fort +5, Ref +6, Will +2
  Abilities: Str 13, Dex 15, Con 13, Int 5, Wis 
  13, Cha 10
  Skills: Hide +8*, Listen +5, Spot +4, 
  Survival +4*
  Feats: Alertness, Multiattack
  Environment: Deserts, temperate plains, 
  and mountains
  Organization: Solitary, pair, or company 
  (2-6)
  Challenge Rating: 4
  Treasure: None
  Alignment: Usually neutral or neutral evil
  Advancement: 6-10 HD (Medium), 11-15 
  (Large)
  Level Adjustment: —
  sick, injured, or vulnerable prey, grimdeaths 
  transform from passive scavengers to tenacious 
  hunters, relying heavily on their exceptional sense 
  of smell. They activate their inherent silence to 
  conceal their approach and descend upon their 
  unsuspecting prey, preferring to attack as a unit 
  rather than individually. They use their fear auras 
  to paralyze as many victims as possible before 
  unleashing their baleful presentation to fi nish them 
  off. They use melee attacks only as a last resort, 
  and fl ee from overpowering foes.
  Baleful Presentation (Su): Once every 
  1d4 rounds, the grimdeath spreads its wings and 
  displays the iridescent red plumage underneath 
  to a selected victim. The plumage’s magic causes 
  the victim to envision his worst fear, potentially 
  resulting in death. This ability functions like the 
  phantasmal killer spell (caster level 8th), except 
  phantasmal killer spell (caster level 8th), except 
  phantasmal killer
  that the spell cannot be turned back upon the 
  grimdeath with a helm of telepathy. The target 
  fi rst must make a DC 14 Will save to recognize 
  the image as unreal. If that save fails, the phantasm 
  touches the subject, and the subject must succeed 
  on a DC 14 Fortitude save or die from fear. Even 
  if the Fortitude save is successful, the subject takes 
  3d6 points of damage. Grimdeaths are immune to 
  this effect.  The save DCs are Charisma-based and 
  includes a +2 racial bonus.
  Fear Aura (Su): A grimdeath continually 
  emanates a frightening aura. Any creature within 
  a 15-foot radius centered on the grimdeath must 
  succeed on a DC 12 Will save or be paralyzed with 
  fear for 2d4 rounds. A successful saving throw 
  immunizes a character to this effect for a period 
  of 24 hours or for the duration of the combat 
  
  85
  4
  whichever is shorter. Grimdeaths are immune to 
  this effect. The save DC is Charisma-based.
  Silence (Sp): A grimdeath is continually 
  surrounded by a silence effect (as the spell, centered 
  on itself, caster level 8th). It may dismiss or reactivate 
  this ability as a free action once per round.
  Grornil
  Large Magical Beast
  Hit Dice: 4d10+12 (34 hp)
  Initiative: +1
  Speed: 50 ft. (10 squares)
  Armor Class: 16 (-1 size, +1 Dex, +6 
  natural), touch 10, fl at-footed 15
  Base Attack/Grapple: +4/+12
  Attack: Hoof +7 melee (1d6+4)
  Full Attack: 2 hooves +7 melee (1d6+4) 
  and bite +2 melee (1d4+2)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Cone of cold
  Special Qualities: Darkvision 60 ft., low-
  light vision, resistance to cold 10, scent
  Grornils are ferocious horse-like creatures of 
  the tundra. Grornils resemble oversized Shetland 
  ponies in that they are as large as a typical 
  warhorse and of the same shape, but a thick pelt of 
  long hair covers their entire body. This hair even 
  covers their faces, leaving their eyes to appear 
  as little more than coals sunk into their heads. 
  This physiological feature, combined with their 
  magical nature, makes them usually resistant to 
  cold. Their long coats remain even after they enter 
  warmer climes, yet no one has ever reported them 
  to suffer any ill effects from temperate or even hot 
  environments.
  People of the tundra value the grornil as 
  mounts. Although training a grornil is a diffi cult 
  task, once trained they are loyal and mighty 
  mounts. Grornils are also attached to their arctic 
  home and are rarely seen outside the tundra. Any 
  that are have had their rider slain or have been 
  rustled away from their homes. Grornils taken 
  outside of the tundra often refuse to mate outside 
  their home habitat or their offspring refuse to be 
  trained by anyone other than people of the tundra 
  and have to be released.
  Combat
  Grornils gained notoriety among those who 
  saw them on the battlefi eld for being as ferocious 
  in a fi ght. They can bite and strike with their 
  hooves like a heavy warhorse. They also possess a 
  Saves: Fort +7, Ref +5, Will +2
  Abilities: Str 18, Dex 13, Con 17, Int 3, Wis 
  12, Cha 6
  Skills: Jump +12, Listen +5, Spot +4
  Feats: Dodge, Endurance
  Environment: Cold plains
  Organization: Herd (2-12)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8 HD (Large)
  Level Adjustment: —
  Skills: Grimdeath vultures have a +4 
  racial bonus to Hide checks. *At night or 
  in darkness, this racial Hide bonus doubles to +8. 
  *Grimdeaths have a +4 racial bonus on Survival 
  checks when tracking by scent.
  fearsome ability to summon the essence of cold in 
  which they were born and project it as a weapon. 
  Grornils suffer less from cold damage than most 
  other creatures, since they come from as frosty a 
  climate as any living creature can stand.
  Cone of Cold (Su): Three times per day, a 
  grornil can exhale the elemental cold of its native 
  habitat as a full-round action. This attack functions 
  like the cone of cold spell (caster level 4th; Refl ex 
   cone of cold spell (caster level 4th; Refl ex 
   cone of cold
  DC 15 half) except that the cone emanates from 
  the creature’s mouth. The save DC is Constitution-
  based.
  Training a Grornil
  Although intelligent, a grornil requires 
  training before it can bear a rider in combat. To 
  be trained, a grornil must have a friendly attitude 
  toward the trainer (this can be achieved through a 
  successful Diplomacy check). Training a friendly 
  grornil requires six weeks of work and a DC 25 
  Handle Animal check. Riding a grornil requires an 
  exotic saddle. A grornil can fi ght while carrying a 
  rider, but the rider cannot also attack unless he or 
  she succeeds on a Ride check. 
  Grornil young are worth 3,000 gp apiece 
  on the open market. Professional trainers charge 
  2,000 gp to rear or train a grornil.
  Carrying Capacity: A light load for a 
  grornil is up to 300 pounds; a medium load, 301-
  600 pounds; and a heavy load, 601-900 pounds.
  
  86
  4 Huskwitherer
  Medium Magical Beast
  Hit Dice: 4d10+12 (37 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares), fl y 60 ft. (poor)
  Armor Class: 18 (+2 Dex, +6 natural), 
  touch 12, fl at-footed 16
  Base Attack/Grapple: +4/+5
  Attack: Proboscis +6 melee touch 
  (dehydration) or bite +6 melee (1d4+1)
  Full Attack: 2 proboscises +6 melee touch 
  (dehydration) and bite +1 melee (1d4)
  Space/Reach: 5 ft/5 ft. (10 ft. with 
  proboscis)
  Special Attacks: Dehydration
  Special Qualities: Darkvision 60 ft., low-
  light vision, tremorsense 30 ft., watersense
  Aptly named, huskwitherers are deadly 
  desert beetles that can drain moisture with a touch, 
  leaving nothing but dessicated corpses behind. 
  Six-foot long with a shiny metallic green carapace, 
  these creatures subsist entirely on a liquid diet, 
  and it stores excess water in a reservoir within 
  its carapace. This makes huskwitherers desirable 
  targets of other desert predators and tribesman, 
  which view them as scuttling canteens.
  A huskwitherer measures 6 feet long 
  and weighs 220 pounds. Huskwitherers can 
  communicate with each other through clacking 
  their proboscises and fl itting their wings, but speak 
  no languages.
  Combat
  A huskwitherer generally bites only if hungry 
  (though it typically feeds only once per week or 
  so), or if attacked by an opponent that proves to 
  have no water in its form (such as a construct or 
  undead). The huskwitherer will fl y away from 
  a tough fi ght, lingering in the area to follow 
  wounded or well-hydrated prey. They are clumsy 
  fl iers, and rarely use their proboscises while in the 
  air. Once a huskwitherer has fi lled its reservoir, it 
  will fl y away, leaving frustrated travelers behind. 
  Huskwitherers are surprisingly intelligent, perhaps 
  even enough so to coordinate simple ambushes.
  A huskwitherer’s water reservoir can hold 
  2 gallons of water, plus 1 gallon for every HD of 
  the huskwitherer. (Thus, a 9-HD huskwitherer’s 
  reservoir holds up to 11 gallons.)
  Saves: Fort +7, Ref +6, Will +3
  Abilities: Str 13, Dex 14, Con 17, Int 4, Wis 
  14, Cha 5
  Skills: Hide +1*, Move Silently +3, Listen 
  +6, Spot +6, Survival +3*
  Feats: Alertness, Weapon Finesse
  Environment: Warm deserts
  Organization: Solitary, pair, cluster (3-5), 
  or swarm (6-11)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-7 HD (Medium); 8-12 HD 
  (Large)
  Level Adjustment: —
  Dehydration (Su): If a huskwitherer 
  succeeds on a touch attack with its proboscis, it 
  deals 1d6 points of nonlethal damage, draining 
  all water from any containers its target carries and 
  a portion from the target’s body itself. The target 
  immediately becomes fatigued due to dehydration, 
  and thereafter must make a Constitution check 
  each hour (DC 10, +1 for each previous check) 
  or take 1d6 additional points of nonlethal damage, 
  as if he were suffering from thirst. This damage 
  cannot be healed by any means until the victim 
  has consumed enough water to re-hydrate (see 
  “Starvation and Thirst,” DMG, Chapter 8).
  Nonliving creatures (such as undead or 
  constructs), or living creatures not composed at 
  least partially of water (e.g., earth elementals), are 
  immune to this ability.
  Watersense (Ex): A huskwitherer can sense 
  water within 300 feet, including water within the 
  bodies of living beings, and can track the passage 
  of water or water-containing beings as if it had the 
  scent ability.
  Skills: Huskwitherers have a -2 racial 
  penalty on Hide checks. *When a huskwitherer 
  lies in wait under the surface of the desert sand, 
  it gains a +6 circumstance bonus on Hide checks. 
  When tracking water by means of its watersense 
  ability, a huskwitherer has a +4 racial bonus on 
  Survival checks.
  
  87
  4
  Hyaenodon
  Large Animal
  Hit Dice: 7d8+21 (52 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares)
  Armor Class: 15 (-1size, +2 Dex, +4 
  natural), touch 11, fl at-footed 13
  Base Attack/Grapple: +5/+21
  Attack: Bite +13 melee (1d8+12)
  Full Attack: Bite +13 melee (1d8+12)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Improved grab, trip
  Special Qualities: Low-light vision, scent
  Saves: Fort +8, Ref +7, Will +6
  The snarling beast is a muscular quadruped 
  with high, sloping shoulders, a thick neck, heavy 
  jaws, matted pelt and glaring black eyes.
  Although many believe the hyaenodon to be 
  a larger, prehistoric version of the common hyena, 
  it is actually a creodont (which means “fl esh-
  tooth”), ancient predators with incredibly strong 
  jaws. Creodonts often use the noise of grinding 
  teeth for intimidation.
  A hyaenodon stands 4-1/2 feet tall at the 
  shoulder and is nearly 10 feet long from nose to 
  tail. It weighs over 500 pounds.
  Combat
  Hyaenodons will attack any apparently weak 
  or appetizing prey that enters their territory. If the 
  prey proves too strong, they will retreat rather than 
  taking losses, if possible.
  Abilities: Str 26, Dex 15, Con 17, Int 2, Wis 
  13, Cha 8
  Skills: Hide +0*, Jump +12, Listen +7, 
  Move Silently +4, Spot +7, Survival +3*
  Feats: Alertness, Power Attack, Weapon 
  Focus (bite)
  Environment: Warm desert, hills, and 
  plains
  Organization: Solitary or pack (3-12)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 8-21 HD (Large)
  Level Adjustment: —
  Improved Grab (Ex): To use this ability, 
  a hyaenodon must hit an opponent with its bite 
  attack. It can then attempt to start a grapple as a free 
  action without provoking attacks of opportunity. If 
  it wins the grapple check, it establishes a hold and 
  can trip.
  Trip (Ex): A hyaenodon that hits with its bite 
  attack can attempt to trip its opponent (+17 check 
  modifi er) as a free action without making a touch 
  attack or provoking an attack of opportunity. If the 
  attempt fails, the opponent cannot react to trip the 
  hyena.
  Skills: A hyaenodon has a +2 racial bonus 
  on Listen and Spot checks. *Hyaenodons have a 
  +2 racial bonus on Survival checks when tracking 
  by scent, and a +2 racial bonus on Hide checks in 
  areas of tall grass or heavy undergrowth.
  Flora and Fauna
  White sand deserts: White sand deserts derive from gypsum rather than silica, which gives sand 
  its typical coloring. Though gypsum (calcium sulphate) is a common mineral, white sand desert require 
  lots of gypsum concentrated in one area before they’ll develop. A combination of upheavals, erosion, 
  gypsumrich water, evaporation, and subsequent deposits of gypsum all led to the White Sands in New 
  Mexico. Lake Lucero’s surface has a crusty layer of glassy selenite crystals that powder when rubbed 
  between fi ngers. This is the source of the White Sands Desert as wind erodes the crystals and replenishes 
  the ever-moving white sands.
  
  88
  4 Iopi
  Large Magical Beast
  Hit Dice: 8d10+24 (68 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares)
  Armor Class: 16 (-1 size, +7 natural), touch 
  11, fl at-footed 16
  Base Attack/Grapple: +8/+16
  Attack: Claw +11 melee (2d4+4)
  Full Attack: 2 claws +11 melee (2d4+4)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: —
  Iopi are tall, bipedal mammals whose 
  hardiness and speed make them much desired 
  as cavalry mounts. They move about on their 
  strong, thick legs in a semi-erect posture, so that 
  a Medium humanoid can sit cradled between their 
  neck and back.
  Missile troops in particular like having 
  iopi as mounts because they sit high enough that 
  distances them from the fray of melee combat; 
  reaching an iopi’s rider with anything other than 
  polearms and longspears is diffi cult. The fact that 
  iopi go about on two legs also allows them to strike 
  with their claws without rearing up and making it 
  diffi cult for their rider to target a foe.
  Iopi cannot pull chariots because they are too 
  tall; anyone riding in the chariot would not able to 
  see directly in front of himself.
  Combat
  Iopi strike with their claws in melee combat 
  and do so without disrupting any attacks that their 
  riders may wish to perform.
  Special Qualities: Darkvision 60 ft., low-light 
  vision
  Saves: Fort +9, Ref +6, Will +2
  Abilities: Str 19, Dex 11, Con 16, Int 3, Wis 
  11, Cha 3
  Skills: Listen +7, Spot +8
  Feats: Alertness, Endurance, Power Attack
  Environment: Any hills and plains
  Organization: Solitary or herd (2-12)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 9-16 HD (Large)
  Level Adjustment: —
  Training an Iopi
  Although intelligent, an iopi requires training 
  before it can bear a rider in combat. To be trained, 
  an iopi must have a friendly attitude toward the 
  trainer (this can be achieved through a successful 
  Diplomacy check). Training a friendly iopi 
  requires six weeks of work and a DC 25 Handle 
  Animal check. Riding an iopi requires an exotic 
  saddle. An iopi can fi ght while carrying a rider, 
  but the rider cannot also attack unless he or she 
  succeeds on a Ride check. 
  Unlike most bipeds, an iopi can carry a rider of 
  the same size category due to its unusual physique.
  Iopi young are worth 4,000 gp apiece on the 
  open market. Professional trainers charge 2,500 gp 
  to rear or train an iopi.
  Carrying Capacity: A light load for an 
  iopi is up to 200 pounds; a medium load, 201-400 
  pounds; and a heavy load, 401-600 pounds.
  Kerossus
  Large Monstrous Humanoid
  Hit Dice: 6d8+6 (33 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 17 (-1 size, +1 Dex, +7 natural), 
  touch 10, fl at-footed 16
  Base Attack/Grapple: +6/+14 
  Attack: Morningstar +9 melee (1d8+4) or gore 
  +9 melee (1d8+4) 
  Full Attack: Morningstar +9/+4 melee 
  (1d8+4) and gore +4 melee (1d8+2) 
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Piercing horn, powerful 
  charge
  Special Qualities: Damage reduction 10/
  magic, darkvision 60 ft.
  Saves: Fort +3, Ref +6, Will +5
  Abilities: Str 19, Dex 13, Con 13, Int 8, Wis 
  11, Cha 9
  Skills: Intimidate +2, Listen +5, Spot +5
  Feats: Alertness, Improved Bull Rush, Power 
  Attack
  Environment: Warm plains
  Organization: Solitary, pack (2-8) or raiding 
  party (4-12, plus one 3rd-level fi ghter per four 
  kerossi and one 5th-level sorcerer)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: By character class
  Level Adjustment: +3
  
  89
  4
  Kerossi are a race of horned humanoids 
  with thick, leathery skin. With some relation to 
  rhinoceros, kerossi prefer to roam the grasslands. 
  They are naturally aggressive, and their intelligence 
  allows them strategic, military venue for their 
  natural aggression. A kerossus stands over 7 feet tall 
  and weighs 750-800 pounds. Kerossi speak Giant.
  Combat
  Kerossi enter combat with a thunderous 
  bellow and charge directly at their opponents, 
  attempting to gore them. Many kerossi also carry 
  weapons scavenged from former victims, favoring 
  crushing tools such as momingstars. When 
  operating in groups, the preferred tactic is a night 
  assault or ambush, striking quickly and retreating 
  into the tall grasses to regroup for another charge. 
  If there are spellcasters within a raiding party, they 
  use their magic to neutralize enemy spellcasters fi rst 
  and then any opponents using ranged weapons.
  Piercing Horn  (Ex): A wound from 
  a kerossus’s gore attack continues to bleed 
  after the injury was infl icted. Each wound bleeds 
  for 1 point of damage per round thereafter. Multiple 
  gore wounds result in cumulative bleeding loss 
  (two wounds deal 2 points of damage per round, 
  and so on). The bleeding can be stopped only by 
  a successful DC 15 Heal check or the application 
  of any cure spell or other healing spell (heal, mass 
  heal, and so on).
  Powerful Charge (Ex): A kerossus typically 
  begins a battle by charging at an opponent, 
  lowering its head to bring its mighty horns into 
  play. In addition to the normal benefi ts and hazards 
  of a charge, this allows the beast to make a single 
  gore attack with a +9 attack bonus that deals 3d8+6 
  points of damage.
  Kozar
  Medium Magical Beast
  Hit Dice: 6d10+12 (45 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares)
  Armor Class: 16 (+3 Dex, +3 natural), touch 
  13, fl at-footed 13
  Base Attack/Grapple:+6/+8
  Attack: Claw +8 melee (ld6+2)
  Full Attack: 2 claws +8 melee (ld6+2) and 
  beak +6 melee (ld6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Hypnotic fringe 
  Special Qualities: Burst of speed, darkvision 
  60 ft., low-light vision
  Kozars are predatory fl ightless birds that 
  roam the grasslands. Their feathers are plainly 
  colored except for their decorative fringe along the 
  ridge of their back, used to hypnotize their prey. 
  Running on two legs like an ostrich, kosars are 
  capable of great speed in pursuit of prey. Kozars 
  use their razor-sharp beak and clawed vestigial 
  wings to tear their prey apart. A kozar stands 7 feet 
  tall and weighs 300 pounds.
  Combat
  Relying on ambush tactics, the kozar waits in 
  the high grass of the plains, at the extreme range of 
  its hypnotic fringe. When a suitable victim passes 
  by, the kozar rears up, hypnotizes its prey, and 
  uses its burst of speed to close the distance within 
  seconds. When attacking, it simply runs up and 
  gouges its opponent with its claw and beak attacks. 
  A cunning hunter, the kozar always attacks those 
  not affected by its hypnotic fringe fi rst.
  Saves: Fort +7, Ref +8, Will +3
  Abilities: Str 15, Dex 16, Con 15, Int 2, Wis 
  12, Cha 6
  Skills: Hide +5, Listen +3, Move Silently +4, 
  Spot +5
  Feats: Ability Focus (hypnotic fringe), 
  Multiattack, Run
  Environment: Temperate plains
  Organization: Solitary
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 7-10 HD (Large)
  Level Adjustment: —
  Hypnotic Fringe  (Sp): Three times per day, 
  a kozar can display its colorful fringe, revealing 
  a swirling pattern of colors. This functions as a 
  hypnotic pattern spell (caster level 20th, 2d4+10 
  HD limit, 300 feet. Will DC 13 negates), except 
  that the duration is 5 rounds and does not require 
  concentration on the part of the kozar. The save 
  DC is Charisma-based.
  Burst Of  Speed (Ex): Once per day a kozar 
  can sprint, using its powerful hind legs to double 
  its base speed to 60 ft. While employing this 
  ability, the kozar can still charge or take a double 
  move—doubling this doubled movement to 120 
  ft.—or run, quadrupling it to 240 ft. This effect 
  lasts for 10 rounds. If the kozar stops moving at 
  any point during the burst of speed, the ability 
  ceases to function for the rest of the day.
  
  90
  4 Liger
  Large Animal
  Hit Dice: 8d8+24 (60 hp)
  Initiative: +3
  Speed: 40 ft. (8 squares)
  Armor Class: 15 (-1 size, +3 Dex, +3 
  natural), touch 12, fl at-footed 12
  Base Attack/Grapple: +6/+16
  Attack: Claw +12 melee (ld8+7)
  Full Attack: 2 claws +12 melee (ld8+7) and 
  bite +7 melee (2d6+3)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Improved grab, pounce, 
  rake ld6+3
  Special Qualities: Low-light vision, scent
  The elegant liger simultaneously appears 
  bizarre and exotic. Born from the mating of a female 
  tiger and a male lion, it shares many traits from both 
  species. Larger than both parents, the liger moves 
  with the speed and grace of the lion but ripples with 
  muscle. Its tawny fur has a slightly orange cast, with 
  dark striped bands going down its entire body. Males 
  grow a leonine mane, although much shorter than 
  those exhibited by full-blooded lions.
  Although naturally occurring, these animals 
  are exceedingly rare, appearing only where lions 
  and tigers share habitat. Far more often, these 
  creatures are born when other races intentionally 
  breed them. Thus, the majority of ligers are in 
  captivity, serving as novelties in circus acts, the 
  king’s zoo, or other exhibitions. Occasionally, 
  ligers escape or are released into the wild, 
  where they are more than capable of surviving 
  on their own. As one of the largest cat species, 
  they dominate their hunting grounds and run off 
  potential rivals.
  Only 1 in 10 ligers is fertile, but it can have 
  issue with other ligers, tigons, lions, and tigers. Those 
  mating with liger or tigon produce large animals 
  towards the upper end of the liger advancement 
  scale. Cubs born of a liger and a lion or tiger are 
  considered either a lion or tiger of exceptional size 
  (see respective advancement scales).
  Non-fertile males tend to be loners, driving off 
  any other cats in the area. Fertile males occasionally 
  establish a pride of lions, maintaining control until 
  advanced years due to their sheer size. Female ligers 
  rarely associate with other animals but occasionally 
  roam with lion prides for a time. Opportunistic 
  creatures, ligers eat fresh kills or carrion.
  Saves: Fort +9, Ref +9, Will +3
  Abilities: Str 24, Dex 16, Con 17, Int 2, Wis 
  12, Cha 6
  Skills: Balance +9, Climb +8, Hide +9*, 
  Jump +11, Listen +4, Move Silently +10, 
  Spot +4
  Feats: Alertness, Run, Stealthy
  Environment: Warm and temperate plains
  Organization: Solitary, pair, or pride (1 or 2 
  male ligers and 1d6 female lions)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 9-12 HD (Large)
  Level Adjustment: —
  Ligers are bred primarily in captivity by 
  humanoids endeavoring to use the great cats as 
  mounts. These powerful beasts strike fear into 
  the hearts of foes and lead to many exotic tales of 
  deadly mounted raiders.
  Ligers are excellent and deadly hunters and 
  can overpower very large game. Due to their size, 
  they experience no diffi culty taking down humans, 
  and they often evolve into man-eaters. An adult 
  male liger measures nearly 12 feet from tail to 
  nose and weighs over 1,000 pounds.
  Combat
  Despite their ferocious power, ligers rarely 
  attack in a rash, hasty manner. Hunting instinct 
  leads them to stalk their prey and attack from 
  behind whenever possible. It is possible provoke a 
  liger attack, but in the wild, it always attacks from 
  surprise.
  Improved Grab (Ex): To use this ability, a 
  liger must hit with a claw or bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake.
  Pounce (Ex): If a liger charges a foe, it can 
  make a full attack, including two rake attacks.
  Rake (Ex): Attack bonus +12 melee, damage 
  ld8+3.
  Skills: Ligers have a +4 racial bonus on 
  Balance, Hide, and Move Silently checks. *In 
  areas of tall grass or heavy undergrowth, the Hide 
  bonus improves to +8.
  
  91
  4
  Mawgriff
  Large Animal
  Hit Dice: 5d8+20 (42 hp) 
  Initiative: +1
  Speed: 60 ft. (12 squares)
  Armor Class: 15 (-1 size, +1 Dex, +5 
  natural), touch 10, fl at-footed 14
  Base Attack/Grapple: +3/+12 
  Attack: Hoof +7 melee (1d6+5) or gore +7 
  melee (1d8+5)
  Full Attack: 2 hooves +7 melee (1d6+5) 
  and bite +2 melee (2d4+2); or gore +7 
  melee (1d8+5) and bite +2 melee (2d4+2)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Powerful charge 2d8+10
  The mawgriff is a tall carnivorous equine 
  beast, somewhat like a giraffe in appearance. They 
  are partially domesticated; while many still remain 
  in the wild, they are increasingly being used as 
  powerful mounts, as their height makes them 
  an excellent place from which to attack ground 
  troops. In the wild, mawgriffs live in small packs, 
  using their scenting abilities and their speed to run 
  down prey. If hungry, they eat nearly any creature 
  smaller than themselves.
  Mawgriffs are often used in the hunt, as their 
  olfactory talents can be employed with a rider in 
  place. In addition to humans, several other races 
  employ the use of mawgriffs. Raiders ride them 
  to attack caravans and to track down victims that 
  attempt to escape while some societies trained them 
  to guard the perimeters of their cities from attack.
  Champions of both good and evil often 
  take mawgriffs as mounts.  A mawgriff makes an 
  excellent paladin’s special mount.
  An adult mawgriff stands at least 9 feet tall 
  and weighs over 3,000 pounds.
  Combat 
  In the wild, a mawgriff normally begins 
  combat with a powerful charge, and then follows 
  through with its hoof attacks in an effort to fl atten 
  its prey. In close melee, it uses its hooves and bite 
  attacks together. If it takes more than half its hit 
  points in damage, it attempts to fl ee and fi nd some 
  easier food.
  Special Qualities: Low-light vision, scent
  Saves: Fort +8, Ref +5, Will +2
  Abilities: Str 20, Dex 13, Con 19, Int 2, Wis 
  12, Cha 7
  Skills: Jump +19, Listen +6, Spot +6
  Feats: Alertness, Run
  Environment: Temperate plains
  Organization: Solitary or pack (2-8)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-7 HD (Large); 8-15 HD 
  (Huge)
  Level Adjustment: —
  Powerful Charge (Ex): A mawgriff deals 
  2d8+10 points of damage when it makes a charge.
  Training a Mawgriff 
  A mawgriff requires training before it can 
  bear a rider in combat.
  Training a mawgriff requires six weeks of 
  work and a DC 20 Handle Animal check. Riding a 
  mawgriff requires an exotic saddle. A mawgriff can 
  fi ght while carrying a rider, but the rider cannot also 
  attack unless he or she succeeds on a Ride check.
  Due to a mawgriff’s height, Medium or 
  smaller riders have diffi culty striking Medium or 
  smaller creatures on the ground without at least 
  a 10-foot reach. The same applies to Medium 
  or smaller creatures on the ground attacking a 
  mawgriff’s rider. Such a creature provokes attacks 
  of opportunity when attacking its opponent, due to 
  the distraction of reaching up or down.
  Carrying Capacity: A light load for a 
  mawgriff is up to 400 pounds; a medium load, 401-
  800 pounds; and a heavy load, 801-1,200 pounds. 
  A mawgriff can drag 6,000 pounds.
  
  92
  4
  Moddey Dhoo
  Medium Magical Beast
  Hit Dice: 4d10+8 (30 hp)
  Initiative: +2
  Speed: 50 ft. (10 squares)
  Armor Class: 19 (+2 Dex, +3 natural, +4 
  inertial armor), touch 12, fl at-footed 17
  Base Attack/Grapple: +4/+5
  Attack: Bite +5 melee (1d8+1)
  Full Attack: Bite +5 melee (1d8+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Evil eye, psi-like abilities
  Special Qualities: Darkvision 60 ft., 
  deathly silence, low-light vision
  A moddey dhoo is a quadruped hunter that 
  stalks crossroads for prey. Although it looks like a 
  large black dog with curly matted fur, its eyes are 
  abnormally large and glow a faint red.
  A moddey dhoo stands about 3 feet high at 
  the shoulder and weighs about 120 pounds
  Combat
  A moddey dhoo prefers to attack lone 
  travelers—preferably unarmed ones. When it 
  encounters a group, it either attempts to lure a single 
  victim away from its comrades or simply waits 
  until someone wanders off alone. Alternatively, it 
  may stalk a group until its members settle down for 
  the night, relying on its evil eye ability to remove 
  the threat of a lone guard.
  Saves: Fort +6, Ref +6, Will +1
  Abilities: Str 13, Dex 15, Con 14, Int 12, 
  Wis 10, Cha 17
  Skills: Hide +10, Intimidate +7, Jump +9, 
  Listen +6, Spot +6
  Feats: Power Attack, Skill Focus (Hide)
  Environment: Any land
  Organization: Solitary
  Challenge Rating: 4
  Treasure: None 
  Alignment: Always evil (any)
  Advancement: 5-6 HD (Large)
  Level Adjustment: +3
  Evil Eye (Su): At will, a moddey dhoo can 
  cast its dire gaze upon any single creature within 
  30 feet. The target must succeed on a DC 15 Will 
  save or be stunned for 1d4+1 rounds. The save DC 
  is Charisma-based.
  Psi-like Abilities: Always active—inertial 
  armor; at will—control light, far hand; 3/day—bite 
  of the wolf, ego whip (DC 15), mind thrust (DC 
  14), thought shield; 1/day—psionic dimension 
  door (DC 17). Manifester level 3rd. The save DCs 
  are Charisma-based.
  Deathly Silence (Ex): A moddey dhoo 
  always moves silently and cannot be heard with 
  Listen checks if it doesn’t wish to be.
  Mpisimbi
  Medium Magical Beast
  Hit Dice: 3d10+6 (22 hp)
  Initiative: +4
  Speed: 50 ft. (10 squares), climb 30 ft.
  Armor Class: 15 (+4 Dex, +1 natural), 
  touch 14, fl at-footed 11
  Base Attack/Grapple: +3/+6
  Attack: Claw +7 melee (1d4+3)
  Full Attack: 2 claws +7 melee (1d4+3) and 
  bite +2 melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Improved grab, pounce, 
  rake 1d4+1, trip
  Special Qualities: Darkvision 60 ft., low-
  light vision, scent, sprint
  Saves: Fort +5, Ref +7, Will +3
  Abilities: Str 16, Dex 19, Con 15, Int 5, Wis 
  14, Cha 7
  Skills: Balance +13, Climb +12, Hide +9*, 
  Jump +12, Listen +5, Move Silently +9, 
  Spot +5
  Feats: Alertness, Weapon Finesse
  Environment: Warm plains
  Organization: Solitary or pack (2-12)
  Challenge Rating: 4
  Treasure: None
  Alignment: Often neutral evil
  Advancement: 4-6 HD (Medium); 7-9 HD 
  (Large)
  Level Adjustment: —
  
  93
  4
  A mpisimbi (m-pih-SIHM-bee), or “leopard-
  hyena”, is a magical cross between a leopard, a 
  hyena, and a cheetah. They are also known as nsui-
  fi si (n-SOO-ee FEE-see).
  Mpisimbi resemble sickly yellow leopards 
  with splotchy black stripes, but this appearance 
  belies their true power. Mpisimbi are as fast as a 
  cheetah, as stealthy as a leopard, and as tricky as 
  a hyena. This combination of abilities makes them 
  more than a match for creatures twice their size.
  Mpisimbi are about 4 feet long and weigh 
  about 110 pounds.
  Combat
  A mpisimbi typically lies in wait, sprints 
  forward from hiding, and pounces on its foes. 
  First it attacks with its claws, attempting to trip the 
  target. Then it makes a bite attack, attempting to 
  get a grab or trying for another trip if the fi rst two 
  attempts failed. Finally, if it successfully grabs an 
  opponent, it follows up with rakes from  its rear 
  claws. If a victim can survive the initial on slaught, 
  the mpisimbi shows its cowardly nature, and 
  immediately attempts to retreat from the fi ght.
  Neofelix
  Large Animal
  Hit Dice: 7d8+28 (59 hp)
  Initiative: +7
  Speed: 40 ft (8 squares)
  Armor Class: 15 (-1 size, +3 Dex, +3 
  natural), touch 12, fl at-footed 12
  Base Attack/Grapple: +5/+13
  Attack: Claw +8 melee (1d8+4)
  Full Attack: 2 claws +8 melee (1d8+4) and 
  bite +3 melee (1d8+2)
  Space/Reach: 10 ft/5 ft
  Special Attacks: Improved grab, pounce, 
  rake 1d8+2
  Special Qualities: Low-light vision, scent
  Neofelixes are a breed of great cat that stalks 
  the grasslands. Their coats are orange-brown with 
  black stripes, and their build is strong and supple. 
  Their ears are large and pointed, like those of an 
  ocelot. Neofelix can exceed 10 feet long and weigh 
  from 500-700 pounds.
  Combat
  A neofelix attacks by running at prey, leaping 
  and clawing and biting as it rakes with its rear 
  claws.
  Improved Grab (Ex): To use this ability, 
  a neofelix must hit with a claw or bite attack. It 
  Improved Grab (Ex): To use this 
  ability, a mpisimbi must hit with a claw or 
  bite attack. It can then attempt to start a grapple 
  as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake.
  Pounce (Ex): If a mpisimbi charges a foe, it 
  can make a full attack, including two rake attacks.
  Rake (Ex): Atk bonus +7 melee, dam 1d4+1.
  Trip (Ex): A mpisimbi that hits with a claw 
  or bite attack can attempt to trip the opponent (+3 
  check modifi er) as a free action without making a 
  touch attack or provoking an attack of opportunity. 
  If the attempt fails, the opponent cannot react to 
  trip the mpisimbi.
  Sprint (Ex): Once per hour, a mpisimbi can 
  move ten times its normal speed (500 feet) when it 
  makes a charge.
  Skills: Mpisimbi have a +4 racial bonus on 
  Hide and Move Silently checks, and a +8 bonus on 
  Balance and Climb checks. A mpisimbi can always 
  choose to take 10 on Climb checks, even if rushed 
  or threatened. *In areas of tall grass or heavy 
  undergrowth, the Hide bonus improves to +8.
  Saves: Fort +9, Ref +8, Will +5
  Abilities: Str 18, Dex 17, Con 18, Int 2, Wis 
  16, Cha 12
  Skills: Balance +10*, Hide +6*, Jump +8, 
  Listen +5, Move Silently +11*, Spot +5
  Feats: Alertness, Combat Refl exes, 
  Improved Initiative
  Environment: Warm plains
  Organization: Solitary or pride (4-14)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 8-14 HD (Large), 15-21 HD 
  (Huge)
  Level Adjustment: —
  can then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can rake.
  Pounce (Ex): If a neofelix charges a foe, it 
  can make a full attack, including two rake attacks.
  Rake (Ex): Attack bonus +8 melee, damage 
  1d8+2.
  Skills: Neofelixes have a +4 racial bonus 
  on Balance, Hide, and Move Silently checks. *In 
  areas of tall grass or heavy undergrowth, the Hide 
  bonus improves to +8.
  
  94
  4 Ophidokolasis
  Medium Monstrous Humanoid 
  (Reptilian)
  Hit Dice: 3d8+3 (16 hp)
  Initiative: +3
  Speed: 40 ft. (8 squares)
  Armor Class: 23 (+3 Dex, +5 natural, +5 
  serpent mail), touch 13, fl at-footed 20
  Base Attack/Grapple: +3/+4
  Attack: Scimitar +4 melee (1d6+1/18-20) 
  or javelin +6 ranged (1d6+1)
  Full Attack: Scimitar +4 melee (1d6+1/18-
  20) and bite -1 melee (1d3 plus poison) and 
  claw -1 melee (1d3) and tail slap -1 melee 
  (1d6) or javelin +6 ranged (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Poison, spells
  Special Qualities: Darkvision 60 ft, keen 
  senses, scent
  Saves: Fort +2, Ref +6, Will +5
  Ophidokolassi are an ancient race of 
  serpentine humanoids who have recently begun 
  to surface again after being thought extinct for 
  several centuries. They move with fl uid grace, 
  more slender than elves yet taller than humans. 
  Their hide is deep green across the back with 
  striped red and orange markings, fading to a pale 
  yellow on the snout and abdomen.
  They are cruel, hateful, and vindictive beings, 
  enslaving other reptilian races and slaughtering or 
  enslaving the humanoid races they blame for their 
  empire’s downfall. The Ophidololasic Empire was 
  legendary for its craftsmanship of weapons and 
  armor, and even more so for its magical items. 
  Many surviving ophidokolassi carry on these 
  traditions to this day.
  An ophidokolasis stands about 7 feet tall 
  and weighs 175 pounds. Ophidokolassi speak 
  Common and Draconic.
  Combat
  Ophidokolassi are experts in warfare both 
  mundane and mystic. They prefer guerilla-style 
  tactics due to their small numbers, but they are 
  comfortable coordinating large-scale assaults 
  as well (often directing other dark races against 
  humanoids). Given a choice, ophidokolassi will 
  lay traps and ambush opponents, but they are not 
  likely to back down from a straight-up fi ght. Even 
  so, the serpent folk are far from stupid. They’ll 
  retreat if the odds aren’t in their favor and plan 
  vengeance for another time.
  Abilities: Str 12, Dex 17, Con 13, Int 15, 
  Wis 14, Cha 13
  Skills: Concentration +4 (+8 casting 
  defensively), Craft (alchemy) +5, Hide 
  +6, Jump +7, Listen +4, Move Silently 
  +8, Search +4, Spellcraft +6, Spot +4, Use 
  Magical Device +3
  Feats: Combat Casting, Combat Expertise
  Environment: Temperate deserts and 
  marshes
  Organization: Pair, squad (3-7), war band 
  (10-50 plus 1 3rd-level sergeant per 15 
  warriors and 1 commander of 4th to 6th 
  level), or clan (50-500 plus 1 3rd-level 
  sergeant per 15 adults, 1-2 commanders of 
  4th to 6th level, and 1 dire knight of 7th to 
  9th level)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: By character class
  Level Adjustment: +5
  Poison (Ex): Bite, Fortitude DC 12; initial 
  damage nauseated for 2d4+2 minute, secondary 
  damage none. The save DC is Constitution-based.
  Spells: An ophidokolasis can cast arcane 
  spells as a 3rd-level wizard.
  Typical Wizard Spells Prepared (4/3/2; save 
  Typical Wizard Spells Prepared (4/3/2; save 
  Typical Wizard Spells Prepared
  DC 13 + spell level): 0—daze, detect magic, ghost 
  sound, 
  sound, 
  sound read magic; 1st—hypnotism, magic missle, 
  ray of enfeeblement; 2nd—hypnotic pattern, 
  scorching ray.
  Keen Senses (Ex): An ophidokolasis sees 
  three times as well as a human in low-light 
  conditions and has darkvision to 60 feet.
  Skills: Ophidokolassi have a +2 racial bonus 
  on Move Silently and Spellcraft checks.
  Ophidokolasis Characters
  Most classed ophidokolassi encountered are 
  Ophidokolasis Characters
  Most classed ophidokolassi encountered are 
  Ophidokolasis Characters
  fi ghters and/or wizards, although the occasional 
  druid, rogue, or sorcerer is not uncommon. 
  Ophidokolasis characters have the following 
  racial traits.
  — +2 Strength, +6 Dexterity, +2 Constitution, +4 
  Intelligence, +4 Wisdom, +2 Charisma.
  — Medium size.
  — Space/Reach: 5 ft./5 ft.
  — An ophidokolasis’s base land speed is 40 feet.
  — Racial Hit Dice: An ophidokolasis begins 
  with three levels of monstrous humanoid, which 
  provide 3d8 Hit Dice, a base attack bonus of +3, 
  and base saving throw bonuses of Fort +1, Ref 
  +3, Will +3.
  
  95
  4
  Pyrolisk
  Small Magical Beast 
  Hit Dice: 4d10 (22 hp)
  Initiative: +3
  Speed: 20 ft. (4 squares), fl y 60 ft. (poor)
  Armor Class: 14 (+1 size, +3 Dex), touch 
  14, fl at-footed 11
  Base Attack/Grapple: +4/-2
  Attack: Bite +8 melee (ld4-2)
  Full Attack: Bite +8 melee (ld4-2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Confl agration gaze, 
  pyrotechnics
  Special Qualities: Darkvision 60 ft., 
  immunity to fi re, low-light vision
  The pyrolisk resembles a cockatrice and 
  is often mistaken as such (a DC 25 Spot check 
  can note the difference). The difference lies in 
  the coloration of its tail feathers and wings: the 
  pyrolisk has a single red feather in its tail and a 
  reddish tinge to its wings. Otherwise, it is identical 
  to the cockatrice in appearance.
  A pyrolisk weighs about 25 pounds.
  Combat
  The pyrolisk uses its gaze attack to ignite 
  those that are unaffected by the blinding fl ash of 
  its pyrotechnic ability. It is a fi erce combatant, 
  fi ghting until either it or its opponents are dead.
  Confl agration Gaze (Su): Burst into 
  fl ames for 4d8 points of fi re damage, range 30 
  feet; Fortitude DC 12 negates. The save DC is 
  Charisma-based.
  Pyrotechnics (Su): At will, a pyrolisk can 
  cause any fi re source within 30 feet to explode in a 
  blinding fl ash that affects all creatures within 300 
  feet that see it. Creatures viewing this explosion 
  must succeed on a DC 12 Will save or be blinded 
  for 1d4+1 rounds. This ability is similar to the 
  fi reworks version of the pyrotechnics spell. The 
  save DC is Charisma-based.
  Saves: Fort +4, Ref +7, Will +2
  Abilities: Str 6, Dex 17, Con 11, Int 4, Wis 
  13, Cha 10
  Skills: Listen +7, Spot +6
  Feats: Alertness, Dodge, Weapon Finesse B
  Environment: Any temperate and warm 
  land, and underground
  Organization: Solitary, fl ight (2-4), or fl ock 
  (6-13)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Always neutral evil
  Advancement: 5-7 HD (Small); 8-12 HD 
  (Medium)
  Level Adjustment: —
  — Racial Skills: An ophidokolasis’s monstrous 
  humanoid levels give it skill points equal to 6 x 
  (2 + Int modifi er, minimum 1). Its class skills are 
  Concentration, Craft, Hide, Jump, Listen, Move 
  Silently, Search, Spellcraft, Spot and Use Magical 
  Device. Ophidokolassi gain a +2 racial bonus on 
  Move Silently and Spellcraft checks.
  — Racial Feats: An ophidokolasis’s monstrous 
  human¬oid levels give it two feats.
  — 
  Weapon 
  and 
  Armor 
  Profi ciency: 
  An 
  ophidokolasis is automatically profi cient with 
  simple weapons, martial weapons, light armor and 
  medium armor.
  — +5 natural armor bonus.
  — Special Attacks (see above): Poison, spells.
  — Special Qualities (see above): Darkvision 60 ft., 
  keen senses, scent.
  — Automatic Languages: Common, Draconic.
  — Favored Class: Wizard.
  — Level Adjustment: +5
  Serpent Mail: Just one of the many 
  unique accomplishments of ophidokolasis 
  craftsmen, this masterwork armor is made from 
  the skins of great serpents bred specially for this 
  purpose. While not magical, serpent mail is treated 
  with magical processes during its making. It protects 
  the wearer like a suit of chain mail, yet hampers only 
  as about much as the leather armor it more closely 
  resembles (it is considered light armor).
  Every ophidokolasis warrior receives a suit 
  of this armor upon reaching the age of majority, 
  and none among the serpentfolk would ever part 
  willingly with it. Serpent mail will fi t a non-
  ophidokolasis only with major modifi cations 
  (costing at least 100 gp). This requires a successful 
  DC 25 Craft (armorsmithing) check, and only 
  someone with at least 5 ranks in each of Craft 
  (armorsmithing) and Craft (leatherworking) skills 
  can attempt such alterations.
  Serpent Mail: light armor; AC bonus +5; 
  Max Dex +5; Check Penalty 0; Arcane Failure 
  10%; Weight 25lb.
  
  96
  4 Sandswimmer Swarm
  Diminutive Magical Beast (Swarm)
  Hit Dice: 6d10+6 (39 hp)
  Initiative: +8
  Speed: 30 ft. (6 squares), burrow 40 ft.
  Armor Class: 18 (+4 size, +4 Dex), touch 
  18, fl at-footed 14
  Base Attack/Grapple: +6/—
  Attack: Swarm (2d6)
  Full Attack: Swarm (2d6)
  Space/Reach: 10 ft/0 ft.
  Special Attacks: Distraction
  Special Qualities: Blindsense 30 ft., 
  darkvision 60 ft., immunity to weapon 
  damage, sand swimming, swarm traits, 
  tremorsense 120 ft.
  These geckolike creatures appear harmless 
  enough, but they are fearless predators that can 
  take down creatures far larger than themselves.
  A single sandswimmer is about 9 inches long 
  and weighs one-fourth of a pound.
  Combat
  Sandswimmeres’ streamlined bodies are 
  extremely well adapted to burrowing beneath 
  sand. They travel in swarms of well over 1,000 
  individuals, attacking any prey they encounter. A 
  successful DC 18 Spot check or a DC 18 Survival 
  check is required to see the sand displacement 
  caused by an approaching school; characters who 
  have at least 5 ranks in Knowledge (nature) gain a 
  +2 synergy bonus on the check.
  Sandswimmer have no interest in treasure. 
  Some desert nomads have become experts in 
  following these schools and plundering the riches 
  remaining after caravans or small groups are 
  attacked and stripped bare, leaving their valuables 
  lying in the bloodied sand.
  Saves: Fort +6, Ref +9, Will +3
  Abilities: Str 3, Dex 18, Con 12, Int 1, Wis 
  12, Cha 5
  Skills: Hide +12, Jump +14, Listen +6, Spot 
  +6
  Feats: Alertness, Improved Initiative, Skill 
  Focus (Jump)
  Environment: Warm desert
  Organization: Solitary, side (2-4 swarms), 
  school (5-8 swarms)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: —
  Level Adjustment: —
  A sandswimmer swarm deals 2d6 points of 
  damage to any creature whose space it occupies at 
  the end of its move.
  Distraction (Ex): Any creature that begins its 
  turn with a sandswimmer swarm in its space must 
  succeed at a DC 14 Fortitude save or be nauseated 
  for 1 round. The save DC is Constitution-based.
  Sand Swimming (Ex): Sandswimmer can 
  swim through sand as fi sh swim through water. 
  This ability does not allow them to move through 
  solid rock or even loosely compacted soil. They are 
  not subject to suffocation while sand swimming 
  and have an effective burrow speed of 40 feet. 
  They can use the run action while sand swimming, 
  provided they move in a straight line.
  Skills: Sandswimmer have a +4 racial bonus 
  on Jump checks. They use their Dexterity modifi er 
  instead of their Strength modifi er for Jump checks.
  Melon cactus: This new world cactus looks like a green bulbous melon with a thimble on top. The 
  fi rst years of growth are a fl eshy, green stalk with spikes. It then grows a brown fuzzy cap that resembles 
  a fez or a thimble. The brown cap, up to three feet tall, is covered with buds and small supple spines that 
  turn into downy fl eece. The green stem soaks up water to feed the cap, the buds fl ower and bear fruit at 
  night, while the fl eece protects the fl orets from dehydration.
  Flora and Fauna
  
  97
  4
  Scythe Horn
  Large Magical Beast
  Hit Dice: 7d10+21 (59 hp)
  Initiative: +0
  Speed: 40 ft. (8 squares)
  Armor Class: 17 (-1 size, +8 natural), touch 
  9, fl at-footed 17
  Base Attack/Grapple: +7/+17
  Attack: Butt +10 melee (1d8+6) or horn-
  slash +10 melee (2d6+6)
  Full Attack: Butt +10 melee (1d8+6) or 
  horn-slash +10 melee (2d6+6)
  Space/Reach: 10 ft/5 ft.
  Special Attacks: Stampede
  Special Qualities: Darkvision 60 ft., low-
  light vision, Scent
  Scythe horns are bison-like creatures with 
  thick, brownish-black fur, longer in the front 
  around its neck than on the rear. Its legs are short 
  and thick and its black hooves are circular in 
  shape. Scythe horns are year-round grazers found 
  in moderate to cold climates where they exist 
  primarily on a diet of grasses, roots, and similar 
  vegetation. The average scythe horn consumes 
  2% of its body mass in food each day. The typical 
  scythe horn spends 60% of its day resting, 30% of 
  its day eating, and 10% of its day moving.
  Scythe horns are herd animals and most 
  encounters are with a herd. When traveling, scythe 
  horns form a straight line, with the strongest male 
  (or bull) at the front of the herd. Similarly, the 
  next strongest bull takes its spot at the rear of the 
  herd. Young are always kept in the middle with the 
  females in front of and behind the calves. If the 
  herd is attacked, the female scythe horns (cows) 
  move to encircle the young, while the bulls move 
  to confront the threat.
  During winter months when ice and 
  snow cover the ground, scythe horns generally 
  congregate near water sources such as lakes or 
  streams, where the ground may give easier access 
  to the vegetation they need to survive. Also, during 
  the winter months, scythe horns  either obtain 
  water from such streams or crush snow and ice 
  between their fl attened teeth.
  Saves: Fort +8, Ref +5, Will +4
  Abilities: Str 22, Dex 10, Con 17, Int 2, Wis 
  11, Cha 4
  Skills: Jump +10, Listen +7, Spot +7, Swim 
  +14
  Feats: Alertness, Iron Will, Power Attack
  Environment: Temperate hills and plains
  Organization: Solitary or herd (6-30)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 8-10 HD (Large)
  Level Adjustment: —
  Scythe horns are 10 to 13 feet long and stand 
  5 to 6 feet tall at the shoulders. The average scythe 
  horn weighs 2,000 to 2,500 pounds.
  Scythe horns are often hunted by humanoids 
  for their fur, hide (which can be crafted into hide 
  armor), and meat.
  Combat
  Scythe horns are highly territorial and move 
  to engage any creature that comes within their 
  area. They are generally passive creatures but 
  become highly aggressive if their young or the 
  herd is threatened. An enraged scythe horn butts or 
  slashes with its scythe-like horns. If startled, a herd 
  generally fl ees, starting a stampede in the process.
  Stampede (Ex): A frightened herd of scythe 
  horns fl ees as a group in a random direction (but 
  always away from the perceived source of danger). 
  They literally run over anything of size Large or 
  smaller that gets in their way, dealing 1d12 points 
  of damage for each fi ve scythe horns in the herd 
  (Refl ex DC 19 half). The save DC is Strength-
  based.
  Skills: Scythe horns have a +8 racial bonus 
  on Swim checks.
  Scimitar Horn
  A relative of the scythe horn, the scimitar 
  horn is found only in cold plains and hills. They 
  use the same statistics for the scythe horn, but have 
  no butt attack, and attack only by slashing with 
  their scimitar-like horns.
  
  98
  4 Stench Kow
  Large Magical Beast (Extraplanar)
  Hit Dice: 3d10+9 (25 hp)
  Initiative: +0
  Speed: 40 ft. (8 squares)
  Armor Class: 17 (-l size, +8 natural), touch 9, 
  fl at-footed 17
  Base Attack/Grapple: +3/+11
  Attack: Butt +6 melee (2d4+6)
  Full Attack: Butt +6 melee (2d4+6)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Powerful charge, stench, 
  trample 2d4+6
  Special Qualities: Darkvision 60 ft., Immunity 
  to cold, fi re, and poison
  Stench kow are the cattle of the lower planes. 
  Found mainly in the Hells, stench kows are a race 
  of bison-like creatures, not unlike the normal cattle 
  found on the Material Plane. They are used as food 
  by the denizens of the lower planes and are often 
  found in large herds wandering the wastelands of 
  the nether regions. A stench kow resembles a bison 
  with a hunched back, long downward curving horns, 
  and grotesque facial features. Its fur is orange or 
  brown in color and mottled green throughout.
  A stench kow stands more than 6 feet tall at 
  the shoulder and is 9 to 12 feet long. It weigh 1,800 
  to 2,400 pounds. 
  Combat
  Stench kine attack only if threatened, if the 
  herd is threatened, or if the young calves are in 
  danger. A stench kow attacks by charging and 
  trampling or butting its opponents.
  Saves: Fort +8, Ref +3, Will +2
  Abilities: Str 18, Dex 10, Con 17, Int 2, Wis 
  12, Cha 4
  Skills: Jump +8, Listen +6, Spot +6
  Feats: Alertness, Great Fortitude
  Environment: Any evil-aligned plane
  Organization: Herd (15-60 plus 50% 
  noncombatant young and one 6 HD bull per 5 
  female adults)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 4-6 HD (Large); 7-9 (Huge)
  Level Adjustment: —
  Powerful Charge (Ex): When a stench 
  kow charges, its butt attack deals 4d4+8 points of 
  damage.
  Stench (Ex): A stench kow exudes a foul 
  body odor. Living creatures within a 5-foot 
  radius must succeed on a DC 15 Fortitude save 
  or be nauseated for as long as they remain in the 
  area. A creature that successfully saves cannot be 
  affected again by the same stench kow’s stench 
  for 24 hours. A delay poison or neutralize poison 
  spell removes the effect from a nauseated creature. 
  Creatures with immunity to poison are unaffected, 
  and creatures resistant to poison receive their 
  normal bonus on their saving throws. The save DC 
  is Constitution-based.
  Trample (Ex): Refl ex DC 15 half. The save 
  DC is Strength-based.
  Tisra Chitraka
  Medium Magical Beast
  Hit Dice: 6d10+18 (51 hp)
  Initiative: +10
  Speed: 60 ft. (10 squares)
  Armor Class: 19 (+6 Dex, +3 natural), touch 
  16, fl at-footed 13
  Base Attack/Grapple: +6/+9
  Attack: Bite +12 melee (2d4+3)
  Full Attack: Bite +12 melee (2d4+3) and 2 
  claws +7 melee (1d4+1)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Pounce, rake 1d4+1, spell-
  like abilities
  Special Qualities: Darkvision 60 ft., 
  indomitable, low-light vision, scent, sprint
  Saves: Fort +8, Ref +11, Will +3
  Abilities: Str 16, Dex 23, Con 16, Int 9, Wis 
  12, Cha 15
  Skills: Hide +13, Jump +23, Listen +5, Move 
  Silently +12, Spot +5, Survival +4
  Feats: Alertness, Improved Initiative, Weapon 
  Finesse
  Environment: Warm or temperate plains
  Organization: Solitary, pair, family (3-6), or 
  pride (7-20)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Always chaotic good
  Advancement: 7-15 HD (Medium); 16-18 HD 
  (Large)
  Level Adjustment: +5 (cohort)
  
  99
  4
  Tisra chitrakas are magical cheetahs that 
  roam the plains, hunting prey and doing battle 
  with evil creatures, particularly evil felines. 
  Their fur shimmers with a silvery sheen and on 
  their forehead is what looks like a strange third 
  violet eye, an odd-looking triangular organ. Sages 
  believe that the mysterious “third eye” that they 
  possess grants them their mystical powers.
  Like other cheetahs, tisra chitrakas are3 to 
  5 feet long and weigh 110 to 130 pounds. Tisra 
  chitrakas speak Sylvan.
  Combat
  Tisra chitrakas use their speed and hunting 
  skills to surprise enemies. They eschew the 
  use of their spell-like abilities against ordinary 
  animals — no one is sure of the reasons for this, 
  but some scholars believe that this is because 
  these intelligent cheetahs simply consider such 
  advantages unsporting.
  Pounce (Ex): If a tisra chitraka 
  charges a foe, it can make a full attack, 
  including two rake attacks.
  Rake (Ex): Attack bonus +7, damage 1d4+1.
  Spell-Like Abilities: At will—freedom 
  At will—freedom 
  At will—
  of movement, see invisibility; 3/day—blur, hold 
  monster (DC 17); 1/day—
  monster (DC 17); 1/day—
  monster
  haste. Caster level 9th. 
  The save DCs are Charisma-based.
  Indomitable (Ex): Pearl cheetahs are immune 
  to charm or compulsion spells and effects.
  Sprint (Ex): Once per hour, a tisra chitraka 
  can move at ten times its normal speed (600 feet) 
  when it makes a charge.
  Skills: Tisra chitrakas have a +2 racial bonus 
  on Hide and Survival checks, a +4 racial bonus on 
  Move Silently checks, and a +8 racial bonus on 
  Jump checks.
  Vohrahn
  Medium Undead
  Hit Dice: 4d12 (26 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares)
  Armor Class: 15 (+5 natural), touch 10, fl at-
  footed 15
  Base Attack/Grapple: +2/+6
  Attack: Claw +6 melee (1d6+4 plus cursed 
  touch)
  Full Attack: 2 claws +6 melee (1d6+4 plus 
  cursed touch)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Cursed touch, tainted passion
  Special Qualities: Damage reduction 10/
  magic or silver, darkvision 60 ft., fast healing 
  3, undead traits
  Saves: Fort +1, Ref +1, Will +6
  Abilities: Str 18, Dex 10, Con —, Int 7, Wis 
  10, Cha 12
  Skills: Climb +4, Hide +2, Intimidate +4, 
  Listen +2, Move Silently +2, Spot +4
  Feats: Iron Will, Power Attack
  Environment: Any
  Organization: Solitary or squad (3-5)
  Challenge Rating: 4
  Treasure: None
  Alignment: Usually chaotic evil
  Advancement: 5-9 HD (Medium)
  Level Adjustment: —
  Created by spellcasters by binding dead 
  spirits to the bodies of recently-slain warriors, 
  vohrahn are lost souls trapped within corpses, 
  whose distress over their predicament only 
  furthers their masters’ goals.
  A vohrahn’s host body appears as it did at the 
  time of death, with whatever injuries that killed 
  it still present. Upon animation, however, the 
  vohrahn’s hands grow sharp talons, and its eyes 
  glow a fi ery orange. A vohrahn’s movements are 
  swift, but also jerky and awkward–the result of the 
  spirit’s unfamiliarity with the host body, as well as 
  the body’s injuries and decomposition.
  A vohrahn feels no pain, and is completely 
  subject to its master’s will. Most despair of ever 
  being free, and show no resistance. Rarely, a 
  vohrahn’s trapped spirit will maintain its self-
  identity and fi ght for control of the body, but such 
  efforts are ultimately futile.
  When a vohrahn is destroyed, the magic 
  binding its spirit is shattered, allowing the spirit 
  to escape. A peaceful spirit may depart from a 
  vohrahn’s eyes in a wisp of vapor, sending the 
  body toppling to the ground. Other spirits escape 
  more violently, causing their host bodies to burst 
  into fl ame and disintegrate into green smoke.
  Combat
  Vohrahn rarely wield weapons, preferring to 
  rend opponents with their claws. They are usually 
  encountered in groups, sent on whatever missions 
  their creators demand.
  
  100
  Cursed Touch (Su): Any creature that 
  suffers damage from a vohrahn’s claws 
  must succeed on a DC 13 Will save or suffer 
  a -4 morale penalty on all attack rolls, saving 
  throws, ability checks, and skill checks for 1d4 
  days. Whether or not the save is successful, an 
  affected creature cannot be affected again by that 
  vohrahn’s cursed touch for 24 hours. Dispel evil or 
  remove curse eliminates the effect. The save DC is 
  Charisma-based.
  Tainted Passion (Su): Every vohrahn 
  contains the soul of a dead being who was at peace 
  before its entrapment. The spirit’s passionate 
  desire to return to death is converted by the 
  vohrahn’s animating magic into violent power, 
  but the power’s nature depends upon the nature of 
  the spirit. All vohrahn have one of the following 
  abilities. All save DCs are Charisma-based.
  Burning Fury: Vohrahn who rage over their 
  entrapment can set their opponents on fi re. When 
  the vohrahn hits with its claw attack, its opponent 
  must succeed on a DC 13 Refl ex save or catch fi re, 
  taking 1d6 points of fi re damage on its next turn. The 
  fl ames burn for 1d4 rounds, or until extinguished. 
  Each round, the burning creature must make another 
  Refl ex save. Failure means he takes another 1d6 
  points of fi re damage that round. Success means 
  that the fi re has been put out. A character on fi re 
  may automatically extinguish the fl ames by jumping 
  into enough water to douse himself. If no body of 
  water is at hand, rolling on the ground or smothering 
  the fi re with cloaks or the like permits the character 
  another save with a +4 bonus.
  Icy Steadfastness: A vohrahn who focuses 
  all its will toward resisting its master develops a 
  coating of frost, and deals an extra 1d4 points of 
  cold damage to opponents hit by its claw attack.
  Shield of Vigilance: A vohrahn who feels a 
  sense of duty to obey its master until its mission 
  is complete is protected by a magic circle against 
  good (caster level 10th). The circle can be 
  good (caster level 10th). The circle can be 
  good
  dispelled, but the vohrahn may create it again on 
  its next turn as a free action.
  Spirit of Undeath: After decades or centuries 
  of existence, the vohrahn’s animating magics have 
  worn a hole between the realms of life and death. 
  The vohrahn’s passion is gone, but its power 
  causes creatures slain by its claw attacks to rise 
  as zombies under the vohrahn’s control after 1d4 
  rounds. They do not possess any of the abilities 
  they had in life. A vohrahn with 7 or more HD can 
  raise creatures as wights, instead.
  4
  Vicious 
  Render: 
  The 
  vohrahn 
  fi nds 
  satisfaction in taking out its anger on the living. 
  When the vohrahn hits with both claw attacks, 
  it latches onto its opponent’s body and tears the 
  fl esh. This attack automatically deals an extra 
  2d6+6 points of damage.
  Wail of Despair: The vohrahn, whose spirit 
  despairs of being freed, can let out a howl, paralyzing 
  all creatures within 30 feet for 1d4 rounds (Will DC 
  13 negates). Whether or not its save is successful, a 
  creature cannot be affected again by that vohrahn’s 
  wail for 24 hours. This is a sonic, necromantic, 
  mind-affecting compulsion effect.
  Bind Vohrahn
  Necromancy [Evil]
  Level: Clr 7, Sor/Wiz 7
  Components: V, S, M
  Casting Time: 1 hour
  Range: Close (25 ft. + 5 ft./2 levels)
  Target: Up to four humanoid corpses
  Duration: Instantaneous
  Saving Throw: None; see text
  Spell Resistance: No
  The caster calls recently-deceased spirits 
  from the realms of the dead, forcing them into 
  nearby corpses which rise and become vohrahn. 
  The spirits’ desire to rest again is converted into 
  magical energy by the spell, granting the vohrahn 
  additional power.
  This spell creates up to four vohrahn, who 
  follow commands as if controlled by animate dead. 
  The vohrahn are self-aware, however, and may 
  be able to subvert their creator’s commands by 
  following the letter, but not the spirit, of an order. 
  A vohrahn who wishes to subvert a command can 
  make a Will save. Success means that it retains 
  enough free will to twist the command’s wording, 
  while failure means it cannot try again for another 
  week.
  This spell must be cast within 300 feet of the 
  site of a recent (1d8 weeks past) humanoid death 
  or burial. The spell cannot create more vohrahn 
  than the number of recent deaths. For this reason, 
  bind vohrahn is usually cast in graveyards or at the 
  sites of battles.
  Material Component: The spell must be cast 
  on a dead humanoid body, and the caster must 
  sprinkle a powder made of mandrake root, ground 
  black onyx, and silver dust over each body to be 
  animated. The powder is worth 200 gp.
  
  101
  4
  Wasp Warrior
  Large Monstrous Humanoid
  Hit Dice: 6d8+12 (39 hp)
  Initiative: +1
  Speed: 40 ft. (8 squares), fl y 80 ft. (good)
  Armor Class: 17 (-1 size, +1 Dex, +7 natural), 
  touch 10, fl at-footed 16
  Base Attack/Grapple: +6/+15
  Attack: Glaive +10 melee (2d8+7/x3) or sting 
  +10 melee (1d12+2 plus poison) or short bow 
  +6 ranged (ld8/x3)
  Full Attack: Glaive +10/+5 melee (2d8+7/x3) 
  and sting +5 melee (1d12+2 plus poison); or 
  short bow +6/+1 ranged (ld8/x3)
  Wasp warriors are a race of cruel, diabolical 
  insectoid humanoids. They are a warlike and 
  territorial people, slaying or driving off all other 
  humanoids in their domain. They are aggressive 
  hunters, almost foolhardy in their persistence in 
  battle. Those that dwell in forests often live in 
  large nests they build from the thickest branches of 
  sturdy trees, while natives of plains regions often 
  dwell close to water, creating smaller nests from 
  mud. Still others build their nests underground.
  The stinger of a wasp warrior is a nearly 
  3-foot-long, iron-hard needle that pumps as much 
  as several pints of poison into its victim; as might 
  be expected, that amount of venom can kill even 
  the hardiest opponent.  Its poison glands are quite 
  valuable. They contain 1d6 doses of venom, each 
  of which is worth 400 gp.
  A typical wasp warrior stands 8 feet tall 
  with an 8-foot wingspan and weighs 500 pounds. 
  Space/Reach: 10 ft./10 ft. (5 ft. with 
  sting, 15 ft. with glaive)
  Special Attacks: Poison
  Special Qualities: Darkvision 60 ft., scent
  Saves: Fort +4, Ref +6, Will +4
  Abilities: Str 20, Dex 13, Con 15, Int 12, Wis 
  9, Cha 9
  Skills: Intimidate +4, Jump +9, Listen +12, 
  Search +9, Spot +12
  Feats: Dodge, Mobility, Spring Attack
  Environment: Temperate hills, forests, or 
  plains
  Organization: Solitary, pair, or nest (4-24)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Usually lawful evil
  Advancement: By character class
  Level Adjustment: +6
  Coloration varies from black or midnight blue 
  to yellow with black bands or even red. Wasp 
  warriors speak Common.
  Combat
  Wasp warriors prefer to open with ranged 
  combat, then use a series of persistent hit and run 
  attacks to wear down their opponents. In melee 
  combat, their poison sting and thick armored 
  carapace serve them well, and they prefer the use 
  of polearms for their extended reach.
  Poison (Ex): Sting, Fortitude DC 15; 
  initial damage 2d4 Dexterity, secondary damage 
  1 Dexterity and 1d6 damage. The save DC is 
  Constitution-based.
  A wasp warrior may apply its poison to its 
  weapons, but it is weaker than when injected with 
  its stinger.  Injury, Fortitude DC 13; initial damage 
  1d4 Dexterity, secondary damage 1 Dexterity. 
  Skills: Wasp warriors have a +4 racial bonus 
  on Listen,  Search, and Spot checks.
  Winterbloom
  Hazard (CR 4)
  Winterbloom appears as a small patch of 
  fl owers with bluish-white petals, dark sapphire-
  colored stems, and small white leaves growing 
  near the base. Winterbloom can generally be found 
  in temperate and cold climates during the winter 
  months when it is in full bloom. It gives off a 
  slightly sweet scent that can be detected to a range 
  of 30 feet.
  If a patch of winterbloom is disturbed, the 
  plant releases a burst of poisonous spores in the 
  form of a bluish-white cloud of chilled vapor.
  Creatures within 10 feet of the winterbloom 
  must make a successful DC 12 Fortitude save or 
  sustain 2d4 points of cold damage and 1d4 points 
  of Constitution damage as the inhaled spores 
  form ice crystals on the victim’s lungs. The cloud 
  lingers in the area for 1d3 rounds, and each round 
  a creature remains in the area or enters the area it 
  must make a successful DC 12 Fortitude save or 
  sustain damage as above. A patch of winterbloom 
  is easily dispersed with fi re.
  Cold effects (such as a cone of cold spell, for 
  instance) cause the winterbloom to release another 
  burst of poisonous spores twice the normal size; 
  that is, it immediately releases a burst that affects 
  all within 20 feet. Continuous assaults with cold 
  effects do not increase its burst beyond 20 feet.
  
  102
  4
  Yeti
  Large Monstrous Humanoid (Cold)
  Hit Dice: 4d8+8 (26 hp)
  Initiative: +1
  Speed: 40 ft. (8 squares)
  Armor Class: 14 (-1 size, +1 Dex, +4 
  natural), touch 10, fl at-footed 13
  Base Attack/Grapple: +4/+12
  Attack: Claw +7 melee (ld6+6 plus 1d6 
  cold)
  Full Attack: 2 claws +7 melee (ld6+6 plus 
  1d6 cold)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Cold, constrict 2d6+6, 
  frightful gaze, improved grab
  Special Qualities: Darkvision 60 ft., 
  immunity to cold, vulnerability to fi re
  Yetis are large, hulking humanoids found 
  in the cold regions of the world. They are fi erce 
  predators that are very fond of human and elven 
  fl esh. A yeti is a 9-foot tall, shaggy, white-furred 
  creature with long, sharp claws and a large round 
  mouth. Razor-sharp teeth fi ll its mouth. A yeti 
  resembles a large shaggy ape. A yeti weighs about 
  800 pounds. Yetis speak Giant.
  Combat
  A yeti attacks with its claws, attempting to 
  grab an opponent and squeeze it against its frigid 
  body.
  Cold (Ex): A yeti’s body generates intense 
  cold, causing opponents to take an extra 1d6 points 
  of cold damage every time the creature succeeds 
  Saves: Fort +5,  Ref +5, Will +5
  Abilities: Str 19, Dex 12, Con 14, Int 9, Wis 
  12, Cha 10
  Skills: Hide +3*, Jump +8, Listen +6, Move 
  Silently +7, Spot +6
  Feats: Great Fortitude B, Power Attack, 
  Stealthy
  Environment: Cold hills, mountains, forest, 
  and plains
  Organization: Solitary or gang (2-4)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 5-7 HD (Large); 8-12 HD 
  (Huge)
  Level Adjustment: —
  on a claw attack. Creatures attacking a yeti 
  unarmed or with natural weapons take this same 
  cold damage each time one of their attacks hits.
  Constrict (Ex): On a successful grapple 
  check, a yeti deals 2d6+6 points of damage and 
  1d6 points of cold damage.
  Frightful Gaze (Su): Paralyzed with fear for 
  3 rounds, range 30 feet; Will DC 12  negates. The 
  save DC is Charisma-based.
  Improved Grab (Ex): To use this ability, a 
  yeti must hit with a claw attack.  It can then attempt 
  to start a grapple as a free action without provoking 
  attacks of  opportunity. If it wins the grapple check, 
  it establishes a hold and can constrict.
  Skills: Yetis have a +4 racial bonus on Hide, 
  Listen, and Spot checks. *The bonus to Hide 
  checks improves to +12 in snow-covered terrain.
  Flora and Fauna
  Baban: Usually dwarfed by the tall grasses surrounding it, the small, rather spindly, leafy green 
  plant survives despite its diminutive stature. Humanoids harvesting the plant discard its delicate leaves, 
  focusing instead on the grass’ gnarled root. Roasting, grounding, and then steeping the root in boiling 
  water produces an intoxicating concoction called babanth. The root of a single plant yields four doses of 
  babanth. Because of its small size and relative scarcity, baban is extremely diffi cult to locate and identify, 
  requiring a Survival check (DC 28).
  
  103
  5
  Akilem
  Large Outsider (Chaotic, Evil, Native)
  Hit Dice: 6d8+24 (51 hp)
  Initiative: +8
  Speed: 30 ft. (6 squares)
  Armor Class: 23 (-1size, +8 Dex, +6 
  natural), touch 17, fl at-footed 15
  Base Attack/Grapple: +6/+20
  Attack: Slam +11 melee (1d6+9)
  Full Attack: Slam +11 melee (1d6+9)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Leap
  Special Qualities: Banned from holy 
  ground, blight, darkvision 100 ft., damage 
  reduction 5/magic, fi re shield, spell 
  fi re shield, spell 
  fi re shield
  resistance 12
  Akilem are vile creatures that resemble 
  massive grasshoppers. Normally that are colored 
  to blend into desert terrain, but they become a 
  dark black with a burning red tint when roused. 
  They ravage the land where they go, transforming 
  fertile farmland into stubble-covered waste. Little 
  is known about the akilem and their habits. It is 
  believed they live in vast swarms in the deepest 
  parts of the desert.
  Gods of pestilence uses akilem swarms to 
  exact divine punishment or to challenge mortals 
  who have won the favor of other gods.
  An akilem is 8 feet long and weighs about 
  650 pounds. Akilem speak Abyssal.
  Combat
  An akilem prefers to leap at its opponents, 
  attempting to knock them prone.
  An akilem’s natural weapons, as well as any 
  weapons it wields, are treated as chaotic-aligned 
  and evil-aligned for the purpose of  overcoming 
  damage reduction.
  Saves: Fort +9, Ref +13, Will +4
  Abilities: Str 22, Dex 26, Con 18, Int 8, Wis 
  8, Cha 4
  Skills: Balance +19, Hide +17*, Jump +28, 
  Listen +8, Move Silently +17, Spot +8, 
  Tumble +19
  Feats: Dodge, Power Attack, Skill Focus 
  (Jump)
  Environment: Any deserts
  Organization: Solitary or swarm (5-60)
  Challenge Rating: 5
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 7-9 HD (Huge); 10-15 HD 
  (Gargantuan)
  Level Adjustment: —
  Leap (Ex): An akilem that succeeds on a 
  Jump check to exceed a target’s height may make 
  a single slam attack with a +2 bonus. If the attack 
  succeeds, the target suffers normal damage and 
  must make a DC 19 Refl ex save or be knocked 
  prone. The save DC is Strength-based.
  Blight (Su): An akilem is surrounded by a 
  blighted fi eld. If 10 or more of them travel together 
  in a group, they destroy crops around them, 
  stunting plant growth as a diminish plant spell 
  (caster level 10th).
  Fire Shield (Su): 
  Fire Shield (Su): 
  Fire Shield
  At will, an akilem can 
  wrap itself in a sheath of fl ame that’s equivalent to 
  a chill fi re shield (caster level 6th).
  fi re shield (caster level 6th).
  fi re shield
  Banned From Holy Ground (Su): An 
  akilem treats areas protected by a consecrate or 
  hallow spell as if they were also protected by an 
  antipathy spell. The akilem must make a Will save 
  with a DC equal to 15 + the caster’s ability modifi er 
  or 18, whichever is higher, or abandon the area.
  Skills: Akilem have a +4 racial bonus on 
  Hide checks and a +8 racial bonus on Jump checks. 
  *In desert or rugged terrain, an akilem receives an 
  additional +8 bonus on Hide checks.
  Babanth: Derived from the rare baban plant, the elixir imparts a mild analgesic effect, lessening 
  the drinker’s various aches and pains, while bestowing a moderate sense of euphoria. Imbibing the 
  stimulating mixture grants a +1 morale bonus to all Fortitude saves as well as a -1 morale penalty to all 
  Will saves. This effect persists for one hour.
  Flora and Fauna
  
  104
  5
  Anvil Toad
  Medium Aberration (Fire)
  Hit Dice: 6d8+36 (63 hp)
  Initiative: -1
  Speed: 15 ft. (3 squares)
  Armor Class: 21 (-1 Dex, +12 natural), 
  touch 9, fl at-footed 21
  Base Attack/Grapple: +4/+8
  Attack: Bite +8 melee (1d8+4 plus 2d4 fi re) 
  or gore +8 melee (1d8+4)
  Full Attack: Bite +8 melee (1d8+4 plus 2d4 
  fi re) and gore +3 melee (1d8+2)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Breath weapon, improved 
  grab, powerful charge 2d8+6 
  Special Qualities: Damage reduction 
  5/bludgeoning, darkvision 60 ft, immunity 
  to fi re, stability, vulnerability to cold
  Anvil toads are great black, oddly horned 
  toads with thick limbs and tiny, beady eyes. Its 
  back is a fl at metallic plate. Altogether, it looks 
  rather like a mobile anvil. Yellow-red fl ames are 
  visible in its gullet when it opens its mouth, much 
  like looking into the heart of a furnace.
  Anvil toads are rumored to have originated 
  on the Elemental Plane of Fire, where they served 
  as pseudo-blacksmiths for azers, efreet, and other 
  races native to that plane. Regardless of whether 
  this is fact or fi ction, anvil toads have resided on 
  the Material Plane for many generations. These 
  creatures gravitate towards areas of extreme heat, 
  such as deserts and active volcanoes.
  An anvil toad’s diet consists of sand, rock, 
  metal, and other minerals. A typical anvil toad is 
  about 7 feet long and weighs 800 pounds. Anvil 
  toads speak Ignan.
  Combat
  During a confrontation, anvil toads make 
  great lunging leap that belies their mass, then blast 
  opponents with super-heated air and grit. In close 
  combat, they attempt to lock their mouths on their 
  enemy and grapple them, burning fl esh in addition 
  to crushing with their jaws.
  Anyone who can communicate with an anvil 
  toad may make a DC 30 Diplomacy check to get 
  the beast to follow its commands. If the beast 
  recognizes the speaker as a worshiper or servant of 
  Saves: Fort +10, Ref +1, Will +5
  Abilities: Str 19, Dex 8, Con 23, Int 3, Wis 
  10, Cha 8
  Skills: Hide +4*, Jump +12, Listen +1, Spot +1
  Feats: Diehard, Endurance, Great Fortitude
  Environment: Warm deserts or mountains
  Organization: Solitary, pair, or smithy 
  (3-10)
  Challenge Rating: 5
  Treasure: None
  Alignment: Always chaotic neutral
  Advancement: 7-9 HD (Large); 10-18 HD 
  (Huge)
  Level Adjustment: —
  a fi re deity, or if the speaker is a creature with the 
  fi re subtype, the Diplomacy DC is only 15. In either 
  case, a failed Diplomacy check usually results in 
  the beast attacking immediately and viciously.
  Breath Weapon (Su): 30-foot cone, Refl ex 
  DC 19 half, 4d6 damage. Half of the damage is 
  fi re, while the other half is bludgeoning damage 
  from metallic particles and fragments expelled 
  from the beast’s furnace-mouth. The save DC is 
  Constitution-based.
  Improved Grab (Ex): To use this ability, an 
  anvil toad must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity.
  Powerful Charge (Ex): An anvil toad 
  typically begins combat by making a great leap at 
  a foe and thrusting its horns forward. In addition 
  to the normal benefi ts and hazards of a charge, this 
  allows the beast to make a single gore attack (+8 
  attack bonus) that deals 2d8+6 points of damage.
  Stability (Ex): Anvil toads are incredibly 
  solid on their feet. An anvil toad has a +10 racial 
  bonus on checks or saves made to resist being bull 
  rushed, tripped, or otherwise knocked over or 
  moved when standing on the ground.
  Skills: Anvil toads have a +4 racial bonus 
  on Hide checks and a +12 racial bonus on Jump 
  checks. *Because of its camoufl age, the Hide 
  bonus increases to +10 when the beast remains 
  still in desert terrain.
  
  105
  5
  Colony Carrier
  Large Animal
  Hit Dice: 9d8+30 (70 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 18 (-1 size, +1 Dex, +8 
  natural), touch 10, fl at-footed 17
  Base Attack/Grapple: +6/+15
  Attack: Gore +10 melee (1d8+7)
  Full Attack: Gore +10 melee (1d8+7)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Swarm, trample 2d8+7
  Special Qualities: Low-light vision
  Saves: Fort +11, Ref +7, Will +5
  Colony carriers look like rhinoceros—heavy 
  bodied with numerous short horns sprouting from 
  its head. Colony carriers get their names from their 
  unusual symbiotic relationship with colonies of 
  colonial-fl y swarms (pg 21). A colony carrier’s 
  thick hide is dotted with numerous holes, in which 
  the fl ies make their homes. The carnivorous fl ies 
  feed on predators that approach or keep them at 
  bay while the herbivorous colony carrier grazes, 
  while the colony carrier provides a mobile shelter 
  that remains warm.
  Creatures with an affi nity for vermin 
  sometimes train colony carriers as mounts. A colony 
  carrier is about 12 feet long, nearly 6 feet high at the 
  shoulder, and weighs close to 6,000 pounds.
  Combat
  Colony carriers are normally peaceful 
  herbivores and do not behave aggressively, but can 
  be fi erce combatants if provoked or if their herd 
  Abilities: Str 21, Dex 12, Con 17, Int 2, Wis 
  14, Cha 5
  Skills: Listen +8*, Spot +8*
  Feats: Diehard, Endurance, Great Fortitude, 
  Toughness
  Environment: Temperate or warm hills and 
  plains
  Organization: Solitary, pair, family (3-4), 
  or herd (6-10)
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement: 10-18 HD (Large)
  Level Adjustment: —
  or their young are threatened. A colony carrier 
  normally has 1 swarm of insects that dwell upon it 
  for every 5 HD it possesses.
  Swarm  (Ex): A colony carrier is constantly 
  surrounded by 1 or more swarms of insects, 
  usually colonial-fl y swarms, which make their 
  home in its hide. Their relationship is symbiotic. 
  If a colony carrier loses its swarm(s), it attracts 
  new ones (or the eggs of the old swarms hatch to 
  produce new ones) within a week. If the colony 
  carrier is attacked, the insect swarm(s) attack in its 
  defense. The swarms never travel more than 100 
  feet from their host.
  Trample (Ex): Refl ex DC 19 half. The save 
  DC is Strength-based.
  Skills: *As long as a colony carrier’s swarm 
  is within 5 feet of the colony carrier, it has a +4 
  bonus on Listen and Spot checks.
  Flora and Fauna
  Catnip: Renowned for its intoxicating effects on domestic cats, the hardy perennial named after its 
  fondest admirers stands approximately two feet high and bears a cluster of small violet fl owers. Its tall, 
  hairy stem exudes a pungent aroma, while its coarsely toothed, vaguely triangular leaves emit a scent 
  similar to more common members of the mint family. The leaves’ distinctive smell drives most cats wild, 
  causing them to enter a temporary state of unabashed euphoria. By contrast, the odor repels rats and mice, 
  perhaps an evolutionary adaptation to the plant’s uncanny ability to attract their most feared predator. As 
  a result of this property, many farmers grow catnip near their granaries to repel rodents. Locating and 
  utilizing the readily available herb presents little challenge, even to passing visitors. Although edible as 
  part of a salad, most humanoids drink tea made from the green herb or use it to fl avor meat.
  
  106
  5
  Corpse Rook
  Large Magical Beast
  Hit Dice: 6d10+12 (45 hp)
  Initiative: +3
  Speed: 10 ft. (2 squares), fl y 80 ft. (average)
  Armor Class: 17 (-1 size, +3 Dex, +5 
  natural), touch 12, fl at-footed 14
  Base Attack/Grapple: +6/+15
  Attack: Bite +10 melee (1d8+5)
  Full Attack: 3 bites +10 melee (1d8+5) and 
  2 claws +8 melee (1d6+2)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Rend 2d8+7
  Special Qualities: All-around vision, 
  darkvision 60 ft., low-light vision, scent
  Saves: Fort +7, Ref +8, Will +3
  Corpse rooks are giant three-headed birds of 
  prey that resemble ravens with oily black feathers. 
  Their wings are tipped with silver feathers along 
  with their silver talons and beaks. A pungent, 
  almost sulfuric odor emanates from their body.
  Corpse rooks devour just about anything 
  they can catch, preferring a diet of horses, giant 
  lizards, dire rats, giant frogs, cattle, sheep, and 
  humanoids. They build their nests at the top of 
  broadleaved trees or high atop rocky outcroppings 
  in less forested terrain. A corpse rook’s nest is 
  constructed from mud, grass, hair, leaves, and the 
  bones of their victims.
  These creatures do not associate with other 
  avian creatures and are often hunted by red 
  dragons, green dragons, rocs, and wyverns (who 
  savor the taste of their fl esh).
  Corpse rooks are solitary hunters with a 
  hunting territory often covering 5 miles in each 
  direction away from its nest. Hunting is always 
  done during the day when the corpse rook has the 
  advantage. During mating season (spring and early 
  summer months) both the male and female corpse 
  rook hunt for food, sometimes together, but most 
  often in separate directions away from the nest. A 
  nest typically contains 1d4 silver and gold-fl ecked 
  eggs as well as treasure from slain prey.
  Abilities: Str 20, Dex 17, Con 15, Int 6, Wis 
  12, Cha 11
  Skills: Hide +1, Jump -1, Listen +5, Search 
  +4, Spot +10
  Feats: Alertness, Flyby Attack, Multiattack
  Environment: Temperate or warm plains
  Organization: Solitary, pair, or nest (pair, 
  plus 1d4 young)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Usually neutral (evil 
  tendencies)
  Advancement: 7-12 HD (Large); 13-18 HD 
  (Gargantuan)
  Level Adjustment: —
  A typical corpse rook stands about 10 feet 
  tall, has a wingspan of up to 20 feet, and weighs 
  about 1,000 pounds. Although intelligent, corpse 
  rooks cannot speak or understand any language.
  Combat
  Corpse rooks attack their foes from the 
  air, slashing with their claws and biting with 
  their sharpened beaks. They rarely land on the 
  ground during battle, preferring to swoop in and 
  out of melee to keep their opponents off balance. 
  Multiple corpse rooks work together to bring down 
  prey; one might land on the ground to draw the 
  attention of the prey, while the other corpse rook 
  swoops in behind to fl ank.
  Creatures killed by a corpse rook are carried 
  back to the nest and either devoured or fed to the 
  newborns.
  Rend (Ex): If a corpse rook hits with two or 
  more bite attacks, it latches onto the opponent’s 
  body and tears the fl esh. This attack automatically 
  deals an additional 2d8+7 points of damage.
  All-Around Vision (Ex): The three heads 
  of a corpse rook grant it a +4 bonus to Search and 
  Spot checks and prevent it from being fl anked.
  
  107
  5
  Dark Wanderer
  Large/Medium Monstrous Humanoid 
  (Shapechanger)
  Hit Dice: 6d8+18 (45 hp) as male; 6d8 (27 
  hp) as female
  Initiative: +1 as male; +2 as female
  Speed: 30 ft. (6 squares)
  Armor Class: 16 (-1 size, +1 Dex, +6 
  natural), touch 10, fl at-footed 15 as male; 13 
  (+2 Dex, +1 natural), touch 12, fl at-footed 
  11 as female
  Base Attack/Grapple: +6/+15 as male; 
  +6/+6 as female
  Attack: Claw +10 melee (1d6+5) as male; 
  claw +6 melee (1d3) as female
  Full Attack: 4 claws +10 melee (1d6+5) and 
  bite +8 melee (1d6+2) as male; 2 claws +6 
  melee (1d3) and bite +4 melee (1d4) as female
  Space/Reach: 10 ft./10 ft. as male; 5 ft./5 ft. 
  as female
  Special Attacks: Hypnotic dance, spell-like 
  abilities
  Special Qualities: Alternate form, 
  darkvision 60 ft.
  Saves: Fort +5, Ref +6, Will +5 as male; 
  Fort +2, Ref +7, Will +5 as female
  Abilities: Str 21, Dex 13, Con 17 as male; 
  Str 10, Dex 14, Con 11 as female; Int 11, 
  Wis 10, Cha 15
  Skills: Bluff +9, Diplomacy +7, Disguise 
  +4, Gather Information +4, Hide -2 as male; 
  Hide +3 as female; Intimidate +7, Perform 
  (dance) +6, Sense Motive +3, Spot +1
  Feats: Multiattack, Negotiator, Persuasive
  Environment: Temperate plains
  Organization: Band (2-8 females and 1-4 
  males)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Usually lawful evil
  Advancement: By character class
  Level Adjustment: +2
  Dark wanderers are a monstrous, seductive 
  people who rely on lies and subterfuge to help 
  them feed on the weak-willed.
  Female dark wanderers do their best to pass 
  as light-skinned humans, hiding their pointed ears 
  beneath long, dark hair, and wearing scarves and 
  gloves to cover their jagged teeth and short claws. 
  They arrange their loose robes to hide the dark 
  bone “thorns” that protrude from their skin, and 
  they move swiftly and gracefully.
  Male dark wanderers bear much less in 
  common with humans. Averaging between 10 and 
  15 feet tall, males have reptilian heads and deep 
  blue scales. Their eyes resemble enormous black 
  opals, and their four arms lead into four-fi ngered 
  claws. Dark wanderers can live into their late 
  sixties, and their male forms never completely cease 
  growing. Elders have been known to reach 25 feet.
  Every dark wanderer is capable of changing 
  gender at will. Females can swiftly take on male 
  forms, but changing from male to female is a 
  week-long process. No dark wanderer has a “set” 
  gender, though some prefer one role to the other. 
  They do their best to keep their shapechanging 
  abilities a secret from the outside world, leading to 
  much bizarre speculation about their society.
  What dark wanderers call themselves is 
  unknown. They are named for their nomadic ways, 
  and their practice of luring intelligent beings to 
  their camps through seduction, feigned distress, 
  and other forms of guile. Creatures who come 
  to the camps are mesmerized by magical dances 
  performed by the females, then attacked by males 
  who emerge from hiding. The dead provide food 
  for bands of dark wanderers as they journey 
  between humanoid settlements.
  Dark wanderers speak their own language 
  and Common.
  Combat
  When attacking creatures lured to their 
  camps, male dark wanderers surround and tear at 
  their enemies, while females continue their dances 
  and use their spell-like abilities. Females attacked 
  while alone often fi ght back briefl y before trying 
  to reach their bands, and only change form if they 
  cannot escape. Dark wanderers try to avoid fi ghting 
  when at a disadvantage, and in such situations try 
  to fl ee, negotiate, or somehow change the odds.
  Hypnotic Dance (Su): As a move action, 
  a female dark wanderer can dance in an effort 
  to transfi x onlookers with a mind-affecting 
  compulsion. This has no effect until a total of 
  three or more female dark wanderers, all within 15 
  feet of each other, are dancing. Once this occurs, 
  any non-dark wanderer within 30 feet of a dancer 
  must succeed on a Will save (DC 15 + number 
  of dancers) or stand fascinated. The save DC is 
  Charisma-based. The effect ends immediately if 
  
  108
  5
  the number of dancers drops below three. 
  A creature that succeeds on the saving 
  throw or is freed from the trance is immune to the 
  dancing dark wanderers’ hypnotic dance for 24 
  hours.
  A dancer who is distracted or who takes 
  damage must succeed on a Concentration check or 
  stop dancing that round.
  Spell-Like Abilities: A dancing female dark 
  wanderer can use spell-like abilities, each once per 
  day, depending on how many full rounds she has 
  spent hypnotically dancing. She does not need to be 
  part of a group of dancers, though the dance has no 
  hypnotic effect with fewer than three participants. 
  A dark wanderer must make a Concentration check 
  (DC 10 + spell level) to continue dancing while 
  she uses a spell-like ability.
  1 or more rounds dancing–dancing lights, 
  ghost sound (DC 12), light, lullaby (DC 12); 2 
  or more rounds dancing–cause fear (DC 13), 
  message, silent image (DC 13), rage; 3 or more 
  rounds dancing–sleep 
  rounds dancing–sleep 
  rounds dancing–
  (DC 13), summon monster 
  I; 4 or more rounds dancing–
  I; 4 or more rounds dancing–
  I
  glitterdust
  ; 4 or more rounds dancing–glitterdust
  ; 4 or more rounds dancing–
   (DC 14), 
  glitterdust (DC 14), 
  glitterdust
  pyrotechnics (DC 14). The caster level is equal to 
  5 plus the number of dark wanderers dancing. The 
  save DCs are Charisma-based.
  Alternate Form (Su): As a standard action, 
  a dark wanderer can change from female to male 
  form. A dark wanderer can begin changing from 
  male to female at any time, but the change takes 
  place over the period of a week. During this time, 
  the male’s body decreases in size, sheds a layer of 
  scales, and undergoes the fi nal change in a painful, 
  minute-long process. Males and females have a 
  number of statistical differences, and males cannot 
  hypnotically dance or use spell-like abilities.
  A dark wanderer remains in one form until 
  choosing to assume a new one. A change in form 
  cannot be dispelled, nor does the dark wanderer 
  revert to any particular form when killed. A 
  true seeing spell, however, reveals both forms 
  true seeing spell, however, reveals both forms 
  true seeing
  simultaneously.
  Dark Wanderer Society
  Despite their savage ways, dark wanderer 
  bands 
  are 
  strictly-ordered 
  and 
  controlled. 
  Infi ghting is unheard of, and they ruthlessly protect 
  their young. The two eldest dark wanderers in a 
  band (usually a male and female who rarely change 
  form) share authority, while all others are assigned 
  long-term jobs that best suit their skills. Dark 
  wanderers view other races as weak and easily-
  manipulated, though individuals can gain their 
  respect. They identify themselves by band, rather 
  than race, and band members grudgingly tolerate 
  and avoid dark wanderers from other bands.
  The tactics of dark wanderers are complex, 
  tightly organized, and well-rehearsed. Bands 
  travel between communities, setting up their tents 
  and campfi res at the outskirts. They then send 
  females to scout for potential prey and acquire 
  new supplies. Once targets have been located, 
  every female but one in a band returns to camp to 
  begin the music and dancing. Dark wanderer bands 
  usually spend no more than a few weeks near 
  major cities, and they often disappear from small 
  villages within a day of their arrival. They avoid 
  returning to a given community more than once a 
  year, otherwise choosing their destinations based 
  on weather patterns and astrological signs. Dark 
  wanderers travel on foot, with most band members 
  changing into male form to carry provisions, then 
  immediately beginning the change back.
  During their yearly mating ritual, dark 
  wanderers are allowed a lapse in their controlled 
  lives. Wanderers who wish to become pregnant 
  take on female forms, and violent orgies follow. 
  Both males and females are often injured. Pregnant 
  females do not change form during their four-
  month gestation period.
  
  109
  5
  Dune Tracker
  Large Monstrous Humanoid
  Hit Dice: 8d8+8 (44 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 17 (-1 size, +1 Dex, +7 
  natural), touch 10, fl at-footed 16
  Base Attack/Grapple: +8/+16
  Attack: Bite +11 melee (1d6+4)
  Full Attack: Bite +11 melee (1d6+4) and 2 
  claws +6 melee (1d6+2)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: —
  Special Qualities: Darkvision 60 ft., fast 
  healing 5, natural chameleon, speak with 
  the land
  Dune trackers are aggressive, beastly 
  humanoids that roam the desert searching for 
  signs of life. Dune trackers are little more than fi st 
  and mouth when they do encounter other living 
  creatures. Their craggy exterior has the ability to 
  change color and texture to blend in with their 
  environment, allowing the dune tracker to do what 
  it does best.
  Dune trackers stand 9 feet tall and weigh 600 
  pounds. Dune trackers speak Terran.
  Combat
  Dune trackers enjoy the thrill of the chase 
  and pursue their prey for leagues across the desert, 
  closing in for the kill only when a target is too 
  exhausted to run any farther. When this happens, a 
  tracker attempts to take the victim unawares, using 
  its chameleon abilities to slip up on a victim to 
  attack from behind or above, tearing into him with 
  tooth and claw. When confronted with more than 
  one opponent, a tracker uses more cautious tactics, 
  waiting for an opportunity to ambush isolated 
  individuals rather than tackle the entire group.
  Saves: Fort +3, Ref +7, Will +7
  Abilities: Str 19, Dex 13, Con 13, Int 10, 
  Wis 12, Cha 7
  Skills: Listen +13, Move Silently +14, Spot 
  +14
  Feats: Alertness, Combat Refl exes, Track
  Environment: Any deserts
  Organization: Solitary
  Challenge Rating: 5
  Treasure: None
  Alignment: Always lawful evil
  Advancement: 9-12 (Large); 13-16 HD 
  (Huge)
  Level Adjustment: —
  Fast Healing (Ex): An dune tracker heals 
  only if it is in direct contact with sand.
  Natural Chameleon (Ex): This ability is 
  constant, allowing a tracker to blend in with the 
  surrounding sand so well that it is effectively 
  invisible so long as it stands absolutely still. The 
  tracker reveals itself the moment it moves, but 
  once it ceases to move a watcher must still make 
  a successful DC 15 Spot check to avoid losing 
  sight of it again. This ability is not subject to the 
  invisibility purge spell.
  Speak with the Land (Su): Dune trackers 
  are mystically linked to their land, giving them a 
  +8 bonus on Spot checks while in contact with the 
  sands. This link also grants a tracker the ability 
  to make Spot checks instead of normal Survival 
  checks when tracking a creature in the tracker’s 
  natural habitat.
  Skills: Dune trackers have a +4 racial bonus 
  on Listen, Move Silently, and Spot checks.
  
  110
  5
  Entare
  Large Monstrous Humanoid
  Hit Dice: 5d8+10 (33 hp)
  Initiative: +7
  Speed: 40 ft. (8 squares)
  Armor Class: 17 (-1 size, +3 Dex, +3 
  natural, +2 large leather shield), touch 12, 
  fl at-footed 14
  Base Attack/Grapple: +5/+14
  Attack: Spear +9 melee (2d6+5/x3) or 
  javelin +7 ranged (1d8+5)  or claw +4 melee 
  (1d6+2)
  Full Attack: Spear +9 melee (2d6+5/x3) or 
  javelin +7 ranged (1d8+5)  or 2 claws +4 
  melee (1d6+2) and bite +4 melee (1d8+2)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Improved grab, pounce, 
  rake 1d6+2
  The entare are a race of “lion-centaurs.” 
  These creatures have the head of a lion, human-
  like arms and upper torso, and the four-legged 
  lower torso of a lion. They combine the deadliest 
  features of humans and lions into a creature of 
  legendary strength and skill.
  Entare are nomadic hunters who travel the 
  plains and savannahs in clans. They enjoy the thrill 
  of the hunt, and prefer to go after larger prey or 
  armed humanoids to increase the challenge.
  An entare is about 7 feet tall and weighs about 
  650 pounds. Entares speak Sylvan and Common.
  Combat
  The entare live for combat. Though they 
  will not eat humans or any creature with human 
  blood, their society has no restrictions against 
  merely killing humans. Because they like to hunt 
  under the light of the stars, entare have low-light 
  vision rather than the darkvision common to most 
  monstrous humanoids.
  Improved Grab (Ex): To use this ability, 
  an entrare must hit with a claw or bite attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can rake.
  Pounce (Ex): If an entrare charges a foe, it 
  can make a full attack, including two rake attacks.
  Rake (Ex): Attack bonus +5 melee, damage 
  1d6+2.
  Skills: Entare have a +4 racial bonus on 
  Balance, Hide, and Move Silently Checks. *In 
  areas of tall grass or heavy undergrowth, the Hide 
  bonus improves to +12.
  Special Qualities: Low-light vision, scent
  Saves: Fort +3, Ref +7, Will +5
  Abilities: Str 21, Dex 17, Con 15, Int 10, 
  Wis 12, Cha 12
  Skills: Balance +8, Hide +5*, Jump +7, 
  Listen +4, Move Silently +9, Spot +4, 
  Survival +4
  Feats: Improved Initiative, Power Attack
  Environment: Warm plains
  Organization: Solitary, patrol (5-8), or clan 
  (10-100)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Often lawful evil
  Advancement: By character class
  Level Adjustment: +6
  Entare As Characters
  Entare are usually rangers or barbarians. 
  Entare rangers often choose magical beasts or 
  some variety of humanoid as their favored enemy. 
  Entare clerics can choose any two of the following 
  domains: Animal, Strength, or Travel.
  Entare characters possess the following 
  racial traits.
  – +10 Strength, +6 Dexterity, +4 Constitution, +2 
  Wisdom, +2 Charisma. 
  – Large size. –1 penalty to Armor Class, –1 
  penalty on attack rolls, –4 penalty on Hide checks, 
  +4 bonus on grapple checks, lifting and carrying 
  limits double those of Medium characters. 
  – Space/Reach: 10 feet/5 feet. 
  – An entare’s base land speed is 40 feet. 
  – Low-light vision. 
  – Racial Hit Dice: An entare begins with fi ve levels 
  of monstrous humanoid, which provide 5d8 Hit 
  Dice, a base attack bonus of +5, and base saving 
  throw bonuses of Fort +1, Ref +4, and Will +4. 
  – Racial Skills: An entare’s monstrous humanoid 
  levels give it skill points equal to 8 x (2 + Int 
  modifi er). Its class skills are Balance, Hide, Listen, 
  Move Silently, Spot, and Survival. 
  – Racial Feats: An entare’s monstrous humanoid 
  levels give it two feats. 
  – +3 natural armor bonus. 
  – Natural Weapons: Claw (1d6) and bite (1d8). 
  – Special Attacks (see above):  Improved grab, 
  pounce, rake.
  – Automatic Languages: Sylvan, Common. Bonus 
  Languages: Gnoll, Goblin, Halfl ing, Orc. 
  – Favored Class: Ranger. 
  – Level adjustment +6.
  
  111
  5
  Furyhog
  Large Animal
  Hit Dice: 8d10+32 (76 hp)
  Initiative: +0
  Speed: 40 ft. (8 squares)
  Armor Class: 16 (-1 size, +7 natural), touch 
  9, fl at-footed 16
  Base Attack/Grapple: +6/+18
  Attack: Gore +13 melee (2d6+12)
  Full Attack: Gore +13 melee (2d6+12)
  Space/Reach: 10 ft/5 ft.
  Special Attacks: Blood rage, ferocity, 
  trample 2d6+12
  Special Qualities: Low-light vision, scent
  Furyhogs are large relatives of the common 
  boar and are omnivorous like their cousins. 
  Standing at least 22 hands high, furyhogs have 
  razor-sharp tusks, two smallish horns on its 
  forehead, and another single horn curves up from 
  atop its snout.
  While a normal boar can be a ferocious 
  adversary, a furyhog takes it to another level. The 
  mere smell of blood (their own or others) drives 
  them into a devastating blood frenzy.
  Gnolls and other plains-dwelling humanoids 
  sometimes train furyhogs as mounts. Furyhogs 
  reach lengths of 12 feet and weigh about a ton.
  Combat
  When encountered in the wild these creatures 
  are rarely a threat, as they are peaceful and even 
  shy. They generally consume plants and roots, but 
  if they smell blood — even that of their own kind 
  — they attack nearby creatures with savage fury. 
  When fi red by the scent of blood (or ridden by 
  gnolls), furyhogs are a fearsome threat.
  Gnoll boar-riders use heavy metal lances to 
  impale enemies already disorganized by the boars’ 
  charge. The boars of the most successful riders are 
  sometimes equipped with spiked metal harnesses 
  that function as spiked chain barding.
  Saves: Fort +10, Ref +6,Will +5
  Abilities: Str 27, Dex 10, Con 19, Int 2, Wis 
  13, Cha 6
  Skills: Jump +12, Listen +9, Spot +8
  Feats: Alertness, Endurance, Iron Will
  Environment: Warm plains
  Organization: Solitary or herd (5-10)
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement: 9-12 HD (Large); 13-24 HD 
  (Huge)
  Level Adjustment: —
  Blood Rage (Ex): Whenever a furyhog takes 
  damage or when any living creature within 90 feet 
  of it takes slashing or piercing damage, the boar 
  fl ies into a berserk rage. It gains +4 Strength, +4 
  Constitution, a +2 morale bonus on Will saves, and 
  -2 AC. The rage lasts until the boar or all perceived 
  enemies are dead.
  Any creature trying to ride a furyhog while 
  it is in a blood rage suffers a -4 penalty on Ride 
  checks until the rage ends. In addition, on a failed 
  Ride check, the boar attacks the nearest creature 
  (not including other furyhogs or their riders), 
  regardless of the rider’s intent. The rider loses any 
  other actions for that round.
  Ferocity (Ex): A homed boar is such a 
  tenacious combatant that it continues to fi ght even 
  while disabled or dying.
  Carrying Capacity: A light load for a 
  furyhog is up to 918 pounds; a medium load, 
  919-1,839 pounds; and a heavy load, 1,840-2,760 
  pounds. A furyhog can drag 13,800 pounds. 
  
  112
  5
  Giant Hornet
  Large Vermin
  Hit Dice: 7d8+14 (45 hp)
  Initiative: +1
  Speed: 20 ft. (4 squares), fl y 60 ft. (good)
  Armor Class: 15 (-1 size, +1 Dex, +5 
  natural), touch 10, fl at-footed 14
  Base Attack/Grapple: +5/+14
  Attack: Bite +9 melee (1d3+5) or sting +9 
  melee (1d4+5 plus poison)
  Full Attack: Bite +9 melee (1d3+5) or sting 
  +9 melee (1d4+5 plus poison)
  Space/Reach: 10 ft/5 ft.
  Special Attacks: Poison
  Special Qualities: Darkvision 60 ft, 
  pheromone, vermin traits
  Giant hornets are larger, more aggressive 
  versions of normal hornets. They have a black 
  body with white markings on the thorax and 
  abdomen with semi-translucent wings. They are 
  generally inoffensive if left alone, but if provoked, 
  become very deadly opponents. Giant hornets 
  have a society structure consisting of two distinct 
  classes: workers and the queen.
  Workers spend their time pulling nectar from 
  fl owers and carrying it to the nest where they feed 
  the young, the queen, and the other hornets. They 
  are also the hornets involved in defending the 
  nest and queen from attack. When aggressors are 
  detected within 100 feet of the nest, the workers fl y 
  out and patrol the area. Creatures that move within 
  20 feet are attacked.
  The queen’s sole purpose is to lay eggs 
  that ultimately hatch and grow into new hornets. 
  She has no stinger and does not attack — most 
  aggressors are killed by workers long before they 
  reach the queen.
  Saves: Fort +7, Ref +3, Will +3
  Abilities: Str 20, Dex 12, Con 15, Int —, 
  Wis 13, Cha 11
  Skills: Jump -1, Spot +9, Survival +1*
  Feats: —
  Environment: Temperate and warm lands
  Organization: Solitary, cluster (2-5), or 
  nest (11-20)
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement: 8-15 HD (Large); 16-21 HD 
  (Huge)
  Level Adjustment: —
  The giant hornet builds its nest high above 
  the ground in much the same way a standard wasp 
  does. A giant hornet’s nest has a curved fl are at the 
  top. Giant hornets are typically 9 feet long.
  Combat
  Giant hornets attack by biting their foes, only 
  relying on its stinger when threatened. During 
  combat, it releases a pheromone that agitates all 
  other giant hornets in the area, making them more 
  aggressive.
  Poison (Ex): Sting, Fortitude DC 21 negates; 
  initial and secondary damage 1d8 Dex. The save 
  DC is Constitution-based and includes a + 2 racial 
  bonus.
  Pheromone (Ex): The fi rst time a creature 
  successfully hits a giant hornet, it releases a 
  pheromone that heightens the aggressiveness of all 
  giant hornets in the area. All giant hornets within 
  50 feet gain a +1 morale bonus on attack rolls for 
  the remainder of the encounter and fi ght without 
  penalty even while disabled or dying.
  Skills: Giant hornets have a +8 racial bonus 
  on Spot checks. *They also have a+4 racial bonus 
  on Survival checks to orient themselves.
  
  113
  5
  Hovara
  Small Magical Beast 
  Hit Dice: 5d10+10 (37 hp) 
  Initiative: +5
  Speed: 10 ft. (2 squares), fl y 60 ft. (good)
  Armor Class: 18 (+1 size, +5 Dex, +2 
  natural), touch 16, fl at-footed 13 
  Base Attack/Grapple: +5/+2 
  Attack: Mandibles +11 melee (1d6+1) 
  Full Attack: Mandibles +11 melee (1d6+1) 
  and tail +6 melee (1d4) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Spell-like abilities, steal 
  breath 
  Special Qualities: Darkvision 60 ft., low-
  light vision 
  Saves: Fort +6, Ref +9, Will +3 
  The hovara are a cruel race of slave traders 
  and wizards. A hovara looks somewhat like a 
  manta ray adapted to the air instead of the water. 
  They have silent air jets under their wings that 
  serve to keep them aloft and provide propulsion. 
  Their mouth is puckered with sharp teeth, and two 
  fl eshy mandibles shoot off from either side. Their 
  tail is quite dexterous, and is used to cast their foul 
  spells. They have no hands, thumbs, or claws with 
  which to grip objects, but they make up for this 
  with their powerful telekinesis abilities.
  Hovara make their living by kidnapping 
  members of other races and selling them on the 
  black market. Hovara travel in small bands looking 
  for good slave material. When they fi nd something 
  that pleases them, they attack, attempting to 
  disable, subdue, and immobilize their opponents. 
  These victims are then carried off by the hovara 
  and placed in cages mounted on wagons driven by 
  pack animals to be transported to the market for 
  sale. Hovara are selective and make an effort to 
  collect rare and valuable creatures.
  It is rumored that the hovara were created by 
  paretiophages (see Monster Geographica: Forest 
  page 121) specifi cally to provide them with a steady 
  supply of slaves. This probably isn’t true, although 
  the hovara do sell many slaves to this evil race.
  A typical hovara is about 3 feet tall with a 
  wingspan of 5 feet. It weighs 80 pounds. Hovara 
  speak Common and three or more languages 
  spoken in their region.
  Abilities: Str 12, Dex 21, Con 14, Int 18, 
  Wis 11, Cha 15 
  Skills: Bluff +7, Concentration +9, 
  Diplomacy +9, Disguise +2 (+4 acting), 
  Forgery +8, Hide +14, Intimidate +8, Listen 
  +4, Move Silently +11*, Search +8, Spot +4 
  Feats: HoverB, Iron Will, Weapon Finesse
  Environment: Warm plains
  Organization: Solitary, cage (2-8 plus 1 
  3rd level wizard), or force (10-40 plus 2-40 
  slaves, 3 3rd level wizards, and 1 7th level 
  wizard)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: By character class
  Level Adjustment: +3 
  Combat
  Hovara use their spell-like abilities in combat. 
  If attacking a small force, a hovara grapples the 
  strongest member of the group and sucks his breath 
  out. While grappling, it uses its spells to fi ght off 
  other attackers. Against a larger or more powerful 
  group, a hovara remains at a distance and attempts 
  to defeat them with its spells.
  Spell-Like Abilities: At will—color spray 
  (DC 13), mage armor, mage hand, 
  mage hand, 
  mage hand sleep (DC 
  13); 3/day—charm person (DC 13), hold person
  (DC 15), suggestion (DC 15), telekinesis (DC 17); 
  1/day—charm monster (DC 16), 
  charm monster (DC 16), 
  charm monster
  displacement, 
  dominate person (DC 17). Caster level 7th. The 
  save DCs are Charisma-based. 
  Steal Breath (Ex): A hovara can steal 
  the breath of a grappled opponent by making a 
  successful grapple check as a free action. The 
  opponent must make a DC 14 Constitution check. 
  The check DC is Constitution-based. The check 
  must be repeated each following round the hovara 
  makes a successful grapple check, with the DC 
  increasing by +1 for each immediately previous 
  success the opponent has made. When the 
  opponent fails one of these Constitution checks, it 
  begins to suffocate, falling unconscious (0 hp). If 
  the hovara successfully grapples in the following 
  round, the opponent drops to 1 hit points and is 
  dying. After a third round, it suffocates.
  Skills: *Hovaras have a +10 racial bonus on 
  Move Silently checks while in fl ight.
  
  114
  5 Hyperborean
  Large Giant 
  Hit Dice: 9d8+45 (85 hp)
  Initiative: +l
  Speed: 30 ft. in hide armor (6 squares), swim 
  30 ft.; base 40 ft.
  Armor Class: 18 (-1 size, +1 Dex, +3 hide 
  armor, +5 natural), touch 10, fl at-footed 17
  Base Attack/Grapple: +6/+17
  Attack: Claw +12 melee (2d4+7) or greataxe 
  +12 melee (2d8+7/x3) or greatsword +12 
  melee (2d8+7/19-20) or +12 melee longspear 
  (2d6+7/x3)
  Full Attack: 2 claws +12 melee (2d4+7) and 
  bite +7 melee (1d8+3) or greataxe +12/+7 
  melee (2d8+10/x3) or greatsword +12/+7 
  melee (2d8+10/19-20) or longspear +12/+7 
  melee (2d6+10/x3)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Improved grab
  Hyperboreans are a race of intelligent bear-
  like giants. These fi erce hunters of the artic live 
  for competition, whether it be in feats of strength, 
  cunning, or battle.
  Hyperboreans are honorable combatants. 
  Enemies that fi ght well are generally honored 
  and respected, and those who ask for mercy are 
  granted it. Prisoners of war become the property 
  of the tribe for exactly one year. The tribe treats 
  them fairly but as indentured servants, giving them 
  the most menial of tasks, such as cleaning up after 
  meals, setting up and breaking camp, and so on. 
  After a prisoner’s year is up, the tribe gives him 
  food enough for three days then releases him to his 
  own fate. Many, however, elect to remain with the 
  tribe. Should a former prisoner of war ever return 
  as an aggressor, he is killed at the fi rst opportunity 
  and his head spiked at the camp entrance as a 
  warning to others.
  Hyperboreans stand well over 12 feet tall and 
  weigh more than 400 pounds. Hyperboreans speak 
  Common and Giant.
  Special Qualities: Darkvision 60 ft., low-light 
  vision, scent
  Saves: Fort +11, Ref +4, Will +7
  Abilities: Str 25, Dex 13, Con 20, Int 10, Wis 
  18, Cha 15
  Skills: Handle Animal +3, Listen +10, Spot 
  +5, Swim +12, Survival +8
  Feats: Blind-Fight, Endurance, Improved Bull 
  Rush, Power Attack 
  Environment: Any cold land
  Organization: Solitary, outriders (2-5), patrol 
  (6-10 plus 2 polar bears or 1 dire bear), band 
  (12-20 plus 4 polar bears or 2 dire bears, and 
  1-4 humanoid, goblinoid, and giant servants), 
  or tribe (25-50 plus 8 polar hears or 4 dire 
  bears, and 3-12 humanoid, goblinoid, and giant 
  servants)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always good
  Advancement: By character class
  Level Adjustment: +5
  Combat
  In combat, hyperboreans are a force to be 
  reckoned with. While naturally equipped with 
  sharp claws and piercing teeth, they normally 
  prefer to enter battle wielding forged weapons 
  such as heavy greataxes, spears, and greatswords. 
  They fi ght with gusto and zest. Life, after all, is 
  just another competition, and they approach battle 
  accordingly, head-on and with brute force. 
  Improved Grab (Ex): To use this ability, 
  a hyperborean must hit with a claw attack. It can 
  then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. 
  Skills: A hyperborean has a +8 racial bonus 
  on any Swim check to perform some special action 
  or avoid a hazard. It can always choose to take 10 
  on a Swim check, even if distracted or endangered. 
  It can use the run action while swimming, provided 
  it swims in a straight line.  *It also has a +4 racial 
  bonus on Survival checks when tracking by scent.
  Irrinja
  Large Monstrous Humanoid 
  Irrinja
  Large Monstrous Humanoid 
  Irrinja
  (Shapechanger)
  Hit Dice: 4d8+12 (30 hp)
  Initiative: +5
  Speed: 30 ft. (6 squares)
  Armor Class: 17 (-1 size, +5 Dex, +3 natural), 
  touch 14, fl at-footed 12
  Base Attack/Grapple: +4/+12
  Attack: Bite +6 melee (1d8+4)
  Full Attack: Bite +6 melee (1d8+4) and 2 
  claws +4 melee (1d6+2)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Improved grab, pounce, 
  swallow whole
  
  115
  5
  An irrinja is a master shapechanger, 
  disguising itself as humanoids to feed its hunger 
  and mischievous nature. Few have seen an irrinja’s 
  true monstrous form-a hairy beast with a wild 
  mane and thick, sharp claws. The irrinja gains its 
  power from the desert itself.
  During sandstorms, an irrinja disguised as a 
  human traveler or guide will wander from camp 
  and lie down to be covered by sand, assuming its 
  true form, and then return to prey upon its former 
  travel companions. The butcher bird and other 
  carrion birds of the desert can sense transformed 
  irrinja as they prepare to arise; the wise folk of the 
  deserts learn to pay heed to the butcher bird’s cry, 
  as a warning that an irrinja may be near.
  In its natural form, an irrinja stands 9 feet tall 
  and weighs 500 pounds. Irrinjas speak Common 
  and often learn the local dialects of the humanoids 
  they prey upon.
  Combat
  In its natural form, an irrinja attempts to 
  pounce on an opponent, attempting to grap it with 
  its bite and claws and then swallow it whole.
  Improved Grab (Ex): To use this ability, 
  an irrinja must hit with its bite attack and at least 
  one claw attack. It can then attempt to start a 
  grapple as a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and deals automatic bite and 
  claw damage with each successful grapple check 
  it makes during successive rounds.
  Pounce (Ex): If an irrinja charges a foe, it 
  can make a full attack.
  Swallow Whole (Ex): An irrinja can try to 
  swallow a grabbed opponent of Medium or smaller 
  size by making a successful grapple check. Once 
  inside, the opponent takes ld6+3 points of acid 
  damage per round from the irrinja’s digestive 
  juices. A swallowed creature can cut its way out by 
  dealing 20 points of damage to the irrinja’s stomach 
  (AC 20). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must 
  Feats: Combat Refl exes, Multiattack
  Environment: Any desert
  Organization: Solitary, pair, or pack (4-10)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: By character class (ranger)
  Level Adjustment: +9
  cut its own way out. The irrinja’s stomach can hold 
  1 Medium, 2  Small, 4 Tiny, 8 Diminutive, or 16 
  Fine or smaller opponents.
  Change Shape (Su): If it covers itself with 
  sand, an irrinja can assume the shape of any Small, 
  Medium, or Large humanoid. In humanoid form, 
  the irrinja loses its natural attacks. An irrinja can 
  remain in its humanoid form until it chooses 
  to assume a new one, though to change into its 
  normal form or another humanoid form, it must 
  again cover itself with sand. A change in form 
  cannot be dispelled, but an irrinja reverts to its 
  natural form when killed. A true seeing spell or 
  true seeing spell or 
  true seeing
  ability reveals its natural form.
  Desert Master (Ex): The irrinja is never 
  affected by adverse desert conditions. For example, 
  it can see through sandstorms, never feels the 
  effects of heat, and is never rendered sunblind. Its 
  footing is always sure over even the loosest sandy 
  slope, and it never sinks in silt pools.
  Quadruped Movement (Ex): An irrin ja 
  may, as a free action, drop anything in its hands 
  and revert to a four-legged mode of transportation, 
  increasing its speed to 40 feet. It cannot use its 
  claw attacks while moving on four legs, and must 
  use a move action to stand back on two legs. When 
  running on all fours, the irrinja’s reach is reduced 
  to 5 feet. The irrinja may also burrow at a rate of 
  20 feet, but may only burrow through sand. While 
  burrowing, it cannot use its claws to attack.
  Sand Rebirth (Su): The irrinja gains 
  sustenance from the desert sands, even when slain. 
  Any dead irrinja, even one reduced to scattered 
  bones, that is completely covered by desert sand is 
  subject to an effect identical to a true resurrection
  spell (caster level 20th) wherever its skull lies. If 
  the irrinja is merely wounded, it gains fast healing 
  3 while remaining motionless and covered by 
  desert sand.
  Skills: An irrinja has a +5 racial bonus on 
  Listen and Move Silently checks. *When using its 
  change shape ability, an irrinja gets an additional 
  +10 circumstance bonus on Disguise checks.
  Special Qualities: Change shape, darkvision 
  60 ft., desert master, quadrupedal movement, 
  sand rebirth, scent
  Saves: Fort +4, Ref +9, Will +7
  Abilities: Str 19, Dex 20, Con 17, Int 14, Wis 
  16, Cha 10
  Skills: Climb +5, Disguise +7*, Escape Artist 
  +8, Hide +8, Jump +5, Knowledge (local) +3, 
  Listen +9, Move Silently +11, Spot +9
  
  116
  5 Quadrulopod
  Large Animal
  Hit Dice: 6d8+5 (32 hp)
  Initiative: +1
  Speed: 20 ft. (4 squares)
  Armor Class: 17 (-1 size, +1 Dex, +7 
  natural), touch 10, fl at-footed 16
  Base Attack/Grapple: +4/+13
  Attack: Tentacle +9 melee (1d4+4)
  Full Attack: 4 tentacles +9 melee (1d4+4) 
  and bite +6 melee (1d6+2)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Improved grab
  Special Qualities: Camoufl age, tremorsense 
  30 ft.
  A quadrulopod is a strange desert-dwelling 
  cephalopod. They are patient ambush predators, 
  often lying in wait for hours near oases and areas 
  of shelter, covering themselves with sand to 
  improve their natural camoufl age. Emerging from 
  its hiding place beneath the sand, a quadrulopod is 
  like a 10-foot square rug with a snapping mouth at 
  the center and a grasping tentacle at each corner.
  They will feed on anything they can catch, but 
  tend to avoid creatures much larger than themselves.
  An adult quadrulopod is 10 feet long, 2 feet 
  thick, and weighs 500 pounds. Its tentacles reach 
  lengths of up to 10 feet.
  Combat
  Quadrulopods lie hidden beneath the sand, 
  awaiting prey. When they feel a creature walk 
  nearby, their tentacles lash out from under the 
  sand, snagging the unsuspecting prey and dragging 
  it toward the snapping mouth.
  Saves: Fort +10, Ref +6, Will +1
  Abilities: Str 20, Dex 12, Con 20, Int 2, Wis 
  8, Cha 4
  Skills: Jump -1, Listen +5, Spot +6
  Feats: Alertness, Multiattack, Weapon 
  Focus (tentacle)
  Environment: Warm deserts
  Organization: Solitary
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 11-16 HD (Huge); 17-22 
  HD (Gargantuan)
  Level Adjustment: —
  Improved Grab (Ex): To use this ability, 
  a quadrulopod must hit with a tentacle attack. It 
  can then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can constrict.
  If a quadrulopod begins its turn with at 
  least one tentacle attached, it can try to attach its 
  remaining tentacles with a single grapple check. 
  The opponent can escape with a single successful 
  grapple check or Escape Artist check, but the 
  quadrulopod gets a +2 circumstance bonus for 
  every tentacle that was attached at the beginning 
  of the opponent’s turn.
  Camoufl age (Ex): Since a quadrulopod looks 
  like normal sand when lying motionless while 
  covered with sand, it takes a DC 25 Spot check to 
  notice it before it attacks. This DC is reduced to a 
  DC 15 if the creature is on top of the sand.
  Flora and Fauna
  Bountiful Deer: Bountiful Deer (also knows as deer of plenty) travel in small herds (6-10) and 
  usually avoid settled areas. These speckled deer radiate a constant plant growth effect where they roam 
  and tend to have a territory of several hundred square miles. During their migrations, most of the land in 
  the area is under a plant growth enrichment effect for only a few days, but mating grounds benefi t the most 
  (almost a full month). Deer of plenty use the overgrowth aspect of plant growth to avoid predators, and 
  they have so far eluded domestication. Any captured deer of plenty usually dies of a mixture of fright and 
  dehydration within 1d6 days. Bountiful deer are not magically dependent animals (although their plant 
  growth won’t work without magic) that need grass, air, and water to survive. They can be found anywhere 
  regular deer are found. A Knowledge (nature) DC 20 check is required to identify a bountiful deer and 
  a knowledge (nature) DC 25 check is required to identify the mile radius area effect of a bountiful deer 
  mating ground.
  
  117
  5
  Sand Stalker
  Large Magical Beast
  Hit Dice: 6d10+12 (45 hp)
  Initiative: +7
  Speed: 50 ft. (10 squares), burrow 30 ft.
  Armor Class: 16 (-1 size, +3 Dex, +4 
  natural), touch 12, fl at-footed 13
  Base Attack/Grapple: +6/+13
  Attack: Bite +9 melee (1d8+6 plus poison)
  Full Attack: Bite +9 melee (1d8+6 plus 
  poison)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Attraction, poison
  Special Qualities: Darkvision 60 ft, low-
  light vision, tremorsense 60 ft.
  Saves: Fort +7, Ref +8, Will +3
  Sand stalkers are agile, 12-foot long, 
  aggressive, hunting spiders with voracious 
  appetites. They are noted for their light gray 
  underbelly with black and red lines radiating from 
  the bottom of their abdomen.
  Thankfully they are found only in deserts 
  and usually away from civilized areas. The sand 
  stalker is a wanderer; though some do occasionally 
  build lairs. A sand stalker’s lair is an open hole 
  constructed in areas where the ground is hard 
  enough to prevent a fl ood of sand and debris from 
  fi lling the lair. Some sand stalkers cover their 
  burrows with a “trapdoor” (Spot check DC 20 to 
  notice). If the ground is unsuitable for burrowing, 
  the stalker takes up residence in abandoned 
  fortifi cations (temples, for example) or underneath 
  rocky outcroppings.
  Sand stalkers are typically solitary creatures 
  though on some occasions a few of the creatures 
  nest together. A typical nest consists of 1d4+1 sand 
  stalkers, usually two males and two females with 
  the female sand stalkers being the dominant forces 
  in the nest. Sand stalkers are carnivores and hunt 
  all manner of desert-dwelling or desert-traveling 
  creatures.
  Combat
  Sand stalkers are aggressive predators and 
  prefer to attack from surprise. They burrow just 
  beneath the surface of the sand, leaving their 
  front forelegs exposed where the wind catches 
  them and plays an eerie fl ute-like sound. They 
  use this deception to attract prey. Creatures that 
  are affected by the hypnotic sound are attacked as 
  soon as they come close.
  Abilities: Str 19, Dex 17, Con 15, Int 4, Wis 
  12, Cha 2
  Skills: Hide +10*, Jump +21, Listen +3, 
  Spot +13
  Feats: Alertness, Improved Initiative, Skill 
  Focus (Hide)
  Environment: Warm deserts
  Organization: Solitary or colony (2-5)
  Challenge Rating: 5
  Treasure: 1/10 coins; 50% goods; 50% 
  items
  Alignment: Always neutral
  Advancement: 7-12 HD (Large)
  Level Adjustment: —
  If hungry or threatened, a sand stalker uses 
  its superior speed to run down its prey.
  Attraction (Ex): The sand stalker’s front 
  four legs are hollow. When a gust of air or wind 
  blows across them, they create a hypnotic sound 
  that captivates all creatures within a 100-foot 
  spread that fail a DC 15 Will save. This is a 
  sonic, mind-affecting charm effect. A creature 
  that successfully saves cannot be affected again by 
  the same sand stalker’s attraction for one day. The 
  save DC is Constitution-based.
  A captivated victim walks toward the sand 
  stalker, taking the most direct route possible. If 
  the path leads into a dangerous area, (fi re, over a 
  cliff, and so on), that creature gets a second saving 
  throw. Captivated creatures can take no actions 
  other than to defend themselves. A victim within 
  5 feet of the sand stalker stands there and offers 
  no resistance to the monster’s attacks. The effect 
  continues for as long as the sand stalker’s legs are 
  subjected to wind. A bard’s countersong ability 
  allows the entranced creature to attempt a new 
  Will save.
  Poison (Ex): Bite, Fortitude DC 19; initial 
  damage paralysis 1d4+1 rounds, secondary 
  damage 1 Strength. The save is Constitution-based 
  and includes a +4 racial bonus.
  Tremorsense (Ex): Sand stalkers can 
  automatically sense the location of anything within 
  60 feet that is in contact with the ground.
  Skills: Sand stalkers have a +4 racial bonus 
  on Hide checks, a +6 racial bonus on Jump checks, 
  and a +8 racial bonus on Spot checks. *In sandy 
  areas, the Hide bonus increases to +8.
  
  118
  5 Scarecrow
  Medium Construct 
  Hit Dice: 5d10+20 (27 hp)
  Initiative: +0
  Speed: 20 ft. (4 squares)
  Armor Class: 14 (+4 natural), touch 10, 
  fl at-footed 14
  Base Attack/Grapple: +3/+5
  Attack: Slam +5 melee (1d6+2 plus holding 
  touch)
  Full Attack: 2 slams +5 melee (1d6+2 plus 
  holding touch)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Holding gaze, holding 
  touch
  An 
  animated 
  scarecrow 
  is 
  nearly 
  indistinguishable from a normal scarecrow. Close 
  examination, however, reveals a tiny spark of red 
  light in its eyes (Spot check DC 15 to notice). Each 
  scarecrow is unique in construction and design, but 
  most are about 6 feet tall, constructed of wood and 
  ropes, and stuffed with straw or grass. Scarecrows 
  are most often used as guardians to keep out 
  would-be treasure hunters or trespassers.
  A scarecrow weighs about 75 pounds.
  Combat
  A scarecrow attempts to hold the most 
  powerful opponent it faces using its gaze attack. If 
  it succeeds, it pummels that foe with its fi sts until 
  the opponent is dead. It does not completely ignore 
  other combatants, however, as it uses its gaze 
  attack to hold them so it can deal with them once 
  its primary foe is dead.
  Holding Gaze (Su): Held (as the hold 
  monster spell) until the scarecrow is destroyed 
  or moves more than 300 feet away, range 30 feet; 
  Will DC 12 negates. The save DC is Charisma-
  based. The DC increases by 1 for each round the 
  creature fails to break free.
  Special Qualities: Construct traits, 
  darkvision 60 ft., immunity to cold, low-
  light vision, vulnerability to fi re
  Saves: Fort +l, Ref +l, Will +1
  Abilities: Str 15, Dex 10, Con —, Int —, 
  Wis 11, Cha 10
  Skills: —
  Feats: —
  Environment: Any land
  Organization: Solitary
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-9 HD (Medium); 10-15 
  HD (Large)
  Level Adjustment: —
  Holding Touch  (Su): Any creature struck by 
  the scarecrow’s slam attack must succed on a DC 
  12 Will save or be held  (as the hold monster spell) 
  hold monster spell) 
  hold monster
  until the scarecrow is destroyed or moves more 
  than 300 feet away. The save DC is Charisma-
  based. The DC increases by 1 for each round the 
  creature fails to break free.
  Construction
  Each scarecrow varies in appearance: one 
  may have a stuffed straw head, for example, while 
  another has a pumpkin for a head. Whatever the 
  differences, scarecrows do have some elements 
  in common: their bodies and all limbs are 
  constructed of wood and bound by ropes; their 
  clothes are almost always dirty and ragged; and 
  most scarecrows are stuffed with straw or grass.
  A scarecrow costs 30,000 gp to create, which 
  includes 800 gp for the construction of the body. 
  Assembling the body requires a successful DC 12 
  Craft (sculpting or woodworking) check. 
  CL 6th; Craft Construct, animate objects, 
  command, 
  command, 
  command hold person, prayer, caster must be at 
  least 6th level; Price 30,000 gp; Cost 15,800 gp + 
  600 XP.
  
  119
  5
  Succulent Spirit
  Medium Fey
  Hit Dice: 9d6+9 (40 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares)
  Armor Class: 12 (+2 Dex), touch 12, fl at-
  footed 10
  Base Attack/Grapple: +4/+3
  Attack: —
  Full Attack: —
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Spells, spell-like abilities
  Special Qualities: Air walk, damage 
  reduction 10/cold iron, low-light vision, 
  plant home, spell resistance 14
  Saves: Fort +4, Ref +8, Will +9
  A succulent spirit appears in the desert as 
  an amazingly beautiful female. Her skin, the 
  color of desert sand, glimmers translucently and 
  her moonlight hair covers delicate, pointed ears. 
  Succulent spirits are bound to the sarine plant, 
  a hardy cactus that springs tiny little yellow and 
  purple fl owers.
  Many a lost wanderer tell tales of beautiful 
  women in desert who save them from certain death. 
  A succulent spirit is around 5 feet tall and weighs 
  only 55 pounds. Succulent spirits understand 
  Common, Sylvan, and Elven, but never speak.
  Combat
  Succulent spirits never fi ght, not even to 
  prevent the destruction of their fl owers. Instead 
  they will always try to escape to another fl ower, 
  perhaps one in a hidden locale.
  Spells: A succulent spirit casts spells as a 
  druid of a level equal to her Hit Dice (typically 
  9th); she prepares only spells that heal, or those 
  that provide sustenance, comfort, protection, and 
  other means of succor.
  Abilities: Str 9, Dex 14, Con 12, Int 11, Wis 
  16, Cha 22
  Skills: Heal +14, Knowledge (nature) 
  +9, Listen +14, Profession (herbalist) 
  +14, Search +11, Spellcraft +7, Spot +14, 
  Survival +14 (+16 aboveground, +16 
  following tracks)
  Feats: Alertness, Dodge, Run, Self-
  Suffi cient
  Environment: Warm deserts
  Organization: Solitary
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always neutral good
  Advancement: 10-18 HD (Medium)
  Level Adjustment: —
  Typical Druid Spells Prepared (6/5/5/4/
  2/1; save DC 13 + spell level): 0—create water, 
  cure minor wounds, guidance, purify food and 
  drink, resistance, virtue; 1st—calm animals, cure 
  light wounds, endure elements, goodberry, hide 
  from animals; 2nd—barkskin, lesser restoration
  (3), wood shape; 3rd—cure moderate wounds, 
  neutralize poison, remove disease, quench; 
  4th—cure serious wounds, reincarnate; 5th—cure 
  critical wounds.
  Spell-Like Abilities: 2/day — invisibility. 
  Caster level 9th.
  Air Walk (Ex): 
  Air Walk (Ex): 
  Air Walk
  A succulent spirit may walk 
  upon the air as if it were solid ground. This ability 
  is otherwise similar to the spell of the same name.
  Plant Home (Su): At will as a full-round 
  action, a succulent spirit may discorporate her 
  physical body and enter any sarine plant within 
  10 feet, or exit such a plant to appear anywhere 
  within 10 feet of it. The succulent spirit must enter 
  a sarine plant in this way at least once per day, 
  or she dies immediately. In the full round during 
  which the succulent spirit uses this ability, she is 
  considered incorporeal.
  
  120
  5
  Sylph
  Medium Elemental (Air, Extraplanar)
  Hit Dice: 6d8+6 (33 hp)
  Initiative: +8
  Speed: Fly 100 ft. (perfect) (20 squares)
  Armor Class: 16 (+4 Dex, +2 natural), 
  touch 14, fl at-footed 12
  Base Attack/Grapple: +4/+4
  Attack: Slam +8 melee (2d4)
  Full Attack: Slam +8 melee (2d4) or wind 
  slam +8 ranged touch
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Spell-like abilities, 
  summon elemental, wind slam
  Special Qualities: Change shape, 
  darkvision 60 ft., elemental traits, telepathy 
  100 ft.
  These higher elementals are proof that 
  scholarly pursuits are boring and stale. The sylphs 
  are always in search of new knowledge, be it arcane 
  lore or casual gossip. They share all they learn 
  with each other and with others depending on each 
  sylph’s whims. Sylphs resemble waifi sh females, 
  their light-tinted skin tones still discernible in their 
  translucent form. They wear long robes made of 
  clouds that trail behind them as they fl y. They 
  speak in soft whispers and laugh like the rain, but 
  for all their gentleness, their patience is a hair’s 
  breadth from infi nite, and when exhausted they 
  strike with the force of the hurricane.
  In addition to the standard languages, sylphs 
  speak Draconic and Auran.
  Combat
  Sylphs prefer to talk before committing 
  to combat and attack from afar unless it proves 
  disadvantageous. Excellent tacticians, they work 
  together to complement each other with precise 
  effi ciency, never letting combat drag on for longer 
  than absolutely necessary.
  Spell-Like 
  Abilities: 
  At 
  will—
  prestidigitation; 3/day—detect magic, gust of 
  wind, 
  wind, 
  wind
  mage armor; 2/day—detect thoughts, 
  Saves: Fort +3, Ref +9, Will +2
  Abilities: Str 10, Dex 19, Con 12, Int 14, 
  Wis 11, Cha 11
  Skills: Decipher Script +4, Escape Artist 
  +8, Gather Information +4, Hide +10, 
  Knowledge (any two) +4, Move Silently 
  +14, Perform (any one) +4, Sense Motive 
  +4, Spot +4, Tumble +6
  Feats: Flyby Attack, Improved Initiative, 
  Weapon Finesse
  Environment: Elemental Plane of Air
  Organization: Solitary or gang (2-8)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Usually chaotic neutral
  Advancement: By character class
  Level Adjustment: +5
  silence; 1/week—whirlwind. Caster level 6th. The 
  whirlwind. Caster level 6th. The 
  whirlwind
  save DCs are Charisma-based.
  Summon Elemental (Sp): Once per day 
  a sylph can attempt to summon 1d4 Medium air 
  elementals with a 35% chance of success, or one 
  invisible stalker with no chance of failure. This 
  ability is the equivalent of a 5th-level spell.
  Wind Slam (Su): Sylphs can shoot a 
  powerful and invisible jet of wind at one enemy 
  up to 60 feet away. The slam causes 6d4 points 
  of damage (Fort DC 14 half), and the target must 
  succeed on a DC 14 Refl ex save or fall prone.  The 
  save DCs are Constitution-based.
  Change Shape (Su): Higher elementals 
  can assume at will a humanoid form while 
  visiting other Planes. This form resembles the 
  elemental’s features in fl esh, acting more like a 
  suit for Material plane visits than a disguise. This 
  ability allows only one specifi c humanoid form, 
  and higher elementals have access to all of their 
  powers in any of their forms.
  The humanoid form of a sylph is a human 
  woman with very light and delicate features.
  Skills: Sylphs receive a +4 bonus to Hide 
  and Move Silently checks.
  
  121
  5
  Veldt Troll
  Large Giant
  Hit Dice: 8d8+32 (68 hp)
  Initiative: -1
  Speed: 40 ft. (8 squares)
  Armor Class: 26 (-1 size, -1 Dex, +3 
  natural,+4 chain shirt, +2 heavy steel shield, 
  +7 natural), touch 8, fl at-footed 26
  Base Attack/Grapple: +6/+12
  Attack: Bite +7 melee (1d8+2) or lance +7 
  melee (2d6+3/x3) or short sword +7 melee 
  (1d8+2/19-20)
  Full Attack: Bite +7 melee (1d8+2) and 
  2 claws +2 melee (1d6+1); or lance +7/+2 
  melee (2d6+3/x3); or short sword +7/+2 
  melee (1d8+2/19-20)
  Space/Reach: 10 ft/10 ft.
  Special Attacks: —
  Special Qualities: Darkvision 90 ft., low-
  light vision, regeneration 3, scent
  Although they share some of the qualities of 
  the standard troll, veldt trolls are much less hostile 
  toward humanoids as their kin. Veldt trolls have 
  adapted to life on the plains, leading a nomadic 
  lifestyle. They spend most of their time hunting 
  or trading with other plains-dwelling races for 
  livestock and weapons. Most veldt trolls are 
  excellent riders, and their mounts are usually of 
  excellent quality.
  A typical veldt troll stands 8-1/2 feet tall and 
  weighs 450 pounds. Unlike their cousins, females 
  are not larger than males. A veldt troll’s rubbery 
  hide is greenish-brown or golden-brown, and its 
  hair is usually black or dusty yellow. Veldt trolls 
  speak Giant.
  Combat
  Veldt trolls prefer to fi ght their enemies from 
  the saddle, riding down foes and striking them with 
  long heavy lances or curved sabers. Hunters also 
  favor powerful composite bows with broad iron 
  arrowheads, although veldt troll culture frowns on 
  using such weapons in combat, preferring to fi ght 
  enemies face-to-face.
  Regeneration (Ex): Fire and acid deal 
  normal damage to a veldt troll. If a veldt troll loses 
  a limb or body part, the lost portion regrows in 
  3d6 minutes. The creature can reattach the severed 
  member instantly by holding it to the stump.
  Saves: Fort +10, Ref +1, Will +3
  Abilities: Str 15, Dex 8, Con 18, Int 7, Wis 
  9, Cha 8
  Skills: Climb -1, Jump +2, Ride +2, Spot 
  +2, Survival +2
  Feats: Mounted Combat, Iron Will, Track
  Environment: Cold and temperate hills and 
  plains
  Organization: Hunting/raiding party (1-
  10), war party (5-25 riders plus 1 4th-level 
  fi ghter leader), or tribe (5-50 riders plus 
  2 4th-level fi ghter leaders and 18th-level 
  barbarian chieftain and 5-15 noncombatant 
  children)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always neutral
  Advancement: By character class
  Level Adjustment: +3
  Veldt Troll as Characters
  The war-like veldt trolls are known for their 
  terrifying combat prowess and are usually led 
  by fi ghters and barbarians. Veldt troll characters 
  possess the following racial traits.
  — +4 Strength, -2 Dexterity, +8 Constitution, -4 
  Int (minimum 3), -2 Wis, -2 Cha.
  — Large size. –1 penalty to Armor Class, –1 
  penalty on attack rolls, –4 penalty on Hide checks, 
  +4 bonus on grapple checks, lifting and carrying 
  limits double those of Medium characters. 
  — Space/Reach: 10 ft./10 ft.
  — A veldt troll’s base land speed is 40 feet.
  — Darkvision out to 90 feet and low-light vision.
  — Racial Hit Dice: A veldt troll begins with eight 
  levels of giant, which provide 8d8 Hit Dice, a base 
  attack bonus of +6, and base saving throw bonuses 
  of Fort +6, Ref +2, and Will +2.
  — Racial Skills: A veldt troll’s giant levels give 
  it skill points equal to 11 x (2 + Int modifi er). Its 
  class skills are Climb, Ride, Spot, and Survival.
  — Racial Feats: A veldt troll’s giant levels give it 
  three feats.
  — +3 natural armor bonus.
  — Natural Weapons: Claw (1d6) and bite (1d8).
  — Special Qualities (see above): regeneration 3, 
  scent.
  — Automatic 
  Languages: 
  Giant. 
   
  Bonus 
  Languages:  Common, Elven.
  — Favored Class: Barbarian.
  — Level Adjustment +3
  
  122
  5
  Wraithlight
  Fine Undead (Incorporeal)
  Hit Dice: 4d12 (26 hp)
  Initiative: +4
  Speed: Fly 50 ft. (perfect) (10 squares)
  Armor Class: 25 (+8 size, +4 Dex, +3 
  defl ection), touch 25, fl at-footed 21
  Base Attack/Grapple: +2/—
  Attack: Incorporeal touch +14 melee (1d8 
  cold)
  Full Attack: Incorporeal touch +14 melee 
  (1d8 cold)
  Space/Reach: 1/2 ft./0 ft.
  Special Attacks: Spell-like abilities, 
  Wisdom damage
  Special Qualities: Darkvision 60 ft., 
  incorporeal traits, spell resistance 15, 
  undead traits
  Wraithlights are mischievous wandering 
  spirits that despise all living creatures. Appearing 
  as fl oating, 3-inch spheres of light, wraithlights 
  take on a multitude of different colors. They move 
  soundlessly and can be found in ruins, dungeons, 
  and other abandoned places. Wraithlights prefer to 
  be left alone and detest the presence of creatures 
  other than their own kind. Very temperamental, 
  they are as likely to ignore intruders as they are to 
  attack. They easily grow impatient, however, and 
  attempt to drive away or slay those who actively 
  disturb them.
  Theologians, historians, and hunters of the 
  undead are unsure of wraithlights’ true origins. 
  Their actions suggest that they may be earthbound 
  spirits who refuse to pass into the afterlife, but 
  some spellcasters claim that they are the ghosts 
  of a strange and ancient race from another 
  plane, trapped in a foreign world after theirs was 
  destroyed and trying to continue their existence. 
  Whatever their real nature, wraithlights are best 
  left alone by those who want to avoid confl ict.
  Wraithlights do not speak, but can understand 
  any language. In rare instances where a wraithlight 
  attempts to communicate, it does so by “gesturing” 
  through movement and by shifting its colors.
  Saves: Fort +1, Ref +7, Will +5
  Abilities: Str —, Dex 19, Con —, Int 13, 
  Wis 12, Cha 16
  Skills: Bluff +8, Hide +23, Listen +9, 
  Search +5, Sense Motive +7, Spellcraft +6, 
  Spot +9
  Feats: Alertness, Lightning Refl exes
  Environment: Any
  Organization: Solitary or group (1-3)
  Challenge Rating: 5
  Treasure: None
  Alignment: Usually neutral
  Advancement: 5-6 HD (Fine); 7 HD 
  (Diminutive)
  Level Adjustment: —
  Combat
  When agitated, a wraithlight grows darker in 
  color and zips back and forth erratically through 
  the air. In battle, wraithlights prefer to toy with 
  their opponents, using their spell-like abilities to 
  sow confusion among foes and passing through 
  opponents’ bodies to harm them. If strongly 
  angered, wraithlights dominate their enemies and 
  have them fi ght unaffected allies. When in danger, 
  wraithlights use mislead to escape. Wraithlights 
  are vengeful, and do not easily forget creatures 
  they have fought.
  Spell-Like Abilities: 2/day–confusion (DC 
  17), dominate person (DC 18), hypnotic pattern 
  (DC 15), mislead (DC 19). Caster level 10th. The 
  mislead (DC 19). Caster level 10th. The 
  mislead
  save DCs are Charisma-based.
  Wisdom Damage (Su): Three times per day, 
  by touching its opponent, a wraithlight can force the 
  creature to see glimpses of horrors in the spirit realm 
  instead of suffering cold damage. A living creature 
  hit by a wraithlight’s touch attack must succeed on 
  a DC 15 Will save or suffer 1d4 points of Wisdom 
  damage. The save DC is Charisma-based.
  
  123
  5
  Zebub-Spawn
  Diminutive Outsider (Chaotic, Evil, 
  Extraplanar)
  Hit Dice: 3d8 (13 hp)
  Initiative: +10
  Speed: Fly 60 ft.(perfect)(12 squares)
  Armor Class: 26 (+4 size, +10 Dex, +2 
  natural), touch 24, fl at-footed 16
  Base Attack/Grapple: +3/-10
  Attack: Sting +3 melee (1d3-2)
  Full Attack: Sting +3 melee (1d3-2)
  Space/Reach: 1 ft./0 ft.
  Special Attacks: Disease, swarm attack
  Special Qualities: Banned from holy 
  ground, darkvision 60 ft., resistance to cold 
  5 and fi re 5, spell resistance 6
  Saves: Fort +3, Ref +13, Will +2
  Zebub-spawn are large, demonic fl ies that 
  have fed from the pustule-ridden skin of the god 
  Zebub (also known as Baal-Zebub, “Lord of the 
  Flies”). They appear identical to large black fl ies 
  except for their burning red eyes and the stench of 
  death they carry. They exist to spread disease and 
  misery through the world.
  A large, corpse-strewn battlefi eld can 
  summon a swarm, as can rotting meat that is left 
  on a desecrated altar or honey smeared on the 
  corpse of a priest. If a corpse of someone killed 
  by Zebub-spawn is left unburied for three day, the 
  surrounding area suffers from a plague.
  A Zebub-spawn is 8 inches long and weighs 
  less than a pound. Zebub-spawn speak Abyssal.
  Combat
  Zebub-spawn try to swarm opponents 
  whenever possible. They try to sting as many 
  opponents as possible to increase the chances of 
  their disease spreading throughout the area.
  A Zebub-spawn’s natural weapons, as well 
  as any weapons it wields, are treated as chaotic-
  aligned and evil-aligned for the purpose of 
  overcoming damage reduction.
  Abilities: Str 8, Dex 30, Con 10, Int 8, Wis 
  8, Cha 2
  Skills: Balance +12, Escape Artist +16, 
  Hide +28, Jump +1, Knowledge (the planes) 
  +5, Listen +5, Move Silently +16, Spot +5, 
  Survival -1 (+1 on other planes), Tumble +16
  Feats: Dodge, Flyby Attack
  Environment: Any evil-aligned plane
  Organization: Swarm (5-60)
  Challenge Rating: 5
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 4-6 HD (Tiny); 7-12 HD 
  (Small)
  Level Adjustment: —
  Disease (Ex): Fly sickness—sting, Fortitude 
  DC 12, incubation period 1d3 days, damage 1d2 
  Str and 1d2 Con. The save DC is Constitution-
  based and includes a +1 racial bonus.
  Prolonged exposure to someone who has 
  contracted fl y sickness (an hour in close proximity 
  or few minutes of physical contact) forces a 
  creature to make a DC 12 Fortitude save or 
  contract fl y sickness itself.
  Swarm Attack (Ex): A swarm of Zebub-
  spawn may work together to distract an opponent, 
  leaving an opening for others. For every fi ve 
  Zebub-spawn that forgo attacks in order to distract, 
  the other attacking Zebub-spawn in the swarm gain 
  a +1 circumstance bonus on their attack rolls, up 
  to a maximum bonus of +5. Opponents with the 
  Blind-Fight feat are not affected by this tactic. 
  Furthermore, a swarm of Tiny or smaller Zebub-
  spawn is immune to slashing and piercing attacks.
  Banned From Holy Ground (Su): A Zebub-spawn 
  treats areas protected by a consecrate or hallow 
  spell as if they were also protected by an antipathy 
  spell. The Zebub-spawn must make a Will save 
  with a DC equal to 15 + the caster’s ability 
  modifi er or 18, whichever is higher, or abandon 
  the area.
  
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  Anakim
  Large Giant
  Hit Dice: 10d8+10 (55 hp)
  Initiative: +7
  Speed: 30 ft. in chainmail (6 squares); base 
  speed 40 ft. (8 squares)
  Armor Class: 22 (-1 size, +2 Dex, +6 natural, 
  +5 chainmail), touch 11, fl at-footed 20
  Base Attack/Grapple: +7/+16
  Attack: Falchion +11 melee (2d6+7/15-
  20) or composite longbow (+5) +9 ranged 
  (2d6+5/x3) or rock +9 ranged (2d6+5)
  Full Attack: Falchion +11/+6 melee 
  (2d6+7/15-20) or composite longbow (+5) 
  +9/+4 ranged (2d6+5/x3) or rock +9 ranged 
  (2d6+5)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Rock throwing
  Special Qualities: Low-light vision, rock 
  catching
  Saves: Fort +8, Ref +6, Will +5
  The anakim are taller than humans, but 
  are rangier and leaner than most of the heavily 
  muscled giants of similar size. Almost all are 
  blond, with a thick, shaggy mop of hair often 
  caught up in a topknot, but little or no beard. 
  Their eyes are silver-grey, glinting with hints of 
  blues and greens. Other than having six fi ngers on 
  each hand and six toes on each foot, and their great 
  height, they resemble ordinary humans.
  Most anakim adults stand around 9 feet tall 
  and weigh 850 to 950 pounds. They are somewhat 
  shorter-lived than humans, living up to at most 90 
  years old.
  Though they are a savage and barbarous 
  people, the anakim are possessed of no mean 
  smithing ability and are typically clad in mail 
  armour and armed with great curved swords and 
  powerful bows. The anakim are said to be closely 
  related to the nephilim, though without that 
  people’s intelligence and civilisation.
  Anakim rarely carry their possessions in 
  bags, unlike most other giants. Most of their 
  wealth will be worn, in the form of gold or silver 
  jewellery, especially tores, lunulas, pendants or 
  other neck adornments (their name is said to mean 
  ‘those who wear necklaces’). Other items will be 
  stored in the low clay or stone houses in which 
  they live.
  Abilities: Str 21, Dex 16, Con 13, Int 9, Wis 
  15, Cha 12
  Skills: Climb +7, Jump +7, Listen +2*, Spot 
  +7*, Survival +6*
  Feats: Improved Critical (falchion), 
  Improved Initiative, Point Blank Shot, 
  Rapid Shot
  Environment: Warm desert, hills, plains 
  and mountains
  Organization: Solitary, family (2-4 plus 
  30% non-combatants), raiding party (6-9 
  plus one adept or sorcerer of 3rd-5th level 
  plus 3-5 war chariots plus 6-10 dire lions), or 
  tribe (31-40, plus 30% non-combatants, plus 
  0-7 war chariots each with 2-3 dire lions, 
  plus 1-3 adepts or sorcerers of 1st-6th level) 
  Challenge Rating: 6
  Treasure: Standard 
  Alignment: Usually neutral evil 
  Advancement: By character class
  Level Adjustment: +3
  Combat
  Anakim are extremely warlike and love to 
  fi ght anyone available. If no enemies are nearby, 
  they will often brawl among themselves, with 
  squabbles over the most minor issues leading to 
  fi ghts to the death. Anakim prefer to engage foes 
  from a distance to begin with, loosing massive 
  arrows from their deadly longbows when those 
  weapons are available or hurling rocks if not.  The 
  outsize composite longbows favoured by anakim 
  have a range increment of 130 feet.
  Once within melee combat range, anakim 
  launch themselves at their opponents with all 
  the savage speed and fury of panthers, dealing 
  out great hacking blows and rib-splitting stabs. 
  Often the initial attack will be a charge, but 
  the anakim are tactically aware, and if facing 
  determined or experienced opponents, will take 
  a step back to take advantage of the greater reach 
  of their massive falchions. They are also highly 
  courageous, and quite prepared to take risks if they 
  see an advantage in so doing.
  Anakim who are going raiding or are in 
  defence of their tribe use war chariots, each pulled 
  by a pair of dire lions.
  Rock Throwing (Ex): The range increment 
  is 90 feet for an anakim’s thrown rocks. It uses 
  both hands when throwing a rock.
  
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  Rock Catching (Ex): An anakim can catch 
  Small, Medium, or Large rocks (or projectiles of 
  similar shape). Once per round, an anakim that 
  would normally be hit by a rock can make a Refl ex 
  save to catch it as a free action. The DC is 15 for 
  a Small rock, 20 for a Medium one, and 25 for a 
  Large one. (If the projectile provides a magical 
  bonus on attack rolls, the DC increases by 
  that amount.) The anakim must be ready for 
  and aware of the attack in order to make a rock 
  catching attempt.
  Skills: *An anakim has a +2 racial bonus on 
  Listen, Spot, and Survival checks made in desert 
  terrain, due to its long familiarity with such regions.
  Bylur
  Large Magical Beast (Cold)
  Hit Dice: 6d10+24 (57 hp)
  Initiative: +5
  Speed: 40 ft. (8 squares), climb 10 ft.
  Armor Class:  15 (-1 size, +1 Dex, +5 
  natural), touch 10, fl at-footed 14
  Base Attack/Grapple: +6/+16
  Attack: Bite +11 melee (ld8+6)
  Full Attack: Bite +11 melee (ld8+6) and 2 
  claws +6 melee (ld6+3)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Breath weapon, pounce
  Special Qualities: Darkvision 60 ft., 
  immunity to cold, low-light vision, scent, 
  vulnerability to fi re
  Bylurs are bizarre creatures produced from 
  the harsh conditions in the coldest regions of the 
  world. These hooved creatures can move bipedally 
  or on all fours. They have retractable claws, used 
  for climbing and hunting. Their white furry coats 
  keep them adequately warm, and their truncated 
  noses provide them with a keen sense of smell, 
  allowing them to track on snow and ice.
  A bylur combines features of both a 
  mountain goat and a hunting dog. A typical bylur 
  is 9 feet long and weighs 1,200 pounds.
  Although intelligent, bylurs do not speak or 
  understand any languages.
  Combat
  Bylurs track their prey across the cold 
  plains, using their keen sense of smell and natural 
  coloration and stealth to stalk until the most 
  Saves: Fort +9, Ref +6, Will +3
  Abilities: Str 22, Dex 13, Con 19, Int 6, Wis 
  13, Cha 10
  Skills: Climb +14, Hide +4*, Jump +10, 
  Listen +5, Move Silently +3, Spot +5, 
  Survival +1*
  Feats: Alertness, Improved Initiative, 
  Stealthy
  Environment: Any cold land
  Organization: Solitary, pair, or pack (2-5)
  Challenge Rating: 6
  Treasure: 1/10 coins, 50% goods, 50% items
  Alignment: Always neutral evil
  Advancement: 7-9 HD (Large), 10-18 HD 
  (Huge)
  Level Adjustment: —
  opportune moment to strike. They favor pack 
  tactics; the alpha male generally pounces on the 
  toughest looking prey while the others use their 
  breath weapons to fi nish it off or to incapacitate 
  any of its allies.
  Breath Weapon (Su): 15-foot cone, once 
  every 1d4 rounds, damage 4d6 cold, Refl ex DC 17 
  half. The save DC is Constitution-based.
  Pounce (Ex): If a bylur charges a foe, it can 
  make a full attack.
  Skills: A bylur has a +8 racial bonus on 
  Climb checks and can always choose to take 10 
  on Climb checks, even if rushed or threatened. *A 
  bylur’s natural coloration grants it a +6 racial bonus 
  on Hide checks in areas of snow and ice. *It also 
  receives a +8 racial bonus on Survival checks when 
  tracking by scent, due to its keen sense of smell.
  
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  Death Worm
  Large Magical Beast
  Hit Dice: 7d10+21 (59 hp)
  Initiative: +l
  Speed: 20 ft. (4 squares), burrow 10 ft.
  Armor Class: 15 (-1 size,+1 Dex,+5 
  natural), touch 10, fl at-footed 14
  Base Attack/Grapple: +7/+15
  Attack: Bite +11 melee (ld8+6 plus 1d6 
  acid)
  Full Attack: Bite +11 melee (ld8+6 plus 
  1d6 acid)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Acid, lightning blast, spit 
  acid
  Special Qualities: Darkvision 60 ft., low-
  light vision, tremorsense 60 ft.
  A death worm is a reclusive, desert-dwelling 
  creature content to spend its life burrowing beneath 
  the ground and sustaining itself on a diet of sand 
  and earth. On occasion, it surfaces to devour more 
  substantial prey (animals such as moose, deer, 
  bison, and humans). 
  Death worms lay their eggs far beneath the 
  surface of the earth. Newborn death worms live 
  on a diet of sand and earth; only when they reach 
  maturity (2-5 years after hatching) do they surface 
  and devour their fi rst living prey.
  A death worm is a long, slender, reddish-brown 
  creature. Its skin is mottled yellow across its back, 
  tapering off as the colors near its head. Its mouth is 
  huge and lined with rock hard teeth that allow it to 
  break rocks and earth as it burrows underground.
  A death worm is about 20 feet long, 5 feet in 
  diameter, and weighs about 4,000 pounds.
  Saves: Fort +8, Ref +6,Will +2
  Abilities: Str 18, Dex 13, Con 16, Int 3,Wis 
  11, Cha 5
  Skills: Hide +1*, Listen +5, Spot +5
  Feats: Alertness, Power Attack, Weapon 
  Focus (bite)
  Environment: Any deserts and warm plains
  Organization: Solitary
  Challenge Rating: 6
  Treasure: None
  Alignment: Always neutral
  Advancement: 8-12 HD (Large); 13-21 HD 
  (Huge)
  Level Adjustment: —
  Combat
  Death worms lurk under the sands or earth, 
  waiting for prey to move within 30 feet. They 
  begin combat by spitting acid and then attacking 
  with their lightning blast and bite.
  Acid (Ex): A death worm’s mouth constantly 
  drips highly corrosive saliva. Any melee hit deals 
  an additional 1d6 points of acid damage.
  Lightning Blast  (Su): Once per minute, 
  and on any round in which it does not use its acid 
  spittle, the death worm can breath forth a line of 
  lightning, 5 feet wide, 5 feet high, and 20 feet long; 
  damage 3d6 electricity, Refl ex DC 16 half.
  Spit Acid (Ex): Stream of acid, 5 feet high, 
  5 feet wide, and 30 feet long, once per round, 
  damage 4d6 acid, Refl ex DC 16 half. Death worms 
  are immune to their own acid and that of other 
  death worms.
  Skills: *Due to its coloration, a death worm 
  gains a +8 racial bonus on Hide checks when in 
  sandy or earth-covered areas.
  Dream Cactus
  Medium Plant 
  Hit Dice: 6d8+30 (57 hp) 
  Initiative: -3
  Speed: 0 ft. 
  Armor Class: 11 (-5 Dex, +6 natural), 
  touch 5, fl at-footed 11 
  Base Attack/ Grapple: +4/+5 
  Attack: Spine +6 melee (1d4+1) 
  Full Attack: 6 spines +6 melee (1d4+1) 
  Space/Reach: 5 ft./5 ft. (40 ft. with spines) 
  Special Attacks: Puppeteer 
  Special Qualities: Blindsight 40 ft., 
  invisibility, plant traits 
  Saves: Fort +10, Ref -, Will +4 
  Abilities: Str 12, Dex —, Con 20, Int 5, Wis 
  15, Cha 9 
  Skills: Survival +11 
  Feats: Ability Focus (puppeteer), 
  Endurance, Weapon Focus (spine) 
  
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  A dream cactus is a mysterious anomaly of 
  the desert. In appearance, it is almost identical to 
  an ordinary barrel cactus. Unseen to the naked eye, 
  six long spines stretch out from the cactus up to a 
  length of 40 feet. These spines can be moved freely 
  like tentacles, and are barbed at the ends, allowing 
  them to pierce living fl esh. The cactus feeds 
  through these spines, slowly leeching moisture and 
  nutrients out of its victims, whom it manipulates 
  with a powerful hallucinogenic poison. 
  A dream cactus is often mistaken for other 
  types of cacti that are known to be water sources 
  in the desert. This serves to draw prey to it, which 
  is essential, as the body of the dream cactus is 
  immobile. The dream cactus collects a sizable 
  assortment of desiccated bodies over its lifespan. 
  It has learned to hide these corpses by having its 
  puppets bury themselves in the ground before they 
  expire. Small fortunes have been discovered in 
  excavations near these cacti. 
  The poison of a dream cactus can be 
  extracted and used offensively. Removal requires 
  a DC 20 Survival check, and each spine contains 
  1d4 effective doses. Creatures failing a DC 20 
  Will save against this poison without the cactus to 
  control them fall unconscious for 1d4 rounds and 
  experience disturbing dreams.
  Combat 
  A dream cactus attacks anything approaching 
  within 40 feet of it. It reaches out with its spines 
  and attempts to skewer its prey. The spines 
  themselves do little damage, but they serve to 
  deliver the cactus’s poison. This poison allows the 
  cactus to control its victims. Controlled creatures 
  normally just stand motionless, but if someone 
  attacks the cactus, they spring to its defense. 
  This typically means melee, although controlled 
  creatures may fl ing themselves in front of missile 
  attacks or charging creatures. 
  Puppeteer (Su): A dream cactus that hits 
  a living creature with a spine attack delivers a 
  dose of hallucinogenic poison to its victim. The 
  victim must succeed on a DC 20 Will save or the 
  Environment: Warm deserts 
  Organization: Solitary 
  Challenge Rating: 6 
  Treasure: Standard 
  cactus gains control of his mind. The save DC is 
  Constitution-based and includes a +2 bonus from 
  the cactus’s Ability Focus feat. The attacking 
  spine remains attached to the victim (and cannot 
  be used for further attacks while attached), and it 
  proceeds to drain moisture from the victim’s body. 
  Puppets of the dream cactus suffer 1d4 points of 
  Constitution damage each day they stay attached 
  to a spine. The movements and actions of attached 
  creatures are completely controlled by the dream 
  cactus, but they cannot leave a 40-foot radius of 
  the cactus. A dream cactus’s puppeteer ability is a 
  poisonous, mind-affecting compulsion. 
  An attached spine can be severed by 
  sundering attempts. Each spine has 15 hit 
  points, separate from the cactus’s hit point total. 
  Controlled creatures whose attached spines are 
  severed or who are freed by the death of the cactus 
  fall to the ground and remain comatose for 2d4 
  rounds before regaining consciousness.
  Blindsight (Ex): The dream cactus “sees” 
  up to 40 feet with its sense of smell. Beyond that 
  range, it is considered blinded. A dream cactus 
  is invulnerable to gaze attacks, visual effects of 
  spells such as illusions, and other attack forms 
  that rely on sight. A dream cactus’s sight may be 
  blocked by scent-based attacks (such as a stinking 
  cloud spell).
  Invisibility (Su): The spines of the dream 
  cactus are magically invisible, although its body 
  is not. Against sighted opponents who cannot see 
  through the invisibility, the dream cactus gains a 
  +2 bonus on attack rolls and those opponents are 
  denied any Dexterity bonus to AC. Opponents 
  attempting to sunder the cactus’s spines treat them 
  as having total concealment (50% miss chance). 
  This ability is constant, allowing a dream cactus 
  to remain invisible even when attacking. It works 
  like greater invisibility (caster level 6th) and lasts 
  as long as the cactus is alive.  This ability is not 
  subject to the invisibility purge spell. A dream 
  cactus becomes completely visible 1 minute after 
  it is killed.
  Alignment: Always neutral 
  Advancement: 7-10 HD (Medium); 11-
  18 HD (Large) 
  Level Adjustment: — 
  
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  Huge Animal
  Hit Dice: 10d8+53 (98 hp)
  Initiative: +1 
  Speed: 40 ft. (8 squares), swim 25 ft.
  Armor Class: 16 (-2 size, +1 Dex, +7 
  natural), touch 9, fl at-footed 15
  Base Attack/Grapple: +7/+23
  Attack: Bite +13 melee (2d6+12)
  Full Attack: Bite +13 melee (2d6+12)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Electrostatic shock, 
  improved grab, trample 2d10+12
  Special Qualities: Low-light vision, 
  resistance to electricity 20, scent
  Duogoth
  Huge Animal
  Duogoth
  Huge Animal
  Duogoth are large quadrupeds that migrate 
  on land but nest in lakes, used by intrepid soldiers 
  as living siege weapons. Duogoth are massive, 
  standing more than 18 feet high at the shoulder and 
  weighing in excess of 10,000 pounds. A duogoth’s 
  head features a huge, snapping maw with three 
  distinct rows of teeth, and its six nostrils grant it 
  an incredible sense of smell. Three tendrils grow 
  from behind each of a duogoth’s ears, capable of 
  releasing electrical discharges the duogoth uses in 
  hunting and self-defense. The colors of a duogoth’s 
  rough hide range from tan to rusty brown, often 
  with greenish undertones. Some duogoth have 
  dark splotches adorning their backs, from their 
  necks to the tips of their two tails. Though quite 
  loud as they move through water or trample across 
  underbrush, duogoth make few sounds themselves; 
  only when injured does a duogoth let out a loud 
  howl, alerting others nearby to danger.
  Duogoth are omnivores, living on a diet 
  consisting primarily of fi sh, and supplemented 
  with plants and small mammals. They travel in 
  herds, migrating when the seasons change or 
  when local food sources are in danger of becoming 
  depleted. During winter, duogoth hibernate in their 
  nests, emerging in the spring or early summer. 
  When they awaken, their hunger is so great that 
  they feed for days on end, pausing only for short 
  periods of rest.
  Duogoth are prized by mercenaries and army 
  commanders for their size and relative intelligence. 
  If a young duogoth is captured, it can be trained 
  for battle. The sight of a duogoth-mounted army 
  crushing troops and demolishing walls is one to be 
  remembered for years.
  Saves: Fort +12, Ref +8, Will +5
  Abilities: Str 26, Dex 12, Con 21, Int 2, Wis 
  10, Cha 6
  Skills: Jump +12, Listen +9, Spot +9, 
  Survival +7, Swim +16
  Feats: Alertness, Endurance, Iron Will, 
  Toughness
  Environment: Temperate forests, marshes, 
  and plains
  Organization: Solitary, pair, or herd (5-20)
  Challenge Rating: 6
  Treasure: None
  Alignment: Always neutral
  Advancement: 11-15 HD (Huge)
  Level Adjustment: +8* (mount)
  Combat
  Though they hunt by snapping up prey in 
  their jaws, duogoth will try to trample opponents 
  on land who clearly pose a threat (their legs are too 
  heavy and infl exible to kick with). A duogoth will 
  bite an enemy who survives trampling, in order to 
  bring the creature close enough to be targeted by an 
  electrostatic shock. When in water, releasing a shock 
  is always a duogoth’s fi rst defense against attackers.
  If a herd is attacked while migrating, duogoth 
  males will fi ght while the females and young fl ee. 
  If a nest is attacked, however, all duogoth present 
  will fi ght to the death.
  Electrostatic Shock (Ex): When immersed 
  in water, a duogoth can release an electrostatic 
  shock from the tendrils at the back of its head as 
  a standard action. Any creature in contact with the 
  water within a 30-foot spread must succeed on a DC 
  20 Fortitude save or suffer 1d8 points of electricity 
  damage and be stunned for 1d4 rounds. The save 
  DC is Constitution-based. A duogoth can shock a 
  grabbed opponent once per round as a free action.
  Improved Grab (Ex): To use this ability, a 
  duogoth must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins 
  the grapple check, it establishes a hold and can 
  immediately release an electrostatic shock that 
  affects only its grappled opponent.
  Trample (Ex): Refl ex DC 23 half. The save 
  DC is Strength-based.
  Skills: A duogoth has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided 
  it swims in a straight line.
  
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  *A paladin or druid of suffi ciently 
  high level can take a duogoth as a mount or 
  animal companion, but the character is treated as 
  8 levels lower for the purposes of determining the 
  duogoth’s characteristics and special abilities.
  Carrying Capacity: A light load for a 
  duogoth is up to 1,836 pounds; a medium load, 
  1,837-3,678 pounds; and a heavy load, 3,679-
  5,520 pounds. A duogoth can drag 27,600 pounds.
  Faminefeast Swarm
  Tiny Vermin (Swarm)
  Hit Dice: 11d8+22 (71 hp)
  Initiative: +3
  Speed: 10 ft. (2 squares), fl y 60 ft. (poor)
  Armor Class: 16 (+2 size, +3 Dex, +1 
  natural), touch 15, fl at-footed 13
  Base Attack/Grapple: +8/—
  Attack: Swarm (3d6)
  Full Attack: Swarm (3d6)
  Space/Reach: 10 ft/0 ft.
  Special Attacks: Distraction, Glutton’s 
  madness
  Special Qualities: Darkvision 60 ft., half 
  damage from slashing and piercing, swarm 
  traits, vermin traits
  Faminefeasts are foot-long insects with 
  a nearly insatiable appetite. They resemble 
  overgrown 
  grasshoppers 
  with 
  razor-sharp 
  mandibles slash at fl esh, leather, cloth, anything 
  that is even vaguely edible. Farmers fear them 
  more than even some of the worst beings the Hells 
  can spit forth, for these creatures can destroy an 
  entire year’s crops in mere moments.
  Even more insidious, the droning of a 
  swarm of faminefeasts can drive creatures to a 
  madness-induced hunger to devour all edible 
  items it can fi nd.
  Combat
  Faminefeasts are not subtle. They simply 
  attack anything edible. A faminefeast swarm deals 
  3d6 points of damage to any creature whose space 
  it occupies at the end of its move.
  Distraction (Ex): Any living creature that 
  begins its turn with a faminefeast swarm in its 
  square must succeed on a DC 17 Fortitude save 
  or be nauseated for 1 round. The save DC is 
  Constitution-based.
  Saves: Fort +9, Ref +6, Will +4
  Abilities: Str 3, Dex 17, Con 14, Int —, Wis 
  12, Cha 5
  Skills: Hide +11, Listen +10, Spot +10
  Feats: —
  Environment: Warm deserts and plains
  Organization: Solitary, cloud (2-7 swarms), 
  or plague (11- 20 swarms)
  Challenge Rating: 6
  Treasure: None
  Alignment: Always neutral
  Advancement: —
  Level Adjustment: —
  Glutton’s Madness (Su): Anyone within 
  30 feet of a faminefeast swarm must succeed at 
  a DC 16 Will save or spend the next 1d4 hours 
  (assuming he survives that long) consuming 
  whatever food and drink he can fi nd. If none 
  is available, he immediately moves toward the 
  closest edible substances of which he is aware or 
  that he might presumably expect — slaughtering 
  and eating cattle and devouring unripe crops, 
  attacking settlements, etc. If none of these items 
  is available, victims of the Glutton’s madness 
  may make a second DC 16 Will save; those who 
  succeed sit and gnaw at leather boots, backpacks, 
  pieces of wood, etc., while those who fail try to kill 
  their companions or any passersby they encounter 
  in an attempt to engage in cannibalism.
  A remove curse will remove these effects. 
  Those who save against the madness are immune 
  to its effects for 24 hours. The save DC is Wisdom-
  based.
  Skills: A faminefeast swarm has a +4 racial 
  bonus on Listen and Spot checks.
  Training a Duogoth
  A duogoth requires training before it can bear 
  a rider in combat.
  Training a duogoth requires six weeks of 
  work and a DC 25 Handle Animal check. Riding 
  a duogoth requires an exotic saddle. A duogoth can 
  fi ght while carrying a rider, but the rider cannot also 
  attack unless he or she succeeds on a Ride check. 
  Duogoth trained for combat are worth 1,400 
  gp apiece on the open market, while domesticated 
  duogoth are worth 700 gp each. Professional 
  trainers charge 1,050 gp to rear or train a duogoth.
  
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  Fog Warden
  Medium Aberration
  Hit Dice: 4d8+4 (22 hp)
  Initiative: +3
  Speed: Fly 40 ft. (good)(8 squares)
  Armor Class: 15 (+3 Dex, +2 defl ection), 
  touch 15, fl at-footed 12
  Base Attack/Grapple: +3/—
  Attack: Lightning bolt +7 ranged (3d6 
  electricity)
  Full Attack: Lightning bolt +7 ranged (3d6 
  electricity)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Fear aura, lightning bolt
  Special Qualities: Animate dead, damage 
  reduction 20/magic, darkvision 60 ft., 
  electricity discharge, gaseous form, 
  immunities, sunlight vulnerability
  A fogwarden is sometimes called an ice 
  apparition, for much like a standard apparition, 
  a fogwarden feeds on the fear of its victims. The 
  fogwarden, however, is not undead. A fogwarden 
  is usually found inhabiting the coldest and most 
  desolate areas of the world. The fog surrounding 
  it fl ashes with its life force. These fl ashes are often 
  mistaken for a will-o’-wisp. A fogwarden’s natural 
  form is that of a vaguely humanoid form composed 
  of fog and mist. The only true discernable feature 
  is its icy blue eyes.
  Combat
  Fogwardens favor instilling fear and panic 
  in their opponents to actual combat. In melee, the 
  fogwarden attacks by launching a bolt of lightning at 
  its foes. When a fogwarden is destroyed, it evaporates 
  completely, leaving no trace of its existence.
  Fear Aura (Su): Fogwardens radiate fear 
  in a 30-foot radius. Their fear aura is otherwise 
  identical with fear cast by a 4th-level sorcerer 
  (Will save DC 14). Whether or not the save is 
  successful, that creature cannot be affected by that 
  fogwarden’s fear aura for one day.
  Lighting Bolt (Su): Line of lightning 5 feet 
  wide, 5 feet high, and 30 feet long, once every other 
  round; damage 3d6, Refl ex save (DC 14) halves.
  Electricity Discharge (Su): A fogwarden’s 
  body constantly discharges electricity. Any metal 
  object (including weapons) that contacts its body 
  Saves: Fort +2, Ref +3, Will +4
  Abilities: Str —, Dex 16, Con 12, Int 12, 
  Wis 11, Cha 14
  Skills: Hide +9*, Intimidate +8, Listen +8, 
  Move Silently + 11, Sense Motive +6, Spot +8
  Feats: Alertness, Weapon Focus (lightning 
  bolt)
  Environment: Any cold land
  Organization: Solitary or troupe (1-6 
  animated corpses [treat as Medium 2 HD 
  zombies that cannot be turned])
  Challenge Rating: 6
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 5-8 HD (Medium); 9-12 HD 
  (Large)
  Level Adjustment: —
  must make a Refl ex save (DC 14) or take 3d6 
  points of electricity damage. A creature holding 
  the metal object at the time of contact likewise 
  suffers the same amount of damage.
  Animate Dead (Su): The electrical aura of 
  the fogwarden can animate dead creatures within 
  20 feet. This is otherwise identical with animate 
  dead cast by a 4th-level cleric. The animated 
  creatures resemble zombies and are under the 
  control of the fogwarden that animated them. 
  Though the animated creatures are in effect 
  zombies, they cannot be turned or rebuked. If the 
  fogwarden is slain or moves more than 20 feet from 
  a zombie, the animated creature collapses dead.
  Gaseous Form (Su): A fogwarden’s natural 
  form allows it to seep through small or narrow 
  openings. It cannot enter water or other liquid. A 
  fogwarden has complete control of its movement 
  and is not subject to the effects of wind.
  Immunities: The fogwarden is immune 
  to cold and electricity based attacks, gases, and 
  poisons. Due to its gaseous form, it is immune to 
  critical hits.
  Sunlight Vulnerability (Ex): Fogwardens 
  shun sunlight. A fogwarden exposed to sunlight 
  can take only partial actions and is destroyed after 
  1 hour of exposure.
  Skills: Fogwardens receive a +8 racial bonus 
  to Move Silently checks. *Fogwardens receive a 
  +12 bonus to Hide checks when in fog or mist.
  
  131
  6
  Gray Moaner
  Medium Undead
  Hit Dice: 7d12 (45 hp)
  Initiative: +6
  Speed: 30 ft. in chainmail (6 squares); base 
  speed 40 ft. (8 squares)
  Armor Class:  19 (+2 Dex, +5 chainmail, 
  +2 natural), touch 12, fl at-footed 17
  Base Attack/Grapple: +3/+6
  Attack: Longsword +7 melee (1d8+3/19-
  20) or claw +6 melee (1d4+4)
  Full Attack: Longsword +7 melee (1d8+3/
  19-20) or claw +6 melee (1d4+4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Energy drain, hateful 
  moan
  Gray moaners are the pitiful souls of fallen 
  warriors who died of exposure to the elements. 
  They have pasty gray skin, and their mouths are 
  open in a wide circle in the last lament they uttered 
  before succumbing to nature’s wiles. The gray 
  moaners resent anyone who holds out against the 
  elements and try to slay any living creatures they 
  encounter in wandering the landscape.
  Combat
  Grey moaners are ferocious fi ghters, assaulting 
  travelers with fi erce madness and evil cunning. 
  Special Qualities: Darkvision 60 ft., undead 
  traits
  Saves: Fort +2, Ref +4, Will +5
  Abilities: Str 17, Dex 14, Con —, Int 12, 
  Wis 10, Cha 13
  Skills: Climb +7, Hide +3, Intimidate +6, 
  Jump +5, Listen +10, Search +4, Spot +10
  Feats: Combat Refl exes, Improved 
  Initiative, Weapon Focus (longsword)
  Environment: Any temperate land
  Organization:  Solitary or party (1-6)
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Any evil
  Advancement: By character class
  Level Adjustment: +5
  Energy Drain (Su): Living creatures hit by a 
  gray moaner’s claw attack gain one negative level.  
  The DC is 14 for the Fortitude save to remove a 
  negative level.  The save DC is Charisma-based.
  Hateful Moan (Su): Three times per day, a 
  gray moaner can scream all its resentment and envy 
  against a single target, who must succeed on a DC 
  16 Will save or take 1 point of Wisdom damage 
  and be stunned for 1d4 rounds. The save DC is 
  Charisma-based and includes a +2 racial bonus.
  Flora and Fauna
  Prospector’s Grass: Most prospectors hunt for gold and other precious metals along the banks of 
  streambeds or within caverns carved from the surrounding rock. However, a handful of focus their efforts 
  on an extremely rare grass that thrives in soil bearing rich mineral deposits of copper and tin, as well as 
  smaller quantities of gold and silver. The dark green grass speckled with brown dots reaches a height 
  of fi ve feet and grows only in a few small, isolated, scattered patches measuring no more than a 1,000 
  square feet. The tiny but distinctive golden-colored petals of its velvety fl ower make it easy to identify 
  once found. Although it bears seeds, its offspring only survives in ideal soil conditions found in low-
  lying areas. Its proclivity for soil at or below seal level stems from its location during prehistoric times. 
  Thousands or even millions of years earlier, primordial lakes and rivers covered much of the plains. As 
  they receded or evaporated, the rich mineral deposits and sediments that once sat at the water’s bottom 
  remained, forming the plains’ fertile topsoil. Correctly identifying the elusive plant requires a Survival 
  check (DC 30) or a Profession (miner) check (DC 28). On average, the soil beneath a concentration of 
  prospector’s grass yields 1,000 pounds of copper, zinc, or tin, as well as another 10 pounds of gold, silver, 
  or in rare instances, platinum.
  
  132
  6
  Heterocerath
  Large Elemental (Air, Earth, Native)
  Hit Dice: 8d8+40 (76 hp)
  Initiative: +4
  Speed: 10 ft (2 squares), fl y 30 ft. (poor)
  Armor Class: 17 (-l size, +8 natural), touch 
  9, fl at-footed 17
  Base Attack/Grapple: +6/+15
  Attack: Slam +10 melee (1d10+7)
  Full Attack: Slam +10 melee (1d10+7)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Armor penetration, 
  sandstorm
  Special Qualities: Amalgam, damage 
  reduction 10/-, darkvision 60 ft, elemental 
  traits
  A heterocerath is an elemental creature 
  that combines the forces of air and earth into a 
  form of living sand. They appear as a blowing 
  cloud of dark sand, but close watch reveals an 
  enormous moth-like creature. These creatures are 
  not outwardly hostile, seeking only to fl y along the 
  desert surface, reveling in the wind and sand.
  A heterocerath is 16 feet tall and weighs 
  2,000 pounds. Heteroceraths understand Auran 
  and Terran, but never speak.
  Combat
  If attacked or prevented from moving freely, 
  a heterocerath immediately creates a sandstorm to 
  hinder its attackers and allow it to escape. It will 
  then buffet foes with its “wings” until they fl ee or 
  are rendered insensible. Heteroceraths rarely kill 
  their foes, preferring defense and fl ight instead. If 
  a heterocerath is injured to less than one-third of its 
  hit points, it seeks to fl ee.
  Armor Penetration (Ex): The heterocerath’s 
  slam attacks ignore armor and shield AC bonuses. 
  Magic armor affords some protection, equivalent 
  to its enhancement bonus only.
  Sandstorm (Su): As a full-round action, a 
  heterocerath can create the equivalent of a greater 
  duststorm accompanied by 60 mph winds in a 90-
  foot radius; this effect is stationary once produced 
  (it does not move with the heterocerath), and does 
  not in any way hamper the heterocerath. The 
  sandstorm lasts until the heterocerath dismisses it 
  or travels more than 320 feet away from the storm. 
  See the Weather section in the DMG, Chapter 
  3, and also Table 3-24: Wind Effects, for more 
  information on the sandstorm’s effects.
  Amalgam (Ex): The heterocerath is an 
  amalgam of air and earth elemental. As such, it 
  is not affected by powers or spells that target air 
  or earth elementals alone. For instance, a cleric 
  with either the Air or Earth domain could neither 
  turn nor rebuke a heterocerath. However, the 
  heterocerath takes 1d3 points of Dexterity damage 
  in addition to any other effects when damaged by 
  any attack that has the water descriptor.
  Saves: Fort +11, Ref +2, Will +5
  Abilities: Str 20, Dex 10, Con 20, Int 6, Wis 
  13, Cha 9
  Skills: Listen +6, Spot +7
  Feats: Flyby Attack, Improved Initiative, 
  Iron Will
  Environment: Warm deserts
  Organization: Solitary
  Challenge Rating: 6
  Treasure: None
  Alignment: Always neutral
  Advancement: 9-15 HD (Large); 16-24 HD 
  (Huge)
  Level Adjustment: —
  
  133
  6
  Neighslayer
  Large Magical Beast
  Hit Dice: 10d10+50 (105 hp)
  Initiative: +2
  Speed: 60 feet (12 squares)
  Armor Class: 15 (-1 size, +2 Dex, +4 
  natural), touch 11, fl at-footed 13
  Base Attack/Grapple: +10/+16
  Attack: Hoof +11 melee (1d6+2)
  Full Attack: 2 hooves +11 melee (1d6+2) 
  and bite +7 melee (1d8+1)
  Space/Reach: 10 ft/5 ft
  Special Attacks: Equine lure, trample 
  1d8+3
  Special Qualities: Damage reduction 
  5/magic, darkvision 60 ft., low-light vision, 
  tireless
  Neighslayers are nocturnal equines that feed 
  upon the fl esh of other horses. They have the size 
  and bearing of powerful warhorses, clean-limbed 
  and strong, but their black coat refl ects no light and 
  their eyes are the color of clotted blood. Their teeth 
  and hooves are sharply pointed, allowing it to tear 
  fl esh from its prey.
  Originally bred by vile druids to serve as 
  powerful companions, they have since grown in 
  numbers and prowl the hills and forests at night. 
  Many evil warlords seek to gain a neighslayer as 
  a steed, and some horsethieves pay handsomely to 
  obtain one to help them in their raids.
  A neighslayer is about the size of a heavy 
  warhorse. Although 
  intelligent, 
  neighslayers 
  cannot speak.
  Combat
  If cornered by hunters, a neighslayer is a 
  fearsome opponent, using its strength and speed to 
  lash out with its pointed hooves and sharp teeth.
  Equine Lure (Su): The neighslayer has the 
  ability to entice all natural horses within a 1000-
  foot radius. Any horse in the area must make a 
  DC 17 Will save or do everything in its power to 
  Saves: Fort +12, Ref +9, Will +3
  Abilities: Str 15, Dex 15, Con 20, Int 8, Wis 
  10, Cha 15
  Skills: Jump +14, Listen +8, Spot +9
  Feats: Alertness, Power Attack, Run, 
  Weapon Focus (bite)
  Environment: Any forests, hills, and plains
  Organization: Solitary
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Always neutral evil
  Advancement: 11-22 HD (Large); 23-30 
  HD (Huge)
  Level Adjustment: +3 (cohort)
  follow the creature. If someone is riding the horse 
  at the time, he may make a DC 20 Ride check to 
  keep the mount under control; similarly, anyone 
  within 10 feet of a horse may make a DC 20 
  Handle Animal check to prevent it from running 
  off. A tethered horse may make a Strength check to 
  break free; the DC of this check varies depending 
  on the method and material used, but note that a 
  horse may well injure itself in zealously trying to 
  break free if it is tied securely and then succumbs 
  to the neighslayer’s lure.
  Equine lure is a sonic, mind-affecting attack. 
  A horse that makes its save is immune to that 
  neighslayer’s equine lure for 24 hours. The save 
  DC is Charisma-based.
  Trample (Ex): Refl ex DC 17 half. The save 
  DC is Strength-based.
  Tireless (Ex): A neighslayer can run from 
  sundown to sunrise without tiring. During daylight 
  hours, it tires as a normal horse does.
  Carrying Capacity: A light load for a 
  neighslayer is up to 150 pounds; a medium load, 
  151–300 pounds; and a heavy load, 301–450 
  pounds. A neighslayer can drag 2,250 pounds.
  
  134
  6
  Oliphant
  Huge Animal
  Hit Dice: 8d8+40 (76 hp)
  Initiative: +0
  Speed: 40 ft. (8 squares)
  Armor Class: 16 (-2 size, +8 natural), touch 8, 
  fl at-footed 16
  Base Attack/Grapple: +6/+23
  Attack: Slam +13 melee (2d6+9) or gore +13 
  melee (2d8+13)
  Full Attack: Slam +13 melee (2d6+9) and 2 
  stamps +8 melee (2d6+5); or gore +13 melee 
  (2d8+13)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Trample 2d8+13
  Special Qualities: Low-light vision, scent
  An oliphant is a 20-foot long creature 
  resembling a mastodon. It is omnivorous and 
  rarely makes its home near civilized or settled 
  areas. Two downward curving ivory tusks fl ank 
  its mouth. Each tusk, if wholly pried from a 
  dead oliphant, brings 400 gp on the market. The 
  oliphant’s thick, brown fur aids in protecting it 
  from cooler climates and precipitation. Oliphants 
  are sometimes trained as mounts or beasts of 
  burden by various humanoid races.
  Combat
  An oliphant attacks with its downward 
  curving tusks and heavy forelegs; its trunk is too 
  short to be used as an effective weapon.
  Trample (Ex): Refl ex half DC 23. The save 
  DC is Strength-based.
  Saves: Fort +11, Ref +6, Will +5
  Abilities: Str 28, Dex 11, Con 21, Int 4, Wis 
  15, Cha 11
  Skills: Listen +10, Spot +9
  Feats: Alertness, Improved Bull Rush, Power 
  Attack
  Environment: Any cold or temperate plain
  Organization: Solitary (male), family unit (2-
  8, 25% chance to be accompanied by a calf if 3 
  or more are encountered)
  Challenge Rating: 6
  Treasure: None
  Alignment: Always neutral
  Advancement: 9-24 HD (Huge)
  Level Adjustment: —
  Training an Oliphant
  Training an oliphant as a mount requires 
  a successful Handle Animal check (DC 21 for a 
  calf, or DC 28 for an adult) and that the creature 
  be willing. Oliphants mature at the same rate as 
  elephants. Trainers can reduce the DC by 5 and 
  the rearing time by one-half by using a magic 
  bridle enchanted for this purpose. Riding a trained 
  oliphant requires a howdah (basket-like seat placed 
  on its back). An oliphant can fi ght while carrying a 
  rider, but the rider cannot also attack unless he or 
  she succeeds at a Ride check.
  Carrying Capacity: A light load for an 
  oliphant is up to 1,600 pounds, a medium load 
  1,601-3,200 pounds, and a heavy load 3,201-4,800 
  pounds.
  Shark Wasp Swarm
  Diminutive Vermin (Swarm)
  Hit Dice: 10d8 (45 hp)
  Initiative: +4
  Speed: 10 ft. (2 squares), fl y 60 ft. (good)
  Armor Class: 18 (+4 size, +4 Dex), touch 18, 
  fl at-footed 14
  Base Attack/Grapple: +7/—
  Attack: Swarm (2d6 plus poison)
  Full Attack: Swarm (2d6 plus poison)
  Space/Reach: 10 ft/0 ft
  Special Attacks: Distraction, poison
  Special Qualities: Darkvision 60 ft., immune 
  to weapon damage, keen scent, swarm traits, 
  vermin traits, vulnerability to cold
  Saves: Fort +7, Ref +7, Will +3
  Abilities: Str 1, Dex 18, Con 10, Int —, Wis 
  10, Cha 2
  Skills: Listen +4, Spot +4, Survival +8
  Feats: TrackB
  Environment: Temperate and warm forests 
  and plains
  Organization: Solitary, hive (1-3 swarms), or 
  horde (4-8 swarms)
  Challenge Rating: 6
  Treasure: None
  Alignment: Always neutral
  Advancement: None
  Level Adjustment: —
  
  135
  6
  Shark wasps get their name for their 
  heightened sense of smell for blood, which draws 
  them like fl ies to honey. Their coloring is red, and 
  the emit a bone-shaking drone when they swarm. 
  Not only do the insects feed on blood, but females 
  lay their eggs in creatures paralyzed by their 
  poison. The birth of a new shark wasp spawn is a 
  particularly painful event for a victim that hasn’t 
  succumbed to the elements fi rst.
  Individual shark wasps are 6 inches long.
  Combat
  Shark wasps depend on their great fl ying 
  speed and sheer numbers to bring down their 
  prey, summoned by pheromones broadcast from 
  their wide-ranging scouts and roaring down upon 
  victims seemingly out of nowhere.
  Stone Worm
  Huge Aberration
  Hit Dice: 8d8+40 (76 hp)
  Initiative: -1
  Speed: 40 ft (8 squares), burrow 30 ft.
  Armor Class: 17 (-2 size, -1 Dex, +10 
  natural), touch 7, fl at-footed 17
  Base Attack/Grapple:+6/+22
  Attack: Bite +12 melee (2d6+8)
  Full Attack: Bite +12 melee (2d6+8) and 2 
  claws +10 melee (2d4+4)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Improved grab, swallow 
  whole, wormsong
  Special Qualities: Damage reduction 5/magic, 
  darkvision 60 ft, tremorsense 60 ft.
  Stone worms are regurgitators of the desert, 
  chewing through rock and turning into soil. Beside 
  eating through stone, stone worms also enjoy the 
  taste of fl esh. Their body structure is like a typical 
  worm, except for its clawed arms.
  A stone worm is about 40 feet long, 5 feet in 
  diameter, and weighs about 9,000 pounds.
  Combat
  A stone worm lies in wait under the earth or in 
  a wall of rock, locating its prey with tremorsense. 
  Its wormsong penetrates rock, soothing its prey 
  before it bursts from the rock and attacks.
  Improved Grab (Ex): To use this ability, a 
  stone worm must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can attempt 
  to swallow the foe the following round.
  Swallow Whole (Ex): A stone worm can try to 
  swallow a grabbed opponent of a smaller size than 
  itself by making a successful grapple check. Once 
  A swarm deals 2d6 points of damage 
  to any creature whose space it occupies at 
  the end of its move.
  Distraction (Ex): Any living creature that 
  begins its turn with a shark wasp swarm in its 
  space must succeed on a DC 15 Fortitude save 
  or be nauseated for 1 round. The save DC is 
  Constitution-based. 
  Poison (Ex): Injury, Fortitude DC 15, initial 
  and secondary damage 1d6 Dex. The save DC is 
  Constitution-based.
  Keen Scent (Ex): A shark wasp can notice 
  creatures by scent in a 150-foot radius.
  Skills: A berserker wasp swarm has a +4 
  racial bonus on Spot and Listen checks, and a +8 
  bonus on Survival checks.
  Saves: Fort +7, Ref +1, Will +5
  Abilities: Str 26, Dex 8, Con 21, Int 3, Wis 8, 
  Cha 8
  Skills: Climb +9, Jump +12, Listen +6, Move 
  Silently +4, Swim +9
  Feats: Multiattack, Power Attack, Skill Focus 
  (Listen)
  Environment: Warm deserts
  Organization: Solitary or pod (5-10)
  Challenge Rating: 6
  Treasure: Standard coins; standard goods 
  (gems only); no items
  Alignment: Always neutral
  Advancement: 9-15 HD (Huge); 16-32 HD 
  (Gargantuan)
  Level Adjustment: —
  inside, the opponent takes 2d8+8 points of crushing 
  damage plus 8 points of acid damage per round 
  from the worm’s gizzard. A swallowed creature can 
  cut its way out by using a light slashing or piercing 
  weapon to deal 25 points of damage to the gizzard 
  (AC 20). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must 
  cut its own way out. A Gargantuan worm’s interior 
  can hold 2 Medium, 4 Small, 8 Tiny, 16 Diminutive, 
  or 32 Fine or smaller opponents.
  Wormsong (Su): This psionic ability is 
  normally used to attract a female, but can be used 
  offensively against other creatures. The stone 
  worm’s whale-like cry hypnotizes its prey, causing 
  it to lose its sense of time. Creatures (other than 
  stone worms) in a 100-foot radius who hear the 
  wormsong must make a DC 19 Will save or be 
  affected as though by a slow spell for a number of 
  rounds equal to the HD of the worm.  The save DC 
  is Constitution-based.
  
  136
  6
  Taurian
  Large Magical Beast
  Hit Dice: 7d10+21 (59 hp)
  Initiative: +4
  Speed: 40 ft. (8 squares)
  Armor Class: 22 (-1 size, +13 natural), touch 
  9, fl at-footed 22
  Base Attack/Grapple: +7/+15
  Attack: Gore +10 melee (2d8+4)
  Full Attack: Gore +10 melee (2d8+4) and 2 
  hooves +5 melee (1d10+2)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Powerful charge
  Special Qualities: Darkvision 60 ft., immunity 
  to mind-affecting effects, low-light vision, 
  scent
  The taurian looks like an abnormally large 
  white or gray bull. They are, however, an highly 
  intelligent race of noble creatures. Centuries 
  ago, taurians and minotaurs dwelt in the same 
  communities. Although not of the same species, 
  their ancestors may have been similar. For some 
  reason, the two became bitter enemies and will 
  almost always kill each other on sight.
  If approached openly, a taurian is courteous, 
  if wary. Poachers have hunted the taurian for its 
  horns, which are used as spell components for 
  mind shielding magic.
  Saves: Fort +8, Ref +5, Will +5
  Abilities: Str 18, Dex 10, Con 16, Int 16, Wis 
  16, Cha 13
  Skills: Diplomacy +11, Intimidate +11, Jump 
  +8, Listen +13, Search +13, Spot +13
  Feats: Cleave, Improved Bull Rush, Improved 
  Initiative B, Power Attack
  Environment: Any land
  Organization: Solitary or pair
  Challenge Rating: 6
  Treasure: None
  Alignment: Always lawful good
  Advancement: 8-14 HD (Large)
  Level Adjustment: —
  Taurians can speak both common and their 
  own language.
  Combat
  Taurians are very intelligent, but are 
  formidable foes in melee. If they attack, it is usually 
  with a charge, followed by a destructive hoof.
  Powerful Charge (Ex): A taurian has a 
  devastating charge attack that it can use if the taurian 
  has at least 30 feet to charge. In addition to the 
  normal benefi ts and hazards of a charge, this allows 
  the beast to make a single gore attack with a +10 
  attack bonus that deals 6d8+6 points of damage.
  Whip Rose
  Huge Plant
  Whip Rose
  Huge Plant
  Whip Rose
  Hit Dice: 8d8+40 (76 hp)
  Initiative: +2
  Speed: 0 ft. (immobile)
  Armor Class:14 (-2 size, +2 Dex, +4 natural), 
  touch 10, fl at-footed 12
  Base Attack/Grapple: +6/+19
  Attack: 5 thorn vines +9 melee (2d4+5) and 
  bite +7 melee (1d6+2)
  Full Attack: 5 thorn vines +9 melee (2d4+5) 
  and bite +7 melee (1d6+2)
  Space/Reach: 15 ft./15 ft. (30 ft. with thorn 
  vines)
  Special Attacks: Improved grab, swallow 
  whole, trip
  A whip rose is an aggressive, carnivorous 
  plant that attacks with thorny vine-like tendrils. 
  With pink and red little buds throughout its foliage, 
  whip roses often look like rose bushes, until it 
  lashes its tendrils and opens its gaping maw from 
  the center of the bush.
  Special Qualities: Blindsight 40 ft., plant traits
  Saves: Fort +11, Ref +4, Will +2
  Abilities: Str 21, Dex 15, Con 20, Int —, Wis 
  10, Cha 10
  Skills: —
  Feats: Multialtack B
  Environment: Temperate forests, hills, or 
  plains
  Organization: Solitary
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 9-16 HD (Huge); 17-24 HD 
  (Gargantuan)
  Level Adjustment: —
  A whip rose is about 15 feet in diameter, 
  although its thorn vines reach lengths of 30 feet.  
  Combat
  A whip rose attempts to grapple one 
  opponent with a thorn vine while trying to trip with 
  the remaining four. Once it swallows an opponent, 
  it tries to grab another.
  
  137
  6
  Winterfury
  Large Elemental (Cold, Extraplanar)
  Hit Dice: 9d8+27 (67 hp)
  Initiative: +5
  Speed: 50 ft. (10 squares)
  Armor Class: 20 (-1 size, +1 Dex, +10 
  natural), touch 10, fl at-footed 19
  Base Attack/Grapple: +6/+15
  Attack: Slam +12 melee (1d8+5)
  Full Attack: 2 slams +12 melee (1d8+5)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Frost mastery, snow storm
  Special Qualities: Damage reduction 5/—, 
  darkvision 60 ft., elemental traits, immunity to 
  cold, regeneration, vulnerability to fi re
  A winterfury is the living embodiment of the 
  tundra’s savagery. It is an immense sheet of living 
  ice, cloudy with bits of matter and fl esh from its 
  endless journey across the tundra. Its eyes, twin 
  balls of blue malevolence, roam all over its body, 
  and it can sprout a jagged, craggy mouth from any 
  part of its body. Created from trapped and twisted 
  water elements that wandered into icy terrain, they 
  engulf the fl esh of living beings, in the vain hope 
  that the body heat they sap will melt their frigid 
  forms. A winterfury stands 16 feet tall and weighs 
  2,500 pounds. Winterfuries speak Aquan.
  Combat
  When a winterfury attacks, it sprouts twin 
  arms, topped with hammer-like fi sts, and then 
  lurches into close combat. A winterfury attacks 
  absolutely without fear, equally happy to kill 
  or be killed, as death releases it from the agony 
  of its icy prison. A winterfury quite willingly 
  throws itself into the path of open fl ames, and will 
  concentrate its attacks on beings carrying torches 
  or spellcasters who wield magical fi re.
  Frost Mastery (Ex): A winterfury gains a 
  +1 bonus on attack and damage rolls if both it 
  creature can cut its way out by dealing 15 
  points of damage to the plant’s digestive 
  tract (AC 14). Once the creature exits, muscular 
  action closes the hole; another swallowed opponent 
  must cut its own way out. A whip rose’s interior 
  can hold 2 Large, 8 Medium, 16 Small, 128 Small, 
  or 512 Diminutive or smaller creatures.
  Trip (Ex): A whip rose that hits with a thorn 
  vines attack can attempt to trip the opponent (+13 
  check modifi er) as a free action without making a 
  touch attack or provoking an attack of opportunity. 
  If the attempt fails, the opponent cannot react to 
  trip the whip rose.
  Saves: Fort +6, Ref +7, Will +4
  Abilities: Str 20, Dex 12, Con 17, Int 8, Wis 
  12, Cha 11
  Skills: Listen +9, Spot +9
  Feats: Alertness, Improved Initiative, Power 
  Attack, Weapon Focus (slam)
  Environment: Elemental Plane of Air or 
  Water
  Organization: Solitary or fl urry (2-6)
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Usually lawful evil
  Advancement: 10-18 HD (Large); 19-48 HD 
  (Huge)
  Level Adjustment: —
  and its opponent are touching ice or snow. If the 
  opponent or the elemental is touching an area free 
  of ice or snow, the elemental takes a -4 penalty on 
  attack and damage rolls. (These modifi ers are not 
  included in the statistics block.)
  Snow Storm (Su): A winterfury can 
  transform itself into a furious blizzard of ice and 
  snow once every 10 minutes. The blizzard fi lls 
  a 20 ft. radius area, and anyone caught within it 
  must attempt a DC 17 Refl ex save each round or 
  suffer ld8 points of cold damage. All creatures of 
  Medium size or smaller who are caught within the 
  effect must attempt a second DC 17 Refl ex save or 
  be thrown down by the wind’s force, suffering an 
  additional ld6 points of damage and being knocked 
  prone. Spellcasters within the radius of the snow 
  storm must make a DC 17 Concentration check 
  each round in order to successfully cast a spell. 
  While in its snow storm form, the winterfury gains 
  a +4 circumstance bonus to its armor class. The 
  save and check DCs are Constitution-based.
  Regeneration (Ex): A winterfury regenerates 
  only if it is touching a piece of ice of at least Tiny 
  size or if the ambient temperature is 32°F. or 
  below. Fire deals normal damage to a winterfury.
  Improved Grab (Ex): To use this ability, 
  a whip rose must hit a creature at least one size 
  smaller than itself with a thorn vine attack. It can 
  then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can try to swallow the foe the following round.
  Swallow Whole (Ex): A whip rose can try 
  to swallow a grabbed opponent of Huge or smaller 
  size by making a successful grapple check. Once 
  inside, the opponent takes 2d6 points of crushing 
  damage plus 1d6 points of acid damage per round 
  from the whip rose’s digestive juices. A swallowed 
  
  138
  7 Aculean
  Large Monstrous Humanoid
  Hit Dice: 12d8+12 (66 hp)
  Initiative: +1
  Speed: 40 ft. (8 squares)
  Armor Class: 17 (-1 size, +1 Dex, +7 natural), 
  touch 10, fl at-footed 16
  Base Attack/Grapple: +12/+19
  Attack: Lance +15 melee (2d6+6/19-20x3) or 
  sting +15 melee (1d6+4 plus poison)
  Full Attack: Lance +15/+10/+5 melee (2d6+6/
  19-20x3) or sting +15 melee (1d6+4 plus 
  poison) and 2 claws +10 melee (1d6+2)
  Space/Reach: 10 ft/5 ft.
  Special Attacks: Poison, spell-like abilities, 
  line trample 1d8+6
  Special Qualities: Darkvision 60 ft, resistance 
  to fi re 5, spell resistance 18
  Aculeans are an ancient race of evil, half-
  scorpion humanoids. Human from the waist up 
  and a giant scorpion from the waist down, these 
  merciless desert predators hunt other desert-
  dwelling races for sport and food. Alien eyes peer 
  from their hairless skulls, and each bears a tattoo 
  of a black crescent moon and scimitar covering 
  much of their chitinous chest. Legends tell of a 
  massive city sunken beneath the sands which is the 
  birthplace of the aculean race. The truth of these 
  tales is unproven as of yet.
  Aculeans have an affi nity with scorpions of 
  all sizes, and are often found in the company of 
  monstrous scorpions. An aculean is about 15 feet 
  long and weighs 950 pounds. Aculeans speak their 
  own language.  More intelligent members of their 
  race tend to learn Infernal or Common.
  Combat
  Aculeans lure travelers into traps using 
  major image to create illusions of small oases or 
  wells. They then charge with their lances; any 
  who survive the charge are trampled and attacked 
  with stingers, claws, and any other melee weapons 
  carried. Though aculeans much prefer claws, 
  sting and lance, they may carry falchions, spears, 
  scimitars, shortbows or crossbows.
  Poison (Ex): Sting, Fortitude DC 17; initial 
  and secondary damage 1d4 Dexterity. The save DC 
  is Constitution-based.
  Line Trample (Ex): When making an 
  improved overrun attempt, an aculean may make a 
  single attack against each target it knocks down (or 
  who is already prone) in the path of the overrun. 
  The trample deals ld8+4 points of bludgeoning 
  damage to each target hit.
  Saves: Fort +5, Ref +9, Will +10
  Abilities: Str 19, Dex 12, Con 13, Int 8, Wis 
  14, Cha 15
  Skills: Diplomacy +3, Hide +5, Intimidate +7, 
  Jump +8, Listen +6, Sense Motive +4, Spot +6, 
  Survival +5
  Feats: Alertness, Cleave, Improved Critical 
  (lance), Improved Overrun, Power Attack
  Environment: Warm deserts, hills, and plains
  Organization: Company (2-5), patrol (5-20 plus 
  2d4 Medium monstrous scorpions), or troop (20-
  40 plus 4d8 Medium monstrous scorpions and 
  1d4 Large monstrous scorpions)
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Usually lawful evil
  Advancement: By character class
  Level Adjustment: +15
  Spell-like Abilities: 2/day — mirror image; 
  1/day — major image (DC 15). Caster level 12th. 
  The save DCs are Charisma-based. 
  Skills: An aculean has a +4 racial bonus on 
  Hide and Listen checks.
  Aculean Characters
  An aculean’s preferred class is ranger, 
  though some take levels of barbarian. Aculeans 
  rarely become druids, preferring levels of cleric 
  instead. Reports of aculean sorcerers are so far 
  unconfi rmed. Aculean characters possess the 
  following racial traits.
  —+8 Strength, +2 Dexterity, +2 Constitu¬tion, -2 
  Intelligence, +4 Wisdom, +4 Charisma.
  —Large size. –1 penalty to Armor Class, –1 
  penalty on attack rolls, –4 penalty on Hide checks, 
  +4 bonus on grapple checks, lifting and carrying 
  limits double those of Medium characters. 
  —Space/Reach: 10 ft./5 ft.
  —An aculean’s base land speed is 40 feet.
  —Racial Hit Dice: An aculean begins with 12 
  levels of monstrous humanoid, which provide 
  12d8 Hit Dice, a base attack bonus of + 12, and 
  base saving throw bonuses of Fort +4, Ref +8, 
  Will +8.
  —Racial 
  Skills: 
  An 
  aculean’s 
  monstrous 
  humanoid levels give it skill points equal to 15 
  x (2 + Int modifi er, minimum 1). Its class skills 
  are Diplomacy, Hide, Intimidate, Listen, Sense 
  Motive, Spot and Survival. Aculeans gain a +4 
  racial bonus on Hide and Listen checks.
  —Racial Feats: An aculean’s monstrous humanoid 
  levels give it four feats.
  
  139
  7
  — Weapon and Armor Profi ciency:  An aculean 
  is automatically profi cient with all simple and 
  martial weapons.
  —  +7 natural armor bonus.
  —  Natural Weapons: Sting (1d6) and 2 claws 
  (1d6).
  Battle Elephant
  Huge Animal
  Battle Elephant
  Huge Animal
  Battle Elephant
  Hit Dice: 11d8+55 (104 hp)
  Initiative: +0
  Speed: 40 ft. (8 squares)
  Armor Class: 15 (-2 size, +7 natural), touch 8, 
  fl at-footed 15
  Base Attack/Grapple: +8/+26
  Attack: Gore +16 melee (2d8+15)
  Full Attack: Slam +16 melee (2d6+10) and 2 
  stamps +11 melee (2d6+5); or gore +16 melee 
  (2d8+15)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Trample 2d8+15
  Special Qualities: Low-light vision, scent
  Every advanced civilization that has existed 
  in close proximity to elephants has used them in 
  theatres of war. Typically, they capture elephants 
  from the wild and run them through a careful, 
  but intensive process of training them obey their 
  handlers. On a battlefi eld, they can sow panic in 
  foe by trampling them as well as protecting their 
  riders by elevating them out of the reach of melee 
  weapons. Battle elephants go into battle carrying 
  on their backs an open compartment large enough 
  to hold a handler, two soldiers (three Medium 
  humanoids) and missile weapons.
  Battle elephants can drive their foes before 
  them in fear, but they are also unreliable under 
  duress. They can become absolutely impossible 
  to handle when wounded and experienced armies 
  always make sure that their battle elephants 
  handlers carry a mallet and a spike, to drive 
  through the beast’s skull if it rampages amount 
  friendly troops.
  Mercenary companies who like to use battle 
  elephants must maintain a working business 
  partnership with one of the rare establishments 
  that capture and train elephants for domestic 
  and military use. Needless to say they are both 
  expensive and diffi cult to fi nd.
  Combat
  Armies that employ battle elephants must 
  balance their benefi ts against their drawbacks. On 
  the one hand, a mass elephant attack can wreak 
  havoc on a foe that lacks the nerve to stand up 
  to them. On the other hand, elephants do not take 
  —  Special Attacks (see above): Poison, 
  spell-like abilities, line trample.
  —  Special Qualities (see above): Darkvision 60 
  ft., resistance to fi re 5, spell resistance.
  —  Favored Class: Ranger.
  —  Level Adjustment: +15
  Saves: 
  Battle Elephant
  Saves: 
  Battle Elephant
  Fort +12, Ref +7, Will +6
  Abilities: Str 30, Dex 10, Con 21, Int 2, Wis 
  13, Cha7
  Skills: Listen +13, Spot +10
  Feats: Alertness, Endurance, Iron Will, Skill 
  Focus (Listen)
  Environment: Warm forest and plains
  Organization: Solitary or herd (6-30)
  Challenge Rating: 7
  Treasure: None
  Alignment: Always neutral
  Advancement: 12-22 HD (Huge)
  Level Adjustment: —
  kindly to being stabbed and hacked and after they 
  have been in the heat of battle for a while, they 
  may ignore their handlers and run amok.
  Trample (Ex): Refl ex half DC 25.  The save 
  DC is Strength-based.
  Panic (Ex): When a battle elephant is reduced 
  to less than half its hit points it may become 
  panicked and begin to run amok. The elephant must 
  succeed on a DC 17 Will save to remain under the 
  control of its handler. If it fails, it must execute a 
  double move in a random direction.
  A panicked battle elephant executes its 
  trample attack against any eligible creature in its 
  path. It continues to move in this fashion until it 
  is either killed or its handler regains control of the 
  creature. If the elephant makes the aforementioned 
  saving throw it must make another such save for 
  every minute that it remains at less then half of its 
  hit points.
  A handler may regain control of the beast 
  for one round by making a successful DC 30 Ride 
  check. The next round, however, the elephant must 
  succeed on a DC 17 Will save to see if it returns to 
  its panicked state.
  The handler may also choose to kill the 
  elephant before it causes any more harm.  A 
  handler is trained on how to put his elephant down, 
  and often carries a mallet and stake with him with 
  such a contingency in mind.  While an elephant 
  is in a panicked state, it is considered helpless 
  in regards to the handler, and if the handler so 
  chooses, he can use a mallet and stake to make a 
  coup de grace attempt on the panicking elephant.
  
  140
  7 Blightsower
  Medium Undead
  Hit Dice: 7d12+3 (48 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares)
  Armor Class: 20 (+2 Dex, +8 natural), touch 
  12, fl at-footed 18
  Base Attack/Grapple: +3/+6
  Attack: Slam +6 melee (ld6+3 plus 1d6 
  Constitution)
  Full Attack: 2 slams +6 melee (ld6+3 plus 1d6 
  Constitution)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Bound to the soil, Constitution 
  damage, entangle, parch
  Hateful and malevolent, the blightsower 
  endlessly wanders the expansive, rolling plains, 
  leaving sorrow and death in its wake. Although 
  it retains the physical characteristics of its mortal 
  body, massive fi ssures scar the creature’s dry, fl aky 
  skin and an eerie red glow emanates from its eyes, 
  clearly conveying its evil nature. The blightsower’s 
  appearance terrifi es animals, causing them to fl ee 
  in panic whenever they spot the creature.
  They parch the land and roam, offering 
  promises of prosperity to desperate farmers in an 
  infernal pact. Once the farmers agree to the pact, the 
  land turns fruitful for seven years. After seven years 
  to the day, the farmer’s soul suddenly departs from 
  this world, fulfi lling the terms of the pact. While the 
  farmer’s spirit suffers endless torment in the realm 
  of the dark forces, his body rises from death and 
  assumes its new undead existence as a blightsower.
  Blightsowers speak Common.
  Combat
  As a result of the infernal pact spawning the 
  malevolent creature, the blightsower possesses a 
  number of formidable weapons. The blightsower 
  only engages in melee combat as a last resort, 
  preferring to use its supernatural powers rather than 
  brute force. Nevertheless, a physical confrontation 
  with an angry blightsower is an unenviable 
  predicament even for the hardiest adventurers.
  Bound to the Soil (Su): Seven times per 
  day, the blightsower can cause imbedded rocks and 
  stones to spring up from the ground with a violent 
  force similar to a volcanic eruption. This ability 
  affects a 20-foot radius area no more than 60 feet 
  from the blightsower. The fl ying stones and rocks 
  deal 7d6 points of damage to anyone in the area 
  of effect, although a DC 15 Refl ex save reduces 
  Special Qualities: Darkvision 60 ft., immunity 
  to metal, undead traits, unnatural aura
  Saves: Fort +2, Ref +4, Will +8
  Abilities: Str 16, Dex 15, Con —, Int 12, Wis 
  16, Cha 15
  Skills: Bluff +6, Concentration +4, Hide +8, 
  Intimidate +7, Knowledge (nature) +12, Listen 
  +6, Profession (farmer) +9, Search +6, Spot 
  +6, Survival +8 (+10 following tracks, +10 
  aboveground)
  Feats: Combat Refl exes, Power Attack, 
  Toughness
  Environment: Temperate plains
  Challenge Rating: 7
  Alignment: Usually neutral evil
  Advancement: By character class
  Level Adjustment: —
  the damage to half. The expulsion of rock and 
  stone creates deep cracks in the ground, reducing 
  movement through the area by half.  The save DC 
  is Charisma-based. 
  Constitution 
  Damage 
  (Su): 
  Living 
  creatures hit by a blightsower’s slam attack must 
  succeed on a DC 15 Fortitude save or take 1d6 
  points of Constitution damage. The save DC is 
  Charisma-based. On each such successful attack, 
  the blightsower gains 5 temporary hit points.
  Entangle (Sp): Seven times per day, the 
  blightsower can use entangle (caster level 7th, 
  Refl ex save DC 14 avoids). The save DC is 
  Charisma-based.
  Parch (Su): Seven times per day, the 
  blightsower can desiccate every living creature 
  within a 20-foot radius centered on itself. Plants 
  immediately wither, while animals suffer from 
  overwhelming thirst. Affected creatures must 
  make a Constitution check every round (DC 
  10 + 1 per for each previous check) or sustain 
  1d6 points of nonlethal damage. Creatures that 
  sustain damage are fatigued. In addition, sentient 
  creatures affected by this ability must make a 
  DC 15 Will save; otherwise, they spend 2d4 
  rounds replenishing their fl uids, while completely 
  ignoring their surroundings. If water or  any 
  other potable drink is unavailable, the affected 
  creature spends up to one hour searching for it, 
  once again remaining completely oblivious to its 
  surroundings. Creatures under the infl uence of this 
  ability respond to overt attacks against them, but 
  nothing else distracts them from their compulsion. 
  Parch only affects the same creature once per 
  encounter with the blightsower. The save DC is 
  Charisma-based. 
  
  141
  7
  Immunity to Metal (Su): Magical and 
  nonmagical metal weapons infl ict no damage to 
  the blightsower. Weapons crafted from organic 
  materials, such as wood and bone, affect the 
  blightsower normally, however.
  Canideimos
  Unnatural Aura (Su): Animals, 
  whether wild or domesticated, can sense the 
  unnatural presence of a blightsower at a distance 
  of 30 feet. They do not willingly approach nearer 
  than that and panic if forced to do so; they remain 
  panicked as long as they are within that range.
  Large Magical Beast
  Hit Dice: 8d10+40 (84 hp)
  Initiative: +4
  Speed: 90 feet (18 squares)
  Armor Class: 17 (-1 size, +4 Dex, +4 natural), 
  touch 13, fl at-footed 13
  Base Attack/Grapple: +8/+15
  Attack: Bite +11 melee (1d8+3 plus poison)
  Full Attack: Bite +11 melee (1d8+3 plus 
  poison) and 2 claws +9 melee (1d6+1) or bite 
  +11 melee (1d8+3) and tail +9 melee 
  (1d8+1)
  Space/Reach: 10 ft/5 ft
  Special Attacks: Chilling howl, poison
  Special Qualities: Damage reduction 5/magic, 
  darkvision 60 ft., immunities, low-light vision, 
  partial fl ight, scent, sense purity
  Canideimoi are fi erce predators that roam 
  the wastelands and badlands. It has the dark, furry 
  head of a great wolf, but the rest of its body is mare 
  reminiscent of a dragon. Its hide is covered in 
  lustrous black scales and its paws are tipped with 
  cruel talons. A pair of bat-like wings sprouts from 
  its shoulders.
  They hate beings of goodness and law. They 
  form packs like wolves, but fi ght like the meanest 
  demons. A canideimos is about 9 feet long and 
  weighs some 950 pounds. It has a wingspan of 16 
  or more feet. Canideimoi speak their own language 
  and Abyssal.
  Combat
  The canideimos chills its enemies’ hearts 
  with its baleful howl and then overwhelms 
  them with sheer ferocity. The canideimoi are 
  frighteningly crafty beasts and can demonstrate 
  surprising patience, attacking savagely for a few 
  heart-stopping moments, then fading into the 
  darkness, only to strike again an hour later. They 
  keep this up until the enemy is exhausted, and then 
  move in for the kill.
  Chilling Howl (Su): When a canideimos 
  howls, all creatures within a 400-foot radius of 
  the canideimos must succeed at a DC 15 Will save 
  or become panicked for 1d6 rounds. Whether or 
  not the save is successful, an affected creature is 
  immune to the effects of that canideimos’s howl 
  Saves: Fort +11, Ref +10, Will +2
  Abilities: Str 16, Dex 18, Con 20, Int 10, Wis 
  10, Cha 13
  Skills: Hide +4, Jump +27, Listen +4, Move 
  Silently +11, Search +4, Spot +12, Survival +3*
  Feats: Combat Refl exes, Multiattack, Weapon 
  Finesse
  Environment: Any desert and plains
  Organization: Pair or pack (3-8)
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 9-18 HD (Large); 17-24 HD 
  (Huge)
  Level Adjustment: —
  for 24 hours. This is a sonic, mind-affecting fear 
  ability. The save DC is Charisma-based.
  Poison (Ex): Bite, Fortitude DC 19; initial 
  and secondary damage 1d6 Constitution. The save 
  DC is Constitution-based.
  Immunities (Ex): Canideimoi are immune 
  to mind-affecting spells and abilities, paralysis, 
  and nonlethal damage.
  Partial Flight (Ex): Canideimoi can fl y at 
  a speed of 60 feet (clumsy) for up to 3 rounds 
  at a time, after which they may not fl y again for 
  an equal number of rounds. Due to its wings, a 
  canideimos doubles the result of all Jump checks 
  for the purpose of determining jumping distance. 
  If a canideimos should lose the use of its wings for 
  any reason, it loses the partial fl ight ability, and its 
  base land speed is reduced to 60 feet.
  Sense 
  Purity 
  (Su): 
  Canideimoi 
  automatically sense good creatures, spells, and 
  items within 60 feet at will, as if they had spent 
  3 rounds concentrating with a detect good spell 
  detect good spell 
  detect good
  active. This ability does not constitute an action. 
  If a canideimos actually spends one round 
  concentrating, it can also discern whether a 
  particular good subject is also lawful, as per the 
  detect law spell.
  Skills: Canideimoi receive a +6 racial bonus 
  on Move Silently and Spot checks. *They receive a 
  +4 racial bonus on Survival when tracking by scent.
  
  142
  7
  Cinderwrath
  Large Undead (Fire)
  Hit Dice: 12d12 (78 hp)
  Initiative: +7
  Speed: Fly 30 ft. (good)(6 squares)
  Armor Class: 15 (-1 size, +3 Dex, +3 
  defl ection), touch 15, fl at-footed 12
  Base Attack/Grapple: +6/-
  Attack: Touch +8 melee (2d6 fi re)
  Full Attack: 2 touches +8 melee (2d6 fi re)
  Space/Reach: 10 ft/10 ft.
  Special Attacks: Burn, engulf, smother
  Special Qualities: Blindsight 120 ft., 
  cloudform, cold lethargy, damage reduction 
  10/magic, immunity to fi re and sonic, 
  lifesense, undead traits, vulnerability to cold 
  Cinderwraths are rumored to be the 
  collective remnants of those who have been 
  abandoned in the desert, their bodies left to burn 
  in the sweltering heat of the sunbaked sands. This 
  theory is supported by the fact that those it burns 
  itself join with its body, causing it to grow in size 
  and power.
  Cinderwraths 
  relentlessly 
  hunt 
  living 
  creatures in the deserts, and seem to have no other 
  interests. A newly-formed cinderwrath stands 16 
  feet tall and weighs 4 pounds. It grows with each 
  creature it engulfs. Cinderwraths speak Ignan.
  Combat
  Cinderwraths pursue and engage all living 
  creatures they fi nd. They use their great agility 
  and fl ight to close with slow-moving opponents, 
  usually reserving Flyby Attack and their engulf 
  ability for quicker foes or against numbers of 
  targets.
  Burn (Ex): A cinderwrath’s touch attack 
  deals 2d6 points of fi re damage from its fl aming 
  body. Those hit by a cinderwrath’s touch attack 
  also must succeed on a DC 16 Refl ex save or catch 
  on fi re. The fl ame burns for 1d4 rounds. A burning 
  creature can take a move action to put out the 
  fl ame. The save DC is Constitution- based.
  Creatures hitting a cinderwrath with natural 
  weapons or unarmed attacks take fi re damage as 
  though hit by the cinderwrath’s attack, and also 
  catch on fi re unless they succeed on a Refl ex save.
  Engulf (Ex): A cinderwrath can simply 
  engulf creatures smaller than itself. It cannot make 
  a touch attack on a round during which it attempts 
  to engulf. To engulf a target, the cinderwrath 
  need only move into that creature’s space. The 
  target of the engulf attack may make an attack 
  Saves: Fort +4, Ref +7, Will +9
  Abilities: Str —, Dex 17, Con —, Int 10, 
  Wis 13, Cha 16
  Skills: Hide +9, Move Silently +13, Spot 
  +11
  Feats: Combat Refl exes, Dodge, Flyby 
  Attack, Improved Initiative, Mobility
  Environment: Warm deserts
  Organization: Solitary
  Challenge Rating: 7
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 13-19 HD (Large); 20-36 
  (Huge)
  Level Adjustment: —
  of opportunity against the cinderwrath, but doing 
  so prevents it from making a Refl ex save (DC 
  19) to avoid being engulfed. Engulfed creatures 
  automatically take burn damage every round 
  and are also smothered (see below). Creatures 
  that make their Refl ex save dodge back or aside 
  (player’s choice) when the cinderwrath moves into 
  their space. The save DC is Dexterity-based.
  The body of a creature slain while engulfed 
  by a cinderwrath bursts into fl ames and is 
  completely consumed at the beginning of the 
  cinderwrath’s next turn. The ashes of victims one 
  or two sizes smaller than the cinderwrath merge 
  with it and cause it to grow: a victim two sizes 
  smaller grants it one extra HD, while a victim one 
  size smaller grants it 2 HD (up to its maximum 
  of 36 HD and size Huge). A resist energy (fi re) 
  spell cast on the victim’s corpse prevents this 
  transformation for 1d4 rounds, while a protection 
  from energy (fi re) spell cast on the victim’s 
  corpse prevents the transformation for the spell’s 
  duration. Similar spells or powers may also retard 
  or stop this process, at the GM’s discretion.
  Touch-range healing spells applied to an 
  engulfed creature damage the cinderwrath instead.
  Smother (Ex): Any creature engulfed by a 
  cinderwrath must make a DC 16 Refl ex save or 
  begin to smother. If the creature makes its save, 
  it catches its breath in time and merely begins the 
  process of suffocation normally (see “Suffocation” 
  in Chapter 8 of the Dungeon Master’s Guide). 
  If the save is failed, the creature is nauseated, 
  and is unable to hold its breath: It must begin 
  making Constitution checks immediately (per 
  the suffocation rules) to avoid passing out and 
  suffocating. Leaving the cinderwrath ends the 
  
  143
  7
  checks, but a creature that had begun to make 
  Constitution checks is nauseated for 1d3 rounds 
  after leaving the cloud’s space.
  Successfully turning a cinderwrath forces it 
  to expel any engulfed victims.
  Cloudform (Ex): This ability is identical 
  with the effects of the spell gaseous form.
  Cold Lethargy (Ex): On a failed 
  save against a cold attack, a cinderwrath is 
  effectively slowed for a number of rounds equal 
  to one-quarter the total number of hit points taken 
  from cold damage.
  Lifesense (Su): Cinderwraths can sense the 
  presence of and the direction toward all living 
  creatures within one mile.
  Corpsefetcher
  Large Construct
  Hit Dice: 10d10+30 (85 hp)
  Initiative: +0
  Speed: 40 ft. (8 squares), burrow 30 ft.
  Armor Class: 19 (-1 size, +10 natural), 
  touch 9, fl at-footed 19
  Base Attack/Grapple: +7/+16
  Attack: Slam +11 melee (1d8+5) or claw 
  +11 melee (1d4+5)
  Full Attack: Slam +11 melee (1d8+5) and 4 
  claws +6 melee (1d4+2)
  Space/Reach: 10 ft/5 ft.
  Special Attacks: Erupt from the earth, 
  improved grab, writhing
  The corpsefetcher is a crawling nightmare—
  its body is that of a great, thick worm, but at one 
  end gapes the undead head of a large humanoid, 
  jaws gnashing. Worse still, it drags itself along 
  the ground with dozens of rotting or fl eshless 
  hands and arms, apparently sewn directly to the 
  creature’s body.
  Corpsefetchers 
  are 
  horrible 
  constructs 
  created by necromancers to harvest bodies for 
  their vile experiments. They loose these creatures 
  on graveyards, battlefi elds, and slaughterhouses to 
  retrieve corpses and body parts.
  A typical corpsefetcher is 12 feet long and 
  weighs 1,100 pounds.
  Corpsefetchers 
  cannot 
  speak, 
  but 
  the 
  zombielike head sometimes releases trapped, stale 
  air which sounds like whispers of the damned.
  Combat
  A corpsefetcher slams into its foes, often 
  surfacing from below and attacking from 
  surprise. If it hits, the hands pull the enemy 
  along the construct’s fl anks to be crushed as the 
  corpsefetcher twists and contorts.
  Special Qualities: Charnelsense, construct 
  traits, damage reduction 5/magic, darkvision 
  60 ft., tremorsense 30 ft.
  Saves: Fort +3, Ref +3, Will +5
  Abilities: Str 20, Dex 10, Con —, Int —, 
  Wis 14, Cha 1
  Skills: Jump +9
  Feats: —
  Environment: Any land or underground
  Organization: Solitary, pair, or patrol (3-5)
  Challenge Rating: 7
  Treasure: None
  Alignment: Always neutral
  Advancement: 11-18 HD (Large); 17-30 
  HD (Huge)
  Level Adjustment: —
  Erupt from the Earth (Ex): A corpsefetcher 
  lying stationary just beneath the surface of the 
  earth is noticeable only with a DC 30 Spot check; 
  while burrowing, it can be detected with a DC 
  20 Listen check. If it remains undetected until it 
  rises up from beneath the ground, it may take a 
  full attack during its surprise round, even if it has 
  already moved.
  Improved Grab (Ex): To use this ability, a 
  corpsefetcher must hit with a claw attack. It can 
  then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can writhe (see below).
  Writhing (Ex): As a free action, a 
  corpsefetcher may enter a spasm any time it begins 
  its turn with a hold on at least one victim.  By 
  arcing its body and rolling and twisting furiously 
  throughout its turn, it deals 2d8+5 points of damage 
  to any creature it holds throughout its turn. This 
  damage is in addition to any other attacks or actions 
  the corpsefetcher might take during its turn. If the 
  corpsefetcher kills a grappled creature, it simply 
  holds the body until it returns to its master.
  Charnelsense (Su): A corpsefetcher may 
  sense the presence of any dead (not undead) 
  creature within one mile.
  
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  Creeping Medusavine
  Large Plant
  Hit Dice: 8d8+24 (60 hp)
  Initiative: +3
  Speed: 20 ft. (4 squares), burrow 25 ft.
  Armor Class: 18 (-1 size, +3 Dex, +6 
  natural), touch 12, fl at-footed 15
  Base Attack/Grapple: +6/+15
  Attack: Great claw +10 melee (2d6+5)
  Full Attack: 2 great claws +10 melee 
  (2d6+5) and 2 claws +5 melee (1d6+2) 
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Constrict 1d6+2, improved 
  grab, petrifying gaze, rake 2d6+5 
  Special Qualities: Low-light vision, plant 
  traits, tremorsense 60 ft., vulnerability to fi re
  This intelligent and aloof plant enjoys the 
  solitary life of a desert hunter. The base of the 
  plant is a thick, woody bulb that houses its  brain 
  and organs, and remains under the sand at all 
  times. A thick, fl exible vine covered with stiff, 
  overlapping leaves grows from the bulb, allowing 
  the medusavine a wide range of motion. The vine 
  ends in an almost human-like torso, a “head” with 
  a single soft, golden eye, a mouth, and four fl exible 
  arms that end in sharp barbed claws.
  The creeping medusavine does not wander 
  far from it’s lair, usually in the shelter of rocks, and 
  only then to hunt. Creeping medusavines dislike 
  contact with humanoids, usually attacking them 
  only if starving, or if the humanoid is alone or too 
  close to their precious lair. 
  A creeping medusavine is nearly 20 feet long 
  in its entirety and weighs over 700 pounds.
  Creeping 
  medusavines 
  understand 
  a 
  smattering of the Common language, but have no 
  means of vocal communication.
  Combat
  A creeping medusavine prefers to burrow 
  under the dunes, relying on it’s tremorsense 
  to locate its prey, then breaking out to use its 
  gaze attack. The wooden prey is then easily 
  dismembered for an easy meal when the splinters 
  Saves: Fort +9, Ref +7, Will +1
  Abilities: Str 20, Dex 17, Con 17, Int 9, Wis 
  9, Cha 11
  Skills: Hide +4, Listen +2, Spot +2
  Feats: Improved Natural Armor (x2), 
  Lightning Refl exes
  Environment: Warm deserts
  Organization: Solitary
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Often neutral evil
  Advancement: 9-16 HD (Large); 17-24 HD 
  (Huge)
  Level Adjustment: —
  revert to fl esh. If the prey can resist or is otherwise 
  unaffected by the petrifying gaze, it will attempt to 
  grapple and claw the target to pieces.
  An 
  opponent 
  can 
  attack 
  a 
  creeping 
  medusavine’s vinelike torso with a sunder attempt 
  as if it were a weapon. A creeping medusavine’s 
  torso has 30 hit points. Severing the torso causes the 
  now defenseless bulb to fl ee in absolute terror. The 
  creature regrows the severed torso in 1d10+10 days.
  Constrict (Ex): On a successful grapple 
  check, a creeping medusavine deals 1d6+2 points 
  of damage.
  Improved Grab (Ex): To use this ability, a 
  creeping medusavine must hit with a claw attack. 
  It can then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it wins 
  the grapple check, it establishes a hold and can 
  constrict.
  Petrifying Gaze (Su): Turn to wood (treat 
  as petrifi ed, except the body has the hardness, hit 
  points, and qualities of wood) 4d4 rounds, 35 feet, 
  Fortitude DC 14 negates. The save DC is Charisma-
  based.  Only living tissue is effected; possessions 
  such as weapons or treasure are unaffected.
  Rake (Ex): A creeping medusavine that is 
  holding an opponent can make two rake attacks 
  (+10 melee) with its great claws for 2d6+5 
  slashing damage each.
  
  145
  7
  Dun Pudding
  Huge Ooze
  Hit Dice: 8d10+32 (96 hp)
  Initiative: -5
  Speed: 20 ft. (4 squares), climb 20 ft.
  Armor Class: 3 (-2 size, -5 Dex), touch 3, 
  fl at-footed 3
  Base Attack/Grapple: +6/+17
  Attack: Slam +7 melee (2d6+4 plus 2d6 
  acid)
  Full Attack: Slam +7 melee (2d6+4 plus 
  2d6 acid)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Acid, constrict 2d6+4 plus 
  2d6 acid, improved grab
  Special Qualities: Blindsight 60 ft., split, 
  ooze traits
  A variety of the black pudding, the dun 
  pudding is found only in warm, dry, arid regions. 
  It is light tan or brown in color. The typical dun 
  pudding measures 15 feet across and 2 feet thick. 
  It weighs about 18,000 pounds.
  Combat
  Dun puddings attack by grabbing  and 
  constricting  their prey.
  Acid (Ex): The creature secretes a digestive 
  acid that dissolves organic material and metal 
  quickly, but does not affect stone. Any melee 
  hit or constrict attack deals acid damage, and 
  the opponent’s armor and clothing dissolve and 
  become useless immediately unless they succeed 
  on DC 19 Refl ex saves. A metal or wooden 
  weapon that strikes a black pudding also dissolves 
  immediately unless it succeeds on a DC 19 Refl ex 
  save. The save DCs are Constitution-based.
  The pudding’s acidic touch deals 21 points of 
  damage per round to wooden or metal objects, but 
  the ooze must remain in contact with the object for 
  1 full round to deal this damage.
  Saves: Fort +6, Ref -3, Will -3
  Abilities: Str 17, Dex 1, Con 19, Int —, Wis 
  l, Cha l
  Environment: Any warm land and 
  underground
  Skills: Climb +11
  Feats: —
  Organization: Solitary
  Challenge Rating: 7
  Treasure: None
  Alignment: Always neutral
  Advancement: 9-12 HD (Huge); 13-24 HD 
  (Gargantuan)
  Level Adjustment: —
  Constrict (Ex): A dun pudding deals 
  automatic slam and acid damage with a successful 
  grapple check. The opponent’s clothing and armor 
  take a -4 penalty on Refl ex saves against the acid.
  Improved Grab (Ex): To use this ability, a 
  dun pudding must hit with its slam attack. It can 
  then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can constrict.
  Split (Ex): Slashing and piercing weapons 
  deal no damage to a dun pudding. Instead the 
  creature splits into two identical puddings, each 
  with half of the original’s current hit points (round 
  down). A pudding with 10 hit points or less cannot 
  be further split and dies if reduced to 0 hit points.
  Skills: A dun pudding has a +8 racial bonus 
  on Climb checks and can always choose to take 10 
  on a Climb check, even if rushed or threatened.
  
  146
  7
  Ice Lion
  Large Elemental (Air, Cold, Native)
  Hit Dice: 7d8+21 (52 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares)
  Armor Class: 17 (-1 size, +2 Dex, +6 
  natural), touch 11, fl at-footed 15
  Base Attack/Grapple: +5/+14
  Attack: Bite +9 melee (1d8+5)
  Full Attack: Bite +9 melee (1d8+5) and 2 
  claws +7 melee (1d6+2)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Aura of cold, improved 
  grab, pounce, rake
  Special Qualities: Darkvision 60 ft., 
  elemental traits, immunity to cold, 
  vulnerability to fi re
  The ice lion is a walking block of ice, 
  chiseled into the form of a lion and given life from 
  the elements. The ice lion is the embodiment of 
  winter on the plains: cold, harsh, and brutal.
  An ice lion is about 8 feet long and weighs 
  roughly 700 pounds. An ice lion does not speak or 
  understand any languages.
  Combat
  An ice lion is a brutal predator, hunting any 
  warm-blooded creature it fi nds. Like a regular lion, 
  an ice lion attacks by running at prey, leaping, and 
  clawing and biting as it rakes with its rear claws, 
  while its aura of cold wears down its prey. It is 
  fearless, often attacking creatures far larger than 
  itself.
  Jigokomushi
  Jigokomushi
  Large Magical Beast
  Hit Dice: 8d10+32 (76 hp)
  Initiative: +5
  Speed: 30 ft. (6 squares), burrow 10 ft.
  Armor Class: 18 (-1 size, +1 Dex, +8 
  natural), touch 10, fl at-footed 17
  Base Attack/Grapple: +8/+17 
  Attack: Bite +12 melee (2d6+7)
  Full Attack: Bite +12 melee (2d6+7)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Improved grab
  Special Qualities: Darkvision 60 ft., low-
  light vision, pit trap, tremorsense 60 ft.
  Saves: Fort +10, Ref +7, Will +3
  Aura of Cold (Su): An ice lion continualy 
  radiates cold in a 5-foot radius. Any creature who 
  spends more than one round in this area must make 
  a DC 16 Fortitude save on each subsequent round 
  or suffer 1d4 points of cold damage. The save DC 
  is Constitution-based.
  Pounce (Ex): If an ice lion charges a foe, it 
  can make a full attack, including two rake attacks.
  Improved Grab (Ex): To use this ability, an 
  ice lion must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake.
  Rake (Ex): Attack bonus +7 melee, damage 
  1d6+2.
  Skills: Ice lions have a +2 racial bonus on 
  Listen and Spot checks.
  Saves: Fort +5, Ref +7, Will +2
  Abilities: Str 20, Dex 14, Con 16, Int 2, Wis 
  10, Cha 10
  Skills: Jump +9, Listen +5, Move Silently 
  +5, Spot +6, Survival +4
  Feats: Alertness, Multiattack, Run, Track B
  Environment: Cold plains
  Organization: Solitary or pride (2-5)
  Challenge Rating: 7
  Treasure: None
  Alignment: Usually neutral evil
  Advancement: 8-9 HD (Large), 10-12 HD 
  (Huge)
  Level Adjustment: —
  Abilities: Str 21, Dex 12, Con 18, Int 2, Wis 
  12, Cha 6
  Skills: Hide +7*, Listen +5, Spot +5
  Feats: Alertness, Improved Initiative, Skill 
  Focus (Hide)
  Environment: Any deserts
  Organization: Solitary
  Challenge Rating: 7
  Treasure: 1/10 coins, 30% goods, 50% 
  items 
  Alignment: Always neutral
  Advancement: 9 HD (Large); 10-12 HD 
  (Huge)
  Level Adjustment: —
  
  147
  7
  A jigokomushi is an insectile creature native 
  to sandy deserts. Its small front pincers are used 
  to grab its victims as it bites with its sharp teeth. 
  Segemented legs along both sides of its body are 
  ideal for digging in the slippery sand.
  An average jigokomushi is 8 feet long and 
  weighs 600 pounds.
  Combat
  A jigokomushi digs a pit trap in the desert 
  sand, making it look like the entrance to a cave, 
  hoping to entice creatures seeking shelter from 
  the desert heat and sandstorms. Once its prey has 
  slid down to the bottom, the jigokomushi springs 
  from beneath the sand and devours its prey. If the 
  jigokomushi is damaged after grabbing its prey, it 
  retreats backward down its pit at burrowing speed, 
  dragging the victim with it, if possible.
  Improved Grab (Ex): To use this 
  ability, a jigokomushi must hit with its 
  bite attack. It can then attempt to start a grapple 
  as a free action without provoking attacks of 
  opportunity. 
  Pit Trap (Ex): The pit of a jigokomushi 
  extends into all adjacent 5-foot squares and is 20 
  feet deep. A creature can make a DC 10 Spot or 
  Survival check to notice it. A creature that does not 
  notice the pit must make a DC 17 Refl ex save or 
  fall in, taking falling damage as normal. A DC 23 
  Climb check is needed to escape the pit. The save 
  and check DCs are Constitution-based, and the 
  check DC includes a +5 bonus for being slippery.
  Skills: *A jigokomushi has a +4 racial bonus 
  on Hide checks while within its pit trap.
  Lyrmir
  Large Magical Beast
  Hit Dice: 10d10+30 (85 hp)
  Initiative: +7
  Speed: 50 ft. (10 squares)
  Armor Class: 20 (-1 size, +3 Dex, +8 
  natural), touch 12, fl at-footed 17
  Base Attack/Grapple: +10/+18
  Attack: Claw +13 melee (ld8+4) or tail +13 
  melee (2d6+4)
  Full Attack: 2 claws +13 melee (ld8+4) 
  and bite +8 melee (ld8+2); or tail +13 melee 
  (2d6+4)
  Space/Reach: 10 ft./5 ft.(10 ft. tail)
  Special Attacks: Improved grab, swallow 
  whole
  Special Qualities: Damage reduction 
  10/magic, darkvision 60 ft., greater blur, 
  low-light vision
  Saves: Fort +10, Ref +10, Will +3
  Abilities: Str 19, Dex 17, Con 17, Int 6, Wis 
  10, Cha 10
  Skills: Hide +11, Jump +11, Listen +6, 
  Move Silently +11, Spot +7
  Feats: Cleave, Dodge, Improved Initiative, 
  Power Attack
  Environment: Any temperate plains
  Organization: Solitary or pride (3-5)
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: Large (11-20 HD), Huge 
  (21-31 HD)
  Level Adjustment: —
  A lyrmir is a large feline creature with a 
  range of different fur colors and patterns, including 
  deep green, black, tan, and white. The colors can 
  be lighter, darker, solid, striped, or spotted. The 
  creature has larger claws than other great felines, 
  and its tail is long and barbed.
  Lymirs stalk tall grasslands, although those 
  captured and enslaved by more powerful creatures 
  roam other habitats. If a lymir escapes its bonds 
  or its master abandons it, it adapts well to its new 
  domain, provided that it locates an ample food 
  source in its new environment.
  Lymirs are either solitary or live in a pride 
  consisting of one male and two to four females. A 
  female that gives birth usually leaves the pride to 
  raise her young elsewhere, since males often view 
  their own young as threats, killing them if given 
  the chance. They typically live in caves or dens 
  beneath the ground.
  Some creatures capture lyrmirs and use them as 
  hunting animals or force them to fi ght in gladiatorial 
  games, while others train them as guard animals. 
  Too often lyrmirs are taken from their natural habitat 
  and transplanted into an underground environment 
  or civilized setting, before their masters abandon 
  them or they turn against their handlers. Forced to 
  fend for itself in an unfamiliar setting, a lyrmir fi nds 
  food wherever possible, provoking confrontations 
  with the local inhabitants.
  
  148
  7
  Wizards and sorcerers use lyrmir 
  skin to craft magical armor and shields 
  that partially conceal their wearers. Such armor 
  functions as a cloak of minor displacement, and is 
  the equivalent of a +3 bonus for determining cost 
  to create and market price.
  Lymirs stand more than 3 feet tall at the 
  shoulder and are about 10 feet long. They weigh 
  600 or more pounds. Although intelligent, lymirs 
  do not speak any languages.
  Combat
  A lyrmir is a carnivore with indiscriminate 
  tastes. When hunting, it silently follows its prey, 
  waiting for its victims to stop and rest in an 
  opportune ambush site. It fi rst attacks with its 
  claws and bite. If its enemies use reach weapons 
  against it, a lyrmir attacks with its tail. If part of 
  a pack and not seriously threatened, the lyrmir 
  swallows its enemy whole. Once it satiates its 
  hunger, a lyrmir withdraws from the fray.
  Like most large and small cats, lyrmirs enjoy 
  the thrill of the hunt. When they have assured their 
  prey is at their mercy, they unnecessarily prolong 
  its agony by giving it a chance to escape, just so 
  that the lyrmir can pounce on it again and again. 
  Once the victim no longer tries to escape, the 
  lyrmir fi nally ends its suffering.
  Improved Grab (Ex): To use this ability, 
  a lyrmir must hit a Medium or smaller opponent 
  with both claw attacks. It can then attempt to start 
  a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, 
  it establishes a hold and can try to swallow the foe 
  the following round.
  Swallow Whole (Ex): A lyrmir’s jaws 
  unhinge and its throat and stomach expand greatly, 
  allowing it to try to swallow a grabbed opponent 
  of Medium or smaller size by making a successful 
  grapple check. Once inside, the opponent takes 
  2d8+12 points of crushing damage plus 8 points of 
  acid damage per round from the lyrmir’s stomach. 
  A swallowed creature can cut its way out by dealing 
  25 points of damage to the lyrmir’s stomach (AC 
  15). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must 
  cut its own way out. A lyrmir’s stomach can hold 
  1 Medium, 2  Small, 4 Tiny, or 16  Diminutive or 
  smaller creatures.
  Greater Blur (Su): This works like a blur
  spell, except it remains constantly in effect, and the 
  miss chance is 40%.
  Skills: A lyrmir has a +5 racial bonus on 
  Hide, Listen, Move Silently, and Spot checks.
  Rognak Burrower
  Large Aberration
  Hit Dice: 10d8+50 (95 hp)
  Initiative: +1
  Speed: 20 ft. (4 squares), burrow 15 ft.
  Armor Class: 20 (-1 size, +1 Dex, +10 
  natural), touch 10, fl at-footed 19
  Base Attack/Grapple: +7/+21
  Attack: Claw +16 melee (ld8+10)
  Full Attack: 2 claws +16 melee (ld8+10) 
  and bite +13 melee (2d6+5)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Brain lock, constrict 
  2d8+10, improved grab
  Special Qualities: Blindsight 60 ft., damage 
  reduction 5/magic, darkvision 60 ft.
  Rognak burrowers are enormous creatures 
  that dwell beneath the surface of expansive 
  grasslands and plains. Their massive bodies 
  burrow into the earth, moving through solid 
  ground almost as quickly and easily as walking. 
  These fearsome creatures are encountered under 
  the control of a more powerful master just as often 
  as they are found in their natural habitats.
  Saves: Fort +8, Ref +4, Will +7
  Abilities: Str 30, Dex 12, Con 20, Int 8, Wis 
  10, Cha 12
  Skills: Balance +10, Climb +20, Hide +11
  Feats: Cleave, Dodge, Multiattack, Power 
  Attack
  Environment: Temperate Plains 
  Organization: Solitary or group (3-6)
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Usually chaotic evil 
  Advancement: 11-15 (Large), 16-20 (Huge)
  Level Adjustment: —
  A rognak burrower’s appearance is much like 
  an upright-walking beetle with a thick chitinous 
  hide and enormous mandibles. It has massive legs 
  and claws that can easily excavate ground. It is 
  blind, though it possesses two disproportionately 
  large, bulbous appendages in place of eyes. The 
  appendages normally remain shut, usually only 
  opening during combat.
  
  149
  7
  Rognak Helm
  A rognak burrower’s skull can be used to 
  Rognak Helm
  A rognak burrower’s skull can be used to 
  Rognak Helm
  create a rognak helm. 
  Rognak Helm: This bizarre, chitinous helm 
  covers most of the humanoid wearer’s skull, 
  including his ears, eyes, and neck. A pair of sharp 
  mandibles protrudes from the side of the helm, 
  converging several inches in front of its owner’s 
  exposed mouth. Created from the hollow skull 
  of a rognak burrower, this alien device conveys a 
  number of useful magical properties. Because the 
  helm covers its wearer’s eyes and ears, its wearer 
  is immune to magical spells and effects dependent 
  upon sight or sound such as gaze attacks, color 
  spray, and sonic energy. The helm does not deafen 
  its wearer, however, spellcasters wearing the helm 
  still suffer a 20% chance to miscast and lose any 
  spell with a verbal component as a result of the 
  helm’s subtle sound distortion. To compensate for 
  the lack of vision, the helm conveys blindsight in 
  a 60-foot radius centered on the helm. The wearer 
  is also immune to stunning attacks and receives a 
  +2 morale bonus to all saving throws against mind-
  infl uencing spells and effects. 
  In addition to its formidable defensive 
  properties, the rognak helm also boasts one 
  terrifying 
  offensive 
  power. Activating 
  this 
  function causes the helm’s mandibles to rapidly 
  enlarge, allowing them to grab a melee opponent 
  no more than one size category larger than the 
  wearer. Similar to a grapple attack, the mandibles 
  must fi rst grab hold of the foe with a successful 
  melee touch attack, although this attack does not 
  provoke an attack of opportunity. If the mandibles 
  establish a hold on the target, an opposed grapple 
  check ensues between the foe and the mandibles. 
  (The mandibles’ grapple check is always +16 
  regardless of the wearer’s grapple check.) Instead 
  of dealing normal damage with a successful 
  grapple attack, the mandibles permanently drain 1 
  point of Intelligence and Wisdom from its victim. 
  Furthermore, the mandibles also paralyze him for 
  one round unless he makes a DC 21 Fortitude 
  save. Commonly referred to as the brain drain, 
  this ability functions once per day and lasts until 
  the victim either escapes the grapple, incapacitates 
  or kills the wearer, or 13 rounds elapse, whichever 
  occurs fi rst.
  Because of its macabre appearance, the 
  wearer suffers a -2 circumstance penalty to 
  Charisma-based checks.
  Caster Level: 13lh; Prerequisites: Craft 
  Wondrous Item, grasping hand, 
  grasping hand, 
  grasping hand protection from 
  elements, prying eyes; Market Price: 78,000 gp; 
  Weight:5 lb.
  The rognak burrower is equally at home 
  on the plains and underground. It is primarily a 
  carnivore, although it is able to live on plants and 
  fungus when presented with a situation where meat 
  is not available. Whether it lives underground or 
  on the plains, the rognak burrower has a den 
  carved into the earth, where it can usually be 
  found when it is not searching for food. Because 
  of its extensive subterranean burrowing, there is 
  a 10% chance of falling into a sinkhole whenever 
  adventurers encounter a rognak burrower.
  Because of their ability to quickly excavate 
  tunnels, and their sheer physical size, evil masters 
  commonly employ rognak burrowers as beasts of 
  burden. They are particularly popular with evil 
  spellcasters and dark elves. When not assigned a 
  task by their masters, these creatures are usually 
  kept in pens with walls that are reinforced by walls 
  of force.
  A rognak burrower is 12 feet long and weighs 
  2,500 pounds. Although they cannot speak, rognak 
  burrowers understand Undercommon.
  Combat
  A rognak burrower charges into combat, 
  attacking the nearest foe. It uses its massive claws 
  and mandibles to tear through opponents. If it is 
  unable to reach its nearest opponent, it opens its 
  “eyes” and uses its brain lock attack.
  Brain Lock (Su): At will, as a standard 
  action, the rognak burrower may open its massive, 
  oversized eyes to cause brain lock in a single target. 
  The target stands mentally paralyzed, unable to 
  take any actions for 2d6 rounds. The brain-locked 
  subject is not stunned (so attackers get no special 
  advantage). He or she can defend against physical 
  attacks (Dexterity bonus to AC still applies), but 
  otherwise cannot move, and cannot use magical 
  or psionic powers. A successful DC 20 Will save 
  completely avoids the effects of the brain lock. A 
  brain-locked creature with fl ight ability cannot fl ap 
  its wings, causing it to plummet to earth. Similarly, 
  swimmers unable to propel themselves through 
  water sink to the bottom, possibly drowning if 
  they are unable to breathe water. The save DC is 
  Constitution-based.
  Constrict (Ex): On a successful grapple 
  check, a rognak burrower deals 2d8+10 points of 
  damage.
  Improved Grab (Ex): To use this ability, a 
  rognak burrower must hit with both claw attacks. It 
  can then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can constrict.
  Skills: A rognak burrower has a +4 racial 
  bonus on Hide checks and a +8 racial bonus on 
  Balance and Climb checks.
  
  150
  7
  Tunnel Worm
  Huge Magical Beast
  Hit Dice: 9d10+54 (103 hp)
  Initiative: +1
  Speed: 20 ft. (4 squares), burrow 20 ft.
  Armor Class: 16 (-2 size, +1 Dex, +7 
  natural), touch 9, fl at-footed 15
  Base Attack/Grapple: +9/+23
  Attack: Bite +11 melee (2d6+9/19-20)
  Full Attack: Bite +11 melee (2d6+9/19-20)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Rend armor 
  Special Qualities: Darkvision 60 ft., low-
  light vision, Tremorsense 60 ft.
  Saves: Fort +12, Ref +7, Will +3
  The tunnel worm is a burrowing creature 
  related to the monstrous centipede. It is a very 
  aggressive predator and hunter, though it can 
  sustain itself by scavenging. Its preferred food 
  is fresh, raw meat. A tunnel worm looks like a 
  30-foot long sleek black centipede with a long 
  segmented body and many slender legs. Its huge 
  mandibles are razor-sharp and its eyes are multi-
  faceted. A ring of tough, chitinous bone rings its 
  oversized head.
  A tunnel worm weighs over 8,000 pounds.  
  Combat
  Tunnel worms are very aggressive and attack 
  anything that enters their territory. They usually 
  wait beneath the surface of the ground and then 
  burrow out to surprise and attack their opponents 
  Abilities: Str 22, Dex 13, Con 22, Int 1, Wis 
  10, Cha 6
  Skills: Listen +12, Spot +12
  Feats: Alertness, Improved Critical (bite), 
  Power Attack, Weapon Focus (bite)
  Environment: Temperate and warm lands 
  and underground
  Organization: Solitary or cluster (2-5)
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 10-13 HD (Huge); 14-27 
  HD (Gargantuan)
  Level Adjustment: —
  (treat this attack as a charge attack). A tunnel 
  worm that has taken more than half its hit points in 
  damage retreats to its lair unless it is cornered, in 
  which case it fi ghts to the death.
  Rend Armor (Ex): If a tunnel worm hits 
  with its bite attack, it tears apart any armor worn 
  by its foe. This attack deals 4d6+12 points of 
  damage to the opponent’s armor. Creatures not 
  wearing armor are unaffected by this special 
  attack. Armor reduced to 0 hit points is destroyed. 
  Damaged armor may be repaired with a successful 
  Craft (armorsmithing) check.
  Tremorsense (Ex): Tunnel worms can 
  automatically sense the location of anything within 
  60 feet that is in contact with the ground.
  Skills: Tunnel worms have a +4 racial bonus 
  on Listen and Spot checks.
  Chillscreamer
  Large Outsider (Cold, Evil, Incorporeal, 
  Native)
  Hit Dice: 10d8+30 (75 hp)
  Initiative: +4
  Speed: 30 ft. (6 squares)
  Armor Class: 12 (-1 size, +3 defl ection), 
  touch 12, fl at-footed 12
  Base Attack/Grapple: +10/—
  Attack: Incorporeal claw +11 melee (1d6 
  plus 1d4 cold and 1d4 Strength drain)
  Full Attack: 2 incorporeal claws +11 melee 
  (1d6 plus 1d4 cold and 1d4 Strength drain) 
  and incorporeal bite +8 melee (1d6 plus 1d4 
  cold and 1d4 Strength drain)
  Space/Reach: 10 ft/10 ft.
  Special Attacks: Breath weapon, 
  malevolence, scream
  Special Qualities: Darkvision 60 ft, 
  immunity to cold, incorporeal traits, 
  regeneration 5, scent, vulnerability to fi re
  Saves: Fort +10, Ref +7, Will +8
  Abilities: Str —, Dex 11, Con 17, Int 5, Wis 
  13, Cha 16
  Skills: Hide +9, Listen +14, Move Silently 
  +13, Spot +14, Survival +14
  Feats: Improved Initiative, Multiattack, 
  Track, Weapon Focus (incorporeal claw)
  Environment: Cold mountains or plains
  
  151
  8
  Chillscreamers are evil entities that stalk 
  cold regions, hunting living creatures to satisfy 
  their endless hunger. Unfortunately for them, 
  their hunger can only be sated by possessing a 
  corporeal creature and borrowing its body to kill 
  and devour, for their incorporeal nature prevents 
  them from actually feeding on fl esh. They are tall 
  giant muscular humanoids, well over 10 feet tall, 
  and they give an aura of hunger, almost seeming 
  insubstantial and translucent.
  Chillscreamers are sometimes mistaken for 
  yetis, ghosts, or nature spirits. A chillscreamer 
  stands 10 feet tall. It speaks Sylvan.
  Combat
  Although not very intelligent, a chillscreamer 
  is a canny hunter, stalking prey from a distance. It 
  will always try to pick off lone scouts or weaker 
  party members. Once it does attack, it keeps 
  fi ghting until it or its prey is dead.
  Breath Weapon (Su): Every 1d6 rounds, 40-
  foot cone, 10d6 cold (Refl ex DC 18 half). The save 
  DC is Constitution-based. This ability affects only 
  creatures on the Material Plane.
  Malevolence (Su): Once per round, a 
  chillscreamer can merge its body with a creature 
  on the Material Plane. This ability is similar 
  to the magic jar spell (caster level equals rhe 
  magic jar spell (caster level equals rhe 
  magic jar
  chillscreamer’s HD), except that it does not require 
  a receptacle. To use this ability, the chillscreamer 
  must try to move into the target’s space; this does 
  not provoke attacks of opportunity. The target can 
  resist the attack with a successful DC 18 Will save. 
  A creature that successfully saves is immune to 
  that chillscreamer’s malevolence for 24 hours. 
  The save DC is Charisma-based.
  When possessing another creature, the 
  chillscreamer retains its own mental ability scores 
  (Int, Wis, and Cha), while the possessed creature 
  gains the monstrous humanoid type and the 
  augmented and cold subtypes. The creature gains 
  +4 Strength and +4 Constitution, a +2 natural armor 
  bonus, and the chillscreamer’s breath weapon, 
  frightful presence, and regeneration abilities (the 
  breath weapon save DC is fi gured using the new 
  body’s Con bonus). The chillscreamer hungers 
  for any and all living fl esh, and uses its host body 
  to kill and devour any creatures it can—the more 
  sentient the prey, the better.
  Freeing a possessed victim from the 
  malevolence of a chillscreamer is a diffi cult 
  task. Keeping it by a source of great heat (such 
  as a bonfi re) for 12 hours will drive out the 
  chillscreamer (which will most likely attempt 
  to possess another creature immediately, unless 
  the environment is altogether too warm for it). A 
  remove curse will not affect a possessed creature, 
  nor will dispel magic (or greater dispel magic). 
  Protection from evil functions normally with 
  Protection from evil functions normally with 
  Protection from evil
  respect to the possessing spirit (keeping it from 
  exercising control while the effect lasts, but not 
  driving the chillscreamer out). Break enchantment 
  has a normal chance to expel the chillscreamer 
  (opposed caster level 20th).
  However, once the chillscreamer is driven 
  out, by whatever means, a tiny piece of enchanted 
  ice remains in the victim’s heart. Over the course 
  of a month, the victim will experience odd dreams, 
  an appetite for raw fl esh, and severe chills; at the 
  end of the month, he will transform back into 
  the chillscreamer monstrosity. Only a successful 
  limited wish, wish, or miracle spell (or similarly 
  powerful magic) can prevent this from happening; 
  alternately, if break enchantment was used to drive 
  the chillscreamer out, it may be followed by a 
  successful banishment spell or similar magic to 
  banishment spell or similar magic to 
  banishment
  drive the ice spirit from the victim’s heart entirely.
  Scream 
  (Su): 
  As 
  a 
  free 
  action, 
  a 
  chillscreamer can emit a horrible, bone-chilling 
  scream. Anyone within 50 feet must make a DC 18 
  Will save or be frightened for 5d6 rounds if they 
  have 5 HD or less.  A creature with 6 HD or more is 
  shaken instead. The save DC is Charisma-based.
  Regeneration (Ex): Good weapons deal 
  normal damage to a chillscreamer, as do spells or 
  effects with the good descriptor.
  Organization: Solitary
  Challenge Rating: 8
  Treasure: Standard
  Alignment: Always evil
  Advancement: 11-18 HD (Large); 
  17-30 HD (Huge)
  Level Adjustment: —
  
  152
  8 Duogoth, Nest Guardian
  Duogoth, Nest Guardian
  Huge Outsider (Augmented Animal) 
  (Native)
  Hit Dice: 12d8+72 (129 hp)
  Initiative: +0
  Speed: 40 ft. (8 squares), swim 25 ft.
  Armor Class: 16 (-2 size, +8 natural), touch 
  8, fl at-footed 16
  Base Attack/Grapple: +9/+27
  Attack: Bite +17 melee (3d6+15)
  Full Attack: Bite +17 melee (3d6+15)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Electrostatic shock, 
  improved grab, protector, trample 2d10+15, 
  warning blow
  Special Qualities: Damage reduction 5/
  magic, darkvision 60 ft., empathy, resistance 
  to electricity 20, scent, shield other, spell 
  resistance 22
  Guardian spirits sometimes manifest to 
  protect the nests of endangered duogoth herds. 
  These guardians (generally female) can take down 
  even large and powerful adversaries, natural or 
  unnatural. They spend nearly all their time in their 
  nests, watchful and ready to sacrifi ce themselves 
  for their kin.
  Occasionally, a humanoid wishing to travel 
  through or pillage treasures from a duogoth nest 
  tries to communicate with a nest guardian. Even 
  more rarely, such a person is successful, managing 
  to convey non-violent intentions through gifts and 
  gestures.
  Combat
  Nest guardians do whatever it takes to protect 
  their herds, rushing combatants and pushing them 
  back.
  A nest guardian’s natural weapons are treated 
  as magic weapons for the purpose of overcoming 
  damage reduction.
  Electrostatic Shock (Ex): When immersed 
  in water, a nest guardian can release an 
  electrostatic shock from the tendrils at the back 
  of its head as a standard action. Any creature in 
  contact with the water within a 30-foot spread 
  must succeed on a DC 22 Fortitude save or suffer 
  1d8 points of electricity damage and be stunned for 
  1d4 rounds. The save DC is Constitution-based. A 
  nest guardian can shock a grabbed opponent once 
  per round as a free action.
  Saves: Fort +14, Ref +8, Will +8
  Abilities: Str 31, Dex 10, Con 22, Int 4, Wis 
  14, Cha 7
  Skills: Jump +14, Listen +7, Scent +10, 
  Spot +7, Survival +7, Swim +18
  Feats: Endurance, Diehard, Improved 
  Natural Armor, Improved Natural Attack 
  (bite), Iron Will
  Environment: Temperate forests, marshes, 
  and plains
  Organization: Solitary or herd (1 plus 5-20 
  duogoth)
  Challenge Rating: 8
  Treasure: None
  Alignment: Always neutral
  Advancement: 13-15 HD (Huge)
  Level Adjustment: +10* (mount)
  Protector (Ex): A nest guardian can 
  designate a creature, Large or smaller object, or 
  5-foot-radius area for itself to protect. The nest 
  guardian receives a +1 morale bonus on attack 
  rolls against creatures threatening the protected 
  creature or object, or inside or attempting to enter 
  the designated area.
  Trample (Ex): Refl ex DC 26 half.  The save 
  DC is Strength-based.
  Warning Blow (Su): Once per day, the 
  nest guardian can make a normal melee attack to 
  intimidate and drive back an opponent with fewer 
  HD than itself. If the attack hits, the opponent must 
  succeed on a Will save (DC 14 + damage taken by 
  opponent) or become frightened for 1d4 rounds. 
  The save DC is Charisma-based.
  Empathy (Ex): A nest guardian has a 
  +4 racial bonus on checks when infl uencing a 
  duogoth’s attitude and can communicate simple 
  concepts and (if a duogoth is friendly) commands 
  to other duogoth, such as “friend,” “foe,” “fl ee,” 
  and “attack.”
  Shield Other (Sp):
  Shield Other (Sp):
  Shield Other
   As the spell (caster level 
  12th), but only usable on duogoth. This transfers 
  to the nest guardian half the damage that would be 
  dealt to the target duogoth (but does not provide 
  the spell’s AC or save bonuses).
  Skills: A nest guardian has a +8 racial bonus 
  on any Swim check to perform some special action 
  or avoid a hazard. It can always choose to take 10 
  on a Swim check, even if distracted or endangered. 
  It can use the run action while swimming, provided 
  it swims in a straight line.
  
  153
  8
  Glass Strider
  Large Magical Beast
  Hit Dice: 14d10+42 (119 hp)
  Initiative: +1
  Speed: 40 ft. (8 squares), burrow 20 ft, 
  climb 20 ft.
  Armor Class: 20 (-1 size, +1 Dex, +10 
  natural), touch 10, fl at-footed 19
  Base Attack/Grapple: +14/+25
  Attack: Bite +19 melee (2d6+6/19-20)
  Full Attack: Bite +19 melee (2d6+6/19-20) 
  and 2 claws +17 melee (1d8+3)
  Space/Reach: 10 ft/5 ft.
  Special Attacks: Breath weapon
  Special Qualities: Darkvision 60 ft., glass-
  stride, low-light vision
  The glass strider is carnivorous, desert-
  dwelling reptile that can traverse slick surfaces as 
  easily as the desert sand. It glides gracefully across 
  the sand and looks like a six-legged lizard crafted 
  from fi ne crystal. The desert sun refl ects colorful 
  sparkles off its skin as it moves.
  An average glass strider is about 7 feet long, 
  with a tail that grows nearly as long again, and 
  weighs about 500 pounds.
  Combat
  A glass strider possesses a breath weapon of 
  superheated air that can change an area of desert 
  sands into slippery glass. A glass strider will try to 
  employ its breath weapon fi rst, making the battlefi eld 
  disadvantageous to its prey. It will then target prone 
  or off-balance targets with its vicious bite and sharp 
  claws, perhaps bull rushing a charging warrior back 
  onto the slick glass. If things go badly, it will fall 
  back and target tougher opponents with its breath 
  weapon, hoping to snack on the weaker foes once 
  the stronger ones are gone.
  Saves: Fort +12, Ref +10, Will +5
  Abilities: Str 22, Dex 12, Con 17, Int 2, Wis 
  13, Cha 11
  Skills: Climb +15, Hide +9*, Jump +10, 
  Listen +5, Spot +9
  Feats: Alertness, lmproved Bull Rush, 
  Improved Critical (bite), Multiattack, Power 
  Attack
  Environment: Warm deserts
  Organization: Solitary, pair, or cluster (3-6)
  Challenge Rating: 8
  Treasure: None
  Alignment: Always neutral
  Advancement: 15-28 HD (Large); 29-42 
  HD (Huge)
  Level Adjustment: —
  Breath Weapon (Su): Every 1d4 rounds, 
  40-foot cone of superheated air, damage 6d8 fi re 
  (Refl ex DC 20 half). The save DC is Constitution-
  based.
  The superheated air magically transforms all 
  sandy surfaces in the area into perfectly smooth 
  glass. All creatures must make a DC 15 Balance 
  check to move at half speed over this glassy 
  area; on a failed save, the creature cannot move 
  that round. Failure by 5 or more indicates that 
  the victim falls prone after moving one square. 
  Further, opponents in the affected area lose their 
  Dexterity bonus to AC unless they have 5 or more 
  ranks in the Balance skill.
  Glass-Stride (Ex): Glass striders may travel 
  over any smooth horizontal (or nearly horizontal) 
  surface as if by means of the spider climb spell.
  Skills: Glass striders have a +4 racial 
  bonus on Hide checks and a +10 racial bonus on 
  Climb checks. They can always choose to take 
  10 on Climb checks, even if rushed or threatened. 
  *Against crystalline or glassy backgrounds, glass 
  striders have a +8 racial bonus on Hide checks.
  
  154
  8
  Grand Tarandus
  Large Magical Beast
  Hit Dice: 10d10+50 (105 hp)
  Initiative: +3
  Speed: 60 ft. (12 squares)
  Armor Class: 17 (-1 size, +3 Dex, +5 
  natural), touch 12, fl at-footed 14
  Base Attack/Grapple: +10/+19
  Attack: Gore +15 melee (1d8+5) or hoof 
  +15 melee (ld6+5)
  Full Attack: Gore +15 melee (1d8+5) or 2 
  hooves +15 melee (ld6+5)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Powerful charge
  Special Qualities: Darkvision 60 ft., 
  immunity to cold and sleep, indomitable, 
  The grand tarandus is the noble and wise 
  leader of the great herds of caribou that eternally 
  roam the tundra. The grand tarandus is to its lesser 
  brethren what the unicorn is to the horse; guardian, 
  champion, paragon of beauty and strength. A 
  grand tarandus appears as an idealized version 
  of its common brethren. Its fur is thick, clean and 
  shiny, its hooves and teeth sparkling and perfectly 
  shaped, and its rack of horns enormous, razor 
  sharpened and absolutely symmetrical. A grand 
  tarandus moves with stately, regal grace and its 
  eyes burn with wisdom and intelligence.
  A typical grand tarandus grows to 8 feet 
  in length, stands 5 feet high at the shoulder, and 
  weighs 1,200 pounds. Grand tarandii speak Sylvan 
  and Common.
  Combat
  A grand tarandus attacks only when it, or 
  the herd it protects, is attacked (though it will not 
  attack hunting animals attempting to bring down a 
  kill). When drawn into combat, it attacks to wound 
  and drive off its opponents, not kill them, unless 
  it is sorely pressed. Whenever possible, it attacks 
  with a charging gore using its immense horns.
  Should a humanoid attempt to ride a grand 
  tarandus, it uses its Sense Motive skill and detect 
  evil abilities in an attempt to puzzle out their 
  intentions. Should they prove to be noble, it will 
  resist them, matching its abilities to their own (it 
  will not resist a child as ferociously as it resists a full 
  grown adult, for example). Should their intentions 
  prove less than noble, it attacks ferociously, striking 
  to kill and mangling the remains.
  low-light vision, moonlight journey, scent, 
  spell-like abilities, sustenance
  Saves: Fort +12, Ref +10, Will +8
  Abilities: Str 20, Dex 17, Con 20, Int 12, 
  Wis 16, Cha 16
  Skills: Intimidate +11, Jump +30, Listen 
  +10, Sense Motive +11, Spot +10
  Feats: Alertness, Cleave, Iron Will, Power 
  Attack
  Environment: Cold plains
  Organization: Solitary, pair, band (2-7), or 
  herd (50-100)
  Challenge Rating: 8
  Treasure: None
  Alignment: Always neutral good
  Advancement: 11-15 HD (Large)
  Level Adjustment: —
  Powerful Charge (Ex): When a grand 
  tarandus charges, its gore attack deals 2d8+10 
  points of damage.
  Indomitable (Ex): The DC of any Wild 
  Empathy check used to infl uence the grand 
  tarandus is raised by 5. In addition, the grand 
  tarandus benefi ts from a +5 racial bonus on Will 
  saves to resist mind-affecting spells or abilities.
  Moonlight Journey (Su): Legends tell of 
  the grand tarandus’s greatest power — the ability 
  to journey any distance in the space of one night. 
  The legends are true. If, and only if, a being of 
  noble heart (good alignment) and intent (a hero on 
  a quest, a child fetching medicine for his mother) 
  can tame and mount a grand tarandus, it can, in the 
  space of one night, travel any distance across the 
  arctic tundra. When making its journey, the grand 
  tarandus actually passes partially into the ethereal 
  — it is not hampered by physical terrain, both it 
  and its rider appear as smoky phantoms, and both 
  see visions of other journeys the grand tarandus has 
  made in the past. While on the moonlight journey, 
  the rider benefi ts from the grand tarandus’s 
  immunity to cold. No rider can ever make more 
  than one moonlight journey on the same grand 
  tarandus in a lifetime, though the grand tarandus 
  will forever recognize him as an ally and friend.
  Spell-like Abilities: At will—detect evil (as 
  detect evil (as 
  detect evil
  a free action); 1/day—resist energy. Caster level 
  20th.
  Sustenance (Su): The grand tarandus has no 
  need to eat or drink.
  
  155
  8
  Ground Gobbler
  Huge Aberration
  Hit Dice: 10d8+30 (75 hp)
  Initiative: +0
  Speed: 20 ft. (4 squares), burrow 30 ft. (in 
  sand only)
  Armor Class: 15 (-2 size, +7 natural), touch 
  8, fl at-footed 15
  Base Attack/Grapple: +7/+22
  Attack: Bite +13 melee (2d8+7)
  Full Attack: 4 bites +13 melee (2d8+7)
  Space/Reach: 15 ft/10 ft. (30 ft. with bite)
  Special Attacks: Improved grab, swallow 
  whole
  The aptly-named ground gobbler is a bizarre 
  aberration that lurks beneath the desert surface, 
  attacking any vibrations it senses. The bulk of the 
  ground gobbler is a spherical mass of muscle and 
  cartilage almost 10 feet across with broad blade-
  like fl ippers equidistant around its body. Its four 
  snake-like maws erupt from the surface of the 
  sand, and for its victims, that is typically all that is 
  seen of the ground gobbler. For those that dig into 
  the ground, they see why the bizarre snake maws 
  do not pull easily from the ground.
  The ground gobbler is never satiated, and 
  lives only to consume. Although its metabolism 
  can break down sand and rock, it has no stomach 
  for metal armor, tent stakes, and other accidental 
  meals. A ground gobbler measures roughly 20 feet 
  in diameter, with 30-foot maw-tentacles.  It weighs 
  over 9 tons.
  Combat
  The ground gobbler’s senses are acute, but 
  its mind is not so keen. Generally, the gobbler 
  does not use more than two of its feeding tubes 
  to grab prey; if sorely pressed, the creature tries 
  to maneuver itself to get a mouth directly under 
  a target and take it by surprise. As long as the 
  gobbler senses vibrations in the sand, it keeps 
  trying to swallow whatever it senses.
  The only way to kill a gobbler is to somehow 
  attack its body — some 20 feet beneath the sand 
  — or to feed it something lethal such as iron spikes 
  or burning oil (and even that may take some time).
  Improved Grab (Ex): To use this ability, 
  the ground gobbler must hit the victim with its bite 
  attack. If it gets a hold, it can try to swallow whole.
  Swallow Whole (Ex): On a successful 
  grapple check, one of the ground gobbler’s mouth 
  tubes can swallow a held opponent of Medium or 
  Special Qualities: Tremorsense 150 ft.
  Saves: Fort +14, Ref +6, Will +3
  Abilities: Str 25, Dex 11, Con 17, Int 3, Wis 
  5, Cha 5
  Skills: Hide -8*, Listen +18
  Feats: Great Fortitude, Improved Natural 
  Armor, Improved Natural Attack, Weapon 
  Focus (bite)
  Environment: Warm deserts
  Organization: Solitary
  Challenge Rating: 8
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 11-20 HD (Huge); 21-30 
  HD (Gargantuan)
  Level Adjustment: —
  smaller size. A swallowed target suffers 2d8+10 
  points of crushing damage and 1d8 points of acid 
  damage each round from the ground gobbler’s 
  muscular contractions and digestive juices. It takes 
  3 full rounds to swallow prey all the way down a 
  mouth tube (10 feet per round). Escaping requires 
  a successful grapple check for every 10 feet of 
  the 30-foot mouth tube, as the victim struggles 
  against the contracting tube. One last successful 
  grapple check is required to get free of the mouth’s 
  grabbing teeth.
  A swallowed creature can also cut its way out 
  of a mouth tube using a light weapon (AC 13). The 
  subject is considered to have cut a large enough 
  opening after infl icting 10 points of slashing 
  damage. Once the creature exits, muscular action 
  closes the cut; another swallowed opponent must 
  cut his own way out.
  Once a swallowed creature has been carried 
  all the way down into the gobbler’s stomach (having 
  traveled the full length of a mouth tube), a valve in 
  the gobbler’s stomach seals. This gives the gobbler 
  a +10 bonus to any opposed grapple checks against 
  the swallowed creature. The victim can still cut its 
  way out with a light weapon against AC 13; this 
  requires infl icting 25 points of slashing damage.
  Note that cutting oneself free may leave the 
  creature buried under roughly 10 to 20 feet of sand, 
  if it was drawn far enough down the gobbler’s 
  mouth tube.
  Tremorsense (Ex): A ground gobbler can 
  automatically sense the location of anything within 
  150 feet that is in contact with the ground.
  Skills: A ground gobbler has a +8 racial 
  bonus on Listen checks. *A ground gobbler 
  receives a +20 racial bonus on Hide checks when 
  lying completely submerged under the sand.
  
  156
  8
  Raging Spirit
  Huge Undead (Augmented Animal) 
  (Incorporeal)
  Hit Dice: 14d12 (91 hp)
  Initiative: +3
  Speed: Fly 30 ft. (perfect) (6 squares)
  Armor Class: 8 (-2 size, -1 Dex, +1 
  defl ection), touch 8, fl at-footed 8 or 15 (-2 
  size, -1 Dex, +8 natural), touch 8, fl at-footed 
  15 against ethereal foes
  Base Attack/Grapple: +10/+27
  Attack: Incorporeal touch +7 melee or +17 
  against ethereal foes (1d6 or 1d6+13) or gore 
  +17 melee (2d6+13) against ethereal foes
  Full Attack: Incorporeal touch +7 melee or 
  +17 against ethereal foes (1d6 or 1d6+13); or 
  gore +17 melee (2d6+13) against ethereal foes
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Corrupting gaze, 
  corrupting touch, manifestation, trample 
  2d8+13
  Raging spirits are the ghosts of the mighty 
  bhorloth, a three-tusked bison that roams the 
  plains and prized as mounts, pack animals, and 
  manual labor. The innate fury and temperamental 
  will of the bhorloth sometimes cause their spirit 
  to return as ghosts, haunting the plains and those 
  responsible for their demise. Raging spirits have 
  arisen from the fallen mounts of warriors, the 
  leaders of slaughtered herds, and bhorloths driven 
  from their homes. All are powerful and violent, 
  and most hate all living creatures.
  Combat
  A raging spirit charges through ranks of 
  opponents, blasting creatures with its gaze.
  Corrupting Gaze (Su): 2d10 points of 
  damage and 1d4 points of Charisma damage to 
  living creatures, 30 feet, Fortitude DC 17 negates. 
  The save DC is Charisma-based.
  Special Qualities: Darkvision 60 ft., 
  incorporeal traits, rejuvenation, +4 turn 
  resistance, undead traits
  Saves: Fort +11, Ref +8, Will +4
  Abilities: Str 28, Dex 8, Con —, Int 2, Wis 
  7, Cha 11
  Skills: Hide -1, Listen +12, Search +4, Spot 
  +12, Survival +7
  Feats: Alertness, Endurance, Great 
  Fortitude, Improved Initiative, Iron Will
  Environment: Temperate hills and plains
  Organization: Solitary
  Challenge Rating: 8
  Treasure: None
  Alignment: Usually neutral evil
  Advancement: —
  Level Adjustment: —
  Corrupting Touch (Su): A raging spirit that 
  hits a living target with its incorporeal touch deals 
  1d6 points of damage, adding its Strength modifi er 
  against ethereal opponents.
  Manifestation (Su): A raging spirit dwells 
  on the Ethereal Plane and cannot affect or be 
  affected by anything in the material world. When 
  it manifests, it becomes visible but incorporeal 
  on the Material Plane. It remains partially on the 
  Ethereal Plane, where it is not incorporeal, and can 
  be attacked by opponents on either plane.
  Trample (Ex): Refl ex DC 26 half. A raging 
  spirit can only trample ethereal opponents. The 
  save DC is Strength-based.
  Rejuvenation (Su): A “destroyed” raging 
  spirit restores itself in 2d4 days on a DC 16 level 
  check. The only way to get rid of a raging spirit 
  for sure is to set right whatever prevents it from 
  resting in peace.
  
  157
  8
  Sand Kraken
  Large Aberration
  Hit Dice: 8d8+56 (92 hp)
  Initiative: -5
  Speed: 0 ft. (immobile)
  Armor Class: 12 (-1 size, -5 Dex, +8 
  natural), touch 4, fl at-footed 12
  Base Attack/Grapple: +6/+19
  Attack: Tentacle +11 melee (1d6+5)
  Full Attack: 10 tentacles +11 melee 
  (1d6+5) and bite +6 melee (2d6+2)
  Space/Reach: 10 ft/10 ft. (30 ft. with tentacle)
  Special Attacks: Constrict 1d6+5, improved 
  grab, tentacles
  Special Qualities: Camoufl age, tremorsense 
  60 ft.
  Sand krakens are dangerous creatures that 
  have been encountered only in remote wastelands. 
  The body of a sand kraken is always well 
  concealed, buried deep in sand or loose rock, and 
  inaccessible to most attacks. A sand kraken never 
  moves from the place where it digs its fi rst burrow. 
  Once it settles in, it will never again see the light 
  of day. The only parts of a sand kraken that are 
  usually seen are its tentacles, and by then it is often 
  too late.
  Sand krakens are omnivores, but prefer meat 
  to any other food. Prey that is caught and killed is 
  pulled down through the kraken’s sandy lair and 
  brought to the central maw where it is devoured.
  A sand kraken resembles a bloated, eyeless, 
  formless octopus ranging 15 feet across. The 
  coloration of a sand kraken is a revolting pale 
  yellow. From its shapeless body sprouts ten long 
  tentacles tipped with cruel barbed pads. Some 
  scholars speculate that sand krakens are related to 
  dustdiggers (pg 81).
  Sand krakens do not communicate and make 
  no vocal noise.
  Combat
  A sand kraken remains dormant and silent, 
  buried several feet below the surface of the ground. 
  When it senses prey, it begins to bring its tentacles 
  to the surface. A sand kraken’s fi rst attack is to 
  immobilize its prey, using its constriction attack. 
  Each tentacle has its own secondary brain, and can 
  Saves: Fort +9, Ref —, Will +6
  Abilities: Str 20, Dex —, Con 25, Int 2, Wis 
  10, Cha 1
  Skills: Listen +11
  Feats: Improve Initiative, Power Attack, 
  Weapon Focus (tentacle)
  Environment: Warm deserts
  Organization: Solitary
  Challenge Rating: 8
  Treasure: None
  Alignment: Always neutral
  Advancement: 9-12 HD (Large); 13-24 HD 
  (Huge)
  Level Adjustment: —
  attack independently. The tentacles can be harmed 
  and severed, but the only true way to kill a sand 
  kraken is to dig it up and attack the main body.
  Camoufl age (Ex): Because it remains buried 
  until it attacks, it takes a successful DC 20 Spot 
  check to detect the presence of a sand kraken 
  before it attacks. Anyone with ranks in Survival 
  or Knowledge (nature) can use one of those skills 
  instead of Spot to notice the sand kraken.
  Constrict (Ex): A sand kraken deals 1d6+5 
  points of damage with a successful grapple check.
  Improved Grab (Ex): To use this ability, 
  the sand kraken must hit an opponent of any size 
  with a tentacle attack. It can then attempt a grapple 
  check as a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict or bite an 
  opponent each round the hold is maintained. A sand 
  kraken gains a +4 racial bonus to grapple checks 
  which is already included in its statistics block.
  Tentacles (Ex): The only part of a sand 
  kraken that is normally exposed is its tentacles. 
  A single tentacle is AC 20 (touch 14) and has 15 
  hit points. The loss of a tentacle does not harm the 
  sand kraken (i.e., damage done to a tentacle does 
  not count against its total hit points). Lost tentacles 
  regrow in 1d4 days.
  Tremorsense (Ex): A sand kraken can 
  automatically sense the location of any tiling 
  within 60 feet that is in contact with the ground.
  
  158
  8
  Tortured
  Medium Undead
  Tortured
  Medium Undead
  Tortured
  Hit Dice: 10d12 (65 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares), swim 20 ft.
  Armor Class: 16 (+6 natural), touch 10, fl at-
  footed 16
  Base Attack/Grapple: +5/+9
  Attack: +3 unholy longsword +8 melee (ld8+9 
  +3 unholy longsword +8 melee (ld8+9 
  +3 unholy longsword
  plus 2d6 unholy/19-20)
  Full Attack: +3 unholy longsword +8 melee 
  (ld8+9 plus 2d6 unholy/19-20)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Psionics
  Special Qualities: Darkvision 60 ft., detect good, 
  detect good, 
  detect good
  schism, sense divine infl uence, undead traits
  Tortured are the twisted souls of good cleric 
  and paladins who were murdered before they could 
  atone for their misdeeds. Separated from their god 
  for eternity, they hunt good clerics and paladins, 
  seeking those who have what they cannot.
  Combat
  Tortured use their detect good and sense 
  detect good and sense 
  detect good
  divine infl uence abilities to select targets. They 
  use extremely simple tactics, usually charging into 
  physical battle and using their psionics to augment 
  their attacks. Should a tortured manage to capture 
  a paladin or cleric alive, it imprisons its captive 
  and attempts to subject him or her to the same evil 
  domination suffered by the tortured.
  Psi-like Abilities: At will—burst, control 
  light, destiny dissonance, distract (DC 15), 
  distract (DC 15), 
  distract
  ego 
  whip, empty mind, 
  empty mind, 
  empty mind id insinuation (DC 16), mind 
  thrust (DC 15), thought shield; 3/day—
  thought shield; 3/day—
  thought shield
  intellect 
  Saves: Fort +3, Ref +3, Will +7
  Abilities: Str 18, Dex 10, Con  —, Int 15, Wis 
  11, Cha 18
  Skills: Diplomacy +7, Hide +10, Knowledge 
  (religion) +11, Listen +10, Move Silently +10, 
  Spot +10, Swim +12
  Feats: Blind-Fight, Cleave, Power Attack, 
  Psionic Weapon
  Environment: Any
  Organization: Solitary, pair, pack (3-6), party 
  (1-4 tortured with 2-40 undead, each with 8 or 
  fewer HD) 
  Challenge Rating: 8
  Treasure: Half standard
  Alignment: Often chaotic, always evil
  Advancement: 11-15 HD (Medium)
  Level Adjustment: —
  fortress, mental barrier, psionic blast (DC 
  psionic blast (DC 
  psionic blast
  17), psionic dominate (DC 18), recall agony
  (DC 16), spider climb; 1/day—energy ray, 
  invisibility, psychic crush (DC 19), tower of iron 
  will. Manifester level 12th. The save DCs are 
  Charisma-based.
  Detect Good (Sp):
  Detect Good (Sp):
  Detect Good
   At will, the tortured can 
  use detect good as the spell (caster level 4th).
  Sense Divine Infl uence (Sp): At will, 
  a tortured can use this psionic ability to sense 
  paladins, clerics, druids, or any other intelligent 
  beings that have the favor of a deity within 60 feet 
  of it. This ability otherwise works like detect evil 
  (caster level 12th).
  Schism (Ex): A tortured continuously 
  operates as though under the effect of the psionic 
  power schism (manifester level 12th), which 
  allows it to manifest its psionic abilities while 
  engaged in physical battle.
  Walking Pestilence
  Medium Construct
  Walking Pestilence
  Medium Construct
  Walking Pestilence
  Hit Dice: 8d10+20 (64 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 19 (+1 Dex, +8 natural), touch 
  11, fl at-footed 18
  Base Attack/Grapple: +6/+9
  Attack: Slam +9 melee (2d6+3 and sickening 
  touch) or touch +9 melee (sickening touch)
  Full Attack: 2 slams +9 melee (2d6+3 and 
  sickening touch) or 2 touches +9 melee 
  (sickening touch)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Disease, sickening touch
  Special Qualities: Absorb fl esh, construct 
  traits,damage reduction 5/adamantine and 
  slashing, darkvision 60 ft., immunity to magic, 
  Walking Pestilence
  slashing, darkvision 60 ft., immunity to magic, 
  Walking Pestilence
  low-light vision
  Saves: Fort +2, Ref +3, Will +2
  Abilities: Str 16, Dex 12, Con —, Int 10, Wis 
  10, Cha 12
  Skills: Disguise +7*, Hide +11, Listen +6, 
  Move Silently +11, Spot +6
  Feats: Ability Focus (disease), Alertness, 
  Stealthy
  Environment: Any land
  Organization: Solitary 
  Challenge Rating: 8
  Treasure: None
  Alignment: Always neutral
  Advancement: 9+ HD (Medium)
  Level Adjustment: —
  
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  8
  Outwardly, this horrifying creature looks like 
  an animated corpse, but upon close observation it is 
  revealed to be made of mismatched body parts, each 
  oozing pus and’ corruption. Worms and maggots 
  writhe from copious open sores and lesions.
  Unlike most golems, a walking pestilence 
  cannot be created by mortal magic. Such a golem 
  is either created by a deity whose portfolio includes 
  disease, death, or destruction, or it simply forms of 
  its own accord in an area where disease has taken 
  a great toll of lives. It exists only to spread disease, 
  and tirelessly wanders seeking large populations to 
  infect.
  Possessed of a modicum of intelligence and 
  free-willed, a walking pestilence occasionally 
  attempts to disguise itself as a humanoid beggar to 
  slip within a large village, city, or other area with a 
  high concentration of potential victims. A walking 
  pestilence stands about 6 feet tall and weighs 
  around 150 pounds.
  A walking pestilence cannot speak, although 
  it can emit a hoarse roar of sorts. 
  Combat
  A walking pestilence does not enter combat 
  unless either it is attacked or someone attempts to 
  stop it from absorbing a diseased body. It’s quite 
  deadly enough to those around it without ever 
  raising a hand.
  Disease (Ex): Anyone within 30 feet of die 
  walking pestilence must make a DC 17 Fortitude 
  save every minute or contract one of the diseases 
  below, determined randomly. Note that the 30-foot 
  range of this ability can change depending on 
  prevailing winds and other factors. Once a given 
  character has successfully saved, he is unaffected 
  by further exposure to that disease for 24 hours. 
  He may still be infected by other diseases or by the 
  golem’s sickening touch, however.
  Roll 1d8 and consult the following table 
  to determine which disease(s) each character is 
  exposed to. The magic of the golem makes all these 
  diseases communicable through both inhalation 
  and contact, although any creature exposed to 
  a character who has contracted the disease (and 
  not to the golem directly) makes a Fortitude save 
  against the normal DC for the disease in question, 
  not the golem’s disease ability DC.
  Roll  
  Disease
  1
  Blinding sickness
  2
  Cackle fever
  3 
  Filth fever
  4
  Mindfi re
  5
  Red ache
  6
  Shakes
  7 
  Slimy doom
  8
  Roll twice, ignoring any further results of 8
  Sickening Touch (Su): Any time 
  a character is touched by a walking 
  pestilence, she must make a DC 15 Fortitude save 
  or be sickened for 2d6 rounds. This save DC is 
  Charisma-based.  Further, the GM should roll on 
  the table for the golem’s disease ability, and the 
  character must make a save as for the golem’s 
  disease ability (Fort DC 17). Failure indicates not 
  only that the character has caught the disease, but 
  that it takes effect immediately, with no incubation 
  period. Characters immune to disease are immune 
  to this ability.
  Immunity to Magic (Ex): A walking 
  pestilence is immune to any spell or spell-like 
  ability that allows spell resistance. In addition, 
  certain spells and effects function differently 
  against the creature, as noted below.
  A magical effect that deals fi re damage dazes 
  a walking pestilence for 3 rounds, with no saving 
  throw.
  A magical effect that infl icts disease affects a 
  walking pestilence as if it were a cure wounds spell 
  of the same spell level, or as a heal spell if it is of 
  6th level or higher.
  Heal affects a walking pestilence as if it were 
  a harm spell.
  Remove disease deals 1d6 points of damage 
  per caster level (maximum 10d6) to a walking 
  pestilence; the golem gets a Fortitude save to halve 
  this damage.
  Absorb Flesh (Su): As the golem steps 
  within 30 feet of any corpse that has recently died 
  of disease, portions of the body rot swiftly away; 
  those same portions of the golem begin to swell 
  and fi ll out. This process cures the golem of 5 hit 
  points damage for every ability point that had been 
  lost by the deceased to disease, but takes 1 full 
  round for every 5 hit points absorbed; the golem 
  may only absorb one body at a time (the nearest 
  within 30 feet), but the absorption is a free action 
  on the golem’s part. If the body is moved beyond 
  30 feet, the process is halted.
  The golem seeks to absorb diseased bodies 
  even if it is not currently wounded, and will attack 
  any creature that attempts to come between it and 
  its next “meal.” Although the golem prefers to 
  hunt and feed in areas already ravaged by disease, 
  it will start its own plague and wait for people to 
  start dying if there is no convenient epidemic.
  Skills: A walking pestilence has a +4 racial 
  bonus on Hide and Move Silently checks. *The 
  golem has a +10 racial bonus on Disguise checks 
  when posing as a typical humanoid beggar.
  
  160
  9
  Cadavalier
  Large Undead
  Cadavalier
  Large Undead
  Cadavalier
  Hit Dice: 16d12 (104 hp)
  Initiative: +6
  Speed: 60 ft. (12 squares)
  Armor Class: 21 (-1 size, +1 Dex, +8 full 
  plate, +2 natural), touch 10, fl at-footed 20
  Base Attack/Grapple: +8/+16
  Attack: Lance +12 melee (2d6+6/x3) or 
  greatsword +12 melee (3d6+6/17-20) or 
  longbow +9 ranged (2d6/x3)
  Full Attack: Lance +12/+7 melee (2d6+6/x3) 
  or greatsword +12/+7 melee (3d6+6/17-20) or 
  longbow +9/+4 ranged (2d6/x3)
  Space/Reach: 10 ft./5 ft. (10 ft. with lance)
  Special Attacks: Spurs, trample 1d8+6
  Special Qualities: Darkvision 60 ft., undead 
  traits
  Cadavaliers are created by necromancers to 
  serve as cavalry in their undead armies. It appears 
  to be the skeleton of a centaur or other man-beast, 
  barded and armored in full plate with a lance in 
  one hand and a greatsword slung over its shoulder. 
  They are smarter than the average skeleton, and far 
  more deadly in melee combat.
  A spellcaster of 15th level or higher can 
  created a cadavalier using a create undead spell.
  create undead spell.
  create undead
  A cadavalier is about 7 feet tall and weighs 
  about 300 pounds. Cadavaliers cannot speak, but 
  understand Common.
  Combat
  Cadavaliers are remarkably quick for undead 
  and often catch their opponents fl at-footed with the 
  speed of their assaults. They typically begin combat 
  Saves: Fort +5, Ref +7, Will +10
  Abilities: Str 18, Dex 14, Con —, Int 10, Wis 
  10, Cha 14
  Skills: Balance +12, Climb +14, Intimidate 
  +14, Jump +14, Listen +14, Spot +14
  Feats: Cleave, Dodge, Improved Critical 
  (greatsword)B, Improved Initiative, Power 
  Attack, Weapon Focus (greatsword), Weapon 
  Focus (heavy lance)
  Environment: Any land
  Organization: Solitary, patrol (4-6), or 
  column (11-16)
  Challenge Rating: 9
  Treasure: None
  Alignment: Always neutral
  Advancement: 13-24 HD (Large)
  Level Adjustment: —
  with a massed charge, driving lances into targets 
  and then drawing greatswords to hack at foes. 
  Some, particularly parapet guards, use longbows 
  to whittle down opponents at a range. Cadavaliers 
  are not particularly tactically innovative, although 
  those under a necromancer’s direction gain the 
  benefi t of their master’s intelligence and can 
  follow ever more complicated instructions.
  Spurs (Ex): The bone spurs protruding 
  from cadavaliers serve as a measure of defense. 
  Any creature striking a cadavalier with handheld 
  weapons or natural weapons takes 1d6 points of 
  piercing and slashing damage from the spurs. 
  Note that weapons with exceptional reach, such as 
  longspears, do not endanger their users in this way.
  Trample (Ex): Refl ex DC 20 half. The save 
  DC is Strength-based.
  Cone Ooze
  Huge Ooze
  Hit Dice: 12d10+72 (138 hp)
  Initiative: -5
  Speed: 10 ft. (2 squares)
  Armor Class: 3 (-2 size, -5 Dex), touch 3, 
  fl at-footed 3
  Base Attack/Grapple: +9/+21
  Attack: Slam +11 melee (2d6+6 plus 
  secretion)
  Full Attack: Slam +11 melee (2d6+6 plus 
  secretion)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Acid, engulf, secretion
  Special Qualities: Blindsight 60 ft., resistance 
  to cold 10 and fi re 10, immunity to sonic, ooze 
  traits
  Saves: Fort +10, Ref -1, Will -1
  Abilities: Str 19, Dex 1, Con 22, Int —, Wis 
  1, Cha 1
  Skills: —
  Feats: —
  Environment: Warm and temperate desert
  and underground
  Organization: Solitary
  Challenge Rating: 9
  Treasure: None
  Alignment: Always neutral
  Advancement: 13-24 HD (Huge); 25-36
  (Gargantuan)
  Level Adjustment: —
  
  161
  9
  A cone ooze is a gray amorphous mass that 
  lives in odd conical stone structures, similar in 
  shape to termite mounds. Some speculate that the 
  cone ooze’s secretions compose the bulk of their 
  conical home.
  Combat
  Being completely mindless, the cone ooze’s 
  only instinct is to feed. Anything living thing that 
  comes within reach is a potential meal.
  Acid (Ex): The cone ooze excretes a 
  relatively weak acid that dissolves organic 
  material slowly. The ooze’s acidic touch deals 3 
  points of acid damage per round to wooden or 
  leather objects or to living tissue, but the ooze 
  must remain in contact with the object or creature 
  for 1 full round to deal this damage.
  Engulf (Ex): Although it moves slowly, a 
  cone ooze can simply mow down smaller creatures 
  as a standard action. It cannot make a slam attack 
  during the round in which it engulfs. The ooze 
  Desolation Digger
  merely has to move over opponents, 
  affecting as many as it can cover. 
  Opponents can make attacks of opportunity against 
  the ooze, but if they do so they are not entitled to a 
  saving throw. Those who do not attempt attacks of 
  opportunity must succeed at a DC 20 Refl ex save 
  or be engulfed (the save DC is Strength-based); 
  as the ooze moves forward.  Engulfed creatures 
  take slam damage every round and are subject to 
  the ooze’s acid, and are considered grappled and 
  pinned within its body.  Opponents who escape 
  the ooze’s grip are affected by it secretion for 2d6 
  rounds.
  Secretion (Ex): Any creature hit by the cone 
  ooze’s slam attack must make a DC 22 Refl ex save 
  or be entangled by the ooze’s sticky resin for 2d6 
  rounds. Further slam attacks by the ooze against 
  an opponent already entangled by this secretion 
  extend the period of entanglement by 1 round 
  (on a failed save), not 2d6 rounds. The save DC is 
  Constitution-based
  Huge Magical Beast
  Hit Dice: 14d10+56+3 (136 hp)
  Initiative: +0
  Speed: 50 ft. (10 squares), burrow 80 ft.
  Armor Class: 14 (-2 size, +6 natural), touch 6, 
  fl at-footed 10
  Base Attack/Grapple: +14/+32
  Attack: Bite +22 melee (2d6+10)
  Full Attack: Bite +22 melee (2d6+10) and 5 
  tentacles +20 melee (1d6+5 plus poison)
  Space/Reach: 15 ft/10 ft.
  Special Attacks: Poison
  Special Qualities: Tremorsense 60 ft.
  The desolation digger is an enormous 
  wormlike creature that glides through the sand at 
  great speed, tracking prey by vibrations. It then 
  bursts from the ground, its mouth opening to 
  display 5 writhing tentacles. Its skin bears thick, 
  whisker-like hairs down its length and ranges from 
  fl eshy pink to mottled gray in coloration.
  The desolation digger is among the most 
  feared denizens of the desert. Once prey is 
  detected, the wormlike beast erupts from the 
  ground, attempting to swallow the prey in one 
  great gulp.
  An average desolation digger is about 40 feet 
  long, 5 feet in diameter, and weighs about 12,000 
  pounds.
  Saves: Fort +13, Ref +9, Will +10
  Abilities: Str 30, Dex 10, Con 19, Int 7, Wis 
  18, Cha 13
  Skills: Jump +16, Listen +19
  Feats: Cleave, Iron Will, Multiattack, Power 
  Attack, Toughness
  Environment: Warm deserts
  Organization: Solitary
  Challenge Rating: 9
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 11-20 HD (Huge); 21-30 HD 
  (Gargantuan)
  Level Adjustment: —
  Combat
  Desolation diggers slide-squirm at a depth 
  proportional to their length. When they detect 
  a sizeable vibration above, they surface and 
  attempt to ensnare the victim with the hooked 
  and venomous tentacles that ring the inside of 
  their mouths. Once they have caught their prey, 
  desolation diggers surface completely to eat. 
  They drop the prey into their 15-deep rows of in-
  hooking teeth.
  Poison (Ex): Tentacle, Fortitude DC 21; 
  initial and secondary damage 1d6 hit points. The 
  save DC is Constitution-based.
  Tremorsense (Ex): A desolation digger can 
  automatically sense the location of anything within 
  60 feet that is in contact with the ground.
  
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  Dromedarius
  Large Magical Beast
  Dromedarius
  Large Magical Beast
  Dromedarius
  Hit Dice: 11dl0+25 (85 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares)
  Armor Class: 9 (-1 size, -1 Dex, +1 natural), 
  touch 8, fl at-footed 9
  Base Attack/Grapple: +11/+16
  Attack: Kick +11 melee (1d6+1) or spit +9 
  ranged (blindness)
  Full Attack: Kick +11 melee (1d6+1) or spit 
  +9 ranged (blindness)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Blinding spit, spells
  Special Qualities: Darkvision 60 ft., 
  immunities, low-light vision, spell-like abilities
  Saves: Fort + 9, Ref +6, Will +10
  Dromedarii resemble camels, but are far 
  more intelligent and magical. These creatures are 
  powerful prophets of the desert, and many waste-
  dwelling humanoids seek them out for foretellings. 
  Some claim that the dromedarii were once 
  ordinary camels, but were granted great wisdom 
  for bringing aid to a powerful celestial being who 
  was imprisoned by the aculeans (page 138). Others 
  believe that the dromedarii were actually once 
  celestial beings themselves, and took on this form 
  to roam the deserts unbothered. A dromedarius 
  stands about 7 feet tall at the shoulder and weighs 
  700 to 1,500 pounds. Dromedarii speak Common, 
  Celestial, and Draconic.
  Combat
  Although dromedarii eschew combat, they 
  may kick with their powerful legs.
  Blinding Spit (Ex): A dromedarii can spit 
  once every other round to a range of 30 feet. A 
  creature hit by a dromedarius’s spit must succeed 
  on a DC 17 Fortitude save or be blinded for ld4+5 
  rounds.  The save DC is Constitution-based.
  Abilities: Str 12, Dex 9, Con 14, Int 20, Wis 
  20, Cha 17
  Skills: Concentration +12, Diplomacy +7, 
  Knowledge (any one) +9, Knowledge (nature) 
  +16, Listen +10, Sense Motive +12, Spellcraft 
  +9
  Feats: Endurance, Improved Initiative, Iron 
  Will, Run, Spell Focus (divination)B
  Environment: Warm desert
  Organization: Solitary or company (2-4)
  Challenge Rating: 9
  Treasure: Standard
  Alignment: Usually lawful good
  Advancement: 12-22 HD (Large); 23-33 HD 
  (Huge)
  Level Adjustment: —
  Spells: A dromedarius can cast arcane spells 
  as a 5th-level sorcerer.
  Typical Sorcerer Spells Known (6/7/5 per day, 
  caster level 5th; save DC 13 + spell level or 14 + 
  spell level for divination spells): 0 — daze, detect 
  magic, light, mending, read magic, resistance; 1st 
  — message, protection from evil, sleep, summon 
  monster I; 2nd — 
  monster I; 2nd — 
  monster I
  glitterdust, whispering wind.
  whispering wind.
  whispering wind
  Immunities 
  (Su): 
  Dromedarii 
  cannot 
  become lost in the desert and are immune to magic 
  that might cause this to happen. They are also 
  immune to aculean illusions (pg. 138).
  Spell-Like Abilities: At will—comprehend 
  languages; 6/day—detect thoughts (DC 15), 
  identify; 5/day—locate object, tongues (DC 16); 4/
  day—detect scrying, locate creature, scrying (DC 
  scrying (DC 
  scrying
  17); 3/day—analyze dweomer (DC 19), contact 
  other plane; 2/day—legend lore, true seeing
  (DC 19); 1/day—greater scrying
  (DC 19); 1/day—greater scrying
  (DC 19); 1/day—
   (DC 20), 
  greater scrying (DC 20), 
  greater scrying
  vision. 
  Caster level 15th. The save DCs are Charisma-
  based.  (save DC 13+ spell level).
  Peridactymorph
  Gargantuan Animal
  Peridactymorph
  Gargantuan Animal
  Peridactymorph
  Hit Dice: 18d8+162 (243 hp)
  Initiative: +6
  Speed: 60 ft (12 squares)
  Armor Class: 18 (-4 size, +2 Dex, +10 
  natural), touch 8, fl at-footed 16
  Base Attack/Grapple: +13/+38
  Attack: Bite +23 melee (2d8+13)
  Full Attack: Bite +23 melee (2d8+13) and 
  slam +18 melee (1d8+6)
  Space/Reach: 20 ft/15 ft
  Special Attacks: 
  Peridactymorph
  Special Attacks: 
  Peridactymorph
  —
  Special Qualities: Low-light vision, scent
  Saves: Fort +20, Ref +13, Will +4
  Abilities: Str 36, Dex 15, Con 28, Int 2, Wis 
  7, Cha 11
  Skills: Jump +25, Listen +3, Spot +9, Survival 
  +15*
  Feats: Alertness, Combat Refl exes, Endurance, 
  Improved Initiative, Run, Weapon Focus (bite, 
  slam)
  
  163
  9
  The peridactymorph is an ungulate of vast 
  proportion. Bred with the speed of a horse and the 
  disposition of a rhinoceros, peridactymorphs are 
  fowl tempered, aggressive, and mighty hunters. It 
  has a thick pebble-like hide the color of dead grass 
  and looks like the hybrid of a hornless rhinoceros 
  mated with a camel.
  Peridactymorphs were nearly hunted to the 
  point of extinction by encroaching settlements 
  who value the animal’s tough but malleable hide 
  and iron-rich meat.
  Plated Mammoth
  Environment: Warm plains
  Organization: Solitary
  Challenge Rating: 9
  Treasure: None
  Alignment: Always neutral
  Advancement: 19-36 HD (Gargantuan), 
  37-54 HD (Colossal)
  Level Adjustment: —
  On rare occassions, the most massive of 
  giants train these creatures as steeds. A typical 
  peridactymorph grows up to 40 feet long and can 
  weigh up to 20 tons.
  Combat
  Peridactymorphs prefer to run down prey 
  with their great speed and stamina. They have 
  powerful, crushing jaws and can slam opponents 
  wit a heavy hoof.
  Skills: *Peridactymorphs have a +8 racial 
  bonus on Survival checks when tracking by scent.
  Huge Magical Beast
  Hit Dice: 10d10+50 (105 hp)
  Initiative:  +1
  Speed: 40 ft. (8 squares)
  Armor Class: 21 (-2 size, +1 Dex, +12 
  natural), touch 9, fl at-footed 20
  Base Attack/Grapple: +10/+26
  Attack: Gore +13 melee (2d8+8)
  Full Attack: Gore +13 melee (2d8+8) and 
  trunk +8 (grapple)
  Space/Reach: 15 ft/10 ft.
  Special Attacks: Earthshaker, improved grab, 
  thunderous bellow
  Special Qualities: Damage reduction 10/
  magic, darkvision 60 ft., immunity to cold, 
  mind-affecting spells and abilities, nonlethal 
  damage, and death from massive damage, low-
  light vision
  Saves: Fort +12, Ref +8, Will +3
  Abilities: Str 27, Dex 13, Con 21, Int 4, Wis 
  10, Cha 15
  Skills: Jump +12, Spot +5, Survival +8
  Feats: Awesome Blow, Improved Bull Rush, 
  Improved Overrun, Power Attack
  Environment: Cold plains
  Organization: Solitary
  Challenge Rating: 9
  Treasure: None
  Alignment: Always neutral
  Advancement: 11-14 (Huge), 15-20 
  (Gargantuan)
  Level Adjustment: —
  Plated mammoths are a rare breed of 
  mammoth, with thick, bony plates rather than 
  wooly fur covering most of their bodies.   These 
  behemoths are sometimes used as siege engines or 
  mounts by giants and monstrous humanoids, but 
  their aggressive and stubborn demeanors make 
  them diffi cult to control for long.
  A plated mammoth stands 18 feet tall at 
  the shoulder, weighs 11 to 13 tons, and has tusks 
  roughly 18 feet long.
  Although intelligent, plated mammoths 
  cannot speak any languages.
  Combat
  The plated mammoth is aggressive to a 
  fault, attacking anything, including humans, that 
  it deems a threat to its herd. Plated mammoths 
  enter combat with a thunderous bellow and charge 
  opponents with huge, sword-like tusks. If they 
  miss with the tusks, the mammoths attempt to 
  trample opponent beneath their huge bulk, or grab 
  small prey and hurl them high into the air.
  Earthshaker (Su): By rearing up, a plated 
  mammoth may slam down its massive forelegs 
  and cause a shockwave effect identical to an 
  earthquake spell. All opponents must make a DC 
  20 Refl ex save or be knocked to the ground. The 
  save DC is Constitution-based.
  Improved Grab (Ex): To use this ability, a 
  plated mammoth must hit with its trunk attack. It 
  can then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. 
  Thunderous 
  Bellow 
  (Su): 
  A 
  plated 
  mammoth can utter a deafening cry every fi ve 
  rounds that affects opponents in the same fashion 
  as a shout spell. Affected individuals may make a 
  DC 20 Fortitude save to suffer half damage. The 
  save DC is Constitution-based.
  
  164
  9
  Temple Sentinel
  Medium Monstrous Humanoid
  Hit Dice: 8d8+16 (52 hp)
  Initiative: +6
  Speed: 30 ft. (6 squares)
  Armor Class: 23 (+6 Dex, +3 defl ection, +4 
  dodge), touch 23, fl at-footed 13
  Base Attack/Grapple: +8/+11
  Attack: +3 keen halberd of speed +14 
  +3 keen halberd of speed +14 
  +3 keen halberd of speed
  melee (1d10+7/19-20x3)
  Full Attack: +3 keen halberd of speed +14/
  +14/+9 melee (1d10+7/19-20x3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Stench
  Special Qualities: Darkvision 60 ft., 
  immortality, immunity to cold, fi re, disease, 
  and poison, spider climb, whirling dervish
  Temple sentinels are warriors bound in the 
  service of a temple, stronghold, or other signifi cant 
  site. After pledging an oath to serve eternally, they 
  undergo a gruesome transformation. Segmented 
  spider legs grow from their bodies while fell 
  magics infuse them with immortality and 
  enhanced abilities. Their creators bestow their 
  raiments and halberd, sacred vestments in their 
  oath of allegiance.
  A temple sentinel stands 7 feet tall and weighs 
  200 pounds. Temple sentinels speak Infernal.
  Combat
  Temple sentinels use their spider limbs to 
  cling to ceilings where they await the appearance 
  of interlopers in their sacred site. Once interlopers 
  approach below, they drop into combat and 
  unleash devastating whirlwind attacks. They use 
  their Dodge, Mobility, and Spring Attack feats to 
  avoid attacks of opportunity when possible, and 
  will utilize Combat Expertise if opponents are 
  hitting them too easily.
  Stench (Ex): The stink of death and 
  corruption 
  surrounding 
  these 
  creatures 
  is 
  overwhelming. All living creatures (except temple 
  sentinels) within 10 feet of a temple sentinel must 
  succeed on a DC 16 Fortitude save or be sickened 
  for ld6+4 minutes. The save DC is Constitution-
  Saves: Fort +4, Ref +12, Will +6
  Abilities: Str 17, Dex 22, Con 14, Int 11, 
  Wis 11, Cha 12
  Skills: Balance +10, Climb +8, Escape 
  Artist +9, Hide +8, Jump +8, Move Silently 
  +9, Spot +8, Tumble +10
  Feats: Combat Expertise B, Dodge, 
  Mobility, Spring Attack, Whirlwind Attack B
  Environment: Warm deserts and forests
  Organization: Solitary
  Challenge Rating: 9
  Treasure: None
  Alignment: Always lawful evil
  Advancement: By character class
  Level Adjustment: —
  based. Creatures that successfully save cannot be 
  affected by the same temple sentinel’s stench for 
  24 hours. A delay poison or neutralize poison
   or neutralize poison
   or
   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.
  Immortality (Ex): When created, sentinels 
  were imbued with supernaturally boundless life 
  span. This prevents them from aging, and removes 
  any need for food or water. They do, however, 
  need four hours of rest a night. This is usually 
  done standing up, resting on their halberds. Their 
  immortality grants them no invulnerability; they can 
  still die from damage like a normal living creature.
  Raiment (Su): The remnants of their sacred 
  raiment, tattered, torn and supplemented by 
  decaying animal hides, provides a +3 defl ection 
  bonus to Armor Class. These remnants crumble to 
  dust if removed from the temple sentinel.
  Spider Climb (Su): A temple sentinel can 
  continuously climb on any fl at surfaces as though 
  using the spider climb spell.
  Whirling Dervish (Su): Temple sentinels 
  have a +4 dodge bonus to their Armor Class.
  Skills: A temple sentinel has a +4 racial 
  bonus on Balance, Jump, and Tumble checks.
  
  165
  9
  Titan Slug
  Gargantuan Vermin
  Hit Dice: 16d8+112 (184 hp)
  Initiative: -4
  Speed: 20 ft. (4 squares)
  Armor Class: 6 (-4 size, -4 Dex, +4 
  natural), touch 2, fl at-footed 6
  Base Attack/Grapple:+12/+34
  Attack: Bite +18 melee (2d8+15)
  Full Attack: Bite +18 melee (2d8+15)
  Space/Reach: 20 ft./15 ft.
  Special Attacks: Trample 2d12+15
  Special Qualities: Damage reduction 5/—, 
  darkvision 60 ft., vermin traits
  Titan slugs are among the largest gastropods 
  in existence. These titanic creatures leave large 
  trails of thick, sticky mucus in their wake.
  Like their miniature cousins, the titan slugs 
  have soft, slimy bodies that must remain moist or 
  face desiccation. Thus, titan slugs usually remain 
  within a mile of some body of water, unless the 
  climate is prone to frequent precipitation.
  These slimy behemoths feed on leaves, 
  fungus, and carrion. Their massive appetites 
  can defoliate a large patch of forest or sanitize a 
  battlefi eld in little time. They avoid salt and copper 
  (although it is nearly impossible to fi nd a large 
  enough quantity to harm them), and are attracted 
  to the smell of beer.
  A titan slug is nearly 60 feet long and weighs 
  over 100 tons. Their coloration ranges from dull 
  grey or yellow with dark spots to greenish-brown, 
  black, orange, or even red.
  Saves: Fort +17, Ref +1, Will +3
  Abilities: Str 30, Dex 3, Con 25, Int —, Wis 
  6, Cha 10
  Skills: —
  Feats: —
  Environment: Any temperate and warm 
  land
  Organization: Solitary
  Challenge Rating: 9
  Treasure: None
  Alignment: Always neutral
  Advancement: 17-32 HD (Gargantuan); 
  33-48 HD (Colossal)
  Level Adjustment: —
  Combat
  Titan slugs are not predators. When attacked, 
  they crush their enemies under their gigantic 
  bodies if they can and do their best to fl ee if they 
  cannot. A titan slug bites refl exively at any creature 
  foolish enough to approach its rasping mouthparts, 
  but it is unlikely to go out of its way to use a bite 
  attack.
  Although titan slugs have a small range of 
  movement and turn slowly, anyone rash enough 
  to attack them risks ending up underneath them. 
  Hungry titan slugs stop on top of their victims, 
  waiting for the slime to smother them before eating 
  their “catch.”
  Trample (Ex): Refl ex DC 28 half. The save 
  DC is Strength-based.
  Flora and Fauna
  Falcon: Soaring high above the open plains, this vigilant bird of prey scans the ground below for 
  potential meals. Members of the hawk family, falcons rely upon their long wings to swoop down from 
  the sky and snatch victims with their powerful, curved talons. The falcon tears its prey to shreds with its 
  sharp, hooked beak and then fl ies to an isolated location or its lair to consume its quarry. Falcons reach an 
  average length of one and a half feet and appear in a variety of colors, ranging from white to dark brown. 
  A circling falcon always signals the presence of small mammals nearby. Because of their remarkable 
  vision and fl ight capability, wealthy aristocrats train peregrine falcons as hunting birds. Separating the 
  peregrine variety from other falcon species necessitates a Survival check (DC 24), Transforming the 
  falcon from a wild bird into a hunting bird requires a Handle Animal check (DC 22) and two months of 
  training.
  
  166
  9
  Zephtaur
  Large Monstrous Humanoid
  Hit Dice: 8d8+40 (76 hp)
  Initiative: +7
  Speed: 50 ft. (10 squares), fl y 60 ft. (poor)
  Armor Class: 18 (-1 size, +3 Dex, +4 
  natural, +2 masterwork heavy wooden 
  shield), touch 12, fl at-footed 15
  Base Attack/Grapple: +8/+17
  Attack: Shortspear +12 melee (ld8+5) or 
  lance +12 melee (2d6+5/x3) or mighty 
  composite longbow (+4 Str bonus) + 10 
  ranged (2d6+4/x3)
  Full Attack: Shortspear +12 melee (ld8+5) or 
  lance +12 melee (2d6+5/x3) and 2 hooves +7 
  melee (ld6+2) or mighty composite longbow 
  (+4 Str bonus) +10 ranged (2d6+4/x3)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Summon elemental, 
  thunder charge
  Special Qualities: Air walk, darkvision 60 ft.
  From a great distance, zephtaur appears 
  like an ordinary centaur, however, upon further 
  inspection, this observation proves false. Although 
  similar in body type to its centaur cousins, the 
  zephtaur possesses an uncanny grace, supernatural 
  beauty, and shining silver coat absent in its more 
  familiar relative, as well as the ability to gallop 
  through mid-air. This divinely-blessed race 
  occasionally dwell in the forests with their centaur-
  kin, but are far more likely found galloping in the 
  clouds or grazing on the open plains.
  According to legend, zephtaurs began as 
  ordinary centaurs exalted and transfi gured by a 
  god. Once the fi rst zephtaurs completed their tasks 
  for the deity, he returned them to rule over their 
  lesser kin. Some centaurs graciously accepted 
  the authority of the zephtaurs, but others refused, 
  sparking bitter civil wars between the horse folk.
  Zephtaurs are extremely proud and often 
  quite arrogant. They possess an incredible grasp 
  of politics and tactics (the view from on high, as 
  they put it). While they admit to having no peers, 
  zephtaurs respect the talents and skills of others. 
  Wise sages and artists from dozens of different races 
  often comprise part of a zephtaur prince’s court.
  A lance wielded by a zephtaur prince is 
  always a powerful magical weapon of great value. 
  A zephtaur is about 7 feet tall and weighs about 
  2,100 pounds. Zephtaurs speak Sylvan and Elven.
  Saves: Fort +7, Ref +9, Will +12
  Abilities: Str 20, Dex 17, Con 20, Int 16, 
  Wis 18, Cha 16
  Skills: Diplomacy +8, Hide +8, Jump +12, 
  Knowledge (the planes) +11, Listen +9, 
  Move Silently +8, Perform (any) +10, Spot 
  +10, Survival +12 (+14 on other planes)
  Feats: Cleave, Flyby Attack, Power Attack 
  Environment: Temperate plains
  Organization: Solitary, company (5-8) 
  or tribe (10-50 plus 5 3rd level captains, 
  two 6th level champions, and one 9th 
  level prince, plus one centaur tribe and 5-8 
  attendant Large air elementals).
  Challenge Rating: 9
  Treasure: Standard
  Alignment: Usually neutral good
  Advancement: By character class
  Level Adjustment: +5
  Combat
  Zephtaurs always carry a ceremonial lance 
  and three spears. They prefer ritualized styles of 
  combat, and they often commence combat with the 
  issuance of a formal challenge. They take to the 
  sky only if forced to retreat or when fi ghting fl ying 
  opponents. Foes that they consider dishonorable 
  face a barrage of arrows fi red by airborne 
  zephtaurs. At the outset of a duel, a zephtaur 
  always begins by thunder charging with a lance, 
  before shifting to a spear and shield combination.
  Summon Elemental (Sp): Once per day, 
  a zephtaur can automatically summon 1d3 Large 
  air elementals or one Huge air elemental. The 
  elemental serves the zephtaur for six hours before 
  departing.  This ability is the equivalent of a 7th-
  level spell.
  Thunder Charge (Su): When a zephtaur 
  charges, the air charges with it. By the time the 
  zephtaur strikes its target, a rolling burst of thunder 
  accompanies it. For every 20 feet covered in the 
  charge, the zephtaur deals 1d6 points of sonic 
  damage, up to a maximum of 6d6 points, on a 
  successful hit. This damage is in addition to the 
  lance’s normal damage. The target may make a 
  DC 19 Refl ex save to halve the sonic damage.  The 
  save DC is Constitution-based.
  Air Walk (Su): 
  Air Walk (Su): 
  Air Walk
  A zephtaur may air walk at 
  will (caster level 7th).
  
  167
  9
  Zephury
  Huge Aberration
  Hit Dice: 9d8+9 (49 hp)
  Initiative: +0
  Speed: Fly 50 ft. (10 squares) (perfect)
  Armor Class: 8 (-2 size), touch 8, fl at-
  footed 8
  Base Attack/Grapple: +6/—
  Attack: Touch +4 melee touch (spell) or 
  touch +4 ranged touch (spell)
  Full Attack: Touch +4/-1 melee touch 
  (spell) or touch +4/-1 ranged touch (spell)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Harness the winds, spells
  Special Qualities: Cloud form, immunity to 
  acid, electricity, paralysis, and polymorph, 
  resistance to cold 20, spell resistance 13, 
  vulnerabilities
  A zephury is a giant translucent form that 
  fl oats just off the ground, its many-armed body 
  wavering and shifting as it moves. Its crystal blue 
  eyes stare with with startling intelligence, seeming 
  almost solid.
  Legends tell of a clan of giants that betrayed 
  their deity’s wishes, and were forever cursed to 
  roam the world without any of their legendary 
  strength. Cut off from all divine magic and 
  harassed by those who embrace it, the zephuries 
  turned to the arcane arts. Today, they live a bitter 
  existence, seeking to oppose those who follow 
  the gods while attempting to achieve immortality 
  through arcane magic.
  A zephury stands about 20 feet tall and is 
  weightless. Zephuries speak Giant and Auran.
  Combat
  A zephury moves as freely as air. It often 
  strikes with little warning, descending directly 
  over a foe. Consisting of a vaporous substance, 
  the creature cannot harm an opponent physically. 
  However, it can still infl ict serious damage through 
  use of is magic.
  Harness the Winds (Sp): A zephury can 
  manipulate winds within 90 feet of itself as a free 
  action. It can cause anything from a dead calm to 
  severe winds within this area (see DMG, Chapter 
  3, “Weather”).
  Spells: A zephury casts arcane spells as a 
  sorcerer of a level equal to its HD (9 for a typical 
  zephury). It does not require material components 
  Saves: Fort +4, Ref +3, Will +7
  Abilities: Str —, Dex 10, Con 12, Int 16, 
  Wis 12, Cha 14
  Skills: Concentration +13, Intimidate +14, 
  Knowledge (arcana) +15, Spellcraft +17, 
  Spot +13
  Feats: Empower Spell, Silent Spell, Spell 
  Focus (any one school), Still Spell
  Environment: Any
  Organization: Solitary or gang (3-12)
  Challenge Rating: 9
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: 10-18 HD (Huge)
  Level Adjustment: —
  or spell foci for these spells, though it must use 
  the Still Spell feat to cast spells requiring somatic 
  components, due to its immaterial form.
  Typical Sorcerer Spells Known (6/7/7/6/4 per 
  day, caster level 9th;  save DC 12 + spell level): 
  0—acid splash, detect magic, ghost sound, 
  ghost sound, 
  ghost sound mage 
  hand, 
  hand, 
  hand prestidigitation, ray of frost, read magic, 
  touch of fatigue; 1st—mage armor, magic missle, 
  ray of enfeeblement, shield, 
  shield, 
  shield unseen servant; 2nd—
  cat’s grace, shatter, spectral hand, 
  spectral hand, 
  spectral hand touch of idiocy; 
  3rd—dispel magic, lightning bolt, vampiric touch; 
  4th—dimension door, shout.
  Cloud Form (Ex): A zephury is insubstantial: 
  It has damage reduction 15/magic, and is immune 
  to poison and critical hits. It cannot use touch spells 
  (except via its spectral hand spell). It can pass 
  through even the tiniest of cracks, but cannot enter 
  water. Due to its curse, a zephury may never become 
  material by any means short of divine magic.
  Vulnerabilities: Due to being cursed by the 
  gods, a zephury’s spell resistance does not function 
  against divine spells cast from the cleric or paladin 
  spell lists (but works normally against other divine 
  or arcane magic). Furthermore, a zephury may be 
  turned or destroyed by clerics (or paladins) of any 
  alignment with a successful turning check (it may 
  not be rebuked or commanded, but evil or neutral 
  clerics still turn or destroy a zephury). A zephury is 
  not undead; it is merely vulnerable to turning in a 
  manner akin to undead.
  
  168
  10 Khalor
  Huge Aberration
  Hit Dice: 14d8+70 (133 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares)
  Armor Class: 16 (-2 size, +8 natural), touch 
  8, fl at-footed 16
  Base Attack/Grapple: +10/+26
  Attack: Claw +16 melee (2d6+8)
  Full Attack: 4 claws +16 melee (2d6+8) 
  and bite +11 melee (2d8+4)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Constrict 2d4+8, ferocity, 
  improved grab, rage 
  Special Qualities: Darkvision 60 ft.
  Khalors are four-eyed, four-armed creatures 
  that are notorious hunters and killers.
  Khalors hunch over in order to support their 
  weight, scraping at the ground with their lower 
  arms when they move. They typically stand 15 
  feet high, and stretch 20 feet long from nose to 
  tail. Their brown fur is thick and coarse, and oily 
  black manes hang to just below their chins. Their 
  hind legs are powerfully-muscled, and, like their 
  arms, end in long claws. A khalor’s stub of a tail 
  does little to balance its frame, and is relatively 
  infl exible. Due to the way khalors drag themselves 
  across land, they often leave huge gouges, scattered 
  dirt, and toppled trees in their wake. Much of the 
  resulting debris clings to their fur, giving them a 
  strong earthy scent. Most khalors live for around 
  120 years.
  Khalors are carnivores, and suffer from 
  perpetual hunger. They dig themselves shallow 
  pits in fi elds and hillsides for lairs, and generally 
  eat deer, horses, cattle, and humanoids in an area 
  of about fi fty square miles around them. They kill 
  and feed until they have exhausted their territory of 
  prey, then move on.
  Relatively asocial, khalors are uninterested 
  in interacting with other species, and rarely 
  encounter others of their own kind. However, a 
  mated pair of khalors may stay together for years, 
  Saves: Fort +9, Ref +4, Will +9
  Abilities: Str 26, Dex 11, Con 21, Int 11, 
  Wis 10, Cha 11
  Skills: Climb +14, Intimidate +6, Listen 
  +11, Spot +11
  Feats: Awesome Blow, Cleave, Endurance, 
  Improved Bull Rush, Power Attack
  Environment: Any hills, plains, and forests
  Organization: Solitary or pair
  Challenge Rating: 10
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: 15-20 HD (Huge)
  Level Adjustment: —
  ravaging ecosystems and fi ghting with particular 
  ferocity as each khalor competes with the other. 
  Villagers within such a pair’s territory frequently 
  appoint farmers to keep the creatures fed with a 
  steady stream of livestock, hoping their homes 
  might be spared.
  Khalors speak Giant.
  Combat
  Khalors are straightforward combatants, 
  using their arms to strike at multiple opponents, 
  and biting and squeezing foes who survive.
  Improved Grab (Ex): To use this ability, a 
  khalor must hit an opponent with a claw attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can constrict.
  Constrict (Ex): On a successful grapple 
  check, a khalor deals 2d4+8 points of damage.
  Rage (Ex): A khalor that takes damage 
  in combat fl ies into a berserk rage on its next 
  turn, clawing and biting madly until either it or 
  its opponent is dead. It gains +4 Strength, +4 
  Constitution, and -2 AC. The khalor cannot end its 
  rage voluntarily.
  Ferocity (Ex): A khalor is such a tenacious 
  combatant that it continues to fi ght without penalty 
  even while disabled or dying.
  
  169
  10
  Plated Sidewinder
  Huge Magical Beast
  Hit Dice: 10d10+60 (105 hp)
  Initiative: +8
  Speed: 30 ft. (6 squares), burrow 20 ft.
  Armor Class: 22 (-2 size, +4 Dex, +10 
  natural), touch 12, fl at-footed 18
  Base Attack/Grapple: +10/+28
  Attack: Bite +18 melee (2d6+15)
  Full Attack: Bite +18 melee (2d6+15)
  Space/Reach: 15 ft/10 ft.
  Special Attacks: Constrict 2d8+15, 
  improved grab
  Special Qualities: Damage reduction 
  10/adamantine, darkvision 60 ft, resistance 
  to acid 5, cold 5, fi re 10, and sonic 
  These metal-scaled serpents hunt the desert 
  sands for prey. It is said that these creatures were 
  once normal snakes that came into contact with 
  the essence of a powerful artifact created by a 
  forge deity. Others refute this theory, claiming that 
  these beings were former constructs that have been 
  transformed into fl esh and blood. The truth may 
  never be known, as these creatures do little other 
  than hunt.
  A typical plated sidewinder reaches a length 
  of 40 feet and is nearly 5 feet in diameter. It weighs 
  about 7 tons. Plated sidewinders do not speak or 
  understand any languages.
  Combat
  Plated sidewinders spend much of their 
  time buried beneath the sand (total cover), hiding 
  away from potential victims and conserving their 
  10, vulnerability to electricity, scent, 
  tremorsense 60 ft.
  Saves: Fort +9, Ref +11, Will +4
  Abilities: Str 31, Dex 18, Con 22, Int 3, Wis 
  13, Cha 10
  Skills: Hide -1*, Listen +3, Spot +13
  Feats: Alertness, Combat Refl exes, 
  Improved Initiative, Power Attack
  Environment: Warm desert
  Organization: Solitary
  Challenge Rating: 10
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 11-23 HD (Huge); 24-30 
  HD (Gargantuan)
  Level Adjustment: —
  energy until their tremorsense detects the approach 
  of prey. If a caravan, herd, or other large group 
  approaches, they generally wait for stragglers or 
  rearguards, burst up from the sand to attack, bite 
  and crush a likely victim to death, swallow it, and 
  then quickly vanish beneath the sands.
  Constrict (Ex): On a successful grapple 
  check, a plated sidewinder deals 2d8+15 points of 
  damage.
  Improved Grab (Ex): To use this ability, a 
  plated sidewinder must hit with its bite attack. It 
  can then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can constrict.
  Skills: *Plated sidewinders have a +4 racial 
  bonus on Hide checks in barren or desert terrain.
  Flora and Fauna
  Houseplant: A rare, magical version of the baobab tree, the houseplant is alike in all ways (DC 27 
  knowledge (nature) to identify) except when hallowed out and used as a home by an intelligent spellcaster. 
  When occupied by a spellcaster, the houseplant drains a 1st-level spell (DC 20 will save to resist) and 
  casts a hallow spell (or unhallow if spellcaster is evil) with a zone of truth associated spell effect using the 
  drained magical energy. The draining occurs every morning or every midnight (if evil). It is uncertain how 
  or why the houseplant acts in such a manner, but scholars think there must be some selective advantage 
  in its behavior. A few scholars postulate that the plant may be deliberately using intelligent species for 
  propagation, but it is not a widely held view. The houseplant is a magically dependent plant that needs 
  magic, water, soil, air, and sunlight to survive. It is rare and found only in terrains occupied by its non-
  magical cousin, the baobab.
  
  170
  10 Slag Roach
  Huge Construct
  Hit Dice: 10d10+40 (95 hp)
  Initiative: -2
  Speed: 40 ft. (8 squares), fl y 60 ft. (clumsy), 
  burrow 20 ft.
  Armor Class: 25 (-2 size, -2 Dex, +19 
  natural), touch 6, fl at-footed 25
  Base Attack/Grapple: +7/+23
  Attack: Bite +13 melee (3d6+12 plus 2d6 
  acid)
  Full Attack: Bite +13 melee (3d6+12 plus 
  2d6 acid)
  Space/Reach: 15 ft/10 ft.
  Special Attacks: Acid, spit acid, trample 
  4d8+12
  The slag roach is an enormously oversized 
  iron cockroach with a rusty, pitted shell and long, 
  thin legs. A slag roach is a massive construct 
  somewhat similar to an iron golem. These 
  creatures roam deserts and mountains, consuming 
  all metal they fi nd unless given a different order 
  from their creator.
  A slag roach is about 15 feet long and weighs 
  8,000 pounds.
  Combat
  Slag roaches always attack opponents who 
  wear heavy metal armor fi rst, dropping from 
  the sky or erupting from the ground and making 
  sunder attempts on the largest sources of metal in 
  the area if they are worn by another creature. Only 
  after a creature deals signifi cant damage to the slag 
  roach does it direct its attacks toward the creature 
  rather than the target’s possessions.
  Once they begin to attack in earnest, slag 
  roaches have no grasp of tactics, simply trampling 
  as many opponents as possible and spitting acid 
  indiscriminately.
  Acid (Ex): A slag roach produces an acid that 
  quickly dissolves organic materials and metals, but 
  does not harm stone. Any successful bite attack 
  deals acid damage. Organic material or clothing 
  dissolves and becomes useless immediately unless 
  it succeeds at a DC 15 Refl ex save. The roach’s 
  acidic bite deals 15 points of acid damage per 
  Special Qualities: Construct traits, damage 
  reduction 5/adamantine, darkvision 60 ft., 
  low-light vision, scent, spell resistance 19, 
  vulnerabilities
  Saves: Fort +3, Ref +1, Will +3
  Abilities: Str 26, Dex 6, Con —, Int —, Wis 
  10, Cha 5
  Skills: Survival +0*
  Feats: —
  Environment: Warm deserts or mountains
  Organization: Solitary, pair, or nest (3-8)
  Challenge Rating: 10
  Treasure: None
  Alignment: Always neutral
  Advancement: 11-23 HD (Huge); 24-30 
  HD (Gargantuan)
  Level Adjustment: —
  round to wooden or metal objects, but the roach 
  must maintain contact with the item for 1 full round 
  (such as with a successful grapple check) to deal 
  this damage. The save DC is Constitution-based.
  Spit Acid (Ex): 40-foot line; damage 6d6 
  acid, Refl ex DC 15 half. One such attack depletes 
  its acid supply for 1d6 rounds, during which time 
  it may neither spit acid nor deal acid damage with 
  its bite. The save DC is Constitution-based.
  Trample (Ex): Refl ex DC 23 half. The save 
  DC is Strength-based.
  Vulnerabilities (Ex): A slag roach takes 1d6 
  points of damage per caster level (maximum 15d6) 
  from the rusting grasp spell, and may be similarly 
  affected by other rust-based attacks at the GM’s 
  discretion. It takes no damage from electricity, but 
  is slowed 1 round for every 4 points of electricity 
  damage an attack would otherwise have dealt.
  Skills: *Slag roaches have a +4 racial bonus 
  on Survival checks when tracking metal by scent.
  Construction
  A slag roach’s body is sculpted from 8,000 
  pounds of pure iron, smelted with rare tinctures and 
  admixtures costing at least 10,000 gp. Assembling 
  the body requires a DC 20 Craft (armorsmithing) 
  check or a DC 20 Craft (weaponsmithing) check.
  CL 16th; Craft Construct, acid arrow, geas/
  quest, limited wish, polymorph any object, caster 
  must be at least 16th level; Price 150,000 gp; Cost 
  80,000 gp + 5,600 XP.
  
  171
  10
  Spikescale
  Large Monstrous Humanoid
  Hit Dice: 10d8+70 (115 hp)
  Initiative: +1
  Speed: 40 ft. (8 squares), burrow 5 ft.
  Armor Class: 23 (-1size, +1 Dex, +13 
  natural), touch 10, fl at-footed 22
  Base Attack/Grapple: +10/+22
  Attack: Claw +17 melee (1d10+8)
  Full Attack: 2 claws +17melee (1d10+8) 
  and bite +12 melee (2d6+4)
  Space/Reach: 10 ft/10 ft.
  Special Attacks: Spell-like abilities
  Special Qualities: Darkvision 60 ft., glare 
  sight, resistance to fi re 20, regeneration 5, 
  scent, solar might, vulnerability to cold
  Within the hottest arid regions lurk the 
  spikescales, a thick-bodied humanoid with clawed 
  hands and covered in heavy scales that are studded 
  with spikes and spines. These solitary beings 
  tolerate others of their kind only long enough to 
  mate. Otherwise, they fi ght brutally over territory, 
  especially regions with the greatest supply of their 
  favorite food: humanoid fl esh.
  Spikescales are vicous carnivores and will 
  dine on the fl esh of any creature, but prefer their 
  meat soft, not covered with thick scales or fur. 
  Thus, humans, halfl ings, dwarves, and elves are 
  among their favorite meals.
  A spikescale stands nearly 9 feet tall and 
  weighs 600 pounds. Spikescales speak their own 
  language, a series of hisses, hoots, and growls. 
  Some know rudimentary Common as well.
  Combat
  Spikescales are highly aggressive, but 
  are less likely to attack during the morning and 
  evening hours or at night. Travelers who pass 
  through their territories at those times can usually 
  escape the spikescales’ attentions, but those caught 
  in spikescale lands in the hours just before and 
  after high noon usually fi nd cause to regret it.
  Spikescales begin their attack with a sunbeam 
  or sunburst, using the ability that damages the 
  most foes at one time. They then wade into 
  Saves: Fort +10, Ref +8, Will +8
  Abilities: Str 26, Dex 13, Con 25, Int 6, Wis 
  13, Cha 10
  Skills: Climb +9, Hide +4*, Jump +18, 
  Listen +5, Move Silently +6, Spot +5, 
  Survival +3*
  Feats: Diehard, Dodge, Endurance, Power 
  Attack
  Environment: Warm deserts and plains
  Organization: Solitary
  Challenge Rating: 10
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 11-16 HD (Large); 17-30 
  HD (Huge) 
  Level Adjustment: —
  combat, using their sun-enhanced powers to tear 
  apart warriors and armored foes fi rst, then turning 
  their attention on spellcasters.
  Spell-Like 
  Abilities: 
  3/day—sunbeam
  3/day—sunbeam
  3/day—
  (daytime only; empowered, DC 17); 1/day—
  sunburst (daytime only; empowered, DC 18). Caster 
  sunburst (daytime only; empowered, DC 18). Caster 
  sunburst
  level 15th. The save DCs are Charisma-based.
  Glare Sight (Ex): Spikescales cannot be 
  blinded by bright lights and are immune to gaze 
  attacks.
  Regeneration (Ex): Acid and cold deal 
  normal damage to a spikescale. A spikescale that 
  loses part of its body mass can regrow it in 3d6 
  minutes. Holding the severed portion against the 
  mass causes it to reattach instantly.
  Solar Might (Su): Spikescales are mightier 
  when the direct light of the sun shines down on 
  them. When they are outdoors, from 2 hours before 
  high noon until 4 hours after, spikescales gain a +4 
  bonus to Strength and Constitution, a +2 bonus to 
  AC, and damage reduction  3/-.
  Skills: Spikescales have a +2 racial bonus on 
  Listen, Move Silently, and Spot checks, a +4 racial 
  bonus on Hide checks, and a +6 racial bonus on 
  Jump checks. *In desert terrain, the racial bonus 
  on Hide checks rises to +8. Spikescales have a + 2 
  racial bonus on Survival checks when tracking by 
  scent.
  
  172
  10 Vehiemal
  Large Giant (Cold)
  Hit Dice: 13d8+52 (108 hp)
  Initiative: +1
  Speed: 50 ft. (10 squares)
  Armor Class: 21 (-1 size, +1 Dex, +11 
  natural), touch 10, fl at-footed 20
  Base Attack/Grapple: +9/+22
  Attack: Claw +18 melee (ld8+9)
  Full Attack: 2 claws +18 melee (ld8+9) and 
  bite +16 melee (ld10+4)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Improved grab, maddening 
  howl, wind storm
  Special Qualities: Immunity to cold, low-
  light vision, uncanny scent, vulnerability to 
  fi re 
  A vehiemal is a bestial, murderous hunter 
  that relentlessly stalks the barren lands of the far 
  northern tundra. Common legend holds it to be an 
  otherworldly demon, a nightmare fi end summoned 
  from the lower depths to feed on man fl esh. In 
  reality, the vehiemal is a primitive relative of the 
  frost giant, a furry, eternally ravenous beast that 
  is boogeyman to the children of its more evolved 
  distant cousin.
  Though the vehiemal quite happily feeds 
  on any sort of fresh meat, it has a preference for 
  the blood and bone of giants, dwarves and men. 
  The vehiemal hunts only by night, preferably 
  under overcast skies, and it prefers to ambush 
  lone travelers or small groups, but if it is hungry 
  enough it will tear through an entire village, 
  slaying indiscriminately and dragging screaming 
  victims off to feed on at its leisure.
  The vehiemal is a hunched, gaunt ape-like 
  creature with spade-claw hands and an enormous, 
  jutting jaw full of broken but still sharp fangs. It 
  stands nearly twice the height of a tall man, and its 
  arms are so long that its knuckles drag upon the ice 
  when it walks. The vehiemal is surrounded at all 
  times by an aura of freezing cold air, frigid enough 
  to cause irreparable frostbite damage to anyone 
  foolish enough to approach it.
  A vehiemal is about 15 feet tall and weighs 
  about 2,800 pounds. Vehiemals speak Giant.
  Combat
  A vehiemal prefers to attack from ambush, 
  using its maddening howl to disorient its victims 
  before striking. When it does attack, it uses its 
  enormous claws to slash and grapple its opponents, 
  Saves: Fort +12, Ref +5, Will +8
  Abilities: Str 28, Dex 12, Con 19, Int 8, Wis 
  14, Cha 15 
  Skills: Climb +17, Jump +24, Move Silently 
  +17 
  Feats: Cleave, Great Cleave, Iron Will, 
  Multiattack, Power Attack
  Environment: Any cold 
  Organization: Solitary 
  Challenge Rating: 10 
  Treasure: Standard 
  Alignment: Usually chaotic evil 
  Advancement: 14-26 HD (Huge)
  Level Adjustment: +8
  hurling them into rocks, bashing them into trees, or 
  simply biting their heads off. The vehiemal is not 
  intelligent, but it is smart enough to lash out at the 
  most dangerous-looking opponents fi rst—it has 
  no real concept of the power of magic, however, 
  and equates “dangerous” with visible muscles 
  and weapons. The vehiemal also lacks courage, 
  and will fl ee if presented with a determined, well-
  coordinated foe.
  Improved Grab (Ex): To use this ability, a 
  vehiemal must hit with a claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. 
  Maddening Howl (Su): Once per night (not 
  during daylight hours), as a full round action, the 
  vehiemal can unleash a bloodcurdling howl that 
  quavers with the sound of an arctic wind tearing 
  through countless brittle leaves. The howl is 
  astoundingly loud and powerful and echoes for 
  miles through the tundra. All who hear the sound 
  of the vehiemal’s cry must immediately attempt a 
  Will save, the DC of the save dependant upon their 
  distance from the Vehiemal. Within a range of 1 
  mile, the DC is 20, dropping by 2 points for every 
  mile beyond that. Those who succeed are affected 
  as if by the spell fear. Those within one mile who 
  fail the save are affected as if by insanity until the 
  fi rst light of dawn strikes them. Those beyond 
  one mile who fail are affected as if by confusion. 
  Caster level 14th for all effects. The save DC is 
  Constitution-based.
  Wind Storm (Su): A vehiemal is constantly 
  surrounded by a howling vortex of harsh arctic 
  wind in a 10-foot-radius. All who enter the area 
  
  173
  11
  take 2d6 points of cold damage per round (Fort DC 
  20 half). The arctic winds shield the vehiemal from 
  projectiles, granting it a +4 bonus to AC against all 
  ranged attacks. The save DC is Constitution-based.
  Uncanny Scent (Ex): A vehiemal can notice 
  creatures by scent in a 180-foot radius and detect 
  fl esh at ranges of up to a mile, and blood at ranges 
  of up to 10 miles. This powerful sense of smell is 
  both a strength and its greatest weakness. If 
  objects with overpowering scents are thrust 
  into its nose (a handful of sulfur, for example), 
  it must make a DC 17 Fort save or be stunned 1 
  round.
  Skills: A vehiemal has a +5 racial bonus on 
  Climb, Jump, and Move Silently checks.
  Cactus Crawler
  Huge Plant
  Hit Dice: 16d8+64 (136 hp)
  Initiative: +2
  Speed: 5 ft. (1 square)
  Armor Class: 14 (+4 natural), touch 10, 
  fl at-footed 14
  Base Attack/Grapple: +12/+27
  Attack: Slam +18 melee (2d6+7 plus 
  spines)
  Full Attack: 2 slams +18 melee (2d6+7 plus 
  spines)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Rear up, spines
  Special Qualities: All-around vision, half 
  damage from fi re, low-light vision, plant 
  traits
  Cactus crawlers are carnivorous mobile 
  plants of the desert. They appear to be nothing more 
  than a multi-armed cactus when at rest. However, 
  they are mobile, traveling at night and “planting” 
  themselves in the sand, waiting for prey to pass 
  by. They generally root themselves near roadways, 
  oases, and other areas with regular traffi c.
  A cactus crawler is over  20 feet tall and 
  weighs over 2 tons. Cactus crawlers do not speak 
  or understand any languages.
  Combat
  A cactus crawler waits perfectly still until 
  prey approaches, then springs to action, attempting 
  to grapple lone prey and pierce it with its sharp 
  spines. If outmatched or outnumbered, it will rear 
  up and attack with four legs.
  Rear Up (Ex): The cactus crawler normally 
  fi ghts with four legs on the ground. Once every 
  1d4 rounds, however, it can rear up for one round, 
  Saves: Fort +14, Ref +3, Will +3
  Abilities: Str 24, Dex 6, Con 18, Int 3, Wis 
  3, Cha 3
  Skills: Disguise +4 (+16 as cactus patch), 
  Listen +5, Spot +5
  Feats: Alertness, Improved Initiative, Iron 
  Will, Power Attack, Skill Focus (Disguise), 
  Weapon Focus (slam)
  Environment: Warm deserts
  Organization: Solitary
  Challenge Rating: 11
  Treasure: None
  Alignment: Always neutral
  Advancement: 11-15 HD (Large), 17-20 
  HD (Huge)
  Level Adjustment: —
  balancing on only two legs to hit opponents with 
  the other four. This allows it to make two additional 
  slam attacks as part of a full attack action.
  Spines (Ex): A cactus crawler is covered 
  with sharp spines. These spines damage any 
  creature that touches it, dealing 1d6+6 points 
  of piercing damage. Creatures striking a cactus 
  crawler with natural attacks or unarmed strikes are 
  subject to this damage, but creatures striking with 
  melee weapons are not. A creature that is pushed 
  into or falls onto a cactus crawler also takes 
  damage from its spines.
  All-Around Vision (Ex): A cactus crawler 
  can see in all directions, granting it a +4 racial bonus 
  on Spot and Search checks, and it can’t be fl anked.
  Half Damage from Fire (Ex):  Cactus 
  crawlers take only half damage from fi re-based 
  attacks due to the succulent nature of their fl esh.
  Skills: *A cactus crawler has a +12 racial 
  bonus on Disguise checks to resemble an inanimate 
  plant.
  
  174
  11 Hoarfrost Golem
  Large Construct
  Hit Dice: 12d10+30 (96 hp)
  Initiative: -1
  Speed: 20 ft. (4 squares)
  Armor Class: 26 (-1 size, -1 Dex, +14 
  natural), touch 8, fl at-footed 26
  Base Attack/Grapple: +9/+20
  Attack: Slam +15 melee (2d10+7 plus 1d6 
  cold)
  Full Attack: 2 slams +15 melee (2d10+7 
  plus 1d6 cold)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Chill aura
  Special Qualities: Construct traits, damage 
  reduction 10/adamantine, darkvision 60 ft., 
  Hoarfrost golems are towering blocks of ice, 
  chiseled into a vaguely humanoid shape. When 
  motionless in arctic conditions, the hoarfrost golem 
  is almost impossible to spot (DC 25). This natural 
  camoufl age means the golem often surprises its 
  victims, bursting forth from snow or even from the 
  sides of glacial walls to strike powerful blows with 
  its icy fi sts.
  A hoarfrost golem is 9 feet tall and weighs 
  around 2,000 pounds. 
  Combat
  A hoarfrost golem pounds foes with its icy 
  fi sts until they stop moving.
  Chill Aura (Su): The hoarfrost golem 
  emanates an aura of glacial chill about it in a 
  15-foot radius. All creatures within this area 
  suffer 1d3 points of cold damage each round. The 
  golem’s attacks also infl cit an extra Id6 points of 
  cold damage as if they were frost weapons. If the 
  golem confi rms a critical hit, the target is slowed 
  (as the slow spell, Will DC 16 negates) for seven 
  rounds in addition to any damage sustained.  The 
  save DC is Constitution-based.
  icewalking, immunity to magic, low-light 
  vision
  Saves: Fort +4, Ref +3, Will +4
  Abilities: Str 25, Dex 9, Con —, Int —, Wis 
  11, Cha 1
  Skills: —
  Feats: —
  Environment: Any cold land or 
  underground
  Organization: Solitary or pair
  Challenge Rating: 11
  Treasure: None
  Alignment: Always neutral
  Environment: 15-21 HD (Large)
  Level Adjustment: —
  Icewalking (Ex): This ability works like 
  the spider climb spell, but the surfaces the golem 
  climbs must be icy. It is always in effect.
  Immunity to Magic (Ex): A hoarfrost 
  golem is immune to any spell or spell-like ability 
  that allows spell resistance. In addition, certain 
  spells and effects function differently against the 
  creature, as noted below.
  A magical attack that deals fi re damage 
  affects the golem normally, but the golem is treated 
  as having resistance to fi re 10.
  Shatter and other spells that affect crystaline 
  Shatter and other spells that affect crystaline 
  Shatter
  creatures affect the golem normally.
  Construction
  A hoarfrost golem’s body is chiseled from a 
  single block of solid ice, weighing at least 3,000 
  pounds. The ice must be of exceptional quality, 
  and costs 5,000 gp. Assembling the body requires 
  a DC 17 Craft (sculpting) check.
  CL 14th; Craft Construct, antimagic fi eld, 
  antimagic fi eld, 
  antimagic fi eld
  cone of cold, 
  cone of cold, 
  cone of cold geas/quest, slow, caster must be at 
  least 14th level; Price 90,000 gp; Cost 50,000 gp + 
  3,400 XP.
  Flora and Fauna
  Spillan Ointment: By applying this rudimentary precursor to sunscreen on the skin, it reduces 
  subdual damage resulting from heat exhaustion by one point. Adventurers traveling across the sweltering 
  open plain always carry several doses of this inexpensive and highly effective ointment. A single dose 
  lasts for one day.
  
  175
  11
  Time Monster
  Huge Animal
  Hit Dice: 18d8+75 (156 hp)
  Initiative: +5
  Speed: 40 ft. (8 squares)
  Armor Class: 14 (-2 size, +1 Dex, +5 
  natural), touch 9, fl at-footed 13
  Base Attack/Grapple: +13/+30
  Attack: Bite +21 melee (5d8+13)
  Full Attack: Bite +21 melee (5d8+13)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Improved grab, swallow 
  whole
  Special Qualities: Low-light vision, scent
  Saves: Fort +15, Ref +12, Will +8
  Time monsters are vast, reptilian creatures 
  originally from millions of years in the past. 
  Scholars are uncertain how a presumably extinct 
  creature walks the earth, although there is 
  speculation of arcane shenanigans. Some people 
  worship the time monster, viewing it as a sacred 
  creature and making regular sacrifi ces to the 
  enormous beast.
  Combat
  Time monsters are hungry almost all the time. 
  For a time monster, the acts of attacking and eating 
  are more or less the same thing - and it will happily 
  eat anything, even creatures bigger than it.
  Improved Grab (Ex): To use this ability, 
  a time monster must hit an opponent of up to 
  one size smaller with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  Abilities: Str 28, Dex 12, Con 19, Int 2, Wis 
  15, Cha 10
  Skills: Listen +14, Spot +15
  Feats: Alertness, Cleave, Endurance, 
  Improved Initiative, Power Attack, 
  Toughness, Weapon Focus (bite)
  Environment: Any warm or temperate land
  Organization: Solitary
  Challenge Rating: 11
  Treasure: Standard
  Alignment: Usually chaotic neutral
  Advancement: 19-36 HD (Gargantuan); 
  37-54 HD (Colossal)
  Level Adjustment: —
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can attempt 
  to swallow the foe the following round.
  Swallow Whole (Ex): A time monster can try 
  to swallow a grabbed opponent of up to two sizes 
  smaller by making a successful grapple check.
  The swallowed creature takes 2d8+8 points 
  of crushing damage plus 8 points of acid damage 
  per round from the time monster’s gizzard. A 
  swallowed creature can cut its way out by using a 
  light slashing or piercing weapon to deal 25 points 
  of damage to the time monster’s gizzard (AC 12). 
  Once the creature exits, muscular action closes the 
  hole; another swallowed opponent must cut its 
  own way out.
  A Huge time monster’s gizzard can hold 2 
  Medium, 8 Small, 32 Tiny, or 128 Diminutive or 
  smaller opponents.
  Flora and Fauna
  Spillan: A close relative of the aloe plant, spillan shares aloe’s unique ability to soothe burns and 
  looks similar in appearance. Rows of small spikes line the edges of its thick, fl at leaves, which are fi lled 
  with a cool green ointment. Spillans reach two feet in height and often grow in isolated patches amidst a 
  sea of other grasses. Naturally, the migratory herbivores avoid eating the plant’s thorny leaves, allowing 
  the spillan to carve its own ecological niche. A Survival check (DC 20) accurately determines its genus 
  and species, while a Profession (herbalist) check (DC 10) allows the character to create spillan ointment. 
  A single plant yields one dose of the ointment.
  
  176
  11 Wastemite Swarm
  Fine Vermin (Swarm)
  Hit Dice: 22d8 (99 hp)
  Initiative: +3
  Speed: 5 ft. (1 square), fl y 40 ft. (average)
  Armor Class: 21 (+8 size, +3 Dex), touch 
  21, fl at-footed 18
  Base Attack/Grapple: +16/—
  Attack: Swarm (5d6)
  Full Attack: Swarm (5d6)
  Space/Reach: 10 ft./0 ft. 
  Special Attacks: Distraction, ravenous
  Special Qualities: Darkvision 60 ft, 
  immunity to fi re, immunity to weapon 
  damage, swarm traits, vermin traits
  A wastemite is a tiny, nearly harmless 
  invertebrate that feeds on cast-off organic material, 
  such as skin and scales. When these creatures 
  swarm, however, they are a ravenous killing 
  machine, a threat to all organic matter, living or 
  nonliving.
  Combat
  Wastemite swarms are always on the move. 
  They are eternally hungry and will consume any 
  organic matter, living or dead. Desert natives have 
  learned to recognize the low, thrumming hum 
  made by a swarm on the move, and quickly move 
  to shelters or fl ee the area.
  A swarm of wastemites can devour a man 
  in moments, leaving a neatly stripped skeleton in 
  its wake. The swarm’s resemblance to a moving, 
  predatory sandstorm has given rise to many tall 
  tales of evil wind spirits and sand demons that 
  Saves: Fort +2, Ref +1, Will +2
  Abilities: Str 1, Dex 16, Con 11, Int —, Wis 
  10, Cha 2
  Skills: Hide +19
  Feats: —
  Environment: Warm deserts
  Organization: Solitary, storm (2-6 swarms), 
  or tempest (7-15 swarms)
  Challenge Rating: 11
  Treasure: None
  Alignment: Always neutral
  Advancement: —
  Level Adjustment: —
  scour the desert, preying on the unfortunate. 
  Slain victims often leave behind treasures and 
  possessions, which the desert natives eagerly hunt 
  and plunder.
  A wastemite swarm deals 5d6 points of 
  damage to any creature whose space it occupies at 
  the end of its move.
  Ravenous (Ex): In addition to dealing 
  damage to living creatures, a wastemite swarm 
  eats anything organic in nature, dealing 5d6 points 
  of damage to all objects of cloth, leather, wood, 
  etc. that are in its space at the end of its move.
  Distraction (Ex): Any living creature that 
  begins its turn with a wastemite swarm in its 
  square must succeed on a DC 21 Fortitude save 
  or be nauseated for 1 round. The save DC is 
  Constitution-based.
  Flora and Fauna
  Red Lizard: The red lizard resembles an overgrown iguana with a longed, forked tail and a row of 
  diamond-shaped spikes, forming a crest that runs from its neck to the tip of its tail. Active only during 
  the day, the slow-moving, six-foot-long, dull-green lizard nonchalantly lumbers through the plains on an 
  endless quest for food. Massive mounds constructed by ornery fi re ants top the red lizard’s list of food 
  choices. Assuming a strategic position near the insects’ lair, it grabs its quarry with its adhesive tongue, 
  initially ignoring the swarming ants’ fi erce bites. After a few minutes of the enraged insects’ onslaught, 
  the red lizard opens its mouth and releases a misty cloud of red grains resembling cayenne pepper. The 
  particle blast dazes the startled insects, allowing the red lizard to enjoy its feast undisturbed.
  The uncommon red lizard serves several culinary and practical purposes. Considered a delicacy by 
  the refi ned palette, expert chefs broil the red lizard and serve it with a side of lemon and drawn butter. 
  Afi cionados compare the meat’s taste to the fi nest lobster, making it a mainstay at royal banquets and in 
  the fi nest eateries. In addition, chefs and alchemists harvest its trademark spray-producing organ. Adding 
  the fi ne powder to water and ground black pepper produces a sharp, spicy sauce that complements 
  rice and seafood dishes. Properly preparing the sauce necessitates a Profession (cook) check (DC 15). 
  Grinding the red lizard organ also produces a potent offensive weapon. Noticing the difference between 
  the red lizard and other common lizards requires a Survival check (DC 12).
  
  177
  12
  Bull of Heaven
  Huge Elemental (Air, Extraplanar)
  Hit Dice: 15d8+75 (142 hp)
  Initiative: +0
  Speed: 40 ft. (8 squares), fl y 60 ft. (good)
  Armor Class: 16 (-2 size,+8 natural), touch 
  8, fl at-footed 16
  Base Attack/Grapple: +11/+26
  Attack: Gore +17 melee (2d6+10)
  Full Attack: Gore +17 melee (2d6+10)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Lightning, thunderclap, 
  trample 2d6+10
  Special Qualities: Darkvision 60 ft, 
  elemental traits, immunity to cold, 
  electricity, and sonic
  Although tribesman of the plains have 
  dubbed these creatures “bulls of heaven”, they 
  are actually elementals that appear on the Material 
  Plane when storms form.
  A bull of heaven appears roughly as a large 
  bull, but its skin is the color of dark storm clouds, 
  its eyes fl ash like lightning, and bolts of electricity 
  dance between its horns and crackle near its 
  hooves.
  Bulls of heaven may only stay on the 
  Material Plane for as long as the storm lasts, so 
  they try to enjoy their time to its fullest, spreading 
  as much destruction and mayhem as possible 
  before the storm breaks and calm returns to the 
  plains. Generally, larger storms tend to attract 
  larger bulls.
  A bull of heaven stands 8 feet tall at the 
  shoulder and is over 16 feet long. Its body is 
  composed of rain-laden clouds, and it weighs 
  about 1,000 pounds. A bull of heaven does not 
  speak, but understands Auran.
  Saves: Fort +9, Ref +9, Will +6
  Abilities: Str 25, Dex 10, Con 20, Int 3, Wis 
  10, Cha 10
  Skills: Intimidate +8, Jump +11, Listen +5, 
  Spot +5
  Feats: Awesome Blow, Flyby Attack, 
  Improved Bull Rush, Iron Will, Power 
  Attack, Weapon Focus (gore)
  Environment: Elemental Plane of Air
  Organization: Solitary
  Challenge Rating: 12
  Treasure: None
  Alignment: Always chaotic neutral
  Advancement: 16 HD (Huge); 17-32 HD 
  (Gargantuan); 33-45 HD (Colossal)
  Level Adjustment: —
  Combat
  A bull of heaven generally opens combat 
  with its lightning ability, attempting to catch as 
  many opponents as possible in its path. If its 
  adversaries are landborne, it then attempts to 
  strike the ground with a hoof, releasing a powerful 
  thunderclap, then trample those who are stunned.  
  Lightning (Su): As a full round action, a bull 
  of heaven may unleash a 100-foot line of lightning 
  from its horns once every 1d10 rounds, damage 
  5d6 electricity, Refl ex DC 22  half. The save DC is 
  Constitution-based.
  Thunderclap (Su): As a move action, a bull 
  of heaven may produce a thunderclap by striking 
  a hoof against the ground. This sonic attack is a 
  60-foot-spread. All creatures within the area must 
  make a DC 22 Fortitude save or be stunned for 
  1 round and deafened for 1d4 rounds. A bull of 
  heaven may use this ability once every 1d6 rounds. 
  The save DC is Constitution-based.
  Trample (Ex): Refl ex half DC 24. The save 
  DC is Strength-based.
  Flora and Fauna
  Red Lizard Spray: As a natural defense mechanism, the red lizard’s organs produce a spicy, 
  peppery spray that temporarily dazes its insect prey. Seizing on this unique biological creation, alchemists 
  grind the red lizard’s organs and its contents into a fi ne dust that greatly irritates the eyes and nose of 
  humanoids. A packet of red lizard spray acts as a grenade-like weapon with a 5-foot range increment 
  when thrown. Red lizard spray fi lls a 5-foot cube, requiring any creature within the area of effect to make 
  a Fortitude save (DC 11); otherwise, the red lizard spray blinds the victim for 1d4 rounds and dazes him 
  for one round. The glands of one lizard yields two doses of the substance.
  
  178
  12 Efflox
  Huge Animal
  Hit Dice: 15d8+150 (217 hp)
  Initiative: -1
  Speed: 50 ft. (10 squares)
  Armor Class: 27 (-2 size, -1 Dex, +20 
  natural), touch 7, fl at-footed 28
  Base Attack/Grapple: +11/+29
  Attack: Gore +19 melee (2d6+15)
  Full Attack: Gore +19 melee (2d6+15)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Corrosive musk, trample 
  2d6+22
  Special Qualities: Low-light vision 
  Saves: Fort +21, Ref +8, Will +4
  The effl ux vaguely resembles a bison, but 
  with two pairs of massive tusks jutting almost 4 
  feet from its skull, two on either side of its mouth 
  and two curving up from the top of its head. The 
  grass-eater is heavyset and muscular, covered in a 
  thick brown pelt.
  Effl oxen are massive herbivores that roam 
  plains and steppes, constantly grazing to sate their 
  large appetites. Because they have been hunted 
  to near-extinction, effl oxen are wary and easily 
  angered.   Bulls will fi ght to the death to protect 
  their young.
  A bull effl ox stands more than 10 feet tall 
  at the shoulder, is over 14 feet long, and weighs 
  nearly 3 tons.  Cows are slightly smaller, usually 
  8-9 feet tall and weighing about 5,000 pounds and 
  reaching a length of 12 feet. Cows lack the massive 
  tusks, so they lack a gore attack, and cannot emit 
  corrosive musk. However, they can still trample or 
  make a butt attack for 1d8+15 points of damage. 
  Calves are noncombatants.
  Abilities: Str 30, Dex 8, Con 30, Int 2, Wis 
  9, Cha 9
  Skills: Climb +11, Jump +18, Listen +8, 
  Spot +8, Swim +13
  Feats: Alertness, Awesome Blow, 
  Endurance, Great Fortitude, Improved Bull 
  Rush, Power Attack
  Environment: Temperate plains
  Organization: Herd (5-10 bulls plus 10-20 
  cows and 1-20 calves)
  Challenge Rating: 12
  Advancement: 16-30 HD (Huge); 31-45 
  HD (Gargantuan)
  Level Adjustment: —
  Combat
  Enraged effl oxen emit a deafening bellow 
  and charge opponents, hoping to gore or trample 
  them. At the same time, the angry bull exudes a 
  powerful musk that attacks an opponent’s eyes and 
  nose, causing them to burn and itch abominably. 
  The musk has a strong acidic content that corrodes 
  metal on contact, giving rise to the effl ox’s 
  nickname among humans, “swordbreaker.”
  Corrosive Musk (Ex): An enraged bull 
  emits an acidic musk that irritates an enemy’s eyes 
  and throat and is corrosive to metals. Creatures 
  within 20 feet of a effl ox bull must succeed on a 
  DC 27 Fortitude save or suffer a -2 circumstance 
  penalty to initiative and attack rolls for 1d4 rounds. 
  Armor and weapons within this area corrode 
  immediately, taking 1d6 points of acid damage 
  each round (Fortitude DC 27 negates damage for 
  that round). The save DC is Constitution-based.
  Trample (Ex): Refl ex DC 27 half. The save 
  DC is Strength-based.
  Flora and Fauna
  Locust: Humanoid farmers tremble at the sight of a swarming plague of locusts, a type of grasshopper 
  responsible for the utter destruction of vast tracts of cropland and wild grasses. Numbering in the millions, 
  the small dark brown insects emit a cacophony of fl uttering wings and primeval cries, as they descend 
  from the sky like an ominous, dark cloud. In a matter of minutes, the ravenous insects gorge on the land’s 
  lush grasses, transforming the wondrous greenery into a barren wasteland. In addition to the widespread 
  devastation that they wreak, many humanoid cultures stubbornly cling to the belief that the locusts’ sudden 
  arrival represents an undeniable omen of the gods’ displeasure. Although humanoids loathe the appearance 
  of these unwelcome pests, insectivorous birds and mammals delight in the bountiful feast.
  
  179
  12
  Glacier Beast
  Huge Magical Beast (Cold)
  Hit Dice: 16d10+160 (248 hp)
  Initiative: +1
  Speed: 50 ft. (10 squares)
  Armor Class: 21 (-2 size, +1 Dex, +12 
  natural), touch 9, fl at-footed 20
  Base Attack/Grapple: +16/+39
  Attack: Claw +29 melee (3d8+15) or gore 
  +29 melee (3d12+15)
  Full Attack: 2 claws +29 melee (3d8+15) 
  and bite +24 melee (3d10+7); or gore +29 
  melee (3d12+15)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Ram, snatch, trample 
  3d6+22
  Special Qualities: Damage reduction 
  5/piercing or slashing, darkvision 60 ft., 
  Standing slightly larger than an elephant, 
  a glacier beast is one of the most feared natural 
  predators of arctic regions. It is covered head to toe 
  in a thick white coat of fur, under which lies a tough 
  outer hide backed by a heavy layer of blubber. Its 
  horns are extremely hard, prized for their use in 
  many magical processes and displayed as hunting 
  trophies by the social elite. Its hide is also prized 
  for use as high-grade armor, producing hide armor 
  with the equivalent protection of scale mail. The 
  glacier beast is an expert and ruthless hunter, using 
  its powerful scent and tracking abilities to fi nd its 
  prey in enormous arctic landscapes.
  A glacier beast is a rare and solitary creature, 
  only found with others of its kind during the 
  mating season. One is rarely encountered except 
  by those travelers making arctic treks through 
  distant plains. A beast typically fi nds creatures by 
  following the trail they leave in the snow, attacking 
  when they are in an open area. It uses terrain to 
  its advantage, for if there are crevasses or cliffs 
  around, its snatch and ram attacks can take on a 
  new level of danger.
  Creatures this large need a steady food 
  supply, and coastal villages and towns are often 
  the best sources
  The hide and horns of a glacier beast are 
  quite valuable to armorsmiths and alchemists, 
  respectively. Buyers pay as much as 3,000 gp for 
  the hide and 5,000 gp for each horn. A character 
  must succeed on a DC 25 Survival check to 
  properly skin the creature or remove its horns 
  (three checks total per carcass).
  immunity to cold, low-light vision, scent, 
  spell resistance 20, vulnerability to fi re
  Saves: Fort +20, Ref +11, Will +6
  Abilities: Str 40, Dex 12, Con 30, Int 6, Wis 
  12, Cha 8
  Skills: Hide -2*, Listen +7, Spot +7, 
  Survival +7
  Feats: Alertness, Awesome Blow, Improved 
  Bull Rush, Power Attack, Snatch, Track
  Environment: Cold plains
  Organization: Solitary
  Challenge Rating: 12
  Treasure: None
  Alignment: Always neutral
  Advancement: 17-24 HD (Huge); 25-36 
  HD (Gargantuan); 37-48 HD (Colossal)
  Level Adjustment: —
  A glacier beast stands nearly 15 feet tall 
  at the shoulders and weighs 10 tons. Although 
  intelligent, glacier beasts do not speak or 
  understand any language.
  Combat 
  A glacier beast prefers to meet its prey out 
  on the open glacial plains. it wastes no time in 
  attacking if it decides that a creature would make 
  a good meal. Its initial strategy is to get a running 
  start and crash into opponents with its horns. Once 
  in melee, the beast rises up on its hind legs and 
  attacks with its forepaws and teeth. If it faces 
  multiple opponents, it attempts a grab-and-throw 
  technique. The glacier beast uses its Snatch feat 
  to grab and hold an opponent, then throws it 
  into the distance. In addition to the creature’s 
  offensive capabilities, it reduces the damage done 
  by bludgeoning weapons due to its thick hide and 
  layer of blubber.
  Ram (Ex): The glacier beast is able to bowl 
  over opponents with its horns. Whenever a glacier 
  beast successfully pushes back an opponent with a 
  bull rush, it deals automatic gore damage.
  Snatch (Ex): A glacier beast can use its 
  Snatch feat against opponents two or more sizes 
  smaller than itself. 
  Trample (Ex): Refl ex DC 33 half. The save 
  DC is Strength-based.
  Skills: *Due to the color of their fur, glacier 
  beasts hiding or stalking prey in snowy areas have 
  a +8 racial bonus on their Hide checks.
  
  180
  Walking Disease
  12
  Medium Undead
  Hit Dice: 15d12+3 (100 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 24 (+1 Dex, +13 natural) 
  touch 11, fl at-footed 23
  Base Attack/Grapple: +7/ +11
  Attack: Slam +11 melee (1d6+4 plus 
  debilitating touch)
  Full Attack: 2 slams +11 melee (1d6+4 plus 
  debilitating touch)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Debilitating touch, 
  improved grab, massive infection, wave of 
  parasites
  Special Qualities: Darkvision 60 ft., see in 
  darkness, spell resistance 24, undead
  Numerous colonies of fungi, bacteria, and 
  viruses inhabit the festering corpse transforming 
  its pale, fl accid skin into a mottled landscape 
  of enormous pustules, ulcerous sores, and 
  asymmetrical tumors. Despite its terrible limp 
  and its drawn, emaciated appearance, the creature 
  demonstrates remarkable physical strength and 
  surprising litheness. Walking diseases stand 6 feet 
  tall and weigh 145 pounds. They speak broken 
  Common but are incapable of uttering more than 
  a few simple commands and phrases.
  Combat
  Although incapable of devising complex 
  strategies, the moderately intelligent walking 
  disease does display a limited grasp of combat 
  tactics. Initiating combat from a distance, it 
  blasts its adversaries with a wave of parasites 
  before wading into melee combat. Once in close 
  quarters, the creature always focuses its attacks 
  on one opponent, wearing the foe down with its 
  debilitating touch and massive infection powers. 
  The walking disease continues to assault the 
  same randomly determined creature regardless 
  of its invulnerability or obvious resistance to the 
  walking disease’s powers. Walking diseases only 
  deviate from intended targets if they retreat and 
  another potential opponent is closer to the walking 
  disease than its initial enemy is.
  Debilitating Touch (Su): The creature’s mere 
  touch infects any living foe with potentially lethal 
  diseases. Any creature struck by its slam attack 
  Saves: Fort +5, Ref +8, Will +11
  Abilities: Str 18, Dex 12, Con —, Int 10, 
  Wis 14, Cha 15
  Skills: Hide +5, Intimidate +11, Knowledge 
  (any) +5, Move Silently +6, Search +13, 
  Spot +16, Survival +12 (+14 follow tracks)
  Feats: Blind-Fight, Combat Refl exes, 
  Lightning Refl exes, Power Attack, 
  Toughness
  Environment: Any hills and plains
  Organization: Solitary
  Challenge Rating: 12
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: 16-30 HD (Medium)
  Level Adjustment: —
  must make a Fortitude save (DC 19); otherwise it 
  contracts a disease from the creature. The disease’s 
  incubation period is 1 day and it infl icts 1d6 
  temporary points of randomly determined ability 
  damage. The DCs are Charisma based.
  Improved Grab (Ex): Use of this ability 
  requires a successful slam attack against a medium 
  or smaller creature. Improved grab allows it to start 
  a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple checks 
  the walking disease establishes a hold on the 
  opponent and attempts to use its massive infection 
  ability against that foe on the following round.
  Massive Infection (Su): After a successful 
  grapple check, the walking disease instantaneously 
  transmits millions of lethal pathogens to the 
  victim.  The creature must make a Fortitude save 
  (DC 27); otherwise the virulent microorganisms 
  cause 1d6 points of Constitution damage per 
  round, and the creature is dazed as his body tries 
  to fend off the invaders. Each round thereafter, 
  the creature receives a new saving throw until 
  he succeeds or dies, whichever comes fi rst. The 
  walking disease does not need to maintain a hold 
  on its victim to continue dealing damage to it. 
  Creatures succeeding at their initial or subsequent 
  saving throw suffer 3d6 points of damage but stop 
  taking Constitution damage, are no longer dazed, 
  and acquire immunity to this attack form for 2d6 
  rounds. Because of this fact, the creature always 
  tries to disengage from the grapple after employing 
  this power. Any humanoid creature slain by this 
  
  181
  13
  power rises as a walking disease 1d4 days later. A 
  remove disease or heal
   or heal
   or
   spell will immediately end 
   heal spell will immediately end 
   heal
  the effect, without dealing damage to the creature.
  Wave of Parasites (Su): Once per day, 
  the walking disease unleashes a 20 ft. cone of 
  microscopic parasitic organisms that burrow 
  beneath the skin and assault the body’s major 
  organs. Victims within the cone receive a Refl ex 
  save (DC 19) to completely avoid the cone or the 
  Dunami
  tiny parasites produce massive organ failure 
  1d4 rounds later unless the victim makes a 
  Fortitude save (DC 19). Creatures suffering organ 
  failure die immediately, while those making their 
  saving throw fend off the parasitic assault but still 
  suffer 3d6 points of damage. A remove disease or 
  heal spell immediately ends the effect, without 
  heal spell immediately ends the effect, without 
  heal
  dealing damage to the creature.
  Gargantuan Animal
  Hit Dice: 14d8+70 (133 hp)
  Initiative: +7
  Speed: 40 ft (8 squares), burrow 30 ft
  Armor Class: 15 (-4 size, +3 Dex, +6 
  natural), touch 9, fl at-footed 12
  Base Attack/Grapple: +10/+36
  Attack: Bite +17 melee (2d8+15)
  Full Attack: Bite +17 melee (2d8+15)
  Space/Reach: 20 ft/20 ft
  Special Attacks: Improved grab, swallow 
  whole
  Special Qualities: Tremorsense 120 ft.
  Saves: Fort +16, Ref +12, Will +4
  Abilities: Str 30, Dex 16, Con 20, Int 2, Wis 
  11, Cha 2
  Skills: Hide +23, Jump +14
  Feats: Combat Refl exes, Dodge, Great 
  Fortitude, Improved Initiative, Weapon 
  Focus (bite)
  Environment: Warm desert
  Organization: Solitary
  Challenge Rating: 13
  Treasure: None
  Alignment: Always neutral
  Advancement: 15-28 HD (Gargantuan), 
  29-42 HD (Colossal)
  Level Adjustment: —
  The dunami is a predator that swims in 
  a sea of sand. Its sandstone coloration gives it 
  extraordinary hiding ability in the dunes, while its 
  immense strength gives it an advantage over most 
  prey. Its body is covered in tawny fur, making it 
  look like some impossibly huge legless prairie dog.
  When they travel at top speed burrowing, 
  the dunami creates waves in the dunes as the sand 
  slides and resettles. This along with wind makes 
  the landscape ever changing and treacherous to 
  travelers.
  An adult dunami is 5 feet in diameter and 80 
  feet long, weighing about 40,000 pounds. 
  Combat
  The dunami hunts to eat, although its 
  metabolism is more akin to reptiles than mammals, 
  allowing the wyrm to go long periods without a 
  meal. They prefer to settle just below the surface 
  of the sand and ambush their prey. They will often 
  wait on the edge of an oasis to catch animals and 
  travelers looking for water.
  Improved Grab (Ex): To use this ability, a 
  dunami must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can attempt 
  to swallow the foe the following round. Dunamis 
  have a +4 racial bonus on grapple checks (already 
  fi gured into the Base Attack/Grapple entry above).
  Surprise Attack (Ex): When attacking from 
  below the surface, a dunami automatic surprises its 
  foes, treating them as fl at-footed.
  Swallow Whole (Ex): A dunami can try 
  to swallow a grabbed opponent of a smaller size 
  than itself by making a successful grapple check. 
  Once inside, the opponent takes 2d8+15 points of 
  crushing damage plus 8 points of acid damage per 
  round from the dunami’s gizzard. A swallowed 
  creature can cut its way out by using a light 
  slashing or piercing weapon to deal 25 points of 
  damage to the gizzard (AC 16). Once the creature 
  exits, muscular action closes the hole; another 
  swallowed opponent must cut its own way out. A 
  Gargantuan dunami’s interior can hold 2 Large, 8 
  Medium, 32 Small, 128 Tiny, or 512 Diminutive or 
  smaller opponents.
  Skills: A dunami has a +15 racial bonus on 
  Hide checks.
  
  182
  13
  Gudanna
  Huge Magical Beast (Extraplanar)
  Hit Dice: 20d8+180 (310 hp)
  Initiative: +0
  Speed: 60 ft. (12 squares), fl y 180 ft. 
  (clumsy)
  Armor Class: 28 (-2 size, +20 natural), 
  touch 8, fl at-footed 28
  Base Attack/Grapple: +20/+38
  Attack: Gore +29 melee (2d6+15/19-20)
  Full Attack: Gore +29 melee (2d6+15/19-
  20)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Dying sickness, smite evil, 
  spell-like abilities, wounding
  Special Qualities: Darkvision 60 ft., 
  immunity to acid, cold, and mind-affecting 
  spells and abilities, low-light vision , 
  Gudanna, the Bull of Heaven, is a bull of the 
  largest sort, with magnifi cent black fur and horns 
  that gleam white in the sun, radiating a faint soft, 
  heavenly light. Gudanna is a proudly territorial 
  animal that brooks no challenge and gladly kills 
  any creature that looks remotely threatening.
  Gudanna is the greatest steer of the god 
  Anu’s prized herd. He is an enormous, foul-
  tempered beast. Fortunately, he is only sent to 
  Earth when one of the gods is so annoyed with a 
  mortal that he feels the need to unleash monstrous 
  retribution. When unleashed upon Earth, the 
  Bull of Heaven becomes an unstoppable force 
  devouring everything in his path. In the celestial 
  realm, he is a less ornery beast, but being removed 
  from Heaven unnerves the beast and sends him 
  into a killing frenzy.
  Gudanna stands over 12 feet tall at the 
  shoulder and measures 16 feet from snout to tail. 
  He weighs 12,000 pounds.
  Combat
  Gudanna generally opens combat with a 
  quickened dispel magic against the toughest 
  looking melee combatant while charging that same 
  foe. If the battle turns against it, it uses expeditious 
  retreat or plane shift to escape.  
  plane shift to escape.  
  plane shift
  Dying Sickness (Su): If the Bull of Heaven 
  is slain, whoever lands the killing blow contracts a 
  supernatural disease—Fortitude DC 29, incubation 
  period 1 day; damage 1d6 Str and 1d6 Con. The 
  save DC is Constitution-based.
  resistance to electricity 20, scent, spell 
  resistance 25
  Saves: Fort +21, Ref +12, Will +5
  Abilities: Str 30, Dex 10, Con 28, Int 2, Wis 
  8, Cha 16
  Skills: Jump +22, Listen +11, Spot +10
  Feats: Awesome Blow, Cleave, Combat 
  Refl exes, Improved Bull Rush, Improved 
  Critical (gore), Power Attack, Weapon 
  Focus (gore)
  Environment: Any good-aligned plane
  Organization: Solitary
  Challenge Rating: 13
  Treasure: None
  Alignment: Always neutral good
  Advancement: None
  Level Adjustment: —
  Unlike normal diseases, dying sickness 
  continues until the victim reaches Constitution 0 
  (and dies) or is cured as described below. 
  Dying sickness is a powerful curse, not a 
  natural disease. Ability damage suffered from 
  dying sickness cannot be cured by any means short 
  of removing the sickness. Dying sickness can only 
  be removed by a miracle spell.
  Smite Evil (Su): Five times per day, Gudanna 
  may attempt to smite evil with one normal melee 
  attack. He adds his Charisma bonus (+3) to his 
  attack roll and deals 20 extra points of damage. If 
  Gudanna accidentally smites a creature that is not 
  evil, the smite has no effect, but the ability is still 
  used up for that day.
  Spell-like Abilities: At will—dispel magic, 
  expeditious retreat, haste. 3/day—
  . 3/day—
  . 3/day
  plane shift
  —plane shift
  —
  . All 
  of Gudanna’s spell-like abilities are treated as if 
  quickened. Caster level 20th.
  Wounding (Ex): A wound from Gudanna’s 
  gore attack continues to bleed after the injury 
  was infl icted. Each wound bleeds for 1 point of 
  damage per round thereafter. Multiple wounds 
  result in cumulative bleeding loss (two wounds 
  deal 2 points of damage per round, and so on). The 
  bleeding can be stopped only by a successful DC 
  15 Heal check or the application of any cure spell 
  or other healing spell (heal, mass heal, and so on).
  
  183
  13
  Harmoai
  Large Elemental (Air, Earth, Native)
  Hit Dice: 10d8+40 (85 hp)
  Initiative: +4
  Speed: Fly 50 ft. (10 squares) (good)
  Armor Class: 22 (-1 size, +13 natural), 
  touch 9, fl at-footed 22
  Base Attack/Grapple: +7/+16
  Attack: Slam +11 melee (2d6+7)
  Full Attack: Slam +11 melee (2d6+7)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Harmonic pulse, spell-like 
  abilities
  Special Qualities: Amalgam, damage 
  reduction 10/—, darkvision 60 ft., elemental 
  traits, fl ight, spell resistance 21, tongues
  Saves: Fort +13, Ref +7, Will +13
  Harmoai are stylized carved stone heads 
  that fl oat above the surface of the desert. A 
  small whirlwind of sand beneath the fl oating 
  head seems to propel it while its stone eyes burn 
  with pure white fl ames. Harmoai are mysterious, 
  fl oating monoliths that sometimes appear to 
  desert travelers, speaking prophecies and cryptic 
  warnings. The origin of these beings are unknown, 
  but it is believed that they were once linked to the 
  Elemental Planes of Air and Earth.
  These ominous stone heads produce a low 
  hum at most times from their motionless mouths, 
  but when threatened they can increase this 
  harmony to a powerful sonic force.
  Typical harmoai are 10 feet tall and weigh 
  nearly a ton. Harmoai speak Auran and Terran, but 
  can communicate with any creature thanks to their 
  tongues ability.
  Combat
  Harmoai have never been known to initiate 
  combat, but use their harmonic pulse or spell-
  like abilities if threatened. When harmoai are 
  outmatched or a combat lasts more than a few 
  rounds, they use their dimension door ability to 
  withdraw and then simply fl y away.
  Harmonic Pulse (Ex): As a full-round action, 
  a harmoai can emit a harmonic pulse that radiates 
  out 30 feet in all directions. Any creature caught 
  in this area takes 10d6 points of sonic damage 
  (Refl ex DC 19 half) and must succeed at a DC 
  19 Fortitude save or be deafened for 2d6 rounds. 
  This pulse functions as a gaze attack, except that 
  it is a sonic effect rather than visually based. Thus, 
  Abilities: Str 21, Dex 10, Con 18, Int 19, 
  Wis 27, Cha 16
  Skills: Diplomacy +18, Intimidate +16, 
  Knowledge (nature) +17, Listen +21, Sense 
  Motive +21, Spot +21, Survival +8 (+10 
  aboveground)
  Feats: Flyby Attack, Great Fortitude, 
  Improved Initiative, Iron Will
  Environment: Warm deserts
  Organization: Solitary, trio, or body (5-7)
  Challenge Rating: 13
  Treasure: None
  Alignment: Always neutral
  Advancement: 11-20 HD (Large); 21-30 
  HD (Huge)
  Level Adjustment: —
  any creature in the area at the beginning of its own 
  turn is affected, and the harmoai can also affect one 
  creature as a standard action on its turn. The save 
  DCs are Constitution-based.
  This harmonic pulse is also picked up by any 
  other harmoai within range, causing the harmonic 
  pulse to gain in power and resonance. For every 
  harmoai beyond the fi rst within 30 feet of the 
  pulse’s originator, the sonic damage increases 
  by 2d6, the duration of the resulting deafness 
  increases by 2 rounds, and the save DCs increase 
  by 2. For instance, a creature in the midst of a trio 
  of adjacent harmoais takes 14d6 points of sonic 
  damage (Refl ex DC 23 half) at the beginning of 
  its turn, even if only one stone actually began the 
  harmonic pulse before the character’s turn, and 
  must make a DC 23 Fort save or be deafened for 
  2d6+4 rounds.
  Spell-Like Abilities: At will—control winds
  (DC 18), dimension door, hallucinatory terrain (DC 
  17), chain lighting, wall of stone, wind wall. Caster 
  level 10th. The save DCs are Charisma-based.
  Amalgam (Ex): A harmoai is an amalgam 
  of air and earth elemental. As such, it is not 
  affected by powers or spells that target air or earth 
  elementals alone. For instance, a cleric with either 
  the Air or Earth domain could neither turn nor 
  rebuke a harmoai.
  Flight (Ex): A harmoai can cease or resume 
  fl ight as a free action.
  Tongues  (Ex): Harmoai can speak with any 
  creature that has a language, as though using the 
  tongues spell (caster level equals the harmoai’s 
  HD). This ability is always active.
  
  184
  13 Hurg
  Large Outsider (Earth, Extraplanar)
  Hit Dice: 15d8+60 (127 hp)
  Initiative: +4
  Speed: 60 ft. (12 squares)
  Armor Class: 26 (-1 size, +4 Dex, +13 
  natural), touch 13, fl at-footed 22
  Base Attack/Grapple: +15/+23
  Attack: Bite +18 melee (4d10+4/19-20 plus 
  vorpal bite) or ram +18 melee (1d8+4 plus 
  ram)
  Full Attack: Bite +18 melee (4d10+4/19-20 
  plus vorpal bite) or ram +18 melee (1d8+4 
  plus ram)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Ram, vorpal bite
  Special Qualities: Darkvision 60 ft., heat 
  absorption, immunity to cold and poison, 
  spell resistance 18, tremorsense 60 ft.
  The hurg is a monstrous quadruped with 
  a large bulbous head and a wide mouth full of 
  serrated teeth. Normally their hairless leathery 
  skin is a light brown, but it fl ushes red when they 
  absorb heat. They are social creatures, hunting in 
  packs and using tactics in conjunction with their 
  speed and strength.
  Hurg are not only powerfully tough to kill, 
  they are extremely quick. A clutch of hurg can 
  keep pace with a mounted group of adventurers 
  galloping at full speed. Furthermore, trees, slopes, 
  cliffs and even bodies of water do not dissuade 
  their pursuit. Hurg are resistant to magic and 
  poison and absorb fi re.
  Hurg are about 15 feet long and weigh over 
  3,500 pounds. Hurg speak Terran.
  Saves: Fort +13, Ref +13, Will +9
  Abilities: Str 19, Dex 18, Con 19, Int 10, 
  Wis 11, Cha 10
  Skills: Balance +16, Climb +22, Hide +18, 
  Jump +34, Listen +12, Move Silently +22, 
  Spot +12, Survival +18, Swim +22
  Feats: Dodge B, Improved Bull Rush, 
  Improved Critical (bite), Mobility, Power 
  Attack, Spring Attack, Track
  Environment: Elemental Plane of Earth
  Organization: Clutch (7-13)
  Challenge Rating: 13
  Treasure: None
  Alignment: Always chaotic neutral
  Advancement: 16-18 HD (Huge)
  Level Adjustment: —
  Combat
  In combat, hurg usually take advantage of 
  the terrain to encircle opponents, and then attack 
  simultaneously. The hurg charge into combat and 
  ram their opponents. After the fi rst attack, the hurg 
  attempt bite the head off their enemy, prone or not.
  Heat Absorption (Ex): An effect that deals 
  fi re damage heals 1 point of damage for each 1 
  point of damage it would otherwise deal.
  Vorpal Bite (Ex): The bite of a hurg severs 
  the head of a Large or smaller opponent on a 
  critical hit.
  Ram (Ex): A creature hit by a hurg’s ram 
  attack must succeed on a DC 20 Fortitude save or 
  be knocked prone. Mounted characters must make 
  a DC 20 Ride check to avoid falling from their 
  mounts.
  Flora and Fauna
  Welwitschia plant: Found in the Namib Desert, this sprawling dwarf tree is no taller than a few feet 
  but spans over fi ve feet in diameter. It has long leathery leaves that tatter and stream in the arid wind. It’s 
  anchored by a woody root that grows over six feet long. When the desert fog rolls in, the plant absorbs 
  moisture through pores on the leaves’ surface and through its root system. The welwitschia waits for rain 
  to releases its seed and provides its seeds with enough food to last until the next rain, up to fi ve years. 
  These tough plants never grow more than 62 miles from the Atlantic Ocean and live a long time, the oldest 
  dating back to the time of Christ.
  
  185
  14
  Desert Hermit
  Gargantuan Animal
  Hit Dice: 20d8+140 (230 hp)
  Initiative: +1
  Speed: 40 ft. (8 squares), burrow 10 ft.
  Armor Class: 23 (-4 size, +1 Dex, +16 
  natural), touch 7, fl at-footed 22
  Base Attack/Grapple: +15/+39
  Attack: Claw +24 melee (2d8+12/19-20)
  Full Attack: 2 claws +24 melee (2d8+12/
  19-20)
  Space/Reach: 20 ft./15 ft
  Special Attacks: Improved grab, rend 
  4d8+24
  Special Qualities: Tremorsense 120 ft.
  Saves: Fort +17, Ref +13, Will +6
  Desert hermits are massive crustaceans that 
  stalk the deserts for prey. Like their seabound lesser 
  cousins, the hermit crabs, desert hermit commandeer 
  the cast-off shells of other creatures of their size or 
  larger and wear them for natural protection.
  A typical desert hermit is 15 feet in diameter, 
  stands 15 feet tall, and weighs over 30 tons.
  Combat
  A desert hermit normally attacks living prey 
  only when threatened, but hungry hulks will lie 
  in wait for prey within giant tortoise shells or 
  sometimes even beneath the sand or in shallow 
  caverns. A desert hermit will immediately attempt 
  to grapple and squeeze its prey in the larger of its 
  two claws, rending with the other. If outnumbered 
  or badly wounded it will reluctantly abandon its 
  home and attempt to escape into the desert.
  Abilities: Str 34, Dex 13, Con 25, Int 1, Wis 
  10, Cha 2
  Skills: Hide +1*, Jump +16, Listen +7, Spot 
  +12
  Feats: Alertness, Cleave, Diehard, 
  Endurance, Improved Critical (claw), Power 
  Attack, Weapon Focus (claw)
  Environment: Warm desert
  Organization: Solitary
  Challenge Rating: 14
  Treasure: None
  Alignment: Always neutral
  Advancement: 21-32 HD (Gargantuan); 
  33-60 HD (Colossal)
  Level Adjustment: —
  A desert hermit can voluntarily shed a limb if 
  it is trapped or damaged. Lost limbs regenerate in 
  1d4 days.
  Improved Grab (Ex): To use this ability, a 
  desert hermit must hit with a claw attack. It can 
  then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. 
  Rend (Ex): If the desert hermit hits with two 
  claws in the same round, or if it hits with a second 
  claw against an opponent already held in the fi rst, 
  it latches onto the opponent’s body and tears the 
  fl esh. This attack automatically deals an additional 
  4d8+24 points of damage.
  Skills: A desert hermit has a +4 racial bonus 
  on Hide checks. *In sandy areas, this racial Hide 
  bonus improves to +16.
  Tripweed: While most grasses consist of a single elongated blade ending in a fl ower, tripweed 
  consists of numerous offshoot blades, in addition to a central stalk topped by a cluster of round, lavender 
  fl owers. The offshoots near the top of the grass dangle harmlessly above the ground, but the outgrowths 
  near its base tend to intertwine with outgrowths from adjacent plants. The tangled mess makes running 
  extremely diffi cult and slows any Medium-sized or smaller creature’s movement by one-quarter. A 
  creature running through a growth of tripweed falls to the ground unless he makes a Refl ex save (DC 
  15). Although most travelers consider tripweed little more than a nuisance, hungry ankhegs dwelling 
  beneath the ground take full advantage of its tripped victims. A Knowledge (nature) check or Survival 
  check (DC 20) provides some awareness of the relationship between tripweed and ankheg. Unfettered by 
  the thickets of interlocking grasses, ankhegs monitor the heavy footsteps of their potential prey as they 
  trample through the dense grass. Burrowing through the ground beneath their intended target, the ankheg 
  waits for the ideal opportunity to surprise its prey. There is a 15% chance of encountering an ankheg while 
  passing through a patch of tripweed.
  Flora and Fauna
  
  186
  14 Oasidious
  Gargantuan Animal
  Hit Dice: 20d8+140 (230 hp)
  Initiative: +6
  Speed: 10 ft. (2 squares), burrow 20 ft
  Armor Class: 23 (-4 size, +2 Dex, +15 
  natural armor), touch 8, fl at-footed 21
  Base Attack/Grapple: +15/+44
  Attack: Raking arm +25 melee (2d8+13)
  Full Attack: 2 raking arms +25 melee 
  (2d8+13) and 6 tentacles +22 melee (2d6+6) 
  and bite +22 melee (2d8+6)
  Space/Reach: 20 ft/20 ft (40 ft with 
  tentacles)
  Special Attacks: Constrict 2d6+6, improved 
  grab
  Special Qualities: Camoufl age, tremorsense 
  120 ft.
  An oasidious is a clever mimic of the desert 
  that vaguely resembles a squid. This enormous 
  animal buries most of its body under the surface 
  of the sand, but leaves its head and tentacles above 
  sand, disguising itself as a welwitschia plant, a 
  sprawling dwarf tree with long leathery leaves that 
  stream in the arid wind.
  All oasidii are blind, relying on their keen 
  tremorsense to sense prey.
  The body of an oasidious is about 34 feet 
  long, while its tentacles reach lengths of over 40 
  feet. It weighs over 15 tons.
  Combat
  The oasidious “plants” itself on the edge of 
  the desert, near a source of water, pretending to be a 
  welwitschia. When a tasty morsel passes by, it uses 
  its exposed tentacles to grab the creature and quickly 
  Saves: Fort +21, Ref +14, Will +8
  Abilities: Str 36, Dex 15, Con 25, Int 1, Wis 
  10, Cha 4
  Skills: Listen +15, Spot +12
  Feats: Alertness, Combat Refl exes, Great 
  Fortitude, Improved Initiative, Iron Will, 
  Multiattack, Weapon Focus (raking arm)
  Environment: Warm deserts
  Organization: Solitary
  Challenge Rating: 14
  Treasure: Standard
  Alignment: Neutral
  Advancement: 21-30 HD (Gargantuan), 
  31-60 HD (Colossal)
  Level Adjustment: — 
  make a meal of him. Once the oasidious’s true 
  nature is revealed, it moves onto another location 
  and “plants” itself again, waiting to ambush.
  Constrict (Ex): A oasidious deals 2d6+6 
  points of damage with a successful grapple check.
  Improved Grab (Ex): To use this ability, an 
  oasidious must hit an opponent of any size with 
  a tentacle attack. It can then attempt to start a 
  grapple as a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. An oasidious 
  has a +4 racial bonus on grapple checks (already 
  fi gured in the statistics above).
  Camoufl age (Ex): Since an oasidious looks 
  like a normal plant when at rest, it takes a DC 20 
  Spot check to notice it before it attacks.
  
  187
  14
  Sand Giant
  Huge Giant (Earth)
  Hit Dice: 17d8+102 (178 hp)
  Initiative: +1
  Speed: 50 ft. (10 squares)
  Armor Class: 23 (-2 size, +l Dex, +2 
  leather, +12 natural), touch 9, fl at-footed 22
  Base Attack/Grapple: +12/+33
  Attack: Greatsword +24 melee (4d6+19/19-
  20) or slam +23 melee (1d8+13)
  Full Attack: Greatsword +24/+19/+14 
  melee (4d6+19/19-20) or 2 slams +23 melee 
  (1d8+13)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Control earth, shape earth
  Special Qualities: Rock catching, low-light 
  vision, scent
  Saves: Fort +16, Ref +6, Will +6
  Abilities: Str 37, Dex 13, Con 23, Int 
  12,Wis 12, Cha 14
  Sand giants are brutal, somewhat barbaric 
  giants that prey on those weaker than themselves. 
  They have dark tan skin, brown hair, and dark 
  brown or dark green eyes. Males tend to wear 
  their hair and beards braided. Sand giants wear 
  light clothes and light armor (if any). On occasion, 
  the males may don chainmail (in times of battle). 
  A typical sand giant’s bag contains food, 3d4 
  mundane items, and a modest amount of cash (no 
  more than 12d10 coins).
  An adult male stands approximately 20 feet 
  tall and weigh around 11,000 pounds. Females are 
  slightly shorter and lighter weight. Sand giants 
  speak Giant.
  Combat
  Sand giants favor their greatswords in 
  combat. They usually begin combat by shaping a 
  fi st from the surrounding terrain and attacking with 
  their greatswords in concert with the earthen fi st.
  Control Earth (Sp): Once per day, a sand 
  giant can raise or lower earth. This functions like 
  a control water spell, but affects earth rather than 
  water. Caster level 20th.
  Shape Earth (Su): Once per day, a sand 
  giant can form a volume of sand into the shape of a 
  20-foot long arm ending in a clenched fi st (AC 20, 
  Skills: Climb +14, Intimidate +11, Jump 
  +31, Listen +21, Spot +21
  Feats: Awesome Blow, Cleave, Great 
  Cleave, Improved Bull Rush, Power Attack, 
  Weapon Focus (greatsword) 
  Environment: Warm deserts
  Organization: Solitary, gang (2-4), raiding 
  party (6-9 plus 1 cleric or sorcerer of 6th-9th 
  level), family (2-4plus35% noncombatants), 
  or tribe (8-27 plus 35% noncombatants 
  and 1 sorcerer of 10th-12thleveland 1 
  clericof9th-11th level)
  Challenge Rating: 14
  Treasure: Standard coins; double goods; 
  standard items
  Alignment: Usually neutral evil
  Advancement: By character class
  Level Adjustment: —
  hp 65). The fi st attacks using the sand giant’s full 
  attack bonus (+23 melee) and deals 1d8+13 points 
  of bludgeoning damage. A creature struck must 
  succeed on a DC 31 Fortitude save or be stunned 
  for 1 round. The arm remains for 17 rounds and 
  the sand giant does not need to concentrate to 
  maintain the arm. The fi st loses shape if it reaches 
  0 hit points, the duration expires, or the sand giant 
  dies. The save DC is Strength-based.
  Sand Giant Society
  Sand giants make their homes in warm 
  desert lands away from civilization. They live 
  in organized tribes consisting of 8-9 families of 
  2-4 members each. On occasion, a tribe forms a 
  raiding party that sets off to the nearest civilized 
  place, returning at a later time with food, coins, 
  and captives. For each adult in a sand giant’s lair, 
  there is a 40% chance that the lair has 1d3 captives 
  of any humanoid race.
  Sand Giant Characters
  A sand giant’s favored class is fi ghter. Many 
  tribes or groups include druids, or clerics with 
  access to two of the following domains: Earth, 
  Evil, Strength, and War.
  
  188
  Malata Plant, Trunk
  15
  Colossal Plant
  Hit Dice: 32d8+288 (432 hp)
  Initiative: +2
  Speed: 5 ft. (1 square)
  Armor Class: 20 (-8 size, -2 Dex, +20 
  natural), touch 0, fl at-footed 20
  Base Attack/Grapple: +24/+52
  Attack: Bite +30 melee (2d6+18/19-20)
  Full Attack: Bite +30 melee (2d6+18/19-
  20)
  Space/Reach: 40 ft./5 ft.
  Special Attacks: Create spawn
  Special Qualities: Blindsight 60 ft., damage 
  reduction 20/slashing, plant traits, spell 
  resistance 26
  Saves: Fort +27, Ref +10, Will +14
  Abilities: Str 35, Dex 5, Con 28, Int 15, Wis 
  15, Cha 15
  The malata plant is a collection of plants 
  living as one massive creature. Growing from 
  a single seed, a malata plant develops into a 
  monstrous creature that can trap an entire village 
  and convert the inhabitants into mindless servants. 
  If left unchecked, a malata plant will eventually 
  reproduce, spreading its seeds to new areas.
  The trunk is the heart, soul, and mind of 
  the malata plant. If it is destroyed, all the other 
  components immediately die.
  The malata trunk looks like a large, black 
  baobab tree nearly 80 feet in height. Near the base 
  of the trunk is a huge maw that the plant uses to 
  consume prey. When open, the maw appears to be 
  a gaping hole fi lled with sharp splinter teeth, but 
  when closed it is all but invisible.
  Malata trunks speak Sylvan.
  Combat
  Though the malata trunk has a dangerous 
  bite, it rarely attacks, instead waiting for its vines, 
  warriors, and servitors to bring it helpless prey. The 
  trunk is attended by eight vines and four warriors 
  in addition to those generated by boma walls (see 
  the individual entries) that act as its “hands” and 
  “weapons.” If  suffi ciently threatened, the trunk 
  can uproot itself and shamble across the ground, 
  but doing so kills any boma walls attached to it.
  Blindsight (Ex): A malata plant is blind, but 
  it can “see” creatures within 60 feet by sensing 
  subtle changes in air pressure and temperature.
  Create Spawn (Ex): The malata plant trunk 
  can create many different kinds of spawn rather 
  than advancing in HD. Most of them require 
  Skills: Hide +21, Listen +40, Knowledge 
  (nature) +40, Move Silently +37, Survival 
  +2 (+4 aboveground)
  Feats: Improved Critical (bite), Improved 
  Initiative, Iron Will, Lightning Refl exes, 
  Power Attack, Skill Focus (Hide), Skill 
  Focus (Listen ), Skill Focus (Knowledge 
  [nature]), Skill Focus (Move Silently), 
  Stealthy, Weapon Focus (bite)
  Environment: Any warm land
  Organization: Collective (1 malata plant 
  trunk plus 2-8 malata plant vines and 4 
  malata plant warriors)
  Challenge Rating: 15
  Treasure: Double standard
  Alignment: Always neutral evil
  Advancement: See text
  Level Adjustment: —
  life-energy, which the trunk obtains by devouring 
  living creatures. A trunk gains life energy equal 
  to the consumed creature’s Hit Dice. The trunk 
  cannot gain life-energy from non-living creatures 
  (such as undead or constructs), from elementals, or 
  from plants (excepting its own servitors). A malata 
  plant trunk cannot store more life-energy than its 
  own Hit Dice. The following spawn can be created 
  by a malata plant trunk.
  Boma Walls: These are thorn bushes that 
  function as walls. A single boma wall stands 20 
  feet high, and occupies a 5-foot by 5-foot area. 
  The malata plant can let creatures pass through 
  the wall as it wills, but the wall is impassable to 
  intruders. Enemies must either hack or burn their 
  way through the boma. Any creature that is forced 
  into contact with a boma wall takes 2d4 points 
  of piercing damage. If attacked, a wall can itself 
  spawn either a single plant warrior or two vines 
  to defend itself, using life-energy from its parent 
  trunk. Vines take 1 HD of life-energy to produce, 
  and warriors require 2 HD. Lost vines or warriors 
  regrow after 1 day.
  Each boma wall has 24 hp, hardness 5, a 
  break DC of 60, blindsight 60 ft., and damage 
  reduction 15/slashing. If a wall section is 
  destroyed, its vines and warriors also die.
  The trunk must devour 3 HD of living 
  creatures to spawn a single wall, and the process 
  requires 1 day. Boma walls must form a continuous 
  chain with one end anchored at the trunk. There is no 
  limit to the number of walls the trunk can generate.
  
  189
  15
  Control Thorn: This is a tiny barbed 
  appendage that grows on the trunk. The trunk must 
  devour 10 HD worth of living creatures to grow a 
  control thorn, and the process requires 1 day. The 
  trunk can use the control thorn on any creature 
  pinned by its vines as a free action. The thorn digs 
  into the base of the skull and grafts plant material 
  into the victim’s brain. The victim must make a DC 
  35 Fortitude save with a DC of 35 or transform into 
  a malata plant warrior over a period of 24 hours. A 
  remove disease spell will purge the growth at any 
  time before the transformation is complete. The 
  save DC is Constitution-based.
  Seed Pod: Though the malata plant can self-
  pollinate, it requires a tremendous amount of life-
  energy to produce seeds. When the plant is ready to 
  reproduce, it will usually devour all of its servitors. 
  The trunk needs to devour 100 HD worth of living 
  creatures to spawn a seed pod, and usually avoids 
  spawning a pod until it is in imminent danger of 
  destruction. A pod reaches maturation in 
  1d4 days, at which time it bursts, killing 
  the trunk and releasing 1d4+1 seeds. See the 
  individual entry for the malata plant seed for stats.
  Vines: Though attached to either the trunk 
  or to a boma wall, malata vines are individual 
  creatures. Malata plant trunks can have a 
  maximum of eight vines, and boma walls up to 
  two if they have no warriors. The trunk requires 1 
  HD of life-energy to spawn a vine, and lost vines 
  regrow after 1 day. For stats, see the individual 
  entry for the malata vine.
  Warriors: Though attached to either the 
  trunk or to a boma wall, malata warriors are 
  individual creatures. Malata plant trunks can have 
  a maximum of two warriors, and boma walls one 
  if they have no vines, it takes 2 HD of life-energy 
  to spawn a warrior; see the individual entry for the 
  malata warrior for stats.
  Yali
  Huge Magical Beast
  Hit Dice: 16d10+80 (168 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares)
  Armor Class: 17 (-2 size, +2 Dex, +7 
  natural), touch 10, fl at-footed 15
  Base Attack/Grapple: +16/+34
  Attack: Longsword +24 melee (3d6+10/19-
  20) or gore +24 melee (2d8+10)
  Full Attack: Longsword +22/+19/+14/+9 
  melee (3d6+10/19-20) and gore +22 melee 
  (2d8+5) and 2 claws +22 melee (2d4+5); or 
  gore +24 melee (2d8+10) and 2 claws +22 
  melee (2d4+5)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Psi-like abilities, trumpet
  The yali is an elephantine animal with 
  psionic abilities. Its mighty trunk is as dexterous 
  as a human hand, and it is not uncommon to see it 
  wield a longsword in combat. Like elephants, they 
  live in matriarchal groups and wander the land. 
  Unlike elephants, their front legs are clawed, like 
  that of a great cat. Other creatures consider the yali 
  a wise and sagacious creature, respecting both its 
  intellect and its strength.
  There are those who hunt the yali, sometimes 
  for its knowledge, other times for its tusks.
  Special Qualities: Agile trunk, damage 
  reduction 20/adamantine, darkvision 60 ft., 
  low-light vision, power resistance 25, scent
  Saves: Fort +15, Ref +12, Will +12
  Abilities: Str 30, Dex 15, Con 20, Int 19, 
  Wis 24, Cha 21
  Skills: Concentration +24, Diplomacy +24, 
  Knowledge (any one) +23, Listen +26, 
  Psicraft +23, Spot +26 
  Feats: Cleave, Deep Impact, Great Cleave, 
  Multiattack, Power Attack, Psionic Weapon
  Environment: Any warm land
  Organization: Solitary, pair, or family (3-5)
  Challenge Rating: 15
  Treasure: Double standard
  Alignment: Often neutral
  Advancement: By character class
  Level Adjustment: +2
  A yali stands 10 feet high at the shoulder and 
  weighs over 2 tons. Yali speak their Common and 
  Sylvan.
  Combat
  A yali normally starts combat by manifesting 
  its schism power, then attempting to frighten off 
  its opponents by using its trumpet ability. If this 
  tactic is unsuccessful, the yali wades into melee, 
  counting on its size and raw power to destroy 
  its opposition. Although these tactics are quite 
  simplistic, they are successful enough against most 
  
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  opponents and tend to offer the swiftest 
  resolution. This latter factor is important to 
  yalis, since they view combat as a distraction from 
  their true objectives.
  On rare occasions, yalis knowingly enter 
  combat with very powerful opponents. In such 
  cases, they manifest their powers at range until 
  they are forced to engage.
  No yali ever feels the slightest shame in 
  using psionic teleport or psionic plane shift to 
  fl ee a battle that has turned against it. Conversely, 
  if an opponent attempts to teleport away with 
  something a yali wants, the latter makes use of its 
  teleport trace power to hunt down that individual.
  Psi-like Abilities: At will—clairaudience/
  clairvoyance, conceal thoughts (DC 16), detect 
  psionics, dimension slide, dispel psionics, ego 
  whip, empty mind, 
  empty mind, 
  empty mind id  insinuation (DC 17), intellect 
  fortress, mental barrier, mind probe (DC 20), mind 
  thrust (DC 16), mindlink* (DC 16), missive (DC 
  16), object reading, psionic blast (DC 18), psionic 
  divination, psionic ethereal jaunt, psionic identify, 
  psionic levitate, psionic teleport (DC 20), 
  psionic teleport (DC 20), 
  psionic teleport
  psionic 
  true seeing, psychic crush (DC 20), read thoughts
  (DC 17), retrieve (DC 21), schism, thought shield, 
  thought shield, 
  thought shield
  trace teleport; 3/day—dream travel (DC 22), 
  dream travel (DC 22), 
  dream travel
  psionic plane shift, tower of iron will.  Manifester 
  level 16th. The save DCs are Charisma-based.
  *Includes augmentation for the caller’s 
  manifester level.
  Trumpet (Sp): Once every 1d4 rounds as 
  a free action, a yali can use its trunk to create a 
  mighty trumpeting sound in a 20-foot cone.  Every 
  creature in the area takes 2d6 points of sonic 
  damage and must succeed on a DC 23 Will save 
  or be panicked for 10 rounds. If the yali is holding 
  something in its trunk, the sonic damage is negated 
  and the save DC is reduced by 8 (DC 15 for a 
  typical yali). The save DC is Constitution-based.
  Agile Trunk (Ex): A yali’s trunk is prehensile 
  to an even greater extent than an elephant’s. It can 
  do anything a human hand can, including wielding 
  a light or one-handed weapon or carrying a shield. 
  Typically, a yali wields a longsword in its massive 
  trunk, but it can use the appendage for other items 
  just as well
  Shell Dweller
  Gargantuan Aberration
  Hit Dice: 26d8+182 (279 hp)
  Initiative: +5
  Speed: 20 ft. (4 squares)
  Armor Class: 31 (-4 size, +1 Dex, +24 
  natural), touch 7, fl at-footed 30
  Base Attack/Grapple: +19/+43
  Attack: Tentacle +27 melee (3d6+12/19-20 
  plus poison)
  Full Attack: 5 tentacles +27 melee 
  (3d6+12/19-20 plus poison) and bite +22 
  melee (1d6+6)
  Space/Reach: 30 ft./20 ft.
  Special Attacks: Improved grab, poison
  Special Qualities: Blindsight 120 ft., 
  damage reduction 15/magic and slashing, 
  regeneration 15, resistance to fi re 10
  Shell dwellers are massive, bizarre beings 
  that lurk within the shells of deceased titanic desert 
  creatures. They live only to feed, and are patient 
  in this endeavor. Shell dwellers lurk in the giant 
  shell, a roughly conical mass of translucent fl esh, 
  surrounded by fi ve thin tentacles.
  Shell dwellers usually claim the shell of an 
  already dead creature, feeding on the remaining 
  organic matter and leaving only the shell. 
  Occasionally, a shell dweller is bold enough to kill 
  Saves: Fort +15, Ref +9, Will +16
  Abilities: Str 34, Dex 13, Con 24, Int 5, Wis 
  12, Cha 9
  Skills: Hide +11, Listen +10, Move Silently 
  +11
  Feats: Ability Focus (poison), Awesome 
  Blow, Cleave, Combat Refl exes, Endurance, 
  Improved Bull Rush, Improved Critical 
  (tentacle), Improved Initiative, Power Attack
  Environment: Warm deserts
  Organization: Solitary
  Challenge Rating: 16
  Treasure: Double standard
  Alignment: Always neutral
  Advancement: 27-39 HD (Gargantuan); 
  40-78 HD (Colossal)
  Level Adjustment: —
  a creature for its shell, often to “trade up” for a less 
  damaged or thicker shell.
  A shell dweller measures about 30 feet in 
  diamter and weighs about 2-1/2 tons. Although 
  slightly intelligent, shell dwellers to dot speak nor 
  understand any languages.
  Combat
  Despite their size, shell dwellers are masters 
  of subtlety, relying on ambush and surprise. 
  Capable of lying perfectly still for weeks at a time, 
  
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  these great hunters conceal their poison-coated 
  tentacles in the sand. When a creature approaches, 
  the shell dweller explodes in a fl urry of writhing 
  limbs and fl ying sand, quickly paralyzing its prey 
  then dragging the unfortunate creature toward its 
  tiny mouth to be dismembered and consumed.
  A shell dweller has fi ve 20-foot long 
  tentacles, each well over a foot in diameter and 
  frighteningly strong. One of these limbs extends 
  from each of its host shell’s fi ve holes. No single 
  creature can ever be attacked by more than two of 
  a shell dweller’s tentacles in a single round. More 
  terrible though, is the hideously strong poison that 
  oozes from these tentacles. Any creature struck by 
  a shell dweller’s tentacles risks being poisoned as 
  well as grappled and pinned.
  An opponent can attack a shell dweller’s 
  tentacles with a sunder attempt as if they were 
  weapons. A shell dweller’s tentacles have 27 hit 
  points each. If a shell dweller is currently grappling 
  a target with the tentacle that is being attacked, it 
  usually uses another limb to make its attack of 
  opportunity against the opponent making 
  the sunder attempt. Severing one of a shell 
  dweller’s tentacles deals 13 points of damage to 
  the creature. A shell dweller usually withdraws 
  from combat if it loses three tentacles. The creature 
  regrows severed limbs in 1d6 minutes.
  Improved Grab (Ex): To use this ability, 
  a shell dweller must hit with a tentacle attack. It 
  can then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. The 
  shell dweller is not considered grappled while it 
  holds a creature with any of its tentacles.
  Poison (Ex): Tentacle (contact), Fortitude 
  DC 32; initial and secondary damage 2d6 Strength. 
  The save DC is Constitution-based.
  Regeneration (Ex): Acid and cold deal 
  normal damage to a shell dweller. A shell dweller 
  that loses part of its body mass can regrow it in 1d6 
  minutes. Holding the severed portion against the 
  mass causes it to reattach instantly.
  Skills: Due to its transparency, a shell 
  dweller has a +12 racial bonus on Hide checks.
  Wasteworm
  Colossal Magical Beast
  Hit Dice: 40d10+400 (680 hp)
  Initiative: +2
  Speed: 20 ft. (4 squares), burrow 40 ft.
  Armor Class: 20 (-8 size, -2 Dex, +20 
  natural), touch 0, fl at-footed 20
  Base Attack/Grapple: +40/+76
  Attack: Bite +51 melee (2d10+30/19-20)
  Full Attack: Bite +51 melee (2d10+30/19-20)
  Space/Reach: 40 ft./30 ft
  Special Attacks: Collapse ground, 
  improved grab, swallow whole
  Special Qualities: Sense water, tremorsense 
  60 ft.
  Saves: Fort +32, Ref +22, Will +14
  Abilities: Str 50, Dex 6, Con 30, Int 1, Wis 
  8, Cha 8
  An even larger relative of the purple worm, 
  wasteworms are the most feared denizen of the 
  desert. They burrow through the deep sands, 
  occasionally bursting onto the surface to devour 
  travelers. The creatures have magically adapted 
  to the lack of water—now they grow thirstier the 
  more they drink. Most wasteworms never taste a 
  drop of water, but those that do are maddened by it, 
  swimming to the nearest water source and drinking 
  until it is exhausted or the worm explodes. The 
  worms can magically sense all water sources 
  within a hundred miles.
  Skills: Listen +42
  Feats: Awesome Blow, Blind-Fight, 
  Cleave, Diehard, Endurance, Great Cleave, 
  Improved Bull Rush, Improved Critical 
  (bite), Improved Initiative, Improved 
  Sunder, Iron Will, Lightning Refl exes, 
  Power Attack, Run, Weapon Focus (bite)
  Environment: Warm deserts
  Organization: Solitary
  Challenge Rating: 16
  Treasure: No coins, 50% goods (stone 
  only), no items
  Alignment: Always neutral
  Advancement: 41-60 HD (Colossal)
  Level Adjustment: —
  Some brave nomads capture and feed water 
  to hatching worms, who then immediately rush 
  for the nearest oasis. The nomad tribes have also 
  mastered the art of riding along in the folds of the 
  skin of an adult worm. The worms can travel very 
  quickly under the sand, but riders risk suffocation 
  if the worm does not surface before their air is 
  exhausted. Some riders use magical breathing 
  masks on long rides.
  
  192
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  The fi ery belly of a worm is a furnace 
  of magical energies. Stones swallowed by 
  worms sometimes soak up this energy, becoming 
  imbued with magical power. The stones can be 
  carved into ioun stones once removed from the 
  worm.
  The body of a mature wasteworm is 10 feet 
  in diameter and 120 feet long, weighing about 
  80,000 pounds. 
  Combat
  In battle, wasteworms either use their 
  collapse ground attack to trap prey, or else rise out 
  of the sand to attack before sinking back down and 
  circling again.
  Collapse Ground (Ex): Wasteworms can 
  collapse the loose sand of a dune, forming a 
  conical pit with a depth and radius equal to the 
  wasteworm’s hit dice in feet. Anyone caught in the 
  pit must make a DC 25 Balance check every fi ve 
  feet, or fall fi ve feet towards the center of the pit. 
  The wasteworm emerges in the center of the pit, 
  attacking anyone within reach.
  Improved Grab (Ex): To use this ability, a 
  wasteworm must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can attempt 
  to swallow the foe the following round.
  Swallow Whole (Ex): A wasteworm can try 
  to swallow a grabbed opponent of a smaller size 
  than itself by making a successful grapple check. 
  Once inside, the opponent takes 2d8+12 points of 
  crushing damage plus 1d12 points of fi re damage 
  per round from the worm’s gizzard. A swallowed 
  creature can cut its way out by using a light slashing 
  or piercing weapon to deal 40 points of damage 
  to the gizzard (AC 20). Once the creature exits, 
  muscular action closes the hole; another swallowed 
  opponent must cut its own way out. A wasteworm’s 
  interior can hold 2 Huge, 8 Large, 32 Medium, 128 
  Small, or 512 Tiny or smaller opponents.
  Myndie Snake
  Colossal Magical Beast 
  Hit Dice: 33d10+363 (544 hp)
  Initiative: +4
  Speed: 20 ft. (4 squares), fl y 40 ft. (clumsy)
  Armor Class: 37 (-8 size, +35 natural), 
  touch 2, fl at-footed 37
  Base Attack/Grapple: 33/+66
  Attack: Bite +43 melee (4d6+25/19-20 plus 
  poison)
  Full Attack: Bite +43 melee (4d6+25/19-20 
  plus poison)
  Space/Reach: 40 ft./30 ft.
  Special Attacks: Poison, rush, spit poison, 
  spell-like abilities, trample 4d8+25
  Special Qualities: Damage reduction 15/
  epic, darkvision 60 ft., immunity to mind-
  affecting spells and abilities, paralysis, and 
  sleep, low-light vision, natural invisibility, 
  scent, spell resistance 30
  Saves: Fort +29, Ref +20, Will +21
  A myndie snake is an enormous invisible 
  snake that lives in the desert. Gods employ this 
  ancient, colossal snake to deliver divine retribution 
  and punishment. Once tasked by a deity, the 
  myndie snake tracks its target, remaining invisible 
  until the moment it strikes.
  Abilities: Str 45, Dex 11, Con 32, Int 13, 
  Wis 26, Cha 20
  Skills: limb +28, Concentration +16, 
  Intimidate +25, Listen +37, Move Silently 
  +33, Search +7, Spot +37, Survival +30 
  (+32 following tracks)
  Feats: Alertness, Improved Critical (bite), 
  Improved Initiative, Iron Will, Lightning 
  Refl exes, Power Attack, Quicken Spell-Like 
  Ability (expeditious retreat, locate creature), 
  Run, Skill Focus (Move Silently), Track, 
  Weapon Focus (bite)
  Environment: Warm deserts
  Organization: Solitary
  Challenge Rating: 20
  Treasure: None
  Alignment: Always lawful neutral 
  Advancement: None
  Level Adjustment: —
  When not tasked with hunting prey, a myndie 
  snake generally rests near a desert oasis where 
  drinking water is readily available. It needs relatively 
  little food for a creature of its size, requiring only the 
  equivalent of a single Huge creature or two Large 
  creatures to sustain it each day.
  
  193
  20
  Rush (Ex): Once per minute, the 
  normally slow-moving myndie snake can 
  move at a speed of 100 feet.
  Spell-like Abilities: At will—expeditious 
  retreat, locate creature*, see invisibility. Caster 
  level 18th. 
  *For the purposes of locate creature, the 
  target of the myndie’s divine mission is considered 
  to be familiar to the myndie, and is the only 
  creature that the myndie can locate. 
  Spit Poison (Ex): The myndie snake has 
  the ability to spit its poison as a 140 foot line. All 
  within this area must make a DC 37 Fortitude save 
  or suffer the effects of its poison (see above). The 
  myndie usually does not use this attack if anyone 
  other than its intended target is in the area of effect. 
  The myndie prefers to bite its victim, but will use 
  this attack if its prey is unreachable due to magic or 
  other factors. It can use this attack once per round. 
  The save DC is Constitution-based.
  Trample (Ex): Refl ex DC 43 half. The save 
  DC is Strength-based.
  Natural Invisibility (Su): This ability is 
  constant, allowing a myndie snake to remain 
  invisible even when attacking. This ability is 
  inherent and not subject to the invisibility purge 
  spell. The myndie snake becomes visible while 
  drinking water. Its divinely condemned target can 
  see the myndie snake in any round that it attacks 
  him, but it remains invisible to all other opponents.
  Skills: A myndie snake has a +5 racial bonus 
  on Climb and Intimidate checks, and a +10 racial 
  bonus on Move Silently, Listen, and Spot checks.
  Flora and Fauna
  A myndie snake is 100 feet long and weighs 
  50,000 pounds. yndie snakes do not speak, but 
  understand Celestial, Common, Draconic, and 
  Infernal.
  Combat
  A myndie snake unceasingly stalks a 
  creature that it has agreed to hunt. Once it locates 
  its target, it strikes its quarry repeatedly with its 
  venemous fangs. It will typically ignore any allies 
  of the creature, relying on its natural invisibility 
  to prevent attack. Should one demonstrate the 
  ability to pinpoint its location and damage it, it 
  will utilize its trample ability to crush these allies 
  while continuing to focus its bites on its designated 
  quarry, or will spit its poison to catch as many of 
  these foes in its line. If reduced to one-quarter 
  of its hit points, it will utilize its sprint ability or 
  expeditious retreat to escape and heal up before 
  resuming the hunt.
  A myndie snake’s natural weapons are treated 
  as epic weapons for the purpose of overcoming 
  damage reduction.
  Poison (Ex): If the myndie hits with its bite 
  attack, it injects a potent venom. The primary 
  and secondary damage of this venom are each 
  equal to the victim’s total hit points -10 hp; plus 
  the target suffers a violent, spasm-wracked death 
  immediately, unless the victim succeeds on a DC 
  37 Fortitude save. Note that if a victim is somehow 
  restored to life within a minute of dying without a 
  neutralize poison or similar spell cast upon him, 
  he may die again from the poison’s secondary 
  damage. The save DC is Constitution-based.
  Prairie Dogs: One of nature’s few social rodents, prairie dogs build vast, elaborate subterranean 
  tunnel and chamber networks beneath the grasslands. Two to four adult prairie dogs and an equal amount 
  of juveniles and babies form a coterie, the prairie dogs’ social unit. Several coteries dwelling adjacent 
  to one another create the rodents’ unique version of a town. Although they exhibit varying degrees of 
  territorial behavior, the coteries work together, alerting their neighbors whenever predators approach. 
  In a matter of seconds, the previously competitive units bark as one voice before retreating to the safety 
  of their underground lair. Because of their extension excavation, locating a prairie dog lair poses little 
  challenge, even to a novice explorer. Prairie dogs generally avoid or ignore humanoids, but humanoids 
  sometimes stumble into their homes, as the prairie dogs’ extensive labyrinths sometimes destabilize the 
  ground above. Whenever a Large creature or a group of two or more Medium-sized creatures pass through 
  a prairie dog town, there is a 10% chance of walking on destabilized ground and falling into the collapsed 
  earth. While the depth is not great, creatures must make a Refl ex save DC 8 to avoid twisting or spraining 
  their ankles and moving half speed for rest of the day.
  
  194
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  the Coast, Inc. and is Copyright 2000 Wizards of the 
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  15.COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, 
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  System Reference Document Copyright 2000-
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  Tweet, Monte Cook, Skip Williams, Rich baker, 
  Andy Collins, David Noonan, Rich Redman, Bruce R. 
  Cordell, based on original material by E. Gary Gygax 
  and Dave Arneson.
  Open game content from Ultimate Monsters 
  Volume I copyright 2003, Mongoose Publishing Ltd
  The Kaiser’s Garden, Copyright 2003, Mad 
  Kaiser Games
  Minions v3.5 Copyright 2003, Bastion Press, 
  Inc. 
  Monsters of the Mind, Copyright 2003, Green 
  Ronin Publishing; Authors Kevin Brennan, James 
  Maliszewski, Morgan Peer, and Tracey Peer
  Denizens of Avadnu Copyright 2003, The Inner 
  Circle.
  Creature Collection Revised Copyright 2003, 
  White Wolf Publishing, Inc.
  Creature Collection III: Savage Bestiary 
  Copyright 2003, White Wolf Publishing, Inc.
  Open Content from The Penumbra Bestiary 
  Copyright 2003, Trident Inc. d/b/a Atlas Games; 
  editor Michelle A. Brown Nephew
  Nyambe: African Adventures Copyright 2002, 
  Trident Inc. d/b/a/ Atlas Games; author Christopher 
  Dolunt.
  Wilds Copyright 2003 Alderac Entertainment 
  Group, Inc.
  Into the Green Copyright 2003, Bastion Press, 
  Inc.
  Tome 
  of 
  Horrors 
  II 
  Copyright 
  2004, 
  Necromancer Games, Inc.; Author Scott Greene; 
  Additional Authors: Erica Balsley, Kevin Baase, 
  Casey Christofferson, Jim Collura, Meghan Greene, 
  Lance 
  Hawvermale, 
  Travis 
  Hawvermale, 
  Bill 
  Kenower, Patrick Lawinger, Nathan Paul, Clark 
  Peterson, Bill Webb and Monte Cook.
  Liber Bestarius Copyright 2002, Eden Studios, 
  Inc.
  Jade Dragon and Hungry Ghosts is Copyright 
  2001, Green Ronin Publishing; Authors Wolfgang 
  Baur, David “Zeb” Cook, Erik Mona, Leon Phillips, 
  Chris Pramas, and Steven E. Schend.
  Fringe Fauna Copyright 2004, Khan’s Press; 
  Authors Garth Wright and Maggie McCall
  Creature 
  Collection 
  2: 
  Dark 
  Menagerie 
  Copyright 2001, White Wolf Publishing, Inc.
  Death Dog from Tome of Horrors, 
  Copyright 2002, Necromancers Games, Inc. 
  Author Scott Greene, based on original material by 
  Underworld Oracle.
  Death Worm from Tome of Horrors, Copyright 
  2002, Necromancers Games, Inc. Author Scott Greene 
  and Erica Balsley.
  Doombat from Tome of Horrors, Copyright 
  2002, Necromancers Games, Inc. Author Scott 
  Greene, based on original material by Julian 
  Lawrence.
  Dun Pudding from Tome of Horrors, Copyright 
  2002, Necromancers Games, Inc. Author Scott 
  Greene, based on original material by Gary Gygax.
  Dust Digger from Tome of Horrors, Copyright 
  2002, Necromancers Games, Inc. Author Scott 
  Greene, based on original material by Gary Gygax.
  Fog Warden from Tome of Horrors, Copyright 
  2002, Necromancers Games, Inc. Author Scott 
  Greene, based on original material by Wizards of the 
  Coast.
  Giant Hamster from Tome of Horrors, 
  Copyright 2002, Necromancers Games, Inc. Author 
  Scott Greene, based on original material by Wizards 
  of the Coast.
  Ice Troll from Tome of Horrors, Copyright 
  2002, Necromancers Games, Author Scott Greene, 
  based on original material by Russell Cole.
  Marble Snake from Tome of Horrors, Copyright 
  2002, Necromancers Games, Inc. Author Scott Greene 
  and Erica Balsley, based on original material by Jean 
  Wells.
  Oliphant from Tome of Horrors, Copyright 
  2002, Necromancers Games, Inc. Author Scott
  Greene, based on original material by Gary Gygax.
  Purple Moss from Tome of Horrors, Copyright 
  2002, Necromancers Games, Inc. Author Scott 
  Greene, based on original material by Jean Wells.
  Pyrolisk from Tome of Horrors, Copyright 
  2002, Necromancers Games, Inc. Author Scott 
  Greene, based on original material by Gary Gygax.
  Sand Giant from Tome of Horrors, Copyright 
  2002, Necromancers Games, Inc. Author Scott 
  Greene.
  Sandling from Tome of Horrors, Copyright 
  2002, Necromancers Games, Inc. Author Scott 
  Greene, based on original material by Lawrence 
  Schick.
  Sandman from Tome of Horrors, Copyright 
  2002, Necromancers Games, Inc. Author Scott 
  Greene, based on original material by Roger Musson.
  Scarecrow from Tome of Horrors, Copyright 
  2002, Necromancers Games, Inc. Author Scott 
  Greene, based on original material by Roger Musson.
  Stench Kow Tome of Horrors, Copyright 2002, 
  Necromancers Games, Inc Author Scott Greene, 
  based on original material by Gary Gygax.
  Tabaxi from Tome of Horrors, Copyright 2002, 
  Necromancers Games, Inc. Author Scott Greene, 
  based on original material by Lawrence Schick.
  Tunnel Worm from Tome of Horrors, Copyright 
  
  196
  OGL
  OGL
  2002, Necromancers Games, Inc. Author Scott 
  Greene, based on original material by Gary 
  Gygax.
  Yeti from Tome of Horrors, Copyright 2002, 
  Necromancers Games, Inc. Author Scott Greene, 
  based on original material by Gary Gygax.
  The Complete Guide to Drow, Jeffrey Quinn, 
  Copyright 2002 Joseph Goodman DBA Goodman 
  Games (contact goodmangames @mindspring.com, 
  or see www.goodmangames.com.
  Open game content from Evil is copyright 2001, 
  Alderac Entertainment Group Inc.
  Hammer & Helm: A Guidebook to Dwarves, 
  copyright 2002, Green Ronin Publishing; Author 
  Jesse Decker
  Dungeons, 
  Copyright 
  2000, 
  Alderac 
  Entertainment Group
  Evil, Copyright 2001, Alderac Entertainment 
  Group
  Dragons, 
  Copyright 
  2001, 
  Alderac 
  Entertainment Group
  Undead, Copyright 2001, Alderac Entertainment 
  Group
  War, Copyright 2002, Alderac Entertainment 
  Group
  Monster, 
  Copyright 
  2002, 
  Alderac 
  Entertainment Group
  Original Spell Name Compendium Copyright 
  2002 
  Clark 
  Peterson; 
  based 
  on 
  NPC-named 
  spells from the Player’s Handbook that were 
  renamed in the System Reference Document. The 
  Compendium can be found on the legal page of www. 
  necromancergames.com.
  Creature Collection Copyright 2000, Clark 
  Peterson.
  Relics & Rituals Copyright 2001, Clark 
  Peterson.
  Mithril: City of the Golem Copyright 2001, 
  White Wolf Publishing, Inc.
  Hollowfaust: City of Necromancers Copyright 
  2001, White Wolf Publishing, Inc.
  The Wise & the Wicked Copyright 2001, White 
  Wolf Publishing, Inc.
  The Divine and the Defeated Copyright 2001, 
  White Wolf Publishing, Inc.
  Burok Torn: City Under Siege Copyright 2002, 
  White Wolf Publishing, Inc.
  Vigil Watch: Warrens of the Ratmen Copyright 
  2002, White Wolf Publishing, Inc.
  Secrets and Societies Copyright 2002, White 
  Wolf Publishing, Inc.
  Wilderness & Wasteland Copyright 2002, White 
  Wolf Publishing, Inc.
  Scarred Lands Campaign Setting: Ghelspad 
  Copyright 2002, White Wolf Publishing, Inc.
  Relics & Rituals 2: Lost Lore Copyright 2002, 
  White Wolf Publishing, Inc.
  Serpent in the Fold: Serpent AmphoraCycle,Bo
  okICopytight2002, White Wolf Publishing, Inc.
  Calastia: Throne of the Black Dragon Copyright 
  2002, White Wolf Publishing, Inc.
  Scarred Lands Gazetteer: Termana Copyright 
  2002, White Wolf Publishing, Inc.
  The Serpent and the Scepter: Serpent Amphora 
  Cycle, Book 11 (Copyright 2002, White Wolf 
  Publishing, Inc.
  Hornsaw: Forest of Blood Copyright 2003, 
  White Wolf Publishing, Inc.
  The Penumbral Pentagon Copyright 2003, 
  White Wolf Publishing, Inc.
  Shelzan City of Sins Copyright 2003, White 
  Wolf Publishing, Inc.
  The Serpent Citadel: Serpent Amphora Cycle, 
  Book 111 Copyright 2003, White Wolf Publishing, 
  Inc.
  Blood Bayou Copyright 2003, White Wolf 
  Publishing, Inc.
  Player’s Guide to Wizards, Bards & Sorcerers 
  Copyright 2003, White Wolf Publishing, Inc.
  Player’s Guide to Fighters & Barbarians 
  Copyright 2003, White Wolf Publishing, Inc.
  Player’s Guide to Clerics and Druids Copyright 
  2003, White Wolf Publishing, Inc.
  Player’s Guide to Rangers and Rogues 
  Copyright 2003, White Wolf Publishing, Inc.
  Scarred Lands Campaign Setting: Termana 
  Copyright 2003, White Wolf Publishing, Inc.
  Vigil Watch: Secrets of the Asaatthi Copyright 
  2003, White Wolf Publishing, Inc.
  The Faithful and the Forsaken Copyright 2003, 
  White Wolf Publishing, Inc.
  Occult Lore Copyright 2002, Trident Inc. d/b/a/ 
  Atlas Games.
  A Magical Society: Ecology and Culture, 
  Copyright 2004, Expeditious Retreat Press, Authors 
  Suzi Yee and Joseph Browning
  Monster Geographica: Plain & Desert Copyright 
  2006, Expedtious Retreat Press.
  The entirety of this work is open game content with the 
  following exceptions: line name, company names, contributors’ 
  The entirety of this work is open game content with the 
  following exceptions: line name, company names, contributors’ 
  The entirety of this work is open game content with the 
  names, and all art and logos.
  following exceptions: line name, company names, contributors’ 
  names, and all art and logos.
  following exceptions: line name, company names, contributors’ 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Books/3p/ExpR - Geo - Plain & Desert.pdf