TEXT: UL01
  ADVENTURE PATH PLUG-INS
  Boreal Bestiary
  Boreal Bestiary
  by Jason Nelson, Tim Hitchcock , and Matt Goodall
  by Jason Nelson, Tim Hitchcock , and Matt Goodall
  
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  Authors: Jason Nelson, Tim Hitchcock, and Matt Goodall
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  Beasts of Legend: Boreal Bestiary © 2013, Legendary Games; Authors Jason Nelson, Tim 
  Hitchcock and Matt Goodall.  
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, James Jacobs, Steve Kenson, Hal Maclean, Rob McCreary, Erik Mona, 
  Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, James L. 
  Sutter, Owen Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Lead 
  Designer: Jason Bulmahn; Designers: Dennis Baker, Jesse Benner, Benjamin Bruck, Brian 
  J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom 
  Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic © 2011, Paizo Publishing, LLC; Lead Designer: 
  Jason Bulmahn; Designers: Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pike, Giant from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Greene.
  Boreal Bestiary
  Boreal Bestiary
  
  Table of Contents
  Welcome to Adventure Path Plug-Ins!  �����������������������������������1
  What you will find in Boreal Bestiary ����������������������������������2
  Introduction �����������������������������������������������������������������������������������������2
  Arctic Harpspider (CR 4) 
  3
  Green Child (CR 5) 
  4
  Gruen (CR 1) 
  5
  Hiisi (CR 16) 
  7
  Maniitok (CR 17) 
  9
  Orruol (CR 10) 
  11
  Polevik (CR 14) 
  13
  Torden (CR 3) 
  15
  Torden Huntmaster (CR 7) 
  15
  Vodenjak (CR 6) 
  18
  Savage Hunter (Lesser Wendigo) (Template) 
  20
  Savage Hunter (CR 4) 
  20
  Wiitikowan Dire Wolverine (CR 6) 
  21
  Wiitikowan Mountain Raven (Vulture) (CR 3) 
  21
  Becoming a Wiitikowan 
  22
  Boreal Bestiary Paper Minis ������������������������������������������������������ 23
  Boreal Bestiary Art Folio ����������������������������������������������������������� 24
  Make Your Campaign Legendary! ��������������������������������������������� 36
  Boreal Bestiary
  Boreal Bestiary
  
  1
  Welcome to  
  Adventure Path Plug-Ins!
  T
  hIS ProduCT IS A PArT of our lIne of SuPPorT mATerIAlS for exTended AdvenTure 
  Path-style campaign play for use with Paizo’s Pathfinder Roleplaying Game. When you see the “Adventure 
  Path Plug-In” logo at the top of a Legendary Games product, you can expect it is designed to fit directly 
  with the themes of a particular Adventure Path campaign. The all-star team of designers here at Legendary 
  Games is committed to bringing you—the busy GM or player—the absolute best third party support for your 
  Pathfinder campaign. To deliver on that commitment, we’ve assembled the best of the best of current gaming 
  authors, designers and layout experts so that you can feel comfortable that Legendary Games products will 
  be the most creative, rules-legal and well-designed content you can find. Though Adventure Path Plug-Ins all 
  share a theme with a specific Adventure Path campaign, they are designed to be easily incorporated into your 
  home game regardless of what campaign you may be running. 
  Hey, WHat’s WitH tHe Names?
  You will see us use phrases such as “King-Building Adventure Path” instead of the title of a very popular 
  sandbox-style kingdom-building Adventure Path. Or, you may see us use names such as the “Lost Lands,” the 
  “Faerie Queen,” the “Horned God of Hunters,” the rival “Baron and Baroness of Hookmarsh” to the west, or the 
  “Broken Kingdom” to the north that grants PCs their charter to explore and rule instead of the proper names 
  of specific characters or places from those adventures or gods from the world setting. While we can create 
  compatible products under the Open Game License, we still have to be respectful of certain content Paizo 
  owns. Because we want to be very respectful of their content and work in partnership with them, we use these 
  “replacement phrases.” Plus, this helps the product have a more general appeal to those who may be running a 
  home campaign that fits the same themes. In any event, we are 100% confident you know what we are talking 
  about and will have no problem making the required connection. 
  special electroNic Features
  We’ve hyperlinked this product internally from the Table of Contents and externally with links to the 
  Pathfinder Reference Document, the official online compendium of game rules, as well as the d20pfsrd.com. 
  If it is in the core rulebook, we generally didn’t link to it unless the rule is an obscure one. The point is not to 
  supersede the game books, but rather to help support you, the player, in accessing the rules, especially those 
  from newer books or that you may not have memorized.
  about legeNdary games
  Legendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer 
  Games, Inc. Legendary Games uses a cooperative, team-based approach to bring you, the Paizo fan, the best 
  expansion material for your game. We are gamers and storytellers first, and we believe that passion shows in 
  our products. So check us out, and Make Your Game Legendary! 
  Visit us on Facebook and follow us on Twitter @LegendaryGamesJ.
  
  2
  What You Will find Inside 
  Boreal Bestiary
  This supplement contains 10 creatures and several additional variants suitable for use in any campaign set within 
  or traveling through the frosty desolation of the northern wilderness. While ideally suited for adventure paths like 
  the Kingdom-Building and Far East APs, as well as the Demon Crusade and Witches of Winter, these creatures 
  provide a wealth of sinister and surprising creatures living, dead, and somewhere in between. From feral fairies 
  to haunted spirits and otherworldly terrors of the frozen north, the Boreal Bestiary stands proudly alongside 
  the Coldwood Codex in drawing upon real-world folklore, classic fantasy tropes, and the design skills of the top 
  creative minds in the business. These bestiaries are indispensable additions to any GM’s monster toolkit. 
  The bestiary products of Legendary Games, including the Coldwood Codex as well as the 
  Construct Codex for our Gothic Adventure Path Plug-Ins, have been lavished with praise for 
  their quality and inventiveness, and we hope to bring you many more chapters in our ongoing 
  Beasts of Legend series that will equal or exceed those that have come before. The Legendary 
  Games tradition is to combine rich story and background, innovative layout, beautiful 
  aesthetics, and excellence in design that is second to none. This product is the latest in that 
  tradition, and we hope you enjoy using it as much as we enjoyed making it. Game on! 
  - Jason Nelson 
  Introduction
  This bestiary is a companion to Beasts of Legend: Coldwood Codex, as it explores creatures endemic to the wild 
  winter woods, and like the Coldwood Codex it delves deeply into the lore of woodland spirits both living and 
  dead. However, the Boreal Bestiary strays much farther into the desolate and empty woods of the far north, where 
  the lonely taiga verges into the vast and empty tundra and the eternal snows of the high ice beyond. The creatures 
  in this volume exist largely apart from humanoid civilization, at best indifferent but far more often openly hostile, 
  with a raw and ravening hunger that threatens to devour the effete interlopers from the warmer lands and send 
  them screaming back to more temperate climes. 
  Fey make up almost half the monsters in this bestiary. At low levels, gruens take the unhealthy obsession of 
  mites with their vermin to an altogether terrifying place of chittering horror. The abomination of cannibalism is 
  embodied in the wiitikowan, a template allowing you to transform humans and animals alike into bloodthirsty 
  beasts under the curse of the wendigo, including two sample creatures as well as a hapless savage hunter 
  fighting a losing battle against madness and a hunger for the flesh of his own kind. The orruol is a spirit of 
  the mountains, a creature of regal strength and wisdom but often cold indifference to the people living in the 
  shadow of her domain. Lastly, the sinister polevik is a poacher of souls venturing into lands barely settled and 
  strangling the unsuspecting to give poleviks the deaths they believe are their due. Against these spirits of life (and 
  sometimes in the wake of their murderous attacks), the sinister green children rise from their sodden graves to 
  haunt and tear down those that failed to protect them during their lives cut short. 
  The remaining Beasts of Legend are living things, including the otherworldly and hypnotic arctic harpspider, 
  whose resonant webs and cocoons of spun ice enrapture the unwary into an icy death. Such noise and vibration 
  is anathema to the titanic maniitok, a massive ooze comprised of the living tundra itself and filled with loathing 
  and wrath for the clamorous din of civilization and things not of nature. Its destructive fury is unmatched 
  should any intrude too far upon its silent solitude. Three monstrous humanoids complete the bestiary, including 
  the hard-hearted torden, swift hunters astride winter wolves and giant owls alike, prowling the woodlands for 
  vengeance upon the druids whose curse first created them. The towering hiisi are cunning half-giants, masters 
  of traps and ambush and whose blood unravels magic itself. Lastly, the sinister vodenjak, more likely than any 
  others in this bestiary to truck with humanoids as they offer passage across the cold rivers, lakes, and marshes of 
  the north, as well as advice and gifts of magic, but every bargain has its price and few come out ahead when the 
  vodenjak claims his reward. 
  
  3
  ArCTIC hArPSPIder
  Seemingly composed of opaque crystals of ice, this giant arachnid lurks by an icy 
  spiderweb, softly brushing its bristled legs against the frozen strands of webbing. 
  Below eight opalescent eyes, its large mandibles glisten with a viscid cyanic ichor. 
  arctic Harpspider   
  cr 4
  XP 1,200
  N Large outsider (cold, native)
  Init +2; Senses darkvision 60 ft.; Perception +4
  deFeNse
  AC 17, touch 12, flat-footed 14 (+2 Dex, +1 dodge, +5 
  natural, –1 size)
  hp 42 (5d10+15)
  Fort +4, Ref +6, Will +4
  Immune cold, poison
  Weaknesses vulnerable to fire
  oFFeNse
  Speed 40 ft., climb 40 ft.
  Melee bite +8 (1d8+6 plus 1d6 cold and poison)
  Space 10 ft.; Reach 5 ft.
  Special Attacks hypnotic harmonics, poison
  statistics
  Str 18, Dex 15, Con 16, Int 5, Wis 10, Cha 15
  Base Atk +5; CMB +10; CMD 23 (35 vs. trip)
  Feats Dodge, Mobility, Spring Attack
  Skills Climb +16, Perception +7, Perform (string) +10, 
  Stealth +6
  ecology
  Environment cold forests or hills, underground
  Organization solitary, nest (2-4), or colony (5-10)
  Treasure standard
  special abilities
  Hypnotic Harmonics (Su) When a harpspider strums 
  the thin crystalized strands of its ice web, the tinkling 
  melodious resonance becomes a mesmerizing lure. Initiating 
  hypnotic harmonics is a standard action for a harpspider and 
  maintaining it each round requires a move action that does 
  not provoke attacks of opportunity. The harpspider must 
  remain within reach of its web to maintain this ability. When 
  a harpspider plays, all creatures except harpspiders within a 
  300-foot spread must succeed on  DC 14 Will saves or become 
  captivated. Creatures that successfully save are not subject to 
  the effects of hypnotic harmonics from the same harpspider 
  for 24 hours. Captivated victims move toward the web using 
  the most direct means available. If the path leads them into 
  a dangerous area, such as through fire or off a cliff, those 
  creatures receive a second saving throw to end the effect before 
  moving into peril. Mesmerized creatures can take no actions 
  other than to defend themselves. A captivated victim within 
  10 feet of a harpspider’s resonating web becomes dazed. This 
  effect continues for as long as the harpspider plays and for 
  1 round afterward. An arctic harpspider’s webs are easy to 
  damage and destroy (hardness 0, hp 3) but doing so while the 
  webs are under the effect of hypnotic harmonics produces 
  a sonic backlash, the equivalent of a sound burst (DC 14) 
  centered on the damaged web. An arctic harpspider is affected 
  normally by this sonic backlash. Hypnotic harmonics is a sonic 
  mind-affecting charm effect that relies on audible components. 
  The save DC is Charisma-based.
  Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/
  round for 6 rounds; effect 1d2 Dex plus 1d6 nonlethal damage 
  and fatigued; cure 1 save. Similar to frostbite, the fatigued 
  condition caused by this hypothermic poison ends when the 
  nonlethal damage dealt by the poison is cured.
  The arctic harpspider is an otherworldly creature 
  composed of crystallized mineral-rich fluid. This bizarre 
  other-dimensional arachnid possesses a shrewd cunning and 
  is an instinctive skirmish predator. If its quarry resists its 
  mesmerizing harmony, the spider favors darting in to strike 
  then swiftly ducking back out of reach. It often waits until its 
  poison disables a victim before closing in for the kill. It gains 
  nourishment from the vital bodily fluids of its victims but can 
  enter a state of frozen hibernation if prey is scarce. 
  Arctic harpspiders are sometimes discovered during summer 
  months cocooned in an icy membrane within caves or other 
  cool places. Touching the membrane awakens the spider 
  within, although it is fatigued for 1d4 rounds as it emerges 
  from its hibernation. It can automatically break out of the 
  icy membrane as a move action, but creatures attempting to 
  break into it must deal at least 10 points of damage (hardness 
  0) to shatter the membrane. The ice membrane is translucent, 
  so movement can be seen within as the spider awakens but 
  a DC 20 Knowledge (planes) check is required to identify the 
  creature within. 
  An arctic harpspider weighs 450 pounds and its legs extend 
  8 feet from its 7-foot long body. 
  
  4
  Green Child
  Bathed in the swirling mire mists emerges the gaunt corpse of a moss-covered, 
  rotting child. Its bloated, swollen belly heaves to an unnatural rhythm. Eerily, 
  the lithesome horror seems to shift its position in short flickers like the quavering 
  flame of a windblown candle. 
  greeN cHild  
  cr 5 
  XP 1,600
  CE Small undead 
  Init +6; Senses darkvision 60 ft., lifesense; Perception +18
  deFeNse
  AC 18, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size)
  hp 68 (8d8+32)
  Fort +5, Ref +4, Will +9
  Defensive Abilities channel resistance +4; Immune 
  undead traits
  oFFeNse
  Speed 30 ft.
  Melee 2 claw +6 (1d3–1), bite +1 (1d4–1) 
  Spell-Like Abilities (CL 5th; concentration +8)
   3/day—mirror image 
  statistics
  Str 8, Dex 15, Con —, Int 11, Wis 16, Cha 17
  Base Atk +6; CMB +4; CMD 16
  Feats Gang Up, Improved Initiative, Stealthy, Toughness
  Skills Climb +10, Escape Artist +4, Intimidate +14, 
  Perception +18 (+24 warm–blooded living creatures), 
  Stealth +23 (+31 in swamps moss or heavy shrubbery); 
  Racial Modifiers +4 Perception (+10 warm–blooded 
  living creatures), +4 Stealth (+12 in swamps moss or 
  heavy shrubbery)
  Languages Common (can’t speak)
  ecology
  Environment cold, swamps, temperate forest
  Organization Solitary, death gang (2-8), death clan (9-16)
  Treasure none (incidental)
  special abilities
  Dead Mob (Ex) If two or more green children flank an 
  opponent, each deals +1d6 points of additional sneak attack 
  damage per the number of flanking green child allies. The 
  sneak attack bonus damage only applies when the green child 
  is flanking with other green children. Similarly, if two or 
  more green children use the same supernatural attack during 
  the same round, the DC for saves against each of the attacks 
  increases by +1 for each green child in the mob.
  Gaze of the Green Child (Su) As a full-round action, a green 
  child can allow its haunting gaze to fall upon a foe, cursing 
  the unsuspecting victim. A target that fails a DC 15 Will save 
  is flooded with the woes and pains of the green child’s former 
  life. A green child can target his opponent with any of the 
  following curses:
  Gaze of Anguish: this gaze attack imparts the anguish and 
  agony of the green child’s death. The anguish floods the 
  cursed victim, dealing 1d4 point of Wisdom damage and 
  leaving them shaken until the effect is removed. A successful 
  Will save negates the ability damage, however the victim 
  remains shaken for 1d6 rounds. 
  Gaze of Nightmares: this gaze attack curses the victim with 
  dreaded and horrific nightmares. Until the curse is lifted, 
  the victim cannot sleep for more than a few hours without 
  waking in a cold sweat. The cursed creature cannot get a full 
  night’s rest, leaving him fatigued, preventing him from healing 
  naturally or regaining arcane spells. A successful Will save 
  negates this effect.
  Gaze Starvation: this gaze attack fills the victim with 
  gnawing and insatiable hunger. The cursed victim believes 
  he is starving and takes 3d6 points of non-lethal damage 
  and becomes fatigued until the effect is removed. A 
  
  5
  successful Will save negates the non-lethal damage, however 
  the victim remains fatigued for 1d6 rounds. A victim cursed 
  with starvation may temporarily stave his hunger by eating 
  a full meal, suppressing the effects of the green child’s curse 
  for 10 minutes.
  All the effects of a green child’s curse last until removed 
  with a remove curse, break enchantment, or disjunction spell. 
  Using dispel magic temporarily suppresses the curse, however 
  it cannot remove it. Gaze of the green child is a mind-affecting 
  enchantment.. The save DC is Charisma based., and aAs noted 
  above, a group of green children can use the dead mob ability 
  to increase the DC of the Will save. 
  Gang Squeeze (Ex) Despite the fact that they are small, 
  two green children can occupy the same 5-foot space without 
  suffering any combat penalties. 
  Phase Jaunt (Su) Once every 1d4 rounds, a green child 
  can shift his physical location by temporarily phasing out 
  of existence and then re-manifesting in a new location 
  somewhere within the range of his full-movement rate on 
  the following round. During the phase jaunt, the green child 
  dematerializes and passes through the Astral Plane, then re-
  enters the Material Plane and materializes at the end of the 
  jaunt. Phase jaunt does not provoke attacks of opportunity. 
  Instead, if the green child rematerializes next to an opponent, 
  he can attempt to surprise any victim that fails a DC 18 
  Perception check. The Perception check DC is Dexterity-based. 
  If the green child uses phase jaunt in conjunction with his 
  mirror image spell-like ability, the images flicker out during 
  the jaunt, but reform when the green child returns.
  Beneath the soured mires of the cold wastelands, black 
  swamps, and chilling ice moors stir the remnants of man’s 
  most horrific sins, the tumultuary corpses of wrongfully 
  slain children. What force stirs their souls to unrest remains 
  an enigma, for certainly the green children are evil creatures 
  capable of perpetrating vengeful and sadistic acts upon the 
  living. Some surmise that their violence serves as an act of 
  justice; however, these malevolent beings lack ethics and 
  indiscriminately attack any mortals they encounter.
  Green children are named for their hideous appearance, 
  and sodden decomposing flesh that is steeped and covered 
  with greenish bog slime. While on few occasions one may 
  encounter a solitary green child, more often they travel in 
  small gangs. When encountered alone, the creatures are less 
  likely to launch a direct attack, instead stalking their prey for 
  days, plaguing them with nightmares until they round up 
  enough other green children to launch an attack. As a group, 
  they hunt with patience, surrounding prey in large circles. 
  From this vantage point they use their mental powers to drive 
  victims to harrowing anguish before slowly closing their ranks 
  around strays and unsuspecting stragglers. Driven by near 
  insatiable fury, most often, a gang of green children will fight 
  until destroyed.
  Gruen
  Scuttling forth upon maddening clicks of hundreds of chitinous legs emerges a 
  bloated larval centipede whose entire upper body and head have undergone a 
  horrid metamorphosis into the form of a repugnant, pale-fleshed mite crawling 
  upon three pairs of stunted and stubby forearms.
  grueN  
  cr 1 
  XP 400
  N Small fey 
  Init +2; Senses low-light vision, tremorsense 30 ft.; 
  Perception +5
  deFeNse
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size) 
  hp 9 (2d6+2)
  Fort +1, Ref +5, Will +3
  oFFeNse
  Speed 30 ft., burrow 10 ft., climb 30 ft.
  Melee bite +3 (1d4+1 plus nauseating bite)
  statistics
  Str 13, Dex 15, Con 12, Int 5, Wis 10, Cha 8
  Base Atk +1; CMB +1; CMD 13 (can’t be tripped)
  Feats Stealthy
  Skills Climb +14, Escape Artist +4, Perception +5, Stealth 
  +13
  Languages Sylvan
  ecology
  Environment any underground
  Organization solitary, pair, or colony (3–6)
  Treasure none
  special abilities
  Ball Roll (Ex) As a full round action, the gruen can curl 
  itself into a tight ball and safely roll down a slope or hill in a 
  straight line at double its full movement rate. While rolling, the 
  gruen cannot steer or otherwise control the direction it rolls. 
  While in a ball, the gruen gains a +8 natural armor bonus and 
  if it takes damage from slamming into an object placed in its 
  path, the first 1d6 points of damage is non-lethal. Likewise, if a 
  gruen falls, it can also curl into a ball to safely absorb some of 
  its falling damage such that the first 1d6 points of damage is 
  nonlethal. Furthermore, as soon as the gruen hits the ground, 
  it uncoils into a ready position so unless the fall knocks the 
  gruen unconscious or kills it outright, a fall never renders these 
  creatures prone.
  Nauseating Bite (Ex) Whenever a gruen bites an opponent, 
  the toxins within its wicked mandibles cause the target to 
  become nauseated for 1d6 rounds (DC 12 Fortitude negates). 
  Each round the nausea persists, the target has a 50% chance of 
  vomiting each round, preventing him from talking that round. 
  After the nausea and vomiting end, the residual cramps leave 
  the target fatigued. Individuals that successfully save against 
  the effect, or have already been effected by the toxin, are 
  immune to the nauseating bite attack’s effects for the next 24 
  hours. The DC for the Fortitude save is Constitution-based.
  
  6
  Disturbingly disfigured amalgams of mites and centipedes, 
  these barely intelligent creatures lurk in the lightless warrens of 
  the burrows of their masters and nearest kin—the despicable 
  and craven mites. The gruen’s humanoid features are misshapen 
  and his hairless skin hangs in rubbery, wrinkled folds. While 
  the creature’s face somewhat resembles that of a mite, from 
  either side of its swollen lower lip curl bug-like pinchers. 
  Its upper torso is even more deformed, partially fleshy and 
  humanoid in appearance, with pale bluish skin. From the torso 
  protrude six stunted arms, all of which bow slightly inward. 
  These arms have equally proportioned dwarfish hands, though 
  the hands serve more as feet and the creature cannot effectively 
  use them to manipulate tools, wield weapons, or grapple. 
  The posterior of the creature’s body morphs into the multi-
  segmented chitin-plated abdomen of a centipede. The lithe 
  centipede legs are well-armored and twist into cruel clattering 
  spikes about the same length as the creature’s stunted forearms. 
  To those unfamiliar with gruens, the creatures’ aberrant body 
  shapes and uncanny resemblance to mites seems to suggest foul 
  sorcery and magical inbreeding. Nearly as often, humanoids 
  mistake gruen for undead or even demonic avatars. Yet in 
  truth, gruens are none of these things, but remain, perhaps 
  unexpectedly so, products of Otherworld. Mites themselves 
  describe gruens as the living embodiment of the souls of their 
  ancestors, particularly those mites who were grievously erred 
  during their lives and upon death, and made a conscious effort 
  to serve their descendants and to sow their vengeance on the 
  enemies of their people. Yet, despite such origins, gruens are 
  not undead creatures; instead they emerge as the devolved souls 
  that have reformed into a new and bizarre stage of life, morphed 
  into their ghastly bodies through the chaos of Otherworld.
  Gruens often maintain close relationships with mites, 
  particularly large colonies of these creatures. While many mites 
  venerate gruens, almost as often they enslave the creatures and 
  force them into servitude. Particularly those mites who fear 
  that a gruen might one day remember their former life, and 
  turn violent and vengeful. Despite being more powerful than 
  mites, gruen often accept, and even delight in the somewhat 
  masochistic role of the servant. Certainly, mite spellcasters able 
  to gain a minimal amount of skill quickly learn to summon 
  these wretched creatures to their aid. Still, mites treat their slaves 
  with great respect and often value their gruen slaves above the 
  lives of their kin. Perhaps more unnerving a re those dark and 
  twisted tales of mites that uncover the former name and identity 
  of a gruen. In nearly all these stories, the gruen turns out to be 
  the reincarnation of a revered and powerful mite ancestor. These 
  tales typically resolve with the mite taking the gruen for her 
  lover, though in the end, the ghastly beast ends up consuming 
  the mite, and turning its unfortunate lover into another gruen.   
  Most of the time, mites allow gruens to inhabit in the 
  outer tunnels surrounding their own lairs. In this symbiotic 
  relationship, the gruens provide the mites with an added first 
  line of defense, and in return the mites provide the gruens 
  with offerings of food. More complex relationships sometimes 
  evolve where a mite takes the role of master or driver. These 
  individuals may learn to direct gruens, and like cattle, drive 
  them, getting them to perform raids on neighboring humanoid 
  settlements or even to participate in war. Truly accomplished 
  drivers may even take gruen mounts or familiars. Such 
  sightings have helped cultivate some of the more outlandish 
  tales of mite/gruen relationships.
  
  7
  hiisi
  Towering above its surroundings, this monstrously hideous giant staggers forth, 
  leaning on crudely formed polearm with two tines. His bent body is covered with 
  scraggly hair and tiny horns protrude from his fleshy forehead. Drool spills from 
  his its pink, fleshy lips and his its cracked teeth grind like ravenous millstones. 
  Hiisi  
  cr 16 
  XP 76,800
  CE Huge monstrous humanoid 
  Init +0; Senses darkvision 60 ft., low-light vision; 
  Perception +12
  deFeNse
  AC 28, touch 8, flat-footed 28 (+4 armor, +16 natural, –2 size) 
  hp 250 (20d10+140)
  Fort +14, Ref +12, Will +15
  DR 5/cold iron; Immune disease, poison; SR 27
  Offense
  Speed 20 ft.
  Melee Hiisi fork +28/+23/+18/+13 (3d6+13/x3) 
  Space 15 ft.; Reach 15 ft.
  Special Attacks rock throwing (30 ft.)
  statistics
  Str 28, Dex 11, Con 23, Int 6, Wis 12, Cha 13
  Base Atk +20; CMB +31 (+33 bull rush, +33 sunder); CMD 
  43 (45 vs. bull rush, 45 vs. sunder)
  Feats Awesome Blow, Cleave, Great Cleave, Great Fortitude, 
  Improved Bull Rush, Improved Sunder, Iron Will, Power 
  Attack, Toughness, Weapon Focus (ranseur)
  Skills Climb +18, Craft (traps) +13, Intimidate +10, 
  Perception +11, Stealth +0 (+10 in mountainous regions), 
  Survival +10; Racial Modifiers +6 Craft (traps), +10 
  Stealth in mountainous regions
  Languages Giant
  SQ dead magic blood, traps, trap springer
  Gear mwk hide armor, hiisi fork
  ecology
  Environment cold hills and mountains
  Organization solitary, clan (2d6)
  Treasure standard
  special abilities
  Dead Magic Blood (Su) All hisiis are naturally resistant to 
  magic. Not only do they have heightened spell resistance, their 
  very blood can be used to create dead magic zones. Over the 
  centuries, the hiisis have learned to manipulate this property 
  quite effectively.
  As a standard action, a hiisi can bleed himself for 2d6 points 
  of damage to effectively create a dead magic zone. A dead magic 
  zone has the properties of an anti-magic field in a 20-ft-radius 
  surrounding the spilled blood. The anti-magic field effect lasts 
  for 5+1d10 minutes. They often spill blood on their traps or on 
  boulders before throwing them at spell-wielding opponents. 
  Once spilled, the properties of the blood quickly dissipate and it 
  cannot be effectively stored for later use. 
  Traps (Ex) Hiisi possess an innate talent for building deadly 
  mechanical traps. Hiisi traps consist mostly of landmines, 
  triggered avalanches, and hurling projectiles. Foul creatures, 
  they frequently smear their traps with fecal matter, dead 
  organisms, and natural toxins to make them more deadly. A 
  hiisi requires no gold to make his traps, but instead scrounges 
  for materials he needs. These consist of simple and readily 
  available materials such as scrap metal, wood, cord, sinew, and 
  
  8
  bone. Once the hiisi has collected what he needs, it takes him a 
  relatively short amount of time to construct a trap.
  A hiisi can set number of traps per day equal to half his 
  Hit Die plus its Wisdom modifier (minimum 1). Setting a 
  trap requires a full-round action that provokes attacks of 
  opportunity. A trap fills a 10-foot square area, and cannot be 
  placed in the same area as another trap or a magical trap such 
  as a glyph of warding. However, a hiisi can increase the area of 
  a trap by building a second trap adjacent to the initial trap.
  The DCs for Perception checks to notice the trap and Disable 
  Device checks to disable it are equal to 10 + the hiisi’s HD + its 
  Wisdom modifier. The DC for saving throws to avoid it is 10 
  + 1/2 the Hiisi’s HD + its Wisdom modifier. All hiisi traps are 
  Trigger: location, and Reset: none. Hiisi traps deal 1d6 hit points 
  of damage per Hit Die. Each trap lasts a number of days equal 
  to half the creature’s Hit Dice or until it is triggered, whichever 
  comes first. 
  Hiisi Avalanche Trap: Type mechanical; Perception DC 31; 
  Disable Device DC 31; Trigger location; Reset none; Effect 1d4 
  avalanches. For size, coverage and damage see the Environment 
  section of the Pathfinder Core Rule Book. Unlike a standard 
  avalanche, a hiisi avalanche trap has a location trigger, giving 
  its victims little warning of impending danger. If the hiisi 
  desires, he can set this trigger up to 300 feet from the head of 
  avalanche. 
  Hiisi Dead Magic Collapsing Pit Trap: Type mechanical; 
  Perception DC 31; Disable Device DC 31; Trigger location; Reset 
  none; Effect spell effect anti-magic field plus 50-ft.-deep pit (5d6 
  falling damage, Climb DC 25); falling debris (Atk +21 melee, 
  10d6 damage); DC 21 Reflex avoids; multiple targets (all targets 
  in a 20-ft. square area).
  Hiisi Flying Dung Boulders Trap: Type mechanical; 
  Perception DC 31; Disable Device DC 31; Trigger location; Reset 
  none; Effect +20 ranged (10d6 plus filth fever), multiple targets 
  (all targets in a 20-ft. square area).
  Hiisi Alchemist Fire Geyser: Type mechanical; Perception 
  DC 31; Disable Device 31: Trigger Location; Reset none; Effect 
  20-foot-tall geyser of alchemist’s fire 10d6 fire for 2 rounds 
  (Reflex DC 21 for half and avoids second round damage) plus 
  multiple targets (all targets in adjacent squares, 5d6 fire from 
  splash; Reflex DC 21 negates)
  Trap Springer (Ex) A hiisi can rig a trap he has crafted by 
  exceeding its Disable Device DC by 10 so that he can trigger it 
  as move action as long as he within 30 feet of the trap. 
  These deformed, hirsute giants inhabit the cold wildlands 
  that border the realms of what appears to be their favorite 
  prey, man. Monstrously hideous, those who have survived hiisi 
  encounters describe them as a crossbreed of ogres, hill giants, 
  devils, and yeti. Still, hiisis stand larger than all these creatures 
  and despite their hunched posture, adults tower nearly 16-feet-
  tall. Long, thin, scraggly hair covers their hulking and muscular 
  forms, providing both camouflage and protection from the 
  harsh, frigid climates where they settle. A hiisi’s hair thins 
  out almost completely on its head, lower legs, feet, forearms, 
  and hands while its blotchy skin is a ruddy color. The two 
  stumpy horn-like protrusions along the hiisi’s boney brow-ridge 
  suggest infernal influence, or perhaps even the influence of oni. 
  Curiously, they also have short, stubby tails.
  While below average in intelligence, hiisis posses a sort of 
  primal cunning that has aided their species through centuries 
  of survival. Perhaps to compensate for their limited intelligence, 
  they hoard ancient secrets, passing them down through 
  generations despite never understanding their meaning.
  Hiisis thrive upon violence, and their culture is based entirely 
  on brutality and dominance. Semi-nomadic cave dwellers, they 
  live in small clans and migrate with the seasons. A typical clan 
  consists of a single adult male, four to six females, the same 
  number of adolescents, and twice as many children. Clans fight 
  over common hunting grounds, caves, and mates. Hiisi clan 
  leaders treat their women and children as commodities and 
  think nothing of killing rival clan leaders and stealing their 
  families to increase their own wealth. They do not afford much 
  sympathy to outsiders and have no use for thralls or slaves of 
  other races. For the most part, they avoid outsiders though they 
  have few qualms about slaying them and eating them when 
  supplies of humans run short. Humans are of course their 
  preferred quarries, and hiisis become crazed with excitement 
  whenever they encounter them. They believe eating humans 
  increases their intelligence and virility. For this reason, clan 
  leaders compulsively collect the skulls of their human victims. 
  Within their caves, they make great piles and elaborate displays 
  of human skulls in order to show off their power. Nearly all 
  hiisi settlements have at least one great iron cooking pot that 
  they keep stewing with meat.
  Hiisis wear few clothes, with males wearing hides for armor 
  or loincloths. To proclaim status, they decorate themselves 
  with crude jewelry made from bones, rocks, tusks, and similar 
  materials, all painted with primitive cryptographs. Dominant 
  males also file their teeth into sharpened points.
  Despite their primitiveness, hiisis possess a minimal 
  knowledge of metallurgy. While their skills remain crude, they 
  are proficient enough to craft basic tools and weapons from 
  iron. They make their own weapons, huge polearms with flat 
  bladed tines that they are adept at using to impale victims as 
  well as ensnare and snap their opponent’s weapons. They also 
  excel at making large and deadly traps using foraged materials. 
  They surround their territories with their traps, checking them 
  infrequently for humans and other prey. While they delight in 
  catching things, the dimwitted creatures become disappointed, 
  if not openly enraged, when they discover their traps sprung 
  or disabled and placate themselves by smashing the nearest 
  available target.
  
  9
  maniitok
  This immense abomination looms like a frozen hillside come to life. Rivulets of 
  slushy muck cascade across the frost-rimed boulders of its massive shape, infested 
  with tiny parasites in every crevice. A face in the frost forms and deforms from 
  nearly human to gaping, vacant pits and back again, shifting as it heaves its 
  mountainous bulk across the tundra. 
  maNiitok 
   
   
  cr 17
  XP 102,400
  NE Colossal ooze (earth)
  Init –2; Senses blindsight 60 ft., tremorsense 300 ft.; 
  Perception +20
  deFeNse
  AC 30, touch 0, flat-footed 20 (–2 Dex, +30 natural, –8 size) 
  hp 270 (20d8+180); fast healing 10
  Fort +15, Ref +4, Will +7; +10 vs. effects that impede or 
  force movement
  DR 10/-; Immune cold, mind-affecting effects, 
  petrification, ooze traits; Resist acid 20, electricity 20, 
  fire 20; SR 28
  Weaknesses one with the land, sound sensitivity
  oFFeNse
  Speed 30 ft., burrow 30 ft., climb 30 ft.
  Melee 2 slam +26 (8d6+18/19–20 plus grab or trip) 
  Ranged rock +6 ranged touch (4d6+18 plus entrap)
  Space 30 ft.; Reach 30 ft.
  Special Attacks breath weapon (60-ft. line, see tundral 
  swarm ability, Reflex DC 29 for half, usable every 1 hour), 
  destructive, engulf (DC 38, 2d6 crushing and 2d6 cold), 
  entrap (DC 29, 1d10 rounds, hardness 8, hp 20), fast 
  swallow, inescapable, rock throwing (100 ft.), swallow 
  whole (2d6 crushing and 2d6 cold damage, AC 25, 27 hp), 
  trample (4d6+27 plus 1d6 cold damage, DC 38), trip
  Spell-Like Abilities (CL 20th; concentration +22)
  Constant—freedom of movement, pass without trace
  At will—chill metal (DC 14), quench (DC 15), sleet storm, 
  soften earth and stone (DC 14), spike growth (DC 15), 
  stone call, sympathetic vibration
  3/day—commune with nature, quickened sleet storm
  1/day—animate objects, antipathy (DC 21), creeping doom
  statistics
  Str 46, Dex 6, Con 28, Int 7, Wis 12, Cha 15
  Base Atk +15; CMB +41 (+45 grapple, +45 sunder); CMD 51 
  (53 vs. sunder, can’t be tripped)
  Feats Greater Sunder, Improved Critical (slam), Improved 
  Natural Attack (slam), Improved Sunder, Improved 
  Vital Strike, Power Attack, Quicken Spell-like Ability 
  (sleet storm), Skill Focus (Perception), Vital Strike, 
  Weapon Focus (slam)
  Skills Climb +30, Perception +20, Survival +4 (+24 to follow 
  tracks); Racial Modifiers +20 Survival to follow tracks
  Languages Sylvan (can’t speak)
  SQ immovable mire, tundral swarm
  ecology
  Environment any cold
  Organization solitary
  Treasure incidental (standard gems, no coins or items)
  special abilities
  Destructive (Ex) Maniitoks perceive crafted items and 
  permanent structures as a disease upon the land, filling them 
  with a destructive rage. Whenever a maniitok makes a full 
  attack against an object or structure, its attacks deal double 
  damage. In addition, when a maniitok uses animate objects to 
  take control of manufactured structures or objects, these objects 
  bash themselves relentlessly to pieces when making their 
  attacks, gaining a +4 bonus to attack and damage rolls but also 
  dealing half as much damage to themselves as they deal to their 
  targets. The animated object’s hardness applies against this self-
  destructive damage. 
  Immovable Mire (Ex) Maniitoks are perpetually surrounded 
  with sodden muck of boggy peat and half-thawed permafrost. 
  All squares adjacent to a maniitok are treated as wet mud, and 
  those up to 10 feet beyond these adjacent squares are treated 
  as loose dirt, as the soften earth and stone spell. In addition, 
  a maniitok gains a +10 bonus to their CMD against bull rush, 
  drag, overrun, and reposition combat maneuvers. They gain 
  an identical bonus against any effect that would force them 
  to move, fall, or be knocked prone, including physical effects 
  such as wind or water and magical effects up to and including 
  teleportation effects.
  Inescapable (Ex) Maniitoks engulf and cling to grappled, 
  swallowed, or engulfed creatures with unearthly tenacity. 
  Maniitoks can grapple creatures using freedom of movement, 
  albeit with a -20 penalty to their CMB and CMD for the purpose 
  of grapple checks made against such creatures. A creature using 
  freedom of movement can attempt an Escape Artist as a swift 
  action once per round to escape from a maniitok’s grapple. 
  Creatures that do not have freedom of movement take a -5 
  penalty to grapple combat maneuver checks or Escape Artist 
  checks made to escape a grapple or pin.
  One with the Land (Su) Maniitoks are intimately connected 
  with the land. If they are separated from the ground, their fast 
  healing is suppressed. In addition, damaging effects (including 
  physical attacks) directed at the ground within 100 feet of 
  a maniitok deal 1 point of damage to the creature for every 
  10 points of damage dealt to the ground (after deducting the 
  ground’s hardness). This damage bypasses the maniitok’s 
  damage reduction and resistances. Effects that affect an area 
  that already include the maniitok deal damage to it directly but 
  do not also deal this damage in addition. 
  Effects that disrupt the earth but do not do hit point damage, 
  such as expeditious excavation, stone shape, transmute rock to 
  mud, stone to flesh, and earthquake, deal 1d6 points of damage 
  to the maniitok per level of the spell. It can halve this damage 
  with a Will save with a DC equal to 10 plus the level of the 
  
  10
  10
  spell. Spells that create extradimensional spaces or passages or 
  temporary changes in the earth, such as create pit, passwall, 
  and phase door, do not harm the maniitok. If a maniitok is 
  killed while touching the ground (including a vertical surface), 
  it triggers an earthquake centered on the maniitok’s location, as 
  the spell (caster level 20th). 
  Sound Sensitivity (Ex) Maniitoks 
  are very sensitive to loud noises 
  and take a -2 penalty on 
  saving throws against 
  sonic effects or 
  effects that would 
  cause them to 
  become deafened. 
  If targeted with a 
  sonic or deafening 
  effect (whether 
  successful or not), 
  a maniitok becomes 
  shaken for 1 round 
  (DC 20 Will negates).
  Tundral Swarm (Su) 
  As a move action, a 
  maniitok can surround 
  itself with a crawling, 
  whirling tempest of 
  tundral debris, 
  which it can 
  dismiss as a free 
  action. Creatures 
  beginning their 
  turn within the 
  tundral swarm are 
  nauseated for one round 
  (DC 29 Fortitude negates), as the 
  distraction universal monster rule, 
  and spellcasters within the tundral 
  swarm must make concentration checks (DC 20 + spell 
  level) or have their spells ruined. Creatures must succeed on 
  a DC 20 Will save in order to use skills that require patience 
  or concentration. Within the tundral swarm, creatures take 
  a -4 penalty to concentration checks and Perception checks. 
  Each round the tundral swarm is active, the maniitok takes 
  1d6 points of damage as parts of its substance are literally 
  blown away; however, the tundral swarm intercepts many 
  attacks intended for the maniitok, granting it a 20% miss 
  chance against ranged attacks. In addition, the tundral swarm 
  deals damage to creatures within it based on the ambient 
  temperature; this damage varies depending on whether the 
  temperature is above or below freezing.
  Frozen (below freezing): In colder environments, a maniitok’s 
  tundral swarm is mostly shards of ice, hard-frozen ground, 
  bits of bone and stone, and driving snow. Creatures within 10 
  feet of the maniitok at the end of its turn are dazzled until the 
  end of their next turn and take 3d6 points of bludgeoning and 
  slashing damage and 1d6 points of nonlethal cold damage, 
  becoming fatigued with frostbite as long as they have any 
  nonlethal cold damage. 
  Thaw (above freezing): In warmer weather, this tempest 
  is largely comprised of mosquitoes, beetles, and centipedes, 
  interspersed with rocks, uprooted plants, and chunks of 
  permafrost. In addition, creatures within 10 feet of a maniitok 
  at the end of its turn take 3d6 points of bludgeoning and 
  piercing damage. If the tundral swarm is infested with vermin, 
  creatures taking damage from it take 1d4 points of bleed 
  damage and are exposed to red ache. 
  Breath Weapon: Once per hour a maniitok can 
  disgorge a torrential gout of its tundral swarm 
  as a 60-foot line. This functions as its tundral 
  swarm ability within the area of effect but 
  deals double the damage listed above 
  (DC 29 Reflex half). In addition, 
  creatures failing their reflex 
  saves are affected by the 
  maniitok’s entrap ability, 
  encased in clinging mud, 
  crawling vermin, or 
  glazed with ice. 
  Maniitoks (man-EE-
  tock) are strange and 
  solitary creatures of 
  the northern wastes, 
  known by many 
  names wherever 
  they exist. Some 
  call them palartok-
  maguyuk, the “silent 
  howlers,” while 
  others name them 
  nunataq, “the mountain 
  rising from the snow,” but 
  their common name simply 
  means “the rugged and desolate ones.” 
  Maniitoks are amorphous creatures, 
  amalgamated from the land itself and imbued with 
  a crude intellect and spirit that craves silent solitude. A 
  maniitok may lie dormant for years, half-buried in a chilly bog 
  or forgotten valley, dimly contemplating the proper balance 
  of nature and brooding on their forgotten purpose until their 
  reverie is interrupted. They use their magic to make their 
  homes as inhospitable and unapproachable as possible. 
  Maniitoks carry a deep loathing for the din and clamor of 
  humanoid civilization, which grates unmercifully upon their 
  hypersensitivity to sound and vibration in a way that the 
  ambient noises of the empty tundra do not. Their empathic 
  linkage to the land carries even far-distant echoes of every 
  blow and cut of hammer, axe, and saw, piercing them with 
  a needling pain, inflaming in them a destructive rage, and 
  calling them to avenge this insult to the land itself. They destroy 
  every physical trace of civilization they discover, demolishing 
  buildings, tearing up roads, smashing bridges, and slaughtering 
  any that get in their way. They can follow even subtle traces of 
  patrols and explorers, trailing them back to their outposts and 
  laying waste to all they find in the hope of driving them so far 
  away they will never return. Even the sounds of combat can 
  sometimes attract the wrath of a maniitok, awakening it from 
  its torpor and bringing its wrath down upon combatants on 
  
  1111
  both sides. They are generally tolerant of fey creatures, plants, 
  animals, vermin, and other oozes, but other creatures venturing 
  into a maniitok’s range may soon find themselves face to face 
  with the creature.
  The true origins of the maniitoks are a mystery even to them, 
  some believing they well up naturally at places of great primal 
  power in the North as either a manifestation of nature magic 
  or perhaps an accretion of disruptive forces worms away at 
  the natural world like a canker and the maniitok forms as an 
  anodyne to heal it. They may also be the literal or figurative 
  children of Tekkeitsertok, great god of the earth and the hunt, 
  made to keep the wild places wild or formed from the divine 
  residue created where his feet touched the ground. Others 
  call them “tundra spirits,” believing them to be animated by 
  the souls of ancient shamans seeking the quiet solitude of the 
  endless arctic wastes, and that their rage is kindled by those 
  who disrupt their silent meditations. Survivors of encounters 
  with maniitoks often describe shifting faces in the frost that 
  shrouds them, some seeing just yawning dark pits like eyes and 
  a gaping maw, others reporting the chiseled features that look 
  entirely human. 
  In combat, maniitoks are usually surrounded by a whirling 
  tempest of tundral debris, and when they cannot crush or 
  engulf their foes or drown them in the muck that perpetually 
  surrounds them, they may hurl torrents of this debris or even 
  rocky chunks of their own body mass at them. If confronted 
  with foes it cannot perceive or cannot reach, or if severely 
  wounded, a maniitok burrows underground to heal, often 
  covering its retreat with a blinding sleet storm. 
  Knowledge Checks: Maniitoks
  Although it is an ooze, use Knowledge (nature) to identify a 
  maniitok rather than Knowledge (dungeoneering)
  17
  Maniitoks are “tundra spirits” that destroy any kind  
  of buildings or other traces of civilization they encounter. 
  They hate fire but do not fear it, and fighting one is like 
  fighting a living avalanche. 
  22
  Maniitoks wield powerful magic of nature but can  
  also engulf and swallow creatures, suffocating them  
  within their frozen yet fluid oozy substance. They hate  
  loud noises and seek quiet isolation, though they  
  sometimes associate with fey creatures.
  27
  Maniitoks are not spirits but oozes that can burrow through 
  the ground and draw strength from contact with the earth. 
  They are as one with the land, and devastating the earth itself 
  causes them pain and injury, though destroying a maniitok 
  causes its own cataclysmic disruption of the land. 
  orruol 
   
  This slender but solid woman has an air of distance and cold aloofness, her eyes 
  glinting like cut gemstones. Her skin is smooth yet has a faint sheen, with jewels 
  bedecking her throat. Her clothing, of a simple and even primitive tribal style, 
  seems to flow into a weave of spun crystal before coalescing into a clinking cascade 
  of faceted stones trailing behind her as she walks and briefly sprouting from the 
  ground where her feet alight before crumbling away. 
  orruol 
   
   
  cr 10
  XP 9,600
  LN Medium fey (earth)
  Init +10; Senses low-light vision, tremorsense 120 ft.; 
  Perception +18
  deFeNse
  AC 24, touch 16, flat-footed 18 (+6 Dex, +8 natural)
  hp 102 (12d6+60)
  Fort +10, Ref +14, Will +11
  Immune altitude effects, cold, disease, petrification, poison
  oFFeNse
  Speed 30 ft., climb 30 ft., earth glide 30 ft.
  Melee 2 slams +9 (1d6+3)
  Ranged 3 magic stones +13 (1d6+4 plus stone’s throw)
  Spell-Like Abilities (CL 12th; concentration +18)
  At will—ghost sound (DC 16), magic stone, soften earth 
  and stone
  3/day—charm monster (DC 20), empowered calcific 
  touch (DC 20), transport via stone (as transport via 
  plants, but only through natural stone within 1 mile 
  of the orruol’s mountain)
  1/day—commune with nature, earthquake, major curse 
  (DC 22)
  Oracle Spells Known (caster level 12th; concentration +18)
  6th (4)—move earth, stone tell
  5th (6)—control winds (DC 21), stoneskin, transmute 
  rock to mud
  4th (7)—grove of respite, scrying (DC 20), spike stones 
  (DC 20), wall of stone
  3rd (7)—call lightning (DC 19), meld into stone, plant 
  growth, sleet storm, stone shape
  2nd (8)—barkskin, chill metal (DC 18), eagle eye, frigid 
  touch, gust of wind (DC 18), stone call
  1st (8)—call animal, charm animal (DC 17), frostbite, 
  faerie fire, goodberry, speak with animals
  0 (at will)—create water, detect magic, detect poison, 
  guidance, light, mending, purify food and drink, read 
  magic, resistance
  
  12
  12
  statistics
  Str 16, Dex 22, Con 19, Int 14, Wis 17, Cha 23
  Base Atk +6; CMB +9; CMD 25
  Feats Blind-Fight, Empower Spell-Like Ability (calcific 
  touch), Great Fortitude, Improved Initiative, Toughness, 
  Weapon Finesse
  Skills Acrobatics +10, Appraise +10, Bluff +10, Climb +24, 
  Craft (traps) +10, Craft (gem cutting) +10, Diplomacy 
  +10, Intimidate +20, Knowledge (engineering) +10, 
  Knowledge (geography) +10, Knowledge (nature) +10, 
  Perception +18, Perform (sing) +10, Sense Motive +10, 
  Stealth +21, Swim +10, Use Magic Device +18
  Languages Gnome, Sylvan, Terran
  ecology
  Environment any mountain
  Organization solitary
  Treasure standard (double gems or jewelry)
  special abilities
  Alter Altitude (Su) As a full-round action, an orruol can 
  adjust the effects of high altitude within 120 feet by one step, 
  either making altitude conditions more severe (maximum of 
  high peak conditions) or less severe (minimum of normal/low 
  pass conditions). This aura moves with the orruol and lasts 
  until she dismisses it.
  Mysteries of Stone (Ex/Su) An orruol casts spells as 
  a 12th-level oracle of the stone mystery but selects her 
  spells from the druid list rather than the cleric list. 
  In addition, she gains the following revelations: 
  crystal sight (12 rounds/day, see through 
  12 feet of earth and stone or 12 inches of 
  metal), mighty pebble (3/day, +12 ranged 
  attack, 6d6 damage to target, adjacent 
  creatures take half damage (DC 22 Reflex 
  negates)), shard explosion (3/day, 6d6 damage 
  in a 10-foot burst, DC 22 Reflex half), and 
  steelbreaker skin (1/day, 12 minutes, weapons 
  striking take 12 points of damage; if a weapon is 
  destroyed, it deals no damage).
  Spirit of the Mountain (Ex) An orruol is tied 
  to her mountain as a dryad is tied to its tree. An 
  orruol away from its mountain becomes fatigued 
  immediately, becoming exhausted after 1 hour. If an 
  orruol spends more than 24 hours away from its 
  mountain, it dies.
  Stone Step (Ex) An orruol’s land movement 
  (including climbing) is never impeded by 
  natural or magically-created rubble, scree, 
  slopes, or similar rocky 
  difficult terrain, or 
  by snow, ice, or wind 
  effects. They can still 
  be impeded by liquid 
  water, vegetation, or other 
  types of difficult terrain.
  Stone’s Throw (Sp) When an orruol uses its magic stone spell-
  like ability, it can hurl all three stones as a standard action. A 
  creature is affected as calcific touch if struck by two stones in the 
  same round, or empowered calcific touch if struck by all three.  
  An orruol is a powerful fey that embodies the spirit of a 
  great mountain. As befits their high and lofty home, orruols are 
  aloof and cool towards lesser beings, considering themselves 
  mistresses of all they survey. Some primitive tribes worship them 
  as goddesses, venerating them for their power, their beauty, and 
  their seeming immortality. Orruols may or may not acknowledge 
  this worship; some enjoy the attention and may manipulate their 
  “worshipers” to serve them in whatever ways they wish. Others 
  may disdain this adulation, ignoring the cries of the faithful and 
  their pathetic rituals or appearing to collect their offerings with 
  diffidence and mysterious silence before returning to their lonely 
  mountaintop haunts.
  Orruols are often friendly with other fey that live on or near 
  their mountains, and many cultivate the services of animals or 
  magical beasts as servants, especially giant eagles, giant owls, 
  griffons, and rocs. While most orruols live above ground in 
  cultivated gardens and wild meadows, some delve into the stony 
  heart of their mountain homes in search of isolated cysts and 
  geodes and veins of crystal, and these orruols often have 
  a pack of 5-10 pech as servants. If orruols choose not 
  to delve in their own mountain, however, they are 
  typically very displeased with other creatures that 
  do so and may choose to collapse their tunnels or 
  seal them inside the mountain with their magic, 
  or may curse or charm them as punishment.  
  Delving an orruol’s mountain does not injure 
  the creature physically, but it may be that for 
  most orruols it causes some kind of sympathetic 
  spiritual discomfort that compels them to halt 
  any disruption to their mountain’s natural state. 
  It is not unheard of for orruols to allow miners 
  into their territory, exacting a high tribute 
  and absolute fidelity to whatever rules they 
  impose in exchange for the privilege. Even 
  the tiniest transgression can see the miners 
  exiled or enslaved, and few but the greediest 
  prospectors are willing to take the risk of 
  striking such a bargain.
  Orruols enjoy the natural beauty of their 
  mountain homes, but they often amuse 
  themselves devising clever stonework traps 
  that they craft with their magic to capture 
  or kill those that violate their sacred refuges. 
  Orruols are not cruel so much as they are 
  largely without pity, seeing themselves 
  merely as part of the harsh order of nature that 
  embodies life and death, creation and destruction, 
  beauty and ugliness. They are not wild and 
  capricious as many fey can be, preferring to 
  rely on logic and reason, though their tempers 
  can be kindled by those that fail to show 
  proper respect and their wrath can 
  be terrible when aroused.
  Orruols are 6 feet tall and 
  weigh 150 pounds.
  
  13
  13
  Polevik
  This aged-looking and filthy dwarf angrily clutches a brace of rusted sickles bound 
  together with a fine cord.  His hair and beard are matted into dangling clumps 
  while bits of leaves and twigs cling to his dirty armor.
  polevik 
   
   
  cr 14 
  XP 38,400
  NE Medium fey 
  Init +3; Senses darkvision 60 ft., low-light vision, see 
  invisibility; Perception +20
  deFeNse
  AC 31, touch 13, flat-footed 28 (+5 armor, +3 Dex, +12 
  natural, +1 shield)
  hp 170 (20d6+100)
  Fort +11, Ref +17, Will +15; +4 vs. enchantments
  DR 10/cold-iron; Immune poison; SR 25
  oFFeNse
  Speed 30 ft.
  Melee +2 double chained sickle +16/+11 (1d6+11) or +2 
  double chained sickle +14/+14/+9/+9 (1d6+8) 
  Space 5 ft.; Reach 5 ft. (10 ft. with double chained sickle)
  Special Attacks constrict (4d6 nonlethal), sneak attack 
  (4d6), soul thief, stranglehold, surprise slasher
  Spell-Like Abilities (CL 20th; concentration +23)
  At will—invisibility, jump, pass without trace
  5/day—entangle (DC 14)
  3/day—tree stride, wall of thorns (DC 18)
  1/day—trap the soul (DC 21)
  statistics
  Str 22, Dex 17, Con 20, Int 13, Wis 16, Cha 17
  Base Atk +10; CMB +16 (+26 grapple); CMD 29 (+39 vs. 
  grapple)
  Feats Acrobatic Steps, Combat Casting, Combat Reflexes, 
  Double Slice, Improved Two-Weapon Fighting, Lightning 
  Reflexes, Nimble Moves, Two-Weapon Defense, Two-
  Weapon Fighting, Two-Weapon Rend
  Skills Acrobatics +16, Bluff +16, Climb +14, Craft (alchemy) 
  +12, Diplomacy +14, Disguise +14, Escape Artist +14, 
  Fly +12, Knowledge (nature) +12, Perception +20, Sense 
  Motive +16, Sleight of Hand +16, Stealth +20, Swim +17, 
  Use Magic Device +16
  Languages Common, Dwarven, Sylvan
  Gear +3 slick leather armor, +2 double-chained sickle
  ecology
  Environment cold hills, forest, mountains
  Organization solitary
  Treasure standard
  special abilities
  Soul Thief (Su) Whenever a polevik successfully renders a 
  victim unconscious with its stranglehold attack, it can steal 
  part of the victim’s soul, robbing the unfortunate target of 
  1d4 points of its primary ability score (or highest score). The 
  polevik keeps the stolen ability points stored in a fetish for later 
  use, typically for barter or sale to other powerful creatures (see 
  below).  The ability score drain is permanent, however if the 
  fetish is crushed and destroyed, the points are released and 
  restored to the victim. 
  Stranglehold (Ex) A polevik that successfully sneak attacks 
  an opponent with its double-chain sickle, a chain, a rope, 
  or similar item can choose not to deal sneak attack damage, 
  instead using the item to initiate a stranglehold and begin 
  constricting the victim. Once initiated, a polevik gains a +10 
  racial bonus to his combat maneuver bonus to grapple. The 
  constriction deals 4d6 points of nonlethal damage per round 
  until the victim falls unconscious or the stranglehold is broken 
  or escaped. A polevik also applies his +10 racial bonus to his 
  CMD for creatures trying to escape his grapple.
  Surprise Slasher (Ex) During a surprise round, a polevik 
  can move up to its speed and make a full attack with its double 
  chain sickle. Poleviks gain a +4 insight bonus on attack rolls 
  during a surprise round.
  Poleviks, sometimes known as gray stranglers, are malicious 
  fey creatures possibly related to grimstalkers. Murderous 
  assassins, they hunt powerful mortals seeking to steal pieces 
  their souls for dark purposes. They believe mortals owe their 
  souls to the fey, and seek to reclaim them in order to use 
  their power to create potent magical effects. They delight 
  in strangling their marks and stealing pieces of their souls, 
  which they then sell off or use to bargain with fiends from the 
  lower planes. 
  Poleviks maintain many contacts with evil creatures 
  of the lower planes. They frequently bargain with these 
  creatures for artifacts and resources that would otherwise 
  be unavailable to the fey. Their contacts also allow them to 
  keep a sort of nebulous peace between these beings and fey 
  overlords, perhaps a key reason as to their importance to the 
  fey overlords. Despite their occasional usefulness to the fey 
  hierarchy, they hold no allegiances and are not (as some would 
  portray them) fey avengers. Instead, they take great delight in 
  their “work”, a quality trait that most other fey find unsettling. 
  Still, natives of Otherworld seem to view poleviks as a 
  necessary evil and when dealing with non-fey, they often deny 
  their existence, chalking them up as fable, bogeymen used to 
  haunt those of guilty conscience.  
  Most poleviks favor fighting with a matching pair of 
  crudely forged, rusty sickles bound together at the handles 
  by a length of slender rope or chain. Whenever possible, they 
  use stealth to slip behind their targets and strangle them. 
  The chain also allows a polevik to swing his sickles to gain 
  a 10-foot reach attack, which he can use to attempt to trip 
  opponents. If possible, a polevik avoids fair fights, preferring 
  to stage ambushes or similar situations where he can catch his 
  opponents by surprise or at a disadvantage. They fight dirty,  
   
   
  
  14
  14
  using stealth, trickery, and feints. If faced with obviously 
  strong opponents, these creatures attack only until they 
  acquire a portion of their opponent’s souls, after which they 
  flee back into the woods. While they may plot to return and 
  slay such opponents at a later time, they may just as easily put 
  a contract on their heads and sell it to a more powerful ally 
  from the lower planes. 
  Poleviks are similar in appearance to deformed dwarves 
  with excessively wrinkled skin and bulbous eyes with sickly 
  yellowish irises. At all times, they appear filthy and paint 
  themselves with mud, twigs, and leaves to help them blend into 
  their environments. 
  Polevik fetishes
  Created from bits of the stolen souls of its victims, these fetishes 
  can provide their owners with the following magical benefits. 
  While an individual may carry more than one fetish, only a single 
  fetish can be active at one time. The individual must display the 
  fetish to activate it. Each fetish has a number of charges determined 
  by the number of a polevik’s victim’s stolen ability score points. 
  Powered by the stolen ability score points, each time the fetish is 
  used, a point is drained, thus the charges represent spent ability 
  score points. Unless otherwise noted, once a fetish is activated, its 
  effect remains active for 24 hours, after which the effect ends and 
  one of its charges is expended. Using a polevik fetish is an evil act, 
  inadvertent if the user does not know that it is powered by stolen 
  souls but a deliberate act otherwise. Fetishes provide the following 
  benefits as determined by the stolen ability score and the Hhit 
  Ddice of the creature whose soul was stolenvictim of the theft. 
  Strength Fetish: When activated, this fetish grants its user 
  a bonus to all melee attacks and damage equal to the hit dice 
  of the victim plus a number of points equal to the number of 
  Strength points stolen. 
  Dexterity Fetish: When activated, this fetish grants its user 
  a bonus to Initiative equal to the hit dice of the victim plus a 
  number of points equal to the amount of Dexterity points stolen.
  Constitution Fetish: When activated, this fetish provides its 
  user with a fast healing rate equal to the half the hit dice of the 
  victim plus the number of Constitution points stolen.
  Intelligence Fetish: When activated, this fetish provides its 
  user with SR equal to 10 plus the hit dice of the victim plus the 
  number of points of Intelligence stolen.
  Wisdom Fetish: When activated, this fetish allows the user to 
  summon an evil outsider as per the spell summon monster with a 
  spell level equal to the number Wisdom points stolen and with a 
  caster level equal to the hit dice of the victim. Unlike other fetishes, 
  the summoned creature remains for the duration of the spell only. 
  This fetish cannot be used more than once in a 24 hour period.
  Charisma Fetish: When activated, this fetish grants its user 
  the ability to deflect a number of spells whose total combined 
  spell levels are no greater than the hit dice of the victim plus a 
  number of points equal to the Charisma points stolen.
  double Chained Sickles
  The polvik’s double chained sickle is a two-handed exotic melee 
  weapon. The wielder can attack as if armed with a single sickle 
  in each hand or extend the chain to make a single reach attack. 
  By swinging the chain, the wielder can whip the sickle about to 
  disarm or trip opponents. Furthermore, if one of the weapons is 
  dropped, the wielder can retrieve it with a free action simply by 
  pulling on the chain.
  Polviks typically enchant their weapons; however the base 
  statistics for a pair of double chained sickles are as follows:
  Two-Handed Melee Weapon
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Weight
  Type
  Double chained sickles
  10 gp
  1d4/1d4
  1d6/1d6
  ×2
  —
  4 lbs.
  S
  double, reach, trip
  Special: If a character wielding this weapon also has the Strangler feat, he can use the weapon’s chain as part of his grapple  
  attempt and doesn’t suffer the normal –4 penalty for grappling without his hands free. 
  
  15
  15
  Torden
  This shaggy hunter stands with bow and spear in hand, his long braids and bushy 
  beard tangled and rimed with frost. His leathern helm shades his face, glowing 
  eyes faintly visible and his breath freezing the air. Cruelly sharp black antlers 
  crown his head, polished to a deadly shine. 
  tordeN 
   
   
  cr 3
  XP 800
  NE Medium monstrous humanoid (cold)
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Perception +8
  deFeNse
  AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 shield)
  hp 30 (4d10+8)
  Fort +3, Ref +7, Will +5
  Immune cold
  Weaknesses vulnerable to fire
  oFFeNse
  Speed 30 ft.
  Melee mwk lance +7 (1d8+3/x3), gore +6 (1d6+3 plus bleed)
  Ranged composite longbow +7 (1d8+2/x3)
  Space 5 ft.; Reach 5 ft. (10 ft. with lance)
  Special Attacks bleed 1, favored enemy, harrowing horn
  Spell-Like Abilities (CL 4th; concentration +5)
  Constant—deathwatch, detect snares and pits
  At will—faerie fire
  statistics
  Str 15, Dex 16, Con 14, Int 12, Wis 13, Cha 13
  Base Atk +4; CMB +6; CMD 19
  Feats Mounted Combat, Ride-By Attack
  Skills Climb +6, Handle Animal +6, Perception +8, Ride 
  +10, Stealth +10, Survival +8 (+10 when tracking), Swim 
  +6; Racial +2 Survival when tracking
  Languages Common, Druidic, Sylvan
  SQ favored terrain, wintry stride
  Gear leather armor, masterwork buckler, masterwork lance, 
  composite longbow (2 Str) with 40 cold iron arrows)
  ecology
  Environment any cold or temperate forest
  Organization solitary, hunt (2-5 plus 1 giant owl), or 
  great hunt (6-12 plus 1d4 giant owls and 1 huntmaster); 
  tordens are almost always encountered mounted
  Treasure standard 
  special abilities
  Favored Enemy (Ex) Tordens have ingrained within them 
  an almost supernatural hatred for the druids that created their 
  accursed ancestors. As a result, they treat any creature with levels 
  in the druid class, created or summoned by a druid, or serving as 
  animal companion or cohort to a druid as a favored enemy. This 
  functions as the ranger class feature, with a +2 bonus.
  Favored Terrain (Ex) Tordens treat both cold and forest 
  terrains as their favored terrain, as the ranger class feature, with 
  a favored terrain bonus of +2 in both types of terrain. In these 
  terrains, tordens can attempt to track creatures that normally 
  cannot be tracked, including flying or swimming creatures or 
  creatures using abilities such as trackless step or pass without 
  trace, though they take a -10 penalty to their Survival check 
  when doing so. 
  Harrowing Horn (Su) Three times per day as a standard 
  action, a torden can conjure and sound a phantom trumpet, 
  inspiring himself and his allies as a bless spell and granting 
  them a +10-foot enhancement bonus to their speed while 
  striking dread into his enemies, as bane (DC 13 Will negates). 
  Each effect lasts 4 rounds. The bane effect is a sonic, mind-
  affecting effect. The save DC is Charisma-based.
  Wintry Stride (Su) A torden’s movement is not impeded 
  by natural vegetation, as a druid’s woodland stride ability. In 
  addition, their movement is never adversely affected by snow 
  or ice, and they can walk across a thin snow crust or thin ice 
  without breaking through. A mounted torden can share this 
  ability with a mount one size larger than himself.
  tordeN HuNtmaster  
  cr 7 
  XP 3,200
  NE Medium monstrous humanoid (cold)
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Perception +13
  deFeNse
  AC 21, touch 13, flat-footed 18 (+3 armor, +3 Dex, +4 
  natural, +1 shield)
  hp 85 (9d10+36)
  Fort +7, Ref +9, Will +7
  Immune cold
  Weaknesses vulnerable to fire
  oFFeNse
  Speed 30 ft.
  Melee +1 lance +14/+9 (1d8+7/x3), gore +13 (1d6+6 plus 
  bleed)
  Ranged +1 composite longbow +13/+8 (1d8+5/x3)
  Space 5 ft.; Reach 5 ft. (10 ft. with lance)
  Special Attacks brumal bleed, favored enemy, harrowing 
  horn, bleed (1d3)
  Spell-Like Abilities (CL 9th; concentration +12)
  Constant—deathwatch, detect snares and pits
  At will—air walk (self only), faerie fire, gaseous form 
  (self only)
  1/day—call lightning (DC 16), control weather, eagle eye, 
  ice storm, sleet storm
  statistics
  Str 19, Dex 16, Con 18, Int 12, Wis 13, Cha 17
  Base Atk +9; CMB +13; CMD 26
  
  16
  16
  
  17
  17
  Feats Mounted Combat, Point-Blank Shot, Precise Shot, 
  Ride-By Attack, Spirited Charge
  Skills Climb +8, Handle Animal +10, Knowledge (nature) 
  +7, Perception +13, Ride +15, Stealth +15, Survival +13 
  (+17 when tracking), Swim +8; Racial Modifiers +4 
  Survival when tracking
  Languages Common, Druidic, Sylvan
  SQ favored terrain, swift tracker, wintry stride
  Gear masterwork chain shirt, masterwork buckler, +1 
  lance, +1 composite longbow, 40 cold iron arrows
  ecology
  Environment any cold or temperate forest
  Organization solitary, hunt (2-5 plus 1 giant owl), or 
  great hunt (6-12 plus 1d4 giant owls and 1 huntmaster); 
  tordens are almost always encountered mounted
  Treasure standard 
  special abilities
  Brumal Bleed (Su) The bleed damage from a torden 
  huntmaster’s gore attack causes a hypothermic chill to spread 
  through the target. A creature is fatigued for as long as it is 
  taking bleed damage. Once the bleed damage ends, the target 
  can attempt a DC 18 Fortitude save as a full-round action to 
  banish the chill and end the fatigue. The fatigue caused by a 
  huntmaster’s gore does not stack with itself, but it stacks with 
  fatigue caused by another huntmaster’s gore or with other 
  sources of fatigue.
  Favored Enemy (Ex) As a normal torden, but with a +4 bonus.
  Favored Terrain (Ex) As a normal torden, but with a +4 
  bonus. In addition, a huntmaster takes only a -5 penalty when 
  tracking creatures that normally cannot be tracked.  
  Swift Tracker (Ex) A torden huntmaster reduces penalties for 
  tracking at full speed, as the ranger class feature. 
  Harrowing Horn (Su) As a normal torden, but in addition to 
  the usual effects the huntmaster can grant all allies within 20 
  feet the benefits of air walk, good hope, or haste or can affect 
  all enemies within 20 feet as crushing despair, fear, or slow. 
  These effects last for 9 rounds and the save DC to resist any 
  harmful effect is DC 16. Only one of these additional effects 
  can exist at a time; if the huntmaster creates a new effect, the 
  previous effect ends for all creatures.  
  Wintry Stride (Su) As a normal torden.
  Tordens are a race of savage hunters of the cold lands born 
  of an ancient curse. Their legendary forebears, their names 
  now largely forgotten, were once great hunters themselves but 
  trespassed one too many times into the sacred woods of the 
  elder druid circles. Mortally wounded when their erstwhile 
  prey turned savagely upon them, and abandoned by their allies 
  to their fate, they were taken by the druids to be reforged into 
  living weapons upon their former allies, hunting them as they 
  had once hunted the beasts of the field and forest. They hunted 
  well, terrorizing lands they once ruled and being branded 
  outlaws and traitors, but upon returning with the spoils of 
  their first hunt they saw no reason to stop hunting just because 
  their creators and supposed masters were in view. Thus, the 
  druids that made the first tordens also fell by the hand of 
  their murderous creations, loyalty and obedience being of no 
  moment. In time, the tordens forgot all allegiances but to one 
  another. Even their own names were discarded as meaningless. 
  There was only the hunt, and an undying hatred for the druids 
  that cursed him to live for nothing else. 
  Tordens roam across all the cold lands, from the polar ice to 
  the barren tundra, icy mountain ranges and chilly bogs, but 
  it is the boreal forests they love best. They sometimes range 
  into warmer temperate woodlands during the winter, but they 
  rarely remain past the coming of spring. Some think them fey, 
  transient spirits of winter’s hunger and cruelty, but they are 
  entirely natural creatures for all their unnatural lineage. They 
  reproduce by spreading their curse (see sidebar), though rumors 
  persist that some tordens can mate with ordinary women and 
  that the children of such unions, always male, will manifest 
  the curse upon reaching adulthood. In either case, most tordens 
  have no qualms about spreading their curse, though they are 
  careful to avoid creating too many hunters with whom they 
  will have to compete. When a group grows too large the two 
  strongest leaders split the clan and go their separate ways to 
  ensure that every hunter will always have enough prey. Some 
  tordens try to turn away from their legacy of death, confining 
  their hunting to non-sentient beings and never passing along 
  their curse, and some are solitary and do not pass on the curse 
  simply because they despise the company of others and do not 
  wish to share their kills, but most travel in packs. 
  Tordens are skilled warriors afoot, but they are almost always 
  found mounted. Many use common mounts, such as horses 
  or trained elk, sharing their wintry stride ability and allowing 
  them to ride through dense and tangled woodlands and drifts 
  of snow and treacherous ice at speeds impossible for most of 
  their prey to match. Over the centuries since their creation, 
  however, tordens have also developed a unique and almost 
  empathic affinity for giant owls and winter wolves. These 
  creatures are not servants but allies, as the tordens live among 
  them and fight alongside them, using them sometimes as scouts 
  or magnificent mounts. They share trophies, treasure, and 
  meals alike with their inhuman comrades, as each understands 
  the other is key to their mutual success in planning and 
  executing a successful hunt.
  The greatest and most bloodthirsty tordens become the 
  fearsome huntmasters, leading their fellows in the scouring 
  of the land and even racing in deadly hunts across the sky 
  through the winter storms. Huntmasters typically lead from the 
  rear of their fellows, raining deadly arrows in the thick of the 
  fighting before diving in with leveled lance and tearing horns. 
  Huntmasters are primarily focused on their own business and 
  may not concern themselves with PCs unless they interfere 
  with their hunt; of course, the malevolent huntmasters are just 
  as likely to be encountered in the employ of someone willing to 
  pay well to target the PCs.
  Knowledge Checks: tordens
  10
  Tordens are expert riders and hunters, able to move  
  swiftly through frozen forests.
  15
  Tordens blow phantom horns to inspire themselves  
  and instill dread in their prey. Their frozen flesh is  
  impervious to cold but they fear fire.
  20
  Tordens have a powerful hatred for druids, who  
  created them with an ancient curse that they can pass on  
  to male humanoids they capture and hang among the  
  frozen boughs until the curse takes hold. 
  
  18
  18
  vodenjak
  This gaunt ferryman is dressed in ragged, mud-stained shrouds of blackish green. 
  His gnarled hands grip a stout pole of equal utility for walking or poling a skiff. 
  His eyes are quick and appraising, his hair wild and white, and his smile decidedly 
  unpleasant. A jangling roughspun satchel hangs at his side. 
  vodeNjak 
   
  cr 6
  XP 2,400
  LE Medium monstrous humanoid (aquatic)
  Init +7; Senses darkvision 60 ft., low-light vision, 
  tremorsense 60 ft.; Perception +13
  deFeNse
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 
  natural)
  hp 68 (8d10+24)
  Fort +5, Ref +9, Will +8
  DR 5/silver; Resist electricity 10; SR 17
  oFFeNse
  Speed 30 ft., swim 30 ft.
  Melee shillelagh +11/+6 (2d6+4)
  Special Attacks clouting cudgel, soul 
  drinker
  Spell-Like Abilities (CL 8th; concentration 
  +12) 
  Constant—freedom of movement, speak with 
  animals (aquatic animals only)
  At will—animal trance (DC 16) (aquatic animals only), 
  charm animal (DC 15) (aquatic animals only), disguise 
  self, fog cloud, hydraulic push, shillelagh
  3/day—divination, entangle (DC 15), scry (DC 18)
  1/day—baleful polymorph (DC 19) (aquatic creatures 
  only), bestow curse (DC 18), summon (level 4, 1 giant 
  moray eel, 1d3 giant pike, or 1d4+1 electric eels 100%)
  statistics
  Str 14, Dex 17, Con 16, Int 15, Wis 15, Cha 18
  Base Atk +8; CMB +10; CMD 23
  Feats Brew Potion, Improved Initiative, Power Attack, Vital 
  Strike
  Skills Appraise +6, Bluff +10, Craft (alchemy) +10, Disguise 
  +10 (+20 with disguise self), Knowledge (geography) 
  +10, Knowledge (nature) +10, Perception +13, Perform 
  (oratory) +10, Profession (sailor) +10, Sense Motive +10, 
  Stealth +10, Swim +14
  Languages Aquan, Common, Sylvan
  SQ change shape (electric eel, giant pike), or giant moray 
  eel; beast shape II), phantom skiff, riverman’s bargain
  ecology
  Environment cold or temperate freshwater
  Organization solitary, skiff and school (1 vodenjak and 1–4 
  giant pike), 10% chance to be encountered with a green 
  hag or sea hag (equal chance of either)
  Treasure standard
  special abilities
  Clouting Cudgel (Su) When a vodenjak threatens a critical 
  hit against a Medium or smaller creature with his shillelagh, 
  he can attempt an Awesome Blow combat maneuver in place 
  of attempting to confirm the critical hit. If the maneuver 
  succeeds, the attack deals double damage and moves the target 
  as described for the Awesome Blow feat. 
  Phantom Skiff (Su) As a full-round action, a vodenjak can 
  conjure a spiritual barge of sodden logs bound together by ropes 
  of mist. This silent skiff functions similarly to the phantom 
  steed spell (AC 20, hp 30), with a swim speed of 80 feet across 
  the surface of the water (including muddy and swampy terrain 
  and even areas of solid ground that are 10 feet wide or less). The 
  skiff can go underwater at a speed of 40 feet, but it provides no 
  air for its passengers, so they must hold their breath. The skiff 
  can hold up to 8 Medium-sized creatures (2 Large, 1 Huge, or 
  
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  16 Small or smaller) in addition to the vodenjak. The phantom 
  skiff is surrounded by a ghostly mist that provides concealment 
  (20% miss chance) for creatures within the skiff against attacks 
  from outside it, and from a distance of greater than 30 feet the 
  phantom skiff is 80% likely to be mistaken for ordinary mist 
  upon the water. The vodenjak can dismiss the phantom skiff as 
  a free action. 
  Riverman’s Bargain (Su) Once per month, a vodenjak can 
  grant a limited wish to a creature with 7 or fewer Hit Dice. 
  However, this wish always comes as part of a bargain, and 
  the creature receiving the limited wish must agree to accept a 
  lesser geas from the vodenjak, which the vodenjak can invoke 
  from any distance up to a year and a day after granting the 
  limited wish. This specialized lesser geas does not allow spell 
  resistance or a saving throw, and if the lesser geas is removed 
  before the task specified by the vodenjak is completed, the 
  benefits of the limited wish are immediately ended (or undone, 
  if the effect of the limited wish has already ended). If the wish 
  cannot reasonably be reversed or negated, the wish recipient 
  instead is affected as bestow curse (no saving throw) when the 
  lesser geas is broken. If the target is killed before the lesser 
  geas is completed, its soul is taken by the vodenjak as if it had 
  successfully used its soul drinker ability. A vodenjak cannot 
  have more than one riverman’s bargain in effect at a time. 
  Soul Drinker (Su) As a full-round action, a vodenjak can try 
  to extract the soul of a dying creature adjacent to it, drawing 
  it forth as a liquid and storing it in an open container, such 
  as a goblet, chalice, or teacup. A target failing a DC 18 Will 
  save is slain and affected as a rest eternal spell. If the target 
  is underwater while dying, the save DC increases by 2. If a 
  creature dies by drowning within 30 feet of a vodenjak, it can 
  use this ability as an immediate action and does not need to be 
  adjacent to the target.
  Once the soul essence has been drawn out of the victim, the 
  vodenjak can tap into its power at any time as a standard action 
  by dipping its tongue into the liquefied soul in the container, 
  gaining the benefit of a guidance or virtue spell. Once per day, 
  a vodenjak can also speak with dead with any creature whose 
  soul container it possesses, and can split the questions between 
  multiple slain creatures; the dead do not receive a saving throw 
  to resist this questioning. A vodenjak can also drink the stored 
  soul essence at any time, gaining the benefits of a death knell 
  spell, though this frees the trapped the soul and allows the 
  creature to be raised from the dead normally. For any creature 
  other than the vodenjak, drinking the soul essence causes the 
  drinker to gain a temporary negative level (DC 18 Fortitude 
  negates) and become confused (DC 18 Will negates), each effect 
  lasting 24 hours. If the rest eternal effect is ended, that soul 
  container shatters and the soul essence spills out on the ground. 
  If a vodenjak has 10 or more soul containers gathered 
  together, he can use word of recall to return to that location; 
  however, this destroys 1d4-1 of his soul containers and releases 
  the souls trapped within, so he is loath to use this ability unless 
  he believes his collection is in danger. He is aware when any 
  soul container is disturbed, as the mental alarm created by an 
  alarm spell but with unlimited range as long as the vodenjak 
  is on the same plane. Both of these effects apply only if he 
  has line of effect to the containers. This line of effect extends 
  underwater but not inside any kind of container or building; 
  hence, a vodenjak’s collections are often hidden in the open on 
  remote sand or gravel bars or on tiny uninhabited islets so they 
  are not disturbed.
  Soulchemist (Su) A vodenjak can use soul essence to craft 
  potions as if it knew all druid spells of 1st to 3rd level. The 
  caster level of a potion created using a soul essence is equal to 
  the Hit Dice of the deceased creature. Crafting a potion requires 
  8 hours of work and frees the trapped soul essence. These 
  potions retain their potency for one week and then evaporate 
  into nothingness.
  Vodenjaks are supernatural ferrymen, sometimes called 
  vodnik or vodianow, closely related to hags though always 
  excluded from their covens. Like hags, they often wander in 
  disguise through settled lands, plying their wares and offering 
  temptation to the unwary. Unlike hags, however, vodenjaks 
  have no interest in devouring the creatures they inveigle 
  with their cunning. Instead, they are far more interested in a 
  creature’s soul. 
  Vodenjaks stay close to rivers, lakes, and marshes, sometimes 
  using their phantom skiffs to speed passengers from place 
  to place. They often ask a dear price for passage, and can be 
  swift and sure in their transit, but often they will simply ask 
  for whatever payment their passengers wish. Those who deal 
  generously with a vodenjak will have few problems, but those 
  that seek to cheat or insult him draw his ire and often cause 
  him to disperse the phantom skiff in the midst of a journey, 
  often amidst dangerous waters or when hungry aquatic 
  predators have gathered about in his wake (including those the 
  vodenjak summons himself). 
  Vodenjaks enjoy riddling talk and may challenge passengers 
  to contests of boasting, riddles, or storytelling to pass the 
  time on their journey. They will also offer to read the fortune 
  of passengers, telling them what may come to pass. Their 
  divinatory gifts are real, but how much they offer and how 
  truthful they are about what they see depends on their opinion 
  of their passenger. The same is true of their offers to craft 
  magical potions, as they may slip poison into the vials of 
  customers that have angered them. A vodenjak always feigns 
  friendliness and never shows anger outwardly unless he is ready 
  to attack. Their powers of temptation go beyond potion-making 
  and divination to the granting of small wishes, but always 
  bound up with a promise of service on the vodenjak’s behalf. 
  All of a vodenjak’s affable pretensions work to the goal of 
  gathering souls, which it collects as others might collect fine 
  wines. They use these souls as ingredients in their potions 
  and for their personal power, but mostly they love the sense 
  of control over mortal life and death, and the satisfaction of 
  luring someone into giving up a portion of their soul willingly. 
  A vodenjak has the power to seize it by force at the moment of 
  dying, but gaining them through guile is far more delicious. 
  Vodenjaks are very protective of their collections and will attack 
  in a fury anyone who threatens to disturb their soul containers. 
  
  20
  20
  Wiitikowan  
  (lesser Wendigo) (Template)
  The lined and weathered features of this tribal hunter are wracked into a feral 
  rictus, as blood drips from his lips and hands, painting the tips of cruel antlers 
  twisting up from his skull. He draws his bow with practiced skill, ready to rain 
  death upon his targets and commence a bloody feast upon their flesh.
  WiitikoWaN savage HuNter  
   
  cr4
  XP 1,200
  Male human ranger (guide) 5
  N Medium humanoid 
  Init +1 (+3 in mountains and hills); Senses low-light vision, 
  Perception +5 (+7 in mountains and hills)
  deFeNse
  AC 17, touch 13, flat-footed 14 (+3 armor, +2 
  Dex, +1 dodge, +1 shield)
  hp 42 (5d10+15)
  Fort +6, Ref +6, Will -2
  oFFeNse
  Speed 30 ft.
  Melee mwk battleaxe +8 (1d8+2/[TS]3) and gore +7 
  (1d6+2 plus 1 bleed/19-20)
  Ranged mwk longbow, composite +8 (1d8+2/[TS]3) or 
  handaxe +7 (1d6+2)
  Special Attacks blood rage, ranger’s focus (2/day, +4 
  attack and damage)
  statistics
  Str 14, Dex 15, Con 14, Int 10, Wis 12 (8 
  points of Wis damage currently), Cha 11
  Base Atk +5; CMB +7; CMD 19
  Feats Deadly Aim, Dodge, Endurance, 
  Mobility, Point Blank Shot, Shot 
  on the Run
  Skills Climb +10, Craft (traps) +7, Handle Animal +5, 
  Knowledge (geography) +5 (+7 in mountains and hills), 
  Knowledge (nature) +5, Perception +5 (+7 in mountains and 
  hills), Profession (trapper) +5, Ride +7, Stealth +10 (+12 in 
  mountains and hills), Survival +5 (+7 in mountains and 
  hills), Swim +7
  Languages Common, Halat
  SQ favored terrain (mountains/hills), track +2, trackless 
  step, wild empathy +5
  Combat Gear masterwork composite longbow (STR 14) 
  with 20 arrows, masterwork battleaxe, 2 throwing axes; 
  Other Gear masterwork studded leather, masterwork 
  buckler, climber’s kit, masterwork tools (Craft (traps)), 2 
  potions of cure light wounds.
  
  21
  21
  WiitikoWaN dire WolveriNe   
  cr 6
  XP 2,400
  CE Large fey (cold)
  Init +9; Senses low-light vision, scent; Perception +13
  Aura unnatural aura (30 ft.)
  deFeNse
  AC 20, touch 14, flat-footed 15 (+5 Dex, +6 natural, -1 size)
  hp 66 (7d8+35); regeneration 5 (fire)
  Fort +10, Ref +10, Will +3
  Immune cold, mind-affecting effects; Weaknesses 
  vulnerability to fire
  oFFeNse
  Speed fly 60 ft. (perfect)
  Melee bite +10 (1d8+9/18-20/x3 plus disease), 2 claws +8 
  (1d6+3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks bloody bite, disease (DC 18), nightmare 
  stalker (DC 14), rage, savage transformation (DC 18)
  statistics
  Str 23, Dex 21, Con 21, Int 1, Wis 12, Cha 6
  Base Atk +5; CMB +12; CMD 27 (31 vs. trip)
  Feats Flyby Attack, Improved Initiative, 
  Multiattack, Skill Focus (Perception)
  Skills Fly +13, Perception +13, Stealth 
  +13, Survival +12
  SQ taste of terror, wind walker
  Rage (Ex): When this creature takes damage 
  during combat, at the beginning of its next turn it 
  becomes enraged for the remainder of the combat: Str 
  27, Con 25, AC 18, touch 12, flat-footed 13, hp 78, Fort 
  +12, Melee bite +12 (1d8+12/18-20/x3 plus disease), 2 
  claws +10 (1d6+4)
  WiitikoWaN mouNtaiN raveN (vulture) 
   cr 3
  XP 800
  CE Small fey (cold)
  Init +1; Senses low-light vision, scent; Perception +13
  Aura unnatural aura (30 ft.)
  deFeNse
  AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size)
  hp 25 (3d8+12); regeneration 5 (fire)
  Fort +7, Ref +6, Will +2; +4 vs. disease
  Immune cold, mind-affecting effects; Weaknesses 
  vulnerability to fire
  oFFeNse
  Speed fly 60 ft. (perfect)
  Melee bite +7 (1d8+2/18-20/x3 plus disease)
  Space 5 ft.; Reach 5 ft.
  Special Attacks bloody bite, disease (DC 15), nightmare 
  stalker (DC 12), savage transformation (DC 15)
  statistics
  Str 16, Dex 17, Con 18, Int 1, Wis 13, Cha 3
  Base Atk +2; CMB +4; CMD +7
  Feats Flyby Attack, Weapon Focus (bite)
  Skills Fly +15, Perception +13, Stealth +15, Survival +13
  SQ taste of terror, wind walker
  A wiitikowan is the result when a living creature is spiritually 
  consumed by a raw and hungry spirit of nature. Most common 
  in cold, harsh lands where humanity and its kin sometimes 
  teeter on the edge of relapsing into savagery and even 
  cannibalism in order to survive, a wiitikowan may also arise as 
  a result of a powerful curse. In any case, its appearance is wild 
  yet haggard, its hair, fur, or feathers matted and its skin scarred 
  and tattered (or, in rare cases, completely falling out and leaving 
  the victim utterly bald), scarcely hiding its bulging muscles 
  within. Its mouth is always bloody as though continually in the 
  midst of a feast of carnage. Its eyes hold a feral supernatural 
  gleam and its feet end in bloody stumps or sometimes 
  bony claws, the flesh melting away into a cold mist.
  A creature that has begun to succumb to 
  the wiitikowan curse but has not yet fully 
  lost their mind and soul may appear 
  totally normal, but will 
  
  22
  22
  periodically be stricken with a hungry blood rage that causes 
  them to undergo a savage transformation, like the savage 
  hunter above. At first this change is temporary and the 
  accursed creature returns to normal when the transformation 
  abates, with no recollection of their actions while transformed. 
  If their curse can be removed before their original mind and 
  personality are utterly gone, they can sometimes be redeemed 
  and rescued from their accursed fate. If not, they are doomed to 
  hunt as a wiitikowan forever.
  Becoming a wiitikowan
  Wiitikowan is an acquired template that can be applied to any 
  animal, humanoid, or monstrous humanoid. Other creature types 
  are not subject to the wiitikowan curse. A wiitikowan uses the base 
  creature’s stats and abilities except as noted below.
  Challenge Rating: As the base creature +2 for base creatures 
  without class levels, spells, or spell-like or supernatural abilities.
  Alignment: Always chaotic evil. 
  Type: The creature’s type changes to fey. Do not recalculate the 
  creature’s HD, BAB, or saves. 
  Armor Class: As the base creature, with a +2 bonus to its natural 
  armor bonus to Armor Class. 
  Hit Dice: As the base creature +2. 
  Saves: As the base creature.
  Defensive Abilities: A wiitikowan gains immunity to cold and 
  mind-affecting effects. 
  Speed: A wiitikowan gains a fly speed of 60 feet (perfect 
  maneuverability) and loses all other movement types. If its fly 
  speed is faster than 60 feet, it retains that speed. 
  Attacks: A wiitikowan gains a bite attack if it does not already 
  possess one, and its bite deals damage as a creature one size larger 
  than its actual size, adding 1-1/2 times its Strength bonus to its bite 
  damage. Any other natural weapons it has become atrophied and 
  withered, being treated as secondary natural weapons and dealing 
  damage as a creature one size smaller, adding 1/2 its Strength 
  bonus to damage. 
  Special Attacks: A wiitikowan retains any special attacks of the 
  base creature. In addition, it gains the following special attacks: 
  Bloody Bite (Ex): A wiitikowan’s bite has a critical threat range 
  of 18-20, dealing triple damage and 1d6 points of bleed damage 
  on a confirmed critical hit. This bleed damage stacks for multiple 
  critical hits. 
  Disease (Su): A wiitikowan’s bite carries the disease of wendigo 
  fever. Wendigo fever: bite; save Will DC = 10 + 1/2 the wiitikowan’s 
  Hit Dice + its Constitution modifier; onset 1 day; frequency 1d3 
  days; effect 1d3 Wis damage plus savage transformation (see 
  below); cure 2 consecutive saves. 
  Nightmare Stalker (Su): As a full-round action, a wiitikowan can 
  mark one creature within 120 feet as its quarry, allowing it to move 
  at full speed while tracking that creature, with an insight bonus 
  equal to 1/2 its Hit Dice to Perception and Survival checks made 
  against its quarry. As long as that creature remains its quarry, the 
  next time the target sleeps it is affected as nightmare (Will DC = 
  10 + 1/2 the wiitikowan’s Hit Dice + its Wisdom modifier), though 
  each time the target fails its saving throw against this nightmare it 
  takes 1d3 points of Wisdom damage (and does not heal Wisdom 
  damage naturally that day) in addition to the normal effects of 
  nightmare. A wiitikowan will typically stalk a victim for 1d4 days 
  trying to wear down its target’s mental reserves before attacking 
  and trying to spread its wendigo fever. A creature that has failed 
  a saving throw against a wiitikowan’s nightmare automatically 
  becomes shaken whenever the wiitikowan is within 30 feet and 
  for 1d4 rounds thereafter, even if it cannot see the wiitikowan. 
  A creature that has failed two saves against its nightmare is 
  frightened rather than shaken, while a creature that has failed 
  three saves is either panicked or cowering (equal chance of either).
  If the target succeeds on its saving throw three nights in a row, 
  the wiitikowan abandons its quarry. Any Wisdom damage remains 
  but the nightmares and their side effects do not recur. It may have 
  only quarry at a time. 
  Optional Rule: If using the alternate Madness system from 
  Tomes of Arcane Knowledge, a failed save adds 1d3 Madness 
  points to the target rather than dealing Wisdom damage. 
  Savage Transformation (Su): On any day an infected creature 
  takes Wisdom damage from wendigo fever, the target must make 
  a Will save (same DC as wendigo fever) or be overcome with an 
  insatiable hunger for the flesh of its own kind, being compelled to 
  stalk and kill the nearest creature of its own race and feast upon its 
  flesh. After the first bite of its victim, the afflicted creature gains 
  the blood rage, low-light vision, and trackless step special qualities 
  and may experience a temporary physical transformation. If the 
  afflicted creature normally has a bite attack, it gains the bloody 
  bite special attack described above. If the creature is a humanoid or 
  similar creature lacking natural weapons, it may gain one or more 
  primary natural weapons:
  d% 
  Result
  01-25
  no additional attack gained
  26-50
  bite attack gained
  51-70
  gore attack gained
  71-95
  2 claws gained
  96
  bite and gore
  97
  bite and 2 claws
  98
  2 claws and gore
  99-00
  bite, 2 claws, and gore
  These natural weapons deal damage appropriate for a 
  creature of its size with a critical threat range of 19-20 and 
  dealing 1 point of bleed damage (which stacks with bleed 
  damage from any source) on a critical hit. This transformation, 
  including the blood rage and natural weapon, last for 1d4 hours, 
  after which the afflicted creature returns to normal with no 
  memory of events that transpired while affected by this effect. 
  When an afflicted creature’s Wisdom damage equals its 
  Wisdom score, the savage transformation becomes permanent. 
  It gains this template and becomes a wiitikowan forever. Its 
  Wisdom damage disappears when this occurs.
  Abilities: Str +4, Dex +4, Con +4, Int -4 (minimum 1), Cha -4 
  (minimum 1).
  BAB: As the base creature.
  Skills: A wiitikowan gains a +8 racial bonus to Stealth and 
  Survival. 
  
  23
  23
  Boreal Bestiary Paper minis
  Feats: As the base creature. 
  Special Qualities: A wiitikowan gains the following special 
  qualities:
  Regeneration 5 (Ex): Fire suppresses a wiitikowan’s 
  regeneration for 1 round. 
  Taste of Terror (Su): A wiitikowan can sense the presence 
  of fear, becoming aware of the direction and approximate 
  distance of any creature affected by a fear effect within 1 mile. 
  If it is within 60 feet, it can pinpoint a shaken creature’s exact 
  location as if it had blindsense; this is doubled if the creature 
  is frightened, tripled if a creature is panicked, cowering, or 
  paralyzed with fear. If the creature is also taking bleed damage 
  (or bleeding while dying), all of the above distances are doubled. 
  If a wiitikowan deals damage with its bite to a creature suffering 
  from a fear effect, the wiitikowan can sense that creature for the 
  next 24 hours as if it had blindsight rather than blindsense. 
  Unnatural Aura (Su): Animals do not approach within 30 
  feet of a wiitikowan unless the animal’s master makes a DC 25 
  Handle Animal, Ride, or wild empathy check. 
  Wind Walker (Su): A wiitikowan may wind walk at will, 
  requiring only a move action to transform between solid and 
  gaseous form. In addition, a wiitikowan’s movement, attacks, 
  and senses are never impeded by wind or by natural or 
  magical weather effects, including fog cloud, obscuring mist, 
  and sleet storm.
  ©2013 Legendary Games. Permission granted to photocopy this page for personal use only.
  
  24
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  Arctic Harpspider
  
  25
  25
  Green Child
  
  26
  26
  Gruen
  
  27
  27
  Hiisi
  
  28
  28
  Maniitok
  
  29
  29
  Orruol
  
  30
  30
  Polevik
  
  31
  31
  Torden
  
  32
  32
  Vodenjak
  
  33
  33
  Savage Hunter
  Wiitikowan
  
  34
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  Dire Wolverine
  Wiitikowan
  
  35
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  Mountain Raven
  Wiitikowan
  
  ADVENTURE PATH PLUG-INS
  KM04
  ADVENTURE PATH PLUG-INS
  Boreal Bestiary
  Boreal Bestiary
  by Jason Nelson, Tim Hitchcock , and Matt Goodall
  by Jason Nelson, Tim Hitchcock , and Matt Goodall
  KM05
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF031-036 - KingMaker/Plug-In/LG028KM05 - Beasts of Legend - Boreal Bestiary.pdf