TEXT: XRP 3005  
  Monster Geographica: Hill & Mountain 
   
  Expeditious Retreat Press
  Monster Geographica
  Hill & Mountain
  Expeditious Retreat Press
  200 monsters from the hills and heights, compiled
   from over 20 different sources, including 111 classic
  3.0 monsters updated for a 3.5 game.
  Requires the use of the Dungeons & 
  Dragons, Third Edition Core Books, 
  published by Wizards of the Coast, Inc.
  Hill & Mountain
  
  Monster Selection and Design: Joseph Browning, and Suzi Yee
   Conversion and Editing: Kevin Baase, Eric Jansing,
  Joseph Browning, and Suzi Yee
  Art: Ravindra Rana
  Monster
  Geographica:
  Hill & Mountain
  Expeditious Retreat Press
  
  2
  Alphabetical Listing of Monsters
  Aberrant .............................................. 95
  Al-mi’raj ............................................. 15
  Alaihar............................................... 168
  Alruii................................................. 186
  Amphisbaena....................................... 68
  Anzu.................................................. 169
  Apep-Spawn Snake............................. 46
  Arachnom............................................ 96
  Argent Cougar..................................... 69
  Argent Hunter ................................... 115
  Attrition Creeper................................. 47
  Aurumvorax...................................... 148
  Azure Greathawk .............................. 157
  Barbed Beetle...................................... 23
  Barbegazi ............................................ 16
  Bhaviratye........................................... 24
  Bicephalous Troll.............................. 130
  Blessed Ring ..................................... 116
  Blood Boulder..................................... 24
  Blood Golem....................................... 97
  Boarclops ............................................ 70
  Bonechewer....................................... 130
  Bone Delver ........................................ 17
  Bortha.................................................. 98
  Cacogen............................................... 26
  Caprinedrom ..................................... 159
  Carcaetan............................................. 27
  Carn Teg.............................................. 18
  Caterwaul............................................ 48
  Cave Giant ........................................ 160
  Chepekwe............................................ 49
  Chill Slain ........................................... 71
  Clamor................................................. 72
  Cobra Flower ...................................... 73
  Coffer Corpse...................................... 50
  Creeping Fiend...................................... 7
  Crelith ............................................... 170
  Crimson Moth................................... 177
  Cruel Guest ........................................... 6
  Cu Marbh ............................................ 18
  Cyrrivosk........................................... 171
  Dark Creeper....................................... 29
  Dark Stalker ........................................ 74
  Darnu................................................... 30
  Demiurge........................................... 117
  Disenchanter ....................................... 51
  Dover..................................................... 8
  Dracolisk........................................... 132
  Dreadwraith......................................... 98
  Electrohydra (5 headed).................... 118
  Enfant Terrible .................................... 31
  Ferrous Giant .................................... 196
  Fey Cat................................................ 52
  Fog Giant .......................................... 149
  Fool’s Dragon...................................... 79
  Forest Mimic..................................... 161
  Fright Owl........................................... 19
  Frostbiter............................................. 52
  Furysus.............................................. 194
  Gallows Tree..................................... 187
  Gallows Tree Zombie.......................... 75
  Ghoul Wolf.......................................... 32
  Giant Flea.............................................. 9
  Giant Troll......................................... 133
  Gnarl ................................................. 134
  Gnomide.............................................. 76
  Gorbel ................................................. 20
  Gorgimera ......................................... 150
  Greater Shedu.................................... 162
  Great Condor....................................... 99
  Griffock............................................. 135
  Grumbler........................................... 100
  Gwyllion ............................................. 20
  H’Liblika........................................... 120
  Haklaa ............................................... 119
  Headsman Swine............................... 172
  Heart Stalker ....................................... 53
  Hephaestan........................................ 163
  Hexachela............................................ 10
  Hiroe ................................................. 136
  Hoar Spirit........................................... 54
  Hound of Insanity ............................. 101
  Iceglare Serpent ................................ 121
  Ice Scarab............................................ 33
  Ice Stalker ......................................... 102
  Ingogo ................................................. 11
  Ioun Sentinel..................................... 136
  Isen .................................................... 12
  Ith’n Ya’roo....................................... 103
  Jack-O-Lantern ................................... 55
  Keenwing............................................ 34
  Kijo .................................................. 104
  King of the Tengu ............................. 188
  Knifescale Serpent .............................. 56
  Lacertrasher....................................... 179
  Lava Ooze......................................... 138
  Laxmyri............................................... 35
  Lesser Phoenix.................................... 77
  
  3
  Lifegiver Goat................................... 122
  Lifethief............................................... 78
  Livestone........................................... 122
  Lord of Dream................................... 180
  Luniathan .......................................... 173
  Mangabangabana .............................. 174
  Marrow Dragon................................... 56
  Mason Troll....................................... 139
  Megalotroll........................................ 195
  Mercilla............................................... 21
  Mobat.................................................. 57
  Mokara................................................ 58
  Moon Dog......................................... 164
  Mountain Folk..................................... 80
  Mountain Giant................................. 192
  Nagley................................................. 36
  Narga................................................. 104
  Narlaskin............................................. 59
  Neak-ta.............................................. 165
  Nephilim ........................................... 124
  Nilbog ................................................. 37
  Noble Stag........................................... 82
  Palanquin Beetle ............................... 106
  Peaks Ram........................................... 38
  Phantom Argent Cougar.................... 166
  Phase Stallion...................................... 83
  Phoenix ............................................. 181
  Picaroon ............................................ 107
  Picker .................................................. 13
  Q’tsal................................................. 190
  Qor .................................................. 140
  Quickgrass........................................... 84
  Quickwood........................................ 151
  Rime Giant........................................ 197
  Rime Scourge.................................... 108
  Rocanny ............................................ 109
  Rock Reptile........................................ 60
  Rom .................................................. 178
  Royal Salamander............................. 125
  Saber-toothed Tiger............................. 85
  Scalrath, Major.................................. 182
  Scalrath, Minor ................................. 141
  Scorpion Guard................................. 152
  Screaming Devilkin ............................ 38
  Scytheclaw.......................................... 86
  Sentinel Noose .................................. 152
  Sentry Hound ...................................... 22
  Shadow Raven .................................... 39
  Shadow Stalker ................................. 154
  Shadow Wolf....................................... 61
  Shedu................................................. 142
  Shrieking Savage................................86
  Shrieking Troll .................................. 126
  Skyshark............................................ 142
  Slorath............................................... 200
  Slumber Constrictor............................ 62
  Soul Eater.......................................... 143
  Spidernut............................................. 63
  Spiropteron.......................................... 87
  Spriggan.............................................. 88
  Spring Wolf......................................... 89
  Stone Slider Ghoul............................ 183
  Stormwarden....................................... 40
  Storm Brigand................................... 175
  Summit Sentinel................................ 184
  Syft .................................................... 64
  Sylvintner............................................ 90
  Sync .................................................. 127
  Taer .................................................... 41
  Tangleweed ....................................... 110
  Tar Beast ............................................111
  Tazelwurm......................................... 112
  Temporal Marauder............................. 91
  Thaneguard ......................................... 65
  Thundershrike ................................... 167
  Tumble Ox .......................................... 92
  U’thic .................................................. 66
  Ubu .................................................... 42
  Ubue.................................................... 43
  Undead Stalker.................................. 144
  Ungroton ........................................... 185
  Valikir................................................ 128
  Vapor Bore ........................................ 155
  Vipercoil............................................ 129
  Vogel ................................................... 14
  Volcano Giant.................................... 191
  Volt .................................................... 44
  Vulcanid............................................ 145
  Wailhaunt .......................................... 146
  Warcrow.............................................. 92
  White Pudding .................................. 176
  Wind Raptor...................................... 113
  Wind Walker ..................................... 114
  Wispheri............................................ 189
  Witch Grass........................................... 6
  Witherweed ......................................... 93
  Wolf-in-sheep’s-clothing................... 156
  Wolf-Spider......................................... 94
  Xanthonychos ..................................... 67
  Yasha................................................... 22
  Yool .................................................... 45
  Yowl.................................................. 147
  
  4
  Monsters By Type
   
  Aberration: 
  Gorbel 
  (1), 
  Blood 
  Boulder (2), Volt (2), U’thic (3), Clamor (4), 
  Arachnom (5), Blood Golem (5), Grumbler 
  (5), Tar Beast (5), Argent Hunter (6), Undead 
  Stalker (7), Scorpion Guard (8), Sentinel 
  Noose (8), Wolf-in-sheep’s-clothing (8), 
  Mangabangabana (10), Lacertrasher (12)
   
  (Air): Wind Raptor (5), Wind Walker 
  (5), Wailhaunt (7), Storm Brigand (10)
   
  Animal: Hexachela (1/2), Keenwing 
  (2), Peaks Ram (2), Ubu (2), Knifescale 
  Serpent (3), Mokara (3), Rock Reptile (3), 
  Saber-toothed Tiger (4), Tumble Ox (4), 
  Great Condor (5), Skyshark (7)
   
  (Chaotic): Crelith (10), Lord of Dream 
  (12), Q’tsal (14)
   
  (Cold): Isen (1/2), Barbegazi (1), Ice 
  Scarab (2), Taer (2), Frostbiter (3), Hoar 
  Spirit (3), Chill Slain (4), Ice Stalker (5), 
  Rime Scourge (5), Iceglare Serpent (6), 
  Furysus (16), Rime Giant (17), Slorath (18)
   
  Construct: Thaneguard (3), Vipercoil 
  (6), Ioun Sentinel (7), Ungroton (12)
   
  Dragon: 
  Marrow 
  Dragon 
  (3), 
  Bonechewer (7), Dracolisk (7), Alaihar (10)
   
  (Earth): Gnomide (4), Mason Troll (7), 
  Wailhaunt (7), Neak-ta (9), Summit Sentinel 
  (12), Volcano Giant (14)
   
  Elemental: Gnomide (4), Lesser Phoenix 
  (4), Ice Stalker (5), Rime Scourge (5), Wind 
  Walker (5), Royal Salamander (6), Vulcanid 
  (7), Wailhaunt (7), Storm Brigand (10)
   
  (Evil): Hephaestan (9), Luniathan (10), 
  Lord of Dream (12), Q’tsal (14)
   
  (Extraplanar): Slumber Constrictor (3), 
  Clamor (4), Gnomide (4), Lesser Phoenix (4), 
  Wind Walker (5), Royal Salamander (6), Soul 
  Eater (7), Vulcanid (7), Wailhaunt (7), Moon 
  Dog (9), Storm Brigand (10), Q’tsal (14)
   
  Fey: Carn Teg (1), Gwyllion (1), Nagley 
  (2), Sylvintner (4), Neak-ta (9)
   
  (Fire): Lesser Phoenix (4), Royal 
  Salamander (6), Lava Ooze (7), Vulcanid 
  (7), Hephaestan (9), Alaihar (10), Volcano 
  Giant (14)
   
  Giant: Bhaviratye (2), Boarclops (4), 
  Aberrant (5), Bortha (5), Kijo (5), Nephilim 
  (6), Shrieking Troll (6), Bicephalous Troll 
  (7), Giant Troll (7), Hiroe (7), Mason Troll 
  (7), Qor (7), Fog Giant (8), Cave Giant (9), 
  Wispheri (13), Volcano Giant (14), Mountain 
  Giant (15), Megalotroll (16), Ferrous Giant 
  (17), Rime Giant (17)
   
  (Good): Moon Dog (9), Crelith (10)
   
  Hazard: Witch Grass (1/10)
   
  Humanoid: 
  Dover 
  (1/2), 
  Ingogo 
  (1/2), Isen (1/2), Picker (1/2), Vogel (1/2), 
  Barbegazi (1), Mercilla (1), Dark Creeper 
  (2), Nilbog (2), Stormwarden (2), Ubue (2), 
  Yool (2), Dark Stalker (4), Spriggan (4)
   
  (Incorporeal): Enfant Terrible (2), 
  Shadowraven (2), Shadow Wolf (3), Clamor 
  (4), Dreadwraith (5), Demiurge (6), Neak-ta 
  (9), Rom (11)
   
  (Lawful): Hephaestan (9)
   
  Magical Beast: Creeping Fiend (1/
  4), Al-mi’raj (1), Fright Owl (1), Sentry 
  Hound (1), Darnu (2), Screaming Devilkin 
  (2), Apep-Spawn Snake (3), Caterwaul 
  (3), Chepekwe (3), Disenchanter (3), Fey 
  Cat (3), Frostbiter (3), Mobat (3), Slumber 
  Constrictor (3), Syft (3), Amphisbaena 
  (4), Argent Cougar (4), Fool’s Dragon (4), 
  Noble Stag (4), Phase Stallion (4), Shrieking 
  Savage (4), Spiropteron (4), Spring Wolf 
  (4), Temporal Marauder (4), Warcrow (4), 
  Hound of Insanity (5), Narga (5), Rocanny 
  (5), Tazelwurm (5), Wind Raptor (5), 
  Electrohydra (6), Haklaa (6), H’Liblika (6), 
  Iceglare Serpent (6), Lifegiver Goat (6), 
  Valikir (6), Griffock (7), Scalrath, Minor 
  (7), Shedu (7), Yowl (7), Aurumvorax (8), 
  Gorgimera (8), Shadow Stalker (8), Vapor 
  Bore (8), Azure Greathawk (9), Caprinedrom 
  (9), Greater Shedu (9), Phantom Argent 
  Cougar (9), Thundershrike (9), Anzu (10), 
  Cyrrivosk (10), Headsman Swine (10), 
  Phoenix (12), Alruii (13), Furysus (16), 
  Slorath (18)
   
  Monstrous Humanoid: Laxmyri (2), 
  Taer (2), Narlaskin (3), Mountain Folk 
  (4), Ith’n Ya’roo (5), Sync (6), Gnarl (7), 
  Scalrath, Major (12), King of the Tengu (13)
   
  (Native): Rime Scourge (5), Hephaestan 
  (9), Crelith (10), Luniathan (10), Lord of 
  Dream (12), Summit Sentinel (12)
  
  5
  Introduction
   
  Ooze: Livestone (6), Lava Ooze (7), 
  White Pudding (10)
   
  Outsider: Soul Eater (7), Hephaestan 
  (9), Moon Dog (9), Crelith (10), Luniathan 
  (10), Lord of Dream (12), Summit Sentinel 
  (12), Q’tsal (14)
   
  Plant: Attrition Creeper (3), Jack-o-
  Lantern (3), Spidernut (3), Cobra Flower (4), 
  Gallows Tree Zombie (4), Quickgrass (4), 
  Witherweed (4), Picaroon (5), Tangleweed 
  (5), Blessed Ring (6), Quickwood (8), Forest 
  Mimic (9), Gallows Tree (13)
   
  (Psionic): Argent Cougar (4), Phantom 
  Argent Cougar (9), Crelith (10)
   
  (Shapechanger): Sync (6), Forest 
  Mimic (9)
   
  Undead: Bone Delver (1), Cu 
  Marbh (1), Yasha (1), Cacogen (2), 
  Carcaetan (2), Enfant Terrible (2), Ghoul 
  Wolf (2), Shadowraven (2), Coffer Corpse 
  (3), Heart Stalker (3), Hoar Spirit (3), 
  Shadow Wolf (3), Chill Slain (4), Lifethief 
  (4), Dreadwraith (5), Demiurge (6), Rom 
  (11), Stone Slider Ghoul (12)
   
  Vermin: Cruel Guest (1/8), Giant 
  Flea (1/2), Barbed Beetle (2), Ice Scarab 
  (2), Xanthonychos (3), Scytheclaw (4), 
  Palanquin Beetle (5), Crimson Moth (11)
   
  (Water): Rime Scourge (5)
   
  Monster Geographica: Hill & Mountain is our fourth offering to the Monster 
  Geographica Line. As we near the end of the line, (expect Plain & Desert in March 2006), its 
  humble beginnings are rather humorous: Joe waking me up at three in the morning with his 
  idea for a product line, combing through endless sources, the biggest excel spreadsheet ever, 
  and the serendipitous aid and editors from Enworld’s Creature Catalog Forum.
   
  I think a customer at Gen Con said it best when we explained how the books and the line 
  worked. “So you’ve basically set up an alternate monster manual that easier to use.” We did 
  not enter the line with that goal, but it appears to have blossomed into its own creation.
   
  And now a word about hills, mountains, and the critters they engender. There is 
  something captivating about mountains. Weather is more drastic, thunder claps louder, and 
  the views are majestic. Keeping you footing is the difference between staying your course 
  and ending up in a different pressurized zone, and you never sure what’s on the other side of 
  the curve ahead. There is little doubt why creatures of the mountains bear a particular majesty 
  (and lethality) in our collective conscience.
   
  We spent last winter in the foothills of the Himalayas (7,500 ft. up), at the first ridge 
  of mountains off the plains. I’ll never forget the ride up: an endless array of switchbacks, 
  the drop in temperature as we drove up the side of the mountain, the rolling hills below us 
  growing Basmati rice, and the spires that awaited us. Fog rolled in so fast that you could 
  start cooking dinner with clear skies but by the time it was ready to eat, your entire view was 
  covered in thick fog. In the mountains, you are at cloud-formation level.
   
  So here they are, the 200 monsters of hills and mountains. As always, look for Fiery 
  Dragon’s complementary Counter Collection:Perilous Heights. A big thanks to the guys at 
  Fiery Dragon who produce high-quality color counters, offering our customers usable art and 
  allowing us to offer you an inexpensive monster resource.
   
  Come visit us at our on-line store to pick up more XRP books, and the complementary 
  Fiery Dragon products at www.XRPshop.citymax.com.
   
  Good gaming,
   
  Joe and Suzi
   
  P.S. Kevin Baase gives special thanks to Nicholas Herold for his help with this batch of 
  critters.
  
  6
  Witch Grass
  Hazard (CR 1/10)
   
  Witch grass is a summer blooming broadleaved plant that stands 1 to 2 feet tall at maturity. It is very 
  bushy, and its leaves and branches have a purplish hue. Its base and roots are thick and likewise have the 
  same purplish hue. A typical patch of witch grass covers a 10-foot area, though it often covers an area as 
  large as 50 feet or more. It is only found in temperate or warm climates and in areas of naturally occurring 
  grass such as forests, plains, and hills.
   
  Witch grass, while harmless, has a detrimental effect on arcane spellcasters attempting to use magic 
  in the area. Any arcane spellcaster attempting to cast a spell within 20 feet of a patch of witch grass suffers 
  an additional +10% chance of arcane spell failure so long as it remains in the area. Divine spells or magic 
  are not affected.
   
  In addition, any creature approaching within 10 feet of a patch of witch grass is sprayed with 
  seedlings. This spray is unnoticeable to all but the keenest of observers (Spot check DC 20). The seedlings 
  disrupt arcane magic cast within 10 feet of them just as the witch grass does. So, a creature carrying the 
  seedlings on its person disrupts arcane spells cast within 10 feet of it (as above). Seedlings typically 
  remain on their “host” for 1 day before dropping off and taking root. If detected, the seedlings are easily 
  washed away. Fire or cold destroys a patch of witch grass.
  Cruel Guest
  Fine Vermin
  Hit Dice: 1/8d8 (1 hp)
  Initiative: +0
  Speed: 5 ft. (1 square)
  Armor Class: 18 (+8 size), touch 18, flat-footed 
  18
  Base Attack/Grapple: +0/-21
  Attack: Embed +3 melee touch
  Full Attack: Embed +3 melee touch
  Space/Reach: 1/2 ft./0 ft.
  Special Attacks: Embed
  Special Qualities: Darkvision 60 ft.
   
  The aptly named cruel guest is a foul and 
  despised parasite commonly found in slovenly 
  inns, crude hospitals, rotting meat, and bawdy 
  houses, the cruel guest resembles a tiny pale 
  millipede. The cruel guest burrows into warm flesh 
  and consumes all of the muscle, connective tissue, 
  and skin of its host, causing extreme pain.
   
  The cruel guest has been a health concern for 
  centuries, but only recently has it been employed 
  as a torture device. A few cruel guests can be 
  collected and placed onto the body of a victim to 
  be interrogated. The cruel guests keep their host 
  in constant, ever-increasing pain, but leave him 
  alive for weeks. Most jailers find that information 
  begins to flow quite freely by the second day 
  of infestation. Cruel guests often teach heroes 
  a painful lesson about cleanliness or about the 
  dangers of visiting houses of ill repute. They can 
  also be used as a weapon when dropped into a 
  party’s bedroll for a nocturnal surprise attack.
   
  A cruel guest is only about two inches long 
  and weighs less than a pound.
  Saves: Fort +2, Ref +0, Will -4
  Abilities: Str 1, Dex 10, Con 11, Int –, Wis 2, 
  Cha 1
  Skills: Hide +16, Jump -17
  Feats: –
  Environment: Warm hills
  Organization: Solitary or nest (10-60)
  Challenge Rating: 1⁄8
  Treasure: None
  Alignment: Always neutral
  Advancement: –
  Level Adjustment: –
  Combat
   
  Direct combat with the cruel guest isn’t 
  likely. When a possible host comes in contact with 
  the nest of the guest, a number of the creatures 
  jump onto it and burrow into its flesh. Directly 
  attacking the creatures is only possible while 
  guests remain at a distance. Armor or clothing may 
  slow the creatures an additional round, although 
  typically it just provides the guests a layer of cover 
  to squirm under so that they can attack the body 
  unmolested.
   
  Embed (Ex): Once a cruel guest comes 
  into contact with a living creature, it clings to the 
  creature’s body and begins to dig its way below the 
  skin. A creature afflicted by the cruel guest suffers 
  1d4 points of Constitution damage per day, and 
  suffers a cumulative -1 penalty per day on attack 
  rolls, skill checks, and saving throws due to pain. A 
  cruel guest infestation can be purged by a remove 
  disease spell or by imbibing a quart of dragon 
  blood.
  1/10
  
  7
  1/4
  Creeping Fiend
  Tiny Magical Beast
  Hit Dice: 1/2d10 (2 hp)
  Initiative: +4
  Speed: 20 ft. (4 squares), climb 20 ft. (4 
  squares)
  Armor Class: 17 (+2 size, +4 Dex, +1 
  natural), touch 16, flat-footed 13
  Base Attack/Grapple: +1/-11
  Attack: Claw +7 melee (1d3-4)
  Full Attack: 2 claws +7 melee (1d3-4) and 
  bite +2 melee (1d3-4)
  Space/Reach: 2 1/2 ft./0 ft.
  Special Attacks: Sneak attack +1d6
  Special Qualities: Darkvision 60 ft., 
  improved evasion, low-light vision
   
  Creeping fiends are tiny creatures often 
  mistaken for vermin. They are feline in build, 
  with retractable claws for climbing and hunting. 
  A single creeping fiend is not much of a threat, but 
  when they move in numbers, they eat all flesh in 
  their path.
  Combat
   
  Creeping fiends are masters of striking from 
  hiding. The nimbleness of a creeping fiend allows 
  it to get out of harm’s way with incredible speed.
   
  Sneak Attack (Ex): Any time a creeping 
  fiend’s opponent is denied its Dexterity bonus to 
  AC, or if a creeping fiend flanks its opponent, it 
  deals an extra 1d6 points of damage. This ability is 
  just like the rogue’s sneak attack and subject to the 
  same limitations.
  Saves: Fort +2, Ref +6, Will +0
  Abilities: Str 3, Dex 19, Con 10, Int 5, Wis 
  10, Cha 10
  Skills: Climb +4, Hide +12, Listen +2, 
  Move Silently +4, Spot +2
  Feats: Weapon Finesse
  Environment: Temperate forest, hills, and 
  mountains
  Organization: Gang (2-5), swarm (5-20), 
  mob (20-40), or plague (40-60)
  Challenge Rating: 1⁄4
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: –
  Level Adjustment: –
   
  Improved Evasion (Ex): With a successful 
  Reflex save against an attack that allows a Reflex 
  save for half damage, a creeping fiend takes 
  no damage. On a failed Refex save against an 
  attack that allows a Reflex save for half damage, 
  a creeping fiend takes only half damage. A 
  helpless creeping fiend does not gain the benefit of 
  improved evasion.
   
  Skills: Creeping fiends have a +8 racial 
  bonus on Climb checks. A creeping fiend can 
  always choose to take 10 on Climb checks, even if 
  rushed or threatened.
  Flora and Fauna
   
  Mountains are the most variable of terrain. Within them you may find alpine conditions, boreal or 
  deciduous forests, grasslands, wetlands, and scrublands. Mountains are most influenced by latitude. If two 
  mountains are of the same height, the mountain in the higher latitudes has fewer climate zones than the 
  mountain found closer to the equator. The next factor is mountain elevation; for every 200 ft. (roughly) the 
  average temperature drops 0.7°F. Another main influencer on ecosystems is rain; a mountain usually has a 
  “wet” side and a “dry” side depending on the general direction of the wind. The difference may be slight, 
  but rainfall differentials increase with tall mountains and wind that consistently flow from one direction. 
  The last factor is sunlight. Many mountains have a sunny and a shady side that greatly influences what 
  plants flourish.
   
  Mountains act as islands on an earthly sea. Their creatures develop in sheltered environments that 
  tend to favor specialization and speciation. This is not to say that mountains only have unique species; 
  many mountain species live both on the slopes and the flatlands. However, mountains facilitate small 
  and specialized ecosystems when compared with the surrounding terrain. Some mountain ranges are 
  home to dozens of different species of the same creature, and some creatures are only found on particular 
  mountains. This effect is most noticeable on tropical mountains, as the cool temperatures found on their 
  slopes are to be found nowhere else for hundreds, perhaps thousands, of miles.
  
  8
  1st-Level Warrior
  Medium Humanoid (Canine)
  Hit Dice: 1d8 (4 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares)
  Armor Class: 15 (+2 Dex, +3 studded 
  leather armor), touch 12, flat-footed 13
  Base Attack/Grapple: +1/+2
  Attack: Longsword +2 melee (1d8+1/19-
  20) or bite +2 melee (1d6+1) or longbow +3 
  ranged (1d8/x3)
  Full Attack: Longsword +0 melee (1d8+1/
  19-20) and short sword +0 melee (1d6/19-
  20) and bite -3 melee (1d6); or bite +2 
  melee (1d6+1); or longbow +3 ranged 
  (1d8/x3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: –
  Special Qualities: Low-light vision, scent
  Saves: Fort +2, Ref +2, Will +0
  Abilities: Str 12, Dex 15, Con 11, Int 8, Wis 
  11, Cha 8
  Skills: Listen +4, Spot +1, Survival +1
  Feats: Track, Two Weapon Fighting B
  Environment: Temperate hills and 
  mountains
  Organization: Solitary, party (2-5 plus 1 
  3rd- level sergeant), or battalion (10-100 
  plus 1 3rd- level sergeant per 10 troops, 
  2 5th-levl lieutenants, and 1 7th-level 
  priestess)
  Challenge Rating: 1⁄2
  Treasure: Standard
  Alignment: Usually lawful good
  Advancement: By character class
  Level Adjustment: +1
  Dover
   
  The dover are a race of noble canine 
  humanoids. A dover resembles a large, bipedal 
  German shepherd with humanoid hands and a 
  regal countenance. Its coat is silky black, except 
  for a white patch on its neck and upper chest. 
  When spotted, they are often wearing studded 
  leather armor with a longbow and quiver are slung 
  over the back and a longsword and shortsword are 
  sheathed on the belt.
   
  The dover are lawful, honest, organized, and 
  refined. Creatures who harm the land or otherwise 
  commit crimes against the earth under dover law 
  may be arrested by dover patrols and taken to stand 
  trial. Although the crimes may not be intentional 
  (such as burning down a forest with a fireball, 
  damming up a river and flooding a plain, or wiping 
  out a species with an errant disease), regardless 
  of the crime, the dover judge is always fair, and 
  usually requests that the offender go on a quest as 
  penance for their actions. This quest may involve 
  traveling to another continent or plane in order to 
  retrieve and repopulate an extinct local species, or 
  rescuing the dover’s high poet or a member of the 
  royal family that has been kidnapped by an evil 
  race, for example.
   
  A dover stands around 5-1/2 to 6 feet tall and 
  weighs between 175 and 225 pounds. Dover speak 
  their own language, which is beautiful, but rather 
  guttural and growling. They also speak common, 
  elven, and sylvan.
   
  The dover warrior presented here had the 
  following ability scores before racial adjustments: 
  Str 12, Dex 13, Con 11, Int 10, Wis 9, Cha 8.
  Combat
   
  Dover do not favor one hand over another, 
  so in combat they prefer to use two weapons. 
  Dover have an affinity for swords, and most dover 
  warriors fight with two swords, one in each hand. 
  Dover also employ longbows for both hunting 
  and warfare. If disarmed, a dover can deliver a 
  powerful bite to an opponent; its claws, however, 
  do no more damage than that of a human.
   
  Dover prefer to fight in organized open battle 
  and are experts at infantry tactics. Dover battalions 
  are always led by a priestess, who is reputedly 
  inspired directly by Kerala, the dover goddess 
  of war. Dover use terrain to their advantage in 
  battle, taking the higher ground and using cover 
  to force their opponents to fight only their most 
  experienced warriors. Dover typically have their 
  swordsmen man the front lines, while their archers 
  stand at the rear, launching volleys of arrows over 
  the ranks into the depths of the enemy troops. The 
  priestess typically uses her spells to bolster her 
  own troops, rather than to hamper the enemy.
   
  Skills: Dover have a +4 racial bonus on all 
  Listen checks due to their sensitive ears.
  Dover as Characters
   
  Dover characters favor ranger over all other 
  classes. Clerics are also common, but are always 
  female, although male dover sometimes take the 
  path of the paladin. The lawful nature of the dover 
  makes them unlikely to choose the druid class, but 
  many dover find the way of the monk fulfilling. 
  Dover rogues are possible, but are always exiles 
  from dover lands, usually for criminal behavior.
  1/2
  
  9
  1/2
  Giant Flea
  Tiny Vermin
  Hit Dice: 1d8+1 (5 hp)
  Initiative: +4
  Speed: 20 ft. (4 squares)
  Armor Class: 17 (+2 size, +4 Dex, +1 
  natural), touch 16, flat-footed 13
  Base Attack/Grapple: +0/-10 (+2 when 
  attached)
  Attack: Touch +6 melee (1d2-2 plus blood 
  drain)
  Full Attack: Touch +6 melee (1d2-2 plus 
  blood drain)
  Space/Reach: 2-1/2 ft./0 ft.
  Special Attacks: Attach, blood drain, 
  disease
   
  Giant fleas are blood-sucking parasites that 
  prey on warm-blooded animals. They have a 
  flattened oval body colored dark brownish-black 
  and strong hind legs with powerful tendons that 
  allow them to leap incredible distances with ease. 
  Its shape makes it easy for a giant flea to move in 
  and among the hairs of large mammals.
   
  Lacking mammals large enough for them to 
  feed on, giant fleas live in swarms of up to twenty 
  individuals. These swarms wander at random, 
  seeking prey large enough to sate their appetites.
   
  Female giant fleas lay a clutch of 2dl0 eggs 
  in warm areas (usually nestled in the fur of some 
  giant animal) and leave them to hatch (half of 
  which never do). The larvae hatch in two weeks, 
  and resemble hairy maggots; they are effectively 
  helpless (AC 10, l hp). They mature into adult 
  giant fleas in 1d6 months, and leap away to join or 
  form a colony.
   
  A giant flea is about a foot long and weighs 
  around one pound.
  Combat
   
  Giant fleas attack in a swarm, leaping onto 
  the largest obvious food source; they would attack 
  a horse before a human, and a human before a 
  halfling. If attacked, a giant flea jumps away, only 
  to return the next round to continue the attack.
   
  Attach (Ex): If a giant flea hits with a touch 
  attack, it uses its many legs to attach itself to the 
  opponent’s body. An attached flea is effectively 
  Special Qualities: Crowd, darkvision 60 ft., 
  leap, vermin traits
  Saves: Fort +3, Ref +4, Will +0
  Abilities: Str 6, Dex 18, Con 12, Int –, Wis 
  11, Cha 2
  Skills: Hide +12, Jump +18
  Feats: Weapon FinesseB
  Environment: Any temperate and warm 
  and underground
  Organization: Cluster (6-10) or swarm 
  (20-40)
  Challenge Rating: 1⁄2
  Treasure: None
  Alignment: Always neutral
  Advancement: 2 HD (Tiny); 3 HD (Small)
  Level Adjustment: –
  grappling its foe. The giant flea loses its Dexterity 
  bonus to AC and has an AC of 13. It gains a +12 
  racial bonus to grapple checks while attached 
  (already figured into the Base Attack/Grapple).
   
  An attached flea can be struck with a weapon 
  or grappled itself. To remove an attached giant flea 
  through grappling, the opponent must achieve a 
  pin against the giant flea.
   
  Blood Drain (Ex): A giant flea drains blood, 
  dealing 1d3 points of Constitution damage in 
  any round it begins its turn attached to a victim. 
  Once it has dealt 4 points of Constitution damage, 
  it detaches and leaps away to digest the meal. 
  At Constitution 0 the host dies and the giant 
  flea detaches. If it has yet to deal 4 points of 
  Constitution damage, it seeks a new host.
   
  Disease (Ex): About one in twenty giant 
  fleas is a disease carrier. Giant fleas can transmit 
  any non-supernatural disease, though most carry 
  filth fever. The Fortitude save against a giant flea’s 
  disease has a DC of 11 and is Constitution-based.
   
  Crowd (Ex): Because of their size and 
  tactics, up to four giant fleas can occupy the same 
  5-foot square.
   
  Leap (Ex): Giant fleas are natural jumpers 
  and gain a +20 competence bonus on Jump 
  checks.
   
  Skills: Giant fleas can use their Strength or 
  Dexterity modifier on Jump checks, whichever is 
  higher.
  
  10
  1/2 Hexachela
  Small Animal
  Hit Dice: 1d8 (4 hp)
  Initiative: +2
  Speed: 20 ft. (4 squares)
  Armor Class: 17 (+1 size, +2 Dex, +4 
  natural), touch 13, flat-footed 15
  Base Attack/Grapple: +0/-3
  Attack: Claw +2 melee (1d4+1)
  Full Attack: 2 claws +2 melee (1d4+1) and 
  bite -3 melee (1d3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Attach
   
  Hexachelas are hard-shelled crustaceans 
  that thrive in mountainous reaches and attack 
  with hooked claws. Six-legged carnivores that 
  resemble large crabs, hexachelas average 2 feet 
  high, and weigh between 30 and 45 pounds. A 
  hexachela’s carapace is burnt-orange, and its six 
  eyes give it wide peripheral vision, but very poor 
  depth perception. Because of this, hexachelas tend 
  to live and hunt in wide-open spaces, where they 
  can easily flee from danger without backing into 
  corners.
   
  Hexachelas 
  primarily 
  feed 
  on 
  small 
  mammals, reptiles, and birds, but they have been 
  known to act as scavengers and even attack their 
  own kind. They are deceptively strong for their 
  size, able to grapple with human-sized prey when 
  necessary for survival.
  Combat
   
  A hexachela attacks with its claws, slashing 
  before grabbing onto its opponent to feed. A 
  hexachela’s mouth is relatively small, forcing it to 
  Special Qualities: Low-light vision
  Saves: Fort +2, Ref +4, Will +0
  Abilities: Str 12, Dex 14, Con 10, Int 1, Wis 
  11, Cha 6
  Skills: Climb +3, Jump -4, Spot +1
  Feats: Endurance
  Environment: Any mountains
  Organization: Solitary
  Challenge Rating: 1⁄2
  Treasure: None
  Alignment: Always neutral
  Advancement: 2-3 HD (Small)
  Level Adjustment: –
  bite off small chunks of its meal. In short, creatures 
  caught by hexachelas remain alive throughout 
  most of the feeding.
   
  Attach (Ex): If a hexachela hits with both 
  claw attacks, it latches onto its opponent’s body 
  and automatically deals bite damage each round 
  it remains attached. An attached hexachela loses 
  its Dexterity bonus to Armor Class and thus has 
  an AC of 15. An attached hexachela can be struck 
  with a weapon or grappled. To remove an attached 
  hexachela through grappling, the opponent must 
  achieve a pin against the creature.
  Hexachela Shells
   
  While hexachelas can be eaten (and are even 
  considered a delicacy in places), a hexachela’s real 
  value comes from its carapace. The tough shell can 
  be crafted into armor equivalent to a chain shirt, 
  but with an armor check penalty of -3. A hexachela 
  breastplate is worth 80 gp, and has a Craft 
  (armorsmithing) DC of 14. As hexachela shells are 
  simple to convert into armor, many smiths will buy 
  them for 15 gp apiece.
  
  11
  1/2
  Medium Humanoid (Orc)
  Hit Dice: 1d8+1 (5 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares), climb 20 ft. (4 
  squares)
  Armor Class: 14 (+2 Dex, +2 natural), 
  touch 12, flat-footed 12
  Base Attack/Grapple: +0/+2
  Attack: Club +2 melee (1d6+2), or rock +2 
  ranged (1d3+3)
  Full Attack: Club +2 melee (1d6+2), or 
  rock +2 ranged (1d3+3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Dung
  Special Qualities: Darkvision 60 ft., light 
  sensitivity, scent
  Ingogo
   
  The ingogo are the degenerate branch of 
  orcs. They appear to be oversized gray-skinned 
  baboons, with decidedly orcish-looking faces. 
  Ingogo speak common and orc. When speaking, 
  they make heavy use of foul language.
  Combat
   
  Ingogo typically begin combat by throwing 
  rocks or their own dung and then charge forward 
  into melee, attempting to beat their foes to a pulp 
  with clubs. When fighting in the savannah, they 
  delight in setting brush fires to rout their enemies.
   
  Dung (Ex): An ingogo can throw its own 
  dung as a ranged touch attack. Any creature hit 
  by the dung must succeed on a DC 11 Fortitude 
  save or contract worms. Targets that fail their save 
  suffer from abdominal pains, hunger, and muscle 
  weakness, loosing 1d3 temporary Strength once 
  Saves: Fort +3, Ref +2, Will -1
  Abilities: Str 14, Dex 14, Con 12, Int 12, 
  Wis 8, Cha 8
  Skills: Bluff +3, Climb +10, Listen + 5, 
  Spot +5
  Feats: Alertness
  Environment: Warm hills and plains
  Organization: Gang (2-4), squad (11-20), 
  or band (30-100)
  Challenge Rating: 1⁄2
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: By character class
  Level Adjustment: +0
  per week. Four consecutive successful Fortitude 
  saves or heal checks cure the victim of worms. The 
  save DC is Constitution-based.
   
  Light Sensitivity (Ex): Ingogo are dazzled 
  in bright sunlight or within the radius of a daylight 
  spell.
   
  Skills: Ingogo have a +8 racial bonus on 
  Climb checks. An ingogo can always choose 
  to take 10 on Climb checks, even if rushed or 
  threatened.
  Ingogo Society
   
  Ingogo are rowdy and violent. They kill, 
  they rape, they burn, they steal, and they make an 
  incredible amount of noise while doing so. Ingogo 
  never travel alone or stay in one place too long, as 
  most sentient humanoids would just as soon kill an 
  ingogo as look at it.
  
  12
  1/2 Isen
  Medium Humanoid (Cold, Dwarf)
  Hit Dice: 1d8+2 (6 hp)
  Initiative: -1
  Speed: 20 ft. (4 squares)
  Armor Class: 13 (-1 Dex, +3 leather armor, 
  +1 light shield), touch 9, flat-footed 13
  Base Attack/Grapple: +0/+0
  Attack: Battleaxe +0 melee (1d8/x3)
  Full Attack: Battleaxe +0 melee (1d8/x3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: —
  Special Qualities: Darkvision 60 
  ft., immunity to cold, stonecunning, 
  vulnerability to fire
  Saves: Fort +6, Ref -1, Will +0
  Abilities: Str 10, Dex 8, Con 14, Int 11, Wis 
  11, Cha 8
   
  The isen are a race of dwarves bonded 
  with elemental cold. They inhabit arctic regions 
  and high altitudes, being mostly immune to the 
  environmental hazards. Although far from cruel, 
  the isen are aloof and seldom concerned with the 
  plight of others. When they contact other races, it 
  is usually to exchange their worked goods for raw 
  materials that fare poorly in colder climates.
   
  Isen look like dwarves with pale blue skin, 
  and white hair and beards. Their eyes have small 
  pupils and light irises, usually pale green or grey 
  in color. Isen dress is fashioned to blend in with 
  the environment rather than provide warmth 
  and members of other races find it slightly 
  disconcerting to see them comfortable in light 
  clothing under frigid conditions. Isen favor light 
  armor because snow often slows their travel.
   
  Isen build underground fortresses, as do the 
  more common dwarven subraces. Most others 
  find little comfort in these strongholds, however, 
  whose builders use ice as readily as rock. Although 
  as skilled as most other races, isen do not have the 
  dwarven affinity and love for craft.
   
  Druids have a special role in isen society, 
  and groups of them make most important 
  decisions. Unlike the druids of most races, who 
  live away from large settlements, isen druids have 
  a great deal of influence over how and where isen 
  communities are built. As a result, these tend to 
  remain small and hidden, having very little impact 
  on the wilderness around them, befriended by the 
  druids, the few animals able to withstand the arctic 
  clime wander freely through isen communities. 
  Travelers unfamiliar with the arctic can easily 
  Skills: Craft (blacksmithing) +3, Spot +3, 
  Survival +2*
  Feats: Great Fortitude
  Environment: Any cold land and 
  underground
  Organization: Team (2-4), squad (11-20 
  plus 2 3rd-level sergeants and 1 leader of 
  3rd-6th level), or clan (30-100 plus 30% 
  noncombatants plus 1 3rd-level sergeant per 
  10 adults, 5 5th-level lieutenants, and 3 7th-
  level captains); sometimes with dwarves
  Challenge Rating: 1⁄2
  Treasure: Standard
  Alignment: Usually neutral good
  Advancement: By character class
  Level Adjustment: +0
  pass within a few hundred feet of an isen village 
  without noticing its presence.
  Combat
   
  Isen depend on their isolation to protect them 
  from most threats. Most avoid combat if possible. 
  If a particularly dangerous monster menaces 
  their community, they typically rely on magic or 
  befriended animals to drive the threat away. Since 
  isen are immune to cold, their settlement defenses 
  typically involve frigid water. Arctic rivers offer 
  ready escape routes while threatening would-be 
  invaders with slow death by freezing.
   
  If they must fight, isen form organized and 
  disciplined groups, usually fighting delaying 
  actions until spellcasters can arrive to turn the 
  environment against their attackers.
   
  Stonecunning (Ex): This ability grants 
  an isen a +2 racial bonus on Search checks to 
  notice unusual stonework, such as sliding walls, 
  stonework traps, new construction (even when 
  built to match the old), unsafe stone surfaces, 
  shaky stone ceilings, and the like. Something that 
  isn’t stone but that is disguised as stone also counts 
  as unusual stonework. An isen who merely comes 
  within 10 feet of unusual stonework can make a 
  Search check as if he were actively searching, and 
  an isen can use the Search skill to find stonework 
  traps as a rogue can. An isen can also intuit depth, 
  sensing his approximate depth underground as 
  naturally as a human can sense which way is up.
  An isen can also use this ability on ice as easily as 
  it can on stone.
   
  Skills: *An isen has a +4 racial bonus on 
  Survival checks in arctic and underground areas.
  
  13
  1/2
  Picker
  1st–Level Warrior 
  Small Humanoid (Picker, Reptilian) 
  Hit Dice: 1d8-1 (3 hp)
  Initiative: +2
  Speed: 20 ft. (4 squares) 
  Armor Class: 15 (+1 size, +2 Dex, +2 
  leather armor), touch 13, flat footed 13 
  Base Attack/Grapple: +1/-4 
  Attack: Longsword +1 melee (1d6-1/19-20) 
  or light crossbow +4 ranged (1d6/19-20) 
  Full Attack: Longsword +1 melee (1d6-1/
  19-20) or light crossbow +4 ranged (1d6/19-
  20)
  Space/Reach: 5 ft./5 ft. 
  Special Qualities: Detect magic, enhanced 
  memory, low-light vision 
  Saves: Fort +1, Ref +2, Will -2 
   
  Pickers are slender, green-scaled humanoids. 
  They are nimble, quick, and quite intelligent—
  although prone to carelessness. Pickers have an 
  intense love for objects of all kinds, particularly 
  those of value, magical quality, or historical 
  interest. Pickers love to collect and study objects, 
  and never forget anything they learn about objects 
  that interest them. They are also tinkerers and 
  often develop craft skills to allow them to fix up 
  and resell broken or discarded items.
   
  In theory, pickers are merchants, buying 
  items at bargain prices and then reselling them 
  to the right buyer for a sizable profit. However, in 
  practice, pickers often slide deep into the shadow 
  of kleptomania, lifting an item here and an item 
  there. Most pickers are good-natured, and the guilt 
  from their thieving often provokes them to give 
  their items away to those in need. A picker almost 
  always carries a wide variety of useful objects and 
  objects d’arte with him at all times.
   
  Picker camps are excellent marketplaces, 
  offering many rare or interesting items. Pickers are 
  often sought out for their amazing knowledge, able 
  to direct those in need of something in particular 
  to an owner of such an object and its location. A 
  picker may also know some useful facts about a 
  group’s treasures, including command words or 
  less obvious magical properties.
  Abilities: Str 9, Dex 15, Con 9, Int 12, Wis 
  6, Cha 12
  Skills: Appraise +4, Craft (any) +2, Hide 
  +7, Jump -7, Listen +2, Move Silently +4, 
  Search +2, Sleight of Hand +6, Spot +2
  Feats: Alertness
  Environment: Temperate hills
  Organization: Solitary, band (2-5 plus 
  1 3rd-level rogue), or camp (2-40 plus 3 
  3rd-level rogues, 2 5th-level wizards, and 1 
  7th-level rogue)
  Challenge Rating: 1⁄2
  Treasure: Standard coins; standard goods; 
  double items
  Alignment: Usually chaotic good 
  Advancement: By character class 
  Level Adjustment: +0
   
  A picker stands about 4 feet tall and weighs 
  between 50 and 60 pounds. Pickers speak Draconic 
  and Common.
   
  The picker warrior presented here had the 
  following ability scores before racial adjustments: 
  Str 9, Dex 13, Con 11, Int 10, Wis 8, Cha 12.
  Combat
   
  A picker likes to avoid combat if possible. 
  When in battle, a picker fights appropriately for its 
  class. Pickers use their items to their advantage.
   
  Detect Magic (Sp): A picker can detect 
  magic, as the spell, at will. The caster level is equal 
  to the picker’s character level.
   
  Enhanced Memory (Ex): A picker can 
  recall with great precision every detail that it 
  knows about any object of interest that it has 
  seen, heard of, or read about. This only applies to 
  items; a picker’s memory is normal in regards to 
  everything else. 
   
  Skills: Pickers have a +2 racial bonus on 
  Appraise and Sleight of Hand checks.
  Pickers as Characters
   
  Pickers are commonly rogues, which is their 
  favored class, although some prefer to become 
  wizards. 
  
  14
  1/2 Vogel
  1st-Level Warrior
  Small Humanoid (Vogel)
  Hit Dice: 1d8-1 (3 hp)
  Initiative: +2
  Speed: 20 ft. (4 squares), fly 60 ft. (average)
  Armor Class: 14 (+1 size, +2 Dex, +1 
  natural), touch 13, flat-footed 12
  Base Attack/Grapple: +1/-4
  Attack: Trident +1 melee (1d6-1) or net +4 
  ranged touch or dart +4 ranged (1d3-1)
  Full Attack: Trident +1 melee (1d6-1) 
  or net +4 ranged touch or dart +4 ranged 
  (1d3-1)
  Space/Reach: 5 ft./5 ft.
  Saves: Fort +1, Ref +2, Will +0
  Abilities: Str 9, Dex 15, Con 8, Int 11, Wis 
  10, Cha 12
  Skills: Hide +6, Jump -7, Listen +3, Spot 
  +2, Tumble +3
  Feats: Exotic Weapon Proficiency (net)
  Environment: Warm hills
  Organization: Solitary, pair, troop (2-5 
  plus 1 3rd-level sergeant), flock (5-40 plus 
  3 3rd-level sergeants, 2 4th-level priests, 1 
  5th-level wizard, and 1 7th-level captain), or 
  colony (20-120 plus 50% noncombatants, 1 
  3rd-level sergeant for every 10 adults, 3 6th-
  level priests, 1 7th-level wizard, 2 8th-level 
  captains, and 1 9th-level high priest)
  Challenge Rating: 1⁄2
  Treasure: Standard
  Alignment: Usually neutral good
  Advancement: By character class
  Level Adjustment: +1
  than that of the society as a whole. Vogels are all 
  assigned professions upon reaching adulthood, 
  based upon their aptitudes. Vogels skilled with 
  nets may become fishermen, while those skilled 
  with weaponry may become soldiers, or those with 
  a creative talent may be assigned the role of artist 
  or entertainer.
   
  There is no central leadership in vogel 
  society (except in their church and military) and 
  each adult vogel is allowed an equal vote in all 
  judgments and decisions of the colony. Though 
  a difficult system for most races, the vogel mind 
  is particularly suited to it, making the vogel an 
  excellent “team player.” This arrangement still 
  has its limitations, and vogel colonies that grow 
  too large are split into two. One half of the colony 
  moves to an uninhabited area, forming a separate 
  autonomous colony.
   
  Vogel religion is based off of worship of the 
  elements, and the four vogel gods are the sun, the 
  wind, the ocean, and the land. No one god is raised 
  higher than any other, and the vogel church is split 
  into four equal and complimentary sections, each 
  faction gaining symbolic leadership of the church 
  during a specific season. The sun takes over in 
  summer, the land in fall, the wind in winter, and 
  the ocean in spring.
  Vogels as Characters
   
  Most vogels advance as clerics or fighters, 
  although many become rangers and wizards. 
  Other classes are always possible, but not within 
  traditional vogel society. 
   
  Vogels are a relatively peaceful race of 
  tropical avian humanoids. Vogels typically live 
  on lush islands scattered throughout tropical 
  seas, although smaller colonies can be found all 
  over. These birdlike humanoids have delicate, 
  lightweight bones and brightly colored plumage. 
  Vogels survive mostly off fish caught with their 
  nets in the shallow waters near their homes. Vogels 
  are exceptionally cheerful creatures, and enjoy 
  spending their time in sunshine and the tranquility 
  of nature.  The vogels are not particularly active 
  politically with other races, although they are 
  frequent traders. 
   
  A vogel stands about 4 feet tall and weigh 
  40 to 45 pounds. Vogels speak their own language, 
  which involves many complex chirps and trills. 
  Their written language is pictographic and does 
  not use an alphabet. Some vogels speak Common 
  with a strong accent.
   
  The vogel warrior presented here had the 
  following ability scores before racial adjustments: 
  Str 9, Dex 13, Con 10, Int 11, Wis 8, Cha 12.
  Combat
   
  Vogels are not particularly aggressive, but 
  are well able to defend themselves if necessary. 
  They attack from the air if possible, first using their 
  nets to tangle up opponents, and then swinging 
  back around to harass them with their tridents. If 
  necessary, a vogel can hurl darts at its foes. Vogels 
  cannot fly while carrying more than a light load.
  Vogel Society
   
  Vogel society is highly communal, and the 
  development of the individual is less of a focus 
  
  15
  1
  Al-mi’raj
  Small Magical Beast
  Hit Dice: 1d10+1 (6 hp)
  Initiative: +3
  Speed: 40 ft. (8 squares)
  Armor Class: 14 (+1 size, +3 Dex), touch 
  14, flat-footed 11
  Base Attack/Grapple: +1/-5
  Attack: Gore +5 melee (1d6-2)
  Full Attack: Gore +5 melee (1d6-2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: —
  Special Qualities: Blink, darkvision 60 ft., 
  dimension door, immunity to poison, low-
  light vision, scent, spell resistance 16
  Saves: Fort +3, Ref +5, Will -l
  Abilities: Str 6, Dex 17, Con 12, Int 5, Wis 
  9, Cha 6
  Skills: Listen +2, Hide +7, Jump +2, Spot 
  +3, Survival +0*
  Feat: Weapon Finesse
  Environment: Any temperate land
  Organization: Solitary or warren (2-20)
  Challenge Rating: 1
  Treasure: None
  Alignment: Usually neutral
  Advancement: 2-3 HD (Small)
  Level Adjustment: —
   
  The al-mi’raj is a dangerous creature that 
  resembles a large rabbit with long white, pink, 
  yellow, or light green fur. A unicorn-like horn, 
  1 to 2 feet long, protrudes from the al-mi’raj’s 
  head. Because of the al-mi’raj’s interdimensional 
  travel abilities, sages often refer to them as “blink 
  bunnies.”
  Combat
   
  Al-mi’raj react to threats much differently 
  than their normal rabbit cousins. When danger 
  is nearby, an al-mi’raj becomes aggressive and 
  moves to attack. In combat, an al-mi’raj stabs with 
  its horn.
   
  Blink (Su): An al-mi’raj can use blink as the 
  spell (caster level 4th), and can evoke or end the 
  effect as a free action. 
   
  Dimension Door (Su): An al-mi’raj can 
  teleport, as dimension door (caster level 4th), once 
  per round as a free action. The ability affects only 
  the al-mi’raj, which never appears within a solid 
  object and can act immediately after teleporting.
   
  Skills: An al-mi’raj has a +4 racial bonus on 
  Spot checks due to its sharp eyesight.
  * An al-mi’raj has a +4 racial bonus on Survival 
  checks when tracking by scent.
  Psionic Al-mi’raj
   
  About 10% of all al-mi’raj possess psionics. 
  Use the statistics above and add the following 
  special attack. Psionic al-mi’raj have Charisma 10 
  and are CR 2.
   
  Psionics (Sp): At will–control winds 
  (DC 15), deeper darkness, levitate, telekinesis. 
  Effective caster level 4th. The save DCs are 
  Charisma-based.
  Flora and Fauna
   
  Volcanoes: Where magma erupts at the surface and forms piles of volcanic rock. Volcanoes form 
  where magma has access to the surface, either because of subduction and rifting or at volcanic hot spots. 
  Volcanoes form on land and underwater (submarine volcanoes), and are generally conical with a crater at 
  the peak. Where there are volcanoes, there are earthquakes, though most of them are imperceptible. Active 
  volcanoes eject cinder, ash, pumice, tephra, lava, or any combination of these elements. Incidentally, 
  pumice is the only stone that floats.
  
  16
  1
  Barbegazi
  Small Humanoid (Cold, Gnome)
  Hit Dice: 2d8+2 (11 hp)
  Initiative: +1
  Speed: 20 ft. (4 squares), burrow 20 ft.
  Armor Class: 14 (+1 size, +1 Dex, +2 
  natural), touch 12, flat-footed 13
  Base Attack/Grapple: +1/-3
  Attack: Short sword +3 melee (1d4/19-
  20x2) or dagger +3 melee (1d3/19-20x2)
  Full Attack: Short sword +3 melee (1d4/19-
  20x2) or dagger +3 melee (1d3/19-20x2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Spell-like abilities
  Special Qualities: Immunity to cold, low-
  light vision, snow move, vulnerability to fire
  Saves: Fort +4, Ref +1, Will +0
  Abilities: Str 10, Dex 13, Con 13, Int 11, 
  Wis 11, Cha 8
   
  Barbegazis are small humanoids with white 
  hair and glossy white skin. Their eyes are deep 
  blue and their beards are long and flowing with 
  the look of icicles. Barbegazis are often referred 
  to as snow or ice gnomes, a comparison they don’t 
  really like. They prefer to dress in garments made 
  from polar bear or wolf fur and often dye such 
  garments brown or silver. Females sometimes 
  wear head coverings made of polar bear fur.
   
  Barbegazis inhabit frigid hills and mountains 
  where they engage in activities they enjoy: 
  hunting, fishing, and wrestling. Barbegazi homes 
  are constructed of large blocks of ice and stone and 
  are often built into the sides of hills and mountains 
  (or are in fact part of the mountain itself). Their 
  homes are frequently targeted by white dragons, 
  who consider their flesh a delicacy.
   
  Barbegazis are tolerable of other cold-
  dwelling races and often initiate trade with frost 
  giant clans. Typical goods traded by a barbegazi 
  clan are furs and meat. A barbegazi clan is led by 
  the eldest male. Females play a lesser role than 
  males in barbegazi society, though many are as 
  capable (or more) than many of the males in the 
  clan. Young barbegazi are trained from a young 
  age in the art of combat and survival.
   
  Barbegazis stand 3 to 3-1/2 feet tall and 
  weigh 40 to 45 pounds. Barbegazis speak their 
  own language and Common. Those with a higher 
  Intelligence score speak Draconic or Giant.
  Skills: Craft (trapmaking) +4, Hide +9*, 
  Jump -6, Listen +2, Spot +2, Survival +4
  Feats: Weapon Finesse
  Environment: Cold hills and mountains
  Organization: Solitary, hunting party (2-5 
  and 1 winter wolf), band (20-50 plus 50% 
  noncombatants plus 1 3rd-level sergeant 
  per 20 adults and 1 leader of 4th-6th level 
  and 2-4 winter wolves), or clan (50-100 
  plus 1 3rd-level sergeant per 20 adults, 1-2 
  lieutenants of 4th-5th level, 1 leader of 6th-
  8th level, and 5-7 winter wolves)
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Often neutral (evil tendencies)
  Advancement: By character class
  Level Adjustment: +2
  Combat
   
  A barbegazi prefers to avoid combat, using 
  misdirection and deception (including well-placed 
  traps and pitfalls) whenever possible to mislead 
  and detour potential opponents. If a barbegazi 
  knows an enemy is coming, it will most certainly 
  have several traps and snares in place by the time 
  the enemy arrives.
   
  If a barbegazi engages an opponent, it usually 
  opens combat with its icicle blast before moving 
  to attack with its short sword. A barbegazi is not 
  stupid and will not risk its life in battle (unless 
  defending its clan). If forced to flee, a barbegazi 
  burrows into the snow and attempts to escape.
   
  Spell-Like Abilities: 1/day–chill metal (DC 
  12), icicle blast (as burning hands, but shards of 
  ice that deal cold damage; DC 12). Caster level 
  3rd. The save DCs are Charisma-based and include 
  a +2 racial bonus.
   
  Snow Move (Ex): Because of its oversized 
  flat feet, a barbegazi can walk on top of deep snow 
  and suffers no penalties when moving through 
  snowy terrain.
   
  Skills: Barbegazis receive a +2 racial bonus 
  to Craft (trapmaking), Hide and Survival checks. 
  *The Hide bonus increases to +6 in their natural 
  environment.
  Barbegazi as Characters
   
  Barbegazi leaders tend to be rogues or rogue/
  clerics. Barbegazi clerics can choose from two of 
  the following domains: Cold (see below), Earth, 
  Evil, Protection, and Trickery.
  
  17
  1
  Bone Delver
  Medium Undead
  Hit Dice: 2d12 (13 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares)
  Armor Class: 13 (+3 natural), touch 10, 
  flat-footed 13
  Base Attack/Grapple: +1/+2
  Attacks: Shovel +3 melee (1d6+1 and 
  disease) or claw +2 melee (1d4+1 and 
  disease)
  Full Attack: Shovel +3 melee (1d6+1 and 
  disease) or 2 claws +2 melee (1d4+1 and 
  disease)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Disease, scream of agony
  Special Qualities: Darkvision 60 ft., undead 
  traits
   
  Bone delvers are a form of undead who were 
  once grave robbers and died whilst performing 
  their nefarious tasks. Some may have inadvertently 
  awoken undead creatures in the grave, others are 
  outwitted by cunning traps placed in well protected 
  mausoleums. They usually appear as hunched, 
  shambling humanoids with faces twisted into a 
  visage of pain and rage and will visibly carry the 
  wounds that caused their demise. Bone delvers 
  forever carry the tools of their trade–a lantern and 
  a shovel, though lock picks are also commonly 
  found upon their walking corpses. The lantern 
  still burns, though with an unnatural and eerie red 
  glowing light.
  Combat
   
  Bone delvers initiate their attacks by uttering 
  a chilling scream of terrible agony, rage and 
  frustration that transcends death itself. Those not 
  Saves: Fort +0, Ref +0, Will +3
  Abilities: Str 13, Dex 11, Con —, Int 10, 
  Wis 11, Cha 11
  Skills: Disable Device +3, Hide +4, 
  Knowledge (local) +0*, Move Silently +4, 
  Open Lock +3, Search +4, Spot +2
  Feats: Weapon Focus (shovel)
  Environment: Any hill or mountain
  Organization: Solitary or crew (2-5)
  Challenge Rating: 1
  Treasure: Standard coins; double goods; no 
  items
  Alignment: Always chaotic evil
  Advancement: 3-6 HD (Medium)
  Level Adjustment: –
  affected by the scream are made targets of melee 
  attacks with its filthy shovel, which this creature 
  can swing with uncanny skill.
   
  Disease (Ex): Grave rot–shovel or claws, 
  Fortitude DC 11, incubation period 1d6 days, 
  damage 1d6 Str and 1d6 Con. The save DC is 
  Charisma-based.
   
  Scream of Agony (Su): When a bone delver 
  screams, living creatures within 30 feet must 
  succeed on a DC 11 Will save or be shaken as long 
  as they remain within the radius. Creatures with 
  more than 4 Hit Dice or those that succeed on the 
  Will save are thereafter immune to the scream of 
  that bone delver. This is a sonic, mind-affecting 
  fear effect. The save DC is Charisma-based.
   
  Skills: *A bone delver has a +3 racial 
  bonus on Knowledge (local) checks pertaining to 
  cemeteries.
  3. Resist Energy (cold or fire only)
  4. Ice Storm
  5. Cone of Cold
  6. Wall of Ice
  7. Cold Fog (as acid fog, but deals cold damage)
  8. Polar Ray
  9. Elemental Swarm (air, ice, or water elementals 
  only)
  Cold Domain
   
  Granted Power: Turn or destroy fire creatures 
  as a cleric turns or destroys undead. This ability 
  can be used a number of times per day equal 
  to 3 + your Charisma modifier. This power is a 
  supernatural ability.
  Cold Domain Spells
  1. Endure Elements
  2. Chill Metal
  
  18
  1
  Carn Teg
  Small Fey
  Hit Dice: 1d6 (3 hp)
  Initiative: +7
  Speed: 20 ft. (4 squares), swim 30 ft. (6 
  squares)
  Armor Class: 14 (+1 size, +3 Dex), touch 14, 
  flat-footed 11
  Base Attack/Grapple: +0/-6
  Attack: Dagger +4 melee (1d3-2/19-20) or 
  sling +4 ranged (1d3-2)
  Full Attack: Dagger +4 melee (1d3-2/19-20) 
  or sling +4 ranged (1d3-2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Spell-like abilities
  Special Qualities: Damage reduction 5/cold 
  iron, low-light vision
   
  Carn teg are short, ugly, green-faced little fey 
  creatures. Their ears are pointed, and their frequent 
  grins toothy and lop-sided. The main function of 
  the carn teg is to be guardians of mountains and 
  high places. Carn teg are wrathful and hostile 
  in the high mountains. They take great delight 
  in killing travelers, regarding it as part of their 
  duty to discourage anyone from climbing ‘their’ 
  mountains.
   
  Carn teg prefer to inhabit mountain lakes 
  and are quite capable of living entirely underwater, 
  venturing out only to wreak havoc on passers-by. 
  After killing the travelers, the carn teg will gather 
  up their corpses (or what is left of their corpses) and 
  carry them down to the bottom of their lake to eat.
  Combat
   
  Carn teg have no wish to get anywhere near 
  their opponents. In most cases, they will (rather 
  Saves: Fort +0, Ref +5, Will +4
  Abilities: Str 7, Dex 17, Con 10, Int 10, Wis 
  14, Cha 14
  Skills: Craft (any two) +2, Escape Artist +5, 
  Bluff +4, Hide +7*, Listen +4, Handle Animal 
  +4, Perform (dance) +4, Perform (drum) +4, 
  Perform (chant) +4, Perform (sing) +4, Search 
  +4, Spot +4, Sense Motive +6, Swim +6
  Feats: Improved Initiative, Weapon Finesse B
  Environment: Any hills and mountains
  Organization: Solitary
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: 2-3 HD (Small)
  Level Adjustment: +3
  arbitrarily) decide that a group of folk atop a 
  mountain must be killed and hurl spells at them 
  until they achieve that aim.
   
  Spell-Like Abilities: At will–detect animals 
  or plants, gust of wind (DC 14), water breathing; 3/
  day–control weather, soften earth and stone. Caster 
  level 8th. The save DCs are Charisma-based.
   
  Skills: Carn teg have a +2 racial bonus on 
  Search, Spot and Listen checks.
   
  A carn teg has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered.  It can use 
  the run action while swimming, provided it swims 
  in a straight line.
   
  *Carn teg have a +5 racial bonus on Hide 
  checks when in the water.
  Cu Marbh
  Medium Undead
  Hit Dice: 2d12+3 (16 hp)
  Initiative: +2
  Speed: 50 ft. (10 squares)
  Armour Class: 14 (+2 Dex, +2 natural), touch 
  12, flat-footed 12
  Base Attack/Grapple: +1/+2
  Attack: Bite +2 melee (1d6+1 and disease)
  Full Attack: Bite +2 melee (1d6+1 and 
  disease)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Death bite, demonic fury
  Special Qualities: Darkvision 60 ft., undead 
  traits
  Saves: Fort +0, Ref +2, Will +3
  Abilities: Str 13, Dex 15, Con –, Int –, Wis 10, 
  Cha l
  Skills: Jump +9
  Feats: ToughnessB
  Environment: Any land and underground
  Organization: Pair or pack (3-8)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always lawful evil
  Advancement: 3-4 HD (Medium), 5-6 HD 
  (Large)
  Level Adjustment: —
  
  19
  1
   
  The cu marbh (pronounced ‘coo marv’) is an 
  undead creature made from the body of a hound. 
  Its remaining flesh hangs rotten and foul as the cu 
  marbh bears its snarling maw. They make loyal 
  and fearless guards and can also be ordered to fight 
  for their master.
  Combat
   
  Cu marbhs attack only if ordered, but are 
  nearly unstoppable in combat.
   
  Death Bite: Carries disease. Any humanoid 
  bitten by a cu marbh must immediately make a 
  Fortitude save (DC 15) or contract the Creeping 
  Death disease. A cu marbh’s natural weapons 
  are treated as magic weapons for the purpose of 
  overcoming damage reduction.
   
  Disease 
  (Ex/Su): 
  Creeping 
  death–bite, Fortitude DC 11, incubation 
  period (1d3 days), damage 1d3 Strength and 1d3 
  Constitution. The save DC is Constitution-based. 
  A cu marbh’s natural weapons are treated as magic 
  weapons for the purpose of overcoming damage 
  reduction.
   
  Demonic Fury (Ex): A cu marbh can fly into 
  a rage, attacking savagely and without thought 
  for its own safety. While in a rage, a cu marbh 
  temporarily gains a +2 bonus to attack rolls and 
  a +4 to damage rolls, but it takes a –2 penalty to 
  Armor Class. A cu marbh can fly into a rage only 
  once per day, but can end the rage as a free action 
  whenever it wishes.
  Fright Owl
  Tiny Magical Beast
  Hit Dice: 1d10 (5 hp)
  Initiative: +4
  Speed: 10 ft. (2 squares), fly 40 ft. (average) 
  (8 squares)
  Armor Class: 18 (+2 size, +4 Dex, +2 
  natural), touch 16, flat-footed 14
  Base Attack/Grapple: +1/-8
  Attack: Claw +7 melee (1d3-1)
  Full Attack: 2 claws +7 melee (1d3-1)
  Space/Reach: 2 1/2 ft./0 ft.
  Special Attacks: Cause fear
  Special Qualities: Darkvision 60 ft., superior 
  low-light vision, spell resistance 12
   
  Fright owls look like normal barn owls 
  except for the intelligence lingering in their black 
  inset eyes.
  Combat
   
  Cause Fear (Sp): As a free action three 
  times per day, a fright owl can let out a shrill cry. 
  Any living creature within 30 feet must succeed 
  on a DC 11 Will save or be affected as though by 
  a cause fear spell. This is a sonic, mind-affecting, 
  fear effect. The save DC is Charisma-based.
   
  Superior Low-Light Vision (Ex): A fright 
  owl can see five times as far as a human can in dim 
  light.
  Saves: Fort +2, Ref +6, Will +2
  Abilities: Str 8, Dex 18, Con 10, Int 12, Wis 
  14, Cha 12
  Skills: Balance +6, Hide +14, Listen +13, 
  Move Silently +20, Sense Motive +4, Spot +5*
  Feats: Alertness, Weapon Finesse B
  Environment: Any forest, hills, mountains, 
  and plains
  Organization: Solitary
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: 2 HD (Tiny), 3 HD (Small)
  Level Adjustment: –
   
  Skills: Fright owls have a +8 racial bonus 
  on Listen checks and a +14 racial bonus on 
  Move Silently checks. *Fright owls have a +8 
  racial bonus on Spot checks in areas of shadowy 
  illumination.
  Fright Owl Familiars
   
  If your campaign uses the Improved 
  Familiar feat (see DMG p. 200), a fright owl is 
  an appropriate improved familiar for a 3rd-level 
  or higher arcane spellcaster. Like other improved 
  familiars, a fright owl familiar provides no special 
  benefits beyond the standard familiar benefits (see 
  Familiars in Chapter 3 of the Player’s Handbook). 
  A fright owl uses its own Spell Resistance or that 
  granted by its master, whichever is higher.
  
  20
  1
  Gorbel
  Gwyllion
  Medium Fey
  Hit Dice: 1d6+1 (4 hp)
  Initiative: +0
  Speed: 20 ft. (4 squares)
  Armor Class: 14 (+4 natural), touch 10, flat-
  footed 14
  Base Attack/Grapple: +0/+2
  Attack: Stone club +2 melee (1d10+2)
  Full Attack: Stone club +2 melee (1d10+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: –
  Special Qualities: Damage reduction 10/cold 
  iron, low-light vision, spell-like abilities, 
  stonecunning
  Small Aberration
  Hit Dice: 2d8+2 (11 hp)
  Initiative: +2
  Speed: 5 ft. (1 square), fly 60 ft. (average) (12 
  squares)
  Armor Class: 17 (+1 size, +2 Dex, +4 natural), 
  touch 13, flat-footed 15
  Base Attack/Grapple: +1/-2 (+4 when attached)
  Attack: Claw +3 melee (1d4+1) or bite +3 melee 
  (1d6+1)
  Full Attack: 2 claws +3 melee (1d4+1) or bite +3 
  melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Attach, explode
  Special Qualities: All-around vision, damage 
   
  The gorbel is a bizarre creature that may be 
  distantly related to eye orbs, but its general lack of 
  magical abilities lends little weight to this rumor. 
  A gorbel is approximately 3 feet in diameter. 
  Its reddish skin is a thin but tough and rubbery 
  membrane. The spherical body of a gorbel is highly 
  elastic and filled to near bursting with a lighter-than-
  air flammable gas that smells of rotten eggs (sulfur). 
  Atop its round body are 6 eyes on retractable stalks. 
  Dangling beneath the body are two strong stubby 
  legs with sharp claws. A gorbel eats, breathes, and 
  excretes through an aperture best described as a 
  mouth. This mouth is lined with a ring of sharp teeth 
  that face inward to help it force food into its gullet.
  Combat
   
  Gorbels primarily attack with their claws, 
  only resorting to biting after they have latched 
  onto their prey. A gorbel will attack and try to eat 
  whatever it thinks is edible–generally including 
  anything that moves that is smaller than the gorbel. 
  Its strange metabolic processes instill it with an 
  almost insatiable hunger.
   
  Attach (Ex): If a gorbel hits with a claw 
  attack, it uses its claws to latch onto the opponent’s 
  body. An attached gorbel is effectively grappling its 
  prey. The gorbel loses its Dexterity bonus to AC and 
  has an AC of 15, but holds on with great tenacity. 
  Gorbels have a +6 racial bonus on grapple checks 
  (already figured into the Base Attack/Grapple entry 
  above). 
   
  An attached gorbel can be struck with a 
  weapon or grappled itself. To remove an attached 
  gorbel through grappling, the opponent must 
  achieve a pin against the gorbel.
   
  Explode (Ex): Any time a gorbel is hit 
  by a piercing or slashing weapon or by a spell 
  that deals damage, the gorbel must succeed on a 
  Fortitude save (DC = 10 +1/2 the damage dealt) 
  or explode violently. This explosion immediately 
  kills the gorbel and deals 1d6 points of damage to 
  all creatures within 5 feet (Reflex DC 12 half); any 
  gorbel damaged by such an explosion must succeed 
  on a Fortitude save or explode as well. The save DC 
  is Constitution-based.
   
  All-Around Vision (Ex): A gorbel is 
  exceptionally alert and circumspect. Its many eyes 
  give it a +2 racial bonus on Spot and Search checks, 
  and it can’t be flanked.
   
  Flight (Ex): A gorbel’s body is naturally 
  buoyant. This buoyancy allows it to fly at a speed 
  of 60 feet. This buoyancy also grants it a permanent 
  feather fall effect (as the spell) with personal range.
  reduction 10/slashing or piercing, darkvision 60 
  ft., flight
  Saves: Fort +1, Ref +2, Will +2
  Abilities: Str 12, Dex 14, Con 12, Int 8, Wis 9, 
  Cha 8
  Skills: Hide +7, Listen +1, Spot +1
  Feat: Flyby Attack
  Environment: Any warm land
  Organization: Solitary or herd (2-10)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: 3-4 HD (Small); 5-6 HD 
  (Medium)
  Level Adjustment: —
  
  21
  1
  Mercilla
  Medium Humanoid (Mercilla)
  Hit Dice: 2d8+2 (11 hp)
  Initiative: +0
  Speed: 30 ft. in hide armor (6 squares), base 
  speed 40 ft.
  Armor Class: 17 (+4 natural, +3 hide armor), 
  touch 10, flat-footed 17
  Base Attack/Grapple: +1/+3
  Attack: Club +3 melee (1d6+2) or slam +3 melee 
  (1d4+2) or rock +1 ranged (1d4+2)
  Full Attack: Club +3 melee (1d6+2) and slam -2 
  melee (1d4+1) or rock +1 ranged (1d4+2)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Nonlethal expertise
   
  The mercilla is a powerfully built creature 
  resembles an ape except its pelt is a rich bluish-
  black and it wears hide armor and some trappings 
  of clothing and pouches. Mercillas inhabit cold 
  mountainous regions, only venturing into the 
  lowlands for hunting. They live in small packs and 
  lead a nomadic lifestyle. These creatures rarely use 
  lethal force; whether this is based on tradition or 
  religion is unknown. The fur of the mercilla is in 
  high demand, luring a string of treasure hunters into 
  the high mountains to look for the elusive beasts.
   
  A mercilla stands 7 feet tall and weighs 300-
  350 pounds. Mercillas have a primitive language 
  consisting of grunts, hand signals, and calls.
   
  Said by some scholars to be the ancient 
  ancestors of dwarves, gwyllions are fey that bear 
  a strong affinity with the earth. They appear to be 
  dwarves composed of natural stone, and their voices 
  grate like stone on stone. They can commonly 
  be found in remote mountain areas, where they 
  tend to their own sylvan glades of rock and stone. 
  Gwyllions speak Sylvan, Common and Dwarven.
  Combat
   
  Spell-Like Abilities: 3/day–meld into stone, 
  stone shape. Caster level 9th.
   
  Stonecunning (Ex): This ability grants a 
  gwyllion a +2 racial bonus on Search checks to 
  notice unusual stonework, such as sliding walls, 
  stonework traps, new construction (even when built 
  to match the old), unsafe stone surfaces, shaky stone 
  ceilings, and the like. Something that isn’t stone but 
  that is disguised as stone also counts as unusual 
  stonework. A gwyllion who merely comes within 10 
  feet of unusual stonework can make a Search check 
  as if he were actively searching, and a gwyllion can 
  use the Search skill to find stonework traps as a 
  rogue can. A gwyllion can also intuit depth, sensing 
  his approximate depth underground as naturally as a 
  human can sense which way is up. 
   
  Skills: *A gwyllion has a +2 racial bonus on 
  Appraise, Craft, and Profession checks that relate to 
  stone or metal.
  Special Qualities: –
  Saves: Fort +3, Ref +3, Will +1
  Abilities: Str 15, Dex 10, Con 13, Int 8, Wis 13, 
  Cha 7
  Skills: Climb +7, Jump +7, Listen +4, Spot +2, 
  Survival +2
  Feats: Great Fortitude
  Environment: Cold hills, mountains, and plains
  Organization: Solitary, pair, or pack (3-6)
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Usually chaotic good
  Advancement: By character class
  Level Advancement: +1
  Combat
   
  Mercillas attack en masse with a basic grasp 
  of infantry tactics. They surround their opponents, 
  using group grappling tactics, then pound them with 
  fists, clubs, rocks, and chunks of ice. They always 
  attack using their nonlethal expertise ability. A 
  mercilla will use lethal force only if defending its 
  mate or its young, and even then only if nonlethal 
  damage seems ineffective.
   
  Nonlethal Expertise (Ex): Mercillas suffer no 
  penalties when attacking to deal nonlethal damage 
  with weapons that usually deal lethal damage.
   
  Skills: Mercillas receive a +2 racial bonus on 
  Listen checks, and a +4 racial bonus on Climb and 
  Jump checks.
  Saves: Fort +3, Ref +2, Will +2
  Abilities: Str 15, Dex 10, Con 13, Int 10, Wis 10, 
  Cha 8
  Skills: Appraise +4*, Craft (stonemasonry) +4*, 
  Listen +4, Profession (miner) +4*, Search +4, 
  Spot +4
  Feats: Great Fortitude
  Environment: Any hill, mountains, and 
  underground
  Organization: Gang (2-4), band (6-11) or 
  tribe (20-80)
  Challenge Rating: 1
  Treasure: Standard coins; double goods; standard 
  items
  Alignment: Usually neutral
  Advancement: By character class
  Level Adjustment: +3
  
  22
  1
  Sentry Hound
  Small Magical Beast
  Hit Dice: 1d10+2 (7 hp)
  Initiative: +3
  Speed: 40 ft. (8 squares)
  Armor Class: 15 (+1 size, +3 Dex, +1 natural), 
  touch 14, flat-footed 12
  Base Attack/Grapple: +1/-2
  Attack: Bite +3 melee (1d4+1)
  Full Attack: Bite +3 melee (1d4+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Spell-like abilities
  Special Qualities: Darkvision 60 ft., low-light 
  vision, scent
   
  Scholars believe that a legendary wizard, 
  whose name has now fallen into obscurity, first 
  bred sentry hounds. At one point in his life a gang 
  of half-orc looters plagued him. He hired bounty 
  hunters that used tracking dogs to hunt down the 
  marauders, but the looters proved skillful hunters 
  themselves and ambushed their pursuers. The 
  wizard set about creating a breed of bloodhound 
  that could not only track down its prey but hold 
  it in place until help arrived to deal with the 
  brigands. His work culminated in a species that 
  looked in all respects like an ordinary dog, but 
  which also had spell-like abilities to paralyze the 
  minds of its prey.
   
  Sentry hounds are now highly prized by 
  bounty hunters and formal law enforcement alike, 
  all the more so because they are both expensive to 
  Saves: Fort +4, Ref +5, Will +1
  Abilities: Str 13, Dex 17, Con 15, Int 7, Wis 12, 
  Cha 6
  Skills: Hide +7, Jump +5, Listen +2, Spot +2, 
  Survival +3
  Feats: Track
  Environment: Any land
  Organization: Solitary or hunting pack (2-5)
  Challenge Rating: 1
  Treasure: None
  Alignment: Always neutral
  Advancement: 2-3 HD (Small)
  Level Adjustment: –
  acquire and notoriously difficult to breed. Because 
  of their scarcity, their masters employ them 
  individually. However, packs of two to five have 
  been rumored to exist.
  Combat
   
  Sentry 
  hounds 
  are 
  highly 
  disciplined 
  animals. They know what they are supposed to 
  do, and they do not waver from it. They engage in 
  melee combat like normal dogs, except that they 
  are trained to deal only nonlethal damage. Their 
  conditioning prepares them to pursue and subdue, 
  not attack and kill; they do not take a -4 penalty to 
  their attack rolls for using weapons that deal lethal 
  damage to deal nonlethal damage.
   
  Spell-Like Abilities: 3/day–hold person 
  (DC 11); 1/day–hold monster (DC 13). Caster 
  level 5th. The save DCs are Charisma-based.
  Yasha
  Small Undead
  Hit Dice: 1d12+3 (9 hp)
  Initiative: +1
  Speed: 10 ft. (2 squares), fly 60 ft. (good)
  Armor Class: 16 (+1 size, +1 Dex, +4 natural), 
  touch 12, flat-footed 15
  Base Attack/Grapple: +0/-5 (+1 when 
  attached)
  Attack: Bite +0 melee (1d4-1 and blood drain)
  Full Attack: Bite +0 melee (1d4-1 and blood 
  drain)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Attach, blood drain
  Special Qualities: Darkvision 60 ft., undead 
  traits
  Saves: Fort +0, Ref +1, Will +1
  Abilities: Str 9, Dex 13, Con –, Int 12, Wis 9, 
  Cha 14
  Skills: Hide +9, Jump -13, Intimidate +6, Listen 
  +3, Spot +3, Survival +3
  Feats: Dodge, Toughness B
  Environment: Any mountains, hills, forests, 
  swamps, or plains
  Organization: Pair or flock (3-12)
  Challenge Rating: 1
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: 2-3 HD (Small)
  Level Adjustment: –
   
  Yasha are undead vampire bats, whose hunger 
  for blood is increased in unlife. It resembles a large 
  bat with pale, sickly coloring and bloodshot eyes. 
  Although it gains no nourishment from the blood 
  it drains, a yasha still feels hunger and temporary 
  satiation when draining the blood of the living.
  
  23
  2
  +6 racial bonus on grapple checks (already 
  figured into the Base Attack/Grapple entry).
   
  An attached yasha can be struck with a 
  weapon or grappled. To remove an attached yasha 
  through grappling, the opponent must achieve a 
  pin against the yasha. A turned or rebuked yasha 
  automatically detaches in the following round.
   
  Blood Drain (Ex): A yasha drains blood, 
  dealing 1d3 points of Constitution damage in any 
  round when it begins its turn attached to a victim. 
  Once it has dealt 2 points of Constitution damage, 
  it detaches and flies off. If its victim dies before the 
  yasha’s appetite has been sated, the yasha detaches 
  and seeks a new target.
  Barbed Beetle
  Medium Vermin
  Hit Dice: 4d8 (18 hp)
  Initiative: +3
  Speed: 10 ft. (2 squares), swim 20 ft. (4 
  squares)
  Armor Class: 19 (+3 Dex, +6 natural), touch 
  13, flat-footed 16
  Base Attack/Grapple: +3/+4
  Attack: Antenna +4 melee (1d8+1)
  Full Attack: 2 antennae +4 melee (1d8+1) and 
  bite -1 melee (1d6)
  Space/Reach: 5 ft./5 ft. (15 ft. with antennae)
  Special Attacks: Improved grab
  Special Qualities: Darkvision 60 ft., vermin 
  traits
   
  The barbed beetle (also known as the whip 
  beetle, flail beetle or scourge beetle) is quite 
  distinctive. Although its body ranges from 6 to 7 
  feet long, its thin antennae extend a full 15 feet 
  beyond the creature’s head. Like most beetles, the 
  barbed beetle uses its antennae to detect airborne 
  scents and vibrations, but this fearsome creature 
  has developed them into formidable weapons as 
  well. Each antenna is covered with innumerable 
  short spines, and the beetle whips them back and 
  forth, striking enemies with deadly accuracy and 
  often flaying the very flesh from their bones.
   
  There are several subspecies of barbed beetle. 
  Most are dark-colored: black, deep gray, or a deep 
  brown. Some species have lateral stripes on their 
  backs of a lighter color (often yellow or orange).
  Combat
   
  Barbed beetles are strictly carnivorous and 
  fear few creatures. They are usually hungry and 
  attack on sight. The barbed beetle attacks primarily 
  with its twin antennae.
   
  Once a barbed beetle is slain, its antennae 
  can be cut off at the base of the creature’s head 
  Saves: Fort +4, Ref +4, Will +2
  Abilities: Str 12, Dex 16, Con 11, Int –, Wis 13, 
  Cha 11
  Skills: Swim +9
  Feats: –
  Environment: Temperate and warm hills and 
  mountains and underground
  Organization: Solitary, cluster (2-5), or swarm 
  (6-11)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8 HD (Medium); 9-12 HD 
  (Large)
  Level Adjustment: –
  and used as weapons for up to 8 hours before they 
  stiffen and become useless. Gentle repose spells 
  cast upon the antennae can extend the duration 
  of their use as weapons. Anyone with the whip 
  proficiency can successfully employ a barbed 
  antenna; the non-proficiency penalty applies to 
  all others. An antenna deals 1d8 points of damage 
  when used in this fashion.
   
  An opponent can attack a barbed beetle’s 
  antennae with a sunder attempt as if they were 
  weapons. A barbed beetle’s antennae have 8 hit 
  points each. A barbed beetle usually withdraws 
  from combat if it loses an antenna.
   
  Improved Grab (Ex): To use this ability, a 
  barbed beetle must hit with its bite attack. It can 
  then attempt to start a grapple as a free action 
  without provoking an attack of opportunity.
   
  Skills: A barbed beetle has a +8 racial bonus 
  on any Swim check to perform some special action 
  or avoid a hazard. It can always choose to take 10 
  on a Swim check, even if distracted or endangered. 
  It can use the run action while swimming, provided 
  it swims in a straight line.
   
  A yasha has a wingspan of about six feet and 
  weighs 25 pounds. Although intelligent, yasha do 
  not speak any languages.
  Combat
   
  A pair of yasha fights as a team, one always 
  circling to find a way to strike an opponent from 
  behind while the other distracts a victim.
   
  Attach (Ex): If a yasha hits with a touch 
  attack, it uses its clawed wings, feet, and long fangs 
  to latch onto the opponent’s body. An attached 
  yasha is effectively grappling its prey. The yasha 
  loses its Dexterity bonus to AC and has an AC of 
  15, but holds on with great tenacity. Yasha have a 
  
  24
  2 Bhaviratye
  Large Giant
  Hit Dice: 4d8+8 (26 hp)
  Initiative: -1
  Speed: 30 ft. (6 squares)
  Armor Class: 14 (-1 size, -1 Dex, +6 
  natural), touch 8, flat-footed 14
  Base Attack/Grapple: +3/+12
  Attack: Greatclub +7 melee (2d8+7)
  Full Attack: Greatclub +7 melee (2d8+7)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Psi-like abilities
  Special Qualities: Low-light vision, 
  psychic signpost, telepathy 100 ft.
  Saves: Fort +6, Ref +0, Will +1
   
  Bhaviratye are a race of xenophobic giants 
  inhabiting mountainous and hilly regions. Most 
  bhaviratye ritualistically shave their heads and 
  tattoo their distinct tribal signs on their right arm. 
  Their geographically imposed isolation heightens 
  their xenophobic tendencies, and leaves most 
  bhaviratye territorial and aggressive.
   
  A typical bhaviratye stands over 10 feet 
  tall and weighs at least 1,000 pounds. Bhaviratye 
  speak Giant, although they prefer to communicate 
  telepathically.
  Combat
   
  Bhaviratye 
  prefer 
  to 
  fight 
  at 
  range, 
  ambushing opponents with their psionic powers. 
  After exhausting much of their mental power, they 
  engage in melee combat. If strangers interrupt a 
  battle between tribes, the bhaviratye immediately 
  forget their differences and turn on the interlopers.
   
  Psi-Like Abilities: At will–empty mind, far 
  hand, know direction and location, mind thrust 
  (DC 12), missive; 3/day–ego whip (ML 5th, DC 
  13), energy burst (ML 5th, DC 14), inflict pain 
  Abilities: Str 21, Dex 8, Con 15, Int 10, Wis 
  11, Cha 12
  Skills: Jump +6, Listen +7, Search +3, Spot 
  +7
  Feats: Alertness, Power Attack
  Environment: Any hills and mountains
  Organization: Solitary, pair, patrol (3-4), 
  regiment (10-15)
  Challenge Rating: 2
  Treasure: No coins; double goods; 
  mundane items
  Alignment: Usually neutral
  Advancement: By character class
  Level Adjustment: +2
  (DC 13); 1/day– energy ray, feather fall, mindlink, 
  stomp (DC 12). Manifester level 4th. The save 
  DCs are Charisma-based.
   
  Psychic Signpost (Sp): Once per day, a 
  bhaviratye can use psionics to mark its territory. 
  To use this ability, the bhaviratye must stand at 
  the perimeter of the area to be protected and use 
  a full-round action to place and shape the barrier. 
  This psychic wall can be up to 100 feet long and 
  20 feet high, and it can be curved to fit the terrain 
  as desired, though it cannot occupy the same 
  space as a barrier placed by another bhaviratye. 
  This barrier is not physical and any creature can 
  pass through it unhindered. Any psionic creature 
  that crosses it automatically senses its presence, 
  although creatures other than bhaviratye usually 
  don’t understand exactly what they are sensing. 
   
  Any bhaviratye that crosses a barrier placed 
  by a member of another tribe automatically takes 
  1 point of damage. These psychic signposts 
  fade after one week, so they must be regularly 
  renewed.
  Blood Boulder
  Small Aberration
  Hit Dice: 2d8+4 (13 hp)
  Initiative: -1
  Speed: 50 ft. (10 squares)
  Armor Class: 20 (+1 size, -1 Dex, +10 
  natural), touch 10, flat-footed 20
  Base Attack/Grapple: +1/+1
  Attack: Slam +6 melee (1d4+6)
  Full Attack: Slam +6 melee (1d4+6)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Blood drain, improved 
  grab, overrun
  Special Qualities: Blindsight 50 ft., 
  camouflage, damage reduction 5/
  bludgeoning
  Saves: Fort +2, Ref -1, Will +2
  Abilities: Str 18, Dex 9, Con 14, Int 2, Wis 
  8, Cha 6
  Skills: Hide +5, Jump +12, Spot +2
  Feats: Improved Overrun B, Power Attack
  
  25
  2
   
  Blood boulders are predators found in rocky 
  terrain such as mountains, hills, and underground 
  caverns. To the unwary traveler, a blood boulder 
  appears as nothing more than a mottled, spherical 
  boulder similar in coloration to the terrain in which 
  it is found. Upon closer inspection, one discovers 
  that this rock is covered with hideous little mouths 
  with needle-sharp teeth, smeared with the blood of 
  its victims. A blood boulder feeds on the blood of 
  its prey.
   
  The blood boulder’s tough hide is almost 
  as hard as the stone that it resembles, making an 
  encounter with this mindless marauder a daunting 
  challenge. Blood boulders have no legs, and move 
  by pushing their bodies into a rolling motion, 
  reaching very high speeds.
   
  Blood boulders have no lairs and are nomadic, 
  traveling in packs and searching for new food 
  sources. Occasionally a group of blood boulders 
  stays in one area for some time, ambushing prey. 
  This is likely when an ample source of food travels 
  along an established route. This route is eventually 
  abandoned as the animals in the area learn to avoid 
  the newly arrived predators, forcing the blood 
  boulders to move on.
   
  Blood boulders reproduce asexually. A group 
  of blood boulder young appears as little more than 
  a group of pebbles. The parents regurgitate their 
  meals over their clutch of young in order to feed 
  them.
  Combat 
   
  Blood boulders are found in packs, and they 
  use this to their advantage. A blood boulder attacks 
  by rolling into its victims and knocking them to 
  the ground. The rest of the pack then rolls onto the 
  victim to drain his blood, leaving little more than 
  an empty husk. The blood boulder’s tough outer 
  hide makes it difficult to injure, and its body is 
  covered with small mouths lined with sharp teeth 
  for gripping its victims and sucking their blood.
   
  Unless the party sees past the blood boulder’s 
  camouflage, its first attack is from surprise. A blood 
  boulder typically charges and tries to overrun its 
  nearest opponent as its first action. If it knocks its 
  opponent prone, it stays in that opponent’s space 
  and tries to drain blood; otherwise, the blood 
  boulder tries again or uses its slam attack. When 
  the blood boulders have all drunk their fill, they 
  retreat back into hiding.
   
  Blood boulders can be particularly deadly to 
  creatures that heavily rely on stealth for success. 
  Such creatures may hear an enemy creeping up on 
  them, but when they look around, all they see is a 
  bunch of rocks. If the creatures seek cover among 
  the boulders, expecting an ambush, they are likely 
  to walk into a surprise attack by the boulders 
  themselves. Particularly devious trapmakers often 
  load a blood boulder into an ordinary falling rock 
  trap for a little extra surprise for those that spring it.
   
  Blood Drain (Ex): A blood boulder can drink 
  the blood of a grabbed creature with a successful 
  grapple check, dealing 1d4 points of Constitution 
  damage. Once a blood boulder inflicts 4 points of 
  Constitution damage, it rolls away to digest its 
  meal.
   
  Improved Grab (Ex): To use this ability, 
  a blood boulder must hit a prone creature with 
  its slam attack. It can then attempt to start a 
  grapple as a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can drain blood in the 
  following round.
   
  Overrun (Ex): A typical blood boulder has a 
  +8 bonus on Strength checks to overrun opponents, 
  including a +4 racial bonus. If a blood boulder fails 
  to knock an opponent prone, the opponent may not 
  react to knock down the blood boulder.
   
  Blindsight (Ex): Blood boulders have no 
  eyes, but they are able to perceive their environment 
  to a range of 50 feet due to a special layer of tissue 
  and sensory organs beneath their tough outer skin. 
  Beyond that range, they are considered blinded. 
  Blood boulders are invulnerable to gaze attacks, 
  visual effects of spells such as illusions, and other 
  attack forms that rely on sight.
   
  Camouflage (Ex): From a distance, a blood 
  boulder’s outer skin makes it appear like a small 
  boulder. An observer must make a successful DC 
  20 Spot or Knowledge (dungeoneering) check to 
  notice that a still blood boulder is actually a living 
  creature.
  Environment: Cold mountains
  Organization: Pack (6-12)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 3-4 HD (Small); 5-6 HD 
  (Medium)
  Level Adjustment: –
  
  26
  2
  Cacogen
  Medium Undead
  Hit Dice: 4d12 (26 hp)
  Initiative: +8
  Speed: 40 ft. (8 squares)
  Armor Class: 19 (+4 Dex, +2 natural, +2 
  leather armor, +1 buckler), touch 14, flat-
  footed 15
  Base Attack/Grapple: +2/+6
  Attack: Scimitar +6 melee (1d6+4/18-20) 
  or claw +6 melee (1d4+4)
  Full Attack: Scimitar +6 melee (1d6+4/18-
  20) and claw +1 melee (1d4+2) or 2 claws 
  +6 melee (1d4+4)
  Special Attacks: Improved grab, silence, 
  sneak attack +2d6
   
  The cacogen is a deformed human, typically 
  a leper, hunchback, or clubfoot, but sometimes a 
  scarred or branded rogue, who has been brought 
  back to life to serve an evil sorcerer or wizard 
  as a necromantic guardian. Most cacogens wear 
  layers of black or indigo burial shrouds and leather 
  armor, wrap their faces in black turbans and 
  veils, and carry small shields or bucklers. Their 
  weapons vary, but typically include scimitars, 
  bolos, composite bows, and garrotes. Their black, 
  hardened claws can serve in a pinch.
   
  The cacogen’s chief weapon is stealth. 
  It rarely shows itself, but is always patrolling 
  and watching over a specified area. It prefers to 
  observe its victims from hiding before attacking, 
  but it’s unlikely to run if seen. It ignores anyone 
  outside its area of responsibility, unless they have 
  stolen something from its master.
   
  A cacogen’s typical territory might be a 
  lost or ruined city, a necropolis or graveyard, or 
  a wizard’s fortress. In rare instances, they guard 
  cellars or mansions within neutral or evil cities or 
  towns. A cacogen’s typical territory usually has 
  many places for the cacogen to hide, as well as 
  several escape routes; it may take to the rooftops, 
  or crawl into the sewers. This allows it to slip away 
  and return behind its foes for another sneak attack 
  at a more opportune moment in the future.
   
  Cacogens vary in height and weight in the 
  same ranges as humans.
  Special Qualities: Darkvision 60 ft., 
  guardian, +4 turn resistance, undead traits
  Saves: Fort +1, Ref +5, Will +4
  Abilities: Str 18, Dex 19, Con –, Int 13, Wis 
  10, Cha 12
  Skills: Climb +15, Hide +11, Jump +8, 
  Listen +9, Move Silently +11, Spot +9
  Feats: Alertness, Improved Initiative
  Environment: Any
  Organization: Solitary
  Challenge Rating: 2
  Treasure: None
  Alignment: Usually lawful evil
  Advancement: By character class
  Level Adjustment: –
  Combat
   
  A cacogen remains in hiding until it can 
  sneak attack a foe. It prefers to attack a solitary 
  opponent, but it frequently ambushes a person at 
  the rear of a group, silencing its enemy to avoid 
  notice. If it is seen or cornered, the cacogen turns 
  and fights, although it tries to flee if obviously 
  overmatched. The cacogen does not leave its 
  assigned area unless it is in pursuit.
   
  Improved Grab (Ex): To use this ability, 
  the cacogen must make a successful sneak attack 
  against an opponent. It can then attempt to start a 
  grapple as a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can silence its opponent.
   
  Silence (Ex): A cacogen grappling an 
  opponent prevents that opponent from speaking 
  or making sounds until freed from the grapple (by 
  covering the creature’s mouth, crushing its neck, 
  and so on). Such creatures cannot call for help or 
  cast spells with verbal components. A cacogen that 
  kills its target during a grapple may avoid making 
  noise throughout the entire altercation.
   
  Sneak Attack (Ex): A cacogen can make 
  a sneak attack like a rogue, dealing an extra 2d6 
  points of damage whenever a foe is denied its 
  Dexterity bonus or when the cacogen is flanking.
   
  Guardian (Ex): A cacogen gains a +2 bonus 
  on attack and damage rolls when defending its 
  master.
   
  Skills: A cacogen has a +4 racial bonus on 
  Climb checks.
  
  27
  2
  Carcaetan
  Medium Undead
  Hit Dice: 3d12+3 (22 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares)
  Armor Class: 15 (+5 natural), touch 10, 
  flat-footed 15
  Base Attack/Grapple: +1/+4
  Attack: Bite +4 melee (1d6+3/19-20)
  Full Attack: Bite +4 melee (1d6+3/19-20) 
  and 2 claws +2 melee (1d4+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Feed
  Special Qualities: Darkvision 60 ft., graft, 
  rejuvenation, undead traits 
  Saves: Fort +1, Ref +1, Will +3
  Abilities: Str 17, Dex 10, Con –, Int 11, Wis 
  10, Cha 13
  Skills: Climb +5, Hide +6, Listen +4, Move 
  Silently +4, Search +2, Spot +6
  Feats: Improved Critical (bite)B, 
  Multiattack, Toughness
  Environment: Any
  Organization: Solitary or pack (3-7)
  Challenge Rating: 2
  Treasure: None
  Alignment: Usually neutral evil
  Advancement: 4-6 HD (Medium); 7-9 HD 
  (Large)
  Level Adjustment: –
   
  Separated from the natural world, not quite 
  alive and unable to die, carcaetans maintain 
  their existence through a diet of mortal flesh. 
  Carcaetans vary dramatically in appearance. 
  Some look almost exactly as they did before their 
  transformation, with only a slight pallor and lack 
  of scent to differentiate them from the living. 
  Others are clearly unnatural, shambling about 
  with open scars, blackened limbs, and wounds 
  that should be lethal. The few who maintain some 
  degree of sanity and adapt to their new existence 
  learn to replace destroyed extremities with parts 
  from other creatures, rebuilding their bodies piece 
  by piece.
   
  A carcaetan is created by magic designed 
  to remove a creature from the cycle of life. The 
  ritual is sometimes used as a punishment or a 
  powerful curse, but some evil individuals undergo 
  it intentionally. The carcaetan loses its ability to 
  grow, heal, reproduce, and die, and must steal 
  energy from the living to gain the strength to act. 
  The blood and flesh of animals and humanoids 
  provide the greatest amount of nourishment, but 
  carcaetans can survive off grass and leaves for 
  days. A rat can keep a carcaetan energetic for 
  hours, while a human can satiate one for a week. 
  Without nourishment, carcaetans lose the capacity 
  to exert themselves, becoming thinking lumps of 
  inanimate flesh.
   
  An injured carcaetan’s wounds never close, 
  but even burnt or mutilated carcaetans eventually 
  pull themselves back together. Carcaetans who 
  suffer grave injuries often lose the ability to think 
  clearly, becoming mindless, flesh-eating monsters. 
   
  Carcaetans speak the languages they spoke in 
  life (usually Common).
  Combat
   
  Carcaetans tend to be fearless in combat, 
  tearing wildly with their mouths and claws. 
  However, only the most degenerate or powerful do 
  not flee from creatures wielding positive energy.
   
  Feed (Ex): Upon striking a successful 
  critical hit against a living, corporeal creature with 
  a bite or claw attack, a carcaetan can feed on the 
  creature’s torn flesh and blood. If the carcaetan hits 
  with a claw attack, it must take a move action to 
  feed, or the meat and blood loses its potency and is 
  wasted. A carcaetan that feeds gains 1d4+1 points 
  of Strength for 1 hour. A carcaetan cannot gain 
  more than 5 points of Strength in this manner at 
  any given time.
   
  Rejuvenation (Su): Unless destroyed by 
  some form of positive energy (such as turning 
  or cure spells), a destroyed carcaetan rises again 
  with maximum hit points after 1d4 hours. If 
  its body is mutilated, the rejuvenation usually 
  takes 1d4 days instead, unless the body parts are 
  actively prevented from gathering in one place. 
  (In this case, the rejuvenation can be prevented 
  indefinitely.) Cremated, frozen, or similarly treated 
  carcaetan bodies take 1d4 weeks to reassemble. 
  Dealing damage from a positive energy source 
  to a carcaetan corpse permanently destroys it, 
  regardless of what kind of damage reduced the 
  carcaetan to 0 hit points.
   
  Graft (Ex): A carcaetan can gain some of 
  the abilities of living, corporeal foes by replacing 
  its limbs with theirs, drinking their blood, or 
  ornamenting itself with their bones, skin, or 
  internal organs. This process takes several hours 
  under the best of circumstances, and the carcaetan 
  must succeed on a DC 15 Will save or gain no 
  
  28
  2
  benefit. No foe can grant a carcaetan 
  more than one ability, and some creatures 
  simply do not have compatible physiologies that 
  a carcaetan can use. Guidelines for granting 
  carcaetans new abilities are as follows.
   
  Attacks: A carcaetan can replace its bite 
  attack, and either of its claw attacks, with the 
  bite or claw attack of a Small to Large creature. 
  This grants the carcaetan the damage and threat 
  range of the grafted natural weapon, but does not 
  change the carcaetan’s attack bonus or grant it 
  any supernatural abilities. Extraordinary abilities 
  carried over with natural weapons include poison 
  and disease effects, and extra energy damage, but 
  not improved grab, swallow whole, or rend.
   
  Breath Weapon: By wearing the head or 
  skull (as a helm or mantle, or by replacing the 
  carcaetan’s head) of a Small to Large creature, a 
  carcaetan can gain the creature’s breath weapon. 
  The effect is identical to the creature’s, but the save 
  DC is 10 + 1/2 carcaetan’s HD.
   
  Fast Healing: A carcaetan who grafts on part 
  of the anatomy of a creature with fast healing gains 
  fast healing 1, or adds 1 to its current level of fast 
  healing.
   
  Gaze Attack: By wearing the eyes of a 
  Small to Large creature, a carcaetan can gain the 
  creature’s gaze attack. The effect is identical to the 
  creature’s, but the save DC is 10 + 1/2 carcaetan’s 
  HD + carcaetan’s Charisma modifier.
   
  Resistance to Energy: A carcaetan can gain 
  one half (maximum 20) of a creature’s resistance 
  to one type of energy. If the creature is immune to 
  the type of energy, the carcaetan gains a resistance 
  of 20.
   
  Spell-Like Abilities: Drinking a creature’s 
  blood can give a carcaetan access to one of its 
  spell-like abilities. The carcaetan can choose 
  the ability from those available to the creature, 
  but the ability must emulate a spell of a level 
  no higher than one-half the carcaetan’s HD. The 
  carcaetan can use the ability once per day, or at 
  the same frequency as the creature, whichever is 
  less frequent. The ability operates at a caster level 
  equal to the carcaetan’s HD, and the save DC is 
  Charisma-based.
   
  Spell Resistance: As resistance to energy.
  Effect
  Source
  Claw 1d3 plus 1d4 fire
  Fire mephit claw
  Bite 2d6
  Skum head
  Breath weapon, 15-foot cone, once every 1d4 rounds, 
  damage 4d6 cold
  Winter wolf skull
  Dimension door 1/day
  Barghest blood
  Resistance to fire 5
  Vrock feathers
  Detect good 1/day
  Imp blood
  Fast healing 1
  Adithari blood (Marsh & Aquatic)
  Spell resistance 7
  Sea hag skin
  Dancing lights 1/day
  Gnome heart
  Petrifying gaze, 30 feet
  Medusa eyes
  Resistance to cold 20
  Ice mephit blood
  Bite 2d6 plus poison (DC 18, initial and secondary 
  damage 1d8 Constitution)
  Spirit naga head
  Terrifying gaze, paralyzed with fear for 1d4 rounds, 
  30 feet
  Nightbeast skull (Forest)
  Resistance to electricity 5
  Aasimar blood
  Remove disease 1/week
  6th-level paladin heart
  Breath weapon, 60-foot cone, once every 1d4 rounds 
  (but no more than 5/day), turn to stone
  Gorgon skull
  Ray of frost 1/day
  Winterbrood fury blood (Marsh & Aquatic)
  Breath weapon, 10-foot cone, once every 2d4 rounds, 
  damage 2d6 fire
  Hell hound skull
  
  29
  2
  Dark Creeper
  Small Humanoid (Dark Creeper)
  Hit Dice: 1d8+1 (5 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares)
  Armor Class: 18 (+1 size, +3 Dex, +4 
  clothing), touch 14, flat-footed 15
  Base Attack/Grapple: +0/-4
  Attack: Dagger +4 melee (1d3/19-20 and 
  poison)
  Full Attack: Dagger +4 melee (1d3/19-20 
  and poison)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Death throes, spell-like 
  ability
  Special Qualities: Detect magic, light 
  blindness, poison use, see in darkness
   
  Dark creepers are 4-foot tall humanoids with 
  thin, light frames. They have gray skin and dark 
  white eyes with gray pupils. Dark creepers dress in 
  black or brown clothing that reeks of filth. When 
  their clothing begins to rot with age and fall from 
  their bodies, they simply add another layer, rather 
  than remove the tattered rags. Dark creepers speak 
  their own babbling language understandable only 
  to other dark creepers and dark stalkers (page 74).
  Combat
   
  Dark creepers create darkness to gain the 
  advantage in combat. Once the advantage is 
  obtained, dark creepers seek to pilfer valuables 
  from their opponents, favoring magic items 
  over normal items. They are particularly fond 
  of daggers, rings, and jeweled items. A dark 
  creeper never flees or parleys during combat. Dark 
  creepers that witness a dark creeper’s death throes 
  will often flee in terror, but quickly regroup when 
  they can.
   
  Death Throes (Ex): When killed, a dark 
  creeper spontaneously explodes in a flash of white-
  hot light. All creatures within 10 feet must make 
  a successful DC 11 Fortitude save or be blinded 
  for 1d6 x10 minutes. The save DC is Constitution-
  based.
   
  Spell-Like Ability: 3/day–darkness. Caster 
  level 8th.
   
  Detect Magic (Su): A dark creeper can 
  continuously detect magic as the spell (caster level 
  12th). It can suppress or resume this ability as a 
  free action.
   
  Light Blindness (Ex): Abrupt exposure to 
  bright light (such as sunlight or a daylight spell) 
  blinds dark creepers for 1 round. On subsequent 
  Saves: Fort +1, Ref +5, Will +0
  Abilities: Str 11, Dex 16, Con 12, Int 9, Wis 
  10, Cha 8
  Skills: Climb +5, Hide +11, Listen +1, Move 
  Silently +7, Sleight of Hand +4, Spot +1
  Feat: Blind-Fight, Weapon Finesse B
  Environment: Temperate forest, mountain, 
  and underground
  Organization: Gang (2-4) or clan (20-80 
  plus 1 dark stalker per 20 dark creepers)
  Challenge Rating: 2
  Treasure: Standard coins; standard goods; 
  double items
  Alignment: Usually chaotic neutral
  Advancement: By character class
  Level Adjustment: +2
  rounds, they are dazzled while operating in bright 
  light.
   
  Poison Use (Ex): Dark creepers are not 
  at risk of poisoning themselves when handling 
  poison.
   
  See in Darkness (Su): Dark creepers can see 
  perfectly in darkness of any kind, even that created 
  by a deeper darkness spell.
   
  Clothing: A dark creeper wears layer upon 
  layer of rotting cloth that provides a +4 armor 
  bonus.  This clothing is essentially light armor 
  and weighs 15 pounds, and has an armor check 
  penalty of -1, a maximum Dexterity bonus of +4, 
  and an arcane spell failure chance of 15%. If a dark 
  creeper’s clothing is removed, it is destroyed and 
  becomes useless.
   
  Poison: Injury, Fortitude DC 14, initial 
  damage 1d4 Str, secondary damage 1d6 Str.
   
  Skills: A dark creeper has a +4 racial bonus 
  on Climb, Hide, and Move Silently checks.
  Dark Creeper Society
   
  It is known that subterranean cities of dark 
  creepers exist. Most creatures that have seen these 
  cities venture no closer than necessary, for the 
  route to the city is often lined with traps, snares, 
  and other deadly devices to detour would-be 
  trespassers. Each city is a large circular pit with 
  a spiraling staircase leading down to the multi-
  layered city. A dark creeper city is constantly 
  shrouded in a cloud of impenetrable darkness. The 
  actual habitat and details of dark creeper society 
  remain a mystery, as those that have ventured into 
  a dark creeper city have yet to return and tell of 
  their exploits. It is believed that the race known as 
  dark stalkers are the leaders of such cities.
  
  30
  2 Darnu
  Medium Magical Beast
  Hit Dice: 4d10+8 (30 hp)
  Initiative: +2
  Speed: 50 ft. (10 squares)
  Armor Class: 14 (+2 Dex, +2 natural), touch 
  12, flat-footed 12
  Base Attack/Grapple: +4/+6
  Attack: Bite +6 melee (1d6+3)
  Full Attack: Bite +6 melee (1d6+3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Mob mentality
  Special Qualities: Darkvision 60 ft., low-light 
  vision, scent, tongues
   
  Darnu are intelligent canines who use their 
  ability to learn languages to trick their enemies. 
  Darnu stand 4 feet high at the shoulder, and are 
  covered in thick gray and black fur. Their pointed 
  ears are tipped with thin tufts of white, and their 
  tails are long and bushy. Darnu have stubby 
  muzzles that easily conceal their large teeth, and 
  deep-set brown eyes. Apart from their size, darnu 
  appear relatively harmless, resembling dogs as 
  much as wolves. Albino darnu are very rare and 
  have dark blue eyes.
   
  Darnu can survive in nearly any climate, 
  though they are best suited to cold regions. Their 
  teeth can easily kill most prey, and they run at great 
  speeds. Suspicious of other creatures, darnu view 
  most animals as lesser beings unfit to share their 
  territory and prefer to eat intelligent humanoids. A 
  darnu pack is led by an alpha male, who is the only 
  male pack member permitted to breed. Those who 
  challenge the alpha’s leadership fight the alpha 
  in a vicious battle for dominance. The survivor 
  assumes control of the pack.
   
  Darnu normally use their ability to speak any 
  language to confuse and disorient opponents while 
  hunting, but some humanoids have learned to use 
  it to their advantage. Despite their haughtiness, 
  darnu can be bargained with, and some landowners 
  make deals to have darnu packs spy on travelers. 
  Darnu spies generally stalk parties from a distance, 
  listening to conversations from roadside shadows. 
  Some darnu have even infiltrated urban areas. In 
  return for their services, darnu often receive human 
  sacrifices, left in the pack’s territory to be hunted.
   
  Darnu pelts can fetch a high price for use in 
  caps, gloves, and cloaks. A pelt in good condition 
  sells for around 600 gp. Albino darnu pelts sell for 
  twice that price.
   
  Darnu speak Common, Undercommon, and 
  up to six other languages native to their region. 
  Occasionally, the last members of a dying race 
  Saves: Fort +6, Ref +6, Will +2
  Abilities: Str 15, Dex 14, Con 15, Int 9, Wis 
  13, Cha 10
  Skills: Hide +6, Jump +10, Listen +6, Move 
  Silently +5, Spot +5, Survival +2*
  Feats: Alertness, Run, Track B
  Environment: Cold and temperate hills, 
  mountains, forests and plains
  Organization: Solitary, pair, or pack (3-7)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 5-8 HD (Medium); 9-12 HD 
  (Large)
  Level Adjustment: +0 (+1 if albino) (cohort)
  seek out a darnu pack to ensure that their racial 
  language is not forgotten.
  Combat
   
  When hunting, darnu will track travelers 
  passing through their territory for days or weeks at 
  a time, until all pack members have learned their 
  quarry’s language. When they are ready to fight, 
  darnu call out taunts and chants from a distance, 
  distracting and unnerving their opponents. At 
  night, the pack alpha may whisper a traveler’s 
  name, luring him away from his campsite to be 
  devoured alone.
   
  Mob Mentality (Ex): Darnu are particularly 
  good at ganging up on opponents. If two or more 
  darnu are flanking an opponent, each darnu who 
  threatens that opponent gains a flanking bonus on 
  melee attacks equal to the total number of flanking 
  darnu (maximum +5). Darnu that are not actually 
  flanking the opponent are not considered to be 
  flanking for purposes of sneak attacks and other 
  special abilities.
   
  Tongues (Su): A darnu can speak and 
  understand any language it hears for 24 hours after 
  exposure. After 3 consecutive days during which 
  a darnu is exposed to a language, the darnu gains 
  the permanent ability to speak and understand that 
  language. This ability does not confer literacy.
   
  Skills: Darnu have a +2 racial bonus on 
  Hide, Listen, and Move Silently checks. *Darnu 
  have a +4 racial bonus on Survival checks when 
  tracking by scent.
  Albino Darnu
   
  A newborn albino darnu always becomes its 
  pack’s alpha once it matures. Otherwise identical 
  to their kin, albino darnu can use the following 
  spell-like abilities: 3/day–ghost sound (DC 10), 
  message, ventriloquism (DC 10); 1/day–hideous 
  laughter (DC 12). Caster level 5th. The save DCs 
  are Charisma-based.
  
  31
  2
  Enfant Terrible
  Tiny Undead (Incorporeal)
  Hit Dice: 4d12+3 (29 hp)
  Initiative: -1
  Speed: 10 ft. (2 squares), fly 20 ft. (perfect)
  Armor Class: 13  (+2 size, +1 deflection), touch 
  11, flat-footed 13
  Base Attack/Grapple: +2/-10
  Attack: Incorporeal claw +3 melee touch (1d4-4 
  and 2d6cold)
  Full Attack: Incorporeal claw +3 melee touch 
  (1d4-4 and 2d6 cold) and incorporeal bite -2 
  melee touch (ld6-4)
  Space/Reach: 2-1/2 ft./0 ft.
  Special Attacks: Dread presence, frost breath, 
  frost touch, manifestation
  Special Qualities: Darkvision 60 ft., incorporeal 
   
  The enfant terrible is an emaciated infant 
  floating 4 feet off the ground, naked but for a 
  scrap of rotted cloth diaper. Its face is swelled and 
  purple, its throat livid with evidence of choking. Its 
  eyes glare about in hatred in jarring contrast to the 
  cooing, chortles and occasional crying it emits.
   
  When an infant is murdered, the same 
  forces that sometimes create ghosts may create an 
  enfant terrible. This depressing creature floats or 
  crawls about the place of its death, haunting the 
  inhabitants or seeking vengeance upon its killer. 
  These unfortunate souls can only be set to rest 
  by bringing justice to its killer or showing it the 
  genuine love of a mother one last time.
   
  An enfant terrible is about 1 and 1/2 to 2 and 
  1/2 feet tall, and weighs between 8 and 24 pounds. 
  An enfant terrible cannot speak any language, only 
  communicating through coos, cries, and babbles.
  Combat
   
  The enfant terrible prefers to use its beguiling 
  ways to get close to its intended victims and strike.
   
  Dread Presence (Ex): The enfant terrible’s 
  very presence can inspire dread and depression, 
  though if the child remains unseen, most victims 
  do not understand the reason for their mood 
  change. When an enfant terrible manifests, the 
  sight of a ghostly child with murder in its eyes is 
  enough to stop the bravest heart. Those within 30 
  feet or eyesight of the creature must succeed at a 
  DC 11 Will save or have their resolve shaken and 
  suffer a -1 morale penalty to all actions for 4d6 
  rounds. The save DC is Charisma-based.
   
  Frost Breath (Su): Once every 1d4 rounds, 
  the enfant terrible may breathe out a 10-foot cone 
  of supernaturally chilled air. Anyone caught in 
  traits, rejuvenation, smile of innocence, undead 
  traits
  Saves: Fort +1, Ref +0, Will +6
  Abilities: Str 3, Dex 9, Con —, Int 9, Wis 14, 
  Cha 8
  Skills: Bluff +8, Climb +1, Disguise -1 (+1 
  acting), Hide +7, Jump -16, Intimidate +8, 
  Listen +3, Spot +3
  Feats: Persuasive, Toughness
  Environment: Any land
  Organization: Solitary
  Challenge Rating: 2
  Treasure: None
  Alignment: Usually neutral evil
  Advancement: 5-8 HD (Tiny); 9-12 HD (Small)
  Level Adjustment: —
  the frost breath’s area must succeed at a DC 11 
  Fortitude save or take 1d4 points of Constitution 
  damage. The save DC is Charisma-based.
   
  Frost Touch (Ex): When manifested, the 
  enfant terrible may lay its hand on an opponent 
  as a touch attack. The target suffers the effects of 
  frostbite, taking 2d6 points of cold damage. The 
  frost touch also takes effect if the enfant terrible 
  claws an opponent.
   
  Manifestation (Su): An enfant terrible 
  dwells on the Ethereal Plane and, as an ethereal 
  creature, it cannot affect or be affected by 
  anything in the material world. When an enfant 
  terrible manifests, it partly enters the Material 
  Plane and becomes visible but incorporeal on the 
  Material Plane. A manifested enfant terrible can be 
  harmed only by other incorporeal creatures, magic 
  weapons, or spells, with a 50% chance to ignore 
  any damage from a corporeal source. A manifested 
  enfant terrible can pass through solid objects at 
  will, and its own attacks pass through armor. A 
  manifested enfant terrible always moves silently. A 
  manifested enfant terrible can strike with its touch 
  attack or with a ghost touch weapon. A manifested 
  enfant terrible remains partially on the Ethereal 
  Plane, where is it not incorporeal. A manifested 
  enfant terrible can be attacked by opponents on 
  either the Material Plane or the Ethereal Plane. 
  The enfant terrible’s incorporeality helps protect it 
  from foes on the Material Plane, but not from foes 
  on the Ethereal Plane.
   
  An enfant terrible has two home planes, the 
  Material Plane and the Ethereal Plane. It is not 
  considered extraplanar when on either of these 
  planes.
  
  32
  2
   Rejuvenation (Su): In most cases, it’s 
  difficult to destroy an enfant terrible through 
  simple combat: The “destroyed” spirit will often 
  restore itself in 2d4 days. Even the most powerful 
  spells are usually only temporary solutions. An 
  enfant terrible that would otherwise be destroyed 
  returns to its old haunts with a successful level 
  check (1d20 + enfant terrible’s HD) against DC 
  16. As a rule, the only way to get rid of an enfant 
  terrible for sure is to determine the reason for its 
  existence and set right whatever prevents it from 
  resting in peace.
   
  Smile of Innocence (Su): This is the 
  most insidious weapon the enfant terrible has 
  Ghoul Wolf
  in its arsenal, because it plays upon its target’s 
  compassion and pity. As a move action, the enfant 
  terrible can stifle its dread presence and cloak itself 
  in an illusion to appear as a normal baby. It cries 
  like a normal baby, gurgles when picked up, and 
  if its skin feels a little cold, the natural instinct is 
  to hold it close to warm it. This moment is usually 
  when the creature sinks its teeth into its would-be 
  caretakers’ neck or reaches up tiny hands to rip 
  out the victim’s eyes. The enfant terrible reverts 
  to its “normal” appearance once it attacks or uses 
  any of its special attacks. This grants the enfant 
  terrible a +20 racial bonus on Disguise checks to 
  impersonate a living infant.
  Medium Undead
  Hit Dice: 4d12 (26 hp)
  Initiative: +2
  Speed: 50 ft. (10 squares)
  Armor Class: 14 (+2 Dex, +2 natural), 
  touch 12, flat-footed 12
  Base Attack/Grapple: +2/+5
  Attack: Bite +6 melee (1d6+4 plus 
  paralysis)
  Full Attack: Bite +6 melee (1d6+4 plus 
  paralysis)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Paralysis
  Special Qualities: +2 turn resistance, 
  darkvision 60 ft., scent, undead traits
   
  Ghoul wolves resemble normal wolves, save 
  the fact that their fur is matted in places and torn 
  away from their flesh in other places. Their eyes 
  are stark white and their fur is gray.
  Combat
   
  Ghoul wolves hunt in packs, surrounding 
  their prey and circling as they move in to kill it.
  Saves: Fort +1, Ref +3, Will +6
  Abilities: Str 17, Dex 15, Con—, Int 6, Wis 
  14, Cha 10
  Skills: Hide +6, Listen +7, Jump +11, Move 
  Silently +6, Spot +7, Survival +6*
  Feats: Alertness, Weapon Focus (bite)
  Environment: Any land
  Organization: Solitary or pack (7-16)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 5-8 HD (Medium); 9-12 HD 
  (Large)
  Level Adjustment: —
   
  Paralysis (Ex): Those hit by a ghoul wolf’s 
  bite attack must succeed on a DC 12 Fortitude 
  save or be paralyzed for 1d6+2 minutes. Elves 
  have immunity to this paralysis. The save DC is 
  Charisma-based.
   
  Skills: A ghoul wolf has a +2 racial bonus on 
  Hide and Move Silently checks.
   
  *Ghoul wolves have a +4 racial bonus on 
  Survival checks when tracking by scent.
  
  33
  2
  Ice Scarab
  Medium Vermin (Cold)
  Hit Dice: 3d8+3 (16 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares), fly 60 ft. (average) 
  (12 squares)
  Armor Class:  15 (+5 natural), touch 10, 
  flat-footed 15
  Base Attack/Grapple: +2/+3
  Attack: Bite +3 melee (1d6+1)
  Full Attack: Bite +3 melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Constrict 1d6+1, improved 
  grab
  Special Qualities: Darkvision 60 
  ft., immunity to cold, vermin traits, 
   
  Ice scarabs are found only in arctic regions 
  or on snow-capped mountaintops. Their carapaces 
  are completely white, with dark, multifaceted eyes 
  and short, thick, hairy antennae like a moth. Their 
  wicked-looking mandibles extend straight out 
  from the head and have many sharp hooks along 
  their inner surfaces with which to rend prey.
   
  Ice scarabs are solitary, each creature staking 
  out a chunk of territory and aggressively defending 
  it from others of its kind. They mate during the cool 
  months of autumn. Females lay 1d8 small, white 
  eggs (looking rather like lopsided snowballs) the 
  following winter; the eggs then incubate before 
  hatching in spring with the first thaw. Ice scarab 
  larvae are on their own from birth, subsisting on 
  small insects and rodents. They burrow into the 
  earth in the warmest months of the summer, when 
  the earth is the softest, and metamorphosize into 
  their adult forms, emerging in early autumn.
   
  Ice scarabs traditionally carve a den for 
  themselves deep in a snow bank or glacial ice. 
  This den is only for the scarab that carved it; except 
  for mating season, any others that approach are 
  immediately attacked. Slain victims are usually 
  brought back to the scarab’s den to be devoured in 
  vulnerability to fire
  Saves: Fort +4, Ref +1, Will +1
  Abilities:  Str 13, Dex 11, Con 12, Int —, 
  Wis 10, Cha 7
  Skills: Hide +0*
  Feats: Snatch B
  Environment: Arctic mountains
  Organization: Solitary
  Challenge Rating: 2
  Treasure: 1/10 coins; 50% goods; 50% 
  items
  Alignment: Always neutral
  Advancement: 4-6 HD (Medium); 7-9 HD 
  (Large)
  Level Adjustment: —
  peace and occasionally a victim’s possessions can be 
  found in the rear of the den, pushed out of the way.
  Combat
   
  Ice scarabs swoop down upon unsuspecting 
  foes and attack with their wicked mandibles. 
  While non-intelligent by mammalian standards, 
  ice scarabs instinctively keep the sun at their backs 
  when flying at a potential victim. Fortunately for 
  the ice scarab, the noise its wings make during 
  flight is minimal and thus usually does not alert 
  its prey. If an ice scarab gets a hold on its prey, it 
  attempts to fly away with it. Ice scarabs are capable 
  fliers, able to lift up to 200 additional pounds 
  without degrading their aerial maneuverability.
   
  Constrict (Ex): An ice scarab deals 1d6+1 
  points of bludgeoning and piercing damage with a 
  successful grapple check.
   
  Improved Grab (Ex): To use this ability, an 
  ice scarab must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins 
  the grapple check, it establishes a hold and can 
  constrict.
   
  Skills: *An ice scarab has a +8 racial bonus 
  on Hide checks in areas of snow and ice.
  
  34
  2
  Keenwing
  Tiny Animal
  Hit Dice: 2d8 (9 hp)
  Initiative: +3
  Speed: 20 ft. (4 squares), fly 240 ft. 
  (average)
  Armor Class: 17 (+2 size, +3 Dex, +2 
  natural), touch 15, flat-footed 14
  Base Attack/Grapple: +1/-8
  Attack: Claw +6 melee (1d3-1)
  Full Attack: Claw +6 melee (1d3-1) 
  and wing +1 melee (1d6-1/18-20 plus 
  dismemberment)
  Space/Reach: 2-1/2 ft/0 ft
  Special Attacks: Dismemberment
   
  The keenwing flashes past in a steel-gray 
  blur, its long wings outstretched. One leading wing 
  edge brushes a tree nearby, scattering a spray of 
  bark, broken branches and shredded leaves.
   
  The keenwing is one of the deadliest of all 
  birds, despite its tiny size. This carnivorous bird 
  doesn’t eat much, but its method of obtaining food 
  is unsettling. Its wings are lined with razor-sharp 
  bone, allowing it to deal vicious lacerations and 
  sever extremities.
   
  Keenwings mate for life. They hunt in pairs, 
  severing small bits of prey to bring back to their 
  lair. Keenwing nests are horrid masses of flesh, 
  sinew, and bone.
  1d6
  Roll Result
  1
  head; victim dies instantly
  2
  right arm; victim loses 33% of current hit points and suffers a -2 penalty on attack rolls 
  and Strength-based checks
  3
  left arm; victim loses 33% of current hit points and suffers a -2 penalty on attack rolls 
  and Strength-based checks
  4
  right leg; victim loses 50% of current hit points and suffers a -2 penalty on Reflex saves 
  and Dexterity-based checks
  5
  left leg; victim loses 50% of current hit points and suffers a -2 penalty on Reflex saves 
  and Dexterity-based checks
  6
  vicious chest slash; victim loses 50% of normal total hit points
  Special Qualities: Darkvision 120 ft., low-
  light vision
  Saves: Fort +3, Ref +6, Will +2
  Abilities: Str 8, Dex 17, Con 10, Int 2, Wis 
  14, Cha 6
  Skills: Hide +11, Jump -7, Listen +3, Move 
  Silently +6, Spot +3
  Feats: Flyby Attack, Weapon Finesse B
  Environment: Any land
  Organization: Solitary, pair, or family (1-2 
  and 2-5 offspring)
  Challenge Rating: 2
  Advancement: 2-4 HD (Tiny)
  Level Adjustment: –
   
  A keenwing is 1 to 2 feet long with a 
  wingspan of 5 feet. It weighs about 1 pound.
  Combat
   
  Keenwings are fearless. They know that 
  virtually any creature, no matter its size, can offer 
  them a meal, though they are generally uninterested 
  in fighting longer than is required to gain a meal. 
  Fiercely loyal to their mates, one will almost 
  always fight to the death if the other is killed.
   
  Dismemberment (Ex): When a keenwing 
  attacks with its razor-sharp wing bone, it threatens 
  a critical hit on a natural attack roll of 18–20. On 
  a successful critical hit, it does not multiply the 
  damage dealt. Instead, roll 1d6 and consult the 
  table below for the results of dismemberment.
  
  35
  2
   
  Laxmyri are goat men with the build of a 
  human, the head of a goat, human hands, and 
  hoofed feet. Their body is covered with a downy 
  fur which laxmyri comb and braid into decorative 
  designs. Laxmyri speak their own goatish 
  language and a broken version of the nearest 
  regional humanoid dialect.
  Combat
   
  Powerful Charge (Ex): A laxmyri typically 
  begins a battle by charging at an opponent, 
  lowering its head to bring its large horns into play. 
  In addition to the normal benefits and hazards of 
  a charge, this allows the creature to make a single 
  gore attack with a +3 attack bonus that deals 3d6+1 
  points of damage.
  Laxmyri
  Medium Monstrous Humanoid
  Hit Dice: 2d8+4 (13 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares), climb 20 ft. (4 
  squares)
  Armor Class: 16 (+3 Dex, +2 natural, +1 
  padded armor), touch 13, flat-footed 13
  Base Attack/Grapple: +2/+3
  Attack: Gore +3 melee (1d6+1) or club +3 
  melee (1d6+1)
  Full Attack: Gore +3 melee (1d6+1) or club 
  +3 melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Powerful charge 3d6+1
  Special Qualities: Darkvision 60 ft., 
  resistance to cold 5, scent
  Saves: Fort +2, Ref +6, Will +3
  Abilities: Str 12, Dex 17, Con 14, Int 8, Wis 
  10, Cha 10
  Skills: Climb +9, Hide +5, Jump +5, Listen 
  +2, Move Silently +3, Spot +3, Tumble +5
  Feats: Acrobatic B, Alertness
  Environment: Cold mountains and hills
  Organization: Solitary or pack (2-6)
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Always neutral evil
  Advancement: By character class
  Level Adjustment: +3
   
  Skills: Laxmyri have a +8 racial bonus 
  on Climb checks. A laxmyri can always choose 
  to take 10 on Climb checks, even if rushed or 
  threatened. 
  Laxmyi as Characters
   
  A laxmyri’s favored class is barbarian. 
  Laxmyri clerics (shamans) and druids (mystics) 
  worship nature-oriented or powerful primal 
  deities. Laxmyri make good arctic rangers, 
  sometimes hiring themselves out to travelers for 
  payments of jewelry. Sorcerers and wizards are 
  virtually unheard of among the brutish goat-men.
  Flora and Fauna
   
  Spy Grass: A small flowering plant, not much different than a dandelion, spy grass is the bane of 
  secrecy. Spy Grass has developed an unusual survival method; it telepathically scans a passing creature’s 
  mind to learn of the “best location” for its growth and reproduction. The spy grass then slowly moves 
  to that location at a speed of six inches a day. For those who can communicate with plants, spy grass 
  provides additional information. If the communicator can sway the plant from its normal unfriendly 
  attitude to friendly or better, the person gains a window into the minds of those who have passed by 
  within 10ft. of the plant. This provides the person with knowledge of who (or what) has passed in the 
  past week and, if the spy grasses attitude is helpful, the person gains access to a single train of thought of 
  every scanned creature. This memory could be important or trivial. Identifying spy grass requires a DC 
  20 knowledge (nature) check or a spot check of DC 25 to notice the plant has moved and then a DC 15 
  knowledge (nature) check. Spy grass is a magically dependent plant that needs magic, sunlight, water, air, 
  and soil to survive. Spy grass is found in temperate and tropical environments where grass or flowers are 
  found.
  
  36
  2
  Nagley
  Fine Fey 
  Hit Dice: 2d6+2 (9 hp) 
  Initiative: +5
  Speed: 5 ft. (1 square), fly 40 ft. (good) 
  Armor Class: 23 (+8 size, +5 Dex), touch 
  23, flat-footed 18
  Base Attack/Grapple: +1/-19
  Attack: Short sword +5 melee (1-4/19-20)
  Full Attack: Short sword +5 melee (1-4/19-
  20)
  Space/Reach: 1/2 ft./0 ft.
  Special Attacks: Bad luck, distraction
  Special Qualities: Low-light vision, 
  mislead, spell resistance 20 
   
  The nagley is a tiny, green-skinned 
  humanoid is only about four inches tall. It flits 
  about on gossamer wings with a mischievous look 
  on its face. The misunderstood nagley is a friendly 
  little sprite that loves company. In fact the nagley 
  is a bit too friendly, and sometimes its overtures 
  of generosity are greeted with anger and violence. 
  Most people can’t agree whether a nagley is a 
  blessing or a curse.
   
  A nagley flits about looking for someone 
  interesting to follow, and then proceeds to follow 
  them, all the while asking annoying questions 
  (“Oooh, what’s that do?”), singing songs (“Pop 
  goes the grumpet!”), and generally being 
  mischievous (“Hey, who put cottage cheese in 
  my boots?”) Once a nagley has found someone 
  it likes, it never leaves that individual’s side. If 
  anyone tries to get rid of the nagley, it acts hurt and 
  offended, and explains how helpful it can be, and 
  how it’s bad luck to kill a nagley.
   
  However, a nagley is not entirely useless, 
  having a variety of skills and abilities that it uses 
  to help its companions if it is treated well. It also 
  uses its distraction ability against their enemies to 
  save its friends in times of trouble.
   
  Adventurers often draw the interest of a 
  nagley after doing something impressive, such 
  as winning a battle, casting a spell during trying 
  conditions, or using a skill in an expert manner. 
  The nagley is fairly good-natured in its banter, 
  although it loves to make fun of creatures that 
  stumble or screw up in humorous ways. It even 
  uses its distraction ability to cause mishaps, 
  although usually only when the repercussions are 
  more funny than dangerous. However, in times of 
  need, a nagley may actually save its allies’ lives 
  Saves: Fort +1, Ref +8, Will +3
  Abilities: Str 2, Dex 21, Con 12, Int 14, Wis 
  10, Cha 17
  Skills: Appraise +6, Bluff +8, Decipher 
  Script +6, Hide +24, Intimidate +7, Jump -
  16, Knowledge (nature) +7, Listen +4, Open 
  Lock +18, Search +6, Spot +4
  Feats: Dodge 
  Environment: Temperate hills
  Organization: Solitary 
  Challenge Rating: 2 
  Treasure: None 
  Alignment: Usually chaotic good 
  Advancement: 2-3 HD (Diminutive) 
  Level Adjustment: +3 (cohort)
  a time or two. It can use its Intimidate skill to 
  scare off some approaching foes, it may open a 
  lock when others fail, or it may cause an enemy 
  to fumble. The nagley may even sacrifice itself for 
  its allies, allowing a powerful villain to kill it and 
  receive its curse.
   
  A nagley is only 4 inches tall and weighs less 
  than a pound.
  Combat
   
  A nagley rarely engages in combat, as its 
  miniscule short sword is nearly useless. It does, 
  however, use its distraction ability to help its 
  friends or to amuse itself. Nagleys are difficult 
  to kill, as they aren’t where they really appear to 
  be. Killing a nagley brings seven years of bad luck 
  upon the killer.
   
  Bad Luck (Su): It is extremely bad luck to 
  kill a nagley. Anyone who does so is immediately 
  cursed, and suffers a -4 penalty on all ability 
  checks, saving throws, skill checks, and attack 
  rolls until the curse is removed or seven years 
  pass. A remove curse or break enchantment spell 
  removes the curse if the caster succeeds on a DC 
  25 caster level check.
   
  Distraction (Ex): A nagley has an amazing 
  sense of timing. Once per round, it can attempt 
  to distract an intelligent creature within 30 feet 
  as it performs an action. This ability is a free 
  action for the nagley and can be used during an 
  opponent’s turn. The distraction is usually done 
  by shouting something annoying or humiliating at 
  just the right moment. The target must succeed on 
  a DC 14 Concentration check or fail whatever it is 
  attempting. This ability can be used to counter any 
  ability check, saving throw, skill check, attack roll, 
  or spell. The check DC is Charisma-based.
  
  37
  2
   
  Mislead (Su): A nagley is protected by 
  a permanent mislead effect (caster level 10th) 
  with a range of 20 feet. When the nagley is not 
  concentrating on its illusory double, the double 
  mimics the nagley’s actions perfectly. The Will 
  save to disbelieve the illusion has a DC of 14. 
  This ability is not subject to the invisibility 
  purge spell. A nagley becomes visible and 
  its double disappears whenever it is sleeping or 
  unconscious. The check DC is Charisma-based.
   
  Skills: A nagley has a +10 racial bonus on 
  Open Lock checks due to its tiny arms and hands.
  Nilbog
  1st level Warrior
  Small Humanoid (Goblinoid)
  Hit Dice: 1d8 (4 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 14 (+1 size, +1 Dex, +2 
  studded leather), touch 12, flat-footed 13
  Base Attack/Grapple: +0/-5
  Attack: Morningstar +0 melee (1d8-1) or 
  javelin +2 ranged (1d6-1)
  Full Attack: Morningstar +0 melee (1d8-1) 
  or javelin +2 ranged (1d6-1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Spatio-temporal reversal
  Special Qualities: Damage reversal, 
  darkvision 60 ft.
  Saves: Fort +2, Ref +1, Will +0
  Abilities: Str 8, Dex 13, Con 11, Int 10, Wis 
  11, Cha 8
   
  The nilbog is a goblin afflicted with a strange 
  space-time reversal disease known as Nilbogism. 
  The disease appears to occur when overly heavy 
  use of magic strains the fabric of the space-
  time continuum and leads to some very strange 
  localized events. The disease only affects goblins 
  and is not transmitted by them. Nilbogs resemble 
  goblins in appearance and are indistinguishable 
  from them.
   
  Most nilbogs encountered outside their lair 
  are warriors; the information in the statistics block 
  is for one of 1st level.
  Combat
   
  The nilbog favors ambushes, dirty tricks, and 
  overwhelming odds to a fair fight. It moves within 
  range of a foe so as to affect the creature with its 
  spatio-temporal reversal ability.
   
  Spatio-Temporal Reversal (Ex): This 
  ability affects any creature within 20 feet of a 
  Skills: Hide +7, Listen +4, Move Silently 
  +7, Spot +4
  Feat: Alertness
  Environment: Temperate and warm land, 
  and underground
  Organization: Gang (4-9), band (10-20 
  plus 100% noncombatants plus 1 3rd level 
  sergeant and 1 leader of 4th-6th level), 
  warband (10-24 with worg mounts), or 
  tribe (20-60 plus 1 3rd-level sergeant per 20 
  adults, 1 or 2 lieutenants of 4th or 5th level, 
  1 leader of 6th-8th level, 10-24 worgs, and 
  2-4 dire wolves)
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: By character class
  Level Adjustment: —
  nilbog. Creatures within range must succeed on a 
  DC 9 Will save each round, or behave in a manner 
  opposite of the way they intended to act that round. 
  Whatever the creature’s intentions were will be 
  reversed: if the creature meant to steal something 
  from the nilbog, it may instead give all of its 
  possessions to the nilbog; if the creature meant to 
  harm the nilbog, it would help the nilbog instead. 
  The save DC is Charisma-based.
   
  Damage Reversal (Ex): When struck by 
  any attack that would deal damage, a nilbog 
  instead gains temporary hit points equal to the 
  damage dealt. It can gain more than its maximum 
  hit points, but never more than twice its normal 
  hit points. A nilbog is affected by curative magic 
  (cure wounds spells and potions, for instance) as if 
  it were undead.
   
  Skills: A nilbog has a +4 racial bonus on 
  Move Silently checks.
  
  38
  2
  Peaks Ram
  Large Animal
  Hit Dice: 4d8+8 (26 hp)
  Initiative: +3
  Speed: 50 ft. (10 squares), climb 50 ft. (10 
  squares)
  Armor Class: 16 (-1 size, +3 Dex, +4 
  natural), touch 12, flat-footed 13
  Base Attack/Grapple: +3/+10
  Attacks: Gore +5 melee (1d6+3) or hoof +5 
  melee (1d4+3)
  Full Attack: Gore +5 melee (1d6+3) and 2 
  hooves +0 melee (1d4+1)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: —
   
  Peaks rams are native to the mountains, 
  although they are larger and stronger than normal 
  rams. They have a soft coat of fur that protects 
  them from the cold, along a thick layer of fat 
  beneath their skin. Their necks are long and strong, 
  with males having horns that curve forward, and 
  females sporting shorter bony stubs. Peaks ram live 
  in herds, foraging the grass and weeds that grow at 
  the higher altitudes and the shrubs from the lower 
  forests, which they avoid because of predators.
  Combat
   
  A peaks ram will always avoid combat if 
  possible, thanks to its amazing climbing skills, but 
  if forced to fight, as when the herd is threatened 
  or fighting for dominance, it charges headfirst, 
  looking to knock attackers off a cliff or throw them 
  prone, where it pummels them with its hooves.
   
  Natural Mountaineer (Ex): Peaks rams 
  live and die on steep slopes. They are remarkably 
  Special Qualities: Low-light vision, natural 
  mountaineer, scent
  Saves: Fort +6, Ref +7, Will +2
  Abilities: Str 16, Dex 16, Con 14, Int 2, Wis 
  13, Cha 8
  Skills: Balance +9, Climb +11, Jump +11, 
  Spot +6
  Feats: Improved Bull Rush, Power Attack
  Environment: Cold mountains
  Organization: Solitary, pair, or herd (3-12)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8 HD (Large)
  Level Adjustment: —
  Screaming Devilkin
  Small Magical Beast
  Hit Dice: 3d10 (16 hp)
  Initiative: +3
  Speed: 5 ft. (1 square), fly 30 ft. (poor) (6 
  squares)
  Armor Class: 18 (+1 size, +3 Dex, +4 
  natural), touch 14, flat-footed 15
  Base Attack/Grapple: +3/-2
  Attack: Tail slap +3 melee (1d4-1)
  Full Attack: Tail slap +3 melee (1d4-1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Scream
  Special Qualities: Darkvision 60 ft., low-light 
  vision
  Saves: Fort +3, Ref +6, Will +1
  Abilities: Str 8, Dex 17, Con 10, Int 5, Wis 10, 
  Cha 8
  Skills: Hide +7, Listen +5, Move Silently +3, 
  Spot +5
  Feat: Alertness, Flyby Attack
  Environment: Any cold and temperate hills, 
  mountains, and underground
  stable mounts, and all penalties for firing a ranged 
  weapon while moving and the Concentration DCs 
  for casting while moving are reduced by 2.
   
  Skills: A peaks ram has a +4 racial bonus on 
  Balance checks and a +8 racial bonus on Climb and 
  Jump checks. A peaks ram can always choose to take 
  10 on Climb checks, even if rushed or threatened.
  Training a Peaks Ram
   
  A peaks ram requires training before it 
  can bear a rider in combat. Training a peaks ram 
  requires six weeks of work and a DC 20 Handle 
  Animal check. Riding a peaks ram requires an 
  exotic saddle. A peaks ram can fight while carrying 
  a rider, but the rider cannot also attack unless he or 
  she succeeds on a Ride check.
   
  Carrying Capacity: A light load for a peaks 
  ram is up to 230 pounds; a medium load, 231-460 
  pounds; a heavy load, 461-690 pounds. A peaks 
  ram can drag 3,450 pounds.
  
  39
  2
  Shadow Raven
  Small Undead (Incorporeal)
  Hit Dice: 2d12 (13 hp)
  Initiative: +3
  Speed: 5 ft. (1 square), fly 60 ft. (good) (12 
  squares)
  Armor Class: 15 (+1 size, +3 Dex, +1 
  deflection), touch 15, flat-footed 12
  Base Attack/Grapple: +1/—
  Attack: Incorporeal claw +5 melee touch 
  (1d2 Strength damage)
  Full Attack: Incorporeal claw +5 melee 
  touch (1d2 Strength damage)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Strength damage
   
  Shadow ravens are undead birds created to 
  serve as familiars and pets. Most are gifts from 
  evil gods or manufactured by necromancers by 
  some well-guarded ritual. They have the general 
  size and shape of regular ravens, but are entirely 
  comprised of shadow. Their eyes glow a dark red 
  and their cries are screeching whispers. They will 
  obey their master, but are willful and sly. They are 
  always looking to feed.
  Combat
   
  Shadow ravens love to attack out of the 
  night sky, dive-bombing the unaware. When 
  indoors, they lie in wait in high, dark corners, 
  always watchful of opportunities. The only way 
  a shadowraven can feed is by sapping another 
  creature’s strength.
   
  Strength Damage (Su): Living creatures 
  hit by a shadowraven’s incorporeal claw attack 
  must succeed on a DC 12 Fortitude save or take 
  1d2 points of Strength damage. The save DC is 
  Charisma-based. A creature reduced to 0 Strength 
  in this way dies.
  Special Qualities: Darkvision 60 ft., 
  incorporeal traits, undead traits
  Saves: Fort +0, Ref +3, Will +3
  Abilities:  Str –, Dex 16, Con –, Int 2, Wis 
  11, Cha 12
  Skills: Hide +8, Listen +2, Spot +2
  Feats: Flyby Attack, Weapon Finesse B
  Environment: Any land and underground
  Organization: Solitary
  Challenge Rating: 2
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 3-4 HD (Small)
  Level Adjustment: –
   
  Shrill wails echoing through the night signal 
  the arrival of a screaming devilkin. Screaming 
  devilkins are smallish beasts, humanoid in 
  appearance but with frail and spindly arms and 
  legs. These weak limbs are nearly useless for 
  combat and locomotion, but the screaming devilkin 
  makes up for this disability with its bat-like wings. 
  Although screaming devilkins are fast fliers, they 
  are not particularly agile on the wing. Screaming 
  devilkins also have a long, muscular, barbed tail 
  that is their primary means of physical attack. It 
  should be noted that despite its appearance and 
  name, the screaming devilkin has no connection 
  with outsiders of any type.
  Combat
   
  A screaming devilkin is a tireless combatant, 
  refusing to back down regardless of how the 
  combat is progressing; it always attacks on sight. 
  It attacks in melee with its barbed tail and screams 
  continuously until it or its opponent is dead.
   
  Scream (Su): A screaming devilkin can issue 
  a painful howling scream as a free action. Living 
  creatures within 60 feet must succeed on a DC 11 
  Fortitude save each round or be stunned for 1 round. 
  The save DC is Constitution-based. Stopping one’s 
  ears ahead of time allows opponents to avoid having 
  to make saving throws. Spellcasters within range 
  that succeed on their save must also succeed on a 
  Concentration check to cast a spell. Conversation, 
  even when shouting, is impossible within range of a 
  screaming devilkin’s scream.
  Organization: Solitary or pack (2-5)
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Always lawful evil
  Advancement: 4-6 HD (Small); 7-9 HD 
  (Medium)
  Level Adjustment: —
  
  40
  2 Stormwarden
  Medium Humanoid (Stormwarden)
  Hit Dice: 3d8 (13 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares)
  Armor Class: 13 (+1 natural, +2 leather 
  armor), touch 10, flat-footed 13
  Base Attack/Grapple: +2/+3
  Attack: Longsword +3 melee (1d8+1/19-
  20)
  Full Attack: Longsword +3 melee (1d8+1/
  19-20)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Conjure storm
  Special Qualities: Low-light vision
   
  Stormwardens dwell high in the mountains 
  and hills away from civilization. They are hunters 
  by nature and spend their time hunting and trapping 
  game, though they never do so in abundance, only 
  enough to sustain themselves. They are isolationists 
  and solitary, rarely found in groups of more than 6 
  individuals. Stormwardens wear leather armor and 
  furs. They keep their hair long and males have long 
  beards. Their hair color and eye color range across 
  the spectrum just as a normal human, though most 
  tend to have dark hair and eyes. A stormwarden’s 
  skin is sapphire-blue in color.
  Combat
   
  Stormwardens prefer to avoid combat, 
  but if provoked, they open combat using their 
  longswords, attempting to slay their opponents 
  before escaping to their lair. If melee goes against 
  a stormwarden, it alters the weather and attempts 
  to escape.
   
  Conjure Storm (Su): Once per day, as 
  a standard action, a stormwarden can alter the 
  weather in a 500-foot radius around itself. The 
  weather changes are immediate and remain for 10 
  rounds before the weather returns to its previous 
  state. In the first and second round, the weather is 
  strong; in the third and fourth rounds, the weather 
  Saves: Fort +1, Ref +3, Will +1
  Abilities: Str 12, Dex 10, Con 11, Int 10, 
  Wis 11, Cha 10
  Skills: Listen +8, Spot +8
  Feats: Alertness, Endurance
  Environment: Temperate mountains and 
  hills
  Organization: Pair or gang (3-6)
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: By character class
  Level Adjustment: +2
  is severe; and in the fifth and sixth rounds, the 
  weather is intense. In the seventh and eighth 
  rounds, the weather goes down to severe, and 
  in the ninth and tenth rounds it returns to strong 
  before ending completely after the tenth round. 
  The inclement weather conjured by a stormwarden 
  takes the form of heavy rain and wind and has the 
  following effects as noted below (see “Weather” 
  in the Dungeon Master’s Guide, chapter 3 for 
  full details on listed weather effects).  Each effect 
  occurs during the stormwarden’s turn.
   
  1st and 2nd rounds, 9th and 10th rounds: 
  Strong winds and rain blow in the affected area.
   
  3rd and 4th rounds, 7th and 8th rounds: A 
  thunderstorm affects the area, bringing severe 
  winds and rain.
   
  5th and 6th rounds: A powerful windstorm 
  affects the area, bringing intense wind and rain 
  and making ranged attacks with normal weapons 
  impossible.
  Stormwarden Characters
   
  A stormwarden’s favored class is wizard, and 
  most stormwarden leaders are wizard/fighters.
   
  Stormwarden clerics worship nature or 
  weather deities and can have access to two of the 
  following domains: Air, Evil, and Water.
  
  41
  2
  Taer
  Medium Monstrous Humanoid (Cold)
  Hit Dice: 3d8+6 (19 hp)
  Initiative: +2
  Speed: 50 ft. (10 squares)
  Armor Class: 17 (+2 Dex, +5 natural), 
  touch 12, flat-footed 15
  Base Attack/Grapple: +3/+6
  Attack: Slam +6 melee (1d4+3) or 
  shortspear +5 ranged (1d6+3)
  Full Attack: 2 slams +6 melee (1d4+3) 
  and bite +1 melee (1d4+1) or shortspear +5 
  ranged (1d6+3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Stench
  Special Qualities: Darkvision 60 ft., 
  immunity to cold, scent, vulnerability to fire
   
  Taer are shaggy, primitive, naked humanoids 
  that may be related to the yeti. They resemble 
  prehistoric humans but are more bestial and 
  apelike, with large, sloping heads. Their bodies are 
  covered in thick snow-white fur. The fur is coated 
  with an oily, fatty substance excreted through the 
  pores, which protects them from cold. Taer can 
  see clearly even in heavy snowstorms due to a 
  second transparent eyelid that protects the eye 
  from blowing winds and heavy snow. Taer never 
  wear clothing, although they do sometimes wear 
  necklaces and bracelets of tooth and horn. Taer 
  communicate through grunts, hooting, and yelling, 
  as well as a body language similar to that of apes.
  Combat
   
  Taer attack with their claws and bite, but 
  occasionally use stone spears in combat. They 
  are fierce creatures and very territorial, attacking 
  any living creature that wanders into the area. Taer 
  use their knowledge of the land to their advantage 
  during combat by creating avalanches, burrowing 
  under snow and attacking from surprise, and using 
  snow-covered pits to trap their prey. They prefer to 
  drive intruders off rather than kill them.
  Saves: Fort +3, Ref +5, Will +4
  Abilities: Str 16, Dex 15, Con 15, Int 6, Wis 
  12, Cha 6
  Skills: Climb +4, Hide +3, Jump +11, Listen 
  +5, Spot +5
  Feat: Alertness, Power Attack
  Environment: Cold mountains
  Organization: Solitary, band (2-10), or clan 
  (10-40)
  Challenge Rating: 2
  Treasure: 50% coins; 50 % goods; 50 % 
  items
  Alignment: Usually neutral
  Advancement: By character class
  Level Adjustment: +2
   
  Stench (Ex): A taer’s body secretes a foul-
  smelling oil. All living creatures within 10 feet of 
  a taer (except other taer) must succeed on a DC 13 
  Fortitude save or become sickened for 10 rounds. 
  A creature that makes a successful save is immune 
  to that taer’s stench for 24 hours. The save DC is 
  Constitution-based.
  Taer Society
   
  Taers are nomadic creatures that band 
  together in clans for protection, hunting, and social 
  reasons. During the day, adults hunt for food, 
  which consists of fruits, berries, nuts, insects, and 
  game (goat, sheep, rodents, and the like). Though 
  they do eat meat, taer do not hunt or eat humans or 
  humanoids. Taer are extremely superstitious and 
  fear metal and clothing and those that use and wear 
  them. No taer ever wields or wears items of cloth 
  or metal. Taer clans worship a snow-god to whom 
  they offer sacrifices for protection and guidance. 
  Each clan has a large stone idol of this snow god 
  that is often located in the very heart of the clan or 
  near the clan leader’s cave.
  
  42
  2 Ubu
  Large Animal
  Hit Dice: 3d8+9 (22 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 13 (-1 size, +1 Dex, +3 
  natural), touch 10, flat-footed 12
  Base Attack/Grapple: +2/+9
  Attack: Gore +4 melee (1d8+4)
  Full Attack: Gore +4 melee (1d8+4)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: –
  Special Qualities: Low-light vision
  Saves: Fort +6, Ref +4, Will +3
   
  Ubu are mountain-dwelling beasts that 
  resemble large goats, known for their resilience and 
  strength. Ubu have bristly fur, usually colored deep 
  green or brown, though black-furred ubu are not 
  uncommon. Males tend to have a darker coloration 
  than females, but both sexes are roughly the same 
  size. Ubu lack tails, and their four legs end in large, 
  cloven hooves. Two of the horns atop ubu’s heads 
  curve backward, while the third rises straight up 
  and back. Two smaller horns grow from ubu’s front 
  knees. Ubu’s horns harden throughout their lives, 
  shedding their outer casings every spring.
   
  Ubu live in mountainous regions, where their 
  hooves allow them to navigate all but the sheerest 
  slopes. There, they nest in caves lined with beds of 
  gathered moss, eating foliage and berries. During 
  especially harsh winters, ubu migrate toward 
  ground in small herds. They mate every spring and 
  give birth to live young, both parents assisting in 
  raising their newborns. Ubu mature in about three 
  years and live for just under thirty years.
   
  Many cultures use ubu to plow fields and 
  pull carts, keeping herds in large pens fenced with 
  iron-reinforced wood. Apart from their agricultural 
  uses, some ubu are specifically bred for war, fitted 
  with armor and used as living battering rams. Ubu 
  stand between 5 and 6 feet high and weigh an 
  average of 600 pounds.
  Abilities: Str 17, Dex 12, Con 16, Int 2, Wis 
  10, Cha 5
  Skills: Balance +3*, Listen +2, Spot +2
  Feats: Endurance, Improved Bull RushB, 
  Iron Will
  Environment: Cold and temperate 
  mountains
  Organization: Solitary or herd (5-14)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 4-6 HD (Large)
  Level Adjustment: +0** (mount)
  Combat
   
  While many domesticated breeds of ubu 
  are docile, wild ubu can be temperamental and 
  dangerous. Creatures who come within around 20 
  feet of wild ubu put themselves at risk of attack. 
  Despite this aggression, however, ubu in a position 
  to escape usually do so after being wounded.
   
  Skills: *Ubu have a +4 racial bonus on 
  Balance checks in icy, rocky, and mountainous 
  terrain.
  Training an Ubu
   
  An ubu requires training before it can bear a 
  rider in combat. Training an ubu requires six weeks 
  of work and a DC 25 Handle Animal check. Riding 
  an ubu requires an exotic saddle. An ubu can fight 
  while carrying a rider, but the rider cannot also 
  attack unless he or she succeeds on a Ride check.
   
  Ubu trained for combat are worth 100 gp 
  apiece on the open market, while domesticated ubu 
  are worth 50 gp each. Professional trainers charge 
  75 gp to rear or train an ubu.
   
  **A paladin or druid of sufficiently high level 
  can take an ubu as a mount or animal companion.
   
  Carrying Capacity: A light load for an 
  ubu is up to 258 pounds; a medium load, 259-519 
  pounds; and a heavy load, 520-780 pounds. An ubu 
  can drag 3,900 pounds.
  
  43
  2
  Ubue
  Large Humanoid (Ubue)
  Hit Dice: 3d8+6 (19 hp)
  Initiative: -1
  Speed: 20 ft. (4 squares)
  Armor Class: 17 (-1 size, -1 Dex, +6 natural, 
  +3 hide armor), touch 8, flat-footed 17
  Base Attack/Grapple: +2/+9
  Attack: Club +5 melee (1d8+3) or slam +4 
  melee (1d6+3)
  Full Attack: 3 clubs +5 melee (1d8+3) or 3 
  slams +4 melee (1d6+3)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Superior multiweapon 
  fighting
   
  Ubues are a bizarre humanoid race that is 
  among the rarest of intelligent races. They are 
  so rare, in fact, that most people believe their 
  existence to be only legend. At first sight, many 
  adventurers assume that ubues are a race of three-
  headed ettins or trolls. Ubues each have three 
  heads, three arms, and three legs. They have ashen 
  skin, pale and sickly-looking, but otherwise ubues 
  resemble very homely humans. Adventurers who 
  have actually seen these strange creatures claim 
  that the middle head of an ubue is a different sex 
  from the other two. This is not true, however, and 
  is in fact merely a side effect of the bizarre biology 
  of these creatures. Ubues are very primitive and 
  clothe themselves in unfinished animal hides, 
  weave bones and sticks into their hair, and utilize 
  only the crudest of tools and weapons.
  Combat
   
  Ubues attack with savage brutality as if in an 
  animalistic rage.
   
  Superior Multiweapon Fighting (Ex): An 
  ubue fights with a club in each hand. Because each 
  of its three heads controls an arm, the ubue does 
  not take a penalty on attack or damage rolls for 
  attacking with three weapons.
   
  Multiple Personalities (Ex): The three 
  heads of an ubue often disagree with one another. 
  Due to this division of personalities, an ubue must 
  succeed on a DC 5 Will save to make a decision on 
  anything, or it will fall into argument with itself. 
  An ubue engaged in an argument with itself suffers 
  a -2 penalty to attacks rolls, AC, and Reflex saves. 
  In a non-combat situation, another creature can 
  coerce an ubue into an argument with itself by 
  making a successful opposed Charisma check.
  Special Qualities: Multiple personalities, 
  low-light vision
  Saves: Fort +3, Ref +2, Will +0
  Abilities: Str 16, Dex 9, Con 15, Int 8, Wis 
  9, Cha 12
  Skills: Climb +5, Listen +4, Search +4, 
  Spot +4
  Feat: Power Attack, Weapon Focus (club)
  Environment: Any land and underground
  Organization: Solitary or clan (3-30)
  Challenge Rating: 2
  Treasure: Standard
  Alignment: Any chaotic
  Advancement: By character class
  Level Adjustment: +3
   
  Skills: An ubue’s three heads give it a +4 
  racial bonus on Listen, Search, and Spot checks.
  Ubue Society
   
  Ubues have a very primitive social system: 
  simply put, the strongest male of any ubue tribe 
  is the leader. Any adult male ubue has the right 
  to challenge the tribal leader in a non-lethal ritual 
  combat–usually a wrestling match or other test of 
  strength. If the challenger loses, he is banished 
  from the tribe for a full year. His immediate family 
  is also banished with him: ubues cannot tolerate 
  weakness. Should the leader be deposed, he 
  becomes an elder of the tribe and acts as an advisor 
  to the new leader.
   
  Female ubues usually give birth to only a 
  single child. If twins are born to an ubue couple, 
  this is seen as an ill omen: thus, one child is slain 
  by the tribal shaman as a sacrifice to their god. The 
  shaman casts bones or sticks to determine which 
  child is to be the sacrifice. Because ubue society is 
  strongly male-dominated, if one twin is male and 
  the other female, it will always be the female child 
  that is sacrificed.
  Ubue Characters
   
  The favored class of an ubue is barbarian, 
  and all ubue chieftains are barbarians. Female 
  ubues have been known to become adepts, but this 
  is rare; nearly all classed members of both sexes of 
  this unusual race are barbarians.
  
  44
  2 Volt
  Small Aberration
  Hit Dice: 2d8+2 (11 hp)
  Initiative: +4
  Speed: Fly 30 ft. (good) (6 squares)
  Armor Class: 17 (+1 size, +4 Dex, +2 
  natural), touch 15, flat-footed 13
  Base Attack/Grapple: +1/-4 (+4 when 
  attached)
  Attack: Bite +6 melee (1d4-1) or tail +6 
  melee touch (2d4 electricity)
  Full Attack: Bite +6 melee (1d4-1) and tail 
  +1 melee touch (2d4 electricity)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Attach, blood drain, 
  electricity
  Special Qualities: Darkvision 60 ft., 
  immunity to electricity
   
  This weird monster appears as a small 
  spherical creature with a 3-foot long sinewy tail 
  trailing behind it. Its body is covered in thick gray 
  bristles. Two large fly-like eyes dominate the body, 
  and small horns protrude above the eyes. The volt’s 
  mouth is located near the underside of its body and 
  is lined with many small needle-like teeth.
  Combat
   
  Volts are very aggressive and attack by 
  latching onto a foe and draining blood. A volt 
  strikes a held foe with its tail, dealing electrical 
  damage, and maintains its hold until either it or its 
  opponent is dead.
   
  Attach (Ex): If a volt hits with a bite attack, 
  it latches onto the opponent’s body. An attached 
  volt is effectively grappling its prey. The volt loses 
  Saves: Fort +1, Ref +4, Will +4
  Abilities: Str 8, Dex 18, Con 12, Int 2, Wis 
  12, Cha 6
  Skills: Listen +3, Spot +4
  Feat: Weapon Finesse
  Environment: Any mountain and 
  underground
  Organization: Gang (2-4), mob (6-11), or 
  herd (12-20)
  Challenge Rating: 2
  Treasure: None
  Alignment: Always neutral
  Advancement: 3-4 HD (Small); 5-6 HD 
  (Medium)
  Level Adjustment: —
  its Dexterity bonus to AC and has an AC of 13, but 
  holds on with great tenacity. Volts have a +8 racial 
  bonus on grapple checks (already figured into the 
  Base Attack/Grapple entry above).
   
  An attached volt can be struck with a weapon 
  or grappled itself. To remove an attached volt 
  through grappling, the opponent must achieve a 
  pin against the volt.
   
  Blood Drain (Ex): A volt drains blood, 
  dealing 1d4 points of Constitution damage in any 
  round when it begins its turn attached to a victim.
   
  Electricity (Su): A volt deals 2d4 points 
  of electricity damage with its tail attack. A volt 
  automatically hits with its tail attack in any round 
  when it begins its turn attached to a victim.
  Flora and Fauna
   
  Batholiths: Enormous rocks with a surface area of 40+ square miles.  These single rocks form when 
  magma collects under the surface and pushes against the surface without erupting through it. When the 
  magma cools, a single rock is formed that will later be exposed through erosion. Batholiths can be single 
  features, though they often form the core of major mountain ranges.
  
  45
  2
  Yool
  Medium Humanoid (Yool)
  Hit Dice: 3d8+6 (19 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares)
  Armor Class: 21 (+3 Dex, +8 natural), 
  touch 13, flat-footed 18
  Base Attack/Grapple: +2/+5
  Attack: Kama +5 melee (1d6+3) or claw +5 
  melee (1d4+3)
  Full Attack: 2 kamas +5 melee (1d6+3) or 
  kama +5 melee (1d6+3) and claw +5 melee 
  (1d4+3) or 2 claws +5 melee (1d4+3) and 
  bite +3 melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Pounce
   
  Yool are exceptionally strong and agile 
  hunters, humanoid in shape, but with the instincts, 
  appearance and ferocity of predatory cats. An 
  uneasy and dangerous mix of these two different 
  forms of life, yool are covered with a leathery hide 
  brightly colored and spotted like a leopard, and 
  they will prey upon any warm-blooded creature 
  that offers enough flesh for a meal. Yet they also 
  go about on two legs, are clearly intelligent and 
  have hands that can grasp weapons and tools 
  (albeit with short, sharp retractable claws on the 
  undersides of their fingers).
   
  Whenever they come into contact with 
  settled races, yool are a menace. They are more 
  than a match for anyone they catch alone and 
  unwary, such as travelers, stragglers, outcasts 
  and farmers at the edges of their fields. They use 
  their agility to leap from cover; they are relentless 
  and remorseless predators when hungry. Settled 
  peoples therefore understand them as a threat 
  and try to hunt them down. Because of their 
  intelligence, their heightened feline senses and 
  their capacity for stealth, yool are also employed 
  as trackers and hunters themselves. They prefer 
  to work alone as bounty hunters, but they have 
  been known to allow themselves to serve in a 
  subordinate position.
  Special Qualities: Natural ambidexterity
  Saves: Fort +3, Ref +6, Will +2
  Abilities: Str 17, Dex 17, Con 14, Int 12, 
  Wis 12, Cha 10
  Skills: Balance +5, Climb +6, Hide +6, 
  Jump +6, Listen +3, Spot +3, Tumble +6
  Feats: Exotic Weapon Proficiency (kama), 
  Multiattack
  Environment: Any hill and mountain
  Organization: Solitary or gang (2-5)
  Challenge Rating: 2
  Treasure: None
  Alignment: Usually neutral
  Advancement: 4-6 HD (Medium) or by 
  character class
  Level Adjustment: +3
   
  Yool are largely solitary and always hunt 
  alone. In fact, they are so solitary that they do 
  not seem to breed very much, for their population 
  density never gets very high wherever they occur, 
  which is fortunate for other intelligent races who 
  share the same territory.
   
  Yool speak a primitive language of their own, 
  but they can be taught to understand rudimentary 
  Common.
  Combat
   
  Yool prefer to use compact slashing weapons 
  like kamas and sickles, which allow them to strike 
  in short motions while retaining the freedom of 
  motion to bite as well. They are ambidextrous 
  and cannot only fight with either hand, but they 
  can also wield weapons in both hands at once. If 
  they break or drop their melee weapons, they will 
  unsheathe their claws and strike with them.
   
  Pounce (Ex): If a yool charges a foe, it can 
  make a full attack.
   
  Natural Ambidexterity (Ex): A yool can 
  strike as naturally with a weapon in each hand as 
  it can with both claws. A yool suffers no penalty 
  for fighting with multiple natural weapons, as if all 
  attacks were primary weapons. A yool also suffers 
  no penalty for fighting with a combination of 
  manufactured weapons and claws (but not its bite).
  
  46
  3
  Apep-Spawn Snake
  Huge Magical Beast
  Hit Dice: 6d10+12 (45 hp)
  Initiative: +4
  Speed: 20 ft. (4 squares)
  Armor Class: 15 (-2 size, +4 Dex, +3 
  natural), touch 12, flat-footed 11
  Base Attack/Grapple: +6/+14
  Attack: Bite +8 melee (1d4 plus poison)
  Full Attack: Bite +8 melee (1d4 plus 
  poison)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Confusing gaze, poison, 
  spell-like abilities, taste victim
  Special Qualities: Detect good, keen senses, 
  night healing, scent, unholy armor +4
   
  Apep-spawn are creatures of guile and evil. 
  Apep-spawn are the offspring of the Egyptian 
  pantheon’s greatest enemy, the serpent Apep who 
  attempts to swallow the chariot of Amun Ra every 
  day but is beaten back. Apep-spawn frequently 
  approach civilized areas looking for victims, 
  devouring children, blinding women and priests, 
  and attacking temples. Apep-spawn often come 
  out in storms and eclipses by rampaging through 
  human settlements.
  Combat
   
  Apep-spawn prefer to kill good things and 
  use detect good to find their preferred meals.
   
  Confusing Gaze (Su): Confusion as the 
  spell, 30 feet, caster level 6th, Will DC 14 negates. 
  The save DC is Charisma-based and includes a +3 
  racial bonus. An Apep-spawn can use this attack 
  once per day as a free action.
   
  Poison (Ex): Injury, Fortitude DC 17, initial 
  and secondary damage 1d6 Con and blindness. 
  The save DC is Constitution-based.
  Saves: Fort +7, Ref +9, Will +3
  Abilities: Str 10, Dex 19, Con 15, Int 8, Wis 
  12, Cha 4
  Skills: Balance +14, Climb +12, Hide +5, 
  Listen +9, Spot +9
  Feats: Ability Focus (poison), Dodge, 
  Weapon Finesse
  Environment: Temperate and warm land
  Organization: Solitary
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral evil
  Advancement: 7-12 HD (Huge); 13-18 
  (Gargantuan)
  Level Adjustment: —
   
  Taste Victim (Ex): If an Apep-spawn makes 
  a successful melee touch attack on an opponent, it 
  licks that victim with its tongue; the vicitm suffers 
  a -4 penalty to its saving throws against that Apep-
  spawn’s poison for the next 1d4+1 rounds.
   
  Spell-Like Abilities: 3/day–blindness (DC 
  14), deeper darkness, detect good. Caster level 
  5th. The save DC is Wisdom-based.
   
  Keen Senses (Ex): An Apep-spawn sees four 
  times as well a human in shadowy illumination and 
  twice as well in normal light. It also has darkvision 
  out to 120 feet.
   
  Night Healing (Su): Apep-spawn is able 
  to draw energy from the dark of night. At night, 
  within the fastness of its darkness, they have fast 
  healing 5.
   
  Unholy Armor (Su): An Apep-spawn has a 
  +4 profane bonus to Armor Class against creatures 
  with the Good subtype and those wielding holy 
  weapons.
   
  Skills: An Apep-spawn has a +10 racial 
  bonus on Balance and Climb checks, and a +6 
  racial bonus on Hide, Listen, and Spot checks.
  
  47
  3
  Attrition Creeper
  Large Plant
  Hit Dice: 4d8+20 (38 hp) 
  Initiative: -2
  Speed: 0 ft. (0 squares)
  Armor Class: 11 (-1 size, -2 Dex, +4 
  natural), touch 7, flat-footed 11
  Base Attack/Grapple: +3/+8
  Attack: Tendril lash +3 melee (1d8+1)
  Full Attack: Tendril lash +3 melee (1d8+1)
  Space/Reach: 10 ft/5 ft. (10 ft. with tendril)
  Special Attacks: Constrict 1d6+1, improved 
  grab, vitality drain
  Special Qualities: Damage reduction 
  5/adamantine, low-light vision, plant traits, 
  regeneration 1
  Saves: Fort +9, Ref -1, Will +1
   
  An attrition creeper is a particularly deadly 
  plant that slowly draws life energy from living 
  creatures nearby. A mature plant is about 15 feet 
  long with 3-6 large tendrils that each grow up to 10 
  feet long and numerous smaller tendrils near the 
  roots. Although they are dangerous, the attrition 
  creeper appears to be a harmless mass of foliage 
  and green.
  Combat
   
  Attrition 
  creepers, 
  whether 
  occurring 
  naturally 
  or 
  transplanted 
  artificially, 
  are 
  devastating to any town, crop, or wood—not to 
  mention unwary passersby.
  Abilities: Str 12, Dex 6, Con 20, Int –, Wis 
  10, Cha 10
  Skills: —
  Feats: —
  Environment: Any temperate and warm
  Organization: Grows in patches about 300 
  feet apart, through runners; each plant has 
  1d4+2 large tendrils and many small ones 
  near the root that grasp victims passed by a 
  large tendril.
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8 HD (Large); 9-12 HD 
  (Huge)
  Level Adjustment: —
   
  Constrict (Ex): On a successful grapple 
  check, an attrition creeper deals 1d6+1 points of 
  damage.
   
  Improved Grab (Ex): To use this ability, an 
  attrition creeper must hit with a tendril attack. It 
  can then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can constrict.
   
  Vitality Drain (Ex): The attrition creeper 
  deals 1 point of damage per day to all living 
  creatures within 60 feet.
   
  Regeneration (Ex): Fire and acid deal 
  normal damage to an attrition creeper.
  Flora and Fauna
   
  Stonemite: The stonemite may be considered the underdeep equivalent of the termite. Living on 
  stone (opposed to wood), stonemites often make their nests in stalactites, stalagmites, or columns. Within 
  these formations, the colony expands over a period of many years (sometimes hundreds) until a new 
  pair slides through stone to find another suitable cavern system. Stonemites eat a mixture of stone dusts, 
  crystals, and fungi, which they grow inside their nests in special chambers. To ensure survival of the a new 
  colony, mating pairs roll in the spores of the colony’s food caves so that when they find an appropriate 
  cave, livegiver fungus, crystal grazers, and long hauls invade the cave to create a more stonemite-friendly 
  environment. Stonemites are a very important function is the growth of livable caverns throughout the 
  underdark. They have several different castes: workers, soldiers, digesters (who turn stone dust into a 
  syrupy liquid that humanoids can eat, but which tastes disgusting), water-makers (who use magic to create 
  minisule amounts of water), and the queen. Stonemite colonies can have up to several million members 
  and can eat 5 sq. ft. of stone in a year’s time. Stonemites are magically dependent creatures that need 
  water, air (very little in comparisons to non-magical insects), and stone to survive.
  
  48
  3
  Caterwaul
  Medium Magical Beast
  Hit Dice: 4d10+8 (30 hp)
  Initiative: +6
  Speed: 50 ft. (10 squares), climb 20 ft. (4 
  squares)
  Armor Class: 18 (+6 Dex, +2 natural), 
  touch 16, flat-footed 12
  Base Attack/Grapple: +4/+6
  Attack: Claw +6 melee (1d4+2)
  Full Attack: 2 claws +6 melee (1d4+2) and 
  bite +4 melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Improved grab, pounce, 
  rake 1d4+1, screech
  Special Qualities: Darkvision 60 ft., 
  increased speed, low-light vision, scent
   
  The caterwaul is a semi-intelligent bipedal 
  feline that possesses great speed. It is a natural 
  predator and uses it speed to stalk its prey. The 
  caterwaul appears as a large feline with elven 
  facial qualities and a long prehensile tail. Short, 
  dark blue fur covers its body. Its eyes are yellow. 
  The caterwaul’s lair is most often a cave littered 
  with sticks, twigs, and leaves, with walls covered in 
  scratch marks where the beast has honed its claws.
  Combat
   
  The caterwaul begins combat by utilizing its 
  screech attack. After that, it uses its claw and bite 
  attacks each round. A caterwaul fights to the death.
   
  Improved Grab (Ex): To use this ability, a 
  caterwaul must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake.
   
  Pounce (Ex): If a caterwaul charges a foe, it 
  can make a full attack, including two rake attacks.
   
  Rake (Ex): Attack bonus +6 melee, damage 
  1d4+1.
  Saves: Fort +6, Ref +10, Will +2
  Abilities: Str 14, Dex 22, Con 15, Int 7, Wis 
  12, Cha 6
  Skills: Balance +12, Climb +13, Hide +12*, 
  Jump +10, Listen +6, Move Silently +12, 
  Spot +6
  Feat: Multiattack, Stealthy
  Environment: Temperate forest and 
  mountain
  Organization: Solitary
  Challenge Rating: 3
  Treasure: No coins; double goods (gems 
  only); no items
  Alignment: Always chaotic evil
  Advancement: 5-12 HD (Medium)
  Level Adjustment: —
   
  Screech (Su): Once every 10 minutes, a 
  caterwaul can emit a high-pitched screech. All 
  creatures within 60 feet of a screeching caterwaul 
  must succeed on a DC 14 Fortitude save or take 
  1d8 points of sonic damage. The save DC is 
  Constitution-based.
   
  Increased Speed (Ex): A caterwaul can 
  increase its base land speed to 80 feet per round by 
  dropping to all fours. A caterwaul can run as a full-
  round action with this new base speed instead of 
  using its normal base speed (see (see “Full-Round 
  Actions” in the Player’s Handbook, Chapter 8). 
  When a caterwaul fails its Constitution check, it 
  cannot use this ability for 1 minute (10 rounds), 
  and during that time cannot move any faster than 
  its normal base speed of 50 feet per round.
   
  Skills: A caterwaul has a +4 racial bonus on 
  Balance, Hide, Listen, Move Silently, and Spot 
  checks. A caterwaul has a +8 racial bonus on 
  any Climb check. It can choose to take 10 even if 
  rushed or threatened while climbing. *In areas of 
  tall grass or heavy undergrowth, the Hide bonus 
  improves to +12.
  
  49
  3
  Chepekwe
  Medium Magical Beast
  Hit Dice: 4d10+16 (38 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 17 (+1 Dex, +6 natural), 
  touch 11, flat-footed 16
  Base Attack/Grapple: +4/+7
  Attack: Horn +7 melee (1d8+4)
  Full Attack: Horn +7 melee (1d8+4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: —
  Special Qualities: Aura of good omen, 
  damage reduction 5/cold iron, detect 
  evil, invisibility, low-light vision, spell 
   
  Also known as the irizima (eer-ee-ZEE-mah), 
  the chepekwe (che-PEHK-weh) is a human-sized 
  intelligent pachyderm with a unicorn-like horn and 
  amazing powers. Though shy, these creatures are 
  friendly to non-evil humanoids, and simply seeing 
  one is considered good luck. Chepekwe speak 
  Kordo and Sylvan.
  Combat
   
  Painfully shy, chepekwe avoid conflict 
  whenever possible. If attacked, they will turn 
  invisible and try to escape. Chepekwe have the 
  low-light vision common to magical beasts, but 
  not darkvision.
   
  Aura of Good Omen (Su): A chepekwe 
  continually radiates an aura of good luck that 
  affects creatures in a 30-foot radius. All good-
  resistance 10
  Saves: Fort +8, Ref +7, Will +7
  Abilities: Str 16, Dex 12, Con 18, Int 14, 
  Wis 18, Cha 14
  Skills: Handle Animal +9, Hide +5, Listen 
  +8, Move Silently +5, Spot +8, Survival +9
  Feats: Iron Will, Lightning Reflexes
  Environment: Warm hills and plains
  Organization: Solitary
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Always lawful good
  Advancement: 5-8 HD (Medium)
  Level Adjustment: —
  aligned creatures within range (including the 
  chepekwe itself) gain a +2 luck bonus to all attack 
  rolls, damage rolls, ability checks, skill checks, and 
  saving throws (these modifiers are not included in 
  the chepekwe’s statistics above).
   
  The aura is so strong that it will persist 
  for 1d4 days after a chepekwe is killed. If the 
  chepekwe is still alive, the effects of the aura will 
  remain with an affected creature for 1d4 days after 
  moving out of range if the creature succeeds on a 
  DC 15 Charisma check.
   
  Detect Evil (Sp): A chepekwe can use detect 
  evil, as the spell (caster level 4th), as a free action.
   
  Invisibility (Sp): Three times per day, a 
  chepekwe can become invisible as the invisibility 
  spell (caster level 4th).
  Flora and Fauna
   
  Plugs: The solidified volcanic vent of a dead volcano. When a volcano dies, the remaining magma 
  in its vent cools in the shape of the vent, forming a very hard rock.  Erosion exposes these dramatic plugs 
  that rise out of the surrounding landscape as wide as the volcanic vent. Though plugs are a single giant 
  rock, some plugs appear as a cluster of basalt columns, shaped into hexagons as they slowly cool. These 
  basalt plugs are still a single rock, only fluted by the cleavage of the rock.
  
  50
  3 Coffer Corpse
  Medium Undead
  Hit Dice: 2d12 (13 hp)
  Initiative: +4
  Speed: 20 ft. (4 squares)
  Armor Class: 12 (+2 natural), touch 10, 
  flat-footed 12
  Base Attack/Grapple: +1/+5
  Attack: Claw +5 melee (1d4+4)
  Full Attack: 2 claws +5 melee (1d4+4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Constrict 1d4+4, improved 
  grab
  Special Qualities: +2 turn resistance, 
  damage reduction 5/bludgeoning and magic, 
   
  The coffer corpse is an undead creature 
  formed as the result of an incomplete death ritual. 
  They are found on stranded funeral barges or in 
  other situations where corpses have not been 
  delivered to their final rest. They hate life and 
  attack living creatures on sight. A coffer corpse 
  appears much as it did in life. Its clothes hang in 
  shreds and its skin is dry, brittle, and drawn tightly 
  over its bones. Its hands end in sharp claws with 
  long nails. At a distance, it is easy to mistake them 
  for zombies.
  Combat
   
  A coffer corpse attacks using its claws. It 
  attempts to grab a foe around the throat and will 
  not release its death grip until either it or its victim 
  is dead.
   
  Constrict (Ex): A coffer corpse deals 1d4+4 
  points of damage with a successful grapple check 
  against a Large or smaller creature. Because it 
  seizes its victim by the neck, a creature in the 
  coffer corpse’s grasp cannot speak or cast spells 
  with verbal components.
   
  Improved Grab (Ex): To use this ability, a 
  coffer corpse must hit an opponent of Large size or 
  smaller with both claw attacks.  It can then attempt 
  to start a grapple as a free action without provoking 
  an attack of opportunity.  If it wins the grapple 
  check, it establishes a hold and can constrict.
   
  False Death (Ex): Any time a coffer corpse 
  takes at least 6 points of damage from a single 
  hit by a non-magical weapon, the coffer corpse 
  slumps to the ground as if dead. If the coffer corpse 
  is constricting a victim, that victim can make a 
  successful grapple check to escape or fall down 
  with the coffer corpse; the coffer corpse does not 
  release its death grip as it falls, but instead slumps 
  against the opponent.
   
  On its next turn, the coffer corpse rises to its 
  feet again; any creature viewing this must make a 
  successful DC 11 Will save or become panicked for 
  2d4 rounds. A creature that makes a successful save 
  is immune to that coffer corpse’s false death effect 
  for 24 hours. The save DC is Charisma-based.
  darkvision 60 ft., false death, undead traits
  Saves: Fort +0, Ref +0, Will +3
  Abilities: Str 18, Dex 11, Con —, Int 6, Wis 
  11, Cha 10
  Skills: Hide +4, Listen +3, Spot +3
  Feat: Improved Initiative
  Environment: Any land and underground
  Organization: Solitary
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 3-4 HD (Medium); 5-6 HD 
  (Large)
  Level Adjustment: —
  
  51
  3
  Disenchanter
  Large Magical Beast
  Hit Dice: 5d10+10 (37 hp)
  Initiative: +3
  Speed: 50 ft. (10 squares)
  Armor Class: 15 (-l size, +3 Dex, +3 
  natural), touch 12, flat-footed 12
  Base Attack/Grapple: +5/+12
  Attack: Snout +8 melee touch 
  (disenchantment)
  Full Attack: Snout +8 melee touch 
  (disenchantment)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Disenchantment
  Special Qualities: Damage reduction 
  10/cold iron, darkvision 60 ft., detect magic, 
  low-light vision
   
  The disenchanter is greatly feared for the 
  damage it can cause. Much like a rust monster, it 
  feeds on objects most adventurers hold near and 
  dear to their hearts. The disenchanter resembles 
  a dromedary animal. It has a long snout with a 
  suction cup on the end. The disenchanter is covered 
  with blue fur, and its body is slightly translucent.
  Combat
   
  A disenchanter cannot directly harm an 
  opponent; rather, it targets magical items carried 
  or worn by its opponents. A disenchanter is able to 
  discern the most powerful magical items in a group 
  and always attack those items first, unless those items 
  are too difficult to reach (such as something hidden 
  in a backpack), in which case the disenchanter will 
  choose to attack a more readily available item (such 
  as a magical shield). It fastens its snout onto an item 
  Saves: Fort +6, Ref +7, Will +l
  Abilities: Str 16, Dex 16, Con 14, Int 2, Wis 
  11, Cha 14
  Skills: Jump +11, Listen +4, Spot +4
  Feat: Ability Focus (disenchantment), 
  Weapon Focus (snout)
  Environment: Any land and underground
  Organization: Solitary or pair
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-10 HD (Large); 11-15 HD 
  (Huge)
  Level Adjustment: —
  and drains the item’s magical properties. A magical 
  weapon merely striking a disenchanter is not drained 
  of its magical properties.
   
  Disenchantment (Ex): A disenchanter can 
  permanently drain the magic from an item by 
  making a successful touch attack with its snout. A 
  disenchanter makes a touch attack against a held 
  item with a -5 penalty, as the opponent can quickly 
  move the item out of harm’s way. The targeted 
  item must succeed on a DC 16 Fortitude save or 
  be instantly drained of any magic it possesses. A 
  drained magic item becomes merely a masterwork 
  item and loses any special abilities as well. The 
  save DC is Charisma-based.
   
  Detect Magic (Su): A disenchanter can 
  continuously detect magic as the spell (caster level 
  12th). It can suppress or resume this ability as a 
  free action.
  
  52
  3
  Fey Cat
  Medium Magical Beast
  Hit Dice: 6d10+12 (45 hp)
  Initiative: +5
  Speed: 40 ft. (8 squares)
  Armor Class: 17 (+5 Dex, +2 natural), touch 
  15, flat-footed 12
  Base Attack/Grapple: +6/+9
  Attack: Claws +9 melee (1d6+3) or bite +9 
  melee (1d8+3)
  Full Attack: 2 claws +9 melee (1d6+3) and bite 
  +4 melee (1d8+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Improved grab, pounce, rake 
  2d4+1
   
  Fey cats are far from the house cats one 
  might expect to accompany the fey. These beasts 
  are closer to their dire counterparts, standing 
  four to five feet at the shoulder, and are nearly 
  unmatched in their tracking ability.
  Combat
   
  Fey cats prefer to sneak up on their prey, 
  using their natural gifts for stealth, and attack 
  when the victims are alone or most vulnerable.
   
  Improved Grab (Ex): To use this ability, 
  a fey cat must hit with its bite attack. It can then 
  Special Qualities: Darkvision 60 ft., low-light 
  vision, pass without trace, scent
  Saves: Fort +7, Ref +10, Will +3
  Abilities: Str 16, Dex 20, Con 14, Int 5, Wis 12, 
  Cha 8
  Skills: Hide +11, Jump +7, Listen +5, Move 
  Silently +11, Spot +6
  Feats: Alertness, Dodge, Stealthy
  Environment: Temperate forest, hill, and 
  mountains and underground
  Organization: Solitary, pair, or pride (6-10)
  Challenge Rating: 3
  Treasure: No coins; 50% goods; 50% items
  Alignment: Usually neutral
  Advancement: 7-12 HD (Medium); 13-18 HD 
  (Large)
  Level Adjustment: —
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake.
   
  Pounce (Ex): If a fey cat charges a foe, it can 
  make a full attack, including (two rake attacks).
   
  Rake (Ex): Attack bonus +9 melee, damage 
  2d4+1.
   
  Pass Without Trace (Su): A fey cat has the 
  innate ability to use pass without trace (self only, 
  as the spell) as a free action.
   
  Skills: Fey cats have a +4 racial bonus on 
  Hide and Move Silently checks.
  Frostbiter
  Small Magical Beast (Cold)
  Hit Dice: 4d10+8 (30 hp)
  Initiative: +4
  Speed: 20 ft. (4 squares)
  Armor Class: 19 (+1 size, +4 Dex, +4 natural), 
  touch 15, flat-footed 15
  Base Attack/Grapple: +4/+2
  Attack: Bite +9 melee (1d4+3 plus 2d4 cold)
  Full Attack: Bite +9 melee (1d4+3 plus 2d4 
  cold)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Cold
  Special Qualities: Darkvision 60 ft., immunity 
  to cold, low-light vision, vulnerability to fire
  Saves: Fort +6, Ref +8, Will +2
  Abilities: Str 14, Dex 19, Con 15, Int 2, Wis 12, 
  Cha 3
  Skills: Hide +11*, Jump -4, Listen +5, Spot +5
  Feats: Alertness, Weapon Finesse
  Environment: Cold mountains
  Organization: Solitary, pair, or nest (4-13)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8 HD (Small); 9-12 HD 
  (Medium)
  Level Adjustment: –
   
  The frostbiter is a fierce arctic viper that has 
  learned to survive in harsh lands through unusual 
  means. The frostbiter is snakelike in shape, 
  although it is covered in a thick layer of white 
  fur instead of the usual scales. Typical specimens 
  grow to about 6 feet in length, although sightings 
  of much larger frostbiters have been reported. 
  Since it is coldblooded, the frostbiter cannot 
  generate its own heat, and relies on the body heat 
  of other creatures to survive.
   
  Frostbiters live in small tunnels dug into frozen 
  tundra, snow, and ice. Frostbiters keep no treasure, 
  and their lairs contain little but young and eggs. 
  Frostbiters often make their lairs near mountain 
  roads and arctic paths, in order to maximize their 
  exposure to foot traffic. Frostbiters do not need 
  to eat in the conventional way. They receive their 
  sustenance in the heat they steal from others.
  
  53
  3
  attacks with its bite. When one opponent 
  is unconscious, the snake moves on to 
  another target. It continues the attack until all 
  resistance has been eliminated.
   
  Cold (Su): In addition to inflicting cold 
  damage on its victim, the bite of the frostbiter 
  steals the body heat of its victim, possibly 
  knocking it unconscious. Any Large or smaller 
  creature that suffers cold damage from the beast 
  must succeed on a DC 14 Fortitude save or suffer 
  nonlethal damage equal to its hit point total. The 
  target is fatigued until it heals all the nonlethal 
  damage, as it suffers from the effects of frostbite. 
  The save DC is Constitution-based.
   
  Skills: *Due to its coloration, a frostbiter has 
  a +10 racial bonus on Hide checks in snow or ice.
   
  Small glands in the body of the frostbiter 
  collect the heat that it steals and distribute it 
  gradually, regulating the temperature of the 
  snake’s body. These glands, along with the fangs 
  of the snake are quite valuable to alchemists 
  and wizards. The fangs are often used in the 
  manufacture of magical frost weapons, while the 
  glands are often used in magical items offering 
  protection from cold. These items can fetch up to 
  100 gp each from the right buyer. Proper removal 
  of the heat glands and fangs requires separate DC 
  15 Survival checks.
  Combat 
   
  A frostbiter typically hides in the snow 
  near a road, waiting for prey to walk by. When a 
  creature passes its hiding place, it lashes out and 
  Heart Stalker
  Medium Undead
  Hit Dice: 4d12 (26 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares)
  Armor Class: 17 (+2 Dex, +5 natural), touch 
  12, flat-footed 15
  Base Attack/Grapple: +2/+4
  Attack: Claw +4 melee (1d4+2) or dagger +4 
  melee (1d4+2/19-20)
  Full Attack: 2 claws +4 melee (1d4+2) and bite 
  +2 melee (1d6+1); or dagger +4 melee (1d4+2/
  19-20) and bite +2 melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Create spawn
  Special Qualities: Darkvision 60 ft., fast 
   
  The heart stalker appears to be a long-dead 
  humanoid, its features twisted into a demonic 
  visage. Horns protrude from the top of its head, 
  and its eye sockets gape empty. Bony spikes poke 
  through at various points around the creature’s 
  body, centered on a gaping hole in its chest, from 
  which shines an unholy light that illuminates 
  its rotting innards. The smell of burning flesh 
  permeates its presence.
   
  Of all the undead that wander the world, few 
  are more hideous than the ruthless heart stalker. 
  Heart stalkers are purely evil, existing solely to 
  spread terror. They specialize in cutting the heart 
  from their victims, so that they may devour or 
  destroy it, dooming the owner to rise again as 
  a new heart stalker. Heart stalkers are relentless 
  abominations, chasing fleeing victims with an 
  unnatural vigor.
   
  It is rumored that each heart stalker 
  somehow conveys the lifeblood of its victims to 
  the one original heart stalker. As its minions spread 
  healing 3, undead traits
  Saves: Fort +1, Ref +3, Will +4
  Abilities: Str 14, Dex 15, Con –, Int 12, Wis 11, 
  Cha 14
  Skills: Climb +6, Escape Artist +6, Hide +6, 
  Intimidate +6, Jump +6, Listen +6, Move 
  Silently +6, Search +4, Spot +6
  Feats: Alertness, Multiattack
  Environment: Any
  Organization: Solitary or gang (2-4)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 5-8 HD (Medium); 9-12 HD 
  (Large)
  Level Adjustment: –
  throughout the world, the original creature grows 
  in power.
   
  Heart stalkers stand around 6 feet tall and 
  weigh about 160 pounds. While the stalker can 
  comprehend spoken words, it cannot speak, only 
  capable of making a monstrous gurgling sound.
  Combat
   
  A heart stalker concentrates on killing. It 
  attacks efficiently and effectively, retreating if 
  confronted by a superior opponent. Once its victim 
  is defeated, it removes the creature’s heart with its 
  dagger, subjecting it to the stalker’s create spawn 
  ability.
   
  Create Spawn (Su): A humanoid victim who 
  has its heart removed by a heart stalker begins to 
  decompose rapidly, rising as a heart stalker on the 
  following night under control of the first heart stalker. 
  It does not possess any of the abilities it had in life. If 
  discovered in time, this effect can be countered with 
  a remove curse spell cast on the corpse.
  
  54
  3 Hoar Spirit
  Medium Undead (Cold)
  Hit Dice: 5d12 (32 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares)
  Armor Class: 17 (+2 Dex, +5 natural), 
  touch 12, flat-footed 15
  Base Attack/Grapple: +2/+5
  Attack: Claw +6 melee (1d4+3 plus 1d3 
  cold and glaciation)
  Full Attack: 2 claws +6 melee (1d4+3 plus 
  1d3 cold and glaciation)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Cold, cone of cold, 
  glaciation
  Special Qualities: Darkvision 60 ft., 
   
  A hoar spirit appears as a gaunt humanoid 
  dressed in tattered rags. Its skin is pale gray, and 
  ice crystals have formed on various parts of its 
  body. Its hands end in claws, each with translucent 
  icy blue nails. Its eyes are frozen and show no 
  signs of life.
   
  Believed to be the spirits of humanoids that 
  freeze to death either because of their own mistakes 
  or because of some ritualistic exile into the icy 
  wastes by their culture, hoar spirits haunt the icy 
  wastelands of the world seeking warm-blooded 
  living creatures in which to share their icy hell.
   
  Hoar spirits are rarely encountered alone. 
  Though they act independently and never 
  communicate, something draws these creatures 
  to each other. Perhaps some semblances of their 
  former lives or maybe like-minded creatures that 
  share the same fate are drawn together. Sages have 
  speculated this for ages.
   
  Hoar spirits do not speak, and it is not known 
  if they even understand any language at all. They 
  have a distinctive low-pitched moan that sounds 
  like a whistling wind blowing through ice and 
  snow covered trees.
  Combat
   
  When confronted, a hoar spirit attacks with 
  its claws attempting to freeze its foe. If facing 
  multiple opponents, a hoar spirit blasts them with 
  immunity to cold, sense heat, undead traits, 
  vulnerability to fire
  Saves: Fort +1, Ref +3, Will +6
  Abilities: Str 17, Dex 15, Con —, Int 10, 
  Wis 15, Cha 15
  Skills: Balance +7, Climb +7, Hide +8, 
  Listen +10, Move Silently +7, Spot +10
  Feats: Alertness, Weapon Focus (claw)
  Environment: Any cold land
  Organization: Pack (2-5) or gang (6-11)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 6-10 HD (Medium)
  Level Adjustment: —
  its cone of cold before engaging them with its 
  claws. Creatures killed by a hoar spirit are dragged 
  to its icy lair, kept on ice, and devoured at the 
  monster’s leisure.
   
  Cold (Ex): Hoar spirits generate intense 
  cold. Any melee hit deals an additional 1d3 points 
  of cold damage. Opponents hitting a hoar spirit 
  with natural weapons or unarmed attacks take cold 
  damage as though hit by the spirit’s attack.
   
  Cone of Cold (Sp): Once per day, a hoar 
  spirit can produce an effect similar to a cone of 
  cold spell. The cone is 30 feet long and deals 3d6 
  points of cold damage to creatures caught within 
  the area. A successful DC 14 Reflex save halves 
  the damage. The save DC is Charisma-based.
   
  Glaciation (Su): A creature hit by a hoar 
  spirit’s claw must succeed on a DC 14 Fortitude 
  save or be overcome with bone-numbing cold that 
  paralyzes it for 1d4+1 rounds and deals 1 point of 
  Dexterity damage. The save DC is Charisma-based.
   
  Sense Heat (Su): Hoar spirits can detect 
  heat (such as that generated by living creatures) in 
  a 60-foot radius. This includes the heat given off 
  by invisible creatures. This ability can be stopped 
  or started by the hoar spirit as a free action. This 
  ability functions as a detect evil spell (caster level 
  7th) except there is no chance the hoar spirit is 
  stunned and it is not blocked by stone, wood, or 
  other material.
  
  55
  3
  Jack-O-Lantern
  Medium Plant
  Hit Dice: 6d8+6 (33 hp)
  Initiative: +7
  Speed: 30 ft. (6 squares)
  Armor Class: 14 (+3 Dex, +1 natural), 
  touch 13, flat-footed 11
  Base Attack/Grapple: +4/+6
  Attack: Slam +6 melee (1d6+2) or scythe 
  +6 melee (2d4+3/x4)
  Full Attack: 3 slams +6 melee (1d6+2), or 
  scythe +6 melee (2d4+3/x4) and slam +1 
  melee (1d6+1), or fire seeds +7 ranged touch
  Space/Reach: 5 ft./5 ft. (10 ft. with slam)
  Special Attacks: Constrict 1d6+2, fire seeds, 
  improved grab, rend 2d6+3
  Special Qualities: Darkvision 60 ft., low-
  light vision, plant traits
   
  A jack-o-lantern is an animated plant creature 
  brought to life by a combination of druidic magic 
  and fey sprits. It is a roughly humanoid shaped 
  tangle of vines and leaves, with a large pumpkin 
  for its head. The pumpkin-head bears a leering 
  face that appears to have been carved there, and it 
  glows from inside with an eldritch fire. The nature 
  of the face generally reflects the alignment of the 
  animating spirit.
  Combat
   
  A jack-o-lantern attacks with its many 
  tendrils, rending and tearing at its prey; a given 
  jack-o-lantern has one tendril strong enough 
  for attacking for every 2 HD it possesses. 
  Occasionally, a jack-o-lantern is armed with a 
  pitchfork or scythe.
   
  Constrict (Ex): A jack-o-lantern deals 
  automatic slam damage with a successful grapple 
  check.
   
  Fire Seeds (Sp): Once per day, a jack-o-
  lantern can use the acorn grenades ability of the fire 
  seeds spell (caster level 3rd), using its own seeds as 
  the material component instead of acorns.
   
  Improved Grab (Ex): To use this ability, a 
  jack-o-lantern must hit a Medium or smaller creature 
  with at least two slam attacks. It can then attempt to 
  start a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict.
  Saves: Fort +6, Ref +5, Will +2
  Abilities: Str 14, Dex 16, Con 13, Int 6, Wis 
  11, Cha 2
  Skills: Climb +5, Hide +7, Listen +2, Move 
  Silently +7
  Feats: Improved Initiative, Point-Blank 
  Shot, Stealthy
  Environment: Any land
  Organization: Solitary
  Challenge Rating: 3
  Treasure: None
  Alignment: Usually neutral
  Advancement: 7-12 HD (Medium), 13-18 
  HD (Large)
  Level Adjustment: —
   
  Rend (Ex): If a jack-o-lantern hits with at 
  least two slam attacks, it latches onto the opponent’s 
  body and tears the flesh. This attack automatically 
  deals an additional 2d6+3 points of damage.
  Creating A Jack-o-Lantern
   
  To create a jack-o-lantern, the caster must 
  be a druid of at least 11th-level. Creating a jack-
  o-lantern involves placing a single pumpkin 
  seed into the mouth of a corpse and burying the 
  corpse in an open field. The body must be that 
  of a humanoid of with at least 6 Hit Dice/levels; 
  therefore the jack-o-lantern will have the same HD 
  and alignment as the humanoid did in life. Once 
  the body is buried, the creator must cast control 
  plants, awaken, summon nature’s ally IV, and fire 
  seeds—in that order.
   
  The pumpkin plant that grows from the 
  corpse must be carefully nurtured and tended, 
  requiring a DC 15 Profession (farmer) check. The 
  Profession (farmer) check does not need to be made 
  by the creator. Several pumpkins will grow on the 
  vine, one of which will contain the essence of the 
  nature spirit that will eventually animate the plant. 
  The creator must succeed on a DC 20 Knowledge 
  (nature) check to determine which pumpkin holds 
  the essence–all others must be picked off the vine 
  and discarded. By harvest time, if the creator chose 
  the right pumpkin, the jack-o-lantern animates and 
  seeks out is creator for instructions.
  
  56
  3
  Knifescale Serpent
  Large Animal
  Hit Dice: 6d8+12 (39 hp)
  Initiative: +6
  Speed: 40 feet (8 squares)
  Armor Class: 15 (-1 size, +2 Dex, +4 natural), 
  touch 11, flat-footed 13
  Base Attack/Grapple: +4/+12
  Attack: Slash +7 melee (1d8+4)
  Full Attack: Slash +7 melee (1d8+4) and bite 
  +2 melee (1d8+2)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Constrict 2d8+6, improved 
  grab, quick strike
  Special Qualities: Low-light vision
  Saves: Fort +7, Ref +9, Will +0
   
  The knifescale serpent rises from the brush 
  with a threatening hiss, brandishing a hood 
  adorned with a fan of razor-like scales that gleam 
  menacingly in the sunlight. The knifescale serpent 
  gets its name from the unusual scales that begin 
  behind its jaws and run the length of its spine. 
  When agitated or hunting prey, a knifescale 
  serpent can raise these scales, which are razor-
  sharp and resemble knives.
   
  Knifescale serpents dig deep tunnels using 
  their sharp scales in which to lair. A typical 
  knifescale serpent is about 30 feet long and weighs 
  about 2 tons.
  Combat
   
  Knifescale serpents use surprise when possible 
  but can become impatient and charge forth, relying 
  on their dreadful charge attack to run prey down. 
  Older or wilier specimens are generally cautions 
  about attacking tool-wielding creatures. Such 
  Abilities: Str 18, Dex 15, Con 14, Int 2, Wis 7, 
  Cha 14
  Skills: Balance +10, Climb +12, Escape Artist 
  +5, Hide +2, Jump +8, Listen +5, Move Silently 
  +4, Spot +5
  Feats: Alertness, Improved Initiative, Lightning 
  Reflexes
  Environment: Any temperate and warm hills 
  and mountains
  Organization: Solitary
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 7-12 HD (Large); 13-18 HD 
  (Huge)
  Level Adjustment: –
  serpents usually strike with slashing passes to test a 
  potential victim. If a target fails to put up much of a 
  fight, the snake seeks to constrict it to death.
   
  Constrict (Ex): On a successful grapple 
  check, a knifescale serpent deals 1d8+6 points of 
  damage plus 1d8 points of slashing damage.
   
  Improved Grab (Ex): To use this ability, a 
  knifescale serpent must hit a Medium or smaller 
  opponent with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity. If it wins the grapple 
  check, it establishes a hold and can constrict.
   
  Quick Strike (Ex): A knifescale serpent can 
  launch its body length at an opponent in a lighting-
  fast strike. It gains a +4 bonus on its attack roll 
  when charging, rather than the usual +2 bonus.
   
  Skills: A knifescale serpent has a +4 racial 
  bonus on Hide, Listen, and Spot checks and a +8 
  racial bonus on Balance and Climb checks.
  Marrow Dragon
  Small Dragon
  Hit Dice: 4d12+4 (30 hp)
  Initiative: +3
  Speed: 15 ft. (3 squares), fly 120 ft. (poor) (24 
  squares)
  Armor Class: 19 (+1size, +3 Dex, +5 natural), 
  touch 14, flat-footed 16
  Base Attack/Grapple: +4/+2
  Attack: Bite +8 melee (1d6+2)
  Full Attack: Bite +8 melee (1d6+2) and 2 claws 
  +3 melee (1d4+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Breath weapon
  Special Qualities: Darkvision 60 ft., low-light 
  vision, disease and poison resistance, immunity 
  to sleep and paralysis, voice of the dead
  Saves: Fort +7, Ref +7, Will +4
  Abilities: Str 14, Dex 16, Con 13, Int 2, Wis 11, 
  Cha 7
  Skills: Balance +5, Climb +5, Jump +5, Listen 
  +3, Spot +5
  Feats: Great Fortitude, Weapon Finesse
  Environment: Warm mountains
  Organization: Solitary
  Challenge Rating: 3
  Treasure: None
  Alignment: Usually neutral
  Advancement: 5-8 HD (Small), 9-12 HD 
  (Medium)
  Level Adjustment: –
  
  57
  3
   
  The marrow dragon is a diminutive 
  scavenger in comparison to its mightier cousins. 
  Its scaled body is a livid purple. When airborne, 
  the marrow dragon is able to attack with both hind 
  claws and its bite. If on the ground, it is only able 
  to attack with its bite. The hind claws of these 
  dragons are extremely dexterous and used to pick 
  at and manipulate bones and other food while the 
  creature is aloft high over the mountain valleys. Its 
  front “claws” are tiny vestigial digits at the second 
  joint of each wing.
  Combat
   
  The carrion-eating marrow dragon primarily 
  uses its breath to weaken and disorient attackers. 
  After a marrow dragon has expelled the noxious 
  gases from its gut, it takes four hours for the 
  dragon’s digestive system and symbiotic bacteria 
  to build up enough gas for another effective attack.
   
  Breath Weapon (Ex): 10-foot cube, cloud of 
  foul fumes lasting 1 round, free action once every 
  four hours. Creatures inside the cloud must succeed 
  on a DC 13 Fortitude save or be nauseated 
  for 2d6 rounds. The save DC is Constitution-
  based.
   
  Disease and Poison Resistance (Ex): As a 
  carrion eater, a marrow dragon is highly resistant 
  to toxins and disease-causing microbes, which 
  often build up as a result of decay in rotting matter. 
  A marrow dragon has a +6 bonus on Fortitude 
  saves against poison and disease.
   
  Voice of the Dead (Su): A marrow dragon 
  possesses the memories and voice (but not the 
  intelligence or other mental qualities) of any 
  intelligent being whose marrow it consumes. This 
  functions essentially like a speak with dead spell, 
  but with a duration of 2d4 hours after consuming 
  the corpse. A complete corpse is not needed, since 
  the dragon’s mouth voices the answers from the 
  spirit of the departed.
   
  Skills: Marrow dragons have a +2 racial 
  bonus on Balance checks, as they use their wings 
  to stabilize themselves.
  Mobat
  Large Magical Beast
  Hit Dice: 4d10+12 (34 hp)
  Initiative: +6
  Speed: 20 ft. (4 squares), fly 40 ft. (good) (8 
  squares)
  Armor Class: 18 (-1 size, +6 Dex, +3 natural), 
  touch 15, flat-footed 12
  Base Attack/Grapple: +4/+11
  Attack: Bite +9 melee (1d8+4)
  Full Attack: Bite +9 melee (1d8+4)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Sonic screech
  Special Qualities: Blindsense 120 ft.
   
  The mobat is a large bat with a wingspan of 
  approximately 15 feet. It is a nocturnal creature, 
  cruising silently through the night sky in its never 
  ending quest for food. A mobat, like any species of 
  normal bat, has huge ears and an upturned snout. 
  Its mouth is filled with razor sharp fangs. Mobats 
  are omnivores, but they often include warm-
  blooded prey in their diet.
  Combat
   
  A mobat attacks by biting its opponent using 
  its razor sharp fangs. Surviving prey is subjected to 
  the mobat’s sonic screech attack.
   
  Sonic Screech (Su): A mobat can screech 
  once per round, as a standard action. All creatures 
  within 20 feet must succeed on a DC 15 Will save 
  or be stunned for 1d3 rounds. This is a sonic, 
  mind-affecting effect. Any creature subjected to a 
  mobat’s screech is immune to that mobat’s screech 
  for 24 hours. The save DC is Constitution-based.
   
  Blindsense (Ex): A mobat notices and locates 
  creatures within 120 feet by emitting high-frequency 
  sounds, inaudible to most creatures. A silence spell 
  negates this ability and forces the mobat to rely on 
  its own weak vision, which has a maximum range 
  of 10 feet. Opponents still have 100% concealment 
  against a creature with blindsense.
   
  Skills: * A mobat has a +4 racial bonus on 
  Listen and Spot checks. These bonuses are lost if 
  blindsense is negated.
  Saves: Fort +7, Ref +10, Will +3
  Abilities: Str 17, Dex 22, Con 17, Int 6, Wis 14, 
  Cha 6
  Skills: Listen +9*, Move Silently +7, Spot +9*
  Feats: Flyby Attack, Weapon Finesse
  Environment: Any warm land and underground
  Organization: Solitary or colony (2-8)
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Usually neutral (evil tendencies)
  Advancement: 5-8 HD (Large); 9-12 HD 
  (Huge)
  Level Adjustment: —
  
  58
  3
  Mokara
  Large Animal
  Hit Dice: 5d8+15 (37 hp)
  Initiative: +1
  Speed: 50 ft. (10 squares)
  Armor Class: 16 (-1 size, +1 Dex, +6 
  natural), touch 10, flat-footed 15
  Base Attack/Grapple: +3/+11
  Attack: Bite +6 melee (1d8+4)
  Full Attack: Bite +6 melee (1d8+4) and 2 
  hooves +1 melee (1d6+2)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Trample 2d4+6
  Special Qualities: Low-light vision
   
  A mokara is a muscular, six-legged beast 
  with a horse-like body and a beaked head. It stands 
  over six feet high at the shoulder and stretches 
  nearly nine feet from head to tail. Several small 
  bone crests rise behind its beak, protecting its 
  insectoid eyes. Depending on its breed, a mokara’s 
  bristly fur ranges from brown and red to white and 
  blue-gray. Despite their bulk, mokara can run at 
  great speeds, and use the strength of their thick 
  legs to leap over obstacles.
   
  Hunting alone or in herds, mokara feed on 
  small animals, both on land and in shallow lakes 
  and streams. They are generally peaceful, but are 
  exceedingly difficult to train due to their stubborn 
  nature. Only the finest beastmasters have the skill 
  needed to break mokara for riding, taking years to 
  train even one. Trained mokara are used as pack 
  animals and mounts for mighty warriors. A trained 
  mokara can be more valuable than its rider. Less 
  scrupulous individuals may arrange to have the 
  rider killed, without harming the mount. Mokara 
  have a life expectancy of about twenty years.
  Combat
   
  Most mokara use their beaks when hunting 
  or defending themselves; only mokara trained 
  Saves: Fort +7, Ref +5, Will +2
  Abilities: Str 19, Dex 13, Con 17, Int 2, Wis 
  12, Cha 6
  Skills: Jump +14, Listen +5, Spot +6, Swim 
  +5
  Feats: Alertness, Run
  Environment: Any hills and plains
  Organization: Solitary or herd (6-10)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-8 HD (Large)
  Level Adjustment: +1* (mount)
  for combat attack with their hooves. Frightened 
  mokara often trample their enemies instinctively 
  as they try to escape.
   
  Trample (Ex): Reflex DC 16 half. The save 
  DC is Strength-based.
  Training a Mokara
   
  A mokara requires training before it can bear 
  a rider in combat. Training a mokara requires six 
  weeks of work and a DC 20 Handle Animal check. 
  Riding a mokara requires a saddle. A mokara can 
  fight while carrying a rider, but the rider cannot also 
  attack unless he or she succeeds on a Ride check.
   
  Mokara trained for combat are worth 500 
  gp apiece on the open market, while domesticated 
  mokara are worth 200 gp each. Professional 
  trainers charge 375 gp to rear or train a mokara.
   
  *A paladin of sufficiently high level can take 
  a mokara as a mount, but the character is treated as 
  1 level lower for the purposes of determining the 
  mokara’s characteristics and special abilities.
   
  Carrying Capacity: A light load for a 
  mokara is up to 348 pounds; a medium load, 349-
  699 pounds; and a heavy load, 700-1,050 pounds. 
  A mokara can drag 5,250 pounds.
  
  59
  3
  Narlaskin
   
  The narlaskin are a race of wolf-like 
  humanoids whose society is built around the 
  balance between man and beast.
   
  Narlaskin stand between 6 and 7 feet tall and 
  weigh 200 to 250 pounds, with females typically 
  an inch or two shorter and slightly lighter than 
  males. They are extraordinarily muscular, and 
  covered in thick fur with colors ranging from pale 
  gray to rust-red and black. A narlaskin’s colors are 
  loosely associated with his region of origin, but 
  enough interbreeding occurs that they are not a 
  reliable marker. Narlaskin have heads with ears 
  and muzzles resembling wolves’, but their skulls 
  are more square than those of most canines. Their 
  fangs are sharp, and they have short, deadly claws. 
  They wear little or no clothing when among their 
  own kind (depending on local climate and tribal 
  custom), but occasionally mark themselves with 
  tattoos. Most narlaskin alternate between walking 
  on two legs and running on their hands and feet, 
  but are remarkably graceful regardless. Their 
  voices are low and gravelly, and difficult for most 
  other races to tell apart. A narlaskin who reaches 
  60 years old is considered ancient, and narlaskin 
  are considered adult at age 15.
   
  Narlaskin speak their own language and 
  Sylvan; those with Intelligence scores of 12 or 
  above also speak Common.
  Combat
   
  Narlaskin are pack-oriented combatants, and 
  while capable opponents, they are often unused 
  to fighting alone. A narlaskin pack, however, is 
  always well coordinated, and pack members are 
  able to accommodate each other’s needs with 
  almost supernatural understanding. Narlaskin hold 
  Medium Monstrous Humanoid
  Hit Dice: 3d8+9 (22 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares)
  Armor Class: 16 (+2 Dex, +4 natural), touch 
  12, flat-footed 14
  Base Attack/Grapple: +3/+6
  Attack: Claw +6 melee (1d6+3)
  Full Attack: 2 claws +6 melee (1d6+3) and 
  bite +1 melee (1d4+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Battle frenzy, frightful 
  presence, mob mentality, trip
  Special Qualities: Fast healing 4, low-light 
  vision, scent
  Saves: Fort +4, Ref +5, Will +5
  Abilities: Str 17, Dex 15, Con 17, Int 11, 
  Wis 15, Cha 10
  Skills: Jump +8, Listen +5, Move Silently 
  +4, Spot +5, Survival +5
  Feats: Power Attack, Track
  Environment: Any forests, hills, mountains, 
  and plains
  Organization: Solitary, pair, pack (3-8 plus 1 
  2nd-level prowler), or tribe (17-30 plus 20% 
  noncombatants plus 5 2nd-level prowlers, 3 
  4th-level striders, and 1 5th-level adept)
  Challenge Rating: 3
  Treasure: 1/10th coins; 50% goods; 50% 
  items
  Alignment: Usually neutral
  Advancement: By character class
  Level Adjustment: +4
  back if they see no need to kill an opponent, but 
  readily go into a rage if lethal force is required.
   
  Battle Frenzy (Ex): Once per day, a narlaskin 
  can work himself into a battle frenzy similar to a 
  barbarian’s rage (+4 Strength, +4 Constitution, +2 
  morale bonus on Will saves, -2 AC penalty). The 
  frenzy lasts for 6 rounds, and the narlaskin suffers 
  no ill effects afterward. A narlaskin’s frenzy does 
  not stack with any benefits from a barbarian’s rage 
  ability.
   
  Frightful Presence (Ex): Narlaskin can 
  inspire terror in creatures with fewer HD than 
  themselves within 30 feet immediately upon 
  entering a battle frenzy. Their hackles raise, their 
  eyes shine, and many begin foaming at the mouth. 
  A potentially affected creature that succeeds 
  on a DC 11 Will save becomes immune to that 
  narlaskin’s frightful presence for 24 hours. On a 
  failure, creatures become shaken for 2d6 rounds. 
  Narlaskin ignore the frightful presence of other 
  narlaskin. The save DC is Charisma-based.
   
  Mob Mentality (Ex):  Narlaskin are 
  particularly good at ganging up on  opponents.  If 
  two or more narlaskin are flanking an opponent, 
  each narlaskin who threatens that opponent gains 
  a flanking bonus on melee attacks equal to the 
  total number of flanking narlaskin (maximum +5). 
  Narlaskin that are not actually flanking the opponent 
  are not considered to be flanking for purposes of 
  sneak attacks and other special abilities.
   
  Trip (Ex): A narlaskin that hits with a bite 
  attack can attempt to trip an opponent (+3 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity. If the 
  attempt fails, the opponent cannot react to trip the 
  narlaskin.
  
  60
  3
  Rock Reptile
  Medium Animal
  Hit Dice: 5d8+20 (42 hp)
  Initiative: +6
  Speed: 20 ft. (4 squares)
  Armor Class: 17 (+2 Dex, +5 natural), 
  touch 12, flat-footed 15
  Base Attack/Grapple: +3/+7
  Attack: Bite +8 melee (1d4+6)
  Full Attack: Bite +8 melee (1d4+6)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Ambush
  Special Qualities: Low-light vision
  Saves: Fort +8, Ref +6, Will +1
  Abilities: Str 18, Dex 14, Con 18, Int 2, Wis 
  10, Cha 6
   
  The rock reptile is a 5-foot long chameleon-
  like lizard. It makes its home among rocks and 
  rubble, where its chameleon powers allow it to 
  blend in with its surroundings. A rock reptile is 
  very difficult to see until it attacks. The rock reptile 
  is a nocturnal hunter.
  Combat
   
  A rock reptile hides until its prey approaches, 
  then springs out and attacks.
  Skills: Hide +8*, Listen +4, Move Silently 
  +8, Spot +4
  Feats: Improved Initiative, Stealthy B, 
  Weapon Focus (bite)
  Environment: Any mountains, hills, plains, 
  desert, and underground
  Organization: Solitary or pair
  Challenge Rating: 3
  Treasure: 25% coins; 25% goods; no items
  Alignment: Always neutral
  Advancement: 6-10 HD (Medium); 11-15 
  HD (Large)
  Level Adjustment: —
   
  Ambush (Ex): A rock reptile is able to 
  dart out of its hiding place with blinding speed, 
  catching opponents by surprise. A rock reptile that 
  attacks a flat-footed opponent in the same round 
  gains a +4 circumstance bonus to its attack roll.
   
  Skills: A rock reptile has a +4 racial bonus 
  on Hide and Move Silently checks. *In rocky or 
  mountainous terrain, the Hide bonus improves to 
  +12.
  Flora and Fauna
   
  False Grass: The bane of herders and ranchers, false grass is a vicious, predatory worm that 
  cryptically disguises itself as normal grass. The helpless grazer bites through the false grass, swallowing 
  it with the rest of the true grass.  In the creature’s digestive system, the predator takes hold, quickly 
  reproducing and slowly starving the host creature to death by interfering with food absorption. Once 
  the creature dies, the worms eat the animal from the inside out in a glu?onous and reproductive frenzy. 
  Occasionally false grass expands to catastrophic levels, destroying entire herds in a period of months and 
  leaving the creatures that depend on those herds without food. If a carnivore or omnivore consumes a 
  piece of meat from an infected herbivore, a fortitude check (DC 10) is required to avoid infestation. An 
  infested carnivore only suffers a –2 to all actions because of nausea for three days until the false grass is 
  naturally destroyed by their body’s defenses. False grass is a magically dependent animal that needs air, 
  water, magic, and food to survive. False grass is most common on grasslands, but some are found on the 
  tundra.
  
  61
  3
  Shadow Wolf
  Medium Undead (Incorporeal)
  Hit Dice: 4d12 (26 hp)
  Initiative: +6
  Speed: 50 ft. (10 squares)
  Armor Class: 13 (+2 Dex, +1 deflection), 
  touch 13, flat-footed 11
  Base Attack/Grapple: +2/—
  Attack: Incorporeal bite +4 melee (1d4 Str)
  Full Attack: Incorporeal bite +4 melee (1d4 
  Str)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Strength damage, trip
  Special Qualities: Darkvision 60 ft., 
  incorporeal traits, partially corporeal, scent, 
  shadow blend, undead traits
   
  Shadow wolves are large black hounds 
  formed of darkness. They are nocturnal hunters 
  and hate all living creatures. Their eyes flash with 
  a crimson fire when prey is sighted.
  Combat
   
  Shadow wolves prefer to attack from 
  ambush, using the shadows and darkness to their 
  advantage. When prey wanders nearby, a shadow 
  wolf leaps to the attack. A shadow wolf pack leads 
  its prey into an ambush and then strikes when 
  opponents are completely unaware.
   
  Strength Damage (Su): The bite of a shadow 
  wolf deals 1d4 points of Strength damage to a 
  living foe. A creature reduced to Strength 0 by a 
  shadow wolf dies. This is a negative energy effect.
   
  Trip (Ex): A shadow wolf that hits with its 
  bite attack can attempt to trip the opponent (+2 
  check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity. 
  If the attempt fails, the opponent cannot react to 
  trip the shadow wolf.
  Saves: Fort +l, Ref +3, Will +5
  Abilities: Str –, Dex 15, Con –, Int 4, Wis 
  12, Cha 13
  Skills: Listen +5, Spot +5, Survival +4*
  Feat: Alertness, Improved Initiative
  Environment: Any land and underground
  Organization: Solitary, pair, or pack (5-12)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 5-8 HD (Medium); 9-12 HD 
  (Large)
  Level Adjustment: —
   
  Partially Corporeal (Ex): A shadow wolf 
  exists partially on the Material Plane, allowing 
  it to make bite attacks and trip attempts (using 
  its Dexterity score instead of its Strength score) 
  against fully corporeal opponents. In addition to 
  magic weapons, a shadow wolf can also be hit by 
  silver weapons, with a 50% chance to ignore any 
  damage from a corporeal source.
   
  Shadow Blend (Ex): In any condition of 
  illumination other than full daylight, a shadow 
  wolf can disappear into the shadows, giving it 
  total concealment. Artificial illumination, even a 
  light or continual flame spell, does not negate this 
  ability. A daylight spell, however, will.
   
  Skills: *A shadow wolf has a +4 racial bonus 
  on Survival checks when tracking by scent.
  
  62
  3
  Slumber Constrictor
  Tiny Magical Beast (Extraplanar)
  Hit Dice: 2d10-2 (9 hp)
  Initiative: +3
  Speed: 20 ft. (4 squares)
  Armor Class: 16 (+2 size, +3 Dex, +1 
  natural), touch 15, flat-footed 13
  Base Attack/Grapple: +2/-10
  Attack: Bite +0 melee (1 plus energy drain)
  Full Attack: Bite +0 melee (1 plus energy 
  drain)
  Space/Reach: 2-1/2 ft/0 ft.
  Special Attacks: Coma dream, dream 
  constriction, energy drain
  Special Qualities: Darkvision 60 ft., 
  etherealness, low-light vision
   
  A slumber constrictor cannot normally be 
  seen on the Material Plane. Spells or abilities 
  that pierce the Ethereal Plane reveal the slumber 
  constrictor as a smoky, translucent, yet still 
  serpentine shape. In dreams or on the Ethereal 
  Plane, the monster has a flat head and black body 
  with bright blue banding and can be interacted 
  with normally. A typical slumber constrictor is 3 
  feet long and weighs about 1 pound.
  Combat
   
  A slumber constrictor only attacks a victim 
  in whom it has induced a coma. Whether this 
  state makes the victim’s energy more appealing or 
  simply makes for an easier target is unknown. From 
  the Ethereal Plane, the slumber constrictor follows 
  its Material Plane target until it lies down to sleep. 
  Then, the snake coils ethereally around the target’s 
  neck, uses its coma inducing power, and attaches 
  its own open mouth to the victim’s. It then feeds on 
  the target’s life energy until the victim dies or the 
  snake is forced to flee or is killed.
   
  Coma Dream (Su): The slumber constrictor 
  may affect a single living, sleeping target with 
  this attack. If the victim fails a DC 12 Will save, 
  the slumber constrictor has successfully brought 
  the victim’s sleeping spirit across to the Ethereal 
  Plane, and may use its dream constriction ability 
  on the victim. The save DC is Charisma-based and 
  includes a +4 racial bonus.
   
  On a successful saving throw, the target’s 
  spirit still enters the Ethereal Plane, but the 
  dreamer has control of his dream self. He may 
  combat the slumber constrictor (which is probably 
  Saves: Fort +2, Ref +6, Will +1
  Abilities: Str 3, Dex 16, Con 9, Int 2, Wis 
  12, Cha 4
  Skills: Hide +12, Jump -10, Move Silently 
  +4, Spot +4
  Feats: Dodge
  Environment: Ethereal Plane
  Organization: Solitary or pair
  Challenge Rating: 3
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 3-4 HD (Tiny); 5-6 HD 
  (Small)
  Level Adjustment: —
  already wrapped around his throat) as one ethereal 
  creature fighting another. The victim’s dream self 
  is treated as having all of his normal statistics, 
  including spells, supernatural abilities, and so 
  forth, but has no possessions. The victim may 
  attempt to awaken himself with a DC 12 Will 
  save; each such attempt is a full-round action that 
  provokes an attack of opportunity from the snake. 
  If successful, the victim leaves the Ethereal Plane, 
  and his consciousness returns to his sleeping body.
   
  A sleeping victim who is conscious on the 
  Ethereal Plane may be awakened normally as a 
  full-round action by anyone on the Material Plane.
   
  Dream Constriction (Su): While a victim 
  remains in the coma dream, the slumber constrictor 
  feasts on his life force, dealing 1d4 points of 
  damage per round. The victim appeals to others 
  on the Material Plane as if he is suffering a horrid 
  nightmare as he clutches his throat as if choking 
  while still asleep. The victim may only be awakened 
  by dispelling the coma dream effect. This returns 
  his consciousness to his body on the Material Plane. 
  The victim can then be awakened normally.
   
  Energy Drain (Ex): A slumber constrictor 
  attempts to bite opponents on the Ethereal Plane; 
  a creature bitten by a slumber constrictor receives 
  one negative level. The Fortitude save to remove 
  the negative level has a DC of 12. The save DC is 
  Charisma-based and includes a +4 racial bonus.
   
  Etherealness (Ex): A slumber constrictor 
  lives its life on the Ethereal Plane. See the spell 
  ethereal jaunt for details on affecting ethereal 
  creatures.
  
  63
  3
  Spidernut
  Tiny Plant
  Hit Dice: 3d8 (13 hp)
  Initiative: +5
  Speed: 40 ft. (8 squares), burrow 5 ft.
  Armor Class: 20 (+2 size, +5 Dex, +3 
  natural), touch 17, flat-footed 15
  Base Attack/Grapple: +2/-7
  Attack: Sting +9 melee (1d4-1 plus poison)
  Full Attack: Sting +9 melee (1d4-1 plus 
  poison)
  Space/Reach: 2-1/2 ft./0 ft.
  Special Attacks: Fiberweb, poison
  Special Qualities: Blindsight 45 ft., plant 
  traits, vulnerability to fire
  Saves: Fort +3, Ref +6, Will -3
   
  The spidernut appears to be a four legged 
  spider with a small sharp horn and a shiny brown 
  shell. Although it looks like a spider, a spidernut is 
  not an insect, but the mobile nut of the kesec tree 
  that periodically falls from its branches. Unlike 
  the seeds of ordinary trees, which mainly rely on 
  the chaotic methods of wind and animals for their 
  dispersal, the spidernut takes an active role by 
  searching for a suitable place to plant itself.
   
  When the spidernut finds a potential spot to 
  grow, it burrows into the ground, making a shallow 
  pit. It then prepares this “lair” by gathering litter 
  or grasses and piling the mulch in the pit. The 
  spidernut will then hunt for small animals and 
  gather carrion, adding the carcasses to the pile as 
  fertilizer. After the lair has been piled with enough 
  decomposing debris to satisfy the spidernut, it 
  buries the mulch, burrows deep into the mess and 
  begins to germinate.
   
  A spidernut is about a foot in diameter and 
  weighs one pound.
  Combat
   
  The carrion in the spidernut’s lair often 
  attracts unwanted scavengers, forcing the plucky 
  nut to constantly defend its site. The spidernut has 
  a small 120-foot radius territory around its lair 
  where it hunts, burrowing down for moles and 
  shrews, and climbing trees for squirrels and birds. 
  If confronted away from its lair, it will flee as soon 
  as it can. If confronted at its lair, it will not hesitate 
  to attack, doing so from cover if possible. Its main 
  Abilities: Str 8, Dex 20, Con 10, Int 2, Wis 
  2, Cha 11
  Skills: Escape Artist +5, Hide +15, Jump 
  +3, Move Silently +9
  Feats: Ability Focus (poison), Improved 
  Natural Attack (sting), Weapon Finesse B
  Environment: Any hills
  Organization: Solitary, pair, cluster (2-6), 
  or swarm (7-30)
  Challenge Rating: 3
  Treasure: Standard (lair only)
  Alignment: Always neutral
  Advancement: 4-6 HD (Tiny); 7-9 HD 
  (Small)
  Level Adjustment: –
  goal is to drive away or kill scavengers; those that 
  leave the territory are rarely attacked.
   
  When found, a kesec tree possesses 1-30 
  dormant, mature spidernuts hanging from its 
  branches. If the trunk or branches experience any 
  serious attacks, shocks, shakes, thumps, or other 
  vibrations, it will drop 25% of the spidernuts. The 
  dropped nuts become active in 1 round, usually 
  fleeing for the safety of the branches they just 
  fell from if threatened. If the tree continues to be 
  shaken, the active spidernuts will attack as more 
  fall and awaken.
   
  Fiberweb (Ex): The spidernut generates a 
  web of hemp-like fiber made sticky with sap. A 
  spidernut can cast a fiberweb three times per day. 
  This is similar to an attack with a net, but has a 
  maximum range of 15 feet, with a range increment 
  of 5 feet, and is effective against targets up to one 
  size smaller. The web anchors the target in place, 
  allowing no movement. An entangled creature 
  can escape with a successful DC 16 Escape Artist 
  check or burst it with a DC 22 Strength check.  
  Though it has many of the properties of true 
  webbing, this fiber is soaked with watery fluids, so 
  it is unaffected by fire.
   
  Poison (Ex): Sting, Fortitude DC 13; initial 
  damage 1d6 Strength, secondary damage 2d4 
  Strength. The save DC is Constitution-based.
   
  Blindsight (Ex): A spidernut’s shell is covered 
  with two rows of fine fibers that allow it to ascertain 
  targets within 45 feet using vibration and odor.
  
  64
  3
  Syft
  Small Magical Beast
  Hit Dice: 5d10+5 (32 hp)
  Initiative: +3
  Speed: 20 ft. (4 squares), fly 30 ft. (average)
  Armor Class: 16 (+1 size, +3 Dex, +2 
  natural), touch 14, flat-footed 13
  Base Attack/Grapple: +5/+1
  Attack: Stinger +9 melee (1d3 plus poison)
  Full Attack: Stinger +9 melee (1d3 plus 
  poison) and 2 talons +7 melee (1d4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Poison
  Special Qualities: Darkvision 60 ft, low-
  light vision
  Saves: Fort +5, Ref +7, Will +1
   
  A syft could be mistaken for an eagle, if it 
  weren’t for the scorpionlike stinger and patches 
  of chitin visible between its feathers. A syft is 
  a crossbreed of bird and scorpion. Scholars are 
  uncertain how such a union occurred, but one thing 
  is certain: They feed on flesh.
   
  A typical syft is about 3 feet long and has a 
  wingspan of about 7 feet. Syft speak Goblin.
  Combat
   
  Syft prefer to remain unseen in their attack; 
  they typically hunt at night when their entrance 
  and departure are veiled in darkness. They prefer 
  to silently dive into unsuspecting foes, striking 
  with their stinger, then flying back out of range.
  Abilities: Str 10, Dex 16, Con 12, Int 6, Wis 
  10, Cha 10
  Skills: Hide +7, Jump -6, Listen +6, Move 
  Silently +11, Spot +6
  Feats: Multiattack, Weapon Finesse
  Environment: Any mountain
  Organization: Pariah (1) or flock (4-16)
  Challenge Rating: 3
  Treasure: Standard coins, double goods, 
  standard items (lair only)
  Alignment: Always chaotic evil
  Advancement: 6-10 HD (Medium); 11-15 
  HD (Large)
  Level Adjustment: —
   
  Syft cannot wield weapons, nor do they 
  equip themselves with armor.
   
  Syft become bolder when they travel in 
  numbers. Lone syft rely on aggravation and stealth. 
  Flocks of syft can terrorize a countryside, sating 
  their blood-lust and even sometimes attacking in 
  broad daylight.
   
  Poison (Ex): Sting, Fortitude DC 13; initial 
  and secondary damage 1d4  Dexterity. The save 
  DC is Constitution-based.
   
  Skills: Syft have a +4 racial bonus on Listen, 
  Move Silently, and Spot checks.
  Flora and Fauna
   
  Ore Rats: These shiny black rats have adapted to life underground. Using magic, they digest 
  metallic minerals to sustain themselves. A single ore rat needs less than 1⁄4 oz. of worked metal or 1 oz. of 
  a metal ore to survive for a few days. Ore rats can move slowly through earth like Xorn (some scholars put 
  forth the idea that ore rats were originally from the elemental plane of earth) at a speed of 10 feet a minute. 
  An ore rat infestation is the bane of a good mine, but the presence of ore rats on a mountain may lead the 
  stealthy (or wilderness wise) to a new source of minerals. Ore rats are magically dependent animals that 
  need magic, metallic minerals, and water to survive. They need only drink once a month and are only 
  found underground or on the surface in very rocky terrain.
  
  65
  3
  Thaneguard
  Large Construct
  Hit Dice: 4d10+30 (52 hp)
  Initiative: +0
  Speed: 40 ft. (8 squares)
  Armor Class: 16 (-1 size, +7 natural), touch 
  9, flat-footed 16
  Base Attack/Grapple: +3/+12
  Attack: Slam +7 melee (1d8+7)
  Full Attack: Slam +7 melee (1d8+7)
  Space/Reach: 10 ft./ 10 ft.
  Special Attacks: —
  Special Qualities: Construct traits, damage 
  reduction 10/bludgeoning, darkvision 60 ft., 
  low-light vision
  Saves: Fort +1, Ref +1, Will +1
  Abilities: Str 20, Dex 10, Con —, Int —, 
  Wis 11, Cha 1
  Skills: Jump +9
  Feats: —
  Environment: Any
  Organization: Solitary (with rider) or 
  accompanied by dwarves
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: —
  Level Adjustment: —
  allow most characters, especially spell casters, to 
  do more in a round of combat.
   
  Arcane Spell Failure: A thaneguard confines 
  a rider much like a suit of armor. The rider suffers 
  an arcane spell failure chance of 20%, which 
  stacks with any arcane spell failure chance from 
  armor and shields.
   
  Cover: A thaneguard provides its rider with 
  soft cover, granting a +4 bonus to armor class.
   
  Maneuvering: A rider uses his Ride skill to 
  control a thaneguard as though it were his mount. 
  Riding a thaneguard follows many of the rules for 
  mounted combat, though being mindless, thanegards 
  are never frightened by combat, and the rider need 
  not make a Ride check to control one in battle. A 
  rider can guide the thaneguard while keeping both 
  arms free, allowing for normal spellcasting and 
  attacking. The rider follows all other normal rules 
  for mounted combat; although the thaneguard can 
  make charge attacks, it cannot run fast enough to 
  allow it to deal double damage with a lance as other, 
  more common mounts, would.
  Construction
   
  Building a thaneguard is expensive and time 
  consuming, but nowhere near as demanding as the 
  creation process for more powerful constructs. The 
  physical body is a wood and iron framework that 
  must be built before the magical animation can 
  take place. The creation process takes four weeks 
  and requires materials costing 500 gp. Creating the 
  body requires a DC 15 Craft (blacksmithing) check 
  and a DC 15 Craft (carpentry) check.
   
  CL 11th; Craft Construct, animate objects, 
  bull’s strength, mount, caster must be at least 11th 
  level; Price 8,000 gp; Cost 4,500 gp + 160 XP.
   
  A thaneguard is a large humanoid-shaped 
  construct built to hold one Medium humanoid 
  inside (the ‘rider’). With no intelligence, 
  thaneguards are little more than animated 
  conveyances. First built by dwarven wizards 
  long ago, thaneguards serve as transportation 
  and protection for elite dwarf spellcasters. The 
  wealthiest dwarven cities and nations field units of 
  thaneguard-equipped cavalry units, but these are 
  rare and never large. Most thaneguards are built by 
  clerics to demonstrate the might of their faith.
   
  Spirits of ancient dwarves provide the 
  animating force for thaneguards. The creation 
  process calls a willing ancestor from the outer 
  realms and binds it to the thaneguard’s frame. 
  Although they are not undead, the spirits have 
  feint connection to the material plane, making the 
  constructs more tractable than many golems.
  Combat
   
  Thaneguards 
  have 
  the 
  straightforward 
  approach to combat typical of constructs. When 
  threatened, they simply walk up to the enemy and 
  start bashing. What makes them unusual is that they 
  are built to house a rider and are often under the 
  control of a sentient being. The thaneguard obeys 
  simple commands from the rider. Unlike golems, 
  thaneguards obey without question, making them 
  ideal protection in battle. Typically a spell caster 
  riding a thaneguard moves in relative safety across 
  the battlefield while casting. A thaneguard can hold 
  one Medium creature of roughly dwarf-shaped 
  physiology.
  Riding a Thaneguard
   
  Thaneguards offer several advantages in 
  combat. They move faster than most Medium 
  humanoids, offer substantial cover to a rider and 
  
  66
  3 U’thic
  Medium Aberration
  Hit Dice: 3d8+9 (22 hp)
  Initiative: +5
  Speed: 20 ft. (4 squares)
  Armor Class: 19 (+1 Dex, +4 natural, +4 
  cover), touch 15, flat-footed 18
  Base Attack/Grapple: +2/+2
  Attack: Slam +2 melee (1d8)
  Full Attack: 2 slams +2 melee (1d8) and 
  bite -3 melee (1d4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Crippling strike, sneak 
  attack +3d6
  Special Qualities: Camouflage, cover, 
  darkvision 60 ft.
   
  U’thic are serpentine creatures that disguise 
  themselves as large rocks, springing to life when 
  prey are near. An u’thic has a thick body 8 feet long 
  and weighing around 600 pounds. Its skin is blue, 
  marked with shades of gray along its belly. It has 
  a single large eye, and a square mouth filled with 
  sharp teeth. Two stubby appendages grow from the 
  sides of an u’thic’s head, each ending in a massive 
  rocky shell armed with spikes along its inner ridge. 
  These shells shield the u’thic from attack and 
  shade it from the sun, but their primary use is for 
  camouflage: when an u’thic holds its shells close 
  to its body, they fully encapsulate its body and 
  disguise it as a boulder, leaving only a small hole 
  for it to peer through.
   
  U’thic prefer open spaces and comfortable 
  in the mountains where their camouflage 
  becomes even more effective. They are social 
  creatures, and frequently share territory with 
  other u’thic. Carnivores, u’thic will eat almost 
  anything animate, but their relatively small and 
  weak mouths are best suited to eating soft-bodied 
  mammals. U’thic are rarely seen moving, and they 
  often stay perfectly still for days or weeks at a time 
  while waiting for potential meals. During this time, 
  they survive off of stored body fat and spend many 
  hours sleeping, secure within their shells.
  Saves: Fort +4, Ref +2, Will +3
  Abilities: Str 10, Dex 13, Con 16, Int 2, Wis 
  10, Cha 5
  Skills: Hide +3*, Jump -6, Listen +2, Move 
  Silently +5, Spot +2
  Feats: Improved Initiative, Stealthy
  Environment: Warm hills and mountains
  Organization: Solitary, pair, or family (5-9)
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 4-6 HD (Medium); 7-9 HD 
  (Large)
  Level Adjustment: –
  Combat
   
  When a creature is near, an u’thic springs 
  to life in a sudden, rumbling motion, shaking off 
  stones and dust and rising to its full height. It 
  attacks with its shells first, attempting to soften 
  prey before moving in to bite.
   
  Crippling Strike (Ex): When an u’thic 
  damages an opponent with a sneak attack, that 
  opponent also takes 2 points of Strength damage.
   
  Sneak Attack (Ex): An u’thic can make a 
  sneak attack like a rogue, dealing an extra 3d6 
  points of damage whenever a foe is denied his or 
  her Dexterity bonus, or when the u’thic is flanking. 
  This attack is usually used when the u’thic first 
  comes out of its shell.
   
  Camouflage (Ex): Since an u’thic looks 
  like a rock when in its shell, it takes a DC 20 Spot 
  check to notice it before it attacks. A character 
  with ranks in Survival can use that skill instead 
  of Spot to notice the creature. Dwarves can use 
  stonecunning to notice an u’thic, as well.
   
  Cover (Ex): An u’thic uses its shell to 
  provide itself with cover during combat (+4 AC, 
  included in the statistics block). When completely 
  inside its shell, an u’thic cannot move or attack, 
  but it gains total cover. An u’thic’s shell has 30 hit 
  points and a hardness of 6.
   
  Skills: *U’thic have a +8 circumstance 
  bonus on Hide checks in rocky terrain.
  
  67
  3
  Xanthonychos
  Large Vermin
  Hit Dice: 4d8+8 (26 hp)
  Initiative: +5
  Speed: 30 ft. (6 squares), climb 20 ft. (4 
  squares)
  Armor Class:  17 (-1 size, +5 Dex, +3 
  natural), touch 14, flat-footed 12
  Base Attack/Grapple: +3/+9
  Attacks: Tail-pincer +4 melee (1d6+2) or 
  bite +4 melee (1d6+2)
  Full Attack: Tail-pincer +4 melee (1d6+2) 
  and bite -1 melee (1d6+1)
  Space/Reach: 10 ft./5 ft. (10 ft. with tail-
  pincer)
  Special Attacks: Constrict 1d6+2, improved 
  grab, shocking grasp
   
  The 
  xanthonychos 
  (ZAN-tho-NYKE-
  ose, literally ‘yellow claw’) is a twelve-legged 
  arthropod with a predominantly scorpion-like 
  build, although it lacks the oversized claws on 
  its forelegs and does not have a stinger at the tip 
  of its tail. Rather, its tail ends in a pair of wide 
  pincers capable of darting forth and snatching 
  prey. The creature’s exoskeleton is predominantly 
  black, with the exception of the jagged stripe of 
  yellow running down its back and tail and the 
  tail-pincers themselves, which are yellow as well. 
  Xanthonychi are often referred to as ‘pincer-tails’ 
  or ‘lightningbacks.’
  Combat
   
  A xanthonychos darts out at prey, using its 
  tail-pincer to grasp prey and shock it to death in 
  wave after wave of electrical emanations.
   
  Constrict (Ex): A xanthonychos deals 1d6+2 
  points of damage with a successful grapple check.
  Special Qualities: Darkvision 60 ft., 
  resistance to electricity 5, vermin traits
  Saves: Fort +6, Ref +6, Will +1
  Abilities: Str 14, Dex 21, Con 15, Int —, 
  Wis 10, Cha 4
  Skills: Climb +10
  Feats: —
  Environment: Any mountains
  Organization: Solitary
  Challenge Rating: 3
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8 HD (Large); 9-12 HD 
  (Huge)
  Level Adjustment: —
   
  Improved Grab (Ex): To use this ability, a 
  xanthonychos must hit with its tail-pincer attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can constrict.
   
  Shocking Grasp (Sp): Once every three 
  rounds, a xanthonychos can send a shocking bolt 
  of electricity through its tail-pincer as a free action. 
  This functions as the shocking grasp spell (caster 
  level 1st). A xanthonychos can use this ability 
  through any contact with the tail-pincer, including 
  touch attacks, melee attacks, or grappling.
   
  Skills: Xanthonychi have a +8 racial bonus 
  on Climb checks. A xanthonychos can always 
  choose to take 10 on Climb checks, even if rushed 
  or threatened.
  
  68
  4 Amphisbaena
  Large Magical Beast
  Hit Dice: 6d10+6 (39 hp)
  Initiative: +2
  Speed: 20 ft. (4 squares), climb 20 ft., swim 
  20 ft.
  Armor Class: 17 (-l size, +2 Dex, +6 
  natural), touch 11, flat-footed 15
  Base Attack/Grapple: +6/+12
  Attack: 2 bites +8 melee (ld4+3 plus 
  poison)
  Full Attack: 2 bites +8 melee (ld4+3 plus 
  poison)
  Space/Reach: 5 ft. (coiled)/10 ft.
  Special Attacks: Poison
  Special Qualities: All-around vision, 
  darkvision 60 ft., low-light vision, resistance 
  to cold 30, scent, split
   
  The amphisbaena is a giant poisonous snake 
  with a head at each end of its body. Its scales are 
  blackish-blue with bands of lighter colors while 
  its heads are glossy black with crimson eyes. It is 
  often found lairing near a water source or in dark, 
  damp locations. An amphisbaena moves on land 
  by grasping one of its necks with its other head 
  and rolling across the ground like a hoop.
   
  An amphisbaena is about 10 feet long.
  Combat
   
  An amphisbaena is an aggressive and 
  territorial creature, attacking any living creatures 
  that wander near its lair. It attacks by biting with 
  both heads, each bearing poisonous fangs.
   
  Poison (Ex): Bite, Fortitude DC 14; initial 
  damage 1d6 Constitution, secondary damage 2d6 
  Constitution. The save DC is Constitution-based.
   
  All-Around Vision (Ex): Because the 
  amphisbaena has a head at each end of its body, 
  it gains a +4 bonus to Search and Spot checks. It 
  cannot be flanked.
  Saves: Fort +6, Ref +7, Will +3
  Abilities: Str 14, Dex 15, Con 13, Int 1, Wis 
  12, Cha 2
  Skills: Balance +10, Climb +10, Hide +8, 
  Jump -4, Listen +7, Move Silently +8, Spot 
  +6, Swim +10
  Feats: Alertness, Stealthy, Weapon Focus 
  (bite)
  Environment: Any land and underground
  Organization: Solitary or pack (2-4)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 7-12 HD (Large); 13-18 HD 
  (Huge)
  Level Adjustment: –
   
  Split (Ex): Each of the amphisbaena’s heads 
  functions independently of the other. This allows 
  the creature to make a bite attack with each head as 
  part of an attack action. Each head is treated as the 
  sole natural attack, allowing each bite attack to add 
  1-1/2 times its Strength modifier. An amphisbaena 
  that is cut in half continues to function normally 
  (each with half its current hit points) and reattaches 
  its body together in ld2 days.
   
  Skills: An amphisbaena has a +4 racial bonus 
  on Hide, Listen, and Move Silently checks and a 
  +8 racial bonus to Balance and Climb checks. It 
  can always choose to take 10 on Climb checks, 
  even if rushed or threatened. An amphisbaena has 
  a +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard. It can 
  always choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight 
  line.
  
  69
  4
  Argent Cougar
  Medium Magical Beast (Psionic)
  Hit Dice: 4d10+12 (34 hp)
  Initiative: +6
  Speed: 40 ft. (8 squares)
  Armor Class: 18 (+6 Dex, +2 natural), 
  touch 16, flat-footed 12
  Base Attack/Grapple: +4/+6
  Attack: Claw +10 melee (1d6+2)
  Full Attack: 2 claws +10 melee (1d6+2) 
  and bite +5 melee (1d4+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Improved grab, pounce, 
  psi-like abilities, rake 1d6+2
  Special Qualities: Darkvision 60 ft., low-
  light vision
   
  Argent cougars are predatory felines with 
  powerful psionic abilities. They look like predatory 
  pumas but they are larger and their smoky gray 
  pelts glisten as they move with preternatural 
  grace. Legend has it that an ancient race of psionic 
  beings bred ordinary mountain lions and imbued 
  them with mental powers, resulting in the argent 
  cougars. Whether this is true or not, these creatures 
  are deadly hunters and use advanced pack tactics 
  to great effect.
   
  Argent cougars are about 5 feet long and 
  weigh about 150 pounds. Although intelligent, 
  argent cougars do not speak.
  Combat
   
  Argent cougars are patient hunters. They 
  creep up on prey, use their daze monster ability, 
  and then strike. Once an opponent is dazed they 
  use the round to pounce and then rake, going for a 
  quick kill. When a group attacks, one cougar dazes 
  the prey while the others close in to attack.
  Saves: Fort +7, Ref +10, Will +2
  Abilities: Str 15, Dex 23, Con 16, Int 6, Wis 
  13, Cha 14
  Skills: Balance +14, Hide +11, Jump +14, 
  Listen +6, Move Silently +10, Spot +6
  Feats: Alertness, Weapon Finesse
  Environment: Warm or temperate forests 
  and mountains
  Organization: Solitary, pair, or pack (3-6 
  argent cougars)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 5-9 HD (Medium); 10-12 
  (Large)
  Level Adjustment: +4 (cohort)
   
  Improved Grab (Ex): To use this ability, an 
  argent cougar must hit with both claw attacks. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can rake.
   
  Pounce (Ex): If an argent cougar charges a 
  foe, it can make a full attack, including two rake 
  attacks.
   
  Psi-Like Abilities: At will–bite of the wolf, 
  burst, catfall, know direction and location; 3/day–
  psionic daze (DC 14); 1/day–inflict pain (DC 14). 
  Manifester level 8th. The save DCs are Charisma-
  based.
   
  Rake (Ex): Attack bonus +10 melee, damage 
  1d8+3.
   
  Skills: Argent cougars have a +4 racial 
  bonus on Hide and Move Silently checks and a +8 
  racial bonus on Balance and Jump checks.
  
  70
  4 Boarclops
  Large Giant
  Hit Dice: 6d8+12+3 (42 hp)
  Initiative: -1
  Speed: 30 ft. in hide armor (6 squares); base 
  speed 40 ft.
  Armor Class: 17 (-1 size, -1 Dex, +6 
  natural, +3 hide armor), touch 8, flat-footed 
  17
  Base Attack/Grapple: +4/+14
  Attack: Longspear +10 melee (2d6+9) or 
  gore +9 melee (1d8+9)
  Full Attack: Longspear +10 melee (2d6+9) 
  and gore +4 melee (1d8+6); or gore +9 
  melee (1d8+9)
  Space/Reach: 10 ft./10 ft. (20 ft. with 
  longspear)
  Special Attacks: Powerful charge 2d8+18
   
  Boarclops are large, mean-spirited giants 
  often found in the company of orcs. They are 
  short-tempered and prone to fits of violence at 
  the slightest provocation. Boarclops are stocky, 
  with bulging muscles in the shoulders and arms. 
  Covered in coarse black hair, boarclops tower 
  up to 12 feet tall and weigh upwards of 500 
  pounds. Females are slightly shorter than males, 
  only reaching an average of 11 feet in height, but 
  are as massive as male boarclops. Boarclops are 
  gluttonous and have large bellies from gorging 
  on their kills. Their heads resemble that of a huge 
  boar; their deadly looking tusks curve from their 
  lower jaws. They have a single bloodshot eye 
  staring out from the center of its face.
   
  Orcs often revere boarclops, seeing them 
  as embodiments of their god. Although orcs 
  see boarclops as blessed by their dark power, 
  the boarclops themselves do not. It is rare for a 
  boarclops to worship an orc god; they generally 
  venerate the giant deities. Boarclops, however, do 
  not hesitate to take advantage of their relationship 
  with orcs, exacting tribute from nearby orc tribes. 
  Boarclops often take orc servants or slaves for 
  manual labor, as bodyguards, and for other needs 
  that the boarclops are too lazy to see to themselves.
   
  Orc tribes with boarclops in their midst 
  have greater influence than others and are usually 
  more belligerent as well. It is not uncommon for 
  boarclops to lead mixed raiding and war parties of 
  boarclops and orcs, claiming a large share of booty 
  as their reward. Any prisoners taken by boarclops 
  raiding parties inevitably end up as food for the 
  gluttonous brutes.
  Special Qualities: Bloodlust, darkvision 60 
  ft., poor depth perception, scent
  Saves: Fort +7, Ref +1, Will +2
  Abilities: Str 23, Dex 8, Con 15, Int 8, Wis 
  11, Cha 6
  Skills: Hide -8, Jump +5, Listen +4, 
  Survival +3
  Feats: Power Attack, Toughness, Weapon 
  Focus (longspear)
  Environment: Temperate hills
  Organization: Solitary, pair (2 plus 1-4 
  orcs), gang (2-4 plus 5-10 orcs), or band (5-
  8 plus 15-30 orcs)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: By character class
  Level Adjustment: +3
   
  Boarclops compete with ogres for territory, 
  food, and dominance, and have developed an 
  intense hatred for ogres as a result. Boarclops 
  never tolerate the presence of ogres or cooperate 
  with them. Boarclops have even been known 
  to hunt ogres for food and trophies, wiping out 
  entire bands in the process. Encounters between 
  boarclops and ogres usually provoke an immediate 
  attack. A boarclops never attempts to capture an 
  ogre; it always fights to kill.
   
  All boarclops speak Giant, and those with an 
  Intelligence of 10 or higher also speak Orc.
  Combat
   
  Boarclops are not subtle, but neither are 
  they particularly stupid. A favored tactic of the 
  boarclops when it has the advantage is to charge 
  into melee and gore its opponents, invoking its 
  bloodlust. Against large groups or dangerous 
  foes, boarclops prefer to let orc allies soften up 
  opponents, while they pick off targets with their 
  longspears. When the tide begins to turn, they 
  enter the fray to finish off weakened foes. If there 
  are no accompanying orcs, boarclops attempt 
  to flank their opponents and attack with their 
  longspears before closing in for the kill.
   
  Powerful Charge (Ex): A boarclops 
  deals 2d8+18 points of damage when goring an 
  opponent on a charge.
   
  Bloodlust (Ex): Boarclops are bloodthirsty 
  and not likely to flee once they taste an opponent’s 
  blood. A boarclops that successfully damages a 
  living foe with its gore attack gains a +1 morale 
  bonus on attack and damage rolls and a +2 morale 
  
  71
  4
  bonus on Will saves, but suffers a -1 penalty to AC 
  due to carelessness. These adjustments last for the 
  duration of the encounter. Opponents without blood 
  (such as oozes) do not provoke this condition. With 
  the exception of the Will save bonus, the effects of 
  bloodlust stack with a barbarian’s rage ability (if a 
  boarclops has barbarian levels).
   
  Poor Depth Perception (Ex): A boarclops’s 
  single eye offers poor depth perception. Any 
  boarclops using a ranged weapon suffers a 
  -2 penalty on attack rolls.
  Boarclops as Characters
   
  The favored class of the boarclops is 
  barbarian, and most boarclops leaders are 
  barbarians. Boarclops spellcasters are usually 
  adepts. Boarclops rangers often have giants as 
  their favored enemy due to their hatred of ogres.
  Chill Slain
  Medium Undead (Cold)
  Hit Dice: 7d12 (45 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares), climb 15 ft.
  Armor Class: 15 (+3 Dex, +2 natural), 
  touch 13, flat-footed 12
  Base Attack/Grapple: +3/+6
  Attack: Bite +6 melee (1d6+3 and 
  numbness)
  Full Attack: Bite +6 melee (1d6+3 and 
  numbness) and 2 claws +1 melee (1d4+1 
  and numbness)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Numbing grip, numbness
  Special Qualities: Darkvision 60 
  ft., immunity to cold, undead traits, 
  vulnerability to fire
   
  Chill slain have sharp fangs and hooked 
  claws. Its furs are tattered and stained with frozen, 
  encrusted gore. Its eyes, once human, betray 
  only hunger now. Chill slain are formed when a 
  humanoid perishes from exposure to extreme cold. 
  It is unknown what causes these tortured souls to 
  rise again, as the creatures cannot create spawn. 
  Some sages speculate that a chill slain arises as a 
  form of punishment for offending a deity of winter 
  or the mountains. Whatever the case may be, chill 
  slain hunger for flesh and prowl the frozen areas 
  that took their lives, hunting only at night.
   
  A chill slain stands as tall as a typical 
  human, but weighs only about half as much due 
  to its emaciated form. Chill slains cannot speak, 
  but understand the languages they knew in life 
  (usually Common).
  Combat
   
  Chill slain fall upon their victims with tooth 
  and claw, numbing their victims with their icy grip 
  as they rend flesh from bone. They will sometimes 
  grapple their prey, holding them in a freezing 
  Saves: Fort +2, Ref +5, Will +2
  Abilities: Str 16, Dex 17, Con —, Int 6, Wis 
  5, Cha 10
  Skills: Climb +11, Hide +8, Jump +4, Listen 
  +4, Move Silently +8, Spot +4, Survival +4 
  (+6 following tracks)
  Feats: Ability Focus (numbness), Alertness, 
  Track
  Environment: Cold hills and mountains
  Organization: Solitary, pair, gang (3-5), or 
  pack (6-20)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 8-21 HD (Medium)
  Level Adjustment: —
  embrace until the victim is overcome by the chill, 
  and meanwhile dig with their teeth for warm 
  blood. If outnumbered, chill slain will endeavor to 
  use their numbing grip on as many foes as possible 
  before moving to the task of finishing off their 
  chilled victim.
   
  Numbness (Ex): Anyone hit by a chill slain 
  must make a DC 15 Fortitude save or take 1 point 
  of Dexterity damage. The save DC is Charisma-
  based.
   
  Numbing Grip (Ex): If an chill slain 
  successfully grapples an opponent or otherwise 
  maintains contact with him for a full round, he must 
  succeed at a DC 13 Fortitude save at the beginning 
  of his turn or take 1d4 points of Dexterity damage. 
  The save DC is Charisma-based.
   
  Skills: Chill slains have a +2 racial bonus on 
  Hide, Move Silently, and Survival checks, and a 
  +4 racial bonus on Listen and Spot checks. A chill 
  slain has a +8 racial bonus on Climb checks and 
  can always choose to take 10 on Climb checks, 
  even if rushed or threatened.
  
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  4
  Clamor
  Medium Aberration (Extraplanar, 
  Incorporeal)
  Hit Dice: 4d8+12 (30 hp)
  Initiative: +11
  Speed: Fly 50 ft. (perfect) (10 squares)
  Armor Class: 20 (+7 Dex, +3 deflection), 
  touch 20, flat-footed 13
  Base Attack/Grapple: +3/–
  Attack: Sonic ray +10 ranged touch (2d6 
  sonic)
  Full Attack: Sonic ray +10 ranged touch 
  (2d6 sonic)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Sonic burst
  Special Qualities: Darkvision 60 ft., 
   
  A clamor is a strange, extraplanar creature 
  that is comprised entirely of sound waves. 
  Normally invisible, through a gem of seeing or 
  true seeing spell a clamor looks like a field of 
  shifting patterns comprised of vibrations and 
  oscillations approximately 5 feet across and about 
  as tall.
   
  Clamors have a playful kind of intelligence, 
  and appear to desire communication. Being able to 
  mimic any sound they have ever encountered with 
  perfect accuracy, clamors wander the Material 
  Plane emitting a nonsensical cacophony of voices, 
  crashes, clicks, roars, and music. Since they are 
  usually invisible, most adventurers that encounter 
  a clamor walk away from the creature without 
  ever having realized that they had met one. Many 
  a sentry on duty has heard only his own voice in 
  response to what he thought was someone walking 
  around out in the darkness; what he really heard 
  was a clamor trying to talk to him.
   
  Bards are fascinated by these odd creatures, 
  and many a bard has gained a clamor as a 
  companion of sorts. They have intelligence, and 
  can be trained. A bard of at least 5th level that 
  has had prior contact with a clamor is capable 
  of communicating with these creatures on a 
  rudimentary basis. The intelligence of a clamor is 
  just barely above that of a small child, so complex 
  communication is out of reach.
  Combat
   
  Clamors tend to keep at a distance, emitting 
  random noises and “playing back” any interesting 
  sound made by creatures they are observing. Once 
  provoked to attack, clamors strike at their foes 
  with high frequency sonic beams. If cornered or 
  overwhelmed, a clamor uses its sonic burst ability 
  incorporeal traits, natural invisibility, perfect 
  mimic, speed of sound, vulnerabilities
  Saves: Fort +4, Ref +10, Will +5
  Abilities: Str –, Dex 25, Con 17, Int 5, Wis 
  12, Cha 17
  Skills: Listen +3, Sense Motive +4, Spot +3
  Feats: Improved Initiative, Lightning 
  Reflexes
  Environment: Any land
  Organization: Solitary
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-12 HD (Medium)
  Level Adjustment: –
  before attempting to flee (moving at the speed of 
  sound which all but insures its escape).
   
  Sonic Burst (Ex): When angered, a clamor 
  can emit a massive onslaught of sonic energy as 
  a full-round action that can be heard for miles in 
  all directions. Any living creature within 100 feet 
  of the clamor must succeed on a DC 15 Fortitude 
  save or be stunned for 1d3 rounds. Further, living 
  creatures within 50 feet of the clamor must succeed 
  on a DC 15 Fortitude save or be permanently 
  deafened. A restoration, wish, miracle, or remove 
  blindness/deafness spell restores hearing and 
  negates the stunning effect. The save DCs are 
  Constitution-based.
   
  Natural Invisibility (Su): As creatures of 
  living sound, a clamor is naturally invisible, even 
  when it attacks. This ability is inherent and is not 
  subject to the invisibility purge spell.
   
  Perfect Mimic (Ex): A clamor can 
  duplicate any sound it has ever encountered with 
  near perfect accuracy as a free action. Being 
  accustomed to tone and pitch, a bard may make a 
  DC 20 Bardic Knowledge check to determine that 
  the sounds are being produced artificially. Another 
  Bardic Knowledge check (same DC) allows the 
  bard to realize that the creature making the sounds 
  is indeed a clamor. If the bard has encountered a 
  clamor before, the second check is not required.
   
  Speed of Sound (Ex): Once per day, a 
  clamor can move at the speed of sound for a 
  number of minutes equal to its Hit Dice. Its speed 
  becomes 6,820 feet per round (1,364 squares), but 
  it cannot attack or make use of any of its other 
  abilities when moving this way.
   
  Vulnerabilities (Ex): Any spell that creates 
  a zone of silence or vacuum deals 3d6 points 
  
  73
  4
  of damage to a clamor and forces it to make a 
  successful Fortitude save (DC equal to 10 + spell 
  level + spell caster’s appropriate ability score 
  modifier) or become panicked for 1 minute. In 
  addition, the following spells can affect a clamor 
  in unusual ways.
   
  Ghost sound, major image, minor image, 
  message, ventriloquism, whispering wind: These 
  magically-generated or altered sounds force a 
  clamor to make a Will save (DC 10 + spell level 
  + the caster’s appropriate ability score modifier) or 
  act as though affected by a confusion spell for a 
  number of rounds equal to the caster’s level.
   
  Sculpt sound: Using this spell to warp the 
  sound from which the clamor is made, the caster 
  deals 1d4 points of damage per caster level. The 
  clamor is allowed a Fortitude save (DC 13 
  + the bard’s Charisma modifier) for half 
  damage.
   
  This spell also enables a bard (and only a 
  bard) to completely control the actions of a clamor 
  if the clamor fails a Will save (DC 10 + 1/2 the 
  bard’s level + the bard’s Charisma modifier). If 
  the clamor fails the save, it is affected as if by a 
  dominate monster spell with a caster level equal to 
  that of the bard’s class level.
   
  Shout, sound burst: These spells do no 
  damage to a clamor, but force it to make a Will 
  save (DC 10 + spell level + the caster’s appropriate 
  ability score modifier) or be affected as if by a 
  charm monster spell with a caster level equal to 
  that of the caster.
  Cobra Flower
  Large Plant
  Hit Dice: 6d8+18 (45 hp)
  Initiative: +l
  Speed: 0 ft.
  Armor Class: 14 (-l size, +l Dex, +4 
  natural), touch 10, flat-footed 14
  Base Attack/Grapple: +4/+11
  Attack: Bite +6 melee (1d6+4 plus 1d6 
  acid)
  Full Attack: Bite +6 melee (1d6+4 plus 1d6 
  acid)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Acid, improved grab
  Special Qualities: Blindsight 30 ft., plant 
  traits
   
  Cobra flowers are tall, slender plants, each 
  with a large flowering yellow bulb topping its 
  brownish-green roots. Two large green leaves 
  flank the flowering top, giving the appearance of 
  a hood. The leaves are thin and have transparent 
  splotches on them. Cobra flowers draw nutrients 
  from sunlight, the soil, and water, but enjoy a diet 
  of insects, rodents, animals, and even humanoids 
  when they are available.
   
  A cobra flower usually grows to a height of 
  8 feet. Its bulb is large enough to accommodate a 
  victim of its size.
  Combat
   
  When the cobra flower detects a living 
  creature, it remains motionless until its prey is 
  Saves: Fort +8, Ref +3, Will +3
  Abilities: Str 17, Dex 13, Con 16, Int –, Wis 
  13, Cha 9
  Skills: Hide -3
  Feats: –
  Environment: Temperate and cold forest 
  and mountains
  Organization: Solitary or patch (2-4)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 7-12 HD (Large); 13-18 HD 
  (Huge)
  Level Adjustment: –
  within 5 feet. It then spreads its leafy hood, opens 
  its flowery bulb, and bites its prey, secreting acidic 
  enzymes to break down and digest the victim.
   
  Acid (Ex): Any creature successfully 
  grappled by the cobra flower takes 1d6 points of 
  acid damage each round the hold is maintained.
   
  Improved Grab (Ex): To use this ability, a 
  cobra flower must hit with an opponent of its size 
  or smaller with its bite attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and deals automatic acid 
  damage each round.
   
  Blindsight (Ex): Cobra flowers have no 
  visual organs but can ascertain all foes within 30 
  feet using sound, scent, and vibration.
  
  74
  4 Dark Stalker
  Medium Humanoid (Dark Stalker)
  Hit Dice: 2d8+4 (13 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares)
  Armor Class: 18 (+2 Dex, +4 moldering 
  armor, +2 natural), touch 12, flat-footed 16
  Base Attack/Grapple: +1/+2
  Attack: Short sword +2 melee (1d6+1/19-
  20 plus poison)
  Full Attack: Short sword +2 melee (1d6+1/
  19-20 plus poison)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Death throes, poison use, 
  spell-like abilities
  Special Qualities: Detect magic, light 
  blindness, moldering armor, see in darkness
   
  Dark stalkers are rarely seen humanoids that 
  live in the dark places. Their skin is pallid, and 
  they wear layer after layer of filthy dark clothing 
  underneath a dirty black cloak. No doubt dark 
  stalkers were once human, but their hermit-like 
  existence and affinity for darkness has warped 
  their humanity to a desperate state.
   
  A typical dark stalker stands 6 feet tall and 
  weighs 200 pounds. Dark stalkers speak their own 
  babbling language understandable only to other 
  dark stalkers. Some of the more intelligent dark 
  stalkers speak Common.
  Combat
   
  When first encountered, dark stalkers utilize 
  their fog cloud and darkness abilities to gain the 
  advantage. Dark stalkers generally try to avoid 
  combat, using their powers to cover their escape. 
  If forced into combat, they attack using their short 
  swords. If defeat is imminent, a dark stalker seeks 
  the quickest means of escape possible.
   
  Death Throes (Ex): When killed, a dark 
  stalker spontaneously explodes in a flash of white-
  hot flame in a 20-foot-radius burst. This deals 3d6 
  points of fire damage (Reflex save DC 13 halves 
  the damage). The save DC is Constitution-based.
   
  Poison Use: Dark stalkers are never at risk 
  Saves: Fort +2, Ref +5, Will +0
  Abilities: Str 13, Dex 14, Con 14, Int 9, Wis 
  11, Cha 13
  Skills: Climb +5, Hide +7, Listen +3, Move 
  Silently +7, Sleight of Hand +3, Spot +3
  Feats: Blind-Fight
  Environment: Temperate mountains and 
  underground
  Organization: Solitary
  Challenge Rating: 4
  Treasure: Standard coins; standard goods; 
  double items
  Alignment: Usually chaotic neutral
  Advancement: By character class
  Level Adjustment: +4
  when applying poisons to weapons. They commonly 
  use an injury poison created by their kind, which has 
  a Fortitude DC of 14; initial damage 1d4 Strength, 
  and secondary damage 1d6 Strength.
   
  Spell-Like Abilities: 3/day – darkness; 2/
  day–fog cloud. Caster level 8th.
   
  Detect Magic (Su): A dark stalker can 
  continuously detect magic as the spell (caster level 
  12th). It can suppress or resume this ability as a 
  free action.
   
  Light Blindness (Ex): Abrupt exposure to 
  bright light (such as sunlight or a daylight spell) 
  blinds dark stalkers for 1 round. On subsequent 
  rounds, they are dazzled as long as they remain in 
  the affected area.
   
  Moldering Armor: Dark stalkers rarely 
  remove clothing. They add layer after layer as the 
  ones underneath molder away, granting them a +4 
  armor bonus. This “armor” has no max Dex bonus, 
  no armor check penalty, and no chance of spell 
  failure.
   
  See in Darkness (Su): Dark stalkers can see 
  perfectly in darkness of any kind, including that 
  created by deeper darkness spells.
   
  Skills: Dark stalkers have a +4 racial bonus 
  on Climb, Hide, and Move Silently checks and a 
  +2 racial bonus on Listen and Spot checks.
  
  75
  4
  Gallows Tree Zombie
  Medium Plant
  Hit Dice: 6d8+6 (33 hp)
  Initiative: +6
  Speed: 30 ft. (6 squares)
  Armor Class: 17 (+2 Dex, +5 natural), 
  touch 12, flat-footed 15
  Base Attack/Grapple: +4/+8
  Attack: Slam +8 melee (1d6+4)
  Full Attack: 2 slams +8 melee (1d6+4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Spore cloud
  Special Qualities: Darkvision 60 ft., fast 
  healing 5, low-light vision, plant traits, 
  tether-vine, tremorsense 60 ft.
  Saves: Fort +6, Ref +4, Will +2
   
  The gallows tree zombie is a humanoid with 
  deathly gray-green skin dressed in tattered and 
  torn clothes. Small plants, weeds, and fungi grow 
  on the creature’s body. A long, sinewy, greenish-
  brown noose connects the creature to the massive 
  tree behind it.
   
  Gallows tree zombies were once living 
  humanoids slain and devoured by a gallows tree 
  (page 187) and reborn from the seedlings as a 
  minion of said creature. They serve no purpose 
  in life now other than killing or capturing living 
  prey for the gallows tree that created them. These 
  monsters retain small memories of their former 
  lives and these scenes sometimes manifest in the 
  zombie’s mind, causing it great anger which it 
  vents on the nearest living creature.
   
  Gallows tree zombies show no spark of life 
  in their eyes, but are not completely mindless. 
  They are not undead even though their name 
  suggests otherwise; therefore, they cannot be 
  turned or rebuked.
   
  A gallows tree zombie weighs as much as it 
  did in life, but can no longer speak any languages.
  Combat
   
  Gallows tree zombies hang motionless from 
  the gallows tree, appearing lifeless. When a living 
  creature comes within 100 feet of a gallows tree, 
  the zombies are lowered to the ground and they 
  move to attack.
   
  Gallows tree zombies prefer uneven odds 
  that favor them, so ganging up on an individual 
  Abilities: Str 19, Dex 15, Con 13, Int 4, Wis 
  10, Cha 1
  Skills: Hide +5, Listen +5, Move Silently 
  +5, Spot +2
  Feats: Alertness, Improved Initiative, Power 
  Attack
  Environment: Temperate and warm forest, 
  hill, marsh and plains
  Organization: Grove (6-11 plus 1 gallows 
  tree)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 7-12 HD (Medium); 13- 18 
  HD (Large)
  Level Adjustment: —
  is the norm in battle. Slain foes are dragged back 
  to the gallows tree to be devoured or transformed 
  into a gallows tree zombie to replace any that fell 
  in battle.
   
  Spore Cloud (Ex): As a free action, once 
  every 1d4 rounds (but no more than three times per 
  day), a gallows tree zombie can breathe a cloud of 
  poisonous, greenish spores in a 5-foot cube directly 
  in front of it. A creature caught in the cloud must 
  succeed on a DC 14 Fortitude save or be slowed 
  (as the slow spell) for 6 rounds. One minute later, 
  the creature must make another Fortitude save 
  (same DC) or take 1d3 points of Strength damage. 
  The save DC is Constitution-based.
   
  Fast Healing (Ex): A gallows tree zombie 
  heals only if it is connected to its gallows tree by 
  its tether-vine.
   
  Tether-Vine (Ex): A gallows tree zombie is 
  connected to the gallows tree that created it by a 
  long, sinewy vine. This vine can be lengthened 
  to allow the zombie to move up to 100 feet away 
  from the tree. The vine is AC 19 (touch 12) and has 
  10 hit points. Harming the vine deals no damage 
  to the gallows tree zombie or the gallows tree, but 
  if severed, does prevent the zombie from using its 
  fast healing ability.
   
  Tremorsense (Ex): Gallows tree zombies 
  can automatically sense the location of anything 
  within 60 feet that is in contact with the same 
  vegetation the zombie is touching.
  
  76
  4
  Gnomide
  Medium Elemental (Earth, Extraplanar)
  Hit Dice: 6d8+18 (45 hp)
  Initiative: -1
  Speed: 20 ft. (4 squares), burrow 20 ft
  Armor Class: 17 (-1 Dex, +8 natural), 
  touch 9, flat-footed 17
  Base Attack/Grapple: +4/+8
  Attack: Fist +8 melee (ld8+4/19-20)
  Full Attack: 2 fists +8 melee (ld8+4/19-20)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Spell-like abilities, 
  summon elemental, tremor
  Special Qualities: Change shape, 
  darkvision 60 ft., elemental traits
   
  The civilization builders from the Plane 
  of Earth, gnomides are industrious and reliable, 
  accused rightly of stubbornness as they rarely 
  change their mind once they commit to anything. 
  They are squat and stocky, with stone skin that 
  ranges from the gray to the black, depending on the 
  kind of rock it is made of. Their features are rough 
  and vague; their faces have more suggestions of 
  facial features than the real thing. Gnomides are 
  master crafters, turning what comes from the earth 
  into anything, be it metal or stone.
   
  In addition to the standard languages, 
  gnomides speak Dwarven and Terran. 
  Combat
   
  Gnomides are not known for clever tactics, 
  but brutal assault works for them just fine. If they 
  use weapons, they are made from the strongest 
  metals and the toughest stone.
  Saves: Fort +8, Ref +1, Will +2
  Abilities: Str 19, Dex 8, Con 16, Int 10, Wis 
  11, Cha 11
  Skills: Appraise +2, Climb +8, Craft (any) 
  +2, Hide +1*, Intimidate +3, Listen +3, Spot 
  +2
  Feats: Cleave, Improved Critical (fist), 
  Power Attack
  Environment: Elemental Plane of Earth
  Organization: Solitary or gang (2-8)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Usually lawful neutral
  Advancement: By character class
  Level Adjustment: —
   
  Spell-like Abilities: 
  At 
  will–mending; 
  3/day–detect magic, meld into stone, soften earth 
  and stone; 2/day–make whole, stone shape; 1/
  week–earthquake (DC 18). Caster level 6th. The 
  save DCs are Charisma-based.
   
  Summon Elemental (Sp): Once per day a 
  gnomide can attempt to summon 1d4 Medium 
  earth elementals with a 35% chance of success, or 
  one thoqqua with no chance of failure. This ability 
  is the equivalent of a 4th-level spell.
   
  Tremor (Su): Gnomides can make the ground 
  tremble beneath them up to 60 ft. away. Creatures 
  must succeed on a DC 16 Reflex save or be 
  knocked down and prone. The shaking is so violent 
  that creatures inside the area suffer 2d4 points of 
  damage. The save DC is Constitution-based.
   
  Change Shape (Su): A gnomide can assume 
  the shape of a dwarf or gnome as a standard action.
   
  Skills: *Gnomides have a +6 racial bonus in 
  rocky terrain.
  
  77
  4
  Lesser Phoenix
  Medium Elemental (Extraplanar, Fire)
  Hit Dice: 4d8+8 (26 hp)
  Initiative: +4
  Speed: 20 ft. (4 squares), fly 60 ft. (good) (6 
  squares)
  Armor Class: 17 (+4 Dex, +3 natural), 
  touch 14, flat-footed 13
  Base Attack/Grapple: +3/+5
  Attack: Talons +5 melee (1d6+2) or bite +5 
  melee (1d8+2)
  Full Attack: 2 talons +5 melee (1d6+2) and 
  bite +0 melee (1d8+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Death throes, explode, 
  fiery aura, spell-like abilities
  Special Qualities: Darkvision 60 ft., 
   
  The lesser phoenix is a bird native to the 
  Elemental Plane of Fire. It acts as messenger and 
  sentinel for other denizens of that plane, as it can 
  undertake planar travel and is relatively intelligent. 
  It resembles a large eagle with a longer neck and 
  beak, but its feathers are an incandescent red. It 
  trails fire as it flies, with small flames licking its 
  body when it is perched.
   
  It eats other creatures of the Plane of Fire 
  and sates itself with metal when it travels to 
  the Material Plane. It is a regal creature with 
  knowledge of its magnificence and its importance, 
  and acts haughty and sometimes bullies other 
  weaker elementals.
   
  It understands, but does not speak Common 
  and Ignan.
  Combat
   
  These creatures are hotheaded and will not 
  shirk from a fight, especially considering their 
  power to engulf in flame anything that surrounds 
  them. It is more reckless in the Material Plane, as 
  it knows it will reform in its home plane when it 
  is destroyed, and is fond of leaving its would-be 
  killers the little surprise of its explosive suicide.
  elemental traits, flicker form, immunity to 
  fire, vulnerability to cold
  Saves: Fort +3, Ref +8, Will +2
  Abilities: Str 14, Dex 18, Con 14, Int 8, Wis 
  13, Cha 11
  Skills: Intimidate +3, Knowledge (the 
  planes) +3
  Feats: Ability Focus (explode), Flyby 
  Attack
  Environment: Elemental Plane of Fire
  Organization: Solitary
  Challenge Rating: 4
  Treasure: None
  Alignment: Always chaotic neutral
  Advancement: 5-8 HD (Medium); 9-12 HD 
  (Large)
  Level Adjustment: —
   
  Death Throes (Su): When a lesser phoenix 
  drops below 0 hit points it immolates itself. This 
  creates an explosion of flames in a 30-foot radius 
  around the lesser phoenix’s body, dealing 6d6 
  points of fire damage to all within (Reflex DC 14 
  half). The save DC is Constitution-based.
   
  Explode (Ex): A lesser phoenix can cause 
  a burst of flame to explode in a 20-foot radius 
  around its body. The lesser phoenix takes 1d6 
  points of damage when it uses this attack, but the 
  explosion deals 4d6 points of fire damage (Reflex 
  DC 16 half) to all creatures in the radius. The save 
  DC is Constitution-based.
   
  Fiery Aura (Ex): Anyone within 30 feet of a 
  lesser phoenix must succeed on a DC 14 Fortitude 
  save or take 1d6 points of heat damage per round 
  from the intense heat. The save DC is Constitution-
  based.
   
  Spell-Like Abilities: 1/week–plane shift. 
  Caster level 4th.
   
  Flicker Form (Ex): On any plane other 
  than the Plane of Fire, the phoenix’s body flickers 
  like a flame. All attacks against a lesser phoenix 
  have a 30% miss chance as they pass through the 
  creature’s fiery body.
  
  78
  4
  Lifethief
  Medium Undead
  Hit Dice: 6d12 (39 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares)
  Armor Class: 20 (+2 Dex, +8 natural), 
  touch 12, flat-footed 18
  Base Attack/Grapple: +3/+4
  Attack: Bite +4 melee (1d6+1 and fetid 
  touch)
  Full Attack: Bite +4 melee (1d6+1 and fetid 
  touch) and 2 claws -1 melee (1d6 and fetid 
  touch)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Fetid touch
  Special Qualities: Damage reduction 
  10/adamantine, darkvision 60 ft., turning 
  immunity, undead traits
   
  Lifethieves are a form of undead similar 
  to ghouls, at least in the fact that they are feral 
  undead that hunger for carrion. Unlike ghouls, 
  which originate from human and humanoid stock, 
  lifethieves are the undead form of some alien 
  being, possibly from a long-dead civilization or 
  another world. The lifethief has strange, alien 
  features — most notably its high skull, which 
  slopes back in a series of short horned plates. Its 
  gray skin is rotting and covered in an oily film that 
  catches faint rainbow hues in certain lighting.
   
  A lifethief is about 6 feet tall and weighs 
  about 150 pounds. Lifethieves speak Common and 
  their own alien language.
  Combat
   
  Lifethieves are deadly foes. Much of the 
  danger they pose is not faced until after a lifethief 
  is destroyed—when victims may learn the terrible 
  truth about the lifethief’s fetid touch. A lifethief 
  attempts to spread its attacks to three opponents. It 
  expects to afflict most of its foes with fetid touch 
  and thus force them to retreat, hopefully with one 
  or more opponents still stunned and unconscious 
  from the fetid touch’s effects. The lifethief may 
  then carry away a meal or pursue retreating 
  opponents as circumstances warrant.
  Saves: Fort +2, Ref +4, Will +7
  Abilities: Str 13, Dex 15, Con —, Int 15, 
  Wis 15, Cha 16
  Skills: Climb +7, Escape Artist +9, Hide 
  +9, Jump +7, Listen +9, Move Silently +9, 
  Search +6, Spot +9, Swim +4
  Feats: Cleave, Improved Bull Rush, Power 
  Attack
  Environment: Any land or underground
  Organization: Solitary, pair, or pack (1-4)
  Challenge Rating: 4
  Treasure: Double standard
  Alignment: Always chaotic evil
  Advancement: 7-12 HD (Medium); 13-18 
  HD (Large)
  Level Adjustment: —
   
  Fetid Touch (Su): A living creature hit 
  by a lifethief’s attack must succeed at a DC 16 
  Fortitude save to avoid having its flesh start 
  rotting. If the victim fails, it is stunned for the next 
  2d4 rounds. At the end of this time, the victim’s 
  life force is whisked away, turning it into a kind of 
  “living undead.” The save DC is Charisma-based.
   
  The victim is considered undead in all 
  respects–immunities, 
  healing, 
  unaffected 
  by 
  raise dead and similar spells, and so on–but it is 
  not truly undead. Rather, the victim is caught in 
  a terrible limbo between life and death. Until the 
  effects of the fetid touch are removed or dissipate, 
  a victim’s wounds no longer heal naturally–even 
  magical healing or potions do not aid in healing. 
  Victims in this state can be hurt further just like 
  any undead, making it a perilous condition.
   
  The 
  victim 
  acquires 
  a 
  zombie-like 
  appearance and ashen gray skin until the touch’s 
  effects wear off completely. Fetid touch has no 
  known cure other than natural recovery, but some 
  wizards would certainly pay dearly to examine a 
  victim (willing or not).
   
  A victim receives a new saving throw every 
  day to recover naturally, but the DC increases by 
  +1 per day. So, the save DC increases to 17 the 
  day after the affliction is gained, to DC 18 the 
  following day, and so on.
  
  79
  4
  Fool’s Dragon
  Huge Magical Beast
  Hit Dice: 6d10+18 (51 hp)
  Initiative: +5
  Speed: 40 ft. (8 squares), swim 20 ft.
  Armor Class: 17 (-2 size, +1 Dex, +8 
  natural), touch 9, flat-footed 16
  Base Attack/Grapple: +6/+19
  Attacks: Bite +9 melee (1d8+5)
  Full Attack: Bite +9 melee (1d8+5) and 
  2 claws +7 melee (1d6+2) or tail slap +9 
  melee (2d6+7)
  Space/Reach: 15 ft./10 ft. (15 feet with tail)
  Special Attacks: Crush 2d8+7, venom 
  breath
   
  A fool’s dragon gets its name from its 
  uncanny resemblance to true dragons. The great 
  reptilian beast is easily over a dozen feet long. Its 
  emerald scales glitter like gems in the noonday sun 
  as it stretches regally, ruffling its fanlike “wings” to 
  shake away the dust. The fool’s dragon is actually 
  an enormous lizard whose “wings” are actually 
  membranes used to collect heat from the sun.
   
  Many a fool’s dragon has been slain due to its 
  draconic appearance. On the other hand, many of 
  these beasts have been given wide berth by more 
  dangerous predators. Would-be dragonslayers 
  sometimes hunt these creatures and boast of their 
  prowess, only to later meet a quick death at the 
  hands of the real thing.
   
  A fool’s dragon’s body is about 15 feet long, 
  with its tail extending nearly another 15 feet. It 
  weighs about 6 tons. Fool’s dragons are no more 
  intelligent than a typical lizard, and thus do not 
  speak or understand any languages.
  Combat
   
  A fool’s dragon starts combat with a tail slap, 
  preferring to expend as little energy as possible. If 
  irritated further, the great lizard spits its venomous 
  cloud and then attacks with claws and teeth, 
  focusing on one opponent at a time. A fool’s 
  dragon prefers to save its second venom attack as a 
  prelude to fleeing the combat, and will only use it 
  as a last resort.
  Special Qualities: Low-light vision
  Saves: Fort +8, Ref +6, Will +3
  Abilities: Str 20, Dex 12, Con 16, Int 2, Wis 
  12, Cha 10
  Skills: Climb +13, Hide -7, Jump +18, 
  Listen +5, Spot +5, Swim +13
  Feats: Alertness, Improved Initiative, 
  Multiattack
  Environment: Temperate and warm hills
  Organization: Solitary or pair
  Challenge Rating: 4
  Advancement: 7-12 HD (Huge); 13-18 HD 
  (Gargantuan)
  Level Adjustment: —
   
  Crush (Ex): A fool’s dragon can jump onto 
  opponents as a standard action. This is effective 
  only against Small or smaller opponents. A crush 
  attack affects as many creatures as can fit under the 
  fool’s dragon’s body. Creatures in the affected area 
  must succeed on a DC 16 Reflex save or be pinned, 
  suffering 2d8+7 points of crushing damage. If the 
  fool’s dragon chooses to maintain the pin, treat it 
  as a normal grapple attack. Pinned opponents take 
  damage from the crush each round if they don’t 
  escape. The save DC is Constitution-based.
   
  Venom Breath (Ex): Twice per day, a fool’s 
  dragon can breathe a 20-foot-diameter cloud of 
  toxic mist, centered on the fool’s dragon, causing 
  blindness for 2d20 minutes and dealing 3d4 points 
  of damage; a DC 16 Fortitude save negates the 
  blindness and halves the damage. The save DC is 
  Constitution-based. Mock dragons are immune to 
  the venom breath ability of other fool’s dragons.
   
  Skills: A fool’s dragon receives a +4 racial 
  bonus on Jump checks and a +8 racial bonus on 
  Climb checks. A fool’s dragon has a +8 racial 
  bonus on any Swim check to perform some special 
  action or avoid a hazard. It can always choose 
  to take 10 on a Swim check, even if distracted 
  or endangered. It can use the run action while 
  swimming, provided it swims in a straight line.
  
  80
  4
  Mountain Folk
  Mountain Man
  Medium Monstrous Humanoid
  Hit Dice: 5d8+20 (42 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares)
  Armor Class: 10 (-2 Dex, +2 natural), 
  touch 8, flat-footed 10
  Base Attack/Grapple: +5/+9
  Attack: Claw +9 melee (ld6+4)
  Full Attack: 2 claws +9 melee (ld6+4) and 
  bite +4 melee (ld4+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Curse touch, frightful 
  presence
  Special Qualities: Damage reduction 
  9/silver, darkvision 60 ft.
  Saves: Fort +5, Ref +2, Will +1
  Abilities: Str 19, Dex 6, Con 19, Int 8, Wis 
  5, Cha 9
  Skills: Listen +3, Spot +3
  Feats: Alertness, Improved Initiative
  Environment: Any forests and mountains
  Organization: Solitary
  Challenge Rating: 4
  Treasure: None 
  Alignment: Usually chaotic evil
  Advancement: None
  Level Adjustment: +2
  Mountain Woman
  Medium Monstrous Humanoid
  Hit Dice: 4d8+8 (26 hp)
  Initiative: +6
  Speed: 25 ft. (5 squares), fly 40 ft. (average)
  Armor Class: 14 (+2 Dex, +2 natural), 
  touch 12, flat-footed 12
  Base Attack/Grapple: +4/+6
  Attack: Claw +6 melee (ld6+2)
  Full Attack: 2 claws +6 melee (ld6+2) and 
  bite +1 melee (ld4+1) 
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Curse touch, improved 
  grab, swallow whole
  Special Qualities: Damage reduction 
  9/silver, darkvision 60 ft.
  Saves: Fort +3, Ref +6, Will +1
  Abilities: Str 15, Dex 14, Con 14, Int 11, 
  Wis 5, Cha 9
  Skills: Listen +6, Spot +6
  Feats: Alertness, Improved Initiative
  Environment: Any forests and mountains
  Organization: Solitary
  Challenge Rating: 4 
  Treasure: None 
  Alignment: Usually chaotic evil
  Advancement: None
  Level Adjustment: +6
   
  Mountain folk were humanoids that fell victim to a terrible curse. They are shunned from humanoid 
  society and considered little better than animals. These feral beings attack humans on sight, and those 
  injured by mountain folk who do not die of their wounds may become mountain folk themselves.
   
  A male mountain folk is about the size of a typical human, but usually weighs at least 200 pounds 
  due to its musculature. Females are about 5-1/2 feet tall and weigh about 180 pounds; while their torsos 
  are human, the rest of their bodies are insectile. Their six legs are segmented and their wings like those of 
  a dragonfly, sprouting from behind the shoulder blades.
   
  Mountain folk speak Common.
  Combat
   
  Neither of these creatures, displays much finesse or strategy in battle. They attack mindlessly and only 
  flee battle if wounded grievously or if they have captured at least one meal for later consumption. Neither 
  has the presence of mind to utilize weapons, relying instead on their preternatural claws and limbs.
   
  Curse Touch (Ex): The claws of both male and female mountain folk carry an insidious curse. Any 
  humanoid injured by mountain folk must make a Fortitude save (DC equals 10 + damage dealt). On a 
  failure, the victim does not suffer any noticeable effects until one hour later, when he or she falls into a 
  coma. The victim runs a high fever while his or her skin erupts with pustules and boils in short time. Only 
  remove curse or greater magics can halt this effect once it has begun. If the victim does not have the curse 
  lifted within the next 24 hours, its soul is wrenched from its body as a mountain folk spirit possesses its 
  body. The victim’s body alters, and it gains all the special attacks and qualities of a mountain folk of the 
  same gender. Once the transformation is complete, the victim’s spirit is consumed by that of the inhabiting 
  evil spirit, and she may not be restored by anything short of a wish or miracle.
  Additionally, change the victim’s ability scores as follows:
  
  81
  4
   
  Mountain Man: Str +8, Dex -4, Con +8, Int 
  -2, Wis -6, Cha -2
   
  Mountain Woman: Str +4, Dex +4, Con +4, 
  Wis -6, Cha -2
  Mountain Men
   
  A mountain man fights like a feral animal, 
  mindlessly attacking with its claws and bite.
   
  Frightful Presence (Ex): A mountain man 
  can unsettle foes with its mere presence. The ability 
  takes effect automatically whenever the mountain 
  man attacks, charges, or flies overhead. Creatures 
  within a 20-foot-radius of the mountain man must 
  make a DC 11 Will save. On a failure, creatures 
  with 5 or less HD become shaken for 4d6 rounds. 
  A successful save leaves that opponent immune to 
  that mountain man’s frightful presence for 24 hours. 
  Mountain folk ignore the frightful presence of other 
  mountain folk. The save DC is Charisma-based.
  Mountain Women
   
  The six insectoid legs along the mountain 
  woman’s torso are strong enough to grapple any 
  prey successfully attacked by one of her claw 
  attacks. The smaller legs grapple the prey up close 
  to the torso to restrict movement and either allow 
  the monster to fly away with her food or consume 
  it on the spot.
   
  A mountain woman’s most fearsome attack 
  is her ability to swoop down and swallow victims 
  whole. Despite being only slightly larger, a 
  mountain woman can swallow up to Medium 
  size prey. Unless the victim is Tiny or smaller, the 
  monster flees battle after swallowing her 
  prey, as her entire torso and body bloats 
  and engorges to envelop the food. Otherwise, 
  she begins to digest her meal on the spot.
   
  Improved Grab (Ex): To use this ability, 
  a mountain woman must hit with a claw attack. 
  She can then attempt to start a grapple as a free 
  action without provoking attacks of opportunity. 
  If she wins the grapple check, she establishes a 
  hold and can attempt to swallow whole or transfer 
  the victim to her insectoid legs with another 
  successful grapple check. A mountain woman is 
  not considered grappled if she holds grappled prey 
  among these torso legs.
   
  Swallow Whole (Ex): A mountain woman 
  can try to swallow a grabbed opponent of Medium 
  or smaller size by making a successful grapple 
  check. Once inside, the opponent takes 1d8 points 
  of crushing damage plus 2d8 points of acid damage 
  per round from the creature’s digestive juices. A 
  swallowed creature can cut its way out by dealing 
  15 points of damage to the mountain woman’s 
  digestive tract (AC 11). Once the creature exits, 
  muscular action closes the hole; another swallowed 
  opponent must cut its own way out. The mountain 
  woman’s interior can hold 1 Medium, 2 Small, 4 
  Tiny, 8 Diminutive, or 16 Fine creatures.
   
  Swallowed creatures of Small or Medium 
  size count against a mountain woman’s carrying 
  capacity, and may slow her movement or prevent 
  flight.
  Flora and Fauna
   
  Glaciers: Massive, long-lasting accumulation of compacted snow and ice that forms on land. 
  Alpine glaciers (glaciers in mountainous regions) slowly flow downhill, carving out flat-bottomed, U-
  shaped valleys in their wake. On level land, glaciers flow outward under their own weight. The upper and 
  middle parts of glaciers move faster than the sides and base, which are slowed by friction. If a glacier 
  pushes as far as the sea, its snout breaks up into icebergs and float away. Glaciers also shape the landscape 
  with various formations: arête, cirque, col, esker, fjord, hanging valleys, horn, kame, kettle, moraine, 
  nunatak, paternoster lakes.
   
  Arêtes: A ridge crest between two cirques in close proximity. As the glaciers move downhill, they 
  can cut into the rock between the two cirques. Arêtes are the narrow, serrated spine of rock between two 
  cirques.
   
  Cirques: The place where alpine mountain glaciers once originated. Repeated episodes of glaciation 
  erode the mountain, forming a broad, gently sloping floor and steep side and head walls. When the glacier 
  travels down hill, fragments of the cirque are carried away with the flowing ice. They vary in size, from a 
  few acres to a few square miles. When cirques become lakes, they are called tarns.
   
  Cols: The area where two cirques have cut into the rock and through the arête that once divided 
  them. The cut in the arête varies in size.
   
  Horns: Steep-sided pyramidal rock pinnacles formed by expansive erosion on the headwall where 
  three or more cirques meet.
   
  Nunataks: A hill or mountain completely surrounded by glacial ice.
   
  Paternoster lakes: Series of shallow lakes often connected by streams, rapids, and waterfalls. They 
  form when glaciers pluck out a sequence of small basins in a glacial valley and fill with water when the 
  glacier recedes.
  
  82
  4 Noble Stag
  Large Magical Beast
  Hit Dice: 5d10+15 (42 hp)
  Initiative: +2
  Speed: 20 ft. (4 squares), fly 50 ft. (poor) (10 
  squares)
  Armor Class: 14 (-1 size, +2 Dex, +3 natural), 
  touch 11, flat-footed 12
  Base Attack/Grapple: +5/+13
  Attack: Claw +8 melee (1d6+4)
  Full Attack: 2 claws +8 melee (1d6+4) and gore 
  +6 melee (1d8+2)
  Space/Reach: 10 ft/5 ft.
  Special Attacks: Spell-like abilities
  Special Qualities: Darkvision 60 ft., low-light 
  vision
  Saves: Fort +7, Ref +6, Will +5
  Abilities: Str 18, Dex 14, Con 16, Int 12, Wis 18, 
  Cha 12
  Skills: Hide +6, Listen +9, Move Silently +8, 
  Spot +9
  Feats: Flyby Attack B, Multiattack, Power Attack
  Environment: Temperate forest, hill and 
  mountains
  Organization: Solitary, pair, or nest (4)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-10 HD (Large); male noble stag 
  only: 11-15 HD (Huge)
  Level Adjustment: —
  inscribe a fly spell, the noble stag’s feather enhances 
  the normal potency of the spell to function several 
  levels higher than the caster who inscribes it. The 
  enhancement amounts to +1 caster level per five hit 
  dice of the noble stag. The feather loses this magical 
  property once the fly spell has been inscribed.
   
  The antlers of a noble stag can be used to 
  increase the potency of any projectile or thrown 
  weapons. If fashioned into arrowheads, darts, or 
  javelin tips, the weapons deal damage as though 
  they were one size larger.
   
  The heart of a noble stag contains the essence 
  of its supernatural wisdom and intelligence. By 
  eating the heart, a character temporarily gains one 
  of the following spell-like abilities usable once per 
  day: 25% chance of detect thoughts, 25% chance of 
  clairaudience/clairvoyance, 25% chance of detect 
  evil, or 25% chance of owl’s wisdom. All spell effects 
  operate at a caster level equal to the minimum caster 
  level needed to cast the spells. The character retains 
  the ability for a number of days equal to the noble 
  stag’s Hit Dice. 
  Preservation
  Transmutation
  Level: Drd 3
  Components: V, S, F
  Casting Time: One hour
  Range: Touch
  Target: One touched animal or magical beast corpse 
  Duration: Permanent
  Saving Throw: Will negates (object)
  Spell Resistance: No
   
  This spell is cast on the corpse of a recently 
  slain creature (dead for no more than 30 minutes at 
  the time of casting). If the creature’s hide or natural 
  weapons had magical, supernatural, or extraordinary 
  properties, they are preserved, and remain even after 
  a smith makes weapons or armor from the creature’s 
  body. While the spell is permanent, the effect may be 
  discharged upon use, depending on the ability.
   
  The noble stag is a bird with the countenance 
  and antlers of a stag. Standing over 7 feet tall with 
  a 10-foot wingspan and golden-colored feathers, 
  the noble stag is a majestic symbol of the forest. 
  The noble stag is the object of poachers due to the 
  magical qualities of their feathers, antlers, and heart.
  Combat
   
  Noble stags are not carnivorous or naturally 
  aggressive. They only fight if injured or ensnared, but 
  they struggle until exhausted or dead before permitting 
  themselves to be captured. They fiercely protect their 
  nests from invasion and fight to protect their eggs or 
  hatchlings if the male cannot successfully lure hunters 
  away before the nest is discovered.
   
  When entering their nesting grounds, intruders 
  risk attack by the male noble stag, who first attempts 
  to frighten them away by performing threatening 
  aerial dives. If unsuccessful on the first passes, the 
  male makes a low retreat attempting to lure the 
  intruders away from the nest. If ignored, he attacks 
  the interlopers from above, diving with renewed 
  determination. This time around, the male makes 
  claw attacks attempting to grab his foes and drop 
  them from great heights, or swoop down and perch 
  to slash and gore them with his tough, sharp antlers.
   
  Spell-Like Abilities: At will–clairaudience/
  clairvoyance, detect evil, detect thoughts (DC 13), 
  owl’s wisdom. Caster level 5th. The save DC is 
  Charisma-based.
  Campaign
   
  If the preservation spell is cast upon the 
  corpse of a noble stag, parts of its body can be used. 
  The corpse of a male noble stag produces 1d100 
  usable feathers. The feathers can be used in two 
  ways. When used as the component in a. feather 
  fall spell, the feather of the noble stag doubles 
  the normal duration of the spell, regardless of the 
  caster’s level. The feather loses its potency after 
  one use. If fashioned into a writing quill and used to 
  
  83
  4
  Phase Stallion
  Large Magical Beast
  Hit Dice: 4d10+8 (30 hp)
  Initiative: +3
  Speed: 60 ft. (12 squares)
  Armor Class: 16 (-1 size, +3 Dex, +4 
  natural), touch 12, flat-footed 13
  Base Attack/Grapple: +4/+11
  Attack: Hoof +6 melee (1d6+3)
  Full Attack: 2 hooves +6 melee (1d6+3) 
  and bite +1 melee (1d4+1)
  Space/Reach: 10 ft/5 ft.
  Special Attacks: —
  Special Qualities: Darkvision 60 ft., 
  ethereal jaunt, low-light vision, scent, spirit 
  sense
   
  Phase stallions resemble normal horses 
  from afar, but their shimmering hide glows with a 
  silvery light, and their eyes reveal an intelligence 
  beyond that of a mere animal.
   
  Phase stallions are prized as mounts because 
  they can travel to the Ethereal Plane with anything 
  they carry, although they are difficult to train 
  unless it is done at a young age.
   
  Phase spiders often prey upon these 
  creatures, as they are able to chase them across the 
  planar boundaries to the Ethereal Plane.
   
  A phase stallion is about 5 feet tall at the 
  shoulder and weighs about 1,800 pounds. A phase 
  stallion cannot speak, but understands Common.
  Combat
   
  Phase stallions can become ethereal at will. 
  This ability alone is typically sufficient to escape 
  most predators. If it is not, they run to a cliff and 
  then become ethereal to cross the chasm or make 
  it safely to the bottom; they use a similar tactic 
  if someone manages to get astride them, leaping 
  out over a cliff and then turning ethereal, causing 
  the undesired rider to plummet, most likely to 
  its death. While the phase stallion does not carry 
  treasure, it is not unheard of to find a cliff near 
  areas where they roam and to find a few skeletons 
  and their equipment at the bottom, from a few 
  over-confident fools that have tried to capture a 
  member of the herd.
  Saves: Fort +6, Ref +7, Will +3
  Abilities: Str 16, Dex 16, Con 15, Int 7, Wis 
  14, Cha 9
  Skills: Jump +15, Listen +5, Spot +6
  Feats: Endurance, Ride-By Attack, RunB
  Environment: Temperate or warm hills and 
  plains
  Organization: Solitary or herd (10-30)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-12 HD (Large)
  Level Adjustment: +5 (cohort)
   
  If somehow cornered or if protecting another 
  member of the herd, phase stallions will attack 
  from multiple directions, turning material for 
  their attack and then returning back to the ethereal 
  after their attack. They use Ride-By Attack for hit-
  and-run attacks, using their ethereal jaunt ability 
  during movement to avoid attacks of opportunity 
  and subsequent attacks.
   
  Ethereal Jaunt (Su): A phase stallion can 
  shift from the Ethereal Plane to the Material Plane 
  as a free action, and can shift back again as a move 
  action (or during a move action). This ability is 
  otherwise identical with ethereal jaunt (caster 
  level 15th). Anything carried by the phase stallion 
  may be made ethereal if the stallion wishes.
   
  Spirit Sense (Su): Phase stallions have a 
  limited ability to know when something is nearby 
  on the Ethereal Plane. This ability allows them to 
  sense ethereal creatures within 60 feet, as if with 
  the blindsense ability, but not to see them. This 
  ability does not extend to the Material Plane from 
  the Ethereal.
   
  Carrying Capacity: A light load for a phase 
  stallion is up to 230 pounds; a medium load, 231-
  460 pounds; and a heavy load, 461-690 pounds. A 
  phase stallion can drag 3,450 pounds.
  
  84
  4
  Quickgrass
  Huge Plant
  Hit Dice: 6d8+12+3 (42 hp)
  Initiative: +0
  Speed: 0 ft.
  Armor Class: 15 (-2 size, -5 Dex, +8 natural, 
  +4 cover), touch 7, flat-footed 15
  Base Attack/Grapple: +4/+18
  Attack: Bite +9 melee (1d8+9)
  Full Attack: Bite +9 melee (1d8+9)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Improved grab, slick, swallow 
  whole
  Special Qualities: Blind, camouflage, cover, 
  plant traits, tremorsense 40 ft. 
   
  Quickgrass appears to be a patch of grass, 
  usually growing on a gentle slope or hollow, with a 
  leafy shrub growing at its center. Quickgrass grows 
  in fields of ordinary grass, making detection difficult. 
  The only way to distinguish quickgrass is by the 
  slightly slimy quality to its blades or by walking 
  upon it. When quickgrass is trod upon, its blades all 
  flatten into a slick surface, and its shrubbery retracts, 
  revealing a large and hungry mouth. Those upon it 
  slide into the creature’s maw and are swallowed 
  down. Then, as quickly as it attacked, the grass 
  springs back up and the shrubbery returns, revealing 
  nothing of what took place.
   
  Quickgrass conforms to the slope of its 
  location. If placed on a hill, the quickgrass only 
  grows its grass up the hill, as it cannot cause 
  creatures to slide upward. Its most effective place is 
  between two ridges of a hill, where a natural funnel 
  is created. The area the quickgrass covers does not 
  have to be circular, or even any identifiable shape; it 
  follows whatever is most natural for the terrain.
   
  Quickgrass does not collect treasure, although 
  treasure tends to accumulate in the creature’s body. 
  Coins and items do not survive the digestive process, 
  although gems pass through unharmed.
  Combat
   
  When it senses prey upon its blades, 
  quickgrass uses its slick attack to draw them in. 
  The quickgrass can only be damaged by attacking 
  its body which is buried in the ground. The grass 
  and shrub portions of the creature are akin to hair, 
  and neither cause pain nor loss of hit points to the 
  quickgrass if targeted.
   
  Improved Grab (Ex): To use this ability, 
  a quickgrass must hit an opponent smaller than 
  itself with its bite attack. It can then attempt to start 
  a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, 
  it establishes a hold and can try to swallow its foe in 
  the following round.
  Saves: Fort +7, Ref –, Will +2
  Abilities: Str 22, Dex –, Con 15, Int 2, Wis 10, 
  Cha 6
  Skills: Survival +9
  Feats: Improved Initiative, Toughness, Weapon 
  Focus (bite)
  Environment: Temperate hills
  Organization: Solitary or garden (2-5)
  Challenge Rating: 4 
  Treasure: No coins; standard goods (gems 
  only); 25% items
  Alignment: Always neutral
  Advancement: 7-12 HD (Huge); 13-18 HD 
  (Gargantuan)
  Level Adjustment: –
   
  Slick (Ex): If the quickgrass detects prey, it 
  can rapidly fold its blades flat towards its center, 
  creating a slick, one-way surface that causes all 
  creatures within a 30-foot radius to begin sliding 
  toward its maw. Anyone in the area must succeed 
  on a DC 19 Reflex save (higher if on a steep slope) 
  or slide 25 feet toward the quickgrass (provoking 
  an attack of opportunity from the quickgrass upon 
  entering its threatened area), and landing prone. The 
  shrubbery hiding the creature’s body is retracted at 
  this point to prevent creatures from grabbing onto it. 
  The save DC is Strength-based. 
   
  Creatures who succeed on their saves must 
  succeed on a DC 15 Balance check each round to 
  move in the slick area. Falling causes a creature to 
  slide 25 feet toward the quickgrass, as above.
   
  Swallow Whole (Ex): A quickgrass can try 
  to swallow a grabbed opponent of up to one size 
  smaller than itself by making a successful grapple 
  check. Once inside, the opponent takes 2d4+9 
  points of bludgeoning damage plus 1d6 points of 
  acid damage per round.
   
  As the quickgrass’s body is buried in the 
  earth, a swallowed creature cannot cut its way out. 
  It can still damage the quickgrass’s interior (AC 14), 
  however. A creature can climb out with a successful 
  grapple check, returning it to the quickgrass’s 
  mouth, requiring a second successful grapple check 
  to escape.
   
  A Huge quickgrass’s gullet can hold 2 Large, 8 
  Medium or Small, 32 Tiny, 128 Diminutive, or 512 
  Fine or smaller opponents.
   
  Blind (Ex): Quickgrass is considered blind 
  beyond the range of its tremorsense. It is invulnerable 
  to gaze attacks, visual effects of spells such as 
  illusions, and other attack forms that rely on sight.
   
  Camouflage (Ex): Quickgrass looks like 
  normal shrubbery when at rest. A character can 
  recognize it for what it is with a DC 20 Survival or 
  Knowledge (nature) check.
  
  85
  4
   
  Cover (Ex): Since a quickgrass’s body is 
  buried in the ground, it has cover against other 
  creatures (+4 AC and +2 bonus on Reflex saves 
  against attacks originating from the other 
  side of the cover). The AC bonus is included 
  in the statistics block.
  Saber-toothed Tiger
  Large Animal
  Hit Dice: 5d8+20 (42 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 13 (-1 size, +1 Dex, +3 natural), 
  touch 10, flat-footed 12
  Base Attack/Grapple: +3/+14
  Attack: Claw +9 melee (1d8+7) or bite +9 
  melee (2d8+7)
  Full Attack: 2 claws +9 melee (1d8+7) and bite 
  +5 melee (2d8+3)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Bleeding wound, improved 
  grab, pounce, rake 1d8+3, tooth breaking
   
  Saber-toothed tigers resemble tigers or other 
  big cats in form, but have minimal markings (their 
  fur is typically a sandy color all over) and have 
  extremely powerful forequarters in comparison 
  to other big cats, with less well-developed 
  hindquarters. This makes them very strong, but 
  less fast than most big cats, and has contributed 
  to their quick and savage hunting style. Their 
  most distinctive feature, though, is the pair of vast 
  teeth that give them their name huge curved fangs, 
  bigger than daggers and capable of inflicting the 
  most devastating injuries. Though these fangs are 
  enormously powerful weapons, they are far more 
  brittle than smaller fangs, and older saber-toothed 
  tigers often have one or both of their great teeth 
  broken off.
  Combat
   
  Saber-toothed tigers prefer to stalk their prey, 
  dropping from a hidden position atop a tree or rock 
  and slaying their victims within instants. A large 
  victim such as a hippopotamus or mammoth will 
  be attacked until the saber-tooth causes a puncture 
  (see below), then the saber-tooth will retreat until 
  its victim bleeds to death, allowing them to avoid 
  risk of injury. In open combat with a determined 
  and well-armed foe, the saber-tooth will consider 
  fleeing, particularly if it is injured. Domesticated 
  saber-toothed tigers can be trained to fight almost to 
  the death, since they are well aware that so long as 
  their master is also alive they will be fed.
   
  Bleeding Wound (Ex): The damage a saber-
  toothed tiger deals with its natural attacks causes 
  a persistent wound on a successful critical hit. An 
  injured creature loses 1 additional hit point each 
  Special Qualities: Low-light vision, scent
  Saves: Fort +8, Ref +5, Will +2
  Abilities: Str 25, Dex 13, Con 19, Int 2, Wis 12, 
  Cha 6
  Skills: Balance +7, Hide +5*, Listen +3, Move 
  Silently +9, Spot +3, Swim +11
  Feats: Stealthy, Weapon Focus (bite)
  Environment: Any hills, mountains, and plains
  Organization:  Solitary, pair, or pack (4-9, plus 
  2-8 young)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-10 HD (Large)
  Level Adjustment: —
  round. Multiple wounds result in cumulative hit point 
  loss from bleeding. The continuing hit point loss can 
  be stopped by a successful DC 15 Heal check (per 
  wound), a cure spell, or a heal spell. A successful 
  Heal check automatically stops the continuing hit 
  point loss as well as restoring hit points.
   
  Improved Grab (Ex): To use this ability, a 
  saber-toothed tiger must hit with its claw or bite 
  attack. It can then attempt to start a grapple as a free 
  action without provoking an attack of opportunity. 
  If it wins the grapple check, it establishes a hold and 
  can rake.
   
  Pounce (Ex): If a saber-toothed tiger charges 
  a foe, it can make a full attack, including two rake 
  attacks.
   
  Rake (Ex): Attack bonus +9 melee, damage 
  1d8+3.
   
  Tooth Breaking (Ex): When a saber-tooth 
  does maximum damage on a critical hit with its bite, 
  it loses one of its large canine teeth. The tooth sticks 
  in the wound, doing an additional 1d4 damage, but 
  the saber-tooth bite damage drops to 2d6 + damage 
  bonus and can no longer do the puncture attack 
  (above). It is possible for the second canine to break 
  off if maximum damage on a critical hit with its bite 
  is done a second time. If both canines break off, the 
  bite damage drops to 2d4+ damage bonus. A saber-
  tooth lost tooth or teeth may be healed with heal or 
  heal animal companion spell as usual.
   
  Skills: Saber-toothed tigers have a +6 racial 
  bonus on Balance, Hide, and Move Silently checks. 
  *In areas of tall grass or heavy undergrowth, the 
  Hide bonus improves to +10.
  
  86
  4
  Scytheclaw
  Medium Vermin
  Hit Dice: 4d8+8 (26 hp)
  Initiative: +4
  Speed: 20 ft. (4 squares), climb 20 ft., fly 60 
  ft. (clumsy)
  Armor Class: 18 (+4 Dex, +4 natural), touch 
  14, flat-footed 14
  Base Attack/Grapple: +3/+4
  Attack: Claw +7 melee (1d4+1/19-20)
  Full Attack: 6 claws +7 melee (1d4+1/19-20) 
  and bite +2 melee (1d6 plus poison)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Poison, pounce
  Special Qualities: Darkvision 60 ft., vermin 
  traits
   
  Scytheclaws are deadly vermin that will prey 
  on nearly any creature they come upon. It looks 
  like a man-sized armored grasshopper or praying 
  mantic with no fewer than six wickedly sharp 
  scythe-like claws and heavy, venom-dripping 
  mandibles. Although they are solitary by nature 
  and able to reproduce asexually, scytheclaws will 
  occasionally form a flight with a small number of 
  their kin to bring down larger prey. But they will 
  quickly turn on one another if prey grows scarce or 
  one becomes injured or infirm.
   
  A typical scytheclaw is 6 feet long and 
  weighs about 250 pounds.
  Combat
   
  Scytheclaws are not intelligent, but have 
  an instinctive predatory sense. Combat with a 
  Shrieking Savage
  Large Magical Beast
  Hit Dice: 4d10+16 (38 hp)
  Initiative: +3
  Speed: 40 ft. (8 squares), climb 20 ft.
  Armor Class: 15 (-1 size, +3 Dex, +3 natural), 
  touch 12, flat-footed 12
  Base Attack/Grapple: +4/+15
  Attack: Bite +11 melee (1d8+7)
  Full Attack: Bite +11 melee (1d8+7) and 2 
  claws +8 melee (1d6+3)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Howl
  Special Qualities: Darkvision 120 ft., low-
  light vision 
  Saves: Fort +8, Ref +7, Will +1
  Saves: Fort +6, Ref +5, Will +2
  Abilities: Str 12, Dex 18, Con 15, Int —, Wis 
  13, Cha 10
  Skills: Climb+9, Hide +8*, Jump -5, Spot +5
  Feats: Improved Critical (claw)B, Weapon 
  FinesseB
  Environment: Temperate or warm hills and 
  mountains
  Organization: Solitary or flight (4-8)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 5-8 HD (Medium); 7-12 HD 
  (Large)
  Level Adjustment: —
  scytheclaw almost always begins with a deadly 
  diving charge by the beast from hiding, which 
  allows it to use its pounce ability. Vicious 
  predators, they fight to the death and retreat only 
  if confronted by obviously superior opponents.
   
  Poison (Ex): Bite, Fortitude DC 14; initial 
  and secondary damage 1d6 Dexterity. The save DC 
  is Constitution-based.
   
  Pounce (Ex): If a scytheclaw charges a foe, 
  it can make a full attack.
   
  Skills: A scytheclaw has a +8 racial bonus 
  on Climb checks and can always choose to take 
  10 on Climb checks, even if rushed or threatened. 
  Scytheclaws have a +4 racial bonus on Hide and 
  Spot checks. *Because of its camouflage, the Hide 
  bonus increases to +8 when the scytheclaw is 
  surrounded by foliage.
  Abilities: Str 25, Dex 16, Con 18, Int 4, Wis 
  10, Cha 12
  Skills: Climb +15, Hide +3*, Jump +10, Listen 
  +3, Move Silently +6, Spot +3
  Feats: Multiattack, Weapon Focus (bite)
  Environment: Temperate forests, hills, and 
  mountains
  Organization: Solitary
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 5-8 HD (Large); 9-12 HD 
  (Huge)
  Level Adjustment: —
  
  87
  4
   
  Shrieking savages are nocturnal, carnivorous 
  apelike predators that claim large territories around 
  their lair. Their favored prey is horseflesh, but they 
  will eat any meat they can acquire.
   
  Shrieking savages typically range from 8 to 10 
  feet tall and weigh 750 to 1,200 pounds. Shrieking 
  savages do not speak or understand any languages.
  Combat
   
  A shrieking savage generally creeps up on 
  its victim and pounces from the shadows at the 
  last moment with a bone-chilling scream. When it 
  lands, it dashes the prey to the ground to kill it with 
  tooth and claw. Once its victim is dead, it picks up 
  the body and flees. A typical shrieking savage can 
  carry off a light horse without being encumbered 
  significantly. If its sudden attack is not effective 
  Spiropteron
  Medium Magical Beast
  Hit Dice: 8d10 (44 hp)
  Initiative: +3
  Speed: 20 ft. (4 squares); fly 120 ft. (poor)
  Armor Class: 18 (+3 Dex, +5 natural), touch 
  13, flat-footed 15
  Base Attack/Grapple: +8/+8
  Attack: Talon +8 melee (2d6)
  Full Attack: 2 talons +8 melee (2d6) or bite +8 
  melee (1d8) or tail sting +8 melee (1d10 plus 
  paralysis)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Paralysis, screech of the spires
  Special Qualities: Darkvision 60 ft., keen 
  senses, low-light vision
   
  Spiropterons are flying reptiles that prefer 
  to roost in extremely high locations, such as 
  mountaintops, tall treetops, and the tops of the 
  tallest buildings in a city.
   
  Because of their keen sense and high vantage 
  points, spiropterons are sometimes used as sentries 
  by druids and rangers.
   
  A typical spiropteron is about 5 feet long 
  with a wingspan of about 11 feet, and weighs about 
  150 pounds. Spiropterons do not speak.
  Combat
   
  Spiropterons attack with two talons and a 
  bite or instead lance prey with their stinging tail. 
  They typically do not fight except to secure food 
  or protect their nest. When hunting, they attempt 
  to sting prey and fly away until their paralyzing 
  venom sets in. The spiropteron then scoops up the 
  prey and carries it back to its nest to devour the 
  helpless victim at its leisure.
  and the victim puts up a fierce fight, the 
  monster retreats quickly and is likely to 
  seek other prey.
   
  Shriek (Ex): When a shrieking savage 
  shrieks, all creatures within a 60-foot spread must 
  succeed on a DC 13 Will save or become shaken 
  for 2d6 rounds. This is a sonic, mind-affecting fear 
  effect. If a creature makes its save, it is immune to 
  that savage’s howl for 24 hours. The save DC is 
  Charisma-based.
   
  Skills: Shrieking savages have a +2 racial 
  bonus on Jump, Listen, Move Silently, and Spot 
  checks. A shrieking savage has a +8 racial bonus 
  on Climb checks and can always choose to take 
  10 on Climb checks, even if rushed or threatened. 
  *In forested or overgrown areas, they receive a +4 
  racial bonus to Hide checks.
  Saves: Fort +6, Ref +9,Will +0
  Abilities: Str 11, Dex 17, Con 11, Int 5, Wis 6, 
  Cha 6
  Skills: Jump -6, Move Silently +9, Spot +13
  Feats: Improved Natural Attack (claw, talon, 
  tail)
  Environment: Any mountains
  Organization: Solitary or pair
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 9-16 HD (Medium); 17-24 HD 
  (Large)
  Level Adjustment: —
   
  Paralysis (Ex): A creature hit by a 
  spiropteron’s tail sting attack must succeed on 
  a DC 14 Fortitude save or be paralyzed for 1d6 
  hours. The save DC is Constitution-based.
   
  Screech of the Spires (Ex): Spiropterons 
  can issue a great, piercing screech. This sound may 
  be heard up to a mile away, and it is distinctive 
  enough that guards and/or others familiar with an 
  individual spiropteron can recognize its particular 
  call. The screech also temporarily deafens 
  opponents within 60 feet for 2d4 rounds unless a 
  victim succeeds a DC 14 Fortitude save. The save 
  DC is Constitution-based.
   
  Keen Senses (Ex): Spiropterons can see 
  at distances of up to 1 mile with a great degree 
  of accuracy. Their keen senses grant them a +10 
  racial bonus to Spot checks.
  
  88
  4 Spriggan
  Small Humanoid (Gnome)
  Hit Dice: 4d8+8 (26 hp)
  Initiative: +2
  Speed: 20 ft. (4 squares)
  Armor Class: 17 (+1 size, +2 Dex, +4 chain 
  shirt), touch 13, flat-footed 15
  Base Attack/Grapple: +3/-2
  Attack: Longsword +3 melee (1d6-1/19-20) 
  or halberd +3 melee (1d8-1/x3)
  Full Attack: Longsword +3 melee (1d6-1/
  19-20) or halberd +3 melee (1d8-1/x3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Size alteration, sneak 
  attack +2d6, spell-like abilities
  Special Qualities: Low-light vision
   
  Spriggans are among the ugliest and certainly 
  the most foul tempered of all gnomes. This homely 
  gnome has a stocky body, with sickly ochre-colored 
  skin and dark hair. Evil red eyes flank its large, 
  bulbous nose. It has a shaggy mustache and ratty 
  beard, both filthy and foul smelling. At one moment 
  a normal-sized gnome, a spriggan can grow to 
  giant-sized in an instant, gaining immense strength 
  and taking unsuspecting opponents by surprise.
   
  Male spriggans favor facial hair such as 
  shaggy mustaches and ratty beards, but any head or 
  facial hair they have is unkempt and filthy. Being 
  unhygienic creatures, spriggans never bathe or 
  clean their clothing or equipment. Thanks to their 
  filthy lifestyle, spriggans reek with the foulness of 
  dirt, body odor, and other unpleasantness. Despite 
  being gnomes themselves, spriggans despise all of 
  their gnomish kin.
   
  Spriggans stand 3 to 3-1/2 feet tall and weigh 
  40 to 45 pounds. Spriggans speak Gnome and 
  Common.
  Combat
   
  Spriggans make the best use of their magical 
  abilities in combat. When several spriggans are 
  encountered, some will enlarge themselves at the 
  first sign of melee, while the remainder will stay 
  Small and take advantage of their innate abilities 
  of stealth and sneak attacks. Owing to their chaotic 
  nature, complex battle plans are generally beyond 
  most spriggan mobs; it is likely that some, none, or 
  all spriggans in a mob will change size at the start 
  of melee.
  Saves: Fort +3, Ref +6, Will +1
  Abilities: Str 8, Dex 14, Con 14, Int 11, Wis 
  11, Cha 9
  Skills: Climb +3, Disable Device +4, Hide 
  +8, Jump -7, Listen +4, Move Silently +7, 
  Open Lock +5, Sleight of Hand +4, Search 
  +2, Spot +2
  Feats: Combat Reflexes, Nimble Fingers
  Environment: Any mountain
  Organization: Solitary or mob (3-12)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: By character class
  Level Adjustment: +3
   
  Size Alteration (Su): At will, as a full round 
  action, a spriggan can grow from Small to Large 
  size. Weapons, armor, and other inanimate objects 
  on its person will grow proportionately with the 
  spriggan. The spriggan can changes sizes at will, 
  each time requiring a full round action to do so. 
  While enlarged, a spriggan cannot use its spell-like 
  abilities or its innate sneak attack ability. Sneak 
  attack gained from class levels is unaffected by the 
  size change.
   
  The following changes are in effect when 
  the spriggan is in Large form: Init -2; speed 30 
  ft.; AC 13 (touch 9, flat-footed 13); hp increased 
  by 12; Grp +12; Atk longsword +7 melee (2d6+5/
  19-20) or halberd +7 melee (2d8+7/x3); Full Atk 
  longsword +7 melee (2d6+5/19-20) or halberd +7 
  melee (2d8+7/x3); Space/Reach 10 ft./10 ft.; SV 
  Fort +6, Ref +4; Str 20, Dex 10, Con 20; Climb +9, 
  Hide -2, Jump +5, Move Silently +5, Open Lock 
  +3, Sleight of Hand +2.
   
  Sneak Attack (Ex): A spriggan can make 
  a sneak attack like a rogue, dealing an extra 2d6 
  points of damage whenever a foe is denied its 
  Dexterity bonus or when the spriggan is flanking. 
  A spriggan cannot use this ability when enlarged.
   
  Spell-Like Abilities: At will—cause fear 
  (DC 10), flare (DC 9), shatter (DC 11). Caster level 
  4th. The save DCs are Charisma-based. A spriggan 
  cannot use its spell-like abilities when enlarged.
   
  Skills: Spriggans have a +2 racial bonus 
  on Climb, Disable Device, Hide, Listen, Move 
  Silently, Open Lock, and Sleight of Hand checks.
  
  89
  4
  Spring Wolf
  Large Magical Beast
  Hit Dice: 5d10+10 (37 hp)
  Initiative: +6
  Speed: 40 ft. (8 squares)
  Armor Class: 17 (-1 size, +2 Dex, +6 
  natural), touch 11, flat-footed 15
  Base Attack/Grapple: +5/+12
  Attack: Bite +7 melee (1d8+4)
  Full Attack: Bite +7 melee (1d8+4)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Howl, trip
  Special Qualities: Darkvision 60 ft., low-
  light vision, scent
  Saves: Fort +6, Ref +6, Will +3
   
  Spring wolves are protectors of nature, 
  defending the land from poachers, despoilers and 
  all who would destroy it. They appear as large, 
  but otherwise normal, wolves with coats ranging 
  from light silver to dark brown. Spring wolves ally 
  themselves with druids and rangers or protect the 
  land in packs. They despise all humanoid races, 
  especially goblins, who hunt them for their pelts. 
  Although spring wolves understand both sylvan 
  and common, they are unable to speak it.
  Combat
   
  Spring wolves hunt their prey in typical wolf 
  fashion. They circle their prey, harassing them, 
  not allowing them to rest or sleep. They attack in 
  unison and do not give up the chase until their prey 
  is dead.
  Abilities: Str 17, Dex 14, Con 14, Int 12, 
  Wis 15, Cha 13
  Skills: Hide +8, Jump +7, Listen +10, Move 
  Silently +10, Spot +12, Survival +2*
  Feats: Alertness, Improved Initiative
  Environment: Any forest, hill, plain, and 
  mountain
  Organization: Solitary, pair, or pack (3-6)
  Challenge Rating: 4
  Treasure: 1/10 coins; 50% goods; 75% 
  items
  Alignment: Always neutral good
  Advancement: 6-10 HD (Large); 11-15 HD 
  (Huge)
  Level Adjustment: —
   
  Howl (Su): A spring wolf can let loose a 
  powerful howl that functions just like the shout 
  spell (DC 14, caster level 5th). A spring wolf can 
  use its howl once every 1d4 rounds. The save DC 
  is Constitution-based.
   
  Trip (Ex): A spring wolf that hits with its 
  bite attack can attempt to trip the opponent (+7 
  check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity. 
  If the attempt fails, the opponent cannot react to 
  trip the spring wolf.
   
  Skills: A spring wolf has a +2 racial bonus on 
  Hide, Listen, Move Silently and Spot checks.
  *A spring wolf has a +4 racial bonus on Survival 
  checks when tracking by scent.
  Flora and Fauna
   
  Hanging valleys: Small glacial valleys high above the floor of the main valley. They form when a 
  large glacier carves out the main valley and smaller glaciers feed into the larger glacier. From the surface 
  of the ice field, the two seem level, but the smaller glacier does not carve out the rock as much due to less 
  weight and debris. A?er the ice melts, the small tributary glacier valleys drop off into the main valley. 
  Hanging valleys are prone to form waterfalls.
  
  90
  4 Sylvintner
  Small Fey
  Hit Dice: 2d6+2 (9 hp)
  Initiative: +2
  Speed: 20 ft. (4 squares)
  Armor Class: 13 (+1 size, +2 Dex), touch 13, 
  flat-footed 11
  Base Attack/Grapple: +1/-5
  Attack: Club +0 melee (1d4-2)
  Full Attack: Club +0 melee (1d4-2)
  Space/Reach: 5 ft/5 ft
  Special Attacks: Belch, spell-like abilities, 
  spells
  Special Qualities: Instant sobriety, low-light 
  vision, magical brewing
  Saves: Fort +1, Ref +5, Will +4
   
  Sylvintners are nomadic fey that roam the 
  land, searching for special ingredients to make their 
  potent brews. Known for their garish garb, the only 
  thing redder than their boots are their cheeks, flush 
  red from inebriation. These gnome-like fey happily 
  barter their beverages with other creatures. They 
  will except gems or rare ingredients as payment, or 
  will trade for assistance in searching for ingredients, 
  help carrying their supplies, or for protection from 
  hostile creatures.
   
  Sylvintners make camp in secluded areas and 
  setup their makeshift breweries. They often sample 
  their own wares, and are usually in good spirits 
  (both figuratively and literally). A sylvintner stands 
  3 feet tall and weigh about 40 pounds. Sylvintners 
  speak Common and Gnome.
  Combat
   
  Sylvintners prefer the bottle to the blade and 
  never enter combat voluntarily. If they are attacked 
  or their possessions are being stolen, the sylvintners 
  escape with what goods they can or drive off the 
  attacker(s) with spells, depending on the situation.
   
  Belch (Su): As a full attack action, a 
  sylvintner can imbibe one of its brews and belch it 
  forth as an attack. Silver Moon Ale (see below) is the 
  most common brew used for this purpose. A victim 
  of the ale used in this way does not gain the flying 
  benefit if he succeeds at his saving throw.
   
  Alternately, the sylvintner may quaff some of 
  its highest proof brew and then spew it forth in a 10-
  foot cone, which ignites magically. Anyone within 
  the cone takes 2d4 points of fire damage (Reflex 
  half, DC 12). The save DC is Constitution-based.
   
  Spell-like Abilities: 2/day–invisibility. Caster 
  level 4th.
   
  Spells: A sylvintner casts arcane spells as a 
  4th-level sorcerer.
  Abilities: Str 6, Dex 14, Con 12, Int 13, Wis 12, 
  Cha 14
  Skills: Appraise +4 (+6 alchemical items), 
  Bluff +7, Concentration +2, Craft (alchemy) 
  +14, Diplomacy +4, Disguise +2 (+4 acting), 
  Escape Artist +4, Hide +7, Intimidate +4, Jump 
  -8, Knowledge (nature) +10, Listen +4, Move 
  Silently +8, Profession (brewer) +18, Sleight of 
  Hand +5, Spot +4, Spellcraft +2, Survival +3
  Feats: Brew PotionB, Craft Wondrous Item
  Environment: Temperate hills and mountains
  Organization: Clan (5-14)
  Challenge Rating: 4
  Treasure: 1/4 coins; standard goods; double 
  items (usually potions and wondrous items)
  Alignment: Usually chaotic neutral
  Advancement: By character class
  Level Adjustment: +5
   
  Typical Sorcerer Spells Known (6/7/4 per 
  day, caster level 4th; save DC 12 + spell level): 
  0–dancing lights, daze, detect magic, mage hand, 
  mending, read magic; 1st–expeditious retreat, sleep, 
  unseen servant; 2nd–locate object.
   
  Magical Brewing: Sylvintners create many 
  wonderful concoctions. In general, these brews 
  might grant the drinker a penalty to Dexterity, 
  Wisdom, and Intelligence per mug, and a bonus 
  to Strength, Constitution, and/or Charisma. These 
  bonuses and penalties all fade at a rate of 1 point per 
  hour once the drinking stops. The brews are stored 
  in casks, each holding a dozen mugs of drink. The 
  following are but a few of the possible brews.
   
  Passionberry Cider: This lovely cider is 
  fermented from rare passionberries, and it seems to 
  augment the berry’s amorous side effects. Anyone 
  drinking the cider gains a +2 bonus to Charisma 
  for every mug imbibed, but suffers a -2 penalty to 
  Wisdom per mug, and a net -2 circumstance penalty 
  on all saves against Enchantment spells, illusions, 
  and Sense Motive checks. If a drinker sees or speaks 
  with any reasonably suitable mate (preferred sex or 
  same race) while under the influence of this drink, 
  he must succeed at a DC 14 Will save to avoid 
  becoming infatuated with his newfound love.
   
  Pond Scum Stout: Although no one cares to 
  know what the sylvintners put in this stout, no one 
  complains of its excellent, hearty flavor. The stout 
  grants a +2 bonus to Strength and a -2 penalty to 
  both Intelligence and Wisdom per mug, and anyone 
  drinking it is immune to fear effects for 1 hour per 
  mug.
   
  Silver Moon Ale: A smooth draught that can 
  go right to one’s head. Anyone who is not a dwarf, 
  gnome, or fey who drinks this ale must succeed at 
  a DC 14 Fortitude saving throw or pass out. Each 
  additional mug imbibed requires another save, and 
  
  91
  4
  increases the DC by +1. Anyone who passes out 
  remains asleep for one year per mug unless they are 
  woken up: this can be achieved with 3 full rounds of 
  slapping and yelling in a victim’s ear, or dealing at 
  least 1 point of damage to the sleeping victim.
   
  Those who do not succumb to the ale’s 
  slumber (including dwarves, gnomes, and fey who 
  drink the stuff) find themselves in an abundantly 
  cheerful mood, and if the moon is visible, they 
  also gain the ability to fly. This functions as the 
  fly spell (caster level 12th), activated once per mug 
  imbibed.
   
  Waterfall Wine: This bubbly white wine grants 
  the ability to breathe underwater for 1 hour 
  per drink as the water breathing spell.
   
  Instant Sobriety (Su): As a standard action, 
  a sylvintner instantly cures itself of all effects 
  of alcoholic influences. The sylvintner can also 
  use this on another creature by touching it; the 
  creature is allowed a DC 13 Fortitude save to resist 
  if it chooses to remain inebriated. The save DC is 
  Charisma-based.
   
  Skills: Sylvintners have a +4 racial bonus 
  on Move Silently checks, a +8 bonus to Craft 
  (alchemy) and Knowledge (nature) checks, and a 
  +12 racial bonus on Profession (brewer) checks.
  Temporal Marauder
  Small Magical Beast
  Hit Dice: 2d10 (11 hp)
  Initiative: +14
  Speed: 30 ft. (6 squares)
  Armor Class: 23 (+1 size, +10 Dex, +2 
  natural), touch 21, flat-footed 13
  Base Attack/Grapple: +2/-2
  Attack: Claw +13 melee (1d4)
  Full Attack: 2 claws +13 melee (1d4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Time Sync
  Special Qualities: Darkvision 60 ft., low-light 
  vision, quickness, scent, temporal alignment
  Saves: Fort +3, Ref +13, Will +1
   
  The temporal marauder is a hunter that exists 
  on a different temporal scale than most creatures on 
  the material plane; the marauder experiences time 
  much quicker than everyone else. Physically, the 
  marauder looks like an average mountain monkey 
  with a gray-silver coat.
  Combat
   
  Time Sync (Ex): A temporal marauder 
  may bring a single creature or unattended object 
  (maximum 50 pounds) into its own timeframe by 
  focusing on it for a full round. Anything brought 
  into a temporal marauder’s timeframe can affect 
  it normally, and vice versa. Anything that leaves a 
  time synced creature returns to normal time. Thus, 
  a time synced creature can make melee and touch 
  attacks against the temporal marauder; however, 
  ranged attacks and ranged touch attacks will fail, 
  as any effect that projects beyond the creature will 
  seem to freeze in place the instant it leaves contact 
  with the creature, occurring instead in normal time. 
  A creature or object will remain in sync with the 
  temporal marauder until the temporal marauder 
  dies, becomes helpless, moves more than 90 feet 
  away from it, or the temporal marauder spends a 
  full round focusing to will it back to normal time. 
  A temporal marauder cannot sync another creature 
  Abilities: Str 10, Dex 30, Con 10, Int 3, Wis 12, 
  Cha 7
  Skills: Balance +11, Jump +2, Spot +2, Tumble 
  +11
  Feats: Improved Initiative B, Weapon Finesse
  Environment: Temperate forest, hills, and 
  mountains
  Organization: Solitary
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 3-4 HD (Small); 5-6 HD 
  (Medium)
  Level Adjustment: —
  or object while it currently is synced with another 
  creature or object.
   
  Other creatures cannot perceive what happens 
  to anything brought into a temporal marauder’s 
  timeframe. Whatever a temporal marauder brings 
  with it simply seems to disappear, and then 
  immediately reappear when the temporal marauder 
  is done with it. If a temporal marauder dies, it 
  becomes immediately visible to creatures in normal 
  time; however, since it still remains in its own 
  timeframe, it will decompose very rapidly.
   
  Quickness (Su): A temporal marauder can 
  take two extra standard actions and two extra move 
  actions during its turn each round.
   
  Temporal Alignment (Ex): A temporal 
  marauder experiences time at a far different rate 
  than other creatures; effectively, the world around 
  it seems completely motionless and silent. One 
  minute of normal time is equivalent to one week of 
  time for a temporal marauder. A temporal marauder 
  is unable to affect creatures and objects in normal 
  time, and creatures in normal time cannot affect a 
  temporal marauder. A temporal marauder leaves no 
  physical tracks, and can even move across bodies of 
  water as if they were solid, although creatures can 
  track it by scent.
  
  92
  4
  Tumble Ox
  Large Animal
  Hit Dice: 5d8+15 (37 hp)
  Initiative: +1
  Speed: 40 ft. (8 squares)
  Armor Class: 16 (-1 size, +1 Dex, +6 natural), 
  touch 10, flat-footed 15
  Base Attack/Grapple: +3/+14
  Attack: Butt +9 melee (1d6+10)
  Full Attack: Butt +9 melee (1d6+10)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Powerful charge 2d6+20
  Special Qualities: Low-light vision
  Saves: Fort +7, Ref +5, Will +2
   
  The feisty tumble ox is an aggressive 
  herbivore that has a constant need to lock horns 
  with everything it meets. The tumble ox is as big as 
  a bull, with a goat-like shape and face. Two large, 
  heavy ram horns curve from its forehead. Although 
  actually a relative of the mountain goat, the tumble 
  ox is so named because of its large size and its 
  propensity to knock people off of mountains.
   
  Tumble oxen are herd animals and grazers. 
  Females of the species are hornless and relatively 
  docile. Males are extremely competitive over 
  control of the herd, even to the extent of keeping 
  members of all other species out of their territory. 
  Any creature larger than a dog that wanders onto a 
  tumble ox’s land is likely to be tumbled right back 
  out again.
   
  A tumble ox is a deadly adversary in the right 
  terrain. Few things are as humiliating to a band 
  of stalwart adventurers than being defeated by a 
  simple goat in advantageous terrain.
  Abilities: Str 24, Dex 13, Con 16, Int 2, Wis 12, 
  Cha 5
  Skills: Balance +3, Hide -3, Jump +11, Listen 
  +4, Spot +4
  Feats: Improved Bull Rush, Power Attack
  Environment: Temperate mountains
  Organization: Solitary or herd (2-20)
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-10 HD (Large); 11-15 HD 
  (Huge)
  Level Adjustment: –
   
  A tumble ox stands more than 5 feet tall at the 
  shoulder and is 7 to 10 feet long. It weighs 1,200 to 
  1,800 pounds. 
  Combat
   
  The tumble ox normally initiates combat by 
  charging at its foes and ramming them with its 
  horns. If it can easily get away and charge again, it 
  does so; otherwise it stands its ground and tosses its 
  opponents about on its horns. A tumble ox reduced 
  to 10 or fewer hit points flees.
   
  Powerful Charge (Ex): When a tumble 
  ox charges, its butt attack deals 2d6+20 points 
  of damage. In addition, if a tumble ox hits on a 
  charge, it can continue forward and begin a bull 
  rush as a free action without provoking an attack 
  of opportunity. Falling damage may apply to the 
  opponent on landing if there is a drop in terrain of 
  at least 10 feet. The tumble ox itself usually stops at 
  the point of impact.
  Warcrow
  Huge Magical Beast
  Hit Dice: 8d10+16 (60 hp)
  Initiative: +6
  Speed: 10 ft. (2 squares), fly 100 ft. (poor)
  Armor Class: 19 (-2 size, +2 Dex, +9 natural), 
  touch 10, flat-footed 17
  Base Attack/Grapple: +8/+21
  Attack: Beak +11 melee (2d4+5)
  Full Attack: Beak +11 melee (2d4+5) and 2 
  talons +6 melee (1d8+2)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: —
  Special Qualities: Keen senses, low-light vision
  Saves: Fort +8, Ref +8, Will +2
   
  Warcrows are legendary birds, black as 
  midnight and mighty enough for a humanoid to 
  ride into war against the enemies of the gods. 
  They make their nests in mountainous regions and 
  Abilities: Str 20, Dex 15, Con 14, Int 10, Wis 
  10, Cha 12
  Skills: Hide -6, Jump -7, Listen +7, Search +5, 
  Speak Language (any two), Spot +7, Survival 
  +5 (+7 following tracks)
  Feats: Alertness, Flyby Attack, Improved 
  Initiative
  Environment: Temperate and warm hill and 
  mountains
  Organization: Solitary or family (2-5)
  Challenge Rating: 4
  Alignment: Usually neutral good
  Advancement: 9-16 HD (Huge); 17-24 HD 
  (Gargantuan)
  Level Adjustment: —
  craggy overhangs. Hunters prize warcrows’s eggs, 
  said to bestow the legendary strength of the bird to 
  those who eat its egg.
  
  93
  4
  Training a Warcrow
  Witherweed
  Huge Plant
  Hit Dice: 3d8+9 (22 hp)
  Initiative: +0
  Speed: 0 ft.
  Armor Class: 12 (-2 size, +4 natural), touch 8, 
  flat-footed 12
  Base Attack/Grapple: +2/+11
  Attack: Frond +1 melee (1d4 Dexterity)
  Full Attack: 13 fronds +1 melee (1d4 Dexterity)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Additional fronds, death 
  smoke, Dexterity damage
  Special Qualities: Blindsight 30 ft., camouflage, 
  plant traits
   
  The witherweed resembles a large patch 
  of dry grass or weeds and is most often found in 
  arid mountainous terrain or in desolate caverns 
  and caves. Hidden among its weed-like body are 
  many long sinewy fronds. The average witherweed 
  covers an area of 20 square feet, though specimens 
  as large as 60 square feet have been encountered by 
  a few dungeon delvers.
  Combat
   
  A witherweed attacks any living creature that 
  comes within 10 feet of it, slashing and striking 
  with its fronds. Incapacitated creatures are pulled 
  into its body and devoured.
   
  Additional Fronds (Ex): For each HD above 
  3, the witherweed gains two additional fronds. 
  Each frond attacks at the witherweed’s maximum 
  attack bonus.
   
  Death Smoke (Ex): If subjected to fire, the 
  witherweed releases a deadly cloud of smoke that 
  billows forth, covering a 5-foot radius in a single 
  Saves: Fort +6, Ref +l, Will +2
  Abilities: Str 12, Dex 10, Con 16, Int –, Wis 13, 
  Cha 9
  Skills: –
  Feats: –
  Environment: Any mountain and underground
  Organization: Solitary
  Challenge Rating: 4
  Treasure: None
  Alignment: Always neutral
  Advancement: 4-6 HD (Huge); 7-9 HD 
  (Gargantuan)
  Level Adjustment: –
  round. Each round thereafter, the smoke covers 
  an additional 5-foot radius, until it has covered a 
  maximum radius of 30 feet. Any creature caught 
  in this smoke must succeed on a DC 14 Fortitude 
  save each round it remains in the smoke or take 
  2d6 points of Constitution damage. Another DC 
  14 Fortitude save must be made 1 minute later to 
  avoid another 2d6 points of Constitution damage. 
  The save DC is Constitution-based.
   
  Dexterity Damage (Su): Living creatures hit 
  by a witherweed’s frond attack take 1d4 points of 
  Dexterity damage (Fortitude DC 14 half). The save 
  DC is Constitution-based.
   
  Camouflage (Ex): Since a witherweed looks 
  like a normal plant when at rest, it takes a DC 20 
  Spot check to notice it before it attacks. Anyone 
  with ranks in Survival or Knowledge (nature) can 
  use one of those skills instead of Spot to notice the 
  plant. Dwarves can use stonecunning to notice the 
  subterranean version.
   
  A typical warcrow stands about 16 feet 
  tall, has a wingspan of up to 32 feet, and weighs 
  about 1,500 pounds. Warcrows are intelligent and 
  generally learn Common and one other language 
  spoken in the region.
  Combat
   
  When ridden into combat, warcrows prove to 
  be adaptable fighters. They can maneuver to allow 
  their riders good firing vantages while avoiding 
  similar opportunities for enemies. They can attack 
  other aerial creatures with beak and talons.  
  Warcrows can even swoop down on their enemies, 
  grapple them, carry them aloft, and then let gravity 
  take care of the rest.
   
  Keen Senses (Ex): A warcrow can see eight 
  times as far as a normal human, and has effective 
  darkvision up to 400 feet.
   
  Although intelligent, a warcrow requires 
  training before it can bear a rider in combat. To 
  be trained, a warcrow must have a friendly attitude 
  toward the trainer (this can be achieved through a 
  successful Diplomacy check). Training a friendly 
  warcrow requires six weeks of work and a DC 25 
  Handle Animal check.
   
  Riding a warcrow requires an exotic saddle. 
  A warcrow can fight while carrying a rider, but the 
  rider cannot also attack unless he or she succeeds 
  on a Ride check.
   
  Warcrow eggs are worth 5,000 gp apiece on 
  the open market, while chicks are worth 9,000 gp 
  each. Professional trainers charge 1,000 gp to rear 
  or train a warcrow.
   
  Carrying Capacity: A light load for a 
  warcrow is up to 532 pounds; a medium load, 
  533–1,064 lbs; and a heavy load, 1,065–1,600 lbs.
  
  94
  4 Wolf-Spider
  Large Magical Beast
  Hit Dice: 6d10+12 (45 hp)
  Initiative: +7
  Speed: 40 ft. (8 squares), climb 20 ft.
  Armor Class: 15 (-l size, +3 Dex, +3 
  natural), touch 12, flat-footed 12
  Base Attack/Grapple: +6/+12
  Attack: Bite +8 melee (ld8+3 plus poison)
  Full Attack: Bite +8 melee (ld8+3 plus 
  poison)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Poison, trip, web
  Special Qualities: Darkvision 60 ft., low-
  light vision, scent
  Saves: Fort +7, Ref +8,Will +2
   
  A 
  wolf-spider 
  is 
  a 
  large 
  monstrous 
  spider with a dark-colored wolf-like head and 
  multifaceted eyes. Its fangs are complimented by 
  a set of spider-like mandibles. Wolf-spiders are 
  very territorial creatures and hunt their prey, kill it, 
  and drag it back to their web lair. A typical wolf-
  spider’s body is 8 feet long. It weighs about 700 
  pounds. Wolf-spiders speak Common and Goblin.
  Combat
   
  Wolf-spiders often attack from surprise, 
  dropping from trees to ambush their foes.
   
  Poison (Ex): Injury, Fortitude DC 15, initial 
  and secondary damage 1d6 Str. The save DC is 
  Constitution-based.
   
  Trip (Ex): A wolf-spider that hits with a bite 
  attack can attempt to trip its opponent (+16 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity. If the 
  attempt fails, the opponent cannot react to trip the 
  wolf-spider.
   
  Web (Ex): A wolf-spider can throw a web 
  eight times per day. This is similar to an attack with 
  a net but has a maximum range of 50 feet, with a 
  range increment of 10 feet, and is effective against 
  targets of up to one size category smaller. The web 
  anchors the target in place, allowing no movement.
  Abilities: Str 15, Dex 17, Con 14, Int 8, Wis 
  10, Cha 2
  Skills: Climb +10, Hide +5, Jump +10, 
  Listen +5, Move Silently +5, Spot +5, 
  Survival +0*
  Feats: Alertness, Improved Initiative, 
  Weapon Finesse
  Environment: Temperate and warm hills 
  and mountains
  Organization: Solitary or colony (2-5)
  Challenge Rating: 4
  Treasure: Standard
  Alignment: Always neutral evil
  Advancement: 7-12 HD (Large); 13-18 HD 
  (Huge)
  Level Adjustment: –
   
  An entangled creature can escape with a DC 
  15 Escape Artist check or burst the web with a DC 
  19 Strength check. The check DCs are Constitution-
  based, and the Strength check DC includes a +4 
  racial bonus. The web has 12 hit points, hardness 0, 
  and takes double damage from fire.
   
  Wolf-spiders can also create sheets of sticky 
  webbing from 5 to 30 feet square. They usually 
  position these to snare flying creatures but can 
  also try to trap prey on the ground. Approaching 
  creatures must succeed on a DC 20 Spot check to 
  notice a web, or they stumble into it and become 
  trapped as though by a successful web attack. 
  Attempts to escape or burst the webbing receive 
  a +5 bonus if the trapped creature has something 
  to walk on or grab while pulling free. Each 5-foot-
  square section has 12 hit points, hardness 0, and 
  takes double damage from fire. Sheet webs have 
  damage reduction 5/–.
   
  A wolf-spider can move across its own sheet 
  web at its climb speed and can determine the exact 
  location of any creature touching the web.
   
  Skills: A wolf-spider has a +2 racial bonus 
  on Hide checks and a +4 racial bonus on Jump and 
  Spot checks. A wolf-spider has a +8 racial bonus 
  on Climb checks and can always choose to take 10 
  on Climb checks, even if rushed or threatened.
   
  *It also has a +4 racial bonus on Survival 
  checks when tracking by scent.
  
  95
  5
  1d10
  Deformity
  Effect
  1
  Misplaced arm
  2
  Extra arm
  One additional attack (considered secondary attack at its lowest 
  attack bonus)
  3
  Eyes on side of head
  +4 racial bonus on Spot checks
  4
  Extra eye in back of head
  All-around vision (can’t be flanked; +4 to Spot checks)
  5
  Hunched back or hump
  6
  Pointed or elongated head
  7
  Long flapping ears
  8
  Huge ears
  +4 racial bonus on Listen checks
  9
  Oversized nose
  Gains the scent special quality
  10
  Huge feet or short legs
  +2 racial bonus on Balance checks
  Aberrant
  Large Giant
  Hit Dice: 8d8+24 (60 hp)
  Initiative: -1
  Speed: 20 ft. (4 squares)
  Armor Class: 18 (-1 size, -1 Dex, +7 natural, 
  +3 hide), touch 8, flat-footed 18
  Base Attack/Grapple: +6/+16
  Attack: Huge greatclub +12 melee (3d8+9)
  Full Attack: Huge greatclub +12/+7 melee 
  (3d8+9)
  Special Attacks: —
  Special Qualities: Low-light vision, oversized 
  weapon
  Space/Reach: 10 ft./10 ft.
  Saves: Fort +9, Ref +1, Will +4
   
  Aberrants are hideously deformed hulking 
  giants whose bodies are covered in coarse dark 
  hair and oozing blisters. Aberrants make their 
  homes in caves, abandoned mines, or deep 
  underground away from civilization. They shun 
  contact with outsiders except when raiding or 
  ambushing travelers who have ventured near their 
  lair. Captured trespassers are kept for food, slaves, 
  or traded to other aberrant clans for goods.
   
  The strong rule and the weak fall. That is the 
  way of life for the aberrants. Each tribe or clan is led 
  by the largest and strongest aberrant. All others rank 
  beneath the leader. New leaders are appointed when 
  the current leader dies. A contest of skill is held with 
  the survivor being elected the new tribal leader and 
  the loser being buried with his fellow giants.
   
  Aberrants are shunned by other giants 
  and take great pleasure in attacking, killing, or 
  maiming other giants and those that despise them.
   
  A typical aberrant stands 12 feet tall and 
  weighs about 6,500 pounds. Aberrants speak Giant.
  Abilities: Str 23, Dex 8, Con 17, Int 10, 
  Wis 14, Cha 10
  Skills: Climb +13, Hide -5, Jump +0, 
  Listen +8, Move Silently +3, Spot +7
  Feats: Cleave, Power Attack, Weapon Focus 
  (greatclub)
  Environment: Temperate mountains
  Organization: Solitary, gang (2-5), band (6-9 
  plus 35% noncombatants), hunting/raiding/
  trading party (6-9), or tribe (21-30 plus 35% 
  noncombatants plus 1adept, cleric, or sorcerer 
  of 3rd or 4th level)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: By character class
  Level Adjustment: +4
  Combat
   
  Aberrants engage their enemies with their 
  greatclubs. Their various deformities prevent them 
  from hurling rocks. Though not dim-witted like 
  some other giants, aberrants generally employ less 
  than graceful tactics and do little more than pound 
  their enemies into paste with their clubs.
   
  Some tribes often capture defeated foes and 
  keep them as slaves or trade them to other aberrant 
  tribes in exchange for food, goods, or services.
   
  Oversized Weapon (Ex): An aberrant 
  wields a greatclub (big enough for Huge creatures) 
  without penalty.
  Aberrant Deformities
   
  Either roll randomly or choose 1d4-1 
  deformities from the table below. If two or more 
  deformities don’t seem to work well together, roll 
  or choose another.
  
  96
  5 Arachnom
  Large Aberration
  Hit Dice: 8d8+40 (76 hp)
  Initiative: +3
  Speed: 60 ft. (12 squares), climb 60 ft.
  Armor Class: 15 (-1 size, +3 Dex, +3 
  natural), touch 12, flat-footed 12
  Base Attack/Grapple: +6/+12
  Attack: Bite +8 melee (1d8+2 plus poison) 
  or claw +8 melee (1d6+2)
  Full Attack: Bite +8 melee (1d8+2 plus 
  poison) and 4 claws +3 melee (1d6+1)
  Space/Reach: 10 ft/10 ft.
  Special Attacks: Poison, web
  Special Qualities: Darkvision 60 ft.
  Saves: Fort +7, Ref +7, Will +5
   
  An arachnom is an eight-foot-tall hybrid of 
  human and spider. Four muscular arms (each ending 
  in a clawed hand) sprout from an impossibly broad, 
  bony chest. Multiple tiny eyes glare from a large 
  insectoid head covered in bristly brown spines and 
  sprouting vicious, fang-tipped mandibles.
   
  The origin of the arachnom is a mystery. 
  Some believe them to be greater relatives of the 
  ettercap, while others speculate that they resulted 
  from a group of humans who worshiped the same 
  dark deity as the dark elves. Those that buy into the 
  latter theory speculate that by displeasing their dark 
  mistress they suffered a fate similar to that of the 
  drider, while others claim that their transformation 
  was a blessing. Regardless of their origins, 
  arachnoms are a blight upon the forests and hills 
  they roam. Fortunately, their numbers are few.
   
  Arachnoms are hateful, sadistic hunters who 
  delight in killing their victims slowly. Elves are 
  their favored prey, with fey a close second, but 
  they will hunt anything for the sheer thrill of it. An 
  arachnom stands 8 feet tall and weighs about 500 
  pounds. Arachnoms speak Elven, Common, and 
  Undercommon.
  Combat
   
  The arachnom prefers to attack from ambush, 
  concealing itself in deep shadows or underneath 
  piles of leaves or rubbish, then springing out and 
  covering a victim with a spray of webbing. Once 
  trapped, the victim feels the arachnom’s bite, 
  which first paralyzes the body and then begins to 
  dissolve it.
   
  Poison (Ex): Bite, Fortitude DC 19; initial 
  damage paralysis (2d6 minutes), secondary damage 
  1 Constitution drain. The venom of the arachnom 
  Abilities: Str 15, Dex 17, Con 20, Int 6, Wis 
  5, Cha 3
  Skills: Balance +5, Climb +10, Hide +7, 
  Jump +14, Move Silently +7, Spot +2
  Feats: Iron Will, Lightning Reflexes, 
  Weapon Finesse
  Environment: Temperate forests and hills
  Organization: Solitary
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 9-16 HD (Large); 17-24 HD 
  (Huge)
  Level Adjustment: +6
  is extremely potent and highly acidic, building in 
  the victim’s system and slowly dissolving flesh 
  and bone. The save DC is Constitution-based.
   
  Web (Ex): Eight times per day, the arachnom 
  can spit a stream of sticky webbing from an orifice 
  located between its mandibles. This is similar to 
  an attack with a net but has a maximum range of 
  50 feet, with a range increment of 10 feet, and 
  is effective against targets up to Medium size. 
  The web anchors the target in place, allowing no 
  movement. An entangled creature can escape with 
  a successful DC 20 Escape Artist check or burst it 
  with a DC 20 Strength check. Both are standard 
  actions. The check DCs are Constitution-based, 
  and the Strength check DC includes a +4 racial 
  bonus. The web has 12 hit points, hardness 0, and 
  takes double damage from fire.
   
  Arachnoms can also create sheets of sticky 
  webbing from 5 to 60 feet square. They usually 
  position these to snare flying creatures but can 
  also try to trap prey on the ground. Approaching 
  creatures must succeed on a DC 20 Spot check to 
  notice a web, or they stumble into it and become 
  trapped as though by a successful web attack. 
  Attempts to escape or burst the webbing receive 
  a +5 bonus if the trapped creature has something 
  to walk on or grab while pulling free. Each 5-foot-
  square section has 12 hit points, hardness 0, and 
  takes double damage from fire.
   
  An arachnom can move across its own sheet 
  web at its climb speed and can determine the exact 
  location of any creature touching the web.
   
  Skills: An arachnom has a +4 racial bonus on 
  Hide and Spot checks. It also has a +8 racial bonus 
  on Climb checks and can always choose to take 10 
  on Climb checks, even if rushed or threatened.
  
  97
  5
  Blood Golem
  Large Aberration
  Hit Dice: 6d8 (27 hp)
  Initiative: +l
  Speed: 30 ft. (6 squares)
  Armor Class: 16 (-1 size, +1 Dex, +6 
  natural), touch 10, flat-footed 15
  Base Attack/Grapple: +4/+11
  Attack: Slam +7 melee (ld8+3 plus blood 
  consumption)
  Full Attack: 2 slams +7 melee (ld8+3 plus 
  blood consumption)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Blood consumption, cell 
  division
  Special Qualities: Damage reduction 10/
  bludgeoning and magic, darkvision 60 ft., 
  fast healing 3, immunity to mind-affecting 
   
  Blood golems, contrary to their name, are 
  not constructs: they are slug-shaped clots of living 
  blood, animated by some forgotten magic of a 
  long-dead spellcaster. They have no discernable 
  facial features and have two long, spindly arms 
  protruding from their sides.
   
  A typical blood golem is 10 feet long and 
  weighs about 500 pounds. Blood golems do not 
  speak.
  Combat
   
  When living prey is detected, the blood 
  golem rises up and appears as a slug-like headless 
  humanoid. It attacks with its arms.
   
  Blood Consumption (Su): When a blood 
  golem successfully hits a living opponent with a 
  slam attack, it heals a number of hit points equal 
  to the damage dealt. If the amount of healing 
  would cause the blood golem to exceed its full 
  normal hit points, it gains any excess as temporary 
  hit points. A blood golem may not gain more hit 
  points than the maximum hit points allowed by its 
  HD, Constitution modifier, and feats, however. For 
  example, a 6 HD blood golem with a Constitution 
  score of 10 may not have more than 48 hit points 
  and temporary hit points.
   
  If a blood golem successfully hits with 
  both slams in one round, a living opponent must 
  make succeed on a DC 15 Fortitude save or suffer 
  spells and abilities, resistance to fire 20, 
  tremorsense 60 ft., vulnerabilities
  Saves: Fort +2, Ref +3, Will +5
  Abilities: Str 17, Dex 12, Con 10, Int 2,Wis 
  11, Cha 1
  Skills: Listen +7, Spot +6
  Feat: Ability Focus (blood consumption), 
  Alertness, Weapon Focus (slam)
  Environment: Any hill, mountain, and 
  underground
  Organization: Solitary or brood (2-5)
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement: 7-12 HD (Large); 13-18 HD 
  (Huge)
  Level Adjustment: –
  catastrophic blood expulsion. This expulsion 
  drains the victim of a percentage of its current hit 
  points equal to 10% times 1d4 plus the amount by 
  which the save was failed. For example, a blood 
  golem hits an opponent with both slam attacks. 
  The opponent rolls a 10 on his save, failing by 
  5; next, 1d4 is rolled, yielding a 2. The opponent 
  loses 2 + 5 = 7, or 70% of its hit points. The blood 
  golem is healed by the same amount, subject to the 
  limitation above. When a blood golem reaches its 
  maximum hit points, it uses its cell division ability. 
  The save DC is Constitution-based.
   
  Cell Division (Ex): When a blood golem 
  absorbs enough blood to raise its hit points to their 
  maximum for its Hit Dice, Constitution modifier, 
  and feats, it splits into two equal blood golems, 
  each with one-half the total hit points as the 
  original. For example, a 6 HD blood golem with 
  48 hit points splits into two 6 HD blood golems 
  with 24 hit points each. Note that the blood golem 
  must attack the same opponent each round until it 
  drains enough blood to use its cell division ability. 
  Attacking multiple opponents still drains blood, 
  but does not allow it to use its cell division ability.
   
  Vulnerabilities (Ex): A magical attack that 
  deals electricity damage slows a blood golem (as 
  the slow spell) for 3 rounds, with no saving throw. 
  A purify food and drink spell instantly slays a 
  blood golem, with no saving throw.
  
  98
  5
  Bortha
  Large Giant
  Hit Dice: 5d8+20 (42 hp)
  Initiative: + 1
  Speed: 30 ft. (6 squares), climb 15 ft. (3 
  squares) 
  Armor Class: 16 (-1 size, +1 Dex, +6 
  natural), touch 10, flat-footed 15
  Base Attack/Grapple: +3/+13
  Attack: Claw +8 melee (1d6+6)
  Full Attack: 2 claws +8 melee (1d6+6), and 
  bite +3 melee (1d8+3)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Rend 2d6+9
  Special Qualities: Darkvision 60 ft., fast 
  healing 2, scent
   
  Bortha are a primitive breed of giant that 
  lives in cold, mountainous areas. Measuring well 
  over 10 feet tall, their muscular frame and sharp 
  claws are a daunting sight. Their shaggy fur is a 
  sallow color, often knotted and matted.
   
  The bortha are an unwelcome site to 
  “civilized” giants, who drive bortha out of their 
  territory and into the most remote and undesirable 
  locations.
  Saves: Fort +8, Ref +2, Will +1
  Abilities: Str 23, Dex 12, Con 18, Int 4, Wis 
  10, Cha 5
  Skills: Climb +14, Jump +6, Listen +5, Spot 
  +5, Survival +2*
  Feats: Alertness, Power Attack
  Environment: Cold mountains
  Organization: Solitary
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: 6-10 HD (Large)
  Level Adjustment: +4
  Combat
   
  Rend (Ex): If a bortha hits with both claw 
  attacks, it latches onto the opponent’s body and 
  tears the flesh. This attack automatically deals an 
  additional 2d6+9 points of damage.
   
  Skills and Feats: Bortha are not automatically 
  proficient with any manufactured weapons.
   
  Borthas have a +8 racial bonus on Climb 
  checks. A bortha can always choose to take 10 on 
  Climb checks, even if rushed or threatened.
   
  *A bortha has a +4 racial bonus on Survival 
  checks when tracking by scent.
  Dreadwraith
  Medium Undead (Incorporeal)
  Hit Dice: 12d12 (78 hp)
  Initiative: +4
  Speed: Fly 60 ft. (good) (12 squares)
  Armor Class: 17 (+4 Dex, +3 deflection), 
  touch 17, flat-footed 13
  Base Attack/Grapple: +6/–
  Attack: Incorporeal claw +10 melee (1d6)
  Full Attack: 2 incorporeal claws +10 melee 
  (1d6)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Fear aura, flaming lantern
  Special Qualities: Darkvision 60 
  ft,, incorporeal traits, undead traits, 
  vulnerability to fearlessness
  Saves: Fort +4, Ref +8, Will +8
  Abilities: Str 10, Dex 18, Con –, Int 10, Wis 
  10, Cha 17
  Skills: Hide +17, Intimidate +14, Listen 
  +12, Search +8, Sense Motive +8, Spot +12
  Feats: Ability Focus (fear aura), Alertness, 
  Dodge, Mobility, Spring Attack
  Environment: Any hills and mountains
  Organization: Solitary
  Challenge Ratings: 5
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 13-24 HD (Medium)
  Level Adjustment: –
  
  99
  5
   
  The dreadwraith is a ghastly figure in tattered 
  robes. Clutched in his claw-like hand is a lantern 
  glowing a most unnatural shade of green.
  Combat
   
  Dreadwraiths prefer to play with their prey, 
  but when combat is inevitable or when their victim 
  has been tortured to his limit, they will fight to 
  kill. A dreadwraith relies upon the unnatural fire 
  within its lantern to destroy and kill. The burst of 
  hideous, roaring green fire that explodes from the 
  front of the lantern is composed not only of flame, 
  but also the cruel shards of pain and shame that 
  are cousins to fear, and sets victims alight with 
  dancing flames.
   
  A dreadwraith’s very presence inspires 
  great fear, and even those who cannot see it may 
  feel a tingling of fright. When clearly visible, 
  the sight of a dreadwraith with its eerie lantern 
  is enough to freeze the bravest heart. Those who 
  are completely immune to fear, such as paladins, 
  are especially effective against a dreadwraith; the 
  power of confidence and purity of heart that the 
  Great Condor
  Huge Animal
  Hit Dice: 8d8+32 (68 hp)
  Initiative: +1
  Speed: 20 ft. (4 squares), fly 80 ft. (poor) 
  (16 squares)
  Armor Class: 17 (-2 size, +1 Dex, +8 
  natural), touch 9, flat-footed 16
  Base Attack/Grapple: +6/+19
  Attack: Bite +9 melee (2d6+5) or claw +9 
  melee (1d8+5)
  Full Attack: Bite +9 melee (2d6+5) or 2 
  claws +9 melee (1d8+5)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: —
   
  Few people can claim to have spotted the 
  great condor, an immense bird that supposedly 
  nests in the highest peaks and can carry off a 
  grown man. Black feathers cover its body, and 
  it has a flexible neck that ends in a sharp beak. 
  Actually the name is a misnomer, since the great 
  condor is not a carrion eater like the normal 
  condor, but a bird of prey. It feeds primarily of 
  peaks rams, mountain goats and sometimes even 
  bears and mountain lions if it can catch them.
  truly fearless possess is enough to severely 
  unravel the dreadwraith’s already tenuous 
  physical existence.
   
  Fear Aura (Ex): Creatures in a 60-foot 
  radius of a dreadwraith that see it must succeed 
  on a DC 21 Will save or be affected as though by 
  fear (caster level 7th). A creature that successfully 
  saves cannot be affected again by the same 
  dreadwraith’s aura for 24 hours. The save DC is 
  Charisma-based.
   
  Flaming Lantern (Su): Three times per 
  day, a dreadwraith can summon a 30-foot cone of 
  fire from its lantern that deals 5d10 points of fire 
  damage (Reflex DC 19 half) and will set flammable 
  things on fire. The save DC is Charisma-based.
   
  Vulnerability to Fearlessness (Ex): The 
  weapons of any creature that is immune to fear are 
  considered to have the bane quality against undead 
  when they strike a dreadwraith. This property does 
  not apply to creatures that are immune to fear 
  because of their creature type.
  Special Qualities: Low-light vision
  Saves: Fort +10, Ref +7, Will +2
  Abilities: Str 20, Dex 12, Con 18, Int 1, Wis 
  10, Cha 6
  Skills: Move Silently +7, Spot +5
  Feats: Flyby Attack, Snatch, Wingover
  Environment: Cold mountains
  Organization: Solitary
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 9-16 HD (Huge)
  Level Adjustment: —
   
  Sometimes it attempts to take humanoids or 
  a caravan’s beasts of burden, in which case any 
  treasure or products that the victim might have 
  carried would be abandoned near its nest.
  Combat
   
  The great condor prefers to swoop down 
  from cloud cover, flying very quietly despite its 
  size. It will never land to attack, as it is clumsy on 
  the ground. It will flee if combat turns against it.
   
  Feats: A great condor can use its Snatch feat 
  on any creature of at least Small size, but no bigger 
  than Large.
  
  100
  5
  Grumbler
  Large Aberration
  Hit Dice: 5d8+20 (42 hp)
  Initiative: +2
  Speed: 10 ft. (2 squares)
  Armor Class: 15 (-1 size, -2 Dex, +8 
  natural), touch 7, flat-footed 15
  Base Attack/Grapple: +3/+10
  Attack: Slam +6 melee (2d6+4)
  Full Attack: Slam +6 melee (2d6+4)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Landslide, trample 2d6+4
  Special Qualities: Damage reduction 8/–, 
  fortification, immunity to mind-affecting 
  effects, poison and stunning, resistance to 
  cold 10, and fire 10, tremorsense 120 ft.
   
  Grumblers are sentient, mobile rocks. There 
  are many types of grumblers (sandstone, basalt, 
  gabbro), the most common being granite. They say 
  the walls have ears; so do the rocks.
  Combat
   
  Landslide (Ex): A group of three or more 
  grumblers may cause a landslide (see Dungeon 
  Master’s Guide), assuming they are in a position to 
  cause a landslide and all are within 50 feet of each 
  other. A landslide must start on high ground and 
  must be able to travel at least 100 feet from start to 
  finish. The path must follow the natural slope of the 
  terrain, and the landslide has a width equal to double 
  the total reach of all grumblers in the landslide. For 
  instance, four Large grumblers, each with a reach of 
  10 feet, combine for a width of 80 feet.
   
  Characters in the bury zone take 3d6 points 
  of damage plus the slam damage of each grumbler 
  in the landslide, or half that amount if they make a 
  DC 15 Reflex save. They are subsequently pinned 
  (see below). Characters in the slide zone take 1d6 
  points of damage plus half the slam damage of 
  each grumbler in the landslide, or no damage if 
  they make a DC 15 Reflex save. Those who fail 
  their saves are pinned.
   
  Pinned characters take 1d6 points of 
  nonlethal damage per minute. If a pinned 
  character falls unconscious, he must make a DC 
  15 Constitution check or take 1d6 points of lethal 
  damage each minute thereafter until freed or dead, 
  so long as the grumblers maintain the pin. The save 
  DC is Strength-based.
   
  A grumbler landslide is otherwise the 
  same as a normal landslide. After performing a 
  landslide, the grumblers must move back into 
  position to repeat the maneuver.
  Saves: Fort +5, Ref -1, Will +4
  Abilities: Str 16, Dex 7, Con 18, Int 2, Wis 
  10, Cha 2
  Skills: Hide +9, Tumble +7
  Feats: Improved Initiative, Weapon Focus 
  (slam)
  Environment: Any mountains
  Organization: Cluster (3-5), rabble (6-10), 
  or slide (11-20)
  Challenge Rating: 5
  Treasure: No coins; 25% goods (gems 
  only); no items
  Alignment: Always neutral
  Advancement: 6-10 HD (Large), 11-15 HD 
  (Huge)
  Level Adjustment: –
   
  Trample (Ex): Reflex half DC 15. The save 
  DC is Strength-based.
   
  Fortification (Ex): A grumbler’s thick, rock 
  like hide protect its vital areas effectively. When a 
  critical hit or sneak attack is scored on a grumbler, 
  there is a 100% chance that the critical hit or sneak 
  attack is negated and damage is instead rolled 
  normally.
   
  Tremorsense (Ex): A grumbler does not see 
  in the normal sense, as it has no eyes. By feeling 
  vibrations in the earth, a grumbler automatically 
  senses the location of anything that is in contact 
  with the ground, moving, and within 120 feet.
   
  Skills: A grumbler has a +10 racial bonus 
  on Hide checks, and a +6 racial bonus on Tumble 
  checks.
  Mumbler
   
  A mumbler is a small chunk broken off 
  of a living grumbler, which is something that 
  happens naturally from time to time. One of these 
  chunks can be used to translate the language of 
  the grumblers into the language spoken by the 
  character using it. To use a mumbler, a character 
  must place it against a grumbler and place his ear 
  up to the mumbler. The character will hear the 
  grumbler’s words as rumbling, humming sounds 
  that he can recognize with a DC 15 Listen check.
   
  A mumbler can also be used to speak with 
  ordinary rocks if used in the same fashion. This 
  communication is similar to the way speak with 
  plants works with plants and plant creatures.
   
  Faint divination; CL 1st; Craft Wondrous 
  Item, comprehend languages; Price 2,000 gp.; 
  Weight 2 lbs.
  
  101
  5
  Hound of Insanity
  Large Magical Beast 
  Hit Dice: 6d10+18 (51 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares)
  Armor Class: 17 (-1 size, +2 Dex, +6 natural), 
  touch 11, flat-footed 15
  Base Attack/Grapple: +6/+14
  Attack: Bite +9 melee (1d8+4 plus infectious 
  bite)
  Full Attack: Bite +9 melee (1d8+4 plus 
  infectious bite) and tail gore +4 melee (1d6+2)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Infectious bite, maddening 
  howl
  Special Qualities: Darkvision 60 ft., low-light 
  vision, scent
   
  A hound of insanity has the basic canine form: 
  four legs, a tail, and long snout. What distinguishes 
  these hounds are their small white horns and spiky 
  tails. Their fur is dirty brown in color, with pale 
  skin underneath. Their ears are bright red.
   
  Hounds of insanity, like many other canines, 
  live in a packs led by the strongest male. Insanity 
  hounds cannot reproduce normally; they rely on 
  their infectious bite to continue their species. Anyone 
  bitten by a hound of insanity becomes infected with 
  a strange disease, transforming into one of these 
  beasts within a day’s time. Such victims are able to 
  sense the nearby pack, and run off to join it when the 
  transformation is complete. Although some remote 
  connection may exist, hounds of insanity are not 
  lycanthropes. Once a victim transforms into one of 
  these creatures, he is forever trapped in that form, his 
  mind warped forever. There is no known cure after 
  the transformation. 
   
  Hounds of insanity are about 9 feet long and 
  weigh around 800 pounds. They do not speak or 
  understand any languages.
  Combat 
   
  Hounds of insanity use the standard hunting 
  tactics of most canines. If their purpose is to get 
  food, they single out and attack the weakest creature 
  from a group. If their purpose is to recruit, they 
  seek out the strongest, attacking briefly and then 
  retreating. Strong members of the pack rush into 
  melee, using their bite and tail attacks, then charge 
  out, while the weaker members stand at a distance 
  and howl, creating confusion amongst the prey.
   
  Once a target is infected, the pack often 
  follows a group of prey at a distance after the first 
  attack, occasionally attacking the now weakened 
  party and retreating and following from a distance. 
  Saves: Fort +8, Ref +7, Will +3
  Abilities: Str 18, Dex 14, Con 17, Int 4, Wis 
  13, Cha 9
  Skills: Hide +0, Jump +8, Listen +5, Move 
  Silently +4, Spot +4, Survival +3 
  Feats: Ability Focus (infectious bite), 
  Alertness, Track
  Environment: Temperate hills
  Organization: Solitary or pack (5-15)
  Challenge Rating: 5
  Treasure: No coins; 50% goods; 50% items
  Alignment: Always chaotic evil
  Advancement: 7-12 HD (Large); 13-18 HD 
  (Huge)
  Level Adjustment: –
  By this method, the prey may be eliminated one at 
  a time over a course of a few days.
   
  Infectious Bite (Su): Any humanoid bitten 
  by a hound of insanity must succeed on a DC 14 
  Fortitude save or be transformed into a hound of 
  insanity after 24 hours. The first symptom, usually 
  appearing only minutes after being infected, is that 
  the victim’s ears turn bright red. As the infection 
  runs its course, the victim’s mental state slowly 
  deteriorates; he grows horns, fur and fangs and 
  eventually has to walk on all fours. The victim can 
  avoid the final transformation and return to normal 
  if a remove curse or break enchantment spell is 
  cast upon him  (requiring a DC 17 caster level 
  check for either spell). After the transformation, 
  however, the victim is lost and nothing short of a 
  limited wish can bring him back. Lycanthropes and 
  creatures immune to magical diseases are immune 
  to this effect. The save DC is Charisma-based and 
  includes the hound’s Ability Focus feat.
   
  Maddening Howl (Su): The howl of a hound 
  of insanity is one of its most feared attacks. The 
  hound can spend 1 or more full rounds howling, but 
  must succeed on a Concentration check (DC 10 + 
  damage dealt, if any) to continue if it takes damage 
  or is otherwise interrupted. Any creature within a 
  100-foot radius that hears the howl must succeed 
  on a DC 12 Will save or go berserk and enter melee 
  with the nearest creature, friend or foe. This effect 
  lasts until the howling ends or the berserk character 
  can no longer hear the noise. Any creature that 
  succeeds on its saving throw is immune to howls 
  from that hound for 24 hours. This is a sonic, mind-
  affecting compulsion effect. Howls of insanity are 
  immune to the maddening howl ability of others of 
  their kind. The save DC is Charisma-based.
  
  102
  5
  Ice Stalker
  Medium Elemental (Cold)
  Hit Dice: 7d8+7 (38 hp)
  Initiative: +4
  Speed: 50 ft. (10 squares)
  Armor Class: 19 (+4 Dex, +5 natural), 
  touch 14, flat-footed 15
  Base Attack/Grapple: +5/+6
  Attack: Claw +10 melee (1d4+1) or ray of 
  frost +9 ranged (1d3 cold)
  Full Attack: 2 claws +10 melee (1d4+1) or 
  ray of frost +9 ranged (1d3 cold)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Ray of frost, weaken armor
  Special Qualities: Darkvision 60 ft., 
  elemental traits, immunity to cold, 
  vulnerability to fire
   
  Ice stalker is an elemental that uses winter’s 
  cold for its amusement. Ice Stalkers prefer stealth 
  and ambush to a straightforward attack. They 
  lurk, shark-like, in the ice and snow, waiting for 
  their chosen target to weaken from exposure, and 
  then surreptitiously use their ray of frost ability 
  as often as possible from a point of concealment 
  before engaging in melee; this generally exhausts 
  the magical healing of its target before the real 
  fighting begins. If they are strongly opposed, they 
  break and lose themselves in the snow and ice, 
  only to return later for a second attack.
  Combat
   
  An ice stalker’s favored class is ranger.
   
  Ray of Frost (Sp): An ice stalker can fire 
  this ray once per round, with a range of 30 feet. 
  Saves: Fort +6, Ref +6, Will +4
  Abilities: Str 13, Dex 19, Con 13, Int 10, 
  Wis 14, Cha 16
  Skills: Hide +8*, Intimidate +6, Jump +9, 
  Listen +6, Move Silently +9, Spot +6
  Feats: Point Blank Shot, Weapon Finesse, 
  Weapon Focus (claws)
  Environment: Cold mountains and plains
  Organization: Solitary, pair, cluster (2-5), 
  or large cluster (5-20)
  Challenge Rating: 5
  Treasure: No coins; standard goods; 
  standard items
  Alignment: Always neutral evil
  Advancement: 8-14 HD (Medium), 15-21 
  HD (Large); or by character class
  Level Adjustment: +5
  It affects targets as a ray of frost spell (caster level 
  2nd), dealing 1d3 points of cold damage on a 
  successful ranged attack.
   
  Weaken Armor (Ex): If an ice stalker hits 
  with both claw attacks, it pulls apart any armor 
  worn by its foe. This attack deals 2d4+2 points 
  of damage to the opponent’s armor. Opponents 
  not wearing armor are unaffected by this special 
  attack. Armor reduced to 0 hit points is destroyed. 
  Damaged armor may be repaired with a successful 
  Craft (armorsmithing) check.
   
  Additionally, the icy touch of an ice stalker 
  causes armor worn to stiffen and become brittle. 
  On a successful claw attack, the hardness of the 
  opponent’s armor is reduced by 1 for 10 rounds. 
  The reduction in hardness is cumulative with each 
  successful attack.
  Flora and Fauna
   
  Kames: Mounds of sediment deposited as the glacier recedes. Melt waters push out gravel and 
  larger debris from the glacier, which builds in fans or deltas against the edge of the ice. After the ice melts, 
  the mound partially collapses and forms hills of stratified drift, called kames.
   
  Kettles: Depressions in the earth made by large pieces of ice left behind from glacier movement. 
  These depressions often fill with water, creating kettle lakes. The typical depth is 10 meters or less, while 
  the diameter varies from tens of meters to a kilometer.
  
  103
  5
  Ith’n Ya’roo
  Large Monstrous Humanoid
  Hit Dice: 7d8+28 (59 hp)
  Initiative: +1
  Speed: 30 ft. in hide armor (6 squares); base 
  speed 40 ft.
  Armor Class: 17 (-1 size, +1 Dex, +4 natural, 
  +3 hide armor), touch 10, flat-footed 16
  Base Attack/Grapple: +7/+17
  Attack: Greataxe +12 melee (3d6+9/x3) or 
  claw +12 melee (1d6+6) or javelin +7 ranged 
  (1d6+6)
  Full Attack: Greataxe +12/+7 melee (3d6+9/
  x3) and bite +7 melee (2d4+3); or 2 claws +12 
  melee (1d6+6) and bite +7 melee (2d4+3); or 
  javelin +7 ranged (1d6+6)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Berserker rage
  Special Qualities: Darkvision 60 ft., resistance 
   
  The ith’n ya’roo are a proud and barbaric 
  arctic race. Humanoid in shape, they are typically 
  crouched like apes, with heavy white fur, large 
  fangs and claws, gnarled horns and bearish 
  features. Fully upright, most ith’n ya’roo would 
  stand about 9 feet tall, however their posture 
  lowers them almost 2 feet. Their weapons are 
  always carved out of the remains of their fallen 
  enemies. This is a matter of pride to the ith’n 
  ya’roo, and they use no other weaponry, except 
  their teeth and claws.
   
  Ith’n ya’roo are savage and temperamental, 
  not trusting outsiders or foreign ideas. Despite 
  their xenophobia, the ith’n ya’roo have a passion 
  for two products not of their own make: red wine 
  and gold. They trade with other races for these 
  two precious commodities, but only with select 
  individuals. Typically the ith’n ya’roo trade carved 
  bone or ivory items, although some tribes have 
  been known to trade remorhaz hides and horns.
   
  Travelers passing through the territory of 
  the ith’n ya’roo are usually attacked first.  Should 
  they survive multiple assaults, they are likely to 
  be approached by the ith’n ya’roo in an attempt 
  to trade. This may be difficult due to the language 
  barrier, but the ith’n ya’roo are skilled enough at 
  pantomime that they should be able to get across 
  that they are interested in wine and gold.
   
  Anyone who gains the trust of the ith’n 
  ya’roo finds them a powerful ally. Anyone who 
  fights a remorhaz and survives is considered 
  sacred to the ith’n ya’roo, and adventurers who 
  get thrown off of icy cliffs may find themselves 
  awakening in an ith’n ya’roo village, being nursed 
  to cold 10, scent
  Saves: Fort +6, Ref +6, Will +6
  Abilities: Str 22, Dex 12, Con 19, Int 9, Wis 
  12, Cha 13
  Skills: Appraise +2, Hide -6, Intimidate +3, 
  Jump +11, Listen +5, Spot +5
  Feats: Alertness, Cleave, Power Attack
  Environment: Cold hills
  Organization: Solitary, band (2-5), troop 
  (4-16 plus 1 3rd-level shaman and 1 5th-level 
  captain), or column (20-120 plus 2 5th-level 
  captains, 1 7th-level general, 3 3rd-level 
  shamans, and 1 5th-level shaman)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Usually lawful evil
  Advancement: By character class
  Level Adjustment: +2
  back to health. Ith’n ya’roo have strange customs, 
  and may not want to part with their newfound 
  friend. Good diplomatic skills—or the intervention 
  of allies—may be required to secure the freedom 
  of the tribe’s newest sacred member.
   
  Ith’n ya’roo stand about 9 feet tall and weigh 
  500 pounds or more. Ith’n ya’roo have their own 
  language, although it does not have a written form, 
  and they rarely learn another race’s language 
  unless they deem the entire race intelligent.
  Combat
   
  The ith’n ya’roo are ferocious warriors, 
  and can generate an intense battle lust within 
  themselves in a fight. They are extremely focused 
  in combat, although somewhat disorganized from 
  a military standpoint. Ith’n ya’roo use their javelin 
  attacks against distant opponents as cover while 
  they move up to enter melee. Once in melee they 
  fight wildly and brutally until only one side is left 
  standing. Ith’n ya’roo do not retreat, nor do they 
  allow themselves to be captured. 
   
  Berserker Rage (Ex): Similar to a barbarian, 
  an ith’n ya’roo can summon up an intense battle 
  lust at will. When enraged, the ith’n ya’roo gains a 
  +4 bonus to Strength, a +4 bonus to Constitution, 
  and a +2 morale bonus on Will saves, but suffers 
  a -2 penalty to AC due to carelessness. The effect 
  lasts for the duration of the encounter. The effect is 
  otherwise identical with a barbarian’s rage except 
  that the ith’n ya’roo is not fatigued at the end. The 
  effects of an ith’n ya’roo’s berserker rage do not 
  stack with a barbarian’s rage ability.
   
  Skills: Ith’n ya’roo have a +6 racial bonus on 
  Jump checks due to their powerful legs.
  
  104
  5 Kijo
  Large Giant
  Hit Dice: 5d8+10 (32 hp)
  Initiative: +5
  Speed: 30 ft. (6 squares)
  Armor Class: 14 (-1 size, +1 Dex, +4 
  natural), touch 10, flat-footed 13
  Base Attack/Grapple: +3/+10
  Attack: Claw +5 melee (1d6+3)
  Full Attack: Two claws +5 melee (1d6+3) 
  and bite +3 melee (1d6+1) and tail +3 melee 
  (1d4+1)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Ability absorption, hunger 
  aura, improved grab
   
  A kijo is a giant with a reptilian bent, 
  sporting a prehensile, lizard-like tail and scaled 
  skin. Its hands are clawed, and its tongue is forked 
  like a serpent.
   
  Kijo are solitary creatures searching for 
  treasure, food, and advantageous positioning. 
  They bring hunger and weakness wherever they 
  go. They like hills and mountains for their strategic 
  value in ambushes and sneaking around, but they 
  are also found in heavily wooded areas.
   
  A kijo stands 13 feet tall and weighs around 
  2,200 pounds. Kijo speak Draconic and Giant.
  Combat
   
  Kijo prefer sneak attacks and ambushes, 
  though they rely on terrain and their own cunning 
  to better the odds for themselves. Their special 
  abilities operate whether or not their intended prey 
  becomes aware of their presence, and kijo prefer to 
  lie in wait until the odds are firmly in their favor. 
  If forced into physical combat, a kijo can wield 
  simple or martial weapons, lash out with its claws, 
  or lash out at opponents with its massive tail.
  Narga
  Medium Magical Beast
  Hit Dice: 3d10+6 (22 hp)
  Initiative: +3
  Speed: 50 ft. (10 squares)
  Armor Class: 15 (+3 Dex, +2 natural), 
  touch 13, flat-footed 12
  Base Attack/Grapple: +3/+4
  Attack: Gore +4 melee (1d6+1)
  Special Qualities: Low-light vision
  Saves: Fort +6, Ref +2, Will +1
  Abilities: Str 17, Dex 13, Con 15, Int 14, 
  Wis 10, Cha 10
  Skills: Hide +5, Move Silently +9, Spot +8, 
  Survival +8
  Feats: Improved Initiative, Multiattack
  Environment: Any hills and mountains
  Organization: Solitary
  Challenge Rating: 5
  Treasure: Double standard
  Alignment: Always chaotic evil
  Advancement: By character class
  Level Adjustment: +5
   
  Ability Absorption (Su): If opponents 
  within the kijo’s hunger aura suffer an effective 
  loss of Strength or Dexterity points due to fatigue 
  caused by the hunger aura, the kijo absorbs the 
  equivalent number of points and adds them as a 
  racial bonus to its Strength or Dexterity scores for 
  24 hours.
   
  Hunger Aura (Su): Kijo project an invisible 
  hunger aura around them. Any living creatures 
  within the aura immediately become subject to 
  starvation and thirst effects within the first round 
  of contact (1 round = 1 day without food or water). 
  These effects remain even after the victim leaves 
  the kijo’s aura. Creatures within this aura must 
  succeed on a DC 14 Fortitude save every other 
  round or suffer its effects (which are cumulative, 
  i.e. three rounds of failed saves equals three days 
  of starvation, fatigue, nonlethal damage, and so 
  on). The save DC is Constitution-based.
   
  Improved Grab (Ex): To use this ability, a 
  kijo must hit with its tail attack. It can then attempt 
  to start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold.
  Full Attack: Gore +4 melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Call stars, curse
  Special Qualities: Cloud of deception, 
  damage reduction 5/cold iron, darkvision 
  60 ft., low-light vision, resistance to cold 5, 
  scent, spell-like abilities, telepathy 100 ft.
  Saves: Fort +5, Ref +6, Will +5
  
  105
  5
   
  Nargas are mysterious creatures resembling 
  deer, their souls twisted by a strange curse. An 
  average narga weighs between 300 and 400 pounds 
  and stands roughly 6 feet tall. Heavy, dark blue hair 
  covers its body, growing darker with age, and its 
  four powerful legs allow it to run at great speeds. 
  Its eyes are crimson, and at the top of its head is 
  a single great horn, twisted and ending in many 
  points. A narga has excellent hearing, an acute 
  sense of smell, and carries an odor of violets.
   
  Nargas are drawn to places of evil, and 
  are commonly found near temple ruins, sinister 
  forests, and natural sites revered by evil druids 
  and fey. There, they graze on foliage, watch their 
  surroundings, and wait for creatures to seek their 
  aid. Nargas are renowned for their knowledge 
  of dark secrets about sources of rare magic and 
  power, and they readily offer hints and bits of 
  lore to creatures in exchange for small favors; 
  protection, stories about the world, and small 
  gifts of minor magics are all frequent prices for 
  narga wisdom. Their advice is always accurate, 
  though often misleading, as they readily subvert 
  the wording of requests. It is unknown whether 
  nargas are compelled to make these bargains and 
  twist them out of spite, or if they enjoy or feed on 
  the chaos they cause.
   
  When a narga is slain, it gazes upon its 
  killer, marking the creature’s soul with a curse. 
  At the time of the creature’s death, its soul is 
  reincarnated into the body of a fully-grown narga. 
  The creature’s memories of its previous life are 
  vague and scattered, and it is gifted with much of 
  the knowledge and many of the desires of the narga 
  it killed.
   
  Nargas communicate telepathically.
  Combat
   
  Nargas avoid combat whenever possible, 
  using their clouds of deception to slip away 
  from most aggressors. In situations where they 
  are forced to fight, or against foes they see as 
  particularly threatening, they call down stars to 
  smash or weaken their opponents. Most of the time, 
  they can finish off any survivors with their horns.
   
  Call Stars (Su): A narga can call up to 
  four shooting stars from the sky per night while 
  Abilities: Str 12, Dex 17, Con 14, Int 15, 
  Wis 14, Cha 17
  Skills: Bluff +4, Diplomacy +4, Hide 
  +8, Jump +9, Knowledge (any two) +6, 
  Knowledge (arcana) +16, Listen +5, Move 
  Silently +4, Sense Motive +5, Spot +5, 
  Survival +3
  Feats: Alertness, Iron Will
  outdoors. The narga can call any number of the 
  stars at once, each targeting a different creature 
  within 400 feet. The stars strike unerringly, 
  dealing 2d6 points of damage to targeted creatures. 
  In addition, the shower of sparks and fragments 
  released on impact causes 3d6 points of fire 
  damage to creatures in a 5-foot spread. A targeted 
  opponent receives no save against either effect, but 
  other victims in the spread take only half damage 
  from the fire on a successful DC 14 Reflex save. 
  The save DC is Charisma-based.
   
  Curse (Su): A creature that is directly 
  responsible for the death of a narga falls under 
  its curse. A feeling of dread and wrongness 
  accompanies the narga’s death, allowing the 
  cursed creature to realize that it has been affected 
  somehow. Casting break enchantment (DC 14) or 
  dispel evil on the victim ends the curse, provided 
  it is cast within a number of days after the narga’s 
  death equal to the caster’s level. Otherwise, only 
  a miracle or wish can free the creature. A creature 
  that dies while under a narga’s curse cannot be 
  raised or resurrected.
   
  Cloud of Deception (Su): A narga can 
  cloud the minds of living creatures, making itself 
  unnoticed. As a standard action, the narga can 
  render itself invisible to up to four creatures within 
  60 feet for 2d4 rounds (Will DC 14 negates). 
  Creatures who successfully save are immune to 
  that narga’s cloud of deception for 24 hours. The 
  narga can use this ability any number of times per 
  day, but cannot hide itself from more than four 
  creatures at any one time. The narga can free a 
  creature from the effect prematurely as a free 
  action, so long as the narga can see the creature. 
  Cloud of deception is a mind-affecting phantasm. 
  The save DC is Charisma-based.
   
  Spell-Like Abilities: At will–dancing lights, 
  detect magic, faerie fire, ghost sound (DC 13), 
  pass without trace, purify food and drink (DC 13), 
  speak with animals. Caster level 10th. The save 
  DCs are Charisma-based.
   
  Skills: Due to their coloration, nargas have a 
  +4 racial bonus on Hide checks. They also have a 
  +8 racial bonus on Knowledge (arcana) checks.
  Environment: Any forests, hills, and 
  plains
  Organization: Solitary
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always neutral evil
  Advancement: 4-6 HD (Medium); 7-9 HD 
  (Large)
  Level Adjustment: –
  
  106
  5 Palanquin Beetle
  Large Vermin
  Hit Dice: 9d8+27 (67 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares)
  Armor Class: 19 (-1 size, +10 natural), touch 
  9, flat-footed 19
  Base Attacks/Grapple: +6/+17
  Attack: Bite +12 melee (2d6+10)
  Full Attack: Bite +12 melee (2d6+10)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Trample 2d8+10
  Special Qualities: Darkvision 60 ft., vermin 
  traits
   
  Palanquin beetles reach lengths of 15 feet 
  or more. They are easily identifiable by the six 
  long spines projecting upward from the edges 
  of their carapaces, each spine often reaching 6-8 
  feet in length. While these spines probably serve 
  a defensive purpose (preventing large flying 
  creatures from swooping down upon the beetle 
  without running the risk of being impaled), they 
  are often put to a different use by the humanoid 
  races that ‘domesticate’ these enormous insects: 
  the spines serve as ‘poles’ to which a canvas 
  covering is tied, providing shade for the creatures 
  riding upon the beetle’s back. The spines also 
  make a handy place to display the severed heads of 
  vanquished foes.
   
  Palanquin beetles have brightly colored 
  carapaces, usually of contrasting colors: red and 
  green; purple and blue; yellow and pink. The rest 
  of their bodies are a uniform black, including the 
  six upward-thrusting spines. Their eyes are tiny 
  in comparison to their enormous bodies and their 
  antennae are similarly small, providing the beetle 
  with very little details of the world around it 
  beyond 10 feet or so.
  Combat
   
  While most insects are considered non-
  intelligent, the palanquin beetle is exceptionally 
  so. It has a single offensive capability: biting an 
  enemy with its powerful mandibles. As soon as it 
  detects potential prey it heads straight for it with 
  mouthparts open wide. The creature has no sense 
  of strategy, no finesse, just a simple find-chase-eat 
  formula used at all times. Palanquin beetles have 
  been known to attack opponents many times their 
  own size. Palanquin beetles have a tendency to 
  focus upon a single target at a time, chasing after 
  him exclusively even if other potential victims are 
  in the same area. This is more of a result of the 
  insect’s limited intelligence and awareness rather 
  than any devotion of purpose or single-mindedness 
  Saves: Fort +9, Ref +3, Will +2
  Abilities: Str 25, Dex 10, Con 17, Int —, Wis 
  8, Cha 9
  Skills: —
  Feats: —
  Environment: Temperate and warm hills
  Organization: Solitary
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement: 10-18 HD (Large), 19-27 HD 
  (Huge)
  Level Adjustment: —
  upon its part. Palanquin beetles do not use their 
  spines as weapons, as they stick straight up into 
  the air and are not maneuverable.
   
  Its 
  riders, 
  usually 
  orcs, 
  goblins, 
  or 
  occasionally gnolls, often enhances the beetle’s 
  offensive capabilities. These humanoids use 
  the palanquin beetle as a combination transport 
  vehicle and weapons platform, riding the beetle 
  into battle against enemies and hurling spears, 
  shooting arrows, or lobbing rocks from the relative 
  safety of the giant insect’s back.
   
  Those races that ‘domesticate’ palanquin 
  beetles do so by a simple method: rushing at the 
  creature from all sides and jumping up onto its 
  back while it eats those foolish enough to have 
  approached it from the front. Once on the beetle’s 
  back the humanoids are ignored by the monster; 
  as it cannot reach or even see them, they cease to 
  exist to the beetle. “Steering” a palanquin beetle is 
  a simple matter as well: tie a piece of meat (usually 
  part of a slain foe) to the end of a pole and dangle 
  it in front of the beetle’s head in the direction you 
  wish it to go. Lift the pole up out of its range of 
  vision and the beetle stops, amazed at its prey’s 
  sudden vanishing act.
   
  A palanquin beetle makes an excellent 
  war mount, although in many ways it is more 
  like a seagoing vessel: getting on and steering 
  is easy enough but you certainly do not want to 
  fall ‘overboard’ for fear of being eaten. Several 
  orc tribes have taken this analogy even further, 
  attaching a heavy ‘anchor’ to one of the beetle’s 
  legs via a length of sturdy chain. When the weight 
  is upon the beetle’s back it can move normally; 
  when dropped, the beetle is unable to pull the 
  weight solely by the strength of its leg and so 
  cannot move from the area.
   
  Trample (Ex): Reflex half DC 21. The save 
  DC is Strength-based.
  
  107
  5
  Picaroon
  Huge Plant
  Hit Dice: 8d8+40+3 (79 hp)
  Initiative: +3
  Speed: 0 ft.
  Armor Class: 13 (-2 size, +3 Dex, +2 
  natural), touch 11, flat-footed 10
  Base Attack/Grapple: +6/+20
  Attack: Slam +11 melee (1d4+9)
  Full Attack: Slam +11 melee (1d4+9)
  Space/Reach: 15 ft./20 ft.
  Special Attacks: Improved grab, sticky 
  tendrils, swallow whole
  Special Qualities: Low-light vision, plant 
  traits
   
  A picaroon is a carnivorous tropical plant with 
  wide leafy branches and huge knobby green pods 
  hanging from the thicker branches. Bright colored 
  flowers attract smaller curious prey, while its broad 
  leaves offer shade to larger prey. Picaroons subsist 
  on fluids absorbed by the decomposing bodies of 
  prey captured in their pods.
   
  A picaroon is about 30 feet tall and weighs 
  about 4,000 pounds. Picaroons cannot speak.
  Combat
   
  The picaroon uses the typical strategy of 
  most carnivorous plants; it waits for a Medium or 
  smaller creature to get close enough, then lashes 
  out with its sticky tendrils. Once a creature is 
  snagged, it is swiftly pulled into a woody pod that 
  closes around the prey. The pod is closed air-tight 
  and begins to fill with a thick fluid that suffocates 
  the creature and facilitates decomposition. After a 
  few days, the pods fall from the tree and continue 
  to decompose on the ground, enriching the soil for 
  the plant.
   
  Improved Grab (Ex): To use this ability, a 
  picaroon must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the 
  grapple check, it establishes a hold and can attempt 
  to swallow whole.
  Saves: Fort +11, Ref +5, Will -2
  Abilities: Str 23, Dex 17, Con 20, Int 10, 
  Wis 2, Cha 12
  Skills: Listen +7, Spot +7
  Feats: Power Attack, Toughness, Weapon 
  Focus (slam)
  Environment: Any warm land
  Organization: Solitary or grove (2-5)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 9-16 HD (Huge); 17-24 HD 
  (Gargantuan)
  Level Adjustment: –
   
  Sticky Tendrils (Ex): The picaroon’s 
  tendrils are covered with a thick adhesive that adds 
  a +2 racial bonus to all grapple checks.
   
  Swallow Whole (Ex): A picaroon can pull a 
  grabbed opponent of Medium or smaller size into 
  a pod by making a successful grapple check. Once 
  inside, the pod seals tight and fills with a thick fluid 
  in 2 rounds. Once the pod is full, the opponent is 
  treated as submerged and must resist drowning. A 
  swallowed creature can attempt to force the pod 
  open with a successful DC 27 Strength check or can 
  attempt to cut its way out by using a light slashing 
  or piercing weapon to deal 20 points of damage to 
  the pod’s interior (AC 11). Once the creature exits, 
  that particular pod is destroyed. The pod can only 
  hold one creature, regardless of its size.
   
  Creatures outside the pod can attempt to free 
  the individual by destroying the pod. A picaroon 
  pod has hardness 5, 20 hp, and a break DC of 25. It 
  is 2 inches thick. Alternatively, a creature outside 
  the pod can create a hole with a piercing weapon 
  or crack the pod to drain the fluids within (which 
  takes 1d4+2 rounds) by dealing 1 point of damage 
  (over the hardness) to the pod.
  
  108
  5 Rime Scourge
  Large Elemental (Cold, Native, Water)
  Hit Dice: 8d8+24 (60 hp)
  Initiative: +4
  Speed: 30 ft. (6 squares), swim 30 ft.
  Armor Class: 19 (-1size, +4 Dex, +6 
  natural), touch 13, flat-footed 15
  Base Attack/Grapple: +6/+13
  Attack: Bite +8 melee (2d6+3 plus 1d6 
  cold)
  Full Attack: Bite +8 melee (2d6+3 plus 1d6 
  cold) and 2 claws +3 melee (1d6+1 plus 1d6 
  cold)
  Space/Reach: 10 ft/10 ft.
  Special Attacks: Chill, constrict 1d6+3 plus 
  1d6 cold, improved grab
  Special Qualities: Darkvision 60 ft., 
  elemental traits, immunity to cold, sense 
   
  A rime scourge is a malicious elemental 
  creature that stalks frozen lands. The main portion 
  of a rime scourge’s body is 12 feet long, but its 
  tail trails nearly sixty feet before tapering into 
  nothingness. Its ice-blue eyes pierce its long 
  shadowy form lurking among clouds of ice. Only 
  from with the clouds is the rime scourge’s true 
  serpentine form apparent with two clawed forelegs 
  of crackling ice and long jaws of hard icicle teeth. 
  A rime scourge speaks Infernal.
  Combat
   
  Rime scourges often lie buried under snow 
  banks to ambush opponents, although they also 
  seem fond of openly and slowly approaching lone 
  travelers to heighten their prey’s sense of dread. If 
  a rime scourge feels it can toy with its opponents, 
  it strikes casually with teeth and claws, playing a 
  cat-and-mouse game until it tires of the sport and 
  goes for the kill. Prey that fights back is a different 
  affair. In such cases, a rime scourge usually tries 
  to constrict a suitable foe (preferably one without 
  a large bladed weapon in hand) while biting and 
  tearing at a second. Rime scourges are not foolhardy 
  and will retreat if combat turns against them.
   
  Chill (Ex): A rime scourge’s body generates 
  intense cold, causing opponents to take an extra 
  1d6 points of cold damage every time the creature 
  succeeds on a melee attack. Creatures attacking 
  a rime scourge unarmed or with natural weapons 
  take this same cold damage each time one of their 
  attacks hits.
  heat sources, sleet cloud, vulnerability to fire
  Saves: Fort +9, Ref +6, Will +3
  Abilities: Str 16, Dex 19, Con 16, Int 7, Wis 
  13, Cha 14
  Skills: Climb +4, Escape Artist +9, Hide +8, 
  Intimidate +5, Listen +3, Move Silently +7, 
  Spot +4, Swim +11
  Feats: Alertness, Power Attack, Stealthy
  Environment: Any cold hills, mountains, 
  and plains
  Organization: Solitary or frolic (2-7)
  Challenge Rating: 5
  Treasure: None
  Alignment: Usually neutral evil
  Advancement: 9-16 HD (Large); 17-24 HD 
  (Huge)
  Level Adjustment: —
   
  Constrict (Ex): On a successful grapple 
  check, a rime scourge deals ld6+3 points of 
  damage plus 1d6 points of cold damage.
   
  Improved Grab (Ex): To use this ability, a 
  rime scourge must hit with a claw attack. It can 
  then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can constrict.
   
  Sense Heat Sources (Ex): The rime scourge 
  can sense the presence of creatures and other beings 
  whose temperature differs significantly from their 
  surroundings, as though the rime scourge had the 
  blindsight ability. This ability functions to a range 
  of 120 feet.
   
  Sleet Cloud (Su): The constant cloud of 
  sleet surrounding a rime scourge impairs its 
  opponents’ vision and masks the rime scourge’s 
  scent. Creatures relying on sight or scent suffer 
  a -2 penalty on all melee and ranged attack rolls 
  against a rime scourge.
   
  Skills: A rime scourge has a +4 racial bonus 
  on Escape Artist and Hide checks. It also has a 
  +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard. It can 
  always choose to take 10 on a Swim check, even if 
  distracted or endangered. It can use the run action 
  while swimming, provided it swims in a straight 
  line.
  
  109
  5
  Rocanny
  Large Magical Beast
  Hit Dice: 6d10+24 (57 hp)
  Initiative: +7
  Speed: 40 ft. (8 squares), fly 80 ft. (average)
  Armor Class: 15 (-1 size, +3 Dex, +3 natural), 
  touch 12, flat-footed 12
  Base Attack/Grapple: +6/+15
  Attack: Claw +10 melee (1d8+5)
  Full Attack: 2 claws +10 melee (1d8+5) and 
  2 wings +8 melee touch (buffet) and bite +8 
  melee (2d4+2)
  Space/Reach: 10 ft./5 ft. (20 ft. with wings)
  Special Attacks: Aura of darkness, buffet, 
  pounce, rake 1d8+2
   
  A rocanny is a large flying predatory feline, 
  resembling a jet-black panther with bat-like wings. 
  It is a creature of pure darkness and can drown 
  itself and its prey in a deep inky blackness. If 
  trained, it is fully capable of carrying a lightly 
  armored human, and is a rather agile flyer. The 
  rocanny’s preferred diet is larger herd animals, 
  such as mountain goats, yaks, antelope, and bison. 
  The rocanny has versatile hunting tactics, and is 
  equally as likely to stalk its prey on the ground as 
  it is to swoop down on it from the air. Rocanny 
  also have a love for eggs, and often devour those 
  of giant eagles, hippogriffs, and even griffons. This 
  tends to make them unpopular among the other 
  large flying races, which often attack rocanny on 
  sight. In addition to being a ferocious nocturnal 
  predator, the rocanny makes an excellent mount 
  for evil creatures. These predatory felines are 
  about 4 feet long and weigh about 130 pounds.
  Combat
   
  The rocanny rarely leaves its den during 
  daylight hours, as it prefers the coolness and 
  dark of night. At nightfall it takes to the air and 
  scouts the area for prey. Depending on the surface 
  conditions, the rocanny either pounces on its prey 
  from the air or lands at a distance, sneaking up on 
  it. It engages its aura of darkness when it pounces 
  upon its enemies, blinding them. The rocanny 
  focuses its claws and bite on one opponent at a 
  time, and uses its wing buffet to defend itself. If 
  attacking an airborne opponent, the rocanny uses 
  its pounce attack during each pass.
   
  Aura of Darkness (Su): A rocanny can 
  generate or dismiss a field of magical darkness 
  around itself as a free action, as a darkness spell 
  (caster level 10th). The rocanny can see normally 
  in its aura of darkness. This ability cannot be used 
  in natural sunlight.
  Special Qualities: Darkvision 60 ft., 
  low-light vision
  Saves: Fort +9, Ref +8, Will +3
  Abilities: Str 21, Dex 16, Con 18, Int 3, Wis 
  12, Cha 6
  Skills: Hide +1*, Jump +10, Listen +5, Move 
  Silently +5, Spot +5
  Feats: Alertness, Improved Initiative, 
  Multiattack
  Environment: Warm mountains
  Organization: Solitary or pair
  Challenge Rating: 5
  Treasure: None
  Alignment: Usually neutral evil
  Advancement: 7-12 HD (Large); 13-18 HD 
  (Huge)
  Level Adjustment: –
   
  Buffet (Ex): A rocanny that hits an opponent 
  with a wing attack can begin a trip attack as a free 
  action without making a touch attack or provoking 
  an attack of opportunity. A rocanny cannot be 
  tripped if it fails its own trip attempt. This ability 
  cannot be used while the rocanny is flying.
   
  Pounce (Ex): If a rocanny charges a foe, it 
  can make a full attack, including two rake attacks.
   
  Rake (Ex): Attack bonus +8 melee, damage 
  1d8+2.
   
  Skills: *Due to its black coat, a rocanny has a 
  +8 racial bonus on Hide checks at night or in dark 
  areas.
  Training a Rocanny
   
  A rocanny requires training before it can bear 
  a rider in combat.
   
  Training a rocanny requires six weeks of 
  work and a DC 25 Handle Animal check. Wild 
  rocanny are almost never willing to take on a 
  rider unless some sort of magical calming effect 
  has been placed on them. For this reason, trainers 
  prefer to breed these cats in captivity. Very young 
  rocanny can be brought in from the wild to be 
  trained as mounts (a DC 26 Handle Animal check). 
  A rocanny less than six months old may fetch up to 
  8,000 gp in the right market.
   
  Riding a rocanny requires an exotic saddle. 
  A rocanny can fight while carrying a rider, but the 
  rider cannot also attack unless he or she succeeds 
  on a Ride check. It is advisable that riders have a 
  means of seeing through the creature’s darkness 
  aura, as it is instinctive for them to engage it when 
  pouncing, a habit nearly impossible to control or 
  restrain through training.
   
  Carrying Capacity: A light load for a 
  rocanny is up to 459 pounds; a medium load, 460-
  918 pounds; and a heavy load, 919-1,380 pounds. 
  A rocanny can drag 6,900 pounds.
  
  110
  5
  Tangleweed
  Large Plant
  Hit Dice: 6d8+12 (39 hp)
  Initiative: +0
  Speed: 0 ft.
  Armor Class: 16 (-1 size, +7 natural), touch 
  9, flat-footed 16
  Base Attack/Grapple: +4/+11
  Attack: Vine rake +6 melee (1d8+3)
  Full Attack: 2 vine rakes +6 melee (1d8+3) 
  and bite +1 melee (1d4+1)
  Space/Reach: 10 ft./10 ft. (25 ft. with vine)
  Special Attacks: Improved grab, paralyzing 
  spores, swallow whole
  Special Qualities: Low-light vision, plant 
  traits
   
  Tangleweeds are carnivorous plants that 
  swallow creatures whole. Comprised of a 
  bulbous body sprouting long, whip-like vines, a 
  tangleweed lurks in thick underbrush, waiting to 
  trap unsuspecting prey. A tangleweed’s central 
  bulb can grow up to 10 feet wide, and its dozen 
  2-inch-wide vines can stretch up to 25 feet each. 
  Its bulb possesses a large, toothless maw, and 
  is colored greenish-brown, splashed with deep 
  crimson around the base. Two of a tangleweed’s 
  vines end in spiked pads, which the plant uses to 
  grasp its food.
   
  Creatures caught by a tangleweed are 
  dragged to its mouth and swallowed. After a 
  tangleweed feeds, the crimson stain at its base 
  spreads upward. A human-sized meal can sustain 
  a tangleweed for weeks, during which the stain 
  gradually fades.
   
  In the spring, a tangleweed multiplies by 
  expelling a cloud of spores. Tangleweeds rely on 
  wind and creatures to disseminate these small 
  highly resilient spores, which can remain dormant 
  for years until they reach a hospitable environment.
  Combat
   
  A tangleweed attacks when hungry, striking at 
  Small or larger creatures only if it has gone for days 
  without food. A tangleweed forced to fight in self-
  defense rakes enemies with its vines without trying 
  to consume them, releasing spores if it panics.
  Saves: Fort +7, Ref +2, Will +2
  Abilities: Str 16, Dex 10, Con 15, Int —, 
  Wis 11, Cha 5
  Skills: Hide -4
  Feats: –
  Environment: Temperate and warm forests, 
  hills, and plains
  Organization: Solitary
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement: 7-12 HD (Large); 13-18 HD 
  (Huge)
  Level Adjustment: –
   
  Improved Grab (Ex): To use this ability, 
  a tangleweed must hit with a vine rake attack. It 
  can then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can transfer its foe to its mouth as a free action, 
  automatically dealing bite damage. It can then try 
  to swallow its opponent in the following round.
   
  Paralyzing Spores (Ex): As a standard action 
  once per week, a tangleweed can release an altered 
  form of its reproductive spores in a 20-foot-radius, 
  10-foot-high yellow cloud. The cloud reduces 
  visibility and can be blown away as a fog cloud 
  spell, and lasts 1d4 rounds. A living creature in the 
  cloud that does not succeed on a DC 15 Fortitude 
  save is paralyzed for 1d4+1 rounds. All creatures 
  that stay in the cloud must continue to save each 
  round. The save DC is Constitution-based.
   
  Swallow Whole (Ex): A tangleweed can 
  swallow a grabbed opponent of a smaller size 
  than itself by making a successful grapple check. 
  Once inside, the opponent takes 1d4+1 points of 
  bludgeoning damage and 1d6 points of acid damage 
  per round. A swallowed creature can cut its way out 
  by using a light slashing or piercing weapon to deal 
  10 points of damage to the tangleweed’s interior 
  (AC 13). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must 
  cut its own way out. A Large tangleweed’s interior 
  can hold 2 Medium, 8 Small, 32 Tiny, or 128 
  Diminutive or smaller opponents.
  
  111
  5
  Tar Beast
  Large Aberration
  Hit Dice: 6d8+18 (45 hp)
  Initiative: +4
  Speed: 40 ft. (8 squares)
  Armor Class: 18 (-1 size, +4 Dex, +5 natural), 
  touch 13, flat-footed 14
  Base Attack/Grapple: +4/+13
  Attack: Claw +8 melee (2d6+5) or rock +7 
  ranged touch
  Full Attack: 2 claws +8 melee (2d6+5) and bite 
  +3 melee (1d12+2); or rock +7 ranged touch
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Acidic tar, rock drop
  Special Qualities: Damage reduction 
  10/piercing or slashing, darkvision 60 ft., 
   
  The tar beast is a large fur-covered mass with 
  shaggy arms and legs. At a few key places, eyes, 
  teeth, and claws stick out of the fur. The creature 
  has no head; its mouth is located roughly in the 
  center of the mass. The tar beast has no bones or 
  hard shell, it is simply a skin of fur filled with an 
  amount of sticky acidic tar. This allows it to bend 
  and twist itself through tight spaces and holes. The 
  tar also creates a number of problems for anyone 
  attacking the beast. Any break in the skin of the 
  beast causes an amount of tar to come out, eating 
  through weapons and spraying onto the attacker. 
  Additionally, bludgeoning weapons are nearly 
  useless against the creatures, as the beasts have no 
  solid parts.
   
  Tar beasts are creatures of the mountains, 
  quite adept at stalking and sniffing out prey. They 
  are hungry and aggressive and attack with little 
  or no provocation. Typically, they hunt in small 
  familial groups, but they have been known to gather 
  in larger forces if their territory is threatened. Little 
  is known about their habits, as they make their lairs 
  in tight caverns, unapproachable to most creatures. 
  Usually their caverns link up to the caverns of other 
  familial groups, making exploration dangerous. 
  Lairs may contain juveniles with 2-4 HD.
   
  A typical tar beast stands nearly 10 feet tall 
  and weighs about 900 pounds. The tar beast speaks 
  no language, and communicates only with grunts 
  and howls. They are hardly more intelligent than 
  animals, having discovered only one technological 
  advancement, that of dropping large rocks on their 
  prey from high cliffs.
  Combat
   
  Tar beasts typically lurks in the mountains, 
  waiting to drop rocks on passersby. Once in 
  combat, the tar beast attacks with its claws and 
  teeth, and relies on its natural defenses for survival. 
  malleability, scent
  Saves: Fort +5, Ref +6, Will +6
  Abilities: Str 20, Dex 19, Con 16, Int 6, Wis 12, 
  Cha 13
  Skills: Climb +6, Escape Artist +20, Hide +2, 
  Jump +9, Listen +4, Move Silently +6, Spot +4, 
  Survival +3
  Feats: Alertness, Power Attack, Track
  Environment: Temperate mountains
  Organization: Solitary or group (2-9)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: 7-12 HD (Large); 13-18 HD 
  (Huge)
  Level Adjustment: –
  Its malleable nature makes it highly resistant to 
  bludgeoning weapons. Any damage done to it with 
  a piercing or slashing weapon leaves an amount of 
  acidic tar on the weapon, sizzling with green smoke 
  as it dissolves from the vitirolic substance. If the 
  fight is going badly for the tar beast, it attempts 
  to retreat back into a narrow cavern, too tight for 
  opponents to follow.
   
  Acidic Tar (Ex): Any creature standing 
  within 5 feet of the tar beast when it is damaged 
  by a piercing or slashing weapon must succeed on 
  a Reflex save (DC 10 + damage dealt to tar beast) 
  or be sprayed with acidic tar. The tar inflicts 1d6 
  points of acid damage to each affected creature per 
  round and remains effective for 1d4 rounds or until 
  washed away with water (a full-round action). A 
  damaged creature’s armor must succeed on a DC 16 
  Fortitude save or dissolve when first splashed. Any 
  weapon that damages a tar beast also must succeed 
  on a DC 16 Fortitude save or be dissolved. The 
  Fortitude save DC is Constitution-based. The acid 
  does 40 points of damage per round to unattended 
  wood or metal objects and 20 points per round to 
  unattended stone objects.
   
  Rock Drop (Ex): A tar beast often drops half-
  ton rocks onto creatures from above, dealing 5d6 
  points of damage for the first 10 feet dropped, plus 
  1d6 points for each additional 10 feet. The beast 
  usually has 3 or 4 rocks to drop before it climbs 
  down to fight.
   
  Malleability (Ex): Tar beasts have no bones, 
  so they are able to flatten themselves or squeeze into 
  tight spaces. The beast can flatten itself to as small 
  as 2 inches high, or fit into a hole as little as 6 inches 
  in diameter. A tar beast never has to make an Escape 
  Artist check to squeeze into a space, and only takes a 
  -2 penalty on attack rolls and AC when squeezing.
   
  Skills: Tar beasts have a +16 racial bonus on 
  Escape Artist checks.
  
  112
  5
  Tazelwurm
  Large Magical Beast
  Hit Dice: 7d10+21 (59 hp)
  Initiative: +6
  Speed: 40 ft (8 squares)
  Armor Class: 19 (-1 size, +2 Dex, +8 
  natural), touch 11, flat-footed 17
  Base Attack/Grapple: +7/+15
  Attack: Claw +10 melee (1d6+4)
  Full Attack: 2 claws +10 melee (1d6+4) 
  and bite +5 melee (2d6+2)
  Space/Reach: 10 ft/5 ft.
  Special Attacks: Ambush, frightening 
  exuviation
  Special Qualities: Darkvision 60 ft. low-
  light vision, resistance to fire 10, scent, 
  tremorsense 60 ft.
   
  A tazelwurm is an aggressive, flesh-eating 
  monster with a serpentine body, feline head, and 
  two long powerful arms that end in razor-sharp 
  claws. Their scales and flesh are a grayish tone, 
  helping the tazelwurm blend into the their rocky 
  hunting grounds. They haunt mountain passes and 
  prey on travelers passing through their territory.
   
  Tazelwurms are masters of camouflage and 
  are nearly indistinct from their rocky surroundings. 
  They enjoy striking from ambush and downing 
  unsuspecting prey. They are diurnal hunters and 
  are most active in the morning hours. Their hunting 
  grounds often cover several square miles of rocky 
  terrain and should a tazelwurm enter another’s 
  territory, it is quickly driven away if detected. 
  Tazelwurms eat just about anything that comes near, 
  but they are especially fond of mountain lions and 
  mountain goats. When the tazelwurm kills its prey, 
  it drags it to its lair, which takes the form of a well-
  hidden and nearly inaccessible depression or cave. 
  The kill is devoured over a period of several days.
   
  Tazelwurms rarely interact with other 
  creatures; including their own kind. When more 
  than one is encountered, they are usually a mated 
  pair. Young are born live and left to the care of the 
  mother. Young tazelwurms reach maturity around 
  two years of age and leave the lair to go out on 
  their own.
   
  Tazelwurms grow to be about 25 feet long, 
  though the average tazelwurm never reaches more 
  than 9 or 10 feet long. Very old tazelwurms may 
  even have lichens and mosses growing on them, 
  enhancing their rocky appearances.
  Saves: Fort +8, Ref +7, Will +4
  Abilities: Str 18, Dex 14, Con 16, Int 2, Wis 
  15, Cha 15
  Skills: Hide +7*, Jump +8, Move Silently 
  +7, Spot +6
  Feats: Improved Initiative, Improved 
  Natural Attack (bite), Power Attack
  Environment: Any mountains
  Organization: Solitary or pair
  Challenge Rating: 5
  Treasure: None
  Alignment: Always neutral
  Advancement: 8-14 HD (Large); 15-21 HD 
  (Huge)
  Level Adjustment: —
  Combat
   
  A tazelwurm lies in wait for its meals. 
  They generally avoid large groups of travelers, 
  preferring to attack a straggler or a member of a 
  party who happens to have gotten lost or separated. 
  A hungry tazelwurm though, will attack just about 
  anything that comes near it.
   
  Ambush (Ex): If a tazelwurm catches an 
  opponent flat-footed, it gains a +4 circumstance 
  bonus to its attack roll for that round.
   
  Frightening 
  Exuviation 
  (Ex): 
  If 
  a 
  tazelwurm is hit by a fire attack or effect that deals 
  at least 10 points of damage, it takes no damage, 
  but instead allows its scales, flesh, and fur to be 
  consumed and burned away in a single round, 
  exposing its skeletal structure. A creature viewing 
  this must succeed on a DC 15 Will save or be 
  paralyzed with fear for 1d3 rounds. The save DC is 
  Charisma-based. A creature that successfully saves 
  cannot be affected again by the same tazelwurm’s 
  frightening exuviation for one day. This has no 
  effect on other tazelwurms.
   
  Tremorsense (Ex): Tazelwurms can detect 
  anything within 60 feet that is in contact with the 
  ground.
   
  Skills: A tazelwurm has a +4 racial bonus on 
  Hide and Move Silently checks. *The Hide bonus 
  increases to +8 when the tazelwurm is in rocky or 
  subterranean areas.
  
  113
  5
  Wind Raptor
  Small Magical Beast (Air)
  Hit Dice: 5d10 (27 hp)
  Initiative: +5
  Speed: Fly 100 ft. (perfect) (20 squares)
  Armor Class: 19 (+1 size, +5 Dex, +3 
  natural), touch 16, flat-footed 14
  Base Attack/Grapple: +5/+3
  Attack: Wing slash +11 melee (2d6+2/19-
  20) or bite +11 melee (1d6+2)
  Full Attack: Wing slash +11 melee (2d6+2/
  19-20) or bite +11 melee (1d6+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Phase slash
  Special Qualities: Darkvision 60 ft., low-
  light vision, transparent
   
  Wind raptors are legendary creatures that 
  strike at grazing herd animals, leaving it with huge 
  gashes all across their bodies in a mass of slimy 
  remains. The creature is a flying reptile with gray 
  leathery wings and a long, whip-like tail ending in 
  a stub shaped like a diamond. It has a thin head 
  with a long pointy snout filled with small teeth. 
  Wind raptors spend the first hours of the day 
  stretched across the surface of a rock, basking on 
  the morning sun and practically invisible to anyone 
  not actively looking for them, and then take off in 
  search of their daily sustenance. They fall into 
  deep slumber during the night, when they prefer 
  to stay perched on a high rock out of walking 
  creature’s way.
  Combat
   
  Wind raptors are aggressive and swoop down 
  from the sky to slash any potential prey open with 
  Saves: Fort +4, Ref +9, Will +3
  Abilities: Str 14, Dex 21, Con 10, Int 6, Wis 
  14, Cha 6
  Skills: Hide +9, Listen +4, Move Silently 
  +9, Spot +4
  Feats: Flyby Attack, Improved Critical 
  (wing slash) B, Weapon Finesse
  Environment: Any mountains
  Organization: Solitary
  Challenge Rating: 5
  Treasure: None
  Alignment: Usually neutral evil
  Advancement: 6-10 HD (Small); 11-15 HD 
  (Medium)
  Level Adjustment: —
  the razor-sharp protrusions on their wings, which 
  are strong and flexible enough to allow the creature 
  to perform complicated flying maneuvers.
   
  Phase Slash (Su): As a free action, a wind 
  raptor can become incorporeal for one round. In this 
  state it has no Strength score and loses its normal 
  attacks, but gains a touch attack. The touch attack 
  deals no damage, but a victim hit by it must succeed 
  on a DC 17 Fortitude save or be stunned for 1d4 
  rounds. The save DC is Dexterity-based. A wind 
  raptor may use this ability once every 1d6 rounds.
   
  Transparent (Su): Three times per day, a 
  wind raptor can become transparent, giving it a 
  +10 enhancement bonus to Hide checks. A wind 
  raptor can maintain this state indefinitely, but if it 
  attacks, takes a full-round action, or takes an action 
  that requires attention it must succeed on a DC 15 
  Concentration check or return to its normal state.
  Flora and Fauna
   
  Giant’s kettles: Deep cylindrical potholes carved out of rock by erosion.  When water takes a 
  sudden change of direction, it causes a circular current, better known as a whirlpool. The water and any 
  debris caught in the whirlpool carve out large bowl-like depressions up to 20 feet deep.
  
  114
  5
  Wind Walker
  Large Elemental (Air, Extraplanar)
  Hit Dice: 6d8+12 (39 hp)
  Initiative: +8
  Speed: 40 ft. (8 squares), fly 60 ft. (perfect)
  Armor Class: 17 (-l size, +4 Dex, +4 
  natural), touch 13, flat-footed 13
  Base Attack/Grapple: +4/+12
  Attack: Slam +7 melee (2d6+6)
  Full Attack: Slam +7 melee (2d6+6)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: –
  Special Qualities: Darkvision 60 ft., 
  detect thoughts, elemental traits, natural 
  invisibility, telepathy 100 ft., vulnerabilities
  Saves: Fort +4, Ref +9, Will +3
   
  Wind walkers are creatures from the 
  Elemental Plane of Air. They are often summoned 
  to the Material Plane by wizards or clerics who 
  employ them as guards. On occasion, a wind 
  walker is encountered in the service of a cloud 
  giant, storm giant, efreet, djinn, or other such 
  creature. A wind walker’s natural form is that 
  of a roaring and whistling column of wind. No 
  discernable features can be seen in the wind 
  walker’s form.
   
  A wind walker is 12 feet tall and weighs only 
  3 pounds. Wind walkers speak Auran, but prefer to 
  communicate telepathically.
  Combat
   
  A wind walker attacks by using the 
  surrounding air to pummel a single opponent. The 
  wind takes the form of a large, howling, swirling 
  cone of air. A wind walker has no other method of 
  attack.
  Abilities: Str 18, Dex 18, Con 14, Int 12, 
  Wis 13, Cha 11
  Skills: Jump +8, Listen +9, Move Silently 
  +12, Search +9, Spot +9, Survival +5 (+7 
  following tracks)
  Feats: Combat Reflexes, Flyby Attack, 
  Improved Initiative
  Environment: Elemental Plane of Air
  Organization: Solitary or gang (2-4)
  Challenge Rating: 5
  Treasure: Standard
  Alignment: Usually neutral
  Advancement: 7-10 HD (Large); 11-18 HD 
  (Huge)
  Level Adjustment: –
   
  Detect Thoughts (Sp): A wind walker 
  continuously detects thoughts as the spell (caster 
  level 12th, DC 13). It can suppress or resume this 
  ability as a free action. The save DC is Charisma-
  based.
   
  Natural Invisibility (Su): This ability is 
  constant, allowing a wind walker to remain invisible 
  even when attacking. This ability is inherent and not 
  subject to the invisibility purge spell.
   
  Vulnerabilities (Ex): A control weather spell 
  instantly slays a wind walker if it fails a Fortitude 
  save. A slow spell deals 1d6 points of damage per 
  caster level to a wind walker, and ice storm causes 
  it to become panicked for 1d4 rounds if it fails a 
  Will save, or shaken for 1d4 rounds if it succeeds.
  
  115
  6
  Argent Hunter
  Medium Aberration
  Hit Dice: 8d8+24 (60 hp)
  Initiative: +9
  Speed: 40 ft. (8 squares)
  Armor Class: 20 (+5 Dex, +5 natural), 
  touch 15, flat-footed 15
  Base Attack/Grapple: +6/+9
  Attack: Claw +11 melee (1d8+3)
  Full Attack: 2 Claws +11 melee (1d8+3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: –
  Special Qualities: Blindsight 60 ft., damage 
  reduction 5/magic, invisibility
  Saves: Fort +5, Ref +7, Will +6
   
  Argent hunters are humanoid creatures with 
  extraordinary dexterity. This vaguely humanoid 
  creature has viscous metallic-gray skin. Its lithe 
  body is smooth and hairless, and is reminiscent of 
  liquid mercury. Its face has is featureless.
   
  No one knows how argent hunters are made, 
  but everyone agrees that they are unnatural. These 
  beings live only to hunt, but why they do so 
  remains a mystery, as they do not consume any 
  portion of their prey.
   
  An argent hunter is 7 feet tall and weighs 
  250 pounds. Argent hunters do not speak, but 
  understand Common.
  Combat
   
  The argent hunter favors attacking from 
  invisibility for surprise, and then becoming 
  invisible once more when the opportunity presents 
  itself. Though individual styles of combat seem to 
  Abilities: Str 16, Dex 20, Con 16, Int 10, 
  Wis 10 Cha 6
  Skills: Balance +5, Climb +6, Jump +7, 
  Listen +8, Spot +8, Swim +10, Survival +8
  Feats: Combat Reflexes, Dodge B, Improved 
  Initiative, Mobility B, Spring Attack B, Track 
  B, Weapon Finesse, Whirlwind Attack B
  Environment: Any mountain and 
  underground
  Organization: Solitary or pack (2-4)
  Challenge Rating: 6
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 9-16 HD (Medium)
  Level Adjustment: +6
  vary based on who the creature was in life, each 
  of these beings is aided by an impressive array 
  of instinctual feats. Many prefer to move into the 
  midst of a party and let loose with a whirlwind 
  attack, hoping to take down multiple foes and then 
  use its several attacks of opportunity to confront 
  those that attempt to flee.
   
  Blindsight (Su): Argent hunters have no 
  eyes or ears, but they perceive their surroundings 
  through mystical means. Within an antimagic 
  field or other such negation, an argent hunter is 
  completely blind and deaf, suffering all appropriate 
  penalties for these conditions.
   
  Invisibility (Sp): At will, an argent hunter 
  can become invisible, as the invisibility spell 
  (caster level 8th).
   
  Skills: Argent hunters have a +4 racial bonus 
  on Listen, Spot, and Survival checks.
  
  116
  6
  Blessed Ring
  Large Plant
  Hit Dice: 8d8+40 (76 hp) 
  Initiative: -5
  Speed: 0 ft.
  Armor Class: 14 (-1 size, -5 Dex, +10 
  natural), touch 4, flat-footed 14
  Base Attack/Grapple: +6/–
  Attack: —
  Full Attack: —
  Space/Reach: 10 ft./0 ft.
  Special Attacks: Acid spray, digest
  Special Qualities: Fast healing 5, immunity to 
  acid, low-light vision, plant traits, soul sense
  Saves: Fort +11, Ref –, Will +5
   
  To the weary adventurer, the blessed ring is 
  a gift from the gods. Although rare, these simple 
  rings of common toadstools can be found scattered 
  throughout the wilderness. They are distinguished 
  from normal mushrooms by their perfect ring 
  pattern on the ground and the odd lack of plant 
  growth within their circle. Close inspection 
  reveals nothing special about the ring, but if any 
  living creature lies down within the circle and 
  remains still for 5 minutes, the ring begins to grow 
  up around it, quickly forming an impenetrable 
  dome of mushrooms roughly 10 feet across and 
  5 feet high. This dome can comfortably hold four 
  Medium creatures. Anyone within the dome can 
  rest completely protected from the elements and 
  any marauding predators. After precisely 8 hours, 
  the dome recedes, and within 1 minute, only the 
  original ring of mushrooms remains. There is 
  little chance that anyone within the dome may 
  be disturbed, as any attempt to attack or harm 
  the dome during these 8 hours (whether from the 
  inside or outside) earns the offender a spray of 
  powerful acid.
   
  The blessed ring is, however, something of 
  a mixed blessing: Five minutes after the dome is 
  formed, the fungus uses its soul sense power on 
  everyone inside of it. If anyone within the circle is 
  evil, the blessed ring attempts to digest everything 
  within it. Player characters trapped inside have 
  only a few rounds to cut themselves out before 
  they become fertilizer for the blessed ring.
   
  Blessed rings are often used by good or 
  neutral adventurers as a safe place to camp in 
  the wilderness. Creatures with the Knowledge 
  (nature) skill can make a DC 18 check to recognize 
  a blessed ring for what it is. A less common use 
  for the ring is as a rite of passage for certain tribes 
  or religions. Some druidic groups require all new 
  Abilities: Str –, Dex –, Con 20, Int 1, Wis 12, 
  Cha 2
  Skills: Listen +9, Spot +8
  Feats: Ability Focus (digest), Alertness, Iron 
  Will
  Environment: Temperate forest, hills, and 
  mountains
  Organization: Solitary
  Challenge Rating: 6
  Treasure: None
  Alignment: Always lawful good
  Advancement: 9-16 HD (Large); 17-24 HD 
  (Huge)
  Level Adjustment: –
  aspirants to stay a night in the blessed ring in order 
  to prove their purity. Some primitive tribes also 
  use the ring as a rite of passage into adulthood or 
  as a final test for a new chieftain. A blessed ring 
  can also be used against evil, sometimes used to 
  destroy an evil magical item or artifact. The ring is 
  as useful as it is deadly.
  Combat
   
  The blessed ring does not enter combat 
  directly, but if attacked in dome form, it sprays 
  acid to defend itself. If attacked from the inside, it 
  begins to digest the attacker.
   
  Anyone attempting to break through the 
  dome must deal damage equal to one-third of the 
  dome’s total hit points (25 for a typical blessed 
  ring) in order to make room for a Medium creatures 
  to pass through. As the dome heals 5 hit points per 
  round, this is more difficult than it sounds.
   
  Acid Spray (Ex): The blessed ring defends 
  itself by spraying attackers with a 15-foot cone of 
  acid as a standard action. This attack inflicts 3d10 
  points of acid damage (Reflex DC 19 half). The 
  save DC is Constitution-based.
   
  Digest (Ex): If the blessed ring detects an 
  occupant that is evil, or if it is attacked from the 
  inside, it attempts to digest all within its dome as 
  a standard action. Creatures within the dome are 
  heavily sprayed with acid, inflicting 4d10 points of 
  acid damage (Reflex DC 21 half). On each round 
  of digestion following the 4th, all items within the 
  dome risk dissolving. Attended or magical items can 
  make DC 21 Fortitude saves to survive; determine 
  which of a character’s items are affected as if rolling 
  a natural 1 on a saving throw against a magical 
  attack. The save DCs are Constitution-based and 
  include the blessed ring’s Ability Focus feat.
   
  When the dome recedes after 8 hours, no trace 
  is left of anything digested by the blessed ring.
  
  117
  6
   
  Soul Sense (Su): Five minutes after its 
  dome is formed, the blessed ring uses this ability 
  to determine the alignment of everyone within 
  it and whether or not they are pure of heart. If 
  it detects any evil-aligned creatures, the 
  blessed ring attempts to digest its contents. 
  It is possible to fool the ring with spells such as 
  undetectable alignment.
  Demiurge
  Medium Undead (Incorporeal)
  Hit Dice: 8d12 (52 hp)
  Initiative: +6
  Speed: Fly 40 ft. (good) (8 squares)
  Armor Class: 16 (+2 Dex, +4 deflection), 
  touch 16, flat-footed 14
  Base Attack/Grapple: +4/–
  Attack: Incorporeal touch +6 melee (1d4 
  cold)
  Full Attack: Incorporeal touch +6 melee 
  (1d4 cold)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Chill, soul touch, 
  transfixing gaze
  Special Qualities: Darkvision 60 ft., 
  incorporeal traits, spell resistance 20, 
  undead traits, unnatural aura, susceptibility 
   
  The demiurge is the undead spirit of an evil 
  human returned from the grave with a wrathful 
  vengeance against all living creatures that enter its 
  domain. The demiurge is very territorial, usually 
  haunting an area of up to three square miles from 
  its place of death. The demiurge has a sunken nose, 
  hollow eye sockets, and sickly, pale white, semi-
  transparent flesh. Its hair is unkempt and dirty, and 
  its clothes are nothing more than rags that hang 
  loosely from its translucent form.
   
  A demiurge is about the size of a human and 
  is weightless due to its incorporeality. Demiurges 
  speak Common and Abyssal.
  Combat
   
  A demiurge attempts to transfix the most 
  powerful opponent in combat. Having successfully 
  done so, it uses its soul touch ability to disperse 
  of such creatures and any others remaining. If 
  it fails to transfix an opponent or is faced with 
  overwhelming odds, it flees, seeking to attack at a 
  later time.
   
  Chill (Su): The touch of the demiurge brings 
  the cold of the grave, dealing 1d4 points of cold 
  damage to a living creature touched.
   
  Soul Touch (Su): By making a successful 
  melee touch attack against an opponent of Large 
  size or smaller, a demiurge can move through 
  that foe’s body, forcing that creature to succeed 
  on a DC 18 Fortitude save or die as the unnatural 
  shock of unlife permeates its soul. If the save 
  succeeds, that opponent cannot be affected by that 
  demiurge’s soul touch ability for 24 hours. The 
  save DC is Charisma-based.
   
  Transfixing Gaze (Su): Held (as the hold 
  person spell) for 1 minute, range 30 feet; Will DC 
  18 negates. The save DC is Charisma-based.
   
  Susceptibility to Iron (Ex): A cold iron 
  weapon affects a demiurge as if it were a ghost 
  touch weapon.
   
  Unnatural Aura (Su): Animals, whether 
  wild or domesticated, can sense the unnatural 
  presence of a demiurge at a distance of 30 feet. 
  They will not willingly approach nearer than that 
  and panic if forced to do so; they remain panicked 
  as long as they are within that range.
  to iron
  Saves: Fort +2, Ref +4, Will +8
  Abilities: Str –, Dex 15, Con –, Int 14, Wis 
  14, Cha 18
  Skills: Diplomacy +6, Hide +13, Intimidate 
  +12, Listen +15, Search +12, Sense Motive 
  +11, Spot +15, Survival +8 (+10 following 
  tracks)
  Feats: Alertness B, Blind-Fight, Combat 
  Reflexes, Improved Initiative
  Environment: Any hills and mountains
  Organization: Solitary
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 9-24 HD (Medium)
  Level Adjustment: –
  
  118
  6
  Electrohydra (5 headed)
  Huge Magical Beast
  Hit Dice: 5d10+25 (52 hp)
  Initiative: +1
  Speed: 20 ft. (4 squares), swim 20 ft. (4 
  squares)
  Armor Class: 16 (-2 size, +1 Dex, +7 
  natural), touch 9, flat-footed 15
  Base Attack/Grapple: +5/+18
  Attack: Bites +8 melee (1d10+5)
  Full Attack: 5 bites +8 melee (1d10+5)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Breath weapon
  Special Qualities: Can’t be tripped, 
  darkvision 60 ft., immunity to electricity, 
   
  Also occasionally referred to as a ‘behydra,’ 
  the electrohydra is a magical crossbreed combining 
  traits of hydrae and behirs. An electrohydra has as 
  many heads as its hydra progenitor; from its behir 
  progenitor it gains a total of eight legs and the 
  ability to generate the electrical breath weapon 
  that gives the creature its name. Electrohydra 
  scale coloration tends toward the ultramarines and 
  deep blues commonly found in behirs, while the 
  creature’s eyes retain the amber colour associated 
  with hydrae. Like other hydrae, electrohydrae are 
  about 20 feet long and weigh about 4,000 pounds.
  Combat
   
  Electrohydrae can attack with all of their 
  heads at no penalty, even if they move or charge 
  during the round.
   
  An electrohydra can be killed either by 
  severing all its heads or by slaying its body. To 
  sever a head, an opponent must hit the monster’s 
  low-light vision, scent
  Saves: Fort +9, Ref +5, Will +2
  Abilities: Str 21, Dex 12, Con 20, Int 3, Wis 
  12, Cha 12
  Skills: Listen +7, Spot +7
  Feats: Combat Reflexes, Power Attack
  Environment: Temperate or warm hills and 
  mountains
  Organization: Solitary
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Usually neutral
  Advancement: –
  Level Adjustment: –
  neck with a slashing weapon and deal damage equal 
  to the electrohydra’s original hit point total, divided 
  by its original number of heads, in one blow. Any 
  excess damage is lost. A severed head dies and a 
  natural reflex seals the neck shut to prevent further 
  blood loss. The electrohydra can no longer attack 
  with the severed head but suffers no other penalties. 
  A severed head regrows in about a month.
   
  Breath Weapon (Su): 20-foot line, once 
  every 10 rounds, damage 3d6 electricity, Reflex 
  half (DC is 10 + 1/2 hydra’s original number of 
  heads + electrohydra’s Con modifier). All heads 
  breathe in the same round, each one doing the 
  above listed damage.
   
  Skills and Feats: Electrohydrae have a +2 
  racial bonus on Listen and Spot checks, thanks to 
  their multiple heads. An electrohydra’s Combat 
  Reflexes feat allows it to use all its heads for 
  attacks of opportunity.
  Flora and Fauna
   
  Honey mushroom: One of three kinds of fungi that give off light at night. Mountain people called 
  the glowing mushrooms “fox fire” for their green phosphorescence. The name for the honey mushroom 
  comes from the cap, which is honey colored. But the glow comes from rootlike filaments called mycelia, 
  which grow into rotting logs or tree stumps. The wood itself often appears to glow.
  
  119
  6
  Haklaa
  Large Magical Beast
  Hit Dice: 8d10+16 (60 hp)
  Initiative: +1
  Speed: 20 ft. (4 squares)
  Armor Class: 20 (-1 size, +1 Dex, +10 
  natural), touch 10, flat-footed 19
  Base Attack/Grapple: +8/+16
  Attack: Claw +11 melee (2d6+4/19-20)
  Full Attack: 2 claws +11 melee (2d6+4/19-
  20)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Augmented critical, rage
  Special Qualities: Darkvision 60 ft., low-
  light vision
   
  Haklaa are chitin-covered predators who use 
  their vicious claws to bring down prey. Haklaa 
  resemble enormous bipedal beetles standing nearly 
  ten feet tall. Its eyes are red and bulbous, and its 
  horizontally-aligned teeth gleam with acridly 
  pungent saliva. Its muscular brown body is covered 
  by a shiny, blue-black carapace, from which small 
  horns grow around the legs and shoulders.
   
  The chitin covering a haklaa’s forearms 
  extends into foot-long curved blades; in addition 
  to the claws’ uses in combat, the curve allows a 
  haklaa to pool water in its claws to carry to its lair 
  and feed to its young. A haklaa’s fingers are short 
  and inflexible, used mainly for holding food.
   
  Slow to move due to the chitin around their 
  legs, haklaa compensate for their lack of speed 
  with their ferocity. Haklaa consider any creature 
  larger than a goat and smaller than themselves 
  to be prey, and a haklaa who has recently fed 
  continues to hunt, dragging corpses back to its 
  cave for later feeding. Haklaa caves are uniformly 
  filthy and nauseous, piled high with the bones and 
  decaying remains of past victims.
   
  Though haklaa spend most of their lives 
  prowling mountains in search of food, they will 
  wander some distance if they have trouble locating 
  prey. This occurs most frequently in winter, and is 
  unaffected by what food may remain in a haklaa’s 
  cave. The urge to hunt occasionally brings haklaa 
  into humanoid settlements, where they slaughter 
  all creatures they can find before dragging the 
  bodies home.
   
  Haklaa reproduce asexually, each laying a 
  single egg every five years, and live for an average 
  of twenty years. Haklaa hatch after three months, 
  remaining in the lair until they reach maturity after 
  another fifteen months. A haklaa’s claws grow 
  continuously throughout its life span, kept sharp 
  through beatings against rocks and trees. The scars 
  left by this practice are the primary sign explorers 
  look for when determining the limits of a haklaa’s 
  territory.
   
  Haklaa stand between 8 and 10 feet tall and 
  weigh over 1,000 pounds.
  Combat
   
  A haklaa will fight to the death during a hunt 
  or in self-defense, regardless of the capabilities of 
  its foes. Though a haklaa never flees, it will pursue 
  a fleeing creature if not defending its territory 
  against other opponents.
   
  Augmented Critical (Ex): Haklaa threaten a 
  critical hit on a natural attack roll of 19-20, dealing 
  double damage on a successful critical hit.
   
  Rage (Ex): A haklaa that takes damage in 
  combat flies into a berserk rage on its next turn, 
  clawing madly until either it or its opponent is 
  dead. An enraged haklaa gains +4 Strength, +4 
  Constitution, and -2 AC. The creature cannot end 
  its rage voluntarily.
  Haklaa Chitin Armor
   
  Craftsmen prize the haklaa’s carapace for 
  its potential to be worked into armor equivalent 
  to half-plate, but weighing only 30 pounds. 
  Haklaa chitin armor costs 900 gp and has a Craft 
  (armorsmithing) DC of 17. This armor is rare both 
  due to the skill required to craft it and the danger 
  inherent in acquiring the carapace. 
  Saves: Fort +8, Ref +7, Will +3
  Abilities: Str 19, Dex 12, Con 15, Int 2, Wis 
  13, Cha 6
  Skills: Climb +5, Hide +1, Jump -2, Listen 
  +6, Spot +6
  Feats: Alertness, Improved Bull Rush, 
  Power Attack
  Environment: Any mountains
  Organization: Solitary
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 9–14 HD (Large); 15–16 
  HD (Huge)
  Level Adjustment: –
  
  120
  6 H’Liblika
  Large Magical Beast
  Hit Dice: 5d10+20 (47 hp)
  Initiative: +3
  Speed: 40 ft. (8 squares), climb 20 ft. (4 
  squares)
  Armor Class: 15 (-1 size, +3 Dex, +3 
  natural), touch 12, flat-footed 12
  Base Attack/Grapple: +5/+13
  Attack: Claw +8 melee (1d6+4)
  Full Attack: 2 claws +8 melee (1d6+4) and 
  bite +6 melee (1d8+2)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Improved grab, pounce, 
  rake 1d6+2, trip
  Special Qualities: Damage reduction 
  10/magic and cold iron, darkvision 60 ft., 
  low-light vision, scent
   
  The h’liblika is a deviation from the normal 
  mountain cat. Its claws have become falcon-like 
  talons, used to rip into its prey, climb mountains, 
  and hang from cliff sides in preparation to pounce. 
  Its black-spotted hide is especially resistant to 
  normal weapons and natural attacks. Its azure eyes 
  gleam in the moonlight.
  Combat
   
  Improved Grab (Ex): To use this ability, 
  a h’liblika must hit with its bite attack or both 
  claw attacks. It can then attempt to start a grapple 
  as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake.
   
  Pounce (Ex): If a h’liblika charges a foe, it 
  can make a full attack, including two rake attacks.
   
  Rake (Ex): Attack bonus +6 melee, damage 
  1d6+2.
   
  Trip (Ex): A h’liblika that hits with its bite 
  attack can attempt to trip the opponent (+13 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity. If the 
  attempt fails, the opponent cannot react to trip the 
  h’liblika.
  Saves: Fort +8, Ref +7, Will +1
  Abilities: Str 18, Dex 16, Con 18, Int 4, Wis 
  10, Cha 10
  Skills: Balance +9, Climb +12, Hide +3*, 
  Jump +8, Listen +2, Move Silently +9, Spot 
  +2
  Feats: Multiattack, Stealthy
  Environment: Temperate and cold hills and 
  mountains
  Organization: Solitary, pair, or pride (3-6)
  Challenge Rating: 6
  Treasure: 50% coins; 50% goods; 50% 
  items
  Alignment: Usually neutral
  Advancement: 6-10 HD (Large), 11-15 HD 
  (Huge)
  Level Adjustment: –
   
  Skills: A h’liblika has a +4 racial bonus to 
  Balance, Hide, and Move Silently checks. *In 
  rocky or mountainous terrain, the Hide bonus 
  improves to +12.
   
  H’liblikas have a +8 racial bonus on Climb 
  checks. A h’liblika can always choose to take 10 
  on Climb checks, even if rushed or threatened.
  H’Liblika Hide
   
  The hide of a dead h’liblika can be crafted 
  into a powerful protective garment. The craftsman 
  must have at least 6 ranks in Craft (armorsmithing) 
  or Craft (leatherworking). Creating a suit of 
  h’liblika hide armor is just like crafting masterwork 
  hide armor, except that the craftsman must use a 
  knife or dagger with a +3 or better enhancement 
  bonus to cut the hide.
   
  H’liblika armor has the following statistics: 
  Armor Bonus +4; Maximum Dex Bonus +4; Armor 
  Check Penalty -2; Arcane Spell Failure 20%; 
  Speed 20ft.,/15 ft.; Weight 25 lbs. Additionally, the 
  hide provides its wearer damage reduction 3/magic 
  or cold iron. It is considered medium armor, and 
  sells for 8,165 gp.
  
  121
  6
  Iceglare Serpent
  Medium Magical Beast (Cold, Reptilian)
  Hit Dice: 10d10 (55 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares), swim 30 ft.
  Armor Class: 18 (+2 Dex, +6 natural), 
  touch 12, flat-footed 16
  Base Attack/Grapple: +10/+10
  Attack: Bite +11 melee (1d6)
  Full Attack: Bite +11 melee (1d6) or slam 
  +10 melee (1d4)
  Space/Reach: 5 ft. (coiled)/5 ft
  Special Attacks: Chilling gaze
  Special Qualities: Darkvision 60 ft., 
  immunity to cold, low-light vision, scent, 
  vulnerability to fire
   
  Iceglare serpents are arctic reptiles distantly 
  related to the basilisk. The serpentine creature 
  grows up to twelve feet long, although it is difficult 
  to tell given how it coils upon itself over and over. 
  Vestigial wings, arms and legs can be seen upon 
  its sinuous length and a sharp fin extends along its 
  spine. An iceglare serpent is about 12 feet long and 
  weighs about 1,800 pounds.
  Combat
   
  Iceglare serpents are fearless hunters, and 
  they generally attack anything of Large size or 
  smaller. The iceglare serpent’s dread gaze makes it 
  one of the most feared predators of the arctic. The 
  serpent lies in wait for prey and then slams into 
  opponents with its bony head or bites, followed 
  by an attempt to lock eyes with the injured victim. 
  The serpent can then devour the frozen morsel.
  Saves: Fort +7, Ref +11, Will +3
  Abilities: Str 11, Dex 14, Con 11, Int 3, Wis 
  10, Cha 10
  Skills: Hide +7*, Jump +4, Listen +2, Spot 
  +8, Swim +10
  Feats: Alertness, Combat Reflexes, 
  Lightning Reflexes, Weapon Focus (bite)
  Environment: Cold desert and hills
  Organization: Solitary, pair, or brood (3-5)
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 11-20 HD (Medium); 21-30 
  HD (Large)
  Level Adjustment: –
   
  Chilling Gaze (Su): Paralyzed for 2d4 hours, 
  range 30 feet; Fortitude DC 15 negates. Assuming 
  a paralyzed victim is not eaten, he takes 2d10 
  points of cold damage when the paralysis wears off 
  and is considered to be suffering from hypothermia 
  (see DMG, Chapter 8, “Cold Dangers”). The save 
  DC is Charisma-based.
   
  Skills: An iceglare serpent has a +8 racial 
  bonus on any Swim check to perform some special 
  action or avoid a hazard. It can always choose 
  to take 10 on a Swim check, even if distracted 
  or endangered. It can use the run action while 
  swimming, provided it swims in a straight line.
   
  *An iceglare serpent’s white hide and ability 
  to stay perfectly still grant it a +8 racial bonus to 
  Hide checks in snowy or icy areas.
  Flora and Fauna
   
  Skunk cabbage: A plant that produces a poison that causes paralysis, sometimes death. It warns 
  off would-be predators with its foul stench. Skunk cabbage sprouts early in the spring, producing its own 
  heat. During the 12-14 days of flowering, the skunk cabbage produces enough heat to stay 36°F above the 
  ambient temperature. It is not uncommon to find budding skunk cabbages on snow-covered ground with 
  the snow melted around them.
  
  122
  6
  Lifegiver Goat
  Medium Magical Beast
  Hit Dice: 8d10+48 (92 hp)
  Initiative: +3
  Speed: 60 ft. (12 squares)
  Armor Class: 21 (+3 Dex, +8 natural), 
  touch 13, flat-footed 18
  Base Attack/Grapple: +8/+13
  Attack: Gore +13 melee (2d8+7 [ram] or 
  2d6+7 [ewe])
  Full Attack: Gore +13 melee (2d8+7 [ram] 
  or 2d6+7 [ewe])
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Powerful charge (ram 
  only)
  Special Qualities: Damage reduction 
  10/magic, darkvision 60 ft., fast healing 2, 
  immunity to poison and disease, lifegiver 
  milk (ewe only), low-light vision
   
  The lifegiver goat has the sturdy build of a 
  bighorn sheep, but its pelt seems almost to shine 
  with health and vitality. A massive pair of horns 
  curves backward from its skull.
   
  The lifegiver goat gets its name from the 
  curative properties of its milk. Whether these 
  goats gained this property through magical 
  experimentation or divine intervention is unknown.
   
  Small villages and tribes occasionally 
  manage to acquire a lifegiver ewe (and sometimes 
  its mated ram). Unfortunately, lifegiver goats have 
  never successfully bred in captivity. Therefore, the 
  goats are treated among the village or tribe’s most 
  important possessions, hidden and guarded from 
  others who would no doubt desire the goat’s milk 
  for their own.
   
  Lifegiver goats mate for life. They generally 
  give birth to one or two lambs, which reach 
  maturity in about 8 years.
   
  A lifegiver goat stands about 4 feet tall at the 
  shoulder. Rams can weigh up to 300 pounds, while 
  ewes typically way about 160-200 pounds.
  Large Ooze
  Hit Dice: 5d10+35 (62 hp)
  Initiative: +0
  Speed: 20 ft. (4 squares)
  Armor Class: 9 (-1 size), touch 9, flat-
  footed 9
  Livestone
  Saves: Fort +14, Ref +9, Will +5
  Abilities: Str 20, Dex 16, Con 23, Int 2, Wis 
  12, Cha 12
  Skills: Balance +4, Intimidate +4 (ram 
  only), Jump +20, Listen +3, Sense Motive 
  +4 (ewe only), Spot +3
  Feats: Great Fortitude, Improved Natural 
  Attack (gore), Iron Will
  Environment: Temperate and warm 
  mountains
  Organization: Pair or family (3-4)
  Challenge Rating: 6
  Treasure: None
  Alignment: Always neutral
  Advancement: 9-16 HD (Medium); 17-24 
  HD (Large)
  Level Adjustment: –
  Combat
   
  The lifegiver ewe fights only to defend any 
  lambs she might have. The ram, however, is rather 
  belligerent, and he does his best to defend his ewe 
  (and any lambs) from anyone he deems a threat. 
  He rarely fights to the death; if his opponents 
  retreat, he is content to let them withdraw.
   
  Powerful Charge (Ex): A lifegiver ram 
  deals 4d8+14 points of damage when it makes a 
  charge.
   
  Lifegiver Milk (Su): The milk of a 
  lifegiver ewe has many beneficial effects. One 
  draught cures 5 points of damage and 2 points of 
  ability damage to any one score, neutralizes any 
  nonmagical poisons in the bloodstream, and cures 
  any nonmagical diseases that the target may be 
  suffering. An ewe can be milked for three draughts 
  each day, but she can spare only one draught if 
  she’s currently nursing a lamb. Taking any more 
  affects the lamb’s growth adversely.
  Base Attack/Grapple: +3/+12
  Attack: Slam +7 melee (1d8+7)
  Full Attack: Slam +7 melee (1d8+7)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Engulf, improved grab, 
  solidify
  
  123
  6
   
  A livestone is a strange species of ooze that 
  can solidify itself into a consistency that very 
  closely resembles that of stone. In its solidified 
  form, a livestone is indistinguishable from a 
  normal boulder or slab of rock. No one is quite 
  sure from where livestones originated, but 
  ancient legends say that the dwarves accidentally 
  unleashed these horrors on the surface world by 
  digging into their subterranean lairs. Eventually, 
  some livestones found their way to the surface.
   
  Livestones 
  are 
  incredibly 
  long-lived, 
  solidifying and entering a form of hibernation and 
  remaining that way indefinitely until a food source 
  wanders too near. It has a simple chameleon-like 
  ability to mimic local stone by ingesting a small 
  sample and adjusting its own color and texture 
  to match. A hibernating livestone can become 
  covered in moss and lichens to further the 
  deception. A typical livestone is 10 feet across and 
  weighs about 8,000 pounds.
  Combat
   
  Livestones generally attack from ambush, 
  waiting for a potential meal to pass before flowing 
  into their ooze form and rushing up to engulf the 
  prey. If the surprise attack fails, a livestone resorts 
  to hammering with pseudopods. When attacking in 
  this manner, a livestone will solidify the tip of the 
  pseudopod and strike with a hammer-like blow. A 
  livestone’s usual tactic is to solidify the half of its 
  body facing the prey and then send hard-tipped 
  pseudopods out from behind this shield.
   
  Engulf (Ex): A livestone can simply mow 
  down Medium or smaller creatures as a standard 
  action. It cannot make a slam attack during a 
  round in which it engulfs. The livestone merely 
  has to move over the opponents, affecting as many 
  as it can cover. Opponents can make attacks of 
  opportunity against the livestone, but if they do so 
  they are not entitled to a saving throw. Those who 
  do not attempt attacks of opportunity must succeed 
  on a DC 17 Reflex save or be engulfed; on a 
  Organization: Solitary or group (2-5)
  Challenge Rating: 6
  Treasure: None
  Alignment: Always neutral
  Advancement: 6-10 HD (Large); 11-15 HD 
  (Huge)
  Level Adjustment: –
  success, they are pushed back or aside (opponent’s 
  choice) as the livestone moves forward. Engulfed 
  creatures are subject to the cube’s paralysis and 
  acid, and are considered to be grappled and trapped 
  within its body. The save DC is Strength-based.
   
  A livestone that has engulfed an opponent 
  can instantly solidify its form, dealing 8d6 points 
  of crushing damage per round to the trapped 
  victim. An engulfed opponent takes 1 point of 
  damage per round as the livestone consumes it 
  (unless the livestone solidifies itself). An engulfed 
  creature can be freed by killing the livestone or 
  through the casting of stone to flesh or similar 
  magic (this deals 1d6 points of damage per caster 
  level to the livestone and automatically ejects an 
  engulfed victim).
   
  Improved Grab (Ex): To use this ability, a 
  livestone must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can attempt 
  to engulf its opponent.
   
  Solidify (Ex): A livestone can solidify all 
  or parts of itself into a material with the hardness 
  and consistency of solid rock. A solidified part of a 
  livestone has a hardness of 8 and a break DC of 50. 
  A livestone can effect the solidification as a free 
  action. An opponent attacking a livestone must 
  succeed on a DC 19 Reflex save each time his 
  attack hits. If the save fails, the livestone actually 
  solidified the portion of its body at the instant it 
  was hit, thus applying its hardness rating of 8 to 
  any damage received. A livestone cannot attack 
  if its entire form is solidified. The save DC is 
  Constitution-based.
   
  Blindsight (Ex): A livestone’s entire body is 
  a primitive sensory organ that can ascertain prey 
  by scent and vibration within 60 feet.
   
  Skills: *A livestone has a +12 racial bonus 
  to Hide checks in stony areas. If the livestone 
  solidifies its entire form while in stony areas, the 
  Hide bonus increases to +20.
  Special Qualities: Blindsight 60 feet, 
  immunity to petrification, ooze traits
  Saves: Fort +8, Ref +1, Will -4
  Abilities: Str 20, Dex 10, Con 24, Int –, Wis 
  1, Cha 1
  Skills: Hide -4*, Jump -1
  Feats: –
  Environment: Any hills and mountains
  
  124
  6
  Nephilim
  Large Giant
  Hit Dice: 8d8+24 (60 hp)
  Initiative: +4
  Speed: 30 ft. in chainmail (6 squares); base speed 
  40 ft. (8 squares)
  Armor Class: 23 (-1 size, +2 Dex, +5 natural, +5 
  chainmail, +2 heavy wooden shield), touch 11, 
  flat-footed 21
  Base Attack/Grapple: +6/+15
  Attack: Longsword +10 melee (2d6+5/19-20) 
  or composite longbow (+5 Str bonus) +9 ranged 
  (2d6+5/x3)
  Full Attack: Longsword +10/+5 melee (2d6+5/
  19-20) or composite longbow (+5 Str bonus) 
  +9/+4 ranged (2d6+5/x3)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Rock throwing, spell-like abilities
   
  Nephilim stand 8 to 8 1⁄2 feet tall but are wiry 
  of build, with few weighing much more than 350 
  pounds. Their facial features and skin, hair and eye 
  color vary as much as those of humans, but most 
  have what has been described as a lustrous, almost 
  shining quality to their skin and a fiery light in their 
  eyes. Nephilim are extremely long-lived, with some 
  of them being said to reach 1,000 years old. Legend 
  has it that the nephilim are a people of divine, 
  magical origin. Some say they were the children of 
  one of the gods but fell from grace, others that their 
  true ancestry is demonic. In any case, when their 
  ancestors came to the material plane they turned 
  their backs on gods and devils alike.
   
  The nephilim are a people of extremes - strong 
  emotions, strong loyalties, strong beliefs. Very few 
  are content to sit around and wait for something 
  to happen to them. They go out actively seeking 
  adventure, and in the areas they are encountered they 
  will often find their way to positions commanding 
  human armies or leading human mercenary groups.
   
  Most are fighters, and while the equipment 
  portrayed here is typical, they will purchase or 
  otherwise acquire for themselves the best armor and 
  weaponry available. They take a delight in beauty, 
  and so their wealth is almost always in the form of 
  jewelry, art objects, or masterwork and other fine-
  quality weapons. Mundane objects will be carried 
  in large belt pouches, or occasionally backpacks if 
  need be.
  Combat
   
  Nephilim are expert tacticians and will 
  use whatever weapons and other advantages are 
  available to them. When they have decided on 
  war, they attack uncompromisingly, rarely taking 
  prisoners or showing mercy in battle. Though they 
  will accept an honest and complete surrender, they 
  Special Qualities: Low-light vision, rock catching
  Saves: Fort +9, Ref +6, Will +4
  Abilities: Str 20, Dex 19, Con 17, Int 15,Wis 14, 
  Cha 17
  Skills: Bluff+ 11 or Diplomacy +11, Climb +15, 
  Intimidate +13, Listen +12, Sense Motive +6, 
  Spot +12
  Feats: Combat Expertise, Dodge, Point Blank Shot
  Environment: Any hills and mountains
  Organization: Solitary, family (2-4 plus 25% 
  chance of 1-3 humans or elves), or tribe (41-
  50, plus 1-3 sorcerers of 3rd-6th level, plus 
  1-4 greater nephilim including one 6-10th level 
  fighter leader, plus 25% chance of 3-12 humans 
  or elves)
  Challenge Rating: 6
  Treasure: No coins; double goods; double items
  Alignment: Usually chaotic good or chaotic evil
  Advancement: By character class
  Level Adjustment: +5
  will not usually be willing to negotiate or parlay 
  within a combat, and woe betide the foe that 
  feigns surrender only to later betray the nephilim. 
  Nephilim are courageous to the point of heroism 
  and will have no hesitation in fighting to the death 
  if it will achieve their ends, but they have no 
  wish to throw their lives away unnecessarily and 
  will use the Combat Expertise feat and defensive 
  fighting if need be to keep themselves alive against 
  hard-hitting opponents. The outsized composite 
  longbows favored by nephilim have a range 
  increment of 140 feet. Nephilim occasionally make 
  use of war chariots.
   
  Rock Throwing (Ex): The range increment is 
  120 feet for a nephilim’s thrown rocks. It uses both 
  hands when throwing a rock.
   
  Spell-Like Abilities: 3/day–charm person 
  (DC 14), comprehend languages; 2/day–daze 
  monster (DC 15), eagle’s splendor; 1/day–daylight, 
  heroism. Caster level 10th. The save DCs are 
  Charisma-based.
   
  Rock Catching (Ex): A nephilim can catch 
  Small, Medium, or Large rocks (or projectiles of 
  similar shape). Once per round, a nephilim that 
  would normally be hit by a rock can make a Reflex 
  save to catch it as a free action. The DC is 15 for a 
  Small rock, 20 for a Medium one, and 25 for a Large 
  one. (If the projectile provides a magical bonus on 
  attack rolls, the DC increases by that amount.) The 
  nephilim must be ready for and aware of the attack 
  in order to make a rock catching attempt.
   
  Skills: A nephilim has a +8 racial bonus on 
  either Bluff or Diplomacy checks, as chosen by the 
  nephilim.
  Tactics Round-by-Round
   
  Round 0: Heroism.
   
  Round 1: Charm person against the most 
  
  125
  6
  powerful-looking opponent if facing more than 
  three enemies, or daze monster if not. Alternatively, 
  daylight if facing an enemy likely to be badly 
  affected by it.
   
  Round 2: Full attack in melee or ranged 
  combat depending on range, either attacking the 
  dazed opponent or attempting to combine forces 
  with the charmed opponent to flank another 
  character.
   
  Round 3: Full attack against an injured enemy.
   
  Round 4: Repeat from round 1, using a 
  different spell-like ability if the initial one proved 
  entirely ineffective.
  Royal Salamander
  Medium Elemental (Extraplanar, Fire)
  Hit Dice: 6d8+6 (33 hp)
  Initiative: +6
  Speed: 40 ft. (8 squares)
  Armor Class: 15 (+2 Dex, +3 natural), touch 12, 
  flat-footed 13
  Base Attack/Grapple: +4/+5
  Attack: Slam +6 melee (1d6+1 plus 1d6 fire)
  Full Attack: 2 slams +6 melee (1d6+1 plus 1d6 
  fire)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Burn, spell-like abilities, 
  summon elemental
  Special Qualities: Change shape, darkvision 60 
  ft., elemental traits, immunity to fire, telepathy 
  100 ft., vulnerability to cold
   
  Royal salamanders consider themselves the 
  ‘true’ salamanders, looking at the outsiders of the 
  same name with derision. It is a testament of the 
  royal salamanders’ power that they can summon 
  and subjugate the outsiders, and tensions are always 
  high. Royal salamanders are humanoid torches, their 
  clothing made of coloured flame and their words 
  coming out with smoke. These elementals have 
  volatile tempers and spend their energy in exquisite 
  works of art or in devastating acts of destruction.
   
  In addition to the standard languages, royal 
  salamanders speak Draconic and Ignan.
  Combat
   
  Royal salamanders love to fight, and throw 
  themselves into battle with joyous abandon. They 
  are quick and strong and prefer unarmed combat to 
  using weapons, as every limb is capable of dealing 
  great damage. If losing ground, a royal salamander 
  will back off and unleash its spell-like abilities.
   
  Burn (Ex): A royal salamander’s slam attack 
  deals bludgeoning damage plus fire damage from 
  the elemental’s flaming body. Those hit by a royal 
  salamander’s slam attack must also succeed on 
  a DC 16 Reflex save or catch on fire. The flame 
  burns for 1d4 rounds. A burning creature can take 
  a move action to put out the flame. The save DC is 
  Constitution-based.
  Saves: Fort +3, Ref +7, Will +2
  Abilities: Str 12, Dex 15, Con 12, Int 10, Wis 11, 
  Cha 14
  Skills: Bluff +6, Craft (armorsmithing, 
  blacksmithing or weaponsmithing) +2, Hide +4, 
  Intimidate +6, Jump +5, Sense Motive +2, Spot 
  +2, Tumble +4
  Feats: Ability Focus (burn), Improved Initiative, 
  Weapon Finesse
  Environment: Elemental Plane of Fire (warm 
  desert and mountains)
  Organization: Solitary or gang (2-8)
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Usually chaotic neutral
  Advancement: By character class
  Level Adjustment: +6
   
  Creatures hitting a royal salamander with 
  natural weapons or unarmed attacks take fire 
  damage as though hit by the elemental’s attack, and 
  also catch fire unless they succeed on a Reflex save.
   
  Spell-Like Abilities: At will–flare (DC 12); 
  3/day–burning hands (DC 13), detect magic, heat 
  metal (DC 14); 2/day–daylight, flame arrow; 1/
  week–fire storm (DC 20). Caster level 6th. The save 
  DCs are Charisma-based.
   
  Summon Elemental (Sp): Once per day 
  a royal salamander can attempt to summon 1d4 
  Medium fire elementals with a 35% chance of 
  success, or one lesser phoenix or an average 
  salamander with no chance of failure. This ability is 
  the equivalent of a 5th-level spell.
   
  Change Shape (Su): Higher elementals can 
  assume at will a humanoid form while visiting other 
  Planes. This form resembles the elemental’s features 
  in flesh, acting more like a suit for Material plane 
  visits than a disguise. This ability allows only one 
  specific humanoid form, and higher elementals have 
  access to all of their powers in any of their forms.
   
  The humanoid form of a royal salamander 
  is a human with red or coppery blonde hair. 
  Additionally, a royal salamander can take the shape 
  of a fiery lizard of Small size. All of its stats and 
  powers remain the same, except for a +1 size bonus 
  to AC and attack rolls.
  
  126
  6 Shrieking Troll
  Large Giant
  Hit Dice: 6d8+36 (63 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares)
  Armor Class: 18 (-1 size, +2 Dex, +7 
  natural), touch 11, flat-footed 16
  Base Attack/Grapple: +4/+14
  Attack: Claw+10 melee (1d6+6) or bite +9 
  melee (1d6+6)
  Full Attack: 2 claws +10 melee (1d6+6) 
  and bite +4 melee (1d6+3)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Rend 2d6+9, shriek
  Special Qualities: Blur, darkvision 90 ft., 
  low-light vision, regeneration 5, scent
   
  A particularly fearsome breed of troll known 
  as shrieking trolls are famous for their wailing 
  battle cry, which can terrify their foes. They are 
  also capable of bursts of evasive action so effective 
  they seem ethereal. These traits make shrieking 
  trolls useful as shook troops that can close quickly 
  on their enemies and reduce them to cowering 
  wrecks. In their natural element they terrorize 
  travelers and small settlements.
  Combat
   
  Shrieking trolls attack without warning, 
  fear or hesitation, but also with no subtlety. They 
  charge straight at their opponents, trusting to their 
  strength and battle cry to lay low their targets.
   
  Rend (Ex): If a shrieking troll hits with both 
  claw attacks, it latches onto the opponent’s body 
  and tears the flesh. This attack automatically deals 
  an additional 2d6+9 points of damage.
   
  Shriek (Su): Three times per day, a shrieking 
  troll can let out its distinctive cry, which can inspire 
  Saves: Fort +11, Ref +4, Will +1
  Abilities: Str 23, Dex 14, Con 23, Int 7, Wis 
  9, Cha 8
  Skills: Listen +3, Spot +4
  Feats: Ability Focus (shriek), Power Attack, 
  Weapon Focus (claw)
  Environment: Any hills and mountains
  Organization: Solitary or gang (2-5)
  Challenge Rating: 6
  Treasure:  Standard
  Alignment: Usually chaotic evil
  Advancement: 7-12 HD (Large)
  Level Adjustment: —
  dread in those that hear it. When a shrieking troll 
  shrieks, all creatures within 30 feet must succeed on 
  a DC 16 Will save or be shaken for 2d6 rounds. This 
  is a sonic, mind-affecting fear effect. The save DC 
  is Charisma-based and includes a +4 racial bonus.
   
  Blur (Ex): Once per day as a free action, a 
  shrieking troll may perform an evasive maneuver 
  that distorts and blurs its form. This effect grants 
  the shrieking troll concealment (20% miss 
  chance). A shrieking troll must move from one 
  space to another every round this effect is active 
  (including the round it is initiated), and the effect 
  ends when the shrieking troll stops moving or after 
  five rounds, whichever comes first.
   
  Regeneration (Ex): Fire and acid deal 
  normal damage to a shrieking troll.
   
  If a shrieking troll loses a limb or body 
  part, the lost portion regrows in 3d6 minutes. The 
  creature can reattach the severed member instantly 
  by holding it to the stump.
  
  127
  6
  Sync
  Medium Monstrous Humanoid 
  (Shapechanger)
  Hit Dice: 8d8+24 (60 hp)
  Initiative: +6
  Speed: 30 ft. (6 squares)
  Armor Class: 14 (+2 Dex, +2 natural), touch 
  12, flat-footed 12
  Base Attack/Grapple: +8/+10
  Attack: Longsword +10 melee (1d8+2/19-20) 
  or repeating light crossbow +10 ranged (1d8/19-
  20)
  Full Attack: Longsword +10/+5 melee (1d8+2/
  19-20) or repeating light crossbow +10/+5 
  ranged (1d8/19-20)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Sync
   
  The sync are a supernatural race of 
  shapechanging humanoids. The natural form of a 
  sync is that of a slender human with a completely 
  blank, featureless face. It is only this face that ever 
  changes shape, mimicking the faces of the sync’s 
  opponents in battle.
   
  A sync is the perfect duelist, able to 
  synchronize to its foe’s skills in combat, and 
  many kings and villains keep one on hand as their 
  champion, to defend them from challenges and 
  slights of honor. Others hire them on as mercenaries, 
  although the payment they demand may be difficult 
  for good-aligned creatures to accept.
   
  A sync stands about 5-1/2 to 6 feet tall and 
  weighs between 150-200 pounds. Syncs are mute, 
  but they seem to understand Common and other 
  humanoid tongues.
  Combat 
   
  A sync is a deceptive opponent, and it is best 
  to kill one as quickly as possible. At first a sync 
  appears weak, using its Combat Expertise feat to 
  tease its opponents while defending itself during 
  the first few rounds of combat. A sync always 
  directs its attacks at one opponent, never wavering 
  in its decision until its chosen target is dead or 
  impossible to follow. As it fights, the sync slowly 
  gets more and more deadly, often deceptively so. 
  If it survives past the first few rounds, the sync 
  almost never loses.
   
  A sync is even more effective in a group, 
  where its nature may not be revealed until several 
  rounds have passed. Opponents may note its 
  changing face and the fact that it seems to be 
  moving faster and faster each round. In a group 
  made up entirely of syncs, each sync chooses a 
  different target.
  Special Qualities: Darkvision 60 ft., fast 
  healing 5, spell resistance 20
  Saves: Fort +5, Ref +8, Will +9 
  Abilities: Str 14, Dex 14, Con 16, Int 15, Wis 
  17, Cha 12 
  Skills: Balance +4, Disguise +6, Hide +7*, 
  Jump +9*, Listen +8, Move Silently +7*, Search 
  +7, Spot +8, Survival +3 (+5 following tracks), 
  Swim +6*, Tumble +9* 
  Feats: Combat Expertise, Improved Disarm, 
  Improved Initiative
  Environment: Temperate hills
  Organization: Solitary or team (2-16)
  Challenge Rating: 6
  Treasure: Standard
  Alignment: Usually lawful evil
  Advancement: By character class
  Level Adjustment: +4
   
  Sync (Su): The sync is extremely skilled in 
  adapting itself to its opponents. At the beginning 
  of each turn the sync spends in melee, its Strength 
  and Dexterity scores increase by 2, up to a 
  maximum of +30. Consequentially, its bonus on 
  attack rolls, AC, damage, Reflex saves, and all 
  skills marked with an * increases by 1 each round. 
  These bonuses remain as long as the sync attacks 
  or is attacked by the same target each round, and 
  the sync does not attack another target. Once its 
  opponent is killed or escapes, the sync reverts to 
  its original statistics. Additionally, in the first 5 
  rounds of combat, the face of the sync gradually 
  transforms into that of its target.
   
  This effect can be dispelled, although the 
  spell resistance of the sync must still be breached. 
  Treat this ability as a spell with a caster level equal 
  to the sync’s Hit Dice. Dispelling the sync only 
  returns the creature to its original state, and does 
  not prevent it from using this ability again on the 
  following round.
   
  Skills: Skills marked with an * are subject to 
  the sync’s sync ability.
  Sync Society
   
  Sync society is a mysterious and hidden 
  affair. No one knows where they come from or 
  how they originated. Syncs simply arrive singly 
  or in groups and offer their services for sale. They 
  typically submit to contracts of five years in length, 
  after which they take their payment and return 
  from whence they came. Syncs rarely if ever take 
  money in return for their services. Typically they 
  are paid with the children of their masters. Most 
  people believe that these children are transformed 
  into syncs through strange magics, rumor having 
  it that syncs cannot breed by normal means. Most 
  masters provide their syncs with magical weapons 
  and armor as part of the contract.
  
  128
  6
  Valikir
  Huge Magical Beast
  Hit Dice: 8d10+40 (84 hp)
  Initiative: +2
  Speed: 10 ft. (2 squares), fly 80 ft. (average)
  Armor Class: 14 (-2 size, +2 Dex, +4 
  natural), touch 10, flat-footed 12
  Base Attack/Grapple: +8/+23
  Attack: Claw +13 melee (2d4+7)
  Full Attack: 2 claws +13 melee (2d4+7) 
  and bite +8 melee (2d6+3)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: –
  Special Qualities: Darkvision 60 ft., low-
  light vision
   
  Valikiri are birds of prey that nest in caves 
  high in the mountains. Valikiri resemble enormous 
  hawks, 30 feet long from beak to tail, with 60-foot 
  wingspans, and weighing nearly 6,000 pounds. 
  Their feathers range from black to pure white, 
  marked with strange patterns around their necks 
  and wing tips. Their beaks are shining yellow 
  or black, identical in color to their talons. They 
  mature in about thirty months, and live for nearly 
  forty years.
   
  A valikir never strays far from its cave, 
  hunting nearby birds, fish, and mammals. Why 
  valikiri nest in caves is unknown, but some sages 
  believe that they were driven from cliffside nests 
  by ancient predators, and sought out caves for 
  added shelter.
   
  Valikiri can be trained as mounts, and are 
  very loyal to their masters. Most trained valikiri 
  were taken from their nests as eggs or chicks, and 
  moved to large stables with others of their kind. 
  They are a sign of power for the cities they serve, 
  but due to the high cost required to capture and 
  feed them, only wealthy cities can afford to keep 
  even one.
  Combat
   
  When not hunting, valikiri keep to themselves 
  and do not attack unless threatened or starving. In 
  battle, they swoop down from above, striking with 
  their beaks and talons. When engaging a group of 
  adversaries, a valikir will try to snatch a single 
  opponent. Instead of dropping the opponent, the 
  valikir will often pin it to the ground in order to 
  use all of its attacks.
   
  Snatch (Ex): A valikir can use its Snatch feat 
  on opponents of up to Medium size.
   
  Skills: Valikiri have a +4 racial bonus on 
  Spot checks.
  Saves: Fort +11, Ref +8, Will +4
  Abilities: Str 25, Dex 15, Con 20, Int 2, Wis 
  14, Cha 10
  Skills: Hide -6, Jump -5, Listen +7, Spot 
  +12
  Feats: Flyby Attack, Snatch, Wingover
  Environment: Any mountains
  Organization: Solitary or pair
  Challenge Rating: 6
  Treasure: None
  Alignment: Always neutral
  Advancement: 9-16 HD (Huge); 17-24 HD 
  (Gargantuan)
  Level Adjustment: +11* (mount)
  Training a Valikir
   
  A valikir requires training before it can bear a 
  rider in combat. Training a valikir requires six weeks 
  of work and a DC 25 Handle Animal check. Riding 
  a valikir requires an exotic saddle. A valikir can 
  fight while carrying a rider, but the rider cannot also 
  attack unless he or she succeeds on a Ride check.
   
  Valikiri trained for combat are worth 8,000 
  gp apiece on the open market. Professional trainers 
  charge 6,000 gp to rear or train a valikir.
   
  *A paladin of sufficiently high level can take 
  a valikir as a mount, but the character is treated as 
  11 levels lower for the purposes of determining the 
  valikir’s characteristics and special abilities.
   
  Carrying Capacity: A light load for a valikir 
  is up to 1,064 pounds; a medium load, 1,065-2,132 
  pounds; and a heavy load, 2,133-3,200 pounds. A 
  valikir can drag 16,000 pounds.
  Valikir Items
   
  Valikir feathers are excellent for fletching. 
  For purposes of determining creation time and 
  raw materials cost, the masterwork component of 
  an arrow or bolt made from a valikir feather costs 
  only 3 gp, instead of 6 gp. A valikir has 10d20 
  feathers suitable for fletching.
   
  Valikir flesh is edible, but poisonous 
  (ingested DC 19, initial and secondary damage 
  1d4 Strength and 1d4 Constitution), and must be 
  cooked at a high temperature to make safe. Valikir 
  meat which has not been cooked sufficiently 
  causes violent illness.
   
  Valikir blood can be used to counteract poison, 
  as well. For purposes of determining creation time 
  and raw materials cost, a dose of antitoxin created 
  with valikir blood costs 25 gp, instead of 50 gp. A 
  single valikir has enough blood to create 50 doses 
  of antitoxin, but the blood becomes useless after a 
  week unless properly cooled.
  
  129
  6
  Vipercoil
  Medium Construct
  Hit Dice: 10d10+20 (75 hp)
  Initiative: -1
  Speed: 20 ft. (4 squares)
  Armor Class: 19 (-1 Dex, +10 natural), 
  touch 9, flat-footed 19
  Base Attack/Grapple: +7/+13
  Attack: Slam +13 melee (2d8+6 plus 
  poison)
  Full Attack: 2 slams +13 melee (2d8+6 plus 
  poison)
  Space/Reach: 5 ft./10 ft.
  Special Attacks: Entrancement, poison
  Special Qualities: Construct traits, damage 
  reduction 5/adamantine, darkvision 60 ft., 
   
  Vipercoils are masses of writhing snakes, 
  bound together through magic in a vaguely 
  humanoid shape. Although individual snakes look 
  like they are attempting to free themselves from 
  the mass, the mass of snakes move together as a 
  singularity.
   
  Vipercoils are a form of golem, often created 
  by snake cults. They are used as both guardians and 
  assassins. A vipercoils stands roughly 7 feet tall 
  and weighs almost 500 pounds. Vipercoils cannot 
  speak, although it can emit a cacophony of hisses.
  Combat
   
  Being non-intelligent constructs, vipercoils 
  pursue 
  their 
  opponents 
  with 
  frightening 
  determination. Their potent venom and entrancement 
  effect tend to quickly finish off all enemies.
   
  Entrancement (Su): The slithering, coiled 
  snakes that comprise a vipercoil’s body have a 
  hypnotic effect on those viewing their writhing 
  forms. Upon seeing a vipercoil, all creatures must 
  succeed on a DC 15 Will save or be dazed for 1d3 
  rounds after which the victim must save again 
  if it views the vipercoil again. Opponents who 
  successfully save cannot be affected by the same 
  vipercoil’s entrancement ability for 24 hours. The 
  save DC is Constitution-based.
   
  Poison (Ex): Slam, Fortitude DC 15; initial 
  and secondary damage 1d6 Constitution. The save 
  DC is Constitution-based.
  immunity to magic, low-light vision
  Saves: Fort +3, Ref +2, Will +3
  Abilities: Str 23, Dex 9, Con –, Int –, Wis 
  11, Cha 1
  Skills: Jump +0
  Feats: –
  Environment: Temperate or warm forests, 
  hills, and marshes
  Organization: Solitary or gang (2-4)
  Challenge Rating: 6
  Treasure: None
  Alignment: Always neutral
  Advancement: 11-20 HD (Large); 21-30 
  HD (Huge)
  Level Adjustment: –
   
  Immunity to Magic (Ex): A vipercoil is 
  immune to any spell or spell-like ability that 
  allows spell resistance. In addition, certain 
  spells and effects function differently against the 
  creature, as noted below.
   
  A calm animals spell slows a vipercoil (as the 
  slow spell) for 2d4 rounds, with no saving throw.
   
  A charm animal spell deals 1d6 points of 
  damage to it.
   
  A dominate animal spell deals 2d6 points of 
  damage to it plus 1d2 points of Strength damage.
   
  A summon nature’s ally spell used to summon 
  vipers heals 4 points of damage for every 1 Hit Die 
  of vipers summoned and commanded to join the 
  vipercoil’s body. If the amount of healing would 
  cause the vipercoil to exceed its full normal hit 
  points, it gains any excess as temporary hit points.
  Construction
   
  A vipercoil’s body is made from 500 
  living tiny vipers. A vipercoil costs 65,000 gp to 
  create, which includes 1,000 gp for the serpents. 
  Assembling the body requires a DC 15 Craft 
  (leatherworking) check or a DC 15 Heal check.
   
  CL 15th; Craft Construct, dominate animal, 
  poison, reincarnate, caster must be at least 15th 
  level; Price 131,000 gp; Cost 65,000 gp + 1,100 XP.
  
  130
  7
  Bicephalous Troll
  Large Giant
  Hit Dice: 9d8+54 (94 hp)
  Initiative: +6
  Speed: 30 ft. (6 squares)
  Armor Class: 18 (-1 size, +2 Dex, +7 
  natural), touch 11, flat-footed 16
  Base Attack/Grapple: +6/+16
  Attack: Claw +11 melee (ld4+6) or club 
  +11 melee (1d8+6)
  Full Attack: 2 claws +11 melee (1d4+6) 
  and 2 bites +6 melee (1d8+3) or 2 clubs 
  +11/+6 melee (1d8+6)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Rend 2d6+9
  Special Qualities: Darkvision 90 ft., 
   
  That a bicephalous troll’s parentage includes 
  an ettin is made obvious by the creature’s two 
  functional heads. These two-headed trolls often 
  have brownish tones to their skin mottling, but 
  otherwise conform to the standard troll physiology. 
  They can be found living with normal trolls, ettins 
  or off on their own.
  Combat
   
  A bicephalous troll attacks with either two 
  claws and two bites, or with up to two clubs. 
  When biting, each head attacks the same victim, 
  but a two-headed troll can attack two different 
  foes with its arms without an off-hand penalty, 
  as each arm can be ‘targeted’ by a different head. 
  Bonechewer
  Large Dragon
  Hit Dice: 8d12+24 (76 hp)
  Initiative: +5
  Speed: 30 ft. (6 squares), fly 60 ft. (average) 
  (12 squares)
  Armor Class: 20 (-1 size, +1 Dex, +10 
  natural), touch 10, flat-footed 19
  Base Attack/Grapple: +8/+17
  Attack: Tail slam +12 melee (1d6+5) or bite 
  +12 melee (2d6+5)
  Full Attack: Tail slam +12 melee (1d6+5) 
  or bite +12 melee (2d6+5) and 2 claws +7 
  melee  (1d8+2)
  Space/Reach: 10 ft./5 ft.
  lowlight vision, regeneration 5, scent
  Saves: Fort +12, Ref +5, Will +4
  Abilities: Str 23, Dex 14, Con 22, Int 6, Wis 
  9, Cha 8
  Skills: Listen +7, Search +4, Spot +7
  Feats: Alertness, Improved Initiative, Iron 
  Will, Power Attack
  Environment: Cold and temperate hills, 
  mountains, and underground
  Organization: Solitary or gang (2-4)
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: By character class
  Level Adjustment: —
  These crossbreeds have a much weaker form of 
  regeneration that heals damage but cannot rejoin 
  severed limbs.
   
  Rend (Ex): If a bicephalous troll hits with 
  both claw attacks, it latches onto the opponent’s 
  body and tears the flesh. This attack automatically 
  deals an additional 2d6+9 points of damage.
   
  Regeneration (Ex): Fire and acid deal 
  normal damage to a bicephalous troll. If a troll 
  loses a limb or body part, the lost portion regrows 
  in 3d6 minutes. The creature cannot reattach a 
  severed member.
   
  Skills: A bicephalous troll’s two heads give it a 
  +2 racial bonus on Listen, Spot, and Search checks.
  Special Attacks: Bonespew, snatch, trip
  Special Qualities: Blindsight 120 ft., 
  immunity to sleep and paralysis, scent
  Saves: Fort +9, Ref +7, Will +8
  Abilities: Str 21, Dex 12, Con 16, Int 5, Wis 
  14, Cha 10
  Skills: Climb +13, Hide +5*, Listen +16, 
  Move Silently +14
  Feats: Flyby Attack, Improved Initiative, 
  Wingover
  Environment: Any mountains and 
  underground
  Organization: Solitary, pair, or colony (5-
  10, plus 1-4 hatchlings, plus 1-6 eggs) 
  
  131
  7
   
  The bone chewer is a breed of dragon found 
  in mountainous regions. Named after its nasty 
  habit of chewing on the bones of its prey, this 
  dragon forms a sticky paste from the ground bone, 
  which it uses as a breath weapon, immobilizing 
  creatures in its path.
   
  As mounts, bonechewers are usually found 
  only amongst the most martial and disciplined of 
  subterranean races. Providing the creature with 
  skeletons could be a problem though, especially 
  for a paladin.
  Combat
   
  A bonechewer can spit out a paste called 
  bonespew, made of stomach excretions and ground 
  bone. A bonechewer can use this attack as many 
  times per day as it likes, though it can only hold 
  enough material for three uses at once.
   
  A bonechewer must devour full skeletons to 
  replenish its supply, and it takes a full round for 
  a bonechewer to consume a Medium skeleton. It 
  takes 5 minutes to digest this bone material, and 
  a Medium skeleton provides enough material to 
  replenish one use of its bonespew attack.
   
  Bonespew (Ex): A bonechewer can spit out 
  a 60-foot cone of paste once per round. Creatures 
  within the cone must succeed on a DC 17 Reflex 
  save or the paste anchors them in place, allowing 
  no movement. The save DC is Constitution-based. 
  A bonechewer can project its bonespew three times 
  before emptying its throat-sac.
   
  An entangled creature can escape with a 
  DC 17 Escape Artist check or break free with a 
  DC 21 Strength check. Both are standard actions. 
  The check DCs are Constitution-based, and the 
  Strength check DC includes a +4 racial bonus. 
  Bonespew hardens immediately on contact, and 
  has 15 hit points and hardness 7.
   
  Snatch (Ex): A bonechewer can choose 
  to start a grapple when it hits with a tail slam 
  attack, as a free action without provoking an 
  attack of opportunity. If a bonechewer gets a hold 
  on a Medium or Small creature, it can make an 
  automatic claw attack and squeezes each round 
  for automatic tail slam damage. A bonechewer 
  can drop a creature it has snatched as a free action 
  or use a standard action to fling it aside. A flung 
  Challenge Rating: 7
  Treasure: Standard coins, double goods 
  (gems only) standard items
  Alignment: Usually neutral
  Advancement: 9-16 HD (Large), 17-24 
  HD (Huge)
  Level Adjustment: –
  creature travels 1d6x10 feet, and takes 1d6 points 
  of damage per 10 feet traveled. If a bonechewer 
  flings a snatched opponent while flying, the 
  opponent takes this amount or falling damage, 
  whichever is greater.
   
  Trip (Ex): A bonechewer that hits with its 
  tail slam attack can attempt to trip the opponent 
  (+17 check modifier) as a free action without 
  making a touch attack or provoking an attack 
  of opportunity. If the attempt fails, the opponent 
  cannot react to trip the bonechewer. A bonechewer 
  cannot make a trip attack in any round that it has 
  used its tail as part of a snatch maneuver.
   
  Skills: A bonechewer has a +5 racial bonus 
  on Listen and Move Silently checks.
   
  * A bonechewer receives a +5 racial bonus 
  on Hide checks in areas of low-light or darkness.
  Training a Bonechewer
   
  Although intelligent, a bonechewer requires 
  training before it can bear a rider in combat. To be 
  trained, a bonechewer must have a friendly attitude 
  toward the trainer (this can be achieved through a 
  successful Diplomacy check). Training a friendly 
  bonechewer requires six weeks of work and a DC 
  25 Handle Animal check. Riding a bonechewer 
  requires an exotic saddle. A bonechewer can fight 
  while carrying a rider, but the rider cannot also 
  attack unless he or she succeeds on a Ride check. 
  When a bonechewer is forced into an open area, 
  a rider takes a -2 penalty to all Ride checks, due 
  to the affect open spaces have upon the beast’s 
  Blindsight and nerves.
   
  A paladin of 9th level or higher can select 
  a bonechewer as his special mount. Apply a -4 
  adjustment to the paladin’s level for purposes 
  of determining the mount’s characteristics and 
  special abilities.
   
  Bonechewer eggs are worth 6,000 gp apiece 
  on the open market while young are worth 9,000 
  gp each. Professional trainers charge 3,000 gp to 
  rear or train a bonechewer.
   
  Carrying Capacity: A light load for a 
  bonechewer is up to 459 pounds; a medium load, 
  460-918 pounds; and a heavy load, 919- 1380 
  pounds. A bonechewer can carry up to its Medium 
  load and still fly.
  
  132
  7 Dracolisk
  Medium Dragon
  Hit Dice: 6d12+18 (57 hp)
  Initiative: -l
  Speed: 20 ft. (4 squares)
  Armor Class: 20 (-1 Dex, +11 natural), 
  touch 9, flat-footed 20
  Base Attack/Grapple: +6/+12
  Attack: Bite +12 melee (1d8+6)
  Full Attack: Bite +12 melee (1d8+6) and 2 
  claws +7 melee (1d4+3)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Breath weapon, petrifying 
  gaze
  Special Qualities: Darkvision 60 ft., 
  immunity to energy, low-light vision
   
  The vicious dracolisk is a rare crossbreed of 
  dragon and basilisk. This six-foot-long draconic 
  creature has forward-curving horns and a crest that 
  runs from the back of its head to the lower portions 
  of its neck. Its scales are dull black. Eerie, deep-
  socketed eyes peer out from its skull-like head, 
  glowing with a pale green light.
   
  No one is quite sure how the dracolisk 
  species came to be, but all who have encountered 
  it are well aware of its lethality. There is believed 
  to be one species of dracolisk for every species 
  of dragon. Thus far, however, most dracolisks 
  encountered have been of the black variety. Large 
  dracolisks have wings, but the smaller varieties 
  do not. At first glance, a dracolisk appears to be a 
  juvenile dragon of whatever color its dragon parent 
  was–but thanks to the petrifying gaze it inherited 
  from its basilisk parent, most who encounter a 
  dracolisk never get a second glance.
   
  Dracolisks speak Draconic, although poorly 
  due to their low intelligence. A dracolisk is about 
  6 feet long with a 5- to 7-foot-long tail. It weighs 
  about 300 pounds.
  Combat
   
  The dracolisk attacks first with its breath 
  weapon and gaze attack. After this, it attacks with 
  its bite and clawed forelegs.
  Saves: Fort +10, Ref +4, Will +6
  Abilities: Str 23, Dex 8, Con 17, Int 4, Wis 
  12, Cha 12
  Skills: Hide +8, Jump +0, Listen +14, Spot 
  +14
  Feats: Alertness, Blind-Fight, Great 
  Fortitude
  Environment: Any land and underground
  Organization: Solitary or colony (3-6)
  Challenge Rating: 7
  Treasure: None
  Alignment: Always neutral
  Advancement: 7-12 HD (Medium); 13-18 
  HD (Large)
  Level Adjustment: –
  1d10
  Dragon 
  Parent
  Breath Weapon
  1-6
  Black
  60-foot Line of acid
  7
  Blue
  60-foot Line of lightning
  8
  Green
  30-foot Cone of gas (acid)
  9
  Red
  30-foot Cone of fire
  10
  White
  30-foot Cone of cold
   
  Breath Weapon (Su): A dracolisk’s breath 
  weapon depends on the color of its chromatic 
  dragon parent, as summarized on the table below. 
  Regardless of its type, a dracolisk’s breath weapon 
  is usable once per day, deals 6d8 damage, and 
  allows a DC 17 Reflex save for half damage. The 
  save DC is Constitution-based.
   
  To determine a dracolisk’s dragon parent and 
  breath weapon randomly, roll 1d10 and consult the 
  table below.
   
  Petrifying Gaze (Su): Turn to stone 
  permanently, range 30 feet; Fortitude DC 14 
  negates. The save DC is Charisma-based.
   
  Immunity to Energy (Ex): A dracolisk 
  is immune to the same energy type as its breath 
  weapon.
   
  Skills: Dracolisks receive a +2 racial bonus 
  to Listen and Spot checks.
  
  133
  7
  Giant Troll
  Large Giant
  Hit Dice: 8d8+48 (84 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class:  17 (-1 size, +1 Dex, +7 
  natural), touch 10, flat-footed 16
  Base Attack/Grapple: +6/+17
  Attack: Claw +12 melee (1d6+7) or 
  greatclub +13 melee (2d8+10)
  Full Attack: 2 claws +12 melee (1d6+7) or 
  greatclub +13/+8 melee (2d8+10)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Rend 2d6+10
  Special Qualities: Darkvision 90 ft., low-
  light vision, regeneration 5, scent
   
  Giant trolls are the result of a union between 
  a standard troll and a hill giant. They retain the 
  trollish physiology in most respects, but giant 
  trolls have blunt teeth like their hill giant parents 
  and thus do not bite in combat. Their lumpy skin 
  is mottled reddish brown. Giant trolls stand over 
  10-ft. tall, and are occasionally found ruling a clan 
  of normal trolls. This is one of the few times that a 
  male might be found in the role of clan chieftain.
  Giant trolls are often found wielding huge 
  greatclubs instead of relying upon their claws in 
  battle, but a giant troll without a weapon has no 
  problem reverting to type.
  Saves: Fort +12, Ref +3, Will +3
  Abilities: Str 24, Dex 12, Con 22, Int 6, Wis 
  9, Cha 10
  Skills: Climb+10, Listen +5, Spot +5
  Feats: Alertness, Iron Will, Weapon Focus 
  (greatclub)
  Environment: Any hills, mountains, and 
  underground
  Organization: Solitary or gang (2-4)
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: By character class
  Level Adjustment: +6
  Combat
   
  Rend (Ex): If a giant troll hits with both 
  claw attacks, it latches onto the opponent’s body 
  and tears the flesh. This attack automatically deals 
  an additional 2d6+10 points of damage.
   
  Regeneration (Ex): Fire and acid deal 
  normal damage to a giant troll.
   
  If a giant troll loses a limb or body part, the 
  lost portion regrows in 3d6 minutes. The creature 
  can reattach the severed member instantly by 
  holding it to the stump.
  Flora and Fauna
   
  Sundew: Small jewel-like plants that eat insects. They bloom into a radiant circle covered with oval 
  glands that shimmer like nectar-covered lollipops. These glands are actually covered with sticky glue 
  that trap insects, like a natural flypaper. Once the insect is trapped, the glands become tentacles, pulling 
  the insect toward the center of the sundew, where the glands secret acid and enzymes. A?er the insect is 
  liquefied, the glands absorb the broth.
  
  134
  7 Gnarl
  Large Monstrous Humanoid
  Hit Dice: 10d8+50 (95 hp)
  Initiative: +8
  Speed: 40 ft. (8 squares), climb 20 ft.
  Armor Class: 23 (-1 size, +4 Dex, +10 
  natural), touch 13, flat-footed 19
  Base Attack/Grapple: +10/+21
  Attack: Claw +16 melee (1d6+7)
  Full Attack: 2 claws +16 melee (1d6+7) 
  and bite +14 melee (2d6+3)
  Space/Reach: 10 ft./10 ft. (15 ft. with 
  claws)
  Special Attacks: Improved grab
  Special Qualities: Darkvision 60 ft.
  Saves: Fort +8, Ref +11, Will +7
   
  About the size of a large horse, a gnarl has 
  thick scaly skin and a bony exoskeleton that gives 
  it a skeletal appearance. A gnarl uses its long arms 
  to grab its prey. Local folklore has played heavily 
  on this trait, leading to tales of gnarls leaving their 
  nests to wander into villages at night, reaching into 
  windows and plucking babies from their cribs. 
  Trails that pass through gnarl territory are quite 
  feared and notorious for disappearances and grisly 
  encounters. Guides typically ask for more than 
  the standard rate to take a party through an area 
  infested with the beasts.
   
  A gnarl is about 7 feet tall and weighs about 
  2,250 pounds. Gnarls speak Giant.
  Combat
   
  A gnarl only likes to enter combat with the 
  element of surprise. A gnarl normally nests above 
  a mountain trail, wall, or ledge waiting for travelers 
  to walk by. Once in place and secure, a gnarl can sit 
  unmoving for hours on end as it waits for its prey 
  to approach. Against unwary foes, a gnarl typically 
  attacks unarmored or lightly armored creatures first, 
  thereby preserving future opportunities for a quick 
  escape against heavily armored foes. When faced 
  with more cautious prey, a gnarl is much more 
  opportunistic. Caravans and other travelers have 
  reported seeing their scouts attacked and carried 
  away by the creature. A gnarl is more than likely to 
  resort to quick attack and retreat tactics when faced 
  with an overwhelming number of enemies.
   
  A gnarl’s first attack is to strike with both 
  claws as it grabs an opponent and lifts it to its 
  mouth. The arms of the gnarl average 12 feet in 
  length, making it difficult for other allies of target 
  prey below to get at the gnarl to help their friend in 
  distress. The gnarl then eats the unfortunate victim 
  Abilities: Str 24, Dex 18, Con 20, Int 8, Wis 
  11, Cha 6
  Skills: Climb +16, Hide +3*, Jump +12, 
  Listen +4, Move Silently +7*, Spot +5
  Feats: Alertness, Combat Reflexes, 
  Improved Initiative, Multiattack
  Environment: Temperate mountains
  Organization: Solitary or hunting party 
  (2-5)
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: 11-20 HD (Large); 21-30 
  HD (Huge)
  Level Adjustment: +2
  and scampers off to the safety of its nest to digest 
  its meal.
   
  Gnarls are deadly when attacking from above 
  in treacherous terrain. They often perch on a ledge 
  above a narrow mountain path, preferably in a 
  location that would require some type of climbing 
  skill to close within 10 feet of its nest. This makes 
  it difficult for heavily armored (and typically 
  better armed) opponents to make quick work of 
  the gnarl.
   
  Another particularly dastardly trick used by 
  gnarls is to hide on one side of a high wall, with 
  prey on the other. When the prey is distracted, 
  perhaps even attacked by other creatures, the gnarl 
  reaches over the wall and grabs a random victim, 
  lifting it up over the wall to the other side.
   
  When in a dungeon environment, a gnarl 
  resorts to its base tactics of attacking from above 
  where creatures can’t effectively get at it. A 
  simple hole in the ceiling provides the security and 
  opportunity a gnarl prizes, allowing it to strike with 
  surprise and grab a target, while the rest of the group 
  tries to figure out a way to reach their comrade.
   
  Improved Grab (Ex): To use this ability, 
  a gnarl must hit a smaller opponent with a claw 
  attack. It can then attempt to start a grapple 
  as a free action without provoking attacks of 
  opportunity. If it gets a hold, the gnarl typically 
  lifts victims into the air.
   
  Skills: Gnarls have a +8 racial bonus on 
  Climb checks and can always choose to take 10 on 
  Climb checks, even if rushed or threatened.
   
  *Gnarls have a +8 racial bonus on Hide and 
  Move Silently checks while in mountainous or 
  hilly terrain. 
  
  135
  7
  Griffock
  Huge Magical Beast
  Hit Dice: 12d10+48 (114 hp)
  Initiative: -1
  Speed: 20 ft. (4 squares), fly 60 ft. (good) 
  (12 squares)
  Armor Class: 17 (-2 size, -1 Dex, +10 
  natural), touch 7, flat-footed 17
  Base Attack/Grapple: +12/+26
  Attack: Bite +16 melee (2d8+6) or claw 
  +16 melee (2d4+6)
  Full Attack: Bite +16 melee (2d8+6) and 2 
  claws +14 melee (2d4+3)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: –
  Special Qualities: Darkvision 60 ft., low-
   
  Those who have seen a griffock fill the sky 
  with its presence rarely forget the sight. A typical 
  adult measures 20-ft. from beaks to tail, with a 
  wingspan of nearly 30-ft, and it strikes a majestic 
  profile in flight. Reclusive in the wild, though, 
  griffock try to hide their lairs in the mountains 
  or jungle habitats they call home. But their size 
  makes them hard to miss and their utility as beasts 
  of burden makes them a valuable prize for those 
  ambitious enough to capture them.
   
  A griffock can carry up to 2,000 lbs. of cargo 
  on its broad flat back. Its load has to be strapped 
  down with greatest of care and distributed low 
  across its back so that it will not spill if the creature 
  has to make any sharp maneuvers. If handled 
  properly, however, they can move large amounts 
  of cargo across difficult terrain much more quickly 
  than surface-based means of transportation.
   
  Griffocks are expensive to acquire and even 
  more troublesome to maintain, since they require 
  a lot of living space and prodigious amounts 
  of forage. They can also prove temperamental 
  from the hunt. Although gnarl spellcasters 
  are unheard of, the gnarl believe in symbolic 
  magic: by drawing a picture of themselves 
  catching their prey, they hope to make the scene 
  become reality.
   
  Gnarls are territorial and live in structured 
  family groups led by the strongest female. Males 
  are sent out to hunt and retrieve prey, while females 
  are cast out of the family once they reach maturity. 
  These females presumably either find other 
  families to mate into, or they strike out on their 
  own. It is these itinerant gnarl that are often seen in 
  villages late at night, stealing children to survive.
  light vision
  Saves: Fort +12, Ref +7, Will +4
  Abilities: Str 22, Dex 8, Con 18, Int 2, Wis 
  10, Cha 6
  Skills: Listen +9, Spot +10
  Feats: Alertness, Flyby Attack, Multiattack, 
  Run, Wingover
  Environment: Any mountain or warm 
  forest
  Organization: Solitary or flock (2-7)
  Challenge Rating: 7
  Treasure: None
  Alignment: Always neutral
  Advancement: 13-24 HD (Huge)
  Level Adjustment: —
  in difficult situations, military and civilian 
  establishments who value speed over expense will 
  still refuse to do without them.
  Combat
   
  To guide a trained griffock, its handler applies 
  pressure to the sides, top and underside of its head 
  with a long stick looped around their wrist. The 
  griffock moves following the direction and force of 
  the stick, pressing the top of their head causes them 
  to descend, while applying more pressure causes 
  the creature to dive, for example. Under duress, 
  however, they tend to value self preservation 
  over obedience. Whenever a griffock is damaged 
  in combat it is thereafter treated as an untrained 
  mount until it is out of reach of whatever damaged 
  it. Then, the rider may make a DC 20 Ride check to 
  re-establish control over the creature.
   
  Griffock are normally stolid creatures that 
  do not like to fight. If attacked, they will defend 
  themselves with their enormous beak and claws. A 
  handler must succeed on a DC 20 Ride skill check 
  if it wishes its griffock to initiate combat.
  Gnarl Society
   
  The society of the gnarl is cruel and 
  primitive. They are xenophobic and view other 
  races only as food. Gnarls make their lairs in 
  shallow caves, usually on rocky cliff faces and 
  stony crags. These lairs are usually not far from 
  the gnarls’ favorite hunting spot and littered with 
  the bones and other remains of their victims. 
  Gnarl caves almost always contain a smattering 
  of crude art on the walls. This art is usually done 
  in blood or charcoal, and typically depicts scenes 
  
  136
  7
  Hiroe
  Large Giant
  Hit Dice: 12d8+48 (102 hp)
  Initiative: +0
  Speed: 40 ft. (8 squares)
  Armor Class: 21 (-1 size, +12 natural), touch 
  9, flat-footed 21
  Base Attack/Grapple: +9/+21
  Attack: Slam +16 melee (ld6+8)
  Full Attack: 2 slams +16 melee (ld6+8)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Bellow
  Special Qualities: Low-light vision, tongues
  Saves: Fort +12, Ref +6, Will +9
  Abilities: Str 26, Dex 11, Con 19, Int 18, Wis 
  16, Cha 16
   
  Hiroe are a race of giants that inhabit 
  rolling hills and rugged mountains. They are the 
  quintessential “gentle giants” who see their role in 
  the environment as protector and keeper. Hiroe are 
  usually simply dressed.
   
  Hiroe are talented craftspeople, usually 
  making items of jade or wood. They are often 
  found meditating are sculpting trees, much like 
  humans shape bonsai. Hiroe that follow a divine 
  path often shave their head and wear simple robes, 
  and choose natural or animistic deities/domains.
   
  A hiroe stands over 10 feet tall and weighs 
  over 1,000 pounds. Hiroe speak Giant, Elven, and 
  Sylvan.
  Combat
   
  A hiroe tends to avoid confrontation, 
  finding it discordant with the harmony of nature. 
  Skills: Craft (any two) +19, Hide -4, Jump 
  +12, Knowledge (nature) +19, Knowledge 
  (religion) +19, Listen +10, Spot +11, Survival 
  +18 (+20 aboveground)
  Feats: Combat Expertise, Improved Disarm, 
  Improved Trip, Iron Will, Lightning Reflexes
  Environment: Temperate or warm forests, 
  hills or mountains
  Organization: Solitary or family (2-4)
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Always neutral good
  Advancement: By character class
  Level Adjustment: +4
  Typically, a hiroe relies on bellowing to scare 
  away opponents. If that doesn’t work, it typically 
  runs, not out of cowardice, but merely to avoid the 
  conflict in the first place. However, if the assailant 
  is intent on harming the hiroe, its family or friends, 
  or is inherently unnatural, the giant will attack 
  using powerful fist blows.
   
  Bellow (Ex): As a standard action, a hiroe 
  can yell with such ferocity that any opponent 
  within 50 feet must make a DC 19 Will save or 
  become frightened for 1d4 rounds. Creatures allied 
  with the hiroe must make a DC 19 Will save or 
  suffer a -2 penalty to all skill and attack rolls for 
  one round. The save DC is Charisma-based.
   
  Tongues (Su): Through a gift of the gods, 
  all hiroe can speak with any creature that has a 
  language, as though using a tongues spell (caster 
  level 14th). This ability is always active.
  Ioun Sentinel
  Diminutive Construct
  Hit Dice: 4d10 (22 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares), fly 50 ft. (good)
  Armor Class: 28 (+4 size, +3 Dex, +11 
  natural), touch 17, flat-footed 25
  Base Attack/Grapple: +3/-11
  Attack: Eye ray +10 ranged touch or rake +5 
  melee (1)
  Full Attack: Eye rays +10 ranged touch or 8 
  rakes +5 melee (1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Eye rays, rainbow pattern, 
  suggestion
  Special Qualities: All-around vision, construct 
  traits, damage reduction 10/magic, darkvision 
  60 ft., fly, immunity to magic, low-light vision, 
  scrying, telepathy 100 ft.
  Saves: Fort +3, Ref +4, Will +6
  Abilities: Str 6, Dex 16, Con –, Int 14, Wis 16, 
  Cha 16
  Skills: Balance +5, Hide +15, Jump +0, Listen 
  +7, Search +13, Spot +14, Survival +6 (+8 
  following tracks), Tumble +10
  Feats: Great Fortitude, Iron Will
  Environment: Any
  Organization: Solitary
  Challenge Rating: 7
  Treasure: None
  Alignment: Usually neutral evil
  Advancement: 5-12 HD (Diminutive)
  Level Adjustment: –
  
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  Ioun sentinels are often found dormant, as 
  they require at least eight ioun stones to be within 
  100 ft. of them to activate. In its dormant form, 
  the body of the ioun sentinel acts as a crystal 
  hypnosis ball, implanting suggestions in its user 
  to find enough ioun stones so that the sentinel 
  might complete itself. Once there are eight or more 
  ioun stones within 100 feet, the ioun sentinel may 
  instantly take control of all such ioun stones and 
  come to life. An active ioun sentinel appears as a 
  floating crystalline orb circled by multi-hued ioun 
  stones that trace orbits around the central sphere. 
  Each ioun stone serves as a “secondary eye” for the 
  ioun sentinel. The ioun sentinel’s eye ray attacks 
  and magic immunities depend on the number and 
  nature of its ioun stone secondary eyes.
   
  Although it takes eight ioun stones to activate 
  a dormant ioun sentinel, once activated, it will stay 
  active until all of its secondary eyes are destroyed 
  or until its central eye is destroyed. Grabbing an 
  ioun stone does not stop it from functioning as 
  an eye, but each may be targeted and destroyed 
  individually (AC 24, 10 hp, hardness 5). If the 
  central eye is destroyed, any remaining ioun stones 
  that had served as secondary eyes are drained of 
  power and become dull gray.
   
  An ioun sentinel is about 6 inches in diameter 
  and weighs 7 pounds. Ioun sentinels do not speak, 
  but can communicate telepathically.
  Combat
   
  Below is a list of possible ioun stones the 
  ioun sentinel may possess as its secondary eyes 
  and their effects. Either select or roll randomly the 
  secondary eyes the sentinel possesses. The sentinel 
  will have one HD for every 2 secondary eyes it 
  controls. It may possess multiple secondary eyes 
  of the same type.
   
  Eye Rays (Su): Each secondary eye capable 
  of producing an eye ray may do so once per round 
  as a free action. The freedom of its orbiting eyes 
  permits the ioun sentinel to aim any number of 
  eyes simultaneously in any direction. Where 
  applicable, each eye’s effect resembles a spell cast 
  by a 13th-level caster. Each eye ray has a range of 
  150 feet and a save DC of 15. The save DCs are 
  Charisma-based. The possible eye rays include:
   
  Ability Damage: These eye rays deal 1d6 
  points of ability damage to a living foe unless the 
  victim succeeds at a Fortitude save. This damage 
  heals at a rate of one point per hour of rest and has 
  no chance of becoming permanent.
   
  Absorption: The ioun sentinel may draw 
  spells or spell-like abilities into itself, as per a rod 
  of absorption. Depending on the type and number 
  of ioun stones, it may absorb spells up to 4th level 
  (pale lavender) for 20 spell levels per day or up to 
  8th level (lavender and green) for 50 spell 
  levels per day.
   
  Blindness: The target must succeed on a 
  Fortitude save or be affected as though by the spell.
   
  Doom: The target must succeed on a Will 
  save or be affected as though by the spell.
   
  Color Spray: This works like the spell, 
  except that it targets one creature. The target must 
  succeed on a Will save or be affected as though by 
  the spell.
   
  Mage Hand: This works like the spell.
   
  Nonlethal Damage: These eye rays deal 1d6 
  points of nonlethal damage of the appropriate type. 
  Nonlethal damage from starvation or thirst cannot 
  be recovered until the character gets food or water, 
  as needed. Low oxygen nonlethal damage heals 
  normally.
   
  Stored Spells: The last spells stored in the 
  vibrant purple ioun stone (up to 6 spell levels) 
  may be used as a magical ray or to affect the ioun 
  sentinel itself. One spell-like effect may be used 
  each round and works just like the spell, except it 
  follows the rules for a ray where applicable.
   
  Rainbow Pattern (Su): The continual and 
  scintillating orbits of an ioun sentinel’s revolving 
  eyes create a rainbow pattern as per the spell 
  (caster level 13th). The effect is always centered 
  on the ioun sentinel itself.
   
  Suggestion (Su): Whether dormant or 
  active, an ioun sentinel may use its central eye to 
  implant a suggestion once per round (caster level 
  13th). The suggestion is given telepathically and is 
  therefore not language-dependent.
   
  All-Around Vision (Ex): Ioun sentinels are 
  exceptionally alert and circumspect. Their many 
  eyes give them a +4 bonus to Spot and Search 
  checks, and they can’t be flanked.
   
  Flight (Su): An ioun sentinel may fly 
  magically as the spell at will, at a speed of 50 feet. 
  This magical flight also grants it a permanent feather 
  fall effect (as the spell) with personal range.
   
  Immunity to Magic (Ex): An ioun sentinel 
  is immune to any spell or spell-like ability that 
  allows spell resistance. In addition, certain 
  spells and effects function differently against the 
  creature, as noted below.
   
  An ioun sentinel is affected normally by any 
  attack that specifically affects objects or crystalline 
  creatures. Additonally, an ioun beholder is affected 
  by mind-affecting spells and abilities, even though 
  as a construct it would normally be immune to 
  such effects.
   
  An antimagic effect renders an ioun sentinel 
  dormant for 3d6 rounds or as for the duration of the 
  effect, whichever is longer, with no saving throw.
   
  Scrying (Su): At will, an ioun sentinel may 
  scry as the scrying spell (caster level 13th).
  
  138
  7
  1d20
  Ioun Eye Color
  Effect Type
  Effect
  1
  Dull gray
  eye ray
  Mage hand
  2
  Dusty rose
  eye ray
  Color spray
  3
  Clear
  eye ray
  1d6 nonlethal damage (starvation and thirst)
  4
  Pale blue
  eye ray
  1d6 Strength damage
  5
  Scarlet and blue
  eye ray
  1d6 Intelligence damage
  6
  Incandescent blue
  eye ray
  1d6 Wisdom damage
  7
  Deep red
  eye ray
  1d6 Dexterity damage
  8
  Pink
  eye ray
  1d6 Constitution damage
  9
  Pink and green
  eye ray
  1d6 Charisma damage
  10
  Dark blue
  eye ray
  Blindness
  11
  Vibrant purple
  eye ray
  Stored spells (6 levels)
  12
  Iridescent
  eye ray
  1d6 nonlethal damage (low oxygen)
  13
  Pale green
  eye ray
  Doom
  14
  Pearly white
  Fast healing
  Recover 1 hp per round
  15
  Pale lavender
  absorption
  Absorb spells up to 4th level
  16
  Lavender and green
  absorption
  Absorb spells up to 8th level
  17-20
  Dull gray unless a dull gray has already been rolled in which case reroll
  Lava Ooze
  Huge Ooze (Fire)
  Hit Dice: 8d10+48 (92 hp)
  Initiative: -5
  Speed: 20 ft. (4 squares)
  Armor Class: 3 (-2 size, -5 Dex), touch 3, 
  flat-footed 3
  Base Attack/Grapple: +6/+23
  Attack: Slam +13 melee (2d6+13 plus 2d6 
  fire)
  Full Attack: Slam +13 melee (2d6+13 plus 
  2d6 fire)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Constrict 2d6+13 plus 2d6 
  fire, fire touch, improved grab
  Special Qualities: Blindsight 60 ft., 
   
  Lava ooze lives near latent sources of heat, 
  like volcanoes and fissures. Bright red in color and 
  burning to the touch, the lava ooze can even live in 
  molten rock unnoticed until it extends its fire touch.
  Combat
   
  Constrict (Ex): A lava ooze deals automatic 
  slam and fire damage with a successful grapple 
  check. The opponent’s clothing and armor take a 
  -4 penalty on Reflex saves against the lava ooze’s 
  fire touch.
  immunity to fire, ooze traits, split, 
  vulnerability to cold
  Saves: Fort +8, Ref -3, Will -3
  Abilities: Str 28, Dex 1, Con 23, Int –, Wis 
  1, Cha 1
  Skills: –
  Feats: –
  Environment: Warm mountain and 
  underground
  Organization: Solitary
  Challenge Rating: 7
  Treasure: None
  Alignment: Always neutral
  Advancement: 9 -16 HD (Huge)
  Level Adjustment: –
   
  Fire Touch (Ex): A lava ooze is made 
  entirely of a very hot substance; it melts and burns 
  any material it touches, but does not affect stone. 
  Any melee hit or constrict attack deals fire damage, 
  and the opponent’s armor and clothing suffer the 
  same amount of damage unless they succeed on 
  DC 20 Reflex saves. A metal or wooden weapon 
  that strikes a lava ooze also takes damage unless 
  it succeeds on a DC 20 Reflex save. The save DCs 
  are Constitution-based.
  
  139
  7
   
  The ooze’s fire touch deals 1d6 points of 
  damage per round to wooden or metal objects, but 
  the ooze must remain in contact with the object for 
  1 full round to deal this damage.
   
  Improved Grab (Ex): To use this ability, a 
  lava ooze must hit with its slam attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can 
  constrict.
   
  Split (Ex): Slashing and piercing weapons 
  deal no damage to a magma ooze. Instead the 
  creature splits into two identical oozes, each with 
  half of the original’s current hit points (round 
  down). An ooze with 10 hit points or less cannot 
  be further split and dies if reduced to 0 hit points.
  Mason Troll
  Large Giant (Earth)
  Hit Dice: 10d8+60 (105 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares)
  Armor Class: 24 (-1 size, +15 natural), 
  touch 9, flat-footed 24
  Base Attack/Grapple: +7/+17
  Attack: Claw +12 melee (ld6+6)
  Full Attack: 2 claws +12 melee (ld6+6) and 
  bite +10 melee (ld6+3)
  Space/Reach: 10 ft/10 ft.
  Special Attacks: Rend 2d6+9
  Special Qualities: Darkvision 90 ft., 
  low-light vision, perfect camouflage, 
  regeneration 5, scent, stone mason
   
  Mason trolls are a specialized species of 
  trollkind that make their home in the high slopes 
  of the mountains. Lurking along passes, trails, and 
  other commonly traveled areas, these brutes lie 
  in wait for innocent victims to blunder into their 
  traps. While mason trolls have been known to 
  collect shiny rocks and glittering jewels, most of 
  them attack their victims for food or the sheer joy 
  of inflicting pain.
   
  A mason troll is a tall, thick-bodied creature 
  with a body that resembles a stone statue carved 
  to duplicate a mundane troll’s form. While not 
  very intelligent, these creatures are crafty and they 
  use their coloration and stone bodies to blend into 
  cliffs and rock formations. Even observant rangers 
  and scouts can easily overlook a mountain troll 
  lurking in rocky areas.
   
  A typical adult mason troll stands 10 feet tall 
  and weighs 550 pounds. Mason trolls speak Giant.
  Combat
   
  Invariably, mason trolls attack from ambush. 
  Only puny victims that seem to be easy targets 
  draw a direct attack from these beasts. Using their 
  unique coloration, mason trolls wait motionless 
  besides a path. When a victim walks by, the troll 
  leaps forward to attack with its claws and fangs. As 
  creatures with a close connection to the Elemental 
  Plane of Earth, mason trolls have an innate ability 
  Saves: Fort +13, Ref +3, Will +4 
  Abilities: Str 23, Dex 11, Con 23, Int 6, Wis 
  9, Cha 6
  Skills: Hide -4 (+16 standing still near 
  stone), Jump +10, Listen +5, Spot +6 
  Feats: Alertness, Iron Will, Multiattack, 
  Track
  Environment: Any mountains
  Organization: Solitary or gang (2-4)
  Challenge Rating: 7
  Treasure: Standard 
  Alignment: Always chaotic evil 
  Advancement: By character class
  Level Adjustment: +5
  to bend and twist stone like soft clay. They use this 
  ability to weaken bridges, cause avalanches or 
  rock slides, and form cunning niches from where 
  they can launch their ambushes.
   
  Rend (Ex): If a mason troll hits with both 
  claw attacks, it latches onto the opponent’s body 
  and tears the flesh. This attack automatically deals 
  an additional 2d6+9 points of damage.
   
  Perfect 
  Camouflage 
  (Ex): 
  When 
  a 
  mason troll stands perfectly still, it is almost 
  indistinguishable from the stone around it. While 
  in this state, the troll gains a +20 competence 
  bonus to Hide checks.
   
  Regeneration (Ex): Fire and acid deal 
  normal damage to a mason troll. If a mason troll 
  loses a limb or body part, the lost portion regrows in 
  3d6 minutes. The creature can reattach the severed 
  member instantly by holding it to the stump.
   
  Stone Mason (Su): Mason trolls have a 
  natural affinity for rock. With a mere touch, they 
  can bend and mold stone to fit their needs. In a 
  more intelligent, less violent race’s hands this 
  ability could lead to useful tools and items, but 
  the simple, vicious mason trolls use their talent 
  to weaken bridges, build cave networks, and 
  carve hidden spots where they can lurk to ambush 
  travelers. This ability functions as a stone shape 
  spell (caster level 5th), and is usable once per day.
  
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  Qor
  Large Giant
  Hit Dice: 10d8+50 (95 hp)
  Initiative: +0
  Speed: 35 ft. (7 squares)
  Armor Class: 20 (-1 size, +8 natural, +3 
  hide), touch 9, flat-footed 20
  Base Attack/Grapple: +7/+19
  Attack: Spear +15 melee  (2d6+12/x3) or 
  greatclub +14 melee (2d8+12) or heavy pick 
  +14 melee (1d8+8/x4) or spear +7 ranged 
  (2d6+8/x3)
  Full Attack: Spear +15/+10 melee  (2d6+12/
  x3) or greatclub +14/+9 melee (2d8+12) 
  or heavy pick +14/+9 melee (1d8+8/x4) or 
  spear +7/+2 ranged (2d6+8/x3)
  Space/Reach: 10 ft./10 ft.
   
  The qor are a race of giants who were once 
  enslaved, but have since revolted and become 
  their own people. They are fiercely independent 
  and arrogant. Qor often bear tattoos of their tribal 
  associations on their yellow-green skin. Those who 
  lived through their days of enslavement may still 
  have their number branded into their shoulders.
   
  Although smaller than their cousins the hill 
  giant, qor were bred for strength and are thus even 
  more powerful than their larger brethren.
   
  Adults are about 9-1/2 feet tall and weigh 
  about 900 pounds. Qor speak Giant.
  Combat
   
  The qor are devastating in combat. Wielding 
  simple weapons like clubs, spears, or the picks they 
  used as slaves, the qor do phenomenal damage, 
  usually crushing their opponent’s skull with a 
  single blow. Bred to be resistant to poisons and 
  possessing the troll’s magnificent regeneration, the 
  qor were trained by their enslavers to be excellent 
  Special Attacks: Spear throwing
  Special Qualities: Darkvision 60 ft., low-
  light vision, regeneration 5
  Saves: Fort +12, Ref +3, Will +3
  Abilities: Str 26, Dex 10, Con 20, Int 8, Wis 
  10, Cha 17
  Skills: Climb +9, Jump +10, Spot +10
  Feats: Cleave, Great Cleave, Power Attack, 
  Weapon Focus (spear)
  Environment: Any hills and mountains
  Organization: Solitary or band (6-9)
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Often chaotic evil
  Advancement: 11-20 HD (Large)
  Level Adjustment: +8
  warriors, and have passed that knowledge onto 
  those born since their revolt. They have learned 
  the advantages of attacking in groups. The spears 
  of the qor serve much same purpose as a hill 
  giant’s thrown rocks, but qor spears are much more 
  accurate and lethal than simple thrown stones.
   
  Combat usually begins with three qor 
  throwing spears at their opponents from 250 feet 
  away, incurring a -2 penalty for range. Once their 
  opponent closes to within 100 feet or so, the qor 
  back off, leading their prey to an ambush where 
  another three qor await.
   
  Spear throwing (Ex): Qor wield spears 
  sized for Large creatures. Spears thrown by the 
  qor have a range increment of 140 feet, and a x3 
  critical multiplier.
   
  Regeneration (Ex): Fire and acid deal 
  normal damage to a qor. If a qor loses a limb or 
  body part, the lost portion regrows in 3d6 minutes. 
  The qor can reattach the severed member instantly 
  by holding it to the stump.
  
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  7
  Scalrath, Minor
  Large Magical Beast
  Hit Dice: 9d10+54 (103 hp)
  Initiative: +2
  Speed: 50 ft. (10 squares), swim 30 ft.
  Armor Class: 20 (-1size, +2 Dex, +9 
  natural), touch 11, flat-footed 18
  Base Attack/Grapple: +9/+19
  Attack: Bite +14 melee (2d6+6 plus 1d6 
  acid)
  Full Attack: Bite +14 melee (2d6+6 plus 
  1d6 acid) and 2 claws +9 melee (1d6+3) or 
  bite +14 melee (2d6+6 plus 1d6 acid) and 
  tail +9 melee (2d6+3)
  Space/Reach: 10 ft/5 ft.
  Special Attacks: Acidic spittle, improved 
  grab, pounce, rake 1d8+3
  Special Qualities: Darkvision 60 ft., 
  immunity to poison, minor-light vision, 
  scent, spell resistance 16
   
  Minor scalraths look like reptilian lions 
  with a ruff of writhing snaky tendrils in place of 
  a mane. Although they only vaguely resemble one 
  another, minor scalraths are relatives of the major 
  scalraths (page ??). They follow the commands of 
  major scalraths without question to the best of their 
  abilities.
   
  Minor scalraths are 6 to 8 feet long and 
  weigh 400 to 600 pounds. They speak the language 
  of scalraths, a hissing derivation of Infernal.
  Combat
   
  Minor scalraths are malicious brutes that 
  seem to take exceptional pleasure in ripping living 
  creatures apart with their teeth and claws. They 
  stalk their prey for as long as they can, seeking to 
  leap on victims from above, often only when they 
  think they’ve escaped. A minor scalrath typically 
  focuses its claws and bite on one opponent, not 
  relenting until it has felt its victim die in its jaws; it 
  reserves its tail attack for those trying to flank it.
   
  When they hunt in packs, minor scalraths 
  demonstrate great cunning, actively seeking out 
  spellcasters, archers and other ranged combatants. 
  (They even leap over the heads of defenders to do 
  so.) If directed by a major scalrath, minor scalraths 
  are capable of fulminating complicated plans, 
  though their natural impatience can sometimes 
  hinder their efficiency.
   
  Acidic Spittle (Ex): A minor scalrath’s 
  saliva is remarkably acidic, quickly dissolving 
  organic material and metal. Indeed, the beast is 
  effectively capable of chewing through iron bars. 
  Its bite attack deals acid damage; on a successful 
  critical hit with its bite, the acid damage increases 
  to +2d10.
   
  The scalrath’s acidic saliva deals 40 points 
  of damage per round to wood or metal objects. 
  Armor or clothing dissolves and becomes useless 
  immediately unless it succeeds at a DC 20 Reflex 
  save. The acid cannot harm stone. The save DC is 
  Constitution-based.
   
  Improved Grab (Ex): To use this ability, 
  a minor scalrath must hit with its bite attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can rake.
   
  Pounce (Ex): If a minor scalrath charges a 
  foe, it can make a full attack, including two rake 
  attacks.
   
  Rake (Ex): Attack bonus +10 melee, damage 
  1d8+3.
   
  Skills: A minor scalrath has a +4 racial bonus 
  on Jump, Listen, and Spot checks, and a +8 racial 
  bonus on any Swim check to perform some special 
  action or avoid a hazard. It can always choose 
  to take 10 on a Swim check, even if distracted 
  or endangered. It can use the run action while 
  swimming, provided it swims in a straight line. *It 
  also has a +4 racial bonus on Survival checks when 
  tracking by scent.
  Saves: Fort +12, Ref +8, Will +3
  Abilities: Str 22, Dex 15, Con 23, Int 7, Wis 
  11, Cha 13
  Skills: Climb +7, Hide +2, Jump +18, 
  Listen +5, Move Silently +4, Spot +5, Swim 
  +14, Survival +3*
  Feats: Improved Natural Attack (bite, tail), 
  Power Attack, Run
  Environment: Any hills and mountains
  Organization: Pair, kennel (3-5), pack (6-
  10), or herd (11-30)
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: 10-18 HD (Large); 19-27 
  HD (Huge)
  Level Adjustment: –
  
  142
  7
  Shedu
  Large Magical Beast
  Hit Dice: 9d10+27 (76 hp)
  Initiative: +5
  Speed: 30 ft. (6 squares), fly 60 ft. (average)
  Armor Class: 16 (-1 size, +1 Dex, +6 natural), 
  touch 10, flat-footed 15
  Base Attack/Grapple: +9/+18
  Attack: Hoof +13 melee (ld6+5)
  Full Attack: 2 hooves +13 melee (ld6+5)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Psionics
  Special Qualities: Darkvision 60 ft., ethereal 
  jaunt, low-light vision, spell resistance 16, 
  telepathy 100 ft.
  Saves: Fort +9, Ref +7, Will +8
   
  A shedu is a winged horse with a wide, almost 
  dwarf-like head. Its hair is wide, curly and braided. 
  The short, coarse hair covering its horse-like torso 
  is brown, as is its beard and mustache. Large, 
  brown-feathered wings protrude from its shoulders.
   
  Shedu are good creatures that roam the 
  Material Plane seeking out evil and destroying it 
  wherever and whenever they encounter it. Shedu 
  aid good creatures in need and never knowingly 
  associate with evil creatures. Shedu are on good 
  terms with lammasu and ki-rin.
   
  The coloration of a shedu’s hair is usually 
  either black or brown. All shedu wear mustaches 
  and beards. Shedu are about 9 feet long and weigh 
  about 600 pounds. Shedu speak Auran, Celestial, 
  and Common.
  Skyshark
  Huge Animal
  Hit Dice: 12d8+84 (138 hp)
  Initiative: +8
  Speed: 20 ft (4 squares), fly 80 ft. (average)
  Armor Class: 18 (-2 size, +4 Dex, +6 natural), 
  touch 12, flat-footed 14
  Base Attack/Grapple: +9/+25
  Attack: Claw +15 melee (2d6+8)
  Full Attack: 2 claws +15 melee (2d6+8) and 
  bite +10 melee (2d6+4)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Snatch
   
  Skysharks are predatory birds with a wide 
  hunting ground. This mammoth raptor has an 
  iridescent, feathery coat that seems to change 
  color with the angle of the sunlight. Its talons and 
  beak appear razor-sharp. These birds earn their 
  Abilities: Str 21, Dex 12, Con 17, Int 16,Wis 
  16, Cha 17
  Skills: Concentration +15, Diplomacy +5, Hide 
  -3, Knowledge (arcana) +15, Listen +15, Sense 
  Motive +15, Spot +15
  Feats: Blind-Fight, Flyby Attack, Improved 
  Initiative B, Iron Will, Power Attack
  Environment: Any warm hills and mountains
  Organization: Herd (2-8)
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Always lawful good
  Advancement: 10-18 HD (Large); 19-27 HD 
  (Huge)
  Level Adjustment: –
  Combat
   
  Shedu rarely enter combat, but always 
  come to the aid of good creatures in need. 
  Shedu relentlessly attack evil on sight, using a 
  combination of their hooves and psionics.
   
  Psionics (Sp): At will–astral projection, 
  charm monster (DC 17), detect evil, detect good, 
  detect thoughts (DC 15), polymorph. Caster level 
  12th. The save DCs are Charisma-based.
   
  Ethereal Jaunt (Su): A shedu can shift from 
  the Ethereal Plane to the Material Plane as a free 
  action, and shift back again as a move action. The 
  ability is otherwise identical with the ethereal 
  jaunt spell (caster level 18th).
  Special Qualities: Keen scent, low-light vision
  Saves: Fort +15, Ref +12, Will +5
  Abilities: Str 26, Dex 18, Con 24, Int 2, Wis 13, 
  Cha 9
  Skills: Hide -4, Jump +2, Listen +11, Spot +10
  Feats: Alertness, Flyby Attack, Improved 
  Initiative, Snatch, Wingover
  Environment: Temperate mountains
  Organization: Solitary
  Challenge Rating: 7
  Advancement: 13-24 HD (Huge); 25-36 HD 
  (Gargantuan)
  Level Adjustment: –
  name from their ability to smell blood from great 
  distance, much like sharks do in the water.
   
  A skyshark is 24 to 32 feet long and has a 
  wingspan of 40 feet or more. It weighs over a ton.
  
  143
  7
  eventually snatching up the most wounded 
  member of the group.
   
  Keen Scent (Ex): A skyshark can notice 
  creatures by scent in a 180-foot radius and can 
  smell blood or rotting meat at a range of up to 
  three miles.
   
  Snatch (Ex): A skyshark can use its Snatch 
  feat against creatures up to one size category 
  smaller than itself.
  Soul Eater
  Combat
   
  Upon smelling blood, a skyshark will race 
  to the source, attempting to snatch prey and carry 
  it off to kill at its leisure. Most prey dies from 
  being lacerated by its sharp beak, but those that 
  don’t are often dropped from a great height, only 
  to be snatched up again. Against a large group, a 
  skyshark will make flyby attacks with its talons, 
  Medium Outsider (Extraplanar)
  Hit Dice: 10d8+20 (65 hp)
  Initiative: +10
  Speed: Fly 100 ft. (perfect)(20 squares)
  Armor Class: 24 (+6 Dex, +8 natural), touch 
  16, flat-footed 18
  Base Attack/Grapple: +10/+11
  Attack: Claw +16 melee (1d6+1 plus soul drain)
  Full Attack: 2 claws +16 melee (1d6+1 plus 
  soul drain)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Soul drain
  Special Qualities: Damage reduction 10/magic, 
  darkvision 60 ft., find target,  immunities, link 
  with caster
  Saves: Fort +9, Ref +13, Will +7
  Abilities: Str 13, Dex 22, Con 14, Int 12, Wis 
  11, Cha 11
   
  Soul eaters resemble a billowing cloud of 
  inky darkness. Two long, pale white arms protrude 
  from the cloud, each ending in a clawed hand. Soul 
  eaters are summoned to the Material Plane for one 
  purpose — to slay living creatures. When given 
  a target, they can track it unerringly. Soul eaters 
  sustain themselves on the life energies of living 
  creatures and derive this sustenance by draining 
  the very soul of a living target.
   
  A soul eater is about 6 feet tall and weighs 
  only 100 pounds. A soul eater understands any 
  language, but never speaks.
  Combat
   
  The soul eater attacks with two ghostly claws 
  in each round. It attacks until either it or its target is 
  defeated or slain.
   
  Soul Drain (Su): A successful hit with a 
  claw attack deals 1d6 points of Wisdom damage 
  to a living creature. A creature brought to Wisdom 
  0 dies and cannot be returned to life by any means 
  (save for a deity’s intervention) as the soul eater 
  devours the victim’s soul.
   
  Find Target (Sp): When ordered to locate 
  a living creature, a soul eater does so unerringly, 
  as though guided by discern location. The caster 
  Skills: Balance +8, Diplomacy +2, Escape 
  Artist +19, Hide +19*, Jump +3, Knowledge 
  (the planes) +14, Listen +13, Move Silently 
  +19, Search +14, Sense Motive +13, Spot 
  +13, Survival +0 (+2 following tracks, +2 on 
  other planes), Tumble +19, Use Rope +6 (+8 
  bindings)
  Feats: Dodge, Improved Initiative, Flyby 
  Attack, Weapon Finesse
  Environment: Plane of Shadow
  Organization: Solitary
  Challenge Rating: 7
  Treasure: None
  Alignment: Always neutral
  Advancement: 11-20 HD (Medium); 21-30 HD 
  (Large)
  Level Adjustment: –
  who summoned the soul eater must know the 
  designated target’s name.
   
  Link with Caster (Ex): When a soul eater 
  is summoned to the Material Plane, it creates a 
  mental link between itself and the caster who 
  summoned it. If a soul eater’s victim (i.e., the 
  creature it is summoned to slay) is killed, die soul 
  eater returns at full speed to the caster and attacks 
  him. Likewise, if a soul eater is defeated in battle 
  (but not slain) by the creature it is summoned to 
  kill, it returns to the caster and attacks him. So long 
  as both the caster and soul eater are on the same 
  plane of existence, the soul eater can successfully 
  locate the caster. If the caster leaves the plane, 
  the link is temporarily broken. Once the caster 
  returns, or the soul eater enters the plane the caster 
  is on, the link is immediately reconnected and the 
  soul eater moves at full speed toward the caster’s 
  current location.
   
  Immunities: A soul eater is immune to 
  poison, sleep, paralysis, and stunning. It is not 
  subject to extra damage from critical hits.
   
  Skills: *The soul eater has a +10 racial bonus 
  on all Hide checks when in areas of darkness or 
  smoke.
  
  144
  7
  Undead Stalker
  Large Aberration
  Hit Dice: 9d8+45 (85 hp)
  Initiative: +1
  Speed: 40 ft. (8 squares)
  Armor Class: 17 (-1 size, +1 Dex, +7 natural), 
  touch 10, flat-footed 16
  Base Attack/Grapple: +6/+16
  Attack: Claw +11 melee (2d4+6)
  Full Attack: 2 claws +11 melee (2d4+6)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Devour soul, energy drain, 
  ghost touch
  Special Qualities: Damage reduction 15/
  magic or silver, darkvision 60 ft., disjoin spirit, 
  photophobia, undead qualities 
   
  Undead stalkers are large, humanoid monsters 
  that feed on the living and the undead alike. This 
  nine-foot-tall creature’s skin is deep crimson, lined 
  with bulging veins, and every inch of its hulking 
  frame is etched with corded muscles. Its arms end 
  in dangerous four-clawed hands, and its large head 
  bears glowing eyes and a maw filled with shining 
  teeth. Its thick black hair is greasy and unkempt, and 
  takes on a purplish sheen under moonlight. It stinks 
  of carrion, and its movements are accompanied by 
  the sound of its rushing blood.
   
  Undead stalkers are nocturnal, and even 
  at night or when underground they keep to 
  shadows. They spend their days in dark holes 
  and subterranean chasms, and while their favored 
  hunting grounds are forests and mountainsides, 
  they can be found in any environment. Cunning 
  and cruel, they seek out intelligent and magical 
  creatures, devouring their souls after killing them. 
  But undead stalkers ignore all other potential 
  meals in favor of undead, whenever possible. 
  They gain great strength from negative energy, 
  and the desire to consume undead creatures seems 
  to be the driving force of their existence. Undead 
  stalkers hunt relentlessly until dawn, when they 
  hastily retreat to their lairs. It is unknown why 
  they despise sunlight, as it appears to only repulse, 
  rather then harm them.
   
  An average undead stalker stands 9 feet tall 
  and weigh roughly 600 pounds. Undead stalkers 
  speak no languages.
  Combat
   
  Undead 
  stalkers 
  enjoy 
  toying 
  with 
  adversaries, often preparing primitive traps and 
  ambushes. They almost never retreat from battle, 
  focusing on killing one enemy at a time.
  Saves: Fort +8, Ref +4, Will +5
  Abilities: Str 22, Dex 12, Con 20, Int 6, Wis 
  9, Cha 11
  Skills: Climb +7, Hide +5, Jump +10, Listen 
  +2, Move Silently +6, Spot +2
  Feats: Alertness, Lightning Reflexes, Power 
  Attack, Stealthy
  Environment: Any forests, hills, mountains, 
  and underground
  Organization: Solitary
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 10-18 HD (Large)
  Level Adjustment: –
   
  An undead stalker’s natural weapons are 
  treated as magic weapons for the purpose of 
  overcoming damage reduction.
   
  Devour Soul (Su): An undead stalker 
  devours the souls of creatures it kills with its 
  claws. A creature whose soul has been devoured 
  cannot be raised or resurrected until its soul is 
  freed. A limited wish, miracle, or wish frees the 
  soul, as does the death of the undead stalker.
   
  Energy Drain (Su): An undead stalker that 
  hits with both claw attacks tears at the spiritual 
  “membrane” that protects its opponent’s soul. The 
  victim receives 1d4 negative levels. The Fortitude 
  save to remove a negative level has a DC of 14. 
  The save DC is Charisma-based. For each such 
  negative level bestowed, the undead stalker gains 
  5 temporary hit points.
   
  Ghost Touch (Su): An undead stalker’s 
  claws deal damage normally against incorporeal 
  creatures. An incorporeal creature’s 50% chance 
  to avoid damage does not apply to attacks with an 
  undead stalker’s claws. When an undead stalker 
  is incorporeal, its claws deal damage against 
  corporeal creatures normally, and it retains its 
  natural armor bonus to AC.
   
  Disjoin Spirit (Su): Once per day as a 
  standard action, an undead stalker can use the 
  negative energy it has collected to take on spirit-
  form, leaving its body behind. The spirit appears as 
  a ghostly version of the undead stalker, and gains 
  all the traits of incorporeal creatures, but can use 
  its ghost touch ability to affect corporeal creatures 
  and objects normally. As it loses its Strength score, 
  the undead stalker’s attack bonus with its claws 
  changes to +6, but the stalker ignores material 
  armor not made of force and lacking the ghost touch 
  quality. It also gains a +1 deflection bonus to AC.
  
  145
  7
   
  While the stalker is in spirit-form, its body 
  lies unconscious. Damage taken by either the spirit 
  or the body injures both, and the death of the body 
  destroys the spirit. The undead stalker can merge 
  with its body once again by touching it as a move 
  action, but it automatically rejoins its body after a 
  number of minutes spent incorporeal equal to its 
  Constitution modifier.
   
  Photophobia (Ex): In sunlight or when 
  within the radius of a daylight spell, an undead 
  stalker must succeed on a DC 15 Will save or 
  Vulcanid
  Large Elemental (Extraplanar, Fire)
  Hit Dice: 8d8+24 (60 hp)
  Initiative: +4
  Speed: 30 ft. (6 squares)
  Armor Class: 17 (-1 size, +8 natural), touch 9, 
  flat-footed 17
  Base Attack/Grapple: +6/+13
  Attack: Slam +8 melee (2d6+4 plus ld6 fire)
  Full Attack: Slam +8 melee (2d6+4 plus ld6 
  fire)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Gout of flame
  Special Qualities: Damage reduction 5/–, 
  darkvision 60 ft., elemental traits, immunity to 
  fire, spell resistance 16, vulnerability to cold
   
  Vulcanids are troubling pests that hail from 
  the Elemental Plane of Fire. This fiery creature 
  vaguely resembles a wolf, but is nearly as large 
  as a horse. It appears to be formed completely 
  of cooling magma, and its eyes and mouth flicker 
  with flame.
   
  Drawn to the Material Plane through elemental 
  vortices that develop in areas of extreme volcanic 
  activity, vulcanids seek out organic matter to burn 
  and devour. Like simple animals, they hunt and 
  attack creatures to satisfy their hunger, not out of 
  a sense of malice. Vulcanids are aggressive hunters 
  who treat all targets as potential meals, making it 
  equally likely a swarm of vulcanids attacks a blue 
  dragon as a small group of halflings. Hunting far 
  from their home plane, they lack the experience and 
  intelligence to focus on appropriate targets.
   
  A vulcanid is about 9 feet long and weighs 
  only four pounds. Vulcanids do not speak or 
  understand any language.
  become frightened until it reaches a dark 
  or shadowy area. Even if the undead stalker 
  succeeds, it must repeat the save every minute 
  it stays in the light.
   
  Undead Qualities (Ex): Undead stalkers 
  share certain traits with undead. They are not 
  subject to ability drain or energy drain, they are 
  healed by negative energy (such as inflict spells), 
  and they take damage from positive energy (such 
  as cure spells).
  Saves: Fort +5, Ref +6, Will +1
  Abilities: Str 16, Dex 11, Con 17, Int 2, Wis 
  8, Cha 3
  Skills: Hide +2, Listen +7, Move Silently +3, 
  Spot +1
  Feats: Alertness, Improved Initiative, Stealthy
  Environment: Elemental Plane of Fire
  Organization: Solitary or swarm (2-12)
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 9-16 HD (Large); 17-24 HD 
  (Huge)
  Level Adjustment: –
  Combat
   
  Like most wild animals, vulcanids employ 
  limited tactics in stalking their prey. Usually, a 
  vulcanid finds a stone bridge or other safe path 
  across a lava-flooded area and waits there to 
  ambush travelers and animals. A vulcanid opens 
  its attack with a gout of flame, then rushes forward 
  to overwhelm the nearest opponent.
   
  Gout of Flame (Ex): Once every five 
  rounds, a vulcanid can expel a roaring gout of fire 
  and lava in a 60-foot cone. All creatures within this 
  area must make a DC 17 Reflex save or suffer 6d6 
  points of fire damage. Those that succeed suffer 
  half damage. Furthermore, the area of this attack 
  is left covered in a boiling mass of superheated 
  slime. A creature that ends its action in this area 
  must make a DC 17 Fortitude save or suffer 2d6 
  points of fire damage. This fiery goo burns away 
  four rounds after the vulcanid uses this ability. The 
  save DCs are Constitution-based.
  
  146
  7 Wailhaunt
  Large Elemental (Air, Earth, Extraplanar)
  Hit Dice: 7d8+14 (45 hp)
  Initiative: +3
  Speed: 20 ft. (4 squares), fly 60 ft. (good) (12 
  squares)
  Armor Class: 14 (-1 size, +3 Dex, +2 natural), 
  touch 12, flat-footed 11
  Base Attack/Grapple: +5/+13
  Attack: Claw +8 melee (2d4+4 plus elemental 
  disjunction)
  Full Attack: 2 claws +8 melee (2d4+4 plus 
  elemental disjunction) and 2 wing slams +3 
  melee (ld6+2)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Elemental disjunction
  Special Qualities: Damage reduction 10/magic, 
  darkvision 60 ft., elemental traits, immunity 
   
  Formed amid the caress of earth and the howl 
  of air, wailhaunts are elemental spirits forever in 
  motion. Wailhaunts resemble enormous spectral 
  bats with birdlike talons and humanoid faces. 
  Their bodies are shimmering and translucent, 
  almost gossamer for all their strength. Each glows 
  with a colored aura that dims when the wailhaunt 
  is injured. Their fronts are covered in taut skin 
  over visible bone, but their backs bear scattered 
  feathers and jewels. Depending on their place of 
  origin, wailhaunts’ heads have more or less bestial 
  features–many resemble beautiful humans or elves, 
  while others have traits of bats, birds, or worms.
   
  Wailhaunts move swiftly and gracefully, 
  flipping and twirling in the air as easily as they 
  charge forward. As they fly, the air hisses and 
  roars and howls around them, the sound changing 
  according to their moods and personalities. 
  Wailhaunt flocks fly through deep canyons and 
  enormous underground caverns-places where air 
  flows through canals of earth. They take sustenance 
  from these flights, and only rarely leave their homes. 
  According to wailhaunt myth, the first of their race 
  were the unwanted progeny of powerful air and 
  earth elementals, but now wailhaunts seem to spring 
  to life spontaneously: every few decades, a flock 
  will gather in a place where winds are particularly 
  violent, and adopt a wailhaunt who flashes into 
  existence. Wailhaunts usually die after a few 
  centuries when they are caught in a place without 
  wind, but their maximum life span is unknown. 
  Wailhaunts speak Auran and Terran, in voices 
  accompanied by-and sometimes indistinguishable 
  from-the sounds of wind.
  Combat
   
  Wailhaunts try to stay out of reach of their 
  opponents, swooping down, raking with their claws, 
  to acid, electricity, and sonic, many voices, 
  vulnerability to silence
  Saves: Fort +7, Ref+10, Will +3
  Abilities: Str 18, Dex 17, Con 14, Int 12, Wis 
  13, Cha 16
  Skills: Craft (any one) +8, Listen +8, Move 
  Silently +12, Spot +8
  Feats: Flyby Attack, Lightning Reflexes, 
  Wingover
  Environment: Elemental planes of Air and 
  Earth
  Organization: Solitary or flock (4-12)
  Challenge Rating: 7
  Treasure: Standard coins; double goods (gems 
  only); standard items
  Alignment: Usually chaotic neutral
  Advancement: 8-14 HD (Large); 15-21 HD 
  (Huge); 22-28 HD (Gargantuan)
  Level Adjustment: —
  and then flying away again. Most wailhaunts flee 
  if hard-pressed, sometimes preparing an ambush 
  elsewhere to try to gain an advantage. A wailhaunt’s 
  natural weapons, as well as any weapons it wields, 
  are treated as magic weapons for the purpose of 
  overcoming damage reduction.
   
  Elemental Disjunction (Su): A creature hit 
  by a wailhaunt’s claw attack must succeed on a DC 
  16 Fortitude save or have its ability to interact with 
  the elements interfered with, becoming separated 
  from either air or earth (50% chance) for 2d4 
  rounds. The save DC is Charisma-based. A dispel 
  magic spell targeting the affected creature ends the 
  effect prematurely. A creature cannot be disjoined 
  from its own subtype, instead suffering 2d8 points 
  of damage.
   
  Air: The creature is unable to interact with air 
  and cannot breathe. The creature must make a DC 
  10 Constitution check. The save must be repeated 
  each round, with the DC increasing by +1 for each 
  previous success. When the creature fails one of 
  these Constitution checks, it begins to suffocate.  
  In the first round, it falls unconscious (0 hp). In 
  the following round, it drops to -1 hit points and is 
  dying. In the third round, it suffocates. In addition, 
  the creature cannot make noise, as if affected by a 
  silence spell.
   
  Earth: The creature and its equipment become 
  ethereal (as an ethereal jaunt spell), unable to 
  interact with material objects.
   
  Many Voices (Ex): A character must succeed 
  on a DC 15 Listen check to distinguish wailhaunt 
  voices from their windy background. One successful 
  check allows a character to understand any number 
  of wailhaunts during a given encounter.
   
  Vulnerability to Silence (Ex): A wailhaunt 
  affected by a silence spell cannot fly.
  
  147
  7
  Yowl
  Large Magical Beast
  Hit Dice: 9d10+9 (58 hp)
  Initiative: +9
  Speed: 15 ft. (3 squares), fly 75 ft. (average)
  Armor Class: 19 (-1 size, +5 Dex, +5 natural), 
  touch 14, flat-footed 14
  Base Attack/Grapple: +9/+18
  Attack: Talon +13 melee (1d4+5)
  Full Attack: 2 talons +13 melee (1d4+5) and 2 
  shreds +11 melee (4d8+2) and bite +11 melee 
  (2d4+2)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Dust, snatch
   
  The yowl is an enormous armored flying 
  beast, resembling a beetle. It has ten arms that it 
  uses to catch its prey, two with talons to snatch its 
  victims from the ground, and eight ending in long 
  blades, which it uses to slice its victims to shreds. 
  It also has a large pair of mandibles that it uses to 
  bite and grip its prey. In addition, it dusts its victims 
  with a powdery spore, which causes them to grow 
  slowly weaker. Although it is not very intelligent, 
  it knows how to use this ability, and follows 
  weakened creatures for miles until they collapse, 
  unable to defend themselves from the monster.
   
  Yowls live high in the hills and mountains in 
  nests unreachable by flightless creatures, and they 
  are most effective where there is little cover, such 
  as on a precarious mountain road, high above the 
  tree line. The remains of their victims lie scattered 
  in these nests, or on the ground below.
   
  Evil creatures often train yowls as mounts or 
  use them as siege weapons. If the yowl has any 
  poison left when it is defeated, its spore sack can 
  be removed with a successful DC 25 Survival or 
  Heal check. A failure on this roll means the spore 
  sack is punctured, and the poison is released into 
  the air. If the sack is removed properly, its poison 
  can be used for any number of nefarious purposes.
   
  A typical yowl is about 9-1/2 feet long and 
  weighs about 1,800 pounds.
  Combat
   
  Despite its ferocity, a yowl is rather 
  cowardly. A yowl’s typical method of attack is to 
  fly above creatures and dust them with its spores. 
  After doing this, it flies high in the sky and circles, 
  out of range, waiting for its victims to grow weak. 
  Once it sees its prey stumble, it swoops from the 
  sky and snatches the weakened creature from the 
  ground. At this point it attacks only with its talons 
  and mandibles. Once it gets a hold, it dispatches 
  a creature with its shred and bite attacks before 
  Special Qualities: Darkvision 60 ft., low-
  light vision
  Saves: Fort +7, Ref +13, Will +3
  Abilities: Str 21, Dex 21, Con 13, Int 2, Wis 10, 
  Cha 7
  Skills: Hide +1, Jump -1, Listen +4, Spot +8
  Feats: Flyby Attack, Improved Initiative, 
  Lightning Reflexes, Multiattack, Snatch B
  Environment: Temperate hills and mountains
  Organization: Solitary, pair, or flock (3-8)
  Challenge Rating: 7
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 10-18 HD (Large); 19-27 HD 
  (Huge)
  Level Adjustment: –
  carrying it away to be devoured in peace. If it 
  is hungry, and its prey does not appear to be 
  weakening, it eventually swoops down anyway 
  and attempts to carry one of the creatures off.
   
  Dust (Ex): Three times per day as a standard 
  action, the yowl can spray a poisonous dust on 
  its victims that saps the strength of creatures. 
  The spray has a range of 50 feet and can cover 
  a 20-foot by 40-foot area. Any creature in the 
  area must succeed on a DC 15 Fortitude save 
  or suffer 1d6 points of Strength damage. After 
  1 hour, and every 10 minutes thereafter until a 
  second hour has passed, another save is required 
  to prevent 1d4 points of Strength damage. Despite 
  the poisonous dust’s unusual characteristics, delay 
  poison, neutralize poison, and similar effects work 
  normally on afflicted characters. The save DC is 
  Constitution-based.
   
  Snatch (Ex): A yowl can use its Snatch feat 
  against opponents one or more sizes smaller than 
  itself. It normally shreds a snatched victim with 
  its claws, but it may drop a creature that proves 
  particularly troublesome.
  Training a Yowl
   
  A yowl requires training before it can bear 
  a rider in combat. Yowl hatchlings can be trained 
  as aerial mounts; adult yowl are too dangerous to 
  train. A yowl reaches maturity in about one year. 
  Training a yowl requires six weeks of work and a 
  DC 25 Handle Animal check. Rearing a hatchling 
  requires a DC 29 Handle Animal check.
   
  Riding a yowl requires an exotic saddle. A 
  yowl can fight while carrying a rider, but the rider 
  cannot also attack unless he or she succeeds on a 
  Ride check.
   
  Carrying Capacity: A light load for a yowl 
  is up to 459 pounds; a medium load, 460-918 
  pounds; and a heavy load, 919-1,380 pounds. A 
  yowl can drag 6,900 pounds.
  
  148
  8 Aurumvorax
  Small Magical Beast
  Hit Dice: 12d10+24 (90 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares), swim 10 ft.
  Armor Class: 20 (+l size, +2 Dex, +7 
  natural), touch 13, flat-footed 18
  Base Attack/Grapple: +12/+12
  Attack: Bite +16 melee (2d4+4/19-20) 
  Full Attack: Bite +16 melee (2d4+4/19-20) 
  and 6 claws +13 melee (1d6+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Improved grab
  Special Qualities: Damage reduction 
  10/piercing or slashing, darkvision 60 ft., 
  immunity to gasses and poison, low-light 
  vision, resistance to fire 20, scent
   
  The aurumvorax is a small, feral, eight-
  legged wolf-like creature with bright golden fur. 
  Its claws end in razor-sharp, copper colored nails. 
  Its eyes are silver with gold pupils. Small whiskers 
  and hairs near its face are bronze in color.
   
  The aurumvorax (also called the golden 
  gorger) is an extremely vicious creature. It attacks 
  any living prey within its territory (and its territory 
  often extends up to 1 mile in all directions away 
  from its lair).
   
  The aurumvorax is 3 feet long and weighs 
  about 45 pounds.
  Combat
   
  The aurumvorax attacks by biting a foe. An 
  aurumvorax that grabs its prey with its jaws does not 
  release the hold until either it or its prey is dead.
  Saves: Fort +10, Ref +10, Will +5
  Abilities: Str 18, Dex 14, Con 14, Int 2, Wis 
  12, Cha 1
  Skills: Hide +7, Listen +10, Spot +10, 
  Swim +12
  Feats: Alertness, Improved Critical (bite), 
  Multiattack, Power Attack, Weapon Focus 
  (bite)
  Environment: Temperate forests, hills and 
  plains
  Organization: Solitary
  Challenge Rating: 8
  Treasure: 50% standard
  Alignment: Always neutral
  Advancement: 13-24 HD (Small); 25-36 
  HD (Medium)
  Level Adjustment: –
   
  Improved Grab (Ex): To use this ability, 
  an aurumvorax must hit with its bite attack. It 
  can then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it wins 
  the grapple check, it establishes a hold, dealing 
  automatic bite damage each round it maintains the 
  hold. While holding a victim in its powerful jaws, 
  the aurumvorax gains a +4 bonus to its attack rolls 
  when using its claws against a grappled opponent.
   
  Skills: An aurumvorax has a +8 racial bonus 
  on any Swim check to perform some special action 
  or avoid a hazard. It can always choose to take 10 
  on a Swim check, even if distracted or endangered. 
  It can use the run action while swimming, provided 
  it swims in a straight line.
  Flora and Fauna
   
  Waterfalls: Abrupt descent of a stream. While waterfalls vary in size and ferocity, a common 
  phenomenon in waterfalls is undercutting. Undercutting occurs when the rock underneath the surface is 
  softer than the rock on top. The turbulence of the falling water erodes at the softer rock, leaving the ledge 
  of the waterfall unsupported. It will eventually fracture and place the waterfall further upstream.
  
  149
  8
  Fog Giant
  Large Giant
  Hit Dice: 12d8+48 (102 hp)
  Initiative: -1
  Speed: 40 ft. (8 squares)
  Armor Class: 21 (-1 size, -1 Dex, +3 
  studded leather, +10 natural), touch 8, flat-
  footed 21
  Base Attack/Grapple: +9/+20
  Attack: Greatclub +16 melee (2d8+10) or 
  rock +7 ranged (2d6+7)
  Full Attack: Greatclub +16/+11 melee 
  (2d8+10) or rock +7 ranged (2d6+7)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Rock throwing, spell-like 
  abilities
  Special Qualities: Low-light vision, rock 
  catching
   
  Quicker-witted and equally mean cousins 
  of hill giants, fog giants have menaced settled 
  peoples living in fertile mountain valleys for 
  uncounted generations. Their name, used initially 
  by their victims and gradually appropriated by 
  themselves, derives from their favored tactic of 
  raiding at dawn, using heavy morning fog as cover. 
  In addition to their tactics, fog giants also possess 
  the rudimentary ability to manipulate the weather, 
  as can the larger and fairer species of giant.
   
  Fog giants are marked by their low brooding 
  foreheads, heavily protruding lower lip and grey 
  skin. They wear crudely studded, piecemeal, 
  leather armor. Adult fog giants usually reach 11-ft. 
  in height and weigh about 1,200 lbs. The y can live 
  to be 200 years old.
   
  A fog giant’s bag usually contains 1d4 
  throwing rocks, 1d4+4 mundane items and the 
  giant’s personal treasure. When raiding, however, a 
  fog giant may choose not to carry his treasure with 
  him, after all it will need as much space as possible 
  to bring back all their newly acquired loot.
   
  Fog giants speak Giant and Common.
  Combat
   
  Unlike other giants, fog giants show no 
  marked preference for rock throwing. They have 
  the ability to do so and will throw in a pinch, but 
  they prefer to burst out of the fog, initiating a 
  close-quarters fight with their surprised enemies. 
  They usually wield greatclub, but also fight with 
  greatswords or great-axes. They carry a few rocks 
  Saves: Fort +12, Ref +3, Will +4
  Abilities: Str 25, Dex 9, Con 19, Int 10, Wis 
  10, Cha 17
  Skills: Climb +12, Jump +16, Listen +9, 
  Spot +9
  Feats: Blind-Fight, Cleave, Great Cleave, 
  Power Attack, Weapon Focus (greatclub)
  Environment: Any hill and mountain
  Organization: Solitary, gang (2-5), or band 
  (6-9 plus 35% non-combatants plus 12-30 
  dire wolves, 2-4 ogres and 12-22 orcs)
  Challenge Rating: 8
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: By character class
  Level Adjustment: +6
  with them, which they use mainly to discourage 
  pursuers and cover their withdrawal once they 
  have looted and pillaged to their heart’s content.
   
  Rock Throwing (Ex): The range increment 
  is 120 feet for a fog giant’s thrown rocks. It uses 
  both hands when throwing a rock.
   
  Spell-Like Abilities: 2/day–obscuring mist; 
  1/day–fog cloud. Caster level 7th.
   
  Rock Catching (Ex): A fog giant can catch 
  Small, Medium, or Large rocks (or projectiles 
  of similar shape). Once per round, a fog giant 
  that would normally be hit by a rock can make a 
  Reflex save to catch it as a free action. The DC 
  is 15 for a Small rock, 20 for a Medium one, and 
  25 for a Large one. (If the projectile provides a 
  magical bonus on attack rolls, the DC increases 
  by that amount.) The fog giant must be ready for 
  and aware of the attack in order to make a rock 
  catching attempt.
   
  Skills: The skill modifiers given in the 
  statistics block include a –1 armor check penalty 
  for wearing studded leather.
  Fog Giant Society
   
  Fog giants tend to organize themselves 
  into tribes the size of an extended family. If 
  encountered in their mountain layers, they tend 
  to be wary of outsiders, as they are conscious of 
  retribution for their raids. However, neighboring 
  tribes trade and ally with each other, sometimes 
  striking up impressively extensive alliances for the 
  benefit of all.
  
  150
  8
  Gorgimera
   
  The gorgimera has the hindquarters of a 
  metallic-scaled bull and the forequarters of a great 
  lion. It has leathery dragon wings and three heads: 
  a deep navy blue bull with glowing red eyes and 
  silver horns, a maneless lion, and a fierce dragon.
   
  A gorgimera is a relative of the chimera, but 
  bears the head and hindquarters of a gorgon rather 
  than a goat. A gorgimera is about 5 feet tall at the 
  shoulder, nearly 10 feet long, and weighs about 
  4,000 pounds. A gorgimera’s dragon head might 
  be black, blue, green, red, or white. Gorgimeras 
  can speak Draconic, but seldom do.
  Combat
   
  The gorgimera prefers to attack from 
  ambush. It usually attacks by biting with its lion 
  head and dragon head, butting with its gorgon 
  head, and slashing with its front leonine paws. In 
  lieu of biting, the dragon head and gorgon head can 
  loose their respective breath weapons.
   
  Breath Weapons (Su): The gorgimera has 
  two breath weapons, one from the dragon’s head 
  and one from the gorgon’s head.
  Large Magical Beast
  Hit Dice: 10d10+40 (95 hp)
  Initiative: +1
  Speed: 40 ft. (8 squares), fly 50 ft. (poor)
  Armor Class: 17 (-1 size, +l Dex, +7 
  natural), touch 10, flat-footed 16
  Base Attack/Grapple: +10/+18
  Attack: Bite +13 melee (2d6+4)
  Full Attack: Bite +13 melee (2d6+4) and 
  bite +13 melee (ld8+2) and butt +13 melee 
  (ld8+2) and 2 claws +11 melee (ld6+2)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Breath weapons
  Special Qualities: Darkvision 60 ft., low-
  light vision, scent
  Saves: Fort +11, Ref +8, Will +4
  Abilities: Str 19, Dex 13, Con 19, Int 4, Wis 
  13, Cha 10
  Skills: Hide +2, Jump +8, Listen +7, Spot 
  +7
  Feats: Alertness, Hover, Multiattack, Power 
  Attack
  Environment: Any mountain and 
  underground
  Organization: Solitary or pair
  Challenge Rating: 8
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: 11-20 HD (Large); 21-30 
  HD (Huge)
  Level Adjustment: +3 (cohort)
  1d10
  Head Color
  Breath Weapon
  1-2
  Black
  40-foot Line of acid
  3-4
  Blue
  40-foot Line of lightning
  5-6
  Green
  20-foot Cone of acid
  7-8
  Red
  20-foot Cone of fire
  9-10
  White
  20-foot Cone of cold
   
  Dragon Head: A gorgimera’s breath weapon 
  depends on the color of its dragon head, as 
  summarized on the table below. Regardless of its 
  type, a gorgimera’s breath weapon is usable once 
  every 1d4 rounds, deals 3d8 points of damage, and 
  allows a DC 19 Reflex save for half damage. The 
  save DC is Constitution-based.
   
  Gorgon Head: 30-foot cone, once every 1d4 
  rounds (but no more than twice per day), turn to 
  stone permanently, Fortitude DC 19 negates. The 
  save DC is Constitution-based. 
   
  To determine a gorgimera’s head color and 
  breath weapon randomly, roll 1d10 and consult the 
  table below.
   
  Skills: The gorgimera’s three heads give it a 
  +2 racial bonus to Listen and Spot checks.
  
  151
  8
  Quickwood
  Huge Plant
  Hit Dice: 7d8+35 (66 hp)
  Initiative: -1
  Speed: 10 ft. (2 squares)
  Armor Class: 17 (-2 size, -l Dex, +10 
  natural), touch 7, flat-footed 17
  Base Attack/Grapple: +5/+22
  Attack: Root +13 melee (1d2+9 and 
  grapple)
  Full Attack: 8 roots +13 melee (1d2+9 and 
  grapple) and bite +10 melee (4d6+4)
  Space/Reach: 15 ft./20 ft.
  Special Attacks: Fear, improved grab
  Special Qualities: Darkvision 120 ft., link 
  with oak, low-light vision, plant traits, resist 
  fire, spell absorption, tremorsense 60 ft.
   
  Quickwoods 
  appear 
  as 
  nothing 
  more 
  than common oak trees. Closer inspection (at 
  a distance of 10 feet or less) reveals a human-
  like visage embedded in the trunk. Quickwoods 
  are indistinguishable from normal oak trees 
  at a distance of 30 feet or more. Quickwoods 
  rarely move, but when they do, they slowly pull 
  themselves along with their roots.
   
  A quickwood is about 30 feet tall, with a 3 
  foot diameter trunk. It weighs about 5,500 pounds. 
  Quickwoods speak Sylvan.
  Combat
   
  Quickwoods like to use their linking ability 
  to spy on potential enemies before attacking. 
  When an opponent moves in range, the quickwood 
  lashes out with its roots, grabbing an opponent and 
  pulling it in for a bite attack. The many branches 
  that protrude from a quickwood are very rigid and 
  almost immobile and thus unsuited for combat.
   
  Fear (Su): The quickwood can use absorbed 
  spell energy (see spell absorption below) to create 
  an area of fear as a free action in a 10-foot radius 
  per level of the spell absorbed. Creatures within 
  the area must succeed on a DC 14 Will save or 
  become panicked for 2d6 rounds. Whether or 
  not the save is successful, an affected creature is 
  immune to the same quickwood’s fear ability for 
  24 hours. The save DC is Charisma-based.
  Saves: Fort +10, Ref +1, Will +4
  Abilities: Str 29, Dex 8, Con 21, Int 12, Wis 
  15, Cha 12
  Skills: Listen +14, Search +11, Spot +14
  Feats: Alertness, Multiattack, Weapon 
  Focus (root)
  Environment: Temperate forests, hills, and 
  mountains
  Organization: Solitary
  Challenge Rating: 8
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 8-14 HD (Huge); 15-21 HD 
  (Gargantuan)
  Level Adjustment: –
   
  Improved Grab (Ex): To use this ability, a 
  quickwood must hit an opponent of Large size or 
  smaller with a root attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can make an immediate 
  bite attack.
   
  Link with Oak (Su): As a standard action, 
  a quickwood can use surrounding oak trees to see, 
  hear, and smell. At any one time, the quickwood 
  can use a number of oak trees equal to its HD and 
  within 360 feet. The quickwood is completely 
  aware of its current surroundings and can break 
  the link as a free action. It can reestablish a broken 
  link as a standard action. This ability allows the 
  quickwood to ascertain its surroundings over a 
  much greater distance. The affected oak takes on 
  a human visage akin to the quickwood (Spot check 
  at DC 20 to notice the human visage).
   
  Resist Fire (Ex): As a standard action, 
  the quickwood can cause its trunk and roots to 
  perspire. This grants the quickwood resistance to 
  fire 20 for 1 minute. 
   
  Spell Absorption (Su): Any time the 
  quickwood succeeds on a saving throw against a 
  spell, it absorbs the spell’s energy. It stores this 
  energy and can release it as a fear effect (see the 
  text above). A quickwood can store this absorbed 
  energy for one week for each HD the quickwood 
  possesses.
  
  152
  8 Scorpion Guard
  Large Aberration
  Hit Dice: 8d8+16 (52 hp)
  Initiative: +3
  Speed: 40 ft. (8 squares)
  Armor Class: 22 (-1 size, +1 Dex, +6 banded 
  mail, +6 natural), touch 10, flat-footed 21
  Base Attack/Grapple: +6/+14
  Attack: Claw +9 melee (2d6+4) or longsword 
  +9 melee (2d6+4/19-20)
  Full Attack: 2 claws +9 melee (2d6+4) and tail 
  +7 melee (1d6+2 plus poison) or longsword 
  +9/+4 melee (2d6+4/19-20) and tail +7 melee 
  (1d6+2 plus poison)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Aura of fear, constrict 4d6+8, 
  death gaze, improved grab, poison
  Special Qualities: Damage reduction 10/+2, 
  darkvision 60 ft., resistance to acid 15, cold 15, 
   
  Scorpion guards have the torsos of men 
  mounted on the bodies of giant scorpions. The 
  human half is typically armored in a banded mail 
  shirt and armed with a gleaming bronze longsword.
   
  Scorpion guards are said to watch over the 
  road to Shamash, the land of the Babylonian sun 
  god. They are fearless defenders, totally obedient 
  to their cause and to the gods whom they serve. 
  Scorpion guards may be summoned though lesser 
  planar ally spell.
  Combat
   
  Aura of Fear (Su): A scorpion guard 
  continually radiates a 60-foot radius aura of fear. 
  Creatures within the area must succeed on a DC 15 
  Will save every round or become panicked for 2d4 
  rounds. Creatures that succeed on the saving throw 
  are shaken while within the radius of the aura, and 
  and fire 15, spell resistance 20
  Saves: Fort +4, Ref +5, Will +8
  Abilities: Str 19, Dex 17, Con 15, Int 14, Wis 
  14, Cha 12
  Skills: Climb +8, Hide +10, Intimidate +12, 
  Jump +8, Listen +10, Sense Motive +12, Spot 
  +10
  Feats: Alertness, Multiattack, Power Attack
  Environment: Temperate and warm hills and 
  mountains
  Organization: Solitary or pair
  Challenge Rating: 8
  Treasure: None
  Alignment: Always neutral
  Advancement: 9-16 HD (Large); 17-24 HD 
  (Huge)
  Level Adjustment: –
  are thereafter immune to that scorpion guard’s aura 
  for 24 hours. The save DC is Charisma-based.
   
  Constrict (Ex): A scorpion guard deals 
  automatic claw damage with a successful grapple 
  check.
   
  Death Gaze (Su): Death, range 30 feet, 
  Fortitude DC 15 negates. This is a full-round 
  action that can be used once per day, and affects a 
  single creature. The save DC is Charisma-based.
   
  Improved Grab (Ex): To use this ability, 
  a scorpion guard must hit with its claw attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can constrict.
   
  Poison (Ex): Injury, Fortitude DC 16, initial 
  and secondary damage 1d8 Str. The save DC is 
  Constitution-based.
  Sentinel Noose
  Medium Aberration
  Hit Dice: 6d8+12 (39 hp)
  Initiative: +5
  Speed: 45 ft. (9 squares), climb 30 ft., fly 90 ft. 
  (good)
  Armor Class: 17 (+1 Dex, +6 natural), touch 
  11, flat-footed 16
  Base Attack/Grapple: +4/+6
  Attack: Tentacle +6 melee (1d3+2)
  Full Attack: 6 tentacles +6 melee (1d3+2)
  Space/Reach: 5 ft./10 ft.
  Special Attacks: Constrict, death touch, 
  enervation gaze, improved grab, leech field, 
  spell-like abilities
  Special Qualities: Darkvision 120 ft., flight, 
  necromantic immunity, unusual anatomy
  Saves: Fort +4, Ref +3, Will +8
  Abilities: Str 15, Dex 12, Con 15, Int 18, Wis 
  17, Cha 17
  Skills: Climb +10, Concentration +8 (+12 casting 
  defensively), Craft (alchemy) +6, Hide +9, Jump 
  +6, Knowledge (arcana) +9, Listen +9, Move 
  Silently +9, Search +10, Spellcraft +12, Spot +9, 
  Survival +9 (+11 following tracks)
  
  153
  8
  Feats: Combat Casting, Flyby Attack, Improved 
  Initiative
  Environment: Any mountain and underground
  Organization: Solitary, pair, or covey (3-5)
   
  The sentinel noose is a mottled green and brown 
  fleshy blob, about 4 feet in diameter. It bears a single 
  three-foot-long eyestalk sporting a large, unblinking 
  eye. Six tentacles, each nearly ten feet long, protrude 
  from various parts of the bulbous body. They hover in 
  the air, waiting to ensnare their prey.
   
  The sentinel noose lurks in caverns and 
  rocky outcroppings. Sentinel nooses understand 
  Undercommon but cannot speak.
  Combat
   
  Sentinel nooses prefer to attack by surprise 
  and at a distance. They usually hang from cavern 
  ceilings and other hard-to-reach places, using 
  their spell abilities and gaze attack to weaken their 
  opponents. If opponents close to melee distance, the 
  suspended sentinel noose strikes with its tentacles, 
  attempting to grab opponents and lift them into the 
  air, hanging them until they are dead. It also uses 
  its horrible death touch on the most formidable 
  opponent near it. Sentinel nooses often have an 
  entourage of undead servants, and they always have 
  a pre-planned means of escape.
   
  Constrict (Ex): On a successful grapple 
  check, a sentinel noose deals 1d3+2 points of 
  damage. Since it wraps its tentacle around the 
  victim’s neck, a creature held by a sentinel noose 
  cannot speak or cast spells with verbal components. 
  A sentinel noose attacking from above its opponents 
  will also lift its constriction victims a few feet off 
  the floor.
   
  Death Touch (Su): Once per day, one round 
  after making a successful grapple attack on an 
  opponent, a sentinel noose can deliver a death 
  effect similar to the spell slay living. The victim 
  must succeed on a DC 16 Fortitude save or be 
  instantly slain. On a successful save, the victim 
  suffers 3d6+6 points of damage instead. The save 
  DC is Charisma-based.
   
  Enervation Gaze (Su): This functions as an 
  enervation spell (caster level 6th, 30 feet. Fort DC 
  16 negates), except the victims gain 2d4 negative 
  levels and sentinel noose does not gain hit points 
  from energy drains caused by its gaze attack. The 
  save DC is Charisma-based.
   
  Improved Grab (Ex): To use this ability, a 
  sentinel noose must hit with a tentacle attack against 
  a Large or smaller creature. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can constrict or use its death 
  touch ability on the following round. The sentinel 
  noose has a +2 circumstance bonus for each tentacle 
  holding the opponent.
   
  Leech Field (Su): Twice per day, a sentinel 
  noose can generate a shimmering purple haze 
  spreads in a 10-foot-radius. All living creatures 
  (other than the sentinel noose) within the leech 
  field take 3d6 points of damage. A successful DC 16 
  Fortitude save halves the damage.
   
  Each point of damage inflicted by the leech 
  field heals the sentinel noose up to its normal 
  maximum, with any excess gained as temporary 
  hit points that last for one hour. A sentinel noose 
  may not absorb temporary hit points in excess 
  of its normal maximum hit points (39 temporary 
  hit points for a typical sentinel noose). Even if 
  the sentinel noose cannot absorb more hit points, 
  however, targets still take full damage.
   
  If any undead are caught within the area of 
  leech field, the sentinel noose takes damage (DC 
  16 Fortitude save for half). All undead in the leech 
  field split evenly as healing any damage that the 
  sentinel noose takes. This effect can cure them up to 
  their full normal hit points, but it does not provide 
  any temporary hit points. The sentinel noose takes 
  this damage before it absorbs any hit points from 
  living creatures that are also caught in the leech 
  field, and if the damage reduces the sentinel noose 
  to less than 0 hit points, it does not absorb hit points 
  from the living targets as normal. The save DCs are 
  Charisma-based.
   
  Spell-like Abilities: At will–cause fear (DC 
  14), disrupt undead (+5 ranged touch), inflict minor 
  wounds (DC 13), ray of enfeeblement (+5 ranged 
  touch); 3 times/ day– animate dead, enervation (+5 
  ranged touch), ghoul touch (DC 15), spectral hand, 
  vampiric touch (+6 melee touch). Caster level 8th. 
  The save DCs are Charisma-based. (save DC 13 + 
  spell level).
   
  Flight (Su): A sentinel noose is affected by 
  a permanent fly spell. This is a supernatural ability 
  that does not function in areas where magic is 
  suppressed or negated (like an antimagic field).
   
  Necromantic Immunity (Su): A sentinel 
  noose is immune to necromantic spells and death 
  effects, except that it still receives any beneficial 
  effects from its own necromantic spell-like abilities.
   
  Unusual Anatomy (Ex): Sentinel nooses 
  have no rear or side and cannot be flanked.
   
  Skills: A sentinel noose receives a +8 racial 
  bonus to Spot skill checks. A sentinel noose has a 
  +8 racial bonus on Climb checks and can always 
  choose to take 10 on Climb checks, even if rushed 
  or threatened.
  Challenge Rating: 8
  Treasure: Double standard
  Alignment: Usually neutral evil
  Advancement: 7-12 HD (Large)
  Level Adjustment: –
  
  154
  8 Shadow Stalker
  Large Magical Beast
  Hit Dice: 6d10+30 (63 hp)
  Initiative: +7
  Speed: 40 ft. (8 squares)
  Armor Class: 17 (-1 size, +3 Dex, +5 natural), 
  touch 12, flat-footed 14
  Base Attack/Grapple: +6/+14
  Attack: Claw +10 melee (ld6+4)
  Full Attack: 2 claws +10 melee (ld6+4) and bite 
  +4 melee (ld8+2)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Improved grab, pounce, rake 
  1d8+2
  Special Qualities: Chameleon power, 
  darkvision 60 ft., psionics, low-light vision, 
  scent
   
  The shadow stalker looks like a large black 
  panther, nearly nine feet long. Its golden eyes are 
  the only light spots on its night-black body. Shadow 
  stalkers are cunning predators. They are known by 
  many names, including ghost cat, gato del diablo, 
  forest spectres, and other similar monikers because 
  they appear to attack from nowhere. Tribal legends 
  say that you can only catch a glimpse of the shadow 
  stalker just before it sinks its fangs into your throat.
   
  Shadow 
  stalkers 
  dark-colored 
  fur 
  and 
  propensity for hiding in the deepest shadows are 
  what give the shadow stalkers their name. They are 
  carnivorous creatures with a taste for large game 
  animals (unfortunate and stupid adventurers may be 
  considered game animals), and they often found lie 
  in wait for their prey on large tree limbs. To bring 
  down extremely large prey, they often cooperate 
  with one another.
   
  Shadow stalkers dwell as solitary creatures, 
  in mated pairs, or as a part of a larger pack of four 
  to nine creatures. Because of the stalkers’ size and 
  food requirements, it is rare to encounter packs with 
  more than nine members. A single alpha female, 
  who generally has one main male consort and one 
  or two stringers (in case her consort is killed), 
  dominates the pack. Mating occurs once a year 
  and produces one or two cubs, although triplets do 
  occasionally occur. The big cats are territorial by 
  nature, and their territory spans several miles.
   
  Shadow stalker cubs are highly prized as 
  potential familiars and can command as much as 
  7,500 gp for one in good health. Wealthy magic 
  wielders or mage guilds often employ adventuring 
  parties to procure living cubs for training as familiars.
   
  Shadow stalkers average 9 to 10 feet in length 
  and weigh around 600 lbs. Shadow stalkers speak 
  Common and occasionally Dryad, Elven, or Sylvan.
  Saves: Fort +10, Ref +8, Will +2
  Abilities: Str 18, Dex 16, Con 20, Int 10, Wis 
  10, Cha 6
  Skills: Climb +8, Hide +7, Jump +8, Listen +9, 
  Move Silently +7, Spot +5
  Feats: Combat Reflexes, Improved Initiative, 
  Weapon Focus (claw)
  Environment: Temperate forests, hills or 
  mountains
  Organization: Solitary, pair, or pack (3-9)
  Challenge Rating: 8
  Treasure: None
  Alignment: Usually neutral
  Advancement: 7-12 HD (Large), 13-18 HD 
  (Huge)
  Level Adjustment: –
  Combat
   
  Shadow stalkers are highly intelligent and 
  often use the terrain to their attack advantage. Even 
  when at rest, they choose high hills or tall trees to 
  gain better leverage.
   
  Shadow stalkers use their chameleon abilities 
  to camouflage themselves while they lie in wait 
  for their prey to come within striking distance. 
  Their highly refined sense of smell alerts them 
  to the presence of approaching food. Once it 
  spots its quarry, a shadow stalker uses its psionic 
  ability to turn invisible. As soon as the cat strikes 
  and becomes visible, it switches to its psionic 
  displacement ability to reduce the risk of being 
  struck by its target.
   
  Multiple packs often work together to bring 
  down large quarry. Usually, one cat distracts the 
  prey by allowing itself to be seen from a distance. 
  While the prey focuses on the decoy, the other 
  shadow stalkers simultaneously attack the prey 
  from one or more sides. The visible cat only joins in 
  on the kill if necessary.
   
  Improved Grab (Ex): To use this ability, a 
  shadow stalker must hit with its bite or claw attack. 
  It can then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it wins 
  the grapple check, it establishes a hold and can rake.
   
  Pounce (Ex): If a shadow stalker charges a foe, 
  it can make a full attack, including two rake attacks.
   
  Rake (Ex): Atk +10 melee, dam ld8+2.
   
  Chameleon Power (Sp): A shadow stalker 
  can psionically change the coloration of itself and 
  its equipment to match its surroundings, granting it 
  a +10 circumstance bonus on Hide checks.
   
  Psionics (Sp): At will–displacement; 2/day–
  invisibility. Caster level 6th.
   
  Skills: Shadow stalkers receive a +4 racial 
  bonus on Hide, Move Silently, and Spot checks.
  
  155
  8
  Vapor Bore
  Large Magical Beast
  Hit Dice: 8d10+24 (68 hp)
  Initiative: +8
  Speed: 40 ft. (8 squares)
  Armor Class: 20 (-1 size, +4 Dex, +7 natural), 
  touch 13, flat-footed 16
  Base Attack/Grapple: +8/+17
  Attack: Claw +12 melee (1d8+5)
  Full Attack: 4 claws +12 melee (1d8+5) and 
  tendril mass +10 melee (improved grab)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Charisma drain, improved 
  grab, infuse, psychic wave
  Special Qualities: Blindsight 300 ft., scent, 
  telepathy 300 ft.
  Saves: Fort +9, Ref +10, Will +4
   
  The vapor bore is a highly-intelligent, 
  telepathic cat roughly the size of a tiger. It is 
  camouflaged, and has six legs and no eyes or mouth. 
  It “sees” entirely with telepathy and its sense of 
  smell. The creature has no normal digestive tract, 
  and feeds by devouring the personality of other life 
  forms. It affixes its tendrils to the victim’s head to 
  extract his energy, healing itself in the process. 
  Victims drained in this way have no natural will, 
  and become withdrawn into a catatonic state.
   
  A vapor bore collects creatures that it has 
  fed upon, creating a small army to do its bidding. 
  The vapor bore is able to give direct commands to 
  all of its minions that are in range of its telepathy. 
  Any minions wandering out of range continue to 
  obey the last command given to them. This also 
  happens if the vapor bore commanding them is 
  killed or rendered unconscious. Vapor bores also 
  have excellent natural hunting skills and are adept 
  at tracking prey, hiding, and stealth.
   
  Vapor bores stand more than 3 feet tall at the 
  shoulder and are about 9 feet long. They weigh from 
  400 to 600 pounds. A vapor bore can communicate 
  telepathically with all creatures within 300 feet that 
  have a language.
  Combat
   
  The vapor bore is extremely efficient in melee 
  combat. Its typical strategy is to use its Hide and 
  Move Silently skills to get the jump on its enemies. 
  Once in attack range, it uses its psychic wave to 
  stun opponents; it then enters melee, going after 
  the strongest characters first. If its chosen victim 
  is stunned, it attacks with its tendrils directly; 
  otherwise, the vapor bore attacks with its claws and 
  attempts to grab and hold the target.
   
  If the victim is not easily grappled, the 
  vapor bore attacks to subdue with its claws until 
  Abilities: Str 20, Dex 18, Con 17, Int 21, Wis 
  14, Cha 25
  Skills: Diplomacy +18, Hide +11*, Intimidate 
  +18, Jump +9, Listen +13, Move Silently +15, 
  Search +16, Survival +13 (+15 following tracks)
  Feats: Improved Initiative, Multiattack, Track
  Environment: Any forests, hills, and mountains
  Organization: Solitary, escorted (1 plus 1-20 
  minions), or pack (2-4 plus 10-60 minions)
  Challenge Rating: 8
  Treasure: Standard
  Alignment: Usually neutral evil
  Advancement: 9-16 HD (Large); 17-24 HD 
  (Huge)
  Level Adjustment: –
  the victim is unconscious, at which point it moves 
  in with its tendrils. If the fight is going badly, it 
  attempts another psychic wave attack. If it runs out 
  of wave attacks and the fight is still not going well, 
  it attempts to flee into the wilderness. The vapor 
  bore’s goal is to satiate itself, which is actually 
  accomplished when it has drained 8 Charisma 
  points. Everything after that is just dessert.
   
  If a vapor bore already has minions when 
  encountered, it has its minions attack opponents first 
  to subdue them before moving in to feed. Minions 
  can be any creatures with a Charisma score, but are 
  typically humanoid. Since minions have no sense 
  of self-preservation, they are ferocious fighters, 
  attacking in a berserk rage with no fear.
   
  Charisma Drain (Su): By attaching its 
  tendrils to a living victim with a successful grapple 
  check, a vapor bore deals 1d8 points of Charisma 
  drain. On each such successful attack, the vapor 
  bore gains 5 temporary hit points.
   
  Improved Grab (Ex): To use this ability, 
  a vapor bore must hit a smaller opponent with 
  its tendril mass attack. It can then attempt to start 
  a grapple as a free action without provoking an 
  attack of opportunity. If it wins the grapple check, 
  it establishes a hold and can drain Charisma.
   
  Infuse (Su): Once a victim’s Charisma is 
  reduced to 0, the victim falls into a catatonic state. 
  If the vapor bore then makes another grapple check, 
  it can restore 1 point of Charisma to its victim 
  by suffering 1 point of Charisma damage itself, 
  essentially seating its own will in the victim’s body. 
  The victim is now an extension of the vapor bore, 
  and does its bidding (as if affected by a dominate 
  monster spell, but only able to receive commands 
  while within 300 feet), which is usually to attack on 
  its new master’s behalf.
  
  156
  8
   
  The victim remains under the control of the 
  vapor bore until the vapor bore is killed, 
  after which the victim’s Charisma drain converts 
  to Charisma damage and begins healing normally. 
  Once the victim has regained at least 1 Charisma 
  point, the victim makes a DC 10 Charisma check 
  each day. Success means the victim regains control 
  of his own body, and ceases obeying the vapor 
  bore’s final orders.
   
  Psychic Wave (Su): Three times per day, a 
  vapor bore can emit a psychic wave attack. The 
  attack affects all creatures (except other vapor 
  bores) within 15 feet. An affected creature must 
  succeed on aWill save (DC 21) or be stunned 
  for 1d6 rounds. The save DC is Charisma-based. 
  Psychic wave is a mind-affecting effect.
   
  Blindsight (Su): A vapor bore senses its 
  surroundings through telepathy and smell with a 
  range of 300 feet, even seeing through objects and 
  walls. Beyond that range, it is considered blinded. 
  The vapor bore cannot determine color of any sort. 
  A vapor bore is invulnerable to gaze attacks, visual 
  effects of spells such as illusions, and other attack 
  forms that rely on sight.
   
  Skills: *Due to its camouflaged coat, a vapor 
  bore has a +8 racial bonus on Hide checks when 
  hiding in its natural environment. White vapor bores 
  are designed to hide in snow, yellow in the desert, 
  striped in foliage, black in shadows, and so on.
  Wolf-in-sheep’s-clothing
  Medium Aberration
  Hit Dice: 9d8+18 (58 hp)
  Initiative: +4
  Speed: 5 ft. (1 square)
  Armor Class: 15 (+5 natural), touch 10, 
  flat-footed 15
  Base Attack/Grapple: +6/+9
  Attack: Tentacle +10 melee (1d4+3)
  Full Attack: 7 tentacles +10 melee (1d4+3) 
  and bite +4 melee (2d4+l)
  Space/Reach: 5 ft./5 ft. (10 ft. with tentacle)
  Special Attacks: Constrict 1d4+3, improved 
  grab
  Special Qualities: All-around vision, 
  darkvision 60 ft., lure-growth
  Saves: Fort +5, Ref +3, Will +8
   
  The wolf-in-sheep’s clothing is perhaps the 
  single strangest monster sages have cataloged to 
  date. It appears as a gray-brown tree stump about 
  3-4 feet in diameter. Two 10-foot long eyestalks 
  protrude from the creature’s base. Each eyestalk is 
  brownish-green in color and is topped by a violet 
  flower-like eye. Seven to ten root tentacles, black-
  brown in color, give the monster its means of 
  locomotion. Its mouth is located on its trunk-like 
  body and appears to be nothing more than a deep 
  scar, except when the creature opens it. The mouth 
  is lined with razor-sharp and jagged greenish-
  white teeth. Its strangest and perhaps deadliest 
  characteristic is its ability to “sprout” a growth on 
  its top that resembles a small furry animal (such as 
  Abilities: Str 17, Dex 10, Con 15, Int 6, Wis 
  14, Cha 8
  Skills: Hide +12*, Listen +4, Search +2, 
  Spot +8
  Feats: Ability Focus (lure-growth), 
  Alertness, Improved Initiative, Weapon 
  Focus (tentacle)
  Environment: Any temperate land and 
  underground
  Organization: Solitary
  Challenge Rating: 8
  Treasure: None
  Alignment: Always neutral
  Advancement: 10-18 HD (Medium); 19-27 
  HD (Large)
  Level Adjustment: –
  a rabbit or squirrel). The wolf-in-sheep’s clothing 
  uses this ability to lure in its prey, when it strikes 
  with deadly force and aim.
   
  A wolf-in-sheep’s-clothing cannot speak, but 
  understands Undercommon.
  Combat
   
  The wolf-in-sheep’s-clothing uses its lure-
  growth ability to draw in prey. When a creature 
  moves within 10 feet of the wolf-in-sheep’s-
  clothing, it lashes out with a tentacle. If it hits, 
  it drags the prey to its mouth and bites until the 
  creature dies.
   
  A single attack with a slashing weapon that 
  deals at least 10 points of damage severs a tentacle 
  (AC 20). Severed tentacles grow back in 1d4 
  weeks.
  
  157
  9
   
  An opponent can attack a wolf-in-sheep’s-
  clothing’s tentacles with a sunder attempt as if 
  they were weapons. A wolf-in-sheep’s-clothing’s 
  tentacles have 10 hit points each. If a wolf-in-
  sheep’s-clothing is currently grappling a target 
  with the tentacle that is being attacked, it usually 
  uses another limb to make its attack of opportunity 
  against the opponent making the sunder attempt. 
  Severing one of a wolf-in-sheep’s-clothing’s 
  tentacles deals 5 points of damage to the creature. 
  A wolf-in-sheep’s-clothing usually withdraws 
  from combat if it loses four tentacles. The creature 
  regrows severed limbs in 1d4 weeks.
   
  Constrict (Ex): On a successful grapple 
  check, a wolf-in-sheep’s-clothing deals 1d4+3 
  points of damage.
   
  Improved Grab (Ex): To use this ability, 
  a wolf-in-sheep’s-clothing must hit an opponent 
  of Large size or smaller with a tentacle attack. 
  It can then attempt to start a grapple as 
  a free action without provoking attacks 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can constrict. A wolf-
  in-sheep’s-clothing automatically hits a held 
  opponent with its bite attack each round it 
  maintains the hold.
   
  All-Around Vision (Ex): The wolf-in-
  sheep’s-clothing’s 7-foot long eyestalks allow it to 
  look in any direction, give them a +4 racial bonus 
  to Search and Spot checks. A wolf-in-sheep’s-
  clothing cannot be flanked.
   
  Lure-Growth (Ex): This ability allows the 
  wolf-in-sheep’s-clothing to sprout a small furry 
  animal to lures in its prey. A creature viewing the 
  growth can attempt a DC 15 Will save to detect the 
  deception. The save DC is Charisma-based.
   
  Skills: *A wolf-in-sheep’s-clothing has a 
  +8 racial bonus to Hide checks when in wooded 
  surroundings.
  Azure Greathawk
  Large Magical Beast
  Hit Dice: 16d10 (88 hp)
  Initiative: +4
  Speed: 20 ft. (4 squares), fly 170 ft. (poor)
  Armor Class: 16 (-1 size, +4 Dex, +3 
  natural), touch 13, flat-footed 12
  Base Attack/Grapple: +16/+21
  Attack: Beak +16 melee (2d6+1)
  Full Attack: Beak +16 melee (2d6+1) and 2 
  talons +11 melee (1d8)
  Space/Reach: 10 ft./5 ft. (10 ft. with beak)
  Special Attacks: Chaos effects
  Special Qualities: Darkvision 60 ft., low-
  light vision, spell resistance 18
  Saves: Fort +10, Ref +14, Will +10
  Abilities: Str 12, Dex 18, Con 10, Int 13, 
  Wis 17, Cha 19
  Skills: Hide +0, Jump -5, Listen +24, Search 
  +20, Spot +24
  Feats: Alertness, Dodge, Hover, Iron Will, 
  Mobility, Wingover
  Environment: Any temperate or warm hills 
  and mountains
  Organization: Solitary
  Challenge Rating: 9
  Treasure: Standard
  Alignment: Usually chaotic neutral
  Advancement: 17-32 HD (Large); 33-48 
  HD (Gargantuan)
  Level Adjustment: –
   
  The azure greathawk is a mighty bird with 
  a wingspan of nearly twenty feet. Its feathers are 
  sky-blue, and strange things seem to follow in its 
  wake. These majestic avians seem to appear out of 
  nowhere high in the sky and then disappear into 
  the horizon after flying overhead.
   
  An azure greathawk is 12 feet long with a 
  wingspan of up to 20 feet, and weights up to 650 
  pounds. Although intelligent, azure greathawks do 
  not speak, although they understand Auran.
  Combat
   
  Azure greathawks rarely need to enter 
  combat, but they use their sharp beaks and terrible 
  talons to great effect if they must.
   
  Chaos Effects (Su): Whenever an azure 
  greathawk flies overhead, one of the following 
  eight effects occurs (See chart of following page).
  
  158
  9
  1d8
  Effect
  1
  Bend Starlight/Sunlight: At night, the stars in the heavens appear to bend, twist, rotate and 
  otherwise change position, such that travelers cannot use them to determine direction. In 
  daylight hours, the sun itself appears to change position in the sky, moving higher or lower, or 
  to an illogical point in the heavens (due north, for example). This warp remains in effect until 
  the next dawn or dusk.
  2
  Windstorm: The winds howl, slowly at first, then gain in intensity. In the first round after the 
  greathawk’s passing, the winds are strong; in the second round, they become severe; in the 
  third round, they become a windstorm; and in the fourth round, they are hurricane-force winds. 
  This intensity of wind lasts for 3d4 rounds, after which time the winds die down at the same 
  rate they increased (one level of intensity per round), until they return to their starting state. For 
  information on wind effects, see Weather in Chapter 3 of the DMG.
  3
  Spectral Flash: Multi-colored lightning fills the skies overhead, blinding all who fail a DC 18 
  Fortitude save For 3d4x10 minutes. The save DC is Constitution-based.
  4
  Desert Wind: A dry thirst grips the throats of those beneath the azure greathawk, affecting 
  them as if they had gone too long without water. All affected creatures must make a DC 22 
  Fortitude save or take 1d6 points of nonlethal damage and become fatigued. Creatures who 
  make the saving throw are entirely unaffected, while those who fail are considered to have 
  taken thirst damage (see Starvation and Thirst in Chapter 3 of the DMG), and must drink at 
  least 3 gallons of water and rest for 1 hour to be rid of the fatigued condition. The save DC is 
  Charisma-based
  5
  Relocate: All creatures and small landmark items (boulders, trees, etc.) in the vicinity safely 
  teleport from 200 to 1,600 feet in a random direction (roll 1d8:1 = north, 2 = northeast, 3 east, 
  etc.), as if by means of the dimension door spell (caster level 20th). Relocated creatures never 
  arrive inside a solid object, and do not risk being transported to the Astral Plane.
  6
  Luck: The azure greathawk flies upon the winds of fortune, and fortune brings success or 
  failure. Each creature that views the azure greathawk for one full round gains a +2d6-7 morale 
  modifier to attack rolls, saves, and checks for the remainder of the day.
  7
  Contentedness: A sense of well-being affects anyone who views the greathawk for one full 
  round. Natural healing rates double, only half the usual rations need be consumed to fill one’s 
  belly, and sleeping times are halved for the next week.
  8
  Wealth: Gold dust falls from the greathawk’s wing tips, but this disappears as it strikes the 
  ground. Anyone in the area with a suitable container may make a Dexterity check to collect the 
  gold dust as it falls.  A creature can collect an amount of gold dust equal in value to its Dexterity 
  check result x 3 gp. Once the dust has been caught in this way, it becomes permanent and will 
  not disappear if it thereafter touches the ground.
  Azure Greathawk Chaos Effects
  
  159
  9
  Caprinedrom
  Large Magical Beast
  Hit Dice: 6d10+30 (63 hp)
  Initiative: +4
  Speed: 50 ft. (10 squares)
  Armor Class: 17 (-1 size, +5 natural, +3 
  deflection), touch 12, flat-footed 17
  Base Attack/Grapple: +6/+10
  Attack: Gore+5 melee (1d8)
  Full Attack: Gore +5 melee (1d8)
  Space/Reach: 10 ft/5 ft.
  Special Attacks: Sleep, spells, turn undead 
  6/day (+3, 2d6+9, 6th)
  Special Qualities: Darkvision 60 ft., gift of 
  sustenance, immunities, low-light vision
  Saves: Fort +10, Ref +5, Will +6
  Abilities: Str 10, Dex 10, Con 20, Int 17, 
  Wis 18, Cha 17
   
  Caprinedroma are goat-like creatures that 
  live on grassy knolls and mountain valleys, 
  usually in a herd lead by a patriarch. It has a thick 
  pelt, grand forked horns, and cloven hooves that 
  shine like precious metal. Male caprinedroma are 
  polygamists, having three to six wives.
   
  Caprinedroma are considered a good luck 
  omen to travelers. Most caprinedrome worship a 
  dream deity and help others creatures achieve a 
  dreamlike state of slumber.
   
  An adult male caprinedrom stands over 6 feet 
  tall at the shoulder and measures 9 feet in length. It 
  weighs about 1,000 pounds. Caprinedroma speak 
  Celestial, Common, Dwarven, and Sylvan.
  Combat
   
  Caprinedroma have special powers related to 
  sleep and dreams. The following powers are ones 
  that caprinedroma may perform for any traveler 
  who meets them on their native terrain.
   
  Sleep (Su): Caprinedroma grant the gift of 
  sleep to all travelers who request it. This sleep 
  lasts for 8 hours, and those receiving this slumber 
  drowsily bow to the grass. The sleep heals 1d4 hit 
  points and revitalizes the recipient completely, 
  eradicating all fatigue. Those who have come 
  on a special pilgrimage to a temple and made 
  sacrifices to their god may be granted prophetic 
  dreams, giving them a hint of some future event of 
  particular importance to them. Caprinedroma may 
  bestow this gift at will. If pressed, an caprinedrom 
  Skills: Concentration +14 (+18 casting 
  defensively), Diplomacy +14, Hide -4, Jump 
  +8, Listen +15, Sense Motive +12, Spot +15
  Feats: Alertness, Combat Casting B, 
  Empower Spell, Improved Initiative
  Environment: Temperate hill and 
  mountains
  Organization: Herd (21-40, plus one 
  patriarch with 8 HD and 12-18 kids with 2-4 
  HD)
  Challenge Rating: 9 (10 for patriarch or 
  chief wife)
  Treasure: Standard
  Alignment: Always neutral good
  Advancement: 7-12 HD (Large); 13-18 HD 
  (Huge)
  Level Adjustment: –
  may use this power against hostile targets, which 
  must succeed at a DC 16 Will save to resist falling 
  asleep. The save DC is Charisma-based.
   
  Spells: The patriarch and his chief wife 
  cast divine spells as 9th-level clerics with access 
  to the Air, Animal, Good, Luck, Magic, and 
  Trickery domains. Additionally, they are able to 
  spontaneously cast spells from these domains, 
  “losing” a prepared spell to cast a spell of equal 
  level from the domain spell lists. They do not gain 
  the domain powers of any of these domains.
   
  Typical Cleric Spells Prepared (6/5+1/5+1/
  4+1/3+1/1+1; save DC 14 + spell level): 0–detect 
  magic, guidance, mending, read magic, resistance, 
  virtue; 1st–bless, calm animals*, detect evil, 
  divine favor, remove fear, sanctuary; 2nd–aid*, 
  augury, make whole, silence, status, zone of truth; 
  3rd–create food and water, dispel magic, helping 
  hand, nondetection*, prayer; 4th–discern lies, 
  divine power, holy smite*, sending; 5th–dispel evil 
  spell resistance*. *Domain spell.
   
  Turn Undead (Su): Caprinedroma turn 
  undead as 6th-level clerics.
   
  Gift of Sustenance (Sp): Once per day, a 
  caprinedrom can create enough food and water for 
  one person for one day. This otherwise functions as 
  the create food and water spell (caster level 6th).
   
  Immunities 
  (Su): 
  Caprinedroma 
  are 
  immune to mind-influencing spells and abilities; 
  they are affected by sleep and paralysis only if 
  they choose to be.
  
  160
  9 Cave Giant
  Huge Giant
  Hit Dice: 12d8+72 (126 hp)
  Initiative: +1
  Speed: 30 ft. (6 squares)
  Armor Class: 19 (-2 size, +1 Dex, +10 
  natural), touch 9, flat-footed 18
  Base Attack/Grapple: +9/+25
  Attack: Gargantuan greatclub +16 melee 
  (4d8+12) or slam +15 melee (1d6+8)
  Full Attack: Gargantuan greatclub +16/+11 
  melee (4d8+12) or slam +15 melee (1d6+8)
  Space/Reach: 15 ft/15 ft.
  Special Attacks: Improved grab, pound, 
  trample 2d6+12
  Special Qualities: Low-light vision, 
  oversized weapon
   
  The cave giant is massive stocky, pot-bellied 
  creature with black scraggly hair streaming down 
  over its shoulders. Its skin is gray, mottled here and 
  there with blotches of brown and black. Its face has a 
  bulbous nose between glaring eyes with thick, bushy 
  eyebrows. Two tusk-like teeth extend down over its 
  lower lip, causing it to drool almost constantly.
   
  Cave giants are the dumber, stronger cousins 
  of hill giants. Cave giants live in small communal 
  bands of no more than twelve individuals, with 
  a single male leader that is usually stronger and 
  certainly meaner than all others. They often take 
  up residence in large hill or mountain caves, 
  foraging for food such as mountain goats, bears, 
  and wayward explorers. Extremely primitive and 
  simple-minded, cave giants have no real concept of 
  fire or creature comforts, so they eat their food raw.
   
  Adults are about 20 feet tall and weigh about 
  12,000 pounds The typical cave giant speaks Giant 
  and no other languages.
  Combat
   
  The cave giants are not rock-throwers like 
  many of their brethren, but they are quite skilled 
  at combat with their huge greatclubs. They take 
  great glee in pounding humans into paste, and then 
  eating the paste.
   
  Improved Grab (Ex): To use this ability, the 
  cave giant must hit an opponent up to two sizes 
  smaller with its slam attack. It can then attempt to 
  Saves: Fort +14, Ref +5, Will +6
  Abilities: Str 26, Dex 12, Con 23, Int 4, Wis 
  11, Cha 10
  Skills: Climb +15, Hide -7, Listen +4, Spot 
  +4
  Feats: Diehard, Endurance, Iron Will, 
  Power Attack, Weapon Focus (greatclub)
  Environment: Any hills or mountains
  Organization: Gang (2-5) or clan (6-9 
  adults plus 35% noncombatants)
  Challenge Rating: 9
  Treasure: 50% standard
  Alignment: Usually chaotic evil
  Advancement: By character class
  Level Adjustment: +4
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the check, it 
  establishes a hold and can pound.
   
  Pound (Ex): A cave giant that makes a 
  successful grapple check against a foe two or more 
  sizes smaller than itself can smash the opponent 
  into the ground, walls, nearby trees, or other solid 
  objects as a standard action. This deals 2d6+12 
  points of bludgeoning damage to the victim. In 
  addition, the opponent must make a successful DC 
  24 Fortitude save or be stunned for one round. A 
  cave giant can perform this action once per round 
  as long as it maintains the grapple. The save DC is 
  Strength-based.
   
  Trample (Ex): A cave giant can trample 
  creatures one category size smaller than itself 
  as a standard action that deals 2d6+12 points of 
  crushing damage. Opponents who do not make 
  attacks of opportunity against the cave giant can 
  attempt a DC 24 Reflex save to halve the damage. 
  The save DC is Strength-based.
   
  Oversized Weapon (Ex): A cave giant 
  wields a greatclub (big enough for Gargantuan 
  creatures) without penalty.
  Cave Giants as Characters
   
  Cave giant leaders are barbarians or adepts. 
  Cave giant clerics have access to two of the 
  following domains: Chaos, Earth, Trickery or War.
  
  161
  9
  Forest Mimic
  Huge Plant (Shapechanger)
  Hit Dice: 10d8+40 (85 hp)
  Initiative: +2
  Speed: 0 ft.
  Armor Class: 20 (-2 size, +2 Dex, +10 
  natural), touch 10, flat-footed 18
  Base Attack/Grapple: +7/+24
  Attack: Slam +14 melee (2d6+9)
  Full Attack: 4 slams +14 melee (2d6+9) 
  and bite +9 melee (3d6+4)
  Space/Reach: 15 ft./20 ft.
  Special Attacks: Constrict 1d8+9, improved 
  grab, paralysis, swallow whole
  Special Qualities: Damage reduction 
  3/slashing, low-light vision, mimic shape, 
   
  The forest mimic is a massive fungus that 
  grows deep underground, usually in wooded areas; 
  only a small bit of the creature actually protrudes 
  above ground. The bit of the forest mimic that 
  extends out of the ground mimics the look of a 
  rotten old hollow stump grown over with crumbling 
  bark, vines, rusts, or other forest litter. The stump 
  always has four long tentacles around its perimeter 
  that are disguised as roots. The remainder is a 
  bloated, stinking, cylindrical mass of black fungus 
  that patiently undulates under the dirt.
  Combat
   
  When a creature comes within the forest 
  mimic’s reach, it lashes out with its tentacle-roots 
  and tries to consume the target whole. If the only 
  creature that comes near is too large to eat, the 
  forest mimic will ignore it (unless it attacks the 
  forest mimic).
   
  Constrict (Ex): A forest mimic deals 1d8+9 
  points of damage with a successful grapple check.
   
  Improved Grab (Ex): To use this ability, a 
  forest mimic must hit a creature at least one size 
  smaller than itself with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the 
  grapple check, it establishes a hold and can try to 
  swallow the opponent in the following round.
   
  A forest mimic can also use its improved grab 
  ability on a slam attack. If it wins the grapple check, 
  it establishes a hold, and can either constrict or pick 
  up the opponent, transferring it to the mouth as a 
  free action, automatically dealing bite damage.
   
  Swallow Whole/Paralysis (Ex): A forest 
  mimic can try to swallow a grabbed opponent by 
  plant traits, tremorsense 60 ft.
  Saves: Fort +11, Ref +5, Will -2
  Abilities: Str 29, Dex 15, Con 18, Int –, Wis 
  1, Cha 8
  Skills: Disguise +7
  Feats: Improved Natural Attack (slam)B
  Environment: Any plains, forests, hills, 
  mountains, and marshes
  Organization: Solitary
  Challenge Rating: 9
  Treasure: 25% standard
  Alignment: Always neutral
  Advancement: 11-20 HD (Huge); 21-30 
  HD (Gargantuan)
  Level Adjustment: –
  making a successful grapple check. Once inside 
  the plant’s mass, the opponent must succeed on 
  a DC 19 Fortitude save or be paralyzed for 3d6 
  rounds by the forest mimic’s digestive juices, 
  taking 2d6 points of acid damage per round. A new 
  save is required each round inside the plant. The 
  save DC is Constitution-based.
   
  A swallowed victim that avoids paralysis can 
  climb out of the mass with a successful grapple 
  check. This returns it to the plant’s maw, where 
  another successful grapple check is needed to get 
  free. A swallowed victim can also cut its way out 
  by using a light slashing or piercing weapon to deal 
  25 points of damage to the interior (AC 15). Once 
  the creature exits, the plant’s regenerative capacity 
  closes the hole; another swallowed opponent must 
  cut its own way out.
   
  A Huge forest mimic’s interior can hold 
  1 Large, 2 Medium, 8 Small, 32 Tiny, or 128 
  Diminutive or smaller opponents.
   
  Mimic Shape (Ex): A forest mimic can alter 
  the top few feet of itself to assume the general 
  shape of any object that fills roughly 150 cubic 
  feet (5 feet by 5 feet by 6 feet), such as general 
  shape of a hollow stump, usually matching itself 
  to the colors and textures of nearby trees. The 
  creature cannot substantially alter its size, though. 
  A forest mimic’s body is soft and highly pliable, no 
  matter what appearance it might present. Anyone 
  who examines the forest mimic can detect the ruse 
  with a successful Spot check opposed by the forest 
  mimic’s Disguise check. Of course, by this time it 
  is generally far too late.
   
  Skills: A forest mimic has a +8 racial bonus 
  on Disguise checks.
  
  162
  9
  Greater Shedu
  Large Magical Beast
  Hit Dice: 14d10+70 (147 hp)
  Initiative: +5
  Speed: 40 ft. (8 squares), fly 80 ft. (average)
  Armor Class: 18 (-1 size, +1 Dex, +8 
  natural), touch 10, flat-footed 17
  Base Attack/Grapple: +14/+25
  Attack: Hoof +20 melee (ld6+7)
  Full Attack: 2 hooves +20 melee (ld6+7)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Psionics
  Special Qualities: Darkvision 60 ft., ethereal 
  jaunt, low-light vision, magic circle against 
  evil, spell resistance 16, telepathy 100 ft.
  Saves: Fort +14, Ref +12, Will +10
  Abilities: Str 24, Dex 12, Con 20, Int 18, 
  Wis 18, Cha 20
   
  The greater shedu has the brown body of 
  a horse, the wings of an eagle, and the head of a 
  human with wide, squat features. It has straight 
  braided black hair, beard, and mustache.
   
  Greater shedus resemble their weaker 
  cousins, the shedu (pg 142). The greater shedu 
  has the brown body of a horse, the wings of an 
  eagle, and the head of a human with wide, squat 
  features. It has straight braided black hair, beard, 
  and mustache. Like their relatives, they are good 
  creatures that roam the Material Plane seeking out 
  evil and destroying it wherever and whenever they 
  encounter it. Greater shedus aid good creatures 
  in need and never knowingly associate with evil 
  creatures. Greater shedus are on good terms with 
  lammasu, shedus, and ki-rin.
   
  Greater shedu are about 10 feet long and 
  weigh about 700 pounds. Greater shedus speak 
  Auran, Celestial, Common, and Draconic.
  Skills: Concentration +23, Diplomacy +7, 
  Hide -3, Jump +11, Knowledge (arcana) 
  +21, Listen +21, Sense Motive +21, Search 
  +21, Spot +21, Survival +4 (+6 following 
  tracks)
  Feats: Blind-Fight, Flyby Attack, Improved 
  Initiative B, Iron Will, Lightning Reflexes, 
  Power Attack
  Environment: Any warm land
  Organization: Solitary, pair, or troupe 
  (greater shedu plus 2-5 shedu)
  Challenge Rating: 9
  Treasure: Standard
  Alignment: Always lawful good
  Advancement: 15-28 HD (Large); 29-42 
  HD (Huge)
  Level Adjustment: –
  Combat
   
  Greater shedus attack evil creatures using 
  their fore-hooves and psionics. If encountered 
  with other shedus, a greater shedu acts as a leader, 
  directing its lesser cousins as they battle their foes.
   
  Psionics (Sp): At will–astral projection, 
  charm monster (DC 19), detect evil, detect good, 
  detect magic, detect thoughts (DC 17), dominate 
  monster (DC 24), hypnotic pattern (DC 17), 
  invisibility, and polymorph. Caster level 16th. The 
  save DCs are Charisma-based.
   
  Ethereal Jaunt (Su): A greater shedu can 
  shift from the Ethereal Plane to the Material Plane 
  as a free action, and shift back again as a move 
  action. The ability is otherwise identical with the 
  ethereal jaunt spell (caster level 18th).
   
  Magic Circle against Evil (Su): A magic 
  circle against evil effect always surrounds a 
  greater shedu (caster level 14th). (The defensive 
  benefits from the circle are not included in the stat 
  block.)
  
  163
  9
  Hephaestan
  Huge Outsider (Evil, Fire, Lawful, 
  Native)
  Hit Dice: 8d8+40 (76 hp)
  Initiative: -1
  Speed: 40 ft. (8 squares)
  Armor Class: 18 (-2 size, +10 natural), 
  touch 8, flat-footed 18
  Base Attack/Grapple: +8/+25
  Attack: Warhammer +15 melee (3d6+13/
  19-20x3)
  Full Attack: Warhammer +15/+10 melee 
  (3d6+13/19-20x3)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Radiant heat
  Special Qualities: Curse item, damage 
  reduction 10/silver, darkvision 60 ft., forge 
  magic item, immunities, immunity to fire, 
  vulnerability to cold
  Saves: Fort +11, Ref +5, Will +9
   
  Hephaestans are a breed of master smiths 
  that live in mountainous regions and underground. 
  They are vaguely humanoid, standing more than 
  fifteen feet tall. Their thick stony skin is wrought 
  with little fissures that release waves of heat. 
  Preferring solitude, hephaestans have refined their 
  skill in metalworking to a fine art and even have 
  the capability to craft magical items.
   
  Legends tell of the arrival of these massive 
  giants from a massive volcanic eruption that ripped 
  a portal to the Elemental Plane of Fire. Others 
  place their origins as constructs given life by an 
  evil deity of fire and craftsmanship, sent to the 
  Material Plane to spread evil through the forging 
  of magical items. Whether either is true is probably 
  known only by the hephaestans.
   
  A hephaestan stands about 15 feet tall and 
  weighs 6,000 pounds. Hephaestans speak Ignan, 
  Terran, and Undercommon.
  Combat
   
  Hephaestans 
  generally 
  avoid 
  combat 
  whenever possible, but when forced, they fight 
  using their huge iron hammers, overcoming 
  combatants with powerful blows and the incredible 
  heat radiating from their bodies.
   
  A hephaestan’s natural weapons, as well as 
  any weapons it wields, are treated as evil-aligned 
  and lawful-aligned for the purpose of overcoming 
  damage reduction.
  Abilities: Str 29, Dex 9, Con 20, Int 14, Wis 
  16, Cha 13
  Skills: Appraise +13(+15 armor, weapons, 
  or metal items), Concentration +16, Craft 
  (armorsmithing) +13, Craft (metalworking) 
  +13, Craft (weaponsmithing) +13, 
  Diplomacy +3, Hide -9, Jump +13, 
  Knowledge (arcana) +13, Listen +14, Sense 
  Motive +14, Spellcraft +13, Spot +14
  Feats: Cleave, Improved Critical 
  (warhammer), Power Attack
  Environment: Any mountains or 
  underground
  Organization: Solitary
  Challenge Rating: 9
  Treasure: Triple standard
  Alignment: Always lawful evil
  Advancement: 9-16 HD (Gargantuan)
  Level Adjustment: –
   
  Radiant Heat (Ex): A hephaestan radiates 
  heat at all times, but when angered, its heat 
  rages with the intensity of a furnace. Opponents 
  within 15 feet of a hephaestan must make a DC 
  19 Fortitude save each round or suffer 1d6 points 
  of fire damage. Additionally, any non-magical 
  weapon that strikes a hephaestan and does damage 
  suffers 1d4 points of fire damage itself from the 
  heat. The save DC is Constitution-based.
   
  Curse Item (Su): A hephaestan can be 
  persuaded to create items for individuals in 
  exchange for quantities of workable metals 
  — typically twice as much as is necessary to 
  forge the item in question. The hephaestan follows 
  specifications to the letter, and if the individual is 
  not extremely specific as to the characteristics of 
  the item, the hephaestan lays a curse upon it during 
  the creation process. Such items follow all the 
  normal guidelines for cursed magic items.
   
  Forge Magic Item (Ex): Although not a 
  spellcaster, a hephaestan can create any item or 
  construct as though it had the necessary feats and 
  prerequisite spells or other requirements.
   
  Immunities (Ex): Immune to poison, sleep, 
  paralysis, drowning and disease. Not subject to 
  ability damage, energy drain or any attack that 
  must target a living victim. 
  
  164
  9
  Moon Dog
  Medium Outsider (Extraplanar, Good)
  Hit Dice: 9d8+18 (58 hp)
  Initiative: +6
  Speed: 50 ft. (10 squares); 30 ft. on two legs
  Armor Class: 22 (+2 Dex, +10 natural), touch 
  12, flat-footed 20
  Base Attack/Grapple: +9/+13
  Attack: Bite +14 melee (ld8+6)
  Full Attack: Bite +14 melee (ld8+6)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Bay, shadow weave, spell-like 
  abilities, trip
  Special Qualities: Damage reduction 10/evil, 
  darkvision 120 ft., dispel magic, immunity to 
  fear, keen senses, lick, plane shift, scent, spell 
  resistance 16
   
  The moon dog is a large wolfhound from the 
  outer planes (believed to originate on the Blessed 
  Fields of Elysium). Their fur is mottled black fur, 
  and their forepaws are prehensile and resemble 
  human hands. Though moon dogs can move on 
  two legs in a bipedal fashion, most do not do so, 
  preferring the speed and grace they gain by moving 
  on all fours. Their long triangular heads are pierced 
  by wide eyes with amber pupils.
   
  Moon dogs often enter the Material Plane when 
  evil has grown to an immeasurable level in an area. 
  Otherwise, they are found in the employ of deities, 
  solars, planetars, and the most powerful devas.
   
  Moon dogs stand about 3 feet tall at the shoulder 
  and weigh 200 pounds. Moon dogs speak Celestial.
  Combat
   
  A moon dog attacks with its powerful bite. If 
  faced by particularly powerful or evil opponents, the 
  moon dog opens combat with its bay attack. Moon 
  dogs’ prehensile hands could facilitate the use of 
  weapons, though none have ever been encountered 
  wielding such items.
   
  A moon dog’s natural weapons, as well as any 
  weapons it wields, are treated as good-aligned for 
  the purpose of overcoming damage reduction.
   
  Bay (Su): The moon dog can use its bay 
  once per round to produce one of the following 
  effects. Each effect resembles a spell (caster level 
  12th). All have a save DC of 16. The save DCs are 
  Charisma-based.
   
  Fear: All creatures, except other good-aligned 
  outsiders, within a 300-foot spread must succeed on 
  a Will save or be affected as though by fear. This is a 
  sonic, mind-affecting fear effect. Whether or not the 
  save is successful, an affected creature is immune to 
  that moon dog’s bay ability for 24 hours.
  Saves: Fort +8, Ref +8, Will +9
  Abilities: Str 18, Dex 15, Con 15, Int 15, Wis 
  16, Cha 14
  Skills: Concentration +14, Diplomacy +14, 
  Hide +16, Jump +4 (+12 on all fours), +14, 
  Knowledge (arcana) +14, Knowledge (the 
  planes) +14, Listen +21, Move Silently +16, 
  Sense Motive +15, Spot +21, Survival +15 (+17 
  on other planes)*
  Feats: Alertness, Improved Initiative, Stealthy, 
  Weapon Focus (bite)
  Environment: Any good-aligned plane
  Organization: Solitary, pair, or pack (6-11)
  Challenge Rating: 9
  Treasure: None
  Alignment: Always neutral good
  Advancement: 10-18 HD (Medium); 19-27 HD 
  (Large)
  Level Adjustment: –
   
  Dispel Evil: This effect works like the spell, 
  except that it targets one creature within 100 feet.
   
  Dismissal: This effect works as the spell, 
  except that it targets one creature with 9 HD or less.
   
  Shadow Weave (Su): When in shadows, 
  a moon dog can move in such a way as to affect 
  evil creatures within 60 feet as though by hypnotic 
  pattern (caster level 12th, Will DC 16 negates). Any 
  good-aligned creature in the area of the shadow 
  weave will be affected as though by protection from 
  evil (caster level 12th). The shadow weave is a full 
  round action, and the moon dog may take no other 
  action while using it.
   
  Spell-Like Abilities: 3/day–disguise self, 
  mirror image; 1/day–dancing lights, darkness, 
  fog cloud, greater invisibility, light, nondetection, 
  shades (DC 21). Caster level 12th. The save DCs 
  are Charisma-based.
   
  The following abilities are always active on 
  the moon dog, as the spells (caster level 12th): 
  detect evil, detect magic, and see invisibility. They 
  can be dispelled, but the moon dog can reactivate 
  them as a free action.
   
  Trip (Ex): A moon dog that hits with a bite 
  attack can attempt to trip its opponent (+4 check 
  modifier) as a free action without making a touch 
  attack or provoking an attack of opportunity. If the 
  attempt fails, the opponent cannot react to trip the 
  moon dog.
   
  Dispel Magic (Su): Once per day, a moon dog 
  can use dispel magic (caster level 12th). Doing so 
  forces the moon dog from the Material Plane back 
  to its own plane of origin.
   
  Keen Senses (Ex): A moon dog sees four 
  times as well a human in shadowy illumination and 
  twice as well in normal light. It also has darkvision 
  out to 120 feet.
  
  165
  9
   
  Lick (Su): By licking a target, the moon dog 
  may use one of the following abilities. Each is 
  usable at will by the moon dog, but only once per 
  day per recipient, and each ability resembles the 
  spell of the same name (caster level 12th): cure light 
  wounds, delay poison, remove disease.
   
  Plane Shift (Sp): A moon dog can enter the 
  Astral Plane, Ethereal Plane, or Material Plane. It 
  is otherwise similar to the spell of the same 
  name (caster level 12th).
   
  Wild Empathy (Ex): This ability works like 
  the druid’s wild empathy class feature, except that a 
  moon dog has a +6 racial bonus on the check.
   
  Skills: Moon dogs have a +4 racial bonus 
  to Listen and Spot checks. *It also has a +4 racial 
  bonus on Survival checks when tracking by scent.
  Neak-ta
  Medium Fey (Earth, Incorporeal)
  Hit Dice: 10d6+10 (45 hp)
  Initiative: +7
  Speed: Fly 30 ft. (perfect) (6 squares)
  Armor Class: 19 (+3 Dex, +6 deflection), touch 
  19, flat-footed 16
  Base Attack/Grapple: +5/–
  Attack: Incorporeal touch +8 melee touch (1d6 
  Charisma drain)
  Full Attack: Incorporeal touch +8 melee touch 
  (1d6 Charisma drain)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Charisma drain, spell-like 
  abilities, summon spirits of the dead
  Special Qualities: Damage reduction 10/cold 
  iron, incorporeal traits, low-light vision, 
   
  Neak-ta are incorporeal fey that live in a rock, 
  statues, or formation. When a neak-ta materializes, 
  it appears as a white-robed humanoid with delicate 
  features and a beautiful face. Neak-ta are generally 
  benevolent so long as the nearby villagers make 
  regular offerings at to their home. If the offering 
  of food and incense are please, the Neak-ta may be 
  inclined to offer villages are advice or bestow favor 
  upon the villagers.
   
  Few have seen the Neak-ta outright. When 
  the Neak-ta wish to interact with humanoids, they 
  possess a willing medium, often a wise woman of 
  the village.
   
  A Neak-ta is about 5-1/2 feet tall. It is 
  weightless due to its incorporeal nature. Neak-ta 
  speak Common, Sylvan, and Terran, but can only 
  do so through a rup (see below).
  Combat
   
  Neak-ta rarely engage in combat. Their 
  incorporeal form allows them to sink into the earth 
  or their home object. They are only roused to action 
  when sacrifices are lacking or their territory is 
  threatened. In those cases, neak-ta use their spell-
  like abilities like earthquake to frighten their foes 
  away. If all else fails, they summon ghostly aid and 
  attack with their incorporeal touch. Those that flaunt 
  the spiritual order by not offering sacrifice suffer 
  possess rup
  Saves: Fort +4, Ref +10, Will +9
  Abilities: Str -, Dex 16, Con 12, Int 13, Wis 14, 
  Cha 22
  Skills: Diplomacy +21, Gather Information +21, 
  Intimidate +19, Knowledge (local) +14, Listen 
  +17, Sense Motive +15, Spot +17
  Feats: Alertness, Blind-Fight, Combat Reflexes, 
  Improved Initiative
  Environment: Any hills or mountains
  Organization: Solitary
  Challenge Rating: 9
  Treasure: None
  Alignment: Usually lawful neutral
  Advancement: 11-30 HD (Medium)
  Level Adjustment: –
  the loss of the personal power via the Neak-ta’s 
  Charisma drain.
   
  Charisma Drain (Su): Living creatures hit 
  by a Neak-ta’s incorporeal touch take 1d6 points of 
  Charisma drain. On each such successful attack, the 
  Neak-ta gains 5 temporary hit points.
   
  Possess Rup (Su): Neak-ta possess a medium, 
  an older woman known as a rup, when they want to 
  talk to or heal mortals. The neak-ta enters the body 
  of the rup and speaks through her. While the rup is 
  possessed, the neak-ta can cast its healing spells. 
  Neak-ta cannot force possession on an unwilling 
  subject. Rup are usually village wise women and 
  often members of the adept class.
   
  Spell-Like Abilities: At will–cure serious 
  wounds* (DC 19), remove disease*, soften earth 
  and stone; 3/day–control weather, dispel magic, 
  neutralize poison* (DC 20), spike stones (DC 20); 
  1/day–earthquake (DC 24), remove blindness/
  deafness*, remove curse*. Caster level 14th. The 
  save DCs are Charisma-based. *Spells marked 
  with an asterisk can only be cast while the neak-ta 
  possesses a rup.
   
  Summon Spirits of the Dead (Sp): Once 
  per day, a neak-ta can automatically summon 1d6 
  ghosts. The DM determines the CR of the ghosts 
  summoned.
  
  166
  9 Phantom Argent Cougar
  Large Magical Beast (Psionic)
  Hit Dice: 12d10+60 (126 hp)
  Initiative: +6
  Speed: 40 ft. (8 squares)
  Armor Class: 20 (-1 size, +6 Dex, +5 
  natural), touch 15, flat-footed 14
  Base Attack/Grapple: +12/+22
  Attack: Claw +18 melee (1d8+6)
  Full Attack: 2 claws +18 melee (1d8+6) 
  and bite +12 melee (1d6+3)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Improved grab, pounce, 
  psi-like abilities, rake 1d8+3
  Special Qualities: Darkvision 60 ft., low-
  light vision, pack leader
  Saves: Fort +13, Ref +14, Will +6
   
  The beast looks something like the predatory 
  puma of the woods, but it is as big as a tiger 
  and has a glistening silver coat. It moves with 
  preternatural grace and intelligence. 
   
  The phantom argent cougar is an especially 
  old and experienced argent cougar from pure 
  ancient bloodlines. Their pelts are almost pure 
  silver, and they are said to move as silently as 
  ghosts. They are found as solitary individuals or as 
  leaders of a pack of normal argent cougars.
   
  Phantom argent cougars stand more than 3 
  feet tall at the shoulder and are about 9 feet long. 
  They weigh from 400 to 600 pounds. Although 
  intelligent, phantom argent cougars do not speak.
  Combat
   
  Phantom argent cougars use their mindlink 
  power to coordinate their attacks with the rest 
  of the pack. When a group attacks, the phantom 
  argent cougar generally dazes the prey with its 
  quickened daze monster ability while closing in 
  with the rest of the pack to pounce and then rake 
  the dazed foe.
   
  Improved Grab (Ex): To use this ability, 
  a phantom argent cougar must hit with both claw 
  attacks. It can then attempt to start a grapple 
  Abilities: Str 23, Dex 22, Con 20, Int 9, Wis 
  15, Cha 16
  Skills: Balance +14, Hide +12, Jump +18, 
  Listen +8, Move Silently +15, Spot +8
  Feats: Alertness, Power Attack, Quicken 
  Spell-Like Ability (daze monster), Stealthy, 
  Weapon Focus (claw)
  Environment: Warm or temperate forests 
  and mountains
  Organization: Solitary, pair, or pack (1-2 
  phantom argent cougars plus 2-5 argent 
  cougars)
  Challenge Rating: 9
  Treasure: Standard
  Alignment: Usually neutral
  Advancement: 13-24 HD (Large)
  Level Adjustment: +5 (cohort)
  as a free action without provoking an attack 
  of opportunity. If it wins the grapple check, it 
  establishes a hold and can rake.
   
  Pounce (Ex): If a phantom argent cougar 
  charges a foe, it can make a full attack, including 
  two rake attacks.
   
  Psi-Like Abilities: At will–bite of the 
  wolf, burst, catfall, know direction and location, 
  mindlink (with other argent cougars only); 3/
  day–create sound, disable (DC 14), inflict pain 
  (DC 15), psionic daze (DC 14), read thoughts 
  (DC 15). Manifester level 12th. The save DCs are 
  Charisma-based.
   
  Rake (Ex): Attack bonus +18 melee, damage 
  1d8+3.
   
  Pack Leader (Su): Any argent cougar that is 
  a member of a phantom argent cougar’s mindlink 
  gains a +1 morale bonus on all saving throws, 
  attack rolls, and skill checks. If the phantom argent 
  cougar is slain while the mindlink is active, this +1 
  morale bonus changes to a -1 morale penalty that 
  lasts for 24 hours.
   
  Skills: Phantom argent cougars have a +4 
  racial bonus on Hide and Move Silently checks and 
  a +8 racial bonus on Balance and Jump checks.
  
  167
  9
  Thundershrike
  Huge Magical Beast
  Hit Dice: 13d10+65 (136 hp)
  Initiative:  +2
  Speed: 20 ft. (4 squares), fly 70 ft. (average)
  Armor Class: 19 (-2 size, +2 Dex, +9 
  natural), touch 10, flat-footed 17
  Base Attack/Grapple: +13/+29
  Attack: Claw +19 melee (1d8+8)
  Full Attack: 2 claws +19 melee (1d8+8) 
  and bite +15 melee (2d6+4)
  Space/Reach: 15 ft/10 ft.
  Special Attacks: Spell-like abilities
  Special Qualities: Darkvision 60 ft, low-
  light vision
  Saves: Fort +13, Ref +10, Will +7
   
  A thundershrike is an eagle-like raptor, 
  perhaps in some way related to rocs. This majestic 
  bird is brightly colored, with feathers ranging from 
  black and gray to red and yellow. Its beak is golden.
   
  Riding the winds with its massive wings 
  spread wide, the thundershrike is thought by 
  some cultures to be a herald of the gods of the 
  thunderstorms. Thundershrike are often found in 
  the company of storm giants. Thundershrikes get 
  their name from their habit of taking to the air 
  during powerful storms. Wind and rain follow 
  the wings of a thundershrike. Often worshipped 
  by barbarians and other wilderness dwellers, the 
  thundershrikes are a proud species that view all 
  that they survey as their territory. Although they 
  keep their nests in isolated aeries in the high 
  mountains, thundershrikes can range several 
  hundred miles in search of food.
   
  Thundershrikes mate for life, and females 
  usually lay a clutch of 2d4 eggs in the spring. The 
  eggs hatch in the late summer during the height 
  of the storm season. Young remain in the nest for 
  several months before venturing out on their own 
  in the world.
  Abilities: Str 26, Dex 15, Con 20, Int 13, 
  Wis 17, Cha 17
  Skills: Concentration +13, Hide -6, Jump 
  +2, Knowledge (nature) +13, Listen +14, 
  Spellcraft +5, Spot +20, Survival +9 (+11 
  aboveground)
  Feats: Alertness, Flyby Attack, Hover, 
  Snatch, Weapon Focus (bite)
  Environment: Temperate mountains
  Organization: Solitary or pair
  Challenge Rating: 9
  Treasure: None
  Alignment: Always neutral
  Advancement: 14-26 HD (Huge); 27-39 
  HD (Gargantuan)
  Level Adjustment: –
   
  A typical thundershrike is 15 feet long, with a 
  wingspan of upwards of 40 feet and weighs about 
  4,000 pounds. Thundershrikes speak Common and 
  Auran. 
  Combat
   
  Unless it is on the hunt, a thundershrike 
  is content to ride the winds and generally leave 
  other creatures alone. If hunting, the thundershrike 
  attacks any creature of Large or smaller size that 
  appears tasty.
   
  A thundershrike opens combat with its 
  lightning bolts before swooping or diving at a foe. 
  It rarely lands during melee, preferring to attack 
  from the air, using its spell-like abilities, and its 
  snatch and hover to pick up and separate multiple 
  foes. Female or mated thundershrikes will fight to 
  the death to defend their nest or young.
   
  Spell-Like Abilities: At will–gust of wind 
  (DC 15); 2/day–lightning bolt (DC 16); 1/day–
  control weather. Caster level 13th. The save DCs 
  are Charisma-based.
   
  Skills: Thundershrikes have a +4 racial 
  bonus on Spot checks.
  
  168
  10 Alaihar
  Small Dragon (Fire)
  Hit Dice: 12d12+24 (102 hp)
  Initiative: +8
  Speed: 20 ft. (4 squares), fly 90 ft. (average)
  Armor Class: 21 (+1 size, +4 Dex, +6 
  natural), touch 15, flat-footed 17
  Base Attack/Grapple: +12/+11
  Attack: Bite +16 melee (2d4+3)
  Full Attack: Bite +16 melee (2d4+3) and 2 
  claws +11 melee (1d6+1)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Breath weapon, frightful 
  presence, spells
  Special Qualities: Immunity to fire, immunity 
  to sleep and paralysis, keen senses, spell 
  resistance 23, telepathy 100 ft., vulnerability 
  to cold
  Saves: Fort +10, Ref +12, Will +13
   
  Alaihar are magical birds that breathe fire. 
  This splendid creature’s body is barely over one 
  foot high, but its enormous tail stretches another 
  five feet. Its feathers are soft and thickly-layered, 
  ranging from blue and deep purple to red and 
  yellow. They shine with a metallic luster, and 
  grow pale at its crest. Its head is small, ending in 
  a long beak with the same orange coloration as its 
  talons. Golden scales stretch across its back and 
  shoulders, and two long tail feathers dangle behind 
  the bulk of its tail, each more than three feet long 
  and tipped with white.
   
  Alaihar catch waterfowl from streams 
  and lakes for food, sometimes supplementing 
  their diets with fruit. They nest alone in shallow 
  caves and atop bluffs. Alaihar can live for up to 
  800 years, but most are slain before that time by 
  hunters (as trophies, or for sale to spellcasters) or 
  evil creatures. Alaihar able to find others of their 
  kind usually mate once during their lives, raising 
  between one and three hatchlings for several 
  decades before moving on.
   
  Alaihar are noble, proud, and clever. Though 
  they live relatively solitary lives, they have an 
  affinity for humans and can develop strong bonds 
  of friendship with them over the course of years. 
  Utterly loyal and valued companions, alaihar 
  cannot abide evil, and require honesty and virtue in 
  their associates. Generally, only young alaihar go 
  out of their way to combat darkness; older alaihar 
  tend to have a more relaxed view of life, enjoying 
  time as it passes, understanding the impermanence 
  of all things, and maintaining patience with other 
  beings while trying to set examples for them.
  Abilities: Str 16, Dex 18, Con 15, Int 19, Wis 
  20, Cha 19
  Skills: Bluff +15, Climb +7, Concentration 
  +13 (+17 casting defensively), Craft or 
  Knowledge (any two) +13, Decipher Script 
  +10, Diplomacy +18, Disguise +6 (+8 acting), 
  Heal +12, Hide +13, Intimidate +14, Jump -6, 
  Listen +15, Move Silently +13, Search +12, 
  Sense Motive +12, Spellcraft +12, Spot +15, 
  Survival +10 (+12 following tracks), Swim +7
  Feats: Combat Casting, Eschew Materials, 
  Flyby Attack, Improved Initiative, Wingover
  Environment: Temperate and warm forests 
  and mountains
  Organization: Solitary or pair
  Challenge Rating: 10
  Treasure: Standard
  Alignment: Always lawful good
  Advancement: 13-24 HD (Small); 25-36 HD 
  (Medium)
  Level Adjustment: –
   
  A typical alahair weighs about 8 lbs. Alaihar 
  speak Draconic and communicate telepathically.
  Combat
   
  Though not usually aggressive, an alaihar 
  is extremely dangerous if forced to defend itself. 
  A typical alaihar flies out of reach of its enemies, 
  using spells and its breath weapon to fight from a 
  distance. It uses its great speed to flee if necessary, 
  only using its beak and claws when trapped.
   
  Breath Weapon (Su): 40-foot cone, three 
  times per day, damage 8d10 fire, Reflex DC 18 
  half. The save DC is Constitution-based.
   
  Frightful Presence (Su): As a standard 
  action, an alaihar can magically induce ancestral 
  memories of dragons in foes with fewer HD 
  than itself within 120 feet. A potentially affected 
  creature that succeeds on a DC 20 Will save 
  becomes immune to that alaihar’s frightful 
  presence for 24 hours. On a failure, creatures with 
  4 or fewer HD become panicked for 4d6 rounds 
  and those with 5 or more HD become shaken for 
  4d6 rounds. Alaihar ignore the frightful presence 
  of other alaihar. The save DC is Charisma-based.
   
  Spells: An alaihar casts spells as an 8th-level 
  sorcerer, and can also cast spells from the Good 
  and Law domains as arcane spells.
   
  Typical Sorcerer Spells Known (6/7/7/6/4, 
  caster level 8th): 0–daze (DC 14), detect magic, 
  light, mage hand, mending, open/close, read 
  magic, resistance; 1st–burning hands (DC 15), 
  identify, obscuring mist, shield, silent image (DC 
  15); 2nd–calm emotions (DC 16), invisibility, 
  see invisibility; 3rd–clairaudience/clairvoyance, 
  dispel magic; 4th–polymorph.
  
  169
  10
  Anzu
  Huge Magical Beast
  Hit Dice: 16d10+96 (184 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares), fly 80 ft. (average) 
  (16 squares)
  Armor Class:  22 (-2 size, +2 Dex, +12 
  natural), touch 10, flat-footed 20
  Base Attack/Grapple: +16/+30
  Attack: Bite +20 melee (2d8+6)
  Full Attack: Bite +20 melee (2d8+6) and 2 
  claws +18 melee (1d6+3)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Improved grab, pounce, rake 
  1d6+3, spell-like abilities
  Special Qualities: Damage reduction 10/
  magic and silver, darkvision 60 ft., low-light 
  vision, resistance to acid 10, cold 10, and fire 
  10, scent, spell resistance 25
   
  Anzu are griffon-like creatures with leonine 
  upper bodies, eagle-like wings and talons on 
  their lower bodies. The deities of Sumerian, 
  Babylonian, and Persian pantheons employ anzu 
  as guardians. Anzu are normally faithful creatures, 
  but while renowned as guardians, they sometimes 
  covet what they guard a little too fiercely.
   
  Anzu on the mortal planes are always 
  summoned, although they sometimes find ways 
  around their magical servitude and can be found 
  living free in the wild. These free anzu are 
  somewhat less benign than most guardians. They 
  prefer to live in high places, with tops of ziggurats 
  and temples favored over natural formations. 
  When a temple is unavailable, they try to build 
  their own crude versions.
   
  Free anzu are sometimes the objects of local 
  veneration by small cults, who bring them sacrifices 
  of meat and wine, which they enjoy. Anzu also 
  enjoy frightening and intimidating mortals, even 
  when they have no interest in hurting them.
  Combat
   
  Improved Grab (Ex): To use this ability, an 
  anzu must hit with a bite or claw attack. It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and can rake.
   
  Pounce (Ex): If an anzu charges a foe, it can 
  make a full attack, including two rake attacks. An 
  anzu can use this maneuver as part of a diving or 
  leaping charge.
   
  Rake (Ex): Attack bonus +18 melee, damage 
  1d6+3.
   
  Spell-Like Abilities: 3/day–magic aura, 
  misdirection; 1/day–arcane mark, discern location, 
  instant summons, teleport object (DC 20). Caster 
  level 16th. The save DCs are Charisma-based.
   
  Skills: Anzu receive a +4 racial bonus on 
  Jump and Spot checks.
  Saves: Fort +16, Ref +12, Will +9
  Abilities: Str 22, Dex 15, Con 22, Int 12, Wis 
  18, Cha 16
  Skills: Jump +20, Intimidate +24, Listen +20, 
  Spot +25
  Feats: Alertness, Deflect Arrows B Dodge, 
  Flyby Attack, Multiattack, Power Attack, Skill 
  Focus (intimidate)
  Environment: Temperate and warm hills and 
  mountains
  Organization: Solitary or pair
  Challenge Rating: 10
  Treasure: None
  Alignment: Usually neutral good
  Advancement: 17-32 HD (Huge); 33-48 HD 
  (Gargantuan)
  Level Adjustment: –
  spell with the good, fire, or law descriptor, 
  empowers (as the metamagic feat) the 
  spell. Each eye can be used 1d4 times before 
  its magic is lost. Alaihar feathers can be used in 
  fletching, and for purposes of determining creation 
  time and raw materials cost, the masterwork 
  component of an arrow or bolt made with an 
  alaihar feather costs only 3 gp, instead of 6 gp. 
  An alaihar has 4d10 feathers suitable for use in 
  fletching.
   
  Keen Senses (Ex): An alaihar sees four 
  times as well as a human in shadowy illumination 
  and twice as well in normal light. It also has 
  darkvision with a range out to 120 feet.
  Physiological Uses
   
  Alaihar corpses can be utilized in a number 
  of ways. An alaihar’s scales can be used for the 
  creation of armor or a Medium or smaller shield 
  in the same manner as a dragon’s. The eye of an 
  alaihar, when used as a material component in a 
  
  170
  10 Crelith
  Huge Outsider (Chaotic, Good, Native, 
  Psionic)
  Hit Dice: 10d8+20 (65 hp)
  Initiative: +8
  Speed: 10 ft. (2 squares), fly 60 ft. (good)
  Armor Class: 16 (–2 size, +4 Dex, +4 natural), 
  touch 12, flat-footed 12
  Base Attack/Grapple: +10/+21
  Attack: Claw +11 melee (2d4+3)
  Full Attack: 2 claws +11 melee (2d4+3) and 
  bite +9 melee (1d8+1)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Molt, psi-like abilities
  Special Qualities: Blindsight 100 ft., immunity 
  to fire, spell resistance 22, telepathy 100 ft.
  Saves: Fort +9, Ref +11, Will +8
   
  Creliths are rare, sightless birds, harbingers 
  of change and violence in the name of good. An 
  average crelith is about 20 feet long from beak to 
  tail, and sports a 35-foot wingspan. The crelith is a 
  massive, thin-bodied avian whose body is covered 
  in brilliant golden-bronze feathers dappled with 
  black along its wispy tail. Its lithe neck stretches 
  into a long, bronze beak. Dark feathers edged with a 
  ruddier bronze cover the areas where its eyes should 
  be. Male creliths stop growing after a century, but 
  females seem to have no limit on their size.
   
  Creliths live in enormous nests atop 
  bluffs, mountains, and ancient trees. They are 
  occasionally seen eating fish, small mammals, 
  and reptiles, but many scholars believe they have 
  no actual need for nourishment. They are highly 
  intelligent and magical, and spend much of their 
  time traveling the world and combating evil. They 
  swoop down to assist armies, seek out evil wizards 
  in their towers, and battle monstrous creatures in 
  their lairs. They consider themselves forgers of the 
  future, scouring evil from the world to allow good 
  creatures to build a better one. Zealots, they believe 
  that while only deeply malevolent individuals truly 
  deserve death, those caught between themselves 
  and their enemies are owed little sympathy. 
  Innocent casualties are unfortunate, they say, 
  but an occasional necessity for crafting a more 
  beautiful future. They recognize nobility when 
  they see it, and refuse (whenever possible) to fight 
  other good beings, but they are obstinate and hot-
  tempered. Creliths disdain those who spend time 
  mourning the losses of the past or studying history 
  instead of working toward a better tomorrow.
   
  The first creliths were born from falling 
  meteorites, shards of destruction from above. The 
  Abilities: Str 16, Dex 19, Con 15, Int 15, Wis 
  12, Cha 20
  Skills: Autohypnosis +14, Bluff +10, 
  Concentration +12, Diplomacy +12, Disguise 
  +5 (+7 acting), Hide -4, Intimidate +17, Jump 
  -9, Knowledge (any two) +14, Knowledge 
  (nobility and royalty) +9, Knowledge (psionics) 
  +12, Listen +12, Psicraft +17, Search +7, Sense 
  Motive +7, Survival +10 (+12 following tracks)
  Feats: Flyby Attack, Improved Initiative, 
  Multiattack, Wingover
  Environment: Any
  Organization: Solitary
  Challenge Rating: 10
  Treasure: None
  Alignment: Always chaotic good
  Advancement: 11–20 HD (Huge); 21–30 HD 
  (Gargantuan)
  Level Adjustment: –
  violence of their creation is assumed to be the 
  reason for their aggressive nature, and is reaffirmed 
  in each generation. When a crelith believes itself to 
  be too mired in its past and memories to continue 
  fighting, it soars as high as it can. Eventually, 
  it bursts into flame, and explodes in a dazzling 
  display of ruby and gold fire. The falling sparks that 
  reach the ground transform into newborn creliths, 
  gifted with intelligence, but not experience.
   
  Creliths communicate telepathically.
  Combat
   
  Creliths 
  engage 
  in 
  combat 
  joyously, 
  using their abilities to great effect. Most protect 
  themselves with inertial armor early on, diving 
  upon their enemies and unleashing their fiery blasts 
  before flying out of reach again. They try to down 
  their opponents with tornados when surrounded, 
  and use fiery discorporation as a last resort.
   
  Molt (Su): By furiously flapping its wings, 
  a crelith can dislodge its feathers. The crelith’s 
  inherent magic allows it to imbue these feathers 
  with one of two effects.
   
  Fiery Blast: The crelith’s feathers glow 
  with ruby light, blasting forward in a 20-foot 
  line. Creatures in the path of the line suffer 6d8 
  points of fire damage and 4d8 points of damage is 
  resulting directly from divine power (and therefore 
  not subject to being reduced by resistance to fire-
  based attacks). On a successful DC 17 Reflex save, 
  a creature takes one-half damage from each effect. 
  The save DC is Constitution-based.
   
  Tornado: The crelith’s feathers swirl in 
  a 10-foot-radius cloud around it. All creatures 
  and objects in the area suffer the effects of a 
  windstorm, and take 4d8 points of damage from 
  the striking feathers.
  
  171
  10
   
  Psi-Like Abilities: At will–astral traveler 
  (DC 16), aura sight (80-ft. cone*), burst, 
  inertial armor (+11 AC*), read thoughts (DC 
  17), synesthete, telekinetic thrust (500 lb., DC 
  18*), trace teleport (range 250 ft.*); 3/day–body 
  adjustment (heal 6d12*), energy conversion; 
  1/day–fiery 
  discorporation 
  (+2 
  Will 
  bonus*). Manifester level 15th. The save DCs are 
  Charisma-based.
   
  *Includes augmentation for the crelith’s 
  manifester level.
  Cyrrivosk
  Huge Magical Beast
  Hit Dice: 10d10+60 (115 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares), burrow 20 ft., swim 
  10 ft.
  Armor Class: 20 (-2 size, +2 Dex, +10 natural), 
  touch 10, flat-footed 18
  Base Attack/Grapple: +10/+28
  Attack: Bite +18 melee (2d8+10/19-20)
  Full Attack: 3 bites +18 melee (2d8+10/19-20)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Breath weapons, improved 
  grab, swallow whole
  Special Qualities: Darkvision 60 ft., immunity 
  to acid, cold, and fire, low-light vision, 
  tremorsense 60 ft.
  Saves: Fort +13, Ref +9, Will +3
   
  A cyrrivosk is huge three-headed worm 
  bearing draconic blood. Each head has a breath 
  weapon and has a different coloring depending 
  on its element of choice: black for acid, red for 
  fire, and white for cold. Despite its three heads, a 
  cyrrivosk only has one stomach, which it fills by 
  swallowing its prey whole. Although the cyrrivosk 
  is not intelligent, its instincts keep it well fed.
   
  A cyrrivosk is about 35 feet long, 5 feet 
  in diameter, and weighs about 7,500 pounds. 
  Cyrrivosks do not speak.
  Combat
   
  A cyrrivosk hides beneath the earth until it 
  senses creatures above the ground, then attacks 
  to surprise its prey. It typically begins combat 
  by breathing acid at its enemies. It holds its fire 
  and ice attacks in reserve for prey too powerful 
  to kill with its bite attacks. If a cyrrivosk is still 
  threatened after biting and breathing three times on 
  its prey, it typically burrows back into the ground, 
  rarely fighting to the death.
   
  Breath Weapons (Su): A cyrrivosk has three 
  breath weapons, each of which is usable once per 
  hour. Its right head can breathe a 20-foot line of 
  cold that deals 10d6 points of cold damage. The 
  left head can breathe a 20-foot cone of fire that 
  deals 10d6 points of fire damage. The center 
  head of a cyrrivosk can breathe a 40-foot line 
  of acid that deals 10d4 points of acid damage. A 
  Abilities: Str 30, Dex 14, Con 23, Int 3, Wis 10, 
  Cha 10
  Skills: Climb +13, Hide -6, Listen +7, Spot +7, 
  Swim +18
  Feats: Alertness, Cleave, Improved Critical 
  (bite), Power Attack
  Environment: Any hills, plains and 
  underground
  Organization: Solitary
  Challenge Rating: 10
  Treasure: No coins; double goods (gems only); 
  standard items
  Alignment: Always chaotic neutral
  Advancement: 11-20 HD (Huge); 21-30 HD 
  (Gargantuan)
  Level Adjustment: –
  successful DC 21 Reflex save halves the damage 
  from any of the breath weapons. The save DC is 
  Constitution-based.
   
  Improved Grab (Ex): To use this ability, a 
  cyrrivosk must hit with a bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. If it wins the 
  grapple check, it establishes a hold and and can 
  attempt to swallow the foe the following round.
   
  Swallow Whole (Ex): A cyrrivosk can 
  try to swallow a grabbed opponent of a smaller 
  size than itself by making a successful grapple 
  check. Once inside, the opponent takes 2d8+12 
  points of crushing damage plus 1d8 points of acid 
  damage per round from the cyrrivosk’s gizzard. A 
  swallowed creature can cut its way out by using 
  a light slashing or piercing weapon to deal 25 
  points of damage to the gizzard (AC 20). Once 
  the creature exits, muscular action closes the hole; 
  another swallowed opponent must cut its own way 
  out. A Huge cyrrivosk’s interior can hold 2 Large, 
  4 Medium, 8 Small, 16 Tiny, or 32 Diminutive or 
  smaller opponents.
   
  Skills: A cyrrivosk has a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided 
  it swims in a straight line.
  
  172
  10 Headsman Swine
  Large Magical Beast
  Hit Dice: 15d10+45 (127 hp)
  Initiative: +1
  Speed: 80 ft. (16 squares)
  Armor Class: 24 (-1 size, +1 Dex, +14 
  natural), touch 10, flat-footed 23
  Base Attack/Grapple: +15/+23
  Attack: Gore+18 melee (2d6+4/19-20 plus 
  vorpal tusks)
  Full Attack: Gore +18 melee (2d6+4/19-20 
  plus vorpal tusks) and 2 hooves +16 melee 
  (1d6+2) or bite +18 melee (1d8+4) and 2 
  hooves +16 melee (1d6+2)
  Space/Reach: 10 ft./5 ft.
  Special Attacks: Trample 1d8+6, vorpal 
  tusks
  Special Qualities: Damage reduction 20/
  magic, darkvision 60 ft, fast healing 5, low-
   
  The headsman swine is an enormous boar 
  with a black-bristled hide covered in hundreds 
  of old scars. Its eyes are wild and bloodshot, and 
  a pair of wicked tusks juts up from its lower jaw. 
  Each tusk is more than foot long, gleams like 
  polished ivory and is sharper than a sword.
   
  Enormous boars that terrorize forests and 
  mountains, headsman swine are a bane to hunters 
  and travelers. Even more aggressive than the 
  already ferocious normal boars, headsman swine 
  seem to particularly hate hunters, and single them 
  out of a group.
   
  These monstrous boars get their name from 
  their wickedly keen tusks, which can sever an 
  opponent’s head clean off. Their bristled hide has 
  the consistency of metal and even resists spells.
   
  Headsman swine are about 12 feet long and 
  weigh nearly 2,000 pounds.
  Combat
   
  The headsman swine is a veritable killing 
  machine, attacking intruders on its territory 
  light vision, scent, spell resistance 21
  Saves: Fort +14, Ref +10, Will +7
  Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 
  14, Cha 9
  Skills: Hide -3, Jump +24, Listen +8, Spot 
  +8, Survival +8
  Feats: Cleave, Dodge, Great Fortitude, 
  Improved Natural Attack (gore), 
  Multiattack, Power Attack
  Environment: Temperate or warm forests 
  or mountains
  Organization: Solitary
  Challenge Rating: 10
  Treasure: None
  Alignment: Always lawful neutral
  Advancement: 16-30 HD (Large); 31-45 
  HD (Huge)
  Level Adjustment: –
  without provocation or warning. If fighting more 
  than one opponent, it tramples one and slashes the 
  other with its tusks and forehoofs. It is swift for 
  its size, and the thickness of its gristly hide allows 
  it to shrug off most blows. Headsman swine are 
  known to recover from seemingly mortal wounds, 
  track their attackers, and exact revenge.
   
  Trample (Ex): Reflex DC 21 half. The save 
  DC is Strength-based.
   
  Vorpal Tusks (Ex): Upon a successful 
  critical hit, the headsman swine’s gore attack 
  severs the opponent’s head (if it has one) from its 
  body. Some creatures, such as many abominations 
  and all oozes, have no heads; others such as 
  golems and undead creatures (besides vampires) 
  are not affected by the loss of their head. Most 
  other creatures, however, die when their heads are 
  cut off. The headsman swine’s critical threat range 
  is 19-20 with its tusks. The headsman swine may 
  not employ its Cleave feat when it kills an enemy 
  in this fashion.
  
  173
  10
  Luniathan
  Huge Outsider (Evil, Native)
  Hit Dice: 18d8+108 (189 hp)
  Initiative: +2
  Speed: 40 ft. (8 squares), fly 40 ft. (average)
  Armor Class: 24 (-2 size, +2 Dex,+14 
  natural), touch 10, flat-footed 22
  Base Attack/Grapple: +18/+38
  Attack: Morningstar +28 melee (3d6+12) or 
  boulder +18 ranged (2d8+12)
  Full Attack: Morningstar +28/+23/+18/+13 
  melee (3d6+12) or boulder +18/+13/+8/+3 
  ranged (2d8+12)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Spell-like abilities
  Special Qualities: Breathless, darkvision 
  60 ft., displacement, immunity to cold and 
  poison, outsider traits, see in darkness, spell 
  turning, telepathy 100 ft.
  Saves: Fort +17, Ref +13, Will +15
  Abilities: Str 35, Dex 14, Con 22, Int 17, 
  Wis 18, Cha 17
   
  A luniathan is a fifteen-foot-tall creature 
  with pale, blubbery skin and almost no hair. It is 
  basically humanoid in shape, although its face is 
  more rotund, with a deep crevasse for its eyes. 
  Luniathans are believed to have originated on a 
  moon of a Material Plane world. They have since 
  migrated to the world to spread evil and mischief. 
  Luniathans prefer the solitude of mountainous 
  regions but are devilishly mischievous when they 
  seek company.
   
  A luniathan stands fifteen feet tall and 
  weighs 2,500 pounds. Luniathans speak Abyssal, 
  Common, Giant, and Infernal.
  Combat
   
  Despite a luniathan’s great physical power, it 
  prefers trickery to direct confrontation. A luniathan 
  generally attempts to remain unseen via invisibility 
  and uses illusions to dispose of intruders quickly.
   
  A luniathan’s natural weapons, as well as any 
  weapons it wields, are treated as evil-aligned for 
  the purpose of overcoming damage reduction.
   
  Spell-Like 
  Abilities: 
  At 
  will–deeper 
  darkness, detect good, detect invisibility, detect 
  magic, dispel magic, faerie fire, invisibility, silence 
  (DC 15), silent image (DC 14). 3/day–dimension 
  door (DC 16), insanity (DC 20), major image (DC 
  Skills: Concentration +27, Hide +23, Jump 
  +16, Knowledge (arcana) +24, Knowledge 
  (nature) +24, Knowledge (the planes) +24, 
  Move Silently +23, Perform (oratory) 
  +24, Perform (sing) +24, Listen +25, 
  Spellcraft +26, Spot +25, Survival +4 (+6 
  aboveground, +6 on other planes)
  Feats: Combat Reflexes, Flyby Attack, 
  Improved Sunder, Power Attack, Quicken 
  Spell-Like Ability (dimension door, dispel 
  magic, invisibility)
  Environment: Cold or temperate mountains
  Organization: Solitary
  Challenge Rating: 10
  Treasure: Double standard
  Alignment: Always neutral evil
  Advancement: 19-36 HD (Huge); 37-54 
  HD (Gargantuan)
  Level Adjustment: –
  16), freezing sphere (DC 19), project image (DC 
  20), scrying (DC 17). 1/day–reverse gravity (DC 
  19), shadow walk (DC 20). Caster level 18th. The 
  save DCs are Charisma-based.
   
  Breathless (Ex): Luniathans do not breathe, 
  so they are immune to drowning, suffocation, and 
  attacks that require inhalation (such as some types 
  of poisons).
   
  Displacement (Su): A light-bending glamour 
  continually surrounds a luniathan, making it 
  difficult to surmise the creature’s true location. 
  Any melee or ranged attack directed at it has a 
  50% miss chance unless the attacker can locate the 
  luniathan by some means other than sight. A true 
  seeing effect allows the user to see the luniathan’s 
  position, but see invisibility has no effect.
   
  See In Darkness (Su): Luniathans can see 
  perfectly in darkness of any kind, even deeper 
  darkness spells.
   
  Spell Turning (Su): A luniathan turns the 
  first 10 spell levels directed at it each round, as 
  though under the effects of a spell turning spell 
  (caster level 18th).
   
  Skills: A luniathan has a +8 racial bonus on 
  Hide checks, thanks to its displacement ability.
  
  174
  10 Mangabangabana
  Medium Aberration
  Hit Dice: 10d8+16 (61 hp)
  Initiative: +1
  Speed: 15 ft. (3 squares), fly 90 ft. (clumsy) 
  (18 squares)
  Armor Class: 13 (+1 Dex, +2 natural), 
  touch 11, flat-footed 12
  Base Attack/Grapple: +7/+9
  Attack: Club +9 melee (1d6+2)
  Full Attack: Club +9/+3 melee (1d6+2)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Nauseating gaze, spells
  Special Qualities: Darkvision 60 ft., flight, 
  spell resistance 18
  Saves: Fort +5, Ref +4, Will +7
  Abilities: Str 15, Dex 12, Con 14, Int 15, 
  Wis 7, Cha 20
   
  The mangabangabana (mahn-gah-bahn-gah-
  BAH-nah), also known as the androanzi (ahn-
  droh-AHN-zee) or hai-huri (heye-HOO-ree), are 
  a race of humans suffering under an ancient curse 
  that separated them into two.
   
  The 
  mangabangabana’s 
  appearance 
  is 
  startling, to say the least. The creature appears 
  to be human, but looks like it has been cut in 
  half lengthwise. As a result, it only has one eye, 
  one arm, and one leg. The part of its body where 
  the cut appears to be is exposed raw flesh, and is 
  always wet and oozing, though the injury does not 
  bleed or cause the creature any discomfort. All 
  male mangabangabana are “right handed,” and all 
  female mangabangabana are “left handed.”
   
  These creatures are cannibals, and especially 
  enjoy feeding upon children. Many families 
  use tales of these creatures to reinforce to their 
  children the necessity of staying indoors at night.
  Combat
   
  Mangabangabana prefer to attack with spells, 
  but will resort to a club or other blunt instrument 
  if its opponent is resistant to magic. Because a 
  mangabangabana only has one hand, it cannot cast 
  spells while holding a weapon unless it prepares 
  the spell using its Still Spell feat.
  Skills: Balance +7, Bluff +10, 
  Concentration + 10, Diplomacy +10, Jump 
  -8, Knowledge (arcana) +7, Intimidate + 10, 
  Listen +3, Sense Motive +4, Sleight of Hand 
  + 4, Tumble +6, Spellcraft +8, Spot +3
  Feats: Blind-Fight, Combat Casting, Iron 
  Will, Still Spell
  Environment: Warm mountains
  Organization: Solitary, group (3-18), or 
  clan (6-36)
  Challenge Rating: 10
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: By character class
  Level Adjustment: +3
   
  Nauseating Gaze (Su): Nauseated for 2d4 
  rounds, 30 feet, Fortitude DC 20 negates. The save 
  DC is Charisma-based.
   
  Spells: 
  A 
  mangabangabana 
  can 
  cast 
  arcane spells as an 8th-level wizard. A typical 
  mangabangabana has access to the following 
  spells: 0–acid splash, arcane mark, dancing lights, 
  daze, detect magic, detect poison, disrupt undead, 
  flare, ghost sound, light, mage hand, mending, 
  message, open/close, prestidigitation, ray of frost, 
  read magic, resistance, touch of fatigue; 1st–
  burning hands, grease, magic missile, obscuring 
  mist, silent image, sleep, ventriloquism; 2nd–alter 
  self, darkness, detect thoughts, protection from 
  arrows, resist energy, scare; 3rd–deep slumber, 
  hold person, nondetection, ray of exhaustion, water 
  breathing; 4th–confusion, fear, phantasmal killer, 
  stoneskin. The save DCs are Intelligence-based.
   
  Typical Wizard Spells Prepared (4/5/4/3/2; 
  save DC 12 + spell level); 0–daze (x2), flare, open/
  close; 1st–grease, magic missile, obscuring mist, 
  sleep, ventriloquism; 2nd–alter self, darkness, 
  protection from arrows, scare; 3rd–hold person, 
  nondetection, water breathing; 4th–confusion, 
  stoneskin.
   
  Flight (Su): While it can awkwardly hop 
  around on one leg, the mangabangabana prefers to 
  move though the air, using its supernatural powers 
  to propel itself.
  
  175
  10
  Storm Brigand
  Large Elemental (Air, Extraplanar)
  Hit Dice: 12d8+60 (114 hp)
  Initiative: +7
  Speed: 30 ft. (6 squares), fly 60 ft. (good)
  Armor Class: 22 (-1 size, +3 Dex,  +10 
  natural), touch 12, flat-footed 19
  Base Attack/Grapple: +9/+17
  Attack: Stormhammer +13 melee (2d8+8/
  19-20x3 plus 2d6 electricity)
  Full Attack: Stormhammer +13/+8 melee 
  (2d8+8/19-20x3 plus 2d6 electricity)
  Space/Reach: 10 ft/10 ft.
  Special Attacks: Beacon of lightning, 
  lightning bolts, stormhammer
  Special Qualities: Damage reduction 
  5/–, darkvision 60 ft.,elemental traits, spell 
  resistance 20
   
  Storm brigands are malicious raiders from 
  the Elemental Plane of Air who love to cause 
  havoc and spread misery across the world’s 
  mountain ranges. They appear as spectral, 10-
  foot tall barbarian warriors clad in furs, leather, 
  chainmail, and other similar warlike garb. In battle, 
  they fight with massive, enchanted hammers they 
  carve from a metal found on the Elemental Plane 
  of Air, rumored to be the solid form of wind and 
  electricity. Their massive hammers are bright-blue 
  and crackle with electricity.
   
  On their home plane, storm brigands are wild 
  marauders and conquerors. They soar upon the 
  winds in longships perched on the backs of giant, 
  flying lizards. While they are capable of flight, 
  they rely on these transports to carry the treasure 
  and loot they claim from their victims. The Dukes 
  of Air hate them with a passion, and a state of 
  war has long existed between the air elemental 
  kingdoms and the storm brigand raiders that prowl 
  their borders. The few that journey to the Material 
  Plane come seeking easy pickings, preferably 
  poorly-armed merchant caravans bearing the gold 
  and jewels they so strongly covet.
   
  A typical storm brigand is 10 feet tall and 
  weighs only 3 pounds. Storm brigands speak 
  Auran.
  Combat
   
  In battle, storm brigands prefer to attack from 
  above, since residents of the Material Plane are not 
  always canny enough to look for an attack from 
  the air. They use their beacon of lightning ability 
  Saves: Fort +9, Ref +11, Will +6
  Abilities: Str 18, Dex 16, Con 20, Int 10, 
  Wis 14, Cha 16
  Skills: Hide -1, Listen +17, Spot +17
  Feats: Flyby Attack, Improved Critical 
  (stormhammer), Improved Initiative, Power 
  Attack, Weapon Focus (stormhammer)
  Environment: Elemental Plane of Air
  Organization: Solitary or war band (2-10)
  Challenge Rating: 10
  Treasure: Standard
  Alignment: Always neutral evil
  Advancement: 13-24 HD (Large); 25-36 
  HD (Huge)
  Level Adjustment: –
  to blast their enemies with lightning and scatter 
  them with strong gusts of wind. If possible, a 
  storm brigand attacks near a cliff or pit into which 
  the winds it calls can push its foes. Otherwise it 
  wades into combat with its stormhammer, starting 
  first with the weakest-looking enemies it can find 
  and finishing with the most powerful.
   
  Beacon of Lightning (Su): When fighting 
  beneath the open sky, the storm brigand can call 
  down the wrath of wind and storm. By spending 
  a full-round action to slam the ground repeatedly 
  with its stormhammer, the storm brigand generates 
  a powerful, localized storm that scatters its foes 
  with mighty winds and pummels them with searing 
  bolts of lightning. All creatures within 60 ft. of the 
  storm brigand suffer 10d6 points of electricity 
  damage from lightning bolts that rain from the 
  sky. A successful DC 19 Reflex save halves this 
  damage. Furthermore, all creatures within 100 ft. 
  of the storm brigand must make a DC 19 Strength 
  check or be blown 30 ft. directly away from the 
  brigand. Creatures forced into solid objects by 
  this effect suffer 3d6 points of damage. A storm 
  brigand may use this ability once every 10 rounds. 
  The save and check DCs are Charisma-based.
   
  Lightning Bolts (Ex): Storm brigands carry 
  jagged darts forged from raw lightning bolts in 
  their belts. In battle, they fling these items at their 
  enemies as a lightning bolt (caster level 10th, Reflex 
  DC 16 halves). A storm brigand carries a maximum 
  of four bolts and replenishes its supply at a rate of 
  one per day. The save DC is Charisma-based.
  
  176
  10
    
  Stormhammer (Ex): Storm brigands 
  fight with massive sledgehammers forged 
  from a bright, blue metal mined from the Elemental 
  Plane of Air. A stormhammer is a two-handed 
  martial weapon that deals 2d8 points of damage 
  when sized for a Large creature. These weapons 
  are carved with lightning bolts along their hafts 
  and heads, and when wielded by a storm brigand 
  they crackle with lightning. In the hands of a storm 
  brigand, a stormhammer functions as a +2 weapon 
  that deals an additional 2d6 points of electricity 
  damage. Through a special ritual, the stormhammer 
  is bound to the storm brigand. The creature cannot 
  put it down or allow another creature to take it, 
  nor can they be disarmed. It becomes a permanent 
  extension of the storm brigand. When the storm 
  brigand is defeated, this weapon disappears in a 
  puff of blue smoke. A storm brigand can call forth 
  or stow its stormhammer within its body as a move 
  action.
  White Pudding
  Huge Ooze
  Hit Dice: 10d10+40 (95 hp)
  Initiative: -5
  Speed: 20 ft. (4 squares), climb 20 ft.
  Armor Class: 3 (-2 size, -5 Dex), touch 3, 
  flat-footed 3
  Base Attack/Grapple: +7/+18
  Attack: Slam +8 melee (2d6+4 plus 2d6 
  acid)
  Full Attack: Slam +8 melee (2d6+4 plus 
  2d6 acid)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Acid, constrict 2d6+4 plus 
  2d6 acid, improved grab
  Special Qualities: Blindsight 60 ft., 
   
  A variety of the black pudding, the white 
  pudding is found only in cold, frigid lands. It is 
  white in color and uses this to its advantage by 
  ambushing its prey.
   
  The typical white pudding measures 15 feet 
  across and 2 feet thick. It weighs about 18,000 
  pounds.
  Combat
   
  White puddings attack by grabbing and 
  constricting their prey. A motionless white pudding 
  waits for its prey to move within range before 
  striking.
   
  Acid (Ex): The creature secretes a digestive 
  acid that dissolves organic material and metal 
  quickly, but does not affect stone. Any melee 
  hit or constrict attack deals acid damage, and 
  the opponent’s armor and clothing dissolve and 
  become useless immediately unless they succeed 
  on DC 19 Reflex saves. A metal or wooden 
  weapon that strikes a white pudding also dissolves 
  immediately unless it succeeds on a DC 19 Reflex 
  save. The save DCs are Constitution-based.
   
  The pudding’s acidic touch deals 20 points of 
  damage per round to wooden or metal objects, but 
  the ooze must remain in contact with the object for 
  1 full round to deal this damage.
  camouflage, split, ooze traits
  Saves: Fort +7, Ref -2, Will -2
  Abilities: Str 17, Dex 1, Con 19, Int –, Wis 
  1, Cha 1
  Skills: Climb +11
  Feats: –
  Environment: Any cold land and 
  underground
  Organization: Solitary
  Challenge Rating: 10
  Treasure: None
  Alignment: Always neutral
  Advancement: 11-20 HD (Huge); 21-30 
  HD (Gargantuan)
  Level Adjustment: –
   
  Constrict (Ex): A white pudding deals 
  automatic slam and acid damage with a successful 
  grapple check. The opponent’s clothing and armor 
  take a –4 penalty on Reflex saves against the acid.
   
  Improved Grab (Ex): To use this ability, 
  a white pudding must hit with its slam attack. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can constrict.
   
  Camouflage (Ex): Since a white pudding 
  looks like normal snow when at rest, it takes a DC 
  20 Spot check to notice it before it attacks. Anyone 
  with ranks in Survival or Knowledge (nature) can 
  use one of those skills instead of Spot to notice the 
  ooze.
   
  Split (Ex): Slashing and piercing weapons 
  deal no damage to a white pudding. Instead the 
  creature splits into two identical puddings, each 
  with half of the original’s current hit points (round 
  down). A pudding with 10 hit points or less cannot 
  be further split and dies if reduced to 0 hit points.
   
  Skills: A white pudding has a +8 racial bonus 
  on Climb checks and can always choose to take 10 
  on a Climb check, even if rushed or threatened.
  
  177
  11
  Crimson Moth
  Huge Vermin
  Hit Dice: 16d8+80 (152 hp)
  Initiative: +2
  Speed: 20 ft. (4 squares), fly 60 ft. (average) 
  (12 squares)
  Armor Class: 20 (-2 size, +2 Dex, +10 
  natural), touch 10, flat-footed 20
  Base Attack/Grapple: +12/+28
  Attack: Slam +18 melee (1d10+8)
  Full Attack: 2 slams +18 melee (1d10+8)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Blood drain, improved 
  grab, lightning wings, pounce
  Special Qualities: All-around vision, 
  damage reduction 10/bludgeoning, 
   
  Crimson moths are blood-eating insects 
  that grow to enormous heights. Their blood thirst 
  drives them to attack the living and dead alike, 
  laying waste with little warning. Crimson moths 
  nest in remote places, and their cocoons are sought 
  after, said to have the strength of steel.
  Combat
   
  Like all vermin, crimson moths have no 
  intelligence. This means they fight by instinct 
  alone. Natural predators, crimson moths stalk their 
  prey and then pounce. A crimson moth tries to pin 
  a foes and then draw out its blood, draining the 
  opponent of precious vitae through its proboscis. If 
  opposition is too stiff, they break off from combat 
  and fly away in search of easier prey.
   
  Blood Drain (Ex): A crimson moth can drain 
  blood from a living victim by making a successful 
  grapple check. It if pins the foe, it drains blood, 
  dealing 1d6 points of Constitution damage each 
  round the pin is maintained.
  darkvision 60 ft., fast healing 5, uncanny 
  dodge
  Saves: Fort +15, Ref +7, Will +6
  Abilities: Str 26, Dex 15, Con 20, Int —, 
  Wis 13, Cha 5
  Skills: —
  Feats: Flyby AttackB
  Environment: Any land
  Organization: Solitary
  Challenge Rating: 11
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 17-32 HD (Huge); 33-48 
  HD (Gargantuan)
  Level Adjustment: —
   
  Improved Grab (Ex): To use this ability, a 
  crimson moth must hit with both slam attacks. It 
  can then attempt to start a grapple as a free action 
  without provoking an attack of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  can drain blood.
   
  Lightning Wings (Sp): A crimson moth’s 
  wings generate electricity during flight. Once 
  per minute, a crimson moth can discharge a wild 
  surge of electrical power that functions as a chain 
  lightning spell (caster level 16th, save DC 13). 
  The save DC is Charisma-based.
   
  Pounce (Ex): If a crimson moth charges a 
  foe, it can make a full attack.
   
  All-Around Vision (Ex): A crimson moth’s 
  many eyes give it a +2 racial bonus on Spot and 
  Search checks, and it can’t be flanked.
   
  Uncanny Dodge (Ex): The compound 
  eyes of a crimson moth allow it to see in every 
  direction, and its antennae provide a heightened 
  sense of smell. Thus, a crimson moth retains its 
  Dexterity bonus to AC when flat-footed.
  
  178
  11
  Rom
  Large Undead (Incorporeal)
  Hit Dice: 14d12 (91 hp)
  Initiative: +4
  Speed: 40 ft. (8 squares), fly 60 ft. (perfect) 
  (12 squares)
  Armor Class: 18 (-1 size, +4 Dex, +5 
  deflection), touch 18, flat-footed 14
  Base Attack/Grapple: +7/–
  Attack: Greatclub +10 incorporeal melee 
  touch (2d8 plus 1d6 Constitution drain) or 
  incorporeal rock +10 incorporeal ranged 
  touch (2d8 plus 1d4 Constitution drain)
  Full Attack: Greatclub +10/+5 incorporeal 
  melee touch (2d8 plus 1d6 Constitution 
  drain) or incorporeal rock +10/+5 
  incorporeal ranged touch (2d8 plus 1d4 
  Constitution drain)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Constitution drain, 
  incorporeal rock throwing
   
  The rom are a race of ghostly stone giants. 
  In an ancient mythic battle between the dwarves 
  ad the rom, the rom all perished in a massive cave-
  in. The rom have haunted the dwarves ever since. 
  Rom appear as transparent stone giants, and seem 
  to be filled with a never-ending rage. Virtually 
  every encounter with a rom ends in violence.
  Combat
   
  Rom initiate combat without warning, 
  hurling endless ghostly rocks at foes from a safe 
  distance. In melee, a rom uses a ghostly greatclub 
  that drains Constitution from its victims with every 
  hit. Because of the brutal nature of rom, its ability 
  to catch incorporeal rocks is more useful than 
  it might otherwise be since violence frequently 
  erupts between them.
   
  Constitution Drain (Su): Any opponent 
  touched by a rom’s greatclub or its thrown rock 
  must make a Fortitude save DC 22 or take 1d6 
  (greatclub) or 1d4 (rock) points of Constitution 
  drain. The save DC is Charisma-based. Unlike 
  many undead that cause ability drain, rom cannot 
  create spawn.
   
  Incorporeal Rock Throwing (Su): Rom can 
  throw rocks just as a giant can. The rocks thrown 
  by a rom are incorporeal, and the rom can produce 
  them out of thin air. The range increment is 120 
  feet for a rom’s thrown rocks.
  Special Qualities: +4 turn resistance, 
  darkvision 60 ft., daylight powerlessness, 
  incorporeal rock catching, incorporeal traits, 
  undead traits, unnatural aura
  Saves: Fort +4, Ref +8, Will +9
  Abilities: Str –, Dex 18, Con –, Int 10, Wis 
  10, Cha 20
  Skills: Hide +10*, Intimidate +16, Listen 
  +13, Search +11, Spot +13, Survival +10 
  (+12 following tracks)
  Feats: Combat Reflexes, Dodge, Point 
  Blank Shot, Precise Shot, Quick Draw
  Environment: Warm mountains and 
  underground
  Organization: Solitary, gang (2-5), or mob 
  (7-12)
  Challenge Rating: 11
  Treasure: None
  Alignment: Always neutral evil
  Advancement: By character class
  Level Adjustment: –
   
  Daylight Powerlessness (Ex): Rom are 
  utterly powerless in natural sunlight (not merely 
  a daylight spell) and flee from it. A rom caught 
  in sunlight cannot attack and can take only one 
  standard or move action each round.
   
  Incorporeal Rock Catching (Ex): A rom 
  can catch Small, Medium, or Large incorporeal 
  rocks (or projectiles of similar shape). Once per 
  round, a rom that would normally be hit by an 
  incorporeal rock can make a Reflex save to catch 
  it as a free action. The DC is 15 for a Small rock, 
  20 for a Medium one, and 25 for a Large one. (If 
  the projectile provides a magical bonus on attack 
  rolls, the DC increases by that amount.) The rom 
  must be ready for and aware of the attack in order 
  to make a rock catching attempt.
   
  Unnatural Aura (Su): Animals, whether 
  wild or domesticated, can sense the unnatural 
  presence of a rom at a distance of 30 feet. They 
  will not willingly approach nearer than that and 
  panic if forced to do so; they remain panicked as 
  long as they are within that range.
   
  Skills: *A rom gains a +8 racial bonus on 
  Hide checks in rocky terrain.
  
  179
  12
  Lacertrasher
  Huge Aberration
  Hit Dice: 15d8+75 (142 hp)
  Initiative: +5
  Speed: 5 ft. (1 square), fly 40 ft. (average)
  Armor Class: 31 (-2 size, +1 Dex, +22 
  natural), touch 9, flat-footed 30
  Base Attack/Grapple: +11/+27
  Attack: Bite +17 melee (2d8+12/19-20)
  Full Attack: Bite +17 melee (2d8+12/19-20)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Flailing fury
  Special Qualities: Blindsight 200 ft., 
  darkvision 60 ft., magnetic perception, spell 
  resistance 18
  Saves: Fort +10, Ref +6, Will +9
   
  A lacertrasher is a terrible entity magically 
  bred long ago with the sole purpose of causing 
  great damage on the battlefield. It is a metallic ball 
  roughly fifteen feet in diameter, and its outer casing 
  has knobs and ridges, etched with fault lines and a 
  gaping maw full of metallic teeth. Ridged and spiked 
  tentacles shoot out of the fault lines, revealing a 
  hidden compartment within the its body.
   
  Although their original creators are long 
  gone and the secrets to creating them gone as well, 
  lacertrashers continue to lurk in areas of frequent 
  conflicts, hoping to take part in battles to sate their 
  never-ending fury. They horde coins and metallic 
  items, but for what reason sages can only speculate.
   
  A lacertrasher is about 15 feet in diameter 
  and weighs 5,000 pounds. Lacertrashers speak 
  rudimentary Common.
  Combat
   
  Created to be a weapon of war, the lacertrasher 
  is a fierce, if not very bright, opponent. It always 
  engages in combat, roaring and biting, and if it has 
  several opponents near it unleashes its flails.
   
  Flailing Fury (Ex): Once every 1d4 rounds, 
  as a full-round action, the lacertrasher can separate 
  the metal plates that cover its body, releasing 
  Abilities: Str 27, Dex 12, Con 21, Int 4, Wis 
  10, Cha 14
  Skills: Hide -7, Listen +9, Survival +13
  Feats: Cleave, Great Cleave, Improved 
  Critical (bite), Improved Initiative, Power 
  Attack, Track
  Environment: Any plains, hills or 
  underground
  Organization: Solitary or pair
  Challenge Rating: 12
  Treasure: Double standard (metal objects 
  and coins only)
  Alignment: Always chaotic neutral
  Advancement: 16-30 HD (Huge)
  Level Adjustment: –
  dozens of metallic tentacles tipped with blades, 
  barbs, and spikes. In that round the tentacles flail 
  in every direction, striking and tearing apart every 
  being in a 30-foot radius. The lacertrasher makes 
  a single melee attack at its highest attack bonus 
  against every creature in the area of effect and 
  anyone struck takes 2d12+8 points of slashing 
  damage. For the duration of the flailing fury, 
  ranged attacks suffer a -8 penalty against the 
  lacertrasher as missiles are batted aside by the 
  whirling tentacles. However, the lacertrasher’s 
  natural armor is halved (effective AC of 20) during 
  the flailing fury as its armored hide has been 
  opened to unleash the tentacles.
   
  Blindsight (Ex): The lacertrasher is blind, 
  but it can sense objects and living beings by their 
  particular electromagnetic fields in a 200-foot 
  radius.
   
  Magnetic Perception (Ex): The whole 
  body of the lacertrasher is very sensitive to 
  electromagnetic fields, and it can discern the 
  position and condition of every metal object 
  in a 200-foot radius. This gives the creature an 
  uncanny sense of orientation, and a +4 racial bonus 
  on Survival checks.
  
  180
  12 Lord of Dream
  Large Outsider (Chaotic, Evil, Native)
  Hit Dice: 12d8+24 (78 hp)
  Initiative: +6
  Speed: 10 ft. (2 squares)
  Armor Class: 8 (-1 size, -1 Dex), touch 8, flat-
  footed 8
  Base Attack/Grapple: +12/+14
  Attack: Spell +10 melee touch or spell +11 
  ranged touch
  Full Attack: Spell +10 melee touch or spell +11 
  ranged touch
  Space/Reach: 5 ft./10 ft.
  Special Attacks: Improved dominate person
  Special Qualities: Darkvision 60 ft., enter 
  dream, illusion spells, speed of thought, 
  telepathy 100 ft.
  Saves: Fort +10, Ref +7, Will +13
  Abilities: Str 6, Dex 8, Con 15, Int 23, Wis 20, 
  Cha 26
  Skills: Bluff +22, Concentration +16 (+20 
   
  The Lord of Dream is a twisted form whose 
  physical frailty is only compensated for his 
  knowledge and mental abilities. This misshapen 
  humanoid stands half again as tall as a human.  His 
  spine is curved around so that his head is naturally 
  level to his feet. His mottled skin and patchy hair 
  add to the spectacle of his stilted movement.
   
  The Lord of Dream hides himself away in the 
  mountains, building his own personal lair with the 
  blood and sweat of his enslaved minions.  Eight 
  fire giants and six iron golems guard the Lord of 
  Dream’s lair. There are others whom the Lord of 
  Dream enslaved to defend his lair, although they 
  do so in a less than spirited manner, having lost 
  their free will years ago.
   
  The Lord of Dream stands 9 feet tall and 
  weighs 500 pounds. The Lord of Dream speaks 
  Celestial, Draconic, Infernal, and Ignan, and can 
  communicate telepathically with any creature that 
  has a language.
  Combat
   
  The Lord of Dream only uses spells in combat. 
  He would not even consider a physical attack.
   
  Improved Dominate Person (Sp): The Lord 
  of Dream can use improved dominate person once 
  per month on someone who is sleeping. This spell 
  functions as dominate person but with a permanent 
  duration and a limitless range. The Lord of Dream 
  can use this ability on anyone he has successfully 
  scryed for more than six hours. The target must 
  make a DC 24 Will save. Success means the target 
  casting defensively), Craft (alchemy) +20, 
  Decipher Script +20, Diplomacy +26, Disguise 
  +8 (+10 acting), Hide -5, Intimidate +24, Jump 
  -14, Knowledge (arcana) +20, Knowledge 
  (religion) +20, Knowledge (the planes) +20, 
  Listen +19, Search +20, Sense Motive +19, 
  Spellcraft +22 (+24 scrolls), Spot +19, Survival 
  +5 (+7 following tracks, +7 on other planes), 
  Use Magic Device +22 (+26 scrolls)
  Feats: Combat Casting, Greater Spell Focus 
  (illusion), Maximize Spell, Quicken Spell, Spell 
  Focus (illusion)
  Environment: Any mountains
  Organization: Solitary (unique)
  Challenge Rating: 12
  Treasure: Double standard plus Orb of 
  Contemplation
  Alignment: Lawful evil
  Advancement: –
  Level Adjustment: –
  has hideous nightmares, but cannot remember 
  them once awake. Failure means the target wakes 
  up normally and studiously prepares for a long 
  journey. She is compelled to travel to the Lord of 
  Dream’s lair, although she does not consciously 
  know the way. The save DC is Charisma-based.
   
  Enter Dream (Su): The Lord of Dream can 
  enter the dreams of anyone he has scryed upon 
  by concentrating for a full hour. The target is 
  allowed an unconscious save against DC 24. If she 
  succeeds, nothing happens. If she fails, the Lord 
  of Dream can control the sleeper’s dream, appear 
  in whatever form it wishes, and communicate with 
  the sleeping target. When the target wakes, she 
  remembers everything she dreamed that night. 
  The Lord of Dream uses this ability on those who 
  attempt to interfere with his machinations.
   
  Illusion Spells: While within his lair, 
  the Lord of Dream gains spellcasting abilities, 
  exclusively from the school of Illusion, as a 12th- 
  level wizard. The Lord of Dream may prepare any 
  spell from the Illusion school when preparing his 
  daily spells.
   
  Typical Wizard Spells Prepared (4/6/6/5/4/
  4/3; save DC 16 + spell level, illusion save DC 
  18 + spell level): 0–ghost sound (4); 1st–color 
  spray (2), disguise self, magic aura, silent image, 
  ventriloquism; 2nd–blur, invisibility, mirror image 
  (3), misdirection; 3rd–displacement (3), major 
  image (2); 4th–greater invisibility, phantasmal 
  killer, rainbow pattern, shadow conjuration; 
  
  181
  12
  Phoenix
  Huge Magical Beast
  Hit Dice: 16d10+112 (200 hp)
  Initiative: +3
  Speed: 20 ft. (4 squares), fly 80 ft. (average) (16 
  squares)
  Armor Class:  27 (-2 size, +3 Dex, +16 
  natural), touch 11, flat-footed 24
  Base Attack/Grapple: +16/+36
  Attack: Claw +26 melee (2d6+12)
  Full Attack: 2 claws +26 melee (2d6+12) and 
  bite +24 melee (2d8+6)
  Space/Reach: 15 ft./10 ft.
  Special Attacks: Glorious dance, pyre
  Special Qualities: Darkvision 60 ft., low-light 
  vision, luminous
  Saves: Fort +17, Ref +13, Will +11
   
  The phoenix is a heron of enormous size, 
  the prince of birds to which all other birds pay 
  homage. Its red and purple plumage (highlighted 
  by occasional tongues of flame coming out from 
  beneath the feathers) is glorious beyond compare. 
  Its nest is composed of the finest woods. Even 
  its dropping are precious. Its dance is the most 
  beautiful sight that the Egyptians gods permit to 
  exist in the world.
   
  The phoenix is not a predator; it only fights in 
  self-defense or when an obviously hostile intruder 
  gets too close to its nest. Some seek the phoenix 
  for its treasures; others seek it just so they can 
  behold it.
   
  The phoenix dwells in high hills, sometimes 
  close to flaming mountains, where its dance is said 
  by some to cause earthquakes. A phoenix’s natural 
  lifespan is 1000 years.
  Combat
   
  Glorious Dance (Su): A phoenix may spend 
  a full round action dancing in place, fanning its 
  feather flames with its wings. This dance is so 
  beautiful that creatures with 8 Hit Dice or less 
  that come within 30 feet of the dancing phoenix 
  must succeed on a DC 33 Will save or die, and any 
  creature between 8–16 Hit Dice must succeed on 
  5th–dream, maximized mirror image, nightmare, 
  shadow 
  evocation; 
  6th–mislead, 
  quickened 
  invisibility, shadow walk.
   
  Speed of Thought (Ex): The Lord of Dream 
  may apply his Intelligence modifier instead of his 
  Dexterity modifier to initiative checks.
  Abilities: Str 34, Dex 16, Con 24, Int 10, Wis 
  22, Cha 40
  Skills: Listen +16, Perform (dance) +36, Spot 
  +16
  Feats: Dodge, Flyby Attack, Mobility, 
  Multiattack, Snatch, Skill Focus (perform 
  [dance])
  Environment: Temperate and warm mountains
  Organization: Solitary or pair
  Challenge Rating: 12
  Treasure: No coins; double goods (gems only); 
  no items
  Alignment: Always neutral
  Advancement: 17-32 HD (Huge); 33-48 HD 
  (Gargantuan)
  Level Adjustment: –
  a DC 33 Will save or be affected as if by the slow 
  spell as long as the phoenix dances. Those with 
  more than 16 Hit Dice are immune to this effect. 
  While it is dancing, the flames serve as a fire shield 
  that protects from fire-based attacks (caster level 
  20th). The save DC is Charisma-based.
   
  Pyre (Su): When a phoenix dies, the flames 
  that constantly surround it expand and intensify to 
  consume its body. Everything within 120 feet takes 
  16d6 points of fire damage (Reflex DC 25 half); 
  neither evasion nor improved evasion help reduce 
  this damage. The save DC is Constitution-based.
   
  A full 24 hours after its death, a new phoenix 
  rises from the ashes of the old. It then encases the 
  ashes of its predecessors in a beautifully ornate 
  golden egg of myrrh and flies away to far away 
  lands, placing it at the altar of a god of the sun. The 
  egg is worth a great fortune, but anyone interrupting 
  the journey of the new phoenix becomes the victim 
  of a curse so powerful that most mortal spellcasters 
  aren’t capable of removing it.
   
  Luminous (Su): A phoenix constantly radiates 
  a rosy dawn light in a 200-foot radius, which casts 
  no shadows. No magical spell or force short of a 
  god’s power can dispel the light of a phoenix.
   
  Orb of Contemplation: This large 
  crystal, roughly six feet across, is mounted 
  on an ornate silver mantle in one room of the Lord 
  of Dream’s lair. With it, the Lord of Dream can 
  scry to scour the planes for prospective servants 
  who can aid him. The Orb functions as a crystal 
  ball with true seeing. The Orb of Contemplation is 
  a major artifact. CL 20th; Weight 7 lbs.
  
  182
  12 Scalrath, Major
  Medium Monstrous Humanoid
  Hit Dice: 9d8+45 (85 hp)
  Initiative: +2
  Speed: 30 ft. (6 squares), swim 30 ft.
  Armor Class: 19 (+2 Dex, +7 natural), touch 
  12, flat-footed 17
  Base Attack/Grapple: +9/+12
  Attack: Scimitar +13 melee (1d6+3/18-20 
  and poison) and 8 snake bites +7 melee (1 per 
  snake, and poison)
  Full Attack: Scimitar +11/+6 melee (1d6+3/
  18-20 and poison) and scimitar +11 melee 
  (1d6+1/18-20 and poison) and 8 snake bites +7 
  melee (1 per snake and poison)
  Space/Reach: 5 ft./5 ft. (snakes 10 ft.)
  Special Attacks: Snakes, poison, spells
  Special Qualities: Damage reduction 5/magic, 
  darkvision 60 ft., immunity to paralysis, 
  poison, and sleep, resistance to cold 20, spell 
   
  Scalraths are an evil, snakelike race of 
  creatures that are rumored to be related to 
  medusas. Major scalraths look like clean-shaven, 
  seemingly hairless humanoids until their chests 
  split open, revealing a twisting mass of serpents 
  whose fangs drip with poison. Scalraths come 
  in two varieties: minor and major. Both are 
  potentially birthed from the same clutch of eggs, 
  and males of both subspecies can fertilize females 
  of both subspecies.
   
  A typical major scalrath is 5 to 7 feet tall and 
  about the same weight as a human. Major scalraths 
  speak Common, Undercommon, and Scalrath, a 
  hissing derivation of Infernal.
  Combat
   
  Major scalraths usually try to conceal their 
  true nature if at all possible. They typically fight 
  with weapons and spellcasting as if they were 
  human, even to the point of adopting popular 
  skirmish tactics. If there is no way to prevent their 
  nature from being revealed, however, they pull 
  their bellies open to bite at opponents with their 
  serpentine heads.
   
  Their lairs are often defended with traps, 
  magical and otherwise, as well as a kennel of 
  minor scalraths.
   
  Poison (Ex): Injury, Fortitude DC 17; initial 
  and secondary damage 1d8 Constitution. This poison 
  is alchemically distilled from the scalraths’ own 
  snake venom. The save DC is Constitution-based.
   
  If a victim is bitten by multiple snakes 
  during the same round, the DC for the saving 
  resistance 15
  Saves: Fort +8, Ref +8, Will +8
  Abilities: Str 17, Dex 15, Con 20, Int 15, Wis 
  15, Cha 17
  Skills: Bluff +8, Concentration +14, Craft 
  (alchemy) +6, Decipher Script +5, Diplomacy 
  +5, Disguise +13 (+15 acting), Hide +6, 
  Intimidate +5, Knowledge (arcana) +9, Listen 
  +7, Search +7, Spellcraft +11, Spot +7, Swim 
  +11
  Feats: Alertness, Extend Spell, Two-Weapon 
  Fighting, Weapon Focus (scimitar)
  Environment: Any hills and mountains
  Organization: Solitary, pair, or cabal (3-5)
  Challenge Rating: 12
  Treasure: Standard
  Alignment: Usually lawful evil
  Advancement: 10-18 HD (Medium)
  Level Adjustment: —
  throw increases by 1 for each bite after the first. 
  For example, a creature bitten by four snakes in 
  the same round would have to make a DC 18 
  Fortitude save for the second bite, DC 19 for the 
  third bite, and DC 20 for the fourth bite. However, 
  Constitution damage from multiple bites does not 
  stack, meaning that the most Constitution damage 
  a victim can suffer from the snakebites is 16 
  points (8 of which must be inflicted as secondary 
  damage). Major scalrath venom is considered 
  a natural poison for the purposes of certain 
  creatures’ poison immunity (such as major-level 
  druids, etc.).
   
  A major scalrath can also alchemically distill 
  a poison from its own venom to use to coat its 
  weapons. The initial and secondary damage is 
  lessened to 1d4 Constitution.
   
  Snakes (Ex): An average major scalrath 
  has 10 to 15 poisonous snakes attached to its 
  spine inside its abdomen. It can strike with up to 
  8 snakes at once; these serpents can be severed if 
  specifically targeted with a slashing weapon (AC 
  20, 10 hp). A scalrath can regrow servered snakes 
  in 1d4+4 days. These snakes attack as their own 
  entities, acting independently from the major 
  scalrath. Thus, should a major scalrath be rendered 
  unconscious, the snakes are still active (though if 
  the major scalrath dies, the snakes perish as well).
   
  Spells: A major scalrath casts arcane spells as 
  a sorcerer (caster level equals scalrath’s Hit Dice). 
  They favor spells that in some way diminish, pain, 
  
  183
  12
  Stone Slider Ghoul
  Medium Undead
  Hit Dice: 15d12 (97 hp)
  Initiative: +7
  Speed: 40 ft. (8 squares)
  Armor Class: 23 (+3 Dex, +6 natural, +4 
  masterwork chain shirt), touch 13, flatfooted 20
  Base Attack/Grapple: +7/+11
  Attack: +1 greatsword +12 melee (2d6+7/ 
  19-20) or claw +11 melee (1d6+4)
  Full Attack: +1 greatsword +12/+7 melee 
  (2d6+7/19-20) or 2 claws +11 melee (1d6+4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Desecrate, leech life, rebuke 
  undead, spell-like abilities
  Special Qualities: +4 turn resistance, damage 
  reduction 5/good and magic, darkvision 60 
  ft., incorporeality, servant of undeath, spell 
  resistance 16, undead traits
  Saves: Fort +5, Ref +8, Will +11
  Abilities: Str 18, Dex 17, Con —, Int 17, Wis 
  14, Cha 20
   
  This being seems to be a simple ghoul or 
  some other such undead, although one clad in fine 
  armor and wearing expensive jewelry.
  Combat
   
  A stone slider ghoul uses incorporeality to 
  slide into the ground, then rise up amidst enemy 
  troop formations, wreck havoc, and slip once again 
  back into the ground. Enemies who approach the 
  ghoul are weakened by its leech strength ability. 
  The stone slider ghoul usually fights with a unit 
  of lesser undead such as zombies, skeletons, or 
  ordinary ghouls, using spell-like abilities to deal 
  with enemies who remain while healing its undead 
  minions. A stone slider ghoul’s natural weapons, as 
  well as any weapons it wields, are treated as evil-
  aligned and magic for the purpose of overcoming 
  damage reduction.
  or warp their opponents, often tending toward 
  Necromancy or Transmutation spells.
   
  Typical Sorcerer Spells Known (6/7/7/7/4 per 
  day, caster level 9th; save DC 13 +  spell level): 
  0–acid splash, arcane mark, daze, detect magic, 
  detect poison, mage hand, read magic, touch 
  of fatigue; 1st–chill touch, expeditious retreat, 
  mage armor, magic weapon, ray of enfeeblement; 
  2nd–bear’s endurance, cat’s grace, mirror image, 
  scorching ray (4); 3rd–fly, haste, vampiric touch; 
  4th–bestow curse, enervation.
   
  Spell Resistance (Ex): A major 
  scalrath has spell resistance equal to 11 + 
  half its Hit Dice (15 for a typical major scalrath).
   
  Skills: A major scalrath has a +2 racial bonus 
  on Knowledge (arcana), Search, and Spellcraft 
  checks, as well as a +6 racial bonus on Disguise 
  checks. It also has a +8 racial bonus on any Swim 
  check to perform some special action or avoid a 
  hazard. It can always choose to take 10 on a Swim 
  check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims 
  in a straight line.
  Skills: Appraise +12, Balance +11, 
  Concentration +14, Climb +12, Intimidate +23, 
  Jump +12, Listen +20, Move Silently +11, 
  Search +12, Spot +20, Swim +13
  Feats: Combat Casting, Dodge, Extra Turning, 
  Improved Initiative, Mobility, Spring Attack 
  Environment: Any land and underground
  Organization: Solitary, pair, clique (3-5), 
  detachment (6-10, plus each Gormul ghoul is 
  normally accompanied by 15+ HD worth of 
  undead such as skeletons, zombies, ghouls, or 
  ghasts)
  Challenge Rating: 12
  Treasure: No coins, double goods (gems and 
  jewelry); standard items
  Alignment: Always lawful evil
  Advancement: 16-30 HD (Medium); 31-45 
  HD (Large)
  Level Adjustment: —
   
  Desecrate (Su): The stone slider ghoul 
  permanently radiated a desecrate effect, as the 
  spell (caster level equals the ghoul’s HD), in a 30-
  foot radius.
   
  Leech Life (Su): Any living being within 
  30 foot of a stone slider ghoul must make a DC 
  22 Fortitude save each round or take 1 point of 
  Strength damage. For every additional stone slider 
  ghoul within 30 feet of each other, the leech life 
  radius of each is extended by 10 feet. Thus, if 
  2 stone slider ghouls are within 30 feet of one 
  another, both have their radius extended to 40 feet.  
  If 5 stone slider ghouls are all within 30 feet, each 
  has this effect extended to a 70-foot radius. In any 
  case, a creature within overlapping radii need only 
  save once each round.
   
  A creature whose Strength score is reduced 
  to 0 by this ability and then dies rises upon the 
  following midnight as a ghoul.
  
  184
  12
   Rebuke Undead (Su): Stone slider ghouls 
  can rebuke or command undead as evil 
  clerics (effective cleric level equals the ghoul’s 
  HD).  Due to their Extra Turning feat, they may do 
  so 12 times per day.
   
  Spell-Like Abilities: At will–command 
  undead (DC 17), ghoul touch (DC 17); 3/day–
  control undead (DC 22), mass inflict light wounds 
  (DC 20); 1/day–unholy aura (DC 23). Caster level 
  15th. The save DCs are Charisma based.
   
  Incorporeality (Su): As a standard action, 
  a stone slider ghoul may make itself and all of its 
  equiptment incorporeal. Becoming material again 
  is a free action.
   
  Servant of Undeath (Ex): Stone slider 
  ghouls cannot be controlled, though they can be 
  turned, destroyed, or rebuked.
  Summit Sentinel
  Large Outsider (Earth, Native)
  Hit Dice: 12d8+60 (114 hp)
  Initiative: +0
  Speed: 30 ft. (6 squares)
  Armor Class: 17 (-1 size, +8 natural), touch 9, 
  flat-footed 17
  Base Attack/Grapple: +12/+23
  Attack: Slam +18 melee (2d6+7)
  Full Attack: 2 slams +18 melee (2d6+7)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Improved grab, power throw, 
  spell-like abilities
  Special Qualities: Damage reduction 
  5/–, darkvision 60 ft., outsider traits, spell 
  resistance 22
  Saves: Fort +13, Ref +8, Will +10 
   
  Summit sentinel are fifteen-foot tall, faceless 
  stone statutes to guard the planar gates that appear 
  when the junction of earth elemental energies 
  (in the form of titanic mountains) intersects 
  with the howling wind elemental energies of the 
  upper atmosphere. These shimmering portals are 
  gateways between the material plane and almost 
  any point across the outer planes, allowing travel 
  of incredible distances in an instant.
   
  To watch these gateways and prevent their 
  abuse, the elemental lords created the summit 
  sentinels. These faceless stone statues carved from 
  the mountain’s living rock stand at the gates to 
  prevent mortals from accessing the realms beyond 
  too easily. The gates are so durable that no method 
  has yet been found to destroy them. Many epic 
  tales tell of heroes who had to find a gateway and 
  defeat the summit sentinels watching it in order to 
  complete their quest.
   
  Summit sentinels owe allegiance to the 
  elemental lords who, through a compact with the 
  gods, crafted them to watch the mountain portals. 
  They restrain all other creatures from entering or 
  leaving the gates. While the sentinels may not be 
  powerful enough to hamper all who would use the 
  passages, their defeat or destruction soon draws the 
  attention of the elemental lords who, depending on 
  Abilities: Str 24, Dex 10, Con 20, Int 6, Wis 
  14, Cha 14 
  Skills: Climb +22, Concentration +20, Hide 
  +11, Listen +19, Move Silently +15, Spot +19
  Feats: Alertness, Blind-Fight, Improved 
  Sunder, Power Attack, Quicken Spell-Like 
  Ability (obscuring mist)
  Environment: Any mountains
  Organization: Solitary or guard detail (2-6)
  Challenge Rating: 12
  Treasure: Standard
  Alignment: Always neutral
  Advancement: 13-24 HD (Large); 25-36 HD 
  (Huge)
  Level Adjustment: –
  the nature of the infraction, may send stone giants, 
  xorn, or other creatures to avenge their loss.
   
  A typical summit sentinel stands 15 feet tall 
  and weighs 5,000 pounds. Summit sentinels speak 
  Terran.
  Combat
   
  In battle, a summit sentinel relies on its 
  spell-like and combat abilities in equal measure. It 
  prefers to guard narrow mountain passes near cliffs 
  and other sharp drops, allowing it to maximize its 
  power throw ability. With its Blind-Fight feat, 
  it usually uses obscuring mist to provide itself 
  with cover and force its enemies to fight at a 
  disadvantage. Once its opponents are lured in 
  close, it uses blade barrier to separate them or keep 
  them at a distance and animate objects to quickly 
  produce some useful allies.
   
  Improved Grab (Ex): To use this ability, a 
  summit sentinel must hit with both slam attacks. It 
  can then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it wins 
  the grapple check, it establishes a hold and can use 
  its power throw ability on its next action.
   
  Power Throw (Ex): If a summit sentinel 
  makes a successful grapple check against a held 
  opponent, it may pick up its opponent and throw 
  him. A sentinel can throw an opponent up to 100 
  
  185
  12
  feet; for every full 100 pounds the creature weighs, 
  reduce this distance by 10 feet. A thrown creature 
  takes ld6 points of damage for every 10 feet it 
  travels in addition to any falling damage it may 
  suffer. Summit sentinels usually attempt to throw 
  their opponents off cliffs, into pits, or towards other 
  spots that can remove them from the battle.
  Ungroton
   
  Spell-like Abilities: At will–cause 
  fear (DC 13), command (DC 13), 
  obscuring mist; 3/day–air walk, greater command 
  (DC 17), hold person (DC 15), invisibility purge, 
  silence (DC 14); l/day–animate objects, blade 
  barrier (DC 18), harm (DC 18). Caster level 12th. 
  The save DCs are Charisma-based.
  Large Construct
  Hit Dice: 16d10+30 (118 hp)
  Initiative: -1
  Speed: 30 ft. (6 squares)
  Armor Class: 28 (-1 size, -1 Dex, +20 
  natural), touch 8, flat-footed 28
  Base Attack/Grapple: +12/+26
  Attack: Slam +21 melee (2d10+10)
  Full Attack: 2 slams +21 melee (2d10+10)
  Space/Reach: 10 ft./10 ft.
  Special Attacks: Adhesive orb
  Special Qualities: Construct traits, damage 
  reduction 10/adamantine, darkvision 60 ft., 
  immunity to magic, low-light vision, weapon 
  adhesion
   
  Crafted from an unusual combination of 
  tar and rock, the ungroton appears as a roughly 
  humanoid creature standing eight feet tall and 
  weighing 500 pounds. Globs of sticky black 
  tar connect its rocky appendages to its nearly 
  cylindrical torso. Although largely humanoid 
  in appearance, two curved stone horns protrude 
  from its forehead, just above its two black eyes of 
  smouldering tar. Unlike most golems, ungrotons 
  possess a fluid gait and are able to run, a by-
  product of its adhesive tar joints.
  Combat
   
  Although rarely seen, the fearsome presence 
  of an ungroton strikes fear in even the bravest 
  combatants. Nonetheless many opponents marvel 
  at the creature’s remarkable grace, a stark contrast 
  to the rigid mobility of most golems.
   
  Adhesive Orb (Su): As a standard action, an 
  ungroton can hurl a two-foot diameter orb of hot, 
  sticky tar at a single target up to 20 feet away. This 
  strikes as a ranged touch attack and deals 1d6+10 
  points of damage plus 1d6 points of fire damage. 
  Furthermore, the tar adheres to the target’s armor, 
  causing the target to be entangled for 2d6 rounds.
   
  Immunity to Magic (Ex): An ungroton 
  is immune to any spell or spell-like ability that 
  Saves: Fort +5, Ref +4, Will +5
  Abilities: Str 31, Dex 9, Con –, Int –, Wis 11, 
  Cha 1
  Skills: –
  Feats: –
  Environment: Any mountain and underground
  Organization: Solitary or gang (2-4)
  Challenge Rating: 12
  Treasure: None
  Alignment: Always neutral
  Advancement: 17-32 HD (Large)
  Level Adjustment: —
  allows spell resistance. In addition, certain 
  spells and effects function differently against the 
  creature, as noted below.
   
  A shatter spell inflicts 3d6 points of damage 
  to an ungroton, with no saving throw.
   
  A transmute rock to mud spell slows an 
  ungroton (as the slow spell) for 2d4 rounds with no 
  saving throw, while transmute mud to rock heals 
  5d6 of its lost hit points.
   
  Weapon Adhesion (Ex): The thick tar that 
  composes an ungroton acts as a powerful adhesive, 
  holding fast items that touch it. A weapon that 
  strikes an ungroton is stuck fast unless the wielder 
  succeeds on a DC 18 Reflex save. Prying off a 
  stuck weapon requires a DC 18 Strength check. 
  The save and check DCs are Constitution-based.
  Construction
   
  An ungroton’s construction requires 1,000 
  pounds of rock and 250 pounds of tar. The materials 
  to construct the body cost 2,500 gp. Creating the 
  body requires a DC 19 Craft (sculpting) check or a 
  DC 19 Craft (stonemasonry) check.
   
  CL 16th; Craft Construct, geas/quest, limited 
  wish, polymorph any object, web, caster must be at 
  least 16th level; Price 145,000 gp; Cost 75,000 gp 
  +1,800 XP.
  
  186
  13 Alruii
  Huge Magical Beast
  Hit Dice: 20d10+40 (150 hp)
  Initiative: +8
  Speed: 30 ft. (6 squares), fly 150 ft. 
  (average)
  Armor Class: 21 (-2 size, +4 Dex, +9 
  natural), touch 12, flat-footed 17
  Base Attack/Grapple: +20/+33
  Attack: Bite +23 melee (2d8+5)
  Full Attack: Bite +23 melee (2d8+5) and 2 
  claws +18 melee (2d6+2)
  Space/Reach: 15 ft /15 ft.
  Special Attacks: Frightful presence
  Special Qualities: Damage reduction 5/
  magic, immunity to fear, keen vision, ward
  Saves: Fort +14, Ref +16, Will +5
   
  The alruii, or “wardhawk” as its name 
  means in elven, is a magnificent raptor found in 
  temperate forests and mountains. Wardhawks are 
  fond of elves, and often work with them as mounts, 
  protectors, and sentinels. An alruii is a fearless 
  combatant, willing to take on even dragons that 
  threaten its allies or others of its kind.
   
  A wardhawk stands about 15 feet tall when 
  perched, has a wingspan of up to 30 feet, and weighs 
  about 1,500 pounds. Wardhawks speak Elven.
  Combat
   
  In 
  combat, 
  an 
  alruii 
  is 
  unrelenting, 
  descending in a whirlwind of claws and fury.
   
  Frightful Presence (Ex): An alruii is a 
  creature of sublime beauty, capable of inspiring fear 
  in its opponents whenever it attacks, charges, or flies 
  overhead. Creatures within 210 feet having fewer 
  Abilities: Str 20, Dex 18, Con 15, Int 7, Wis 
  9, Cha 23
  Skills: Hide -4, Listen +10, Search +3, Spot 
  +10*
  Feats: Alertness, Flyby Attack, Hover, 
  Improved Natural Attack (bite, claw), 
  Improved Initiative, Power Attack
  Environment: Temperate forests and 
  mountains
  Organization: Solitary, pair, or flight (5-8)
  Challenge Rating: 13
  Treasure: Standard
  Alignment: Usually neutral good
  Advancement: 21-40 HD (Huge); 41-60 
  HD (Gargantuan)
  Level Adjustment: —
  Hit Dice than the alruii must succeed at a DC 26 
  Will save to avoid this effect. On a failure, creatures 
  with 4 or fewer HD become panicked for 4d6 rounds 
  and those with 5 or more HD become shaken for 4d6 
  rounds. The save DC is Charisma-based.
   
  Keen Vision (Ex): An alruii sees three times 
  as well as a human in low-light conditions and four 
  times as well in normal light. Wardhawks have 
  darkvision to 120 feet.
   
  Ward (Su): Once per day, as a standard action, 
  an alruii is capable of erecting an aura of protection 
  around itself and any riders. A radiant sphere 
  encircles it, granting the alruii a +16 deflection 
  bonus to AC. Any creature(s) riding the alruii also 
  gain this benefit. The ward lasts for 1 minute.
   
  Skills: *Wardhawks receive a +16 racial 
  bonus on Spot checks in daylight.
  Flora and Fauna
   
  Blood flower: A milkweed whose sap is lethal to insects. It secrets a milky rubbery liquid when its 
  leaves or stems are damaged. It also attracts bees with it fragrant nectar and traps them in a chamber. The 
  strong bees escape, but not before the blood flower drops its pollen sac.
  
  187
  13
  Gallows Tree
  Huge Plant
  Hit Dice: 16d8+96 (168 hp)
  Initiative: +5
  Speed: 20 ft. (4 squares)
  Armor Class: 24 (-2 size, +1 Dex, +15 
  natural), touch 9, flat-footed 23
  Base Attack/Grapple: +12/+30
  Attack: Slam +21 melee (2d6+10/19-20x2)
  Full Attack: 6 slams +21 melee (2d6+10/
  19-20x2)
  Space/Reach: 15 ft/15 ft.
  Special Attacks: Create gallows tree zombie, 
  gallows tree zombies, improved grab
  Special Qualities: Damage reduction 10/
  magic and slashing, low-light vision, plant 
  traits, resistance to fire 10, tremorsense 60 ft.
   
  The gallows tree is a massive, tall tree 
  with thick branches from which hang several 
  humanoid corpses tightly secured by their necks 
  with greenish-brown ropes. Its canopy is thick and 
  busy, and its trunk is mottled brown.
   
  Gallows trees are sentient plants that sustain 
  themselves on the internal organs and body 
  fluids of living creatures. They use deception to 
  lure potential prey into range at which time they 
  unleash the gallows tree zombies attached to their 
  branches to kill or capture the prey.
   
  While mobile, a gallows tree prefers to 
  remain in one spot for an extended length of 
  time (usually until its food supply in the area 
  runs out). From this location, it simply waits for 
  prey and then attacks when such beings come into 
  view. Gallows trees do not collect treasure but 
  occasionally such items (the remnants of devoured 
  prey) are found in the vicinity of the creature.
   
  A gallows tree is at least 30 feet tall and 
  weighs over 5,000 pounds. Gallows trees, though 
  intelligent, do not speak any language.
  Combat
   
  A gallows tree normally stands idle, lowering 
  its zombies to the ground when living prey come 
  within 100 feet of the tree. If a foe comes within 
  15 feet of the tree itself, it lashes out with its 
  sharpened branches or attempts to grab the foe. 
  A grabbed foe is subjected to additional damage 
  as the gallows tree pummels it with its other 
  branches. Occasionally the tree works in concert 
  with its zombies, grabbing a foe and holding it 
  while its zombies pound it into goop. Slain targets 
  are dragged close to the tree, sliced open, and their 
  innards devoured by the tree’s roots.
   
  Create Gallows Tree Zombie (Su): When 
  a creature dies within 15 feet of a gallows tree, 
  it uses a sharpened tendril to slice open the 
  creature’s abdomen, thereby spilling the corpse’s 
  innards on the ground. The organs and fluids are 
  then absorbed by the tree’s roots. Corpses of a size 
  other than Medium or Large are simply left to rot. 
  Medium or Large corpses are filled with a greenish 
  pollen fired from one of the tree’s branches. The 
  abdominal wound heals over the next 1d4 days, at 
  which time the slain creature rises as a gallows tree 
  zombie connected by a tether-vine to the gallows 
  tree that created it. Gallows tree zombies possess 
  none of their former abilities.
   
  Gallows Tree Zombie (Ex): Each gallows 
  tree has several gallows tree zombies connected to 
  it. A Huge gallows tree may have no more than 7 
  gallows tree zombies connected to it at one time. A 
  Gargantuan gallows tree can have a maximum of 
  11 zombies connected to it at any given time. See 
  the gallows tree zombie entry (p. 75) for details.
   
  Improved Grab (Ex): To use this ability, a 
  gallows tree must hit with its slam attack. It can 
  then attempt to start a grapple as a free action 
  without provoking attacks of opportunity. If it 
  wins the grapple check, it establishes a hold and 
  deals automatic slam damage each round the hold 
  is maintained.
   
  Tremorsense (Ex): Gallows trees can 
  automatically sense the location of anything within 
  60 feet that is in contact with the same vegetation 
  that the tree is touching.
  Saves: Fort +16, Ref +6, Will +7
  Abilities: Str 30, Dex 12, Con 23, Int 10, 
  Wis 14, Cha 6
  Skills: Hide -7, Jump +4, Listen +21, Move 
  Silently +20
  Feats: Cleave, Great Cleave, Improved 
  Critical (slam), Improved Initiative, Power 
  Attack, Weapon Focus (slam)
  Environment: Temperate and warm forest, 
  hill, marsh, and plains
  Organization: Grove (1 gallows tree, plus 
  6-11 gallows tree zombies)
  Challenge Rating: 13
  Treasure: 50% standard
  Alignment: Always neutral
  Advancement: 17-24 HD (Huge); 25-48 
  HD (Gargantuan)
  Level Adjustment: –
  
  188
  13 King of the Tengu
  Medium Monstrous Humanoid
  Hit Dice: 16d8+48 (120 hp)
  Initiative: +8
  Speed: 30 ft. (6 squares), fly 90 ft. (poor)
  Armor Class: 20 (+4 Dex, +6 natural), 
  touch 14, flat-footed 16
  Base Attack/Grapple: +16/+20
  Attack: Katana (masterwork bastard sword) 
  +22 melee (1d10+8/19-20) or claw +20 
  melee (1d6+4)
  Full Attack: Katana (masterwork bastard 
  sword) +22/+17/+12/+7 melee (1d10+8/19-
  20) or 2 claws +20 melee (1d6+4)
  Space/Reach: 5 ft./5 ft.
  Special Attacks: Battle cry, spells
  Special Qualities: Change shape, 
  darkvision 60 ft., deflect arrows, weapon 
  mastery
  Saves: Fort +8, Ref +14, Will +11
  Abilities: Str 18, Dex 18, Con 16, Int 15, 
  Wis 13, Cha 16
   
  The king of the tengu is a hybrid of a man 
  and a bird. He bears a raven’s head, a falcon’s 
  talons, and a humanoid’s frame although he often 
  polymorphs into a human shape while wandering 
  the landscape.
   
  The king of the tengu prefers isolated places 
  of natural beauty, like a mountain lake or an 
  uninhabited glade. When he does interact with 
  society, his blade skills and entourage of warriors 
  often speak first.
   
  The king of the tengu stands nearly 7 feet 
  tall and weighs 225 pounds. The king of the tengu 
  speaks Abyssal, Auran, and Common.
  Combat
   
  The king of the tengu is much like his many 
  loyal followers: a master of disguise and trickery, 
  and an expert swordsman. He prefers duels to 
  massed battles, and uses his Spring Attack ability 
  to strike and run. If forewarned, he uses defensive 
  magics such as shield, stoneskin, and resist energy 
  spells to ward off weapons and magical attack.
   
  Battle Cry (Su): Every other round, the king 
  of the tengu can release his battle cry as a free 
  action.  This powerful squawk functions as a shout 
  spell (caster level 12th).
   
  Change Shape (Su): The king of the tengu 
  can assume the shape of any humanoid or oni 
  (such as an ogre mage). In humanoid or oni form, 
  the king of the tengu loses its natural attacks. The 
  Skills: Appraise +7 (+9 weapons), 
  Balance +9, Bluff +8, Concentration +14, 
  Craft (weaponsmithing) +17, Diplomacy 
  +7, Disguise +8 (+10 acting), Gather 
  Information +8, Hide +9, Intimidate +10, 
  Listen +6, Search +7, Sense Motive +6, 
  Spellcraft +7, Spot +6, Survival +1 (+3 
  following tracks)
  Feats: Combat Expertise B, Combat 
  ReflexesB, Deflect Arrows B, Dodge, 
  Improved Initiative, Mobility, Spring 
  Attack, Weapon Focus (katana), Weapon 
  Specialization (katana)B, Whirlwind Attack
  Environment: Temperate and cold 
  mountains and forests
  Organization: Solitary
  Challenge Rating: 13
  Treasure: Standard
  Alignment: Chaotic evil
  Advancement: –
  Level Adjustment: –
  king of the tengu can remain in its humanoid or 
  oni form until it chooses to assume a new one. A 
  change in form cannot be dispelled, but the king of 
  the tengu reverts to its natural form when killed. A 
  true seeing spell or ability reveals its natural form.
   
  Spells: The king of the tengu casts spells as 
  a 12th-level sorcerer. He prefers spells that trick 
  and confuse his enemies. A typical spell list mostly 
  includes spells from the Enchantment, Illusion, 
  and Transmutation schools, although he also has 
  one or two damaging spells in his repertoire for 
  situations that require them.
   
  Typical Sorcerer Spells Known (6/7/7/7/6/5/3 
  per day, caster level 12th; save DC 13 + spell 
  level): 0–daze, detect magic, ghost sound, light, 
  mage hand, message, open/close, read magic, 
  touch of fatigue; 1st–charm person, mage armor, 
  magic missile, shield, true strike; 2nd–bear’s 
  endurance, bull’s strength, cat’s grace, mirror 
  image, resist energy; 3rd–displacement, haste, 
  greater magic weapon, keen edge; 4th–confusion, 
  greater invisibility, stoneskin; 5th–feeblemind, 
  hold monster; 6th–greater heroism.
   
  Deflect Arrows: With a weapon in his hands, 
  the king of the tengu can use his Deflect Arrows 
  feat to deflect a number of ranged attacks directed 
  at him equal to 1 plus his Dexterity modifier. 
  Without a weapon, he is limited to deflecting just 
  one ranged attack per round as granted by the feat.
  
  189
  13
  Wispheri
  Gargantuan Giant
  Hit Dice: 20d8+140 (230 hp)
  Initiative: +2
  Speed: 50 ft. (10 squares)
  Armor Class: 20 (-4 size, +2 Dex, +12 
  natural), touch 8, flat-footed 18
  Base Attack/Grapple: +15/+42
  Attack: Greatclub +26 melee (4d8+22)
  Full Attack: Greatclub +26/+21/+16 melee 
  (4d8+22)
  Space/Reach: 20 ft./20 ft.
  Special Attacks: Spell-like abilities
  Special Qualities: Blink, damage reduction 
  10/magic, low-light vision, spell resistance 23
  Saves: Fort +19, Ref +10, Will +10
  Abilities: Str 40, Dex 14, Con 25, Int 17, 
  Wis 15, Cha 18
   
  The wispheri are all that remain of a cursed 
  people, a race of men who grew so large that they 
  began dissolving into mist.
   
  The wispheri say that they were once 
  human, and their heritage is obvious at a glance. 
  Wispheri appear as men and women dressed in 
  ragged robes, with slate-gray skin and dark hair. 
  A wispheri’s body, along with anything he carries, 
  intermittently fades and dissolves into pale yellow 
  mist. The mist maintains the features of the giant 
  for a moment before dispersing, then coalesces to 
  form the wispheri again. The transformation is not 
  harmful to the wispheri, who forms solidly on the 
  Ethereal Plane when the mist disperses. There, the 
  process reverses and repeats itself–the wispheri 
  dissolves, forms on the Material Plane, then begins 
  to dissolve again. A wispheri must be careful when 
  traveling ethereally, to avoid forming inside an 
  object on returning to the Material Plane.
   
  Wild animals, from either the Ethereal or 
  Material Plane, compose the wispheri diet. Though 
  they can live to be over 500 years old, wispheri 
  grow larger and discorporate more often as they 
  age, and most dissolve completely before reaching 
  Skills: Balance +7, Climb +20, 
  Concentration +22 (+26 casting 
  defensively), Craft or Knowledge (any one) 
  +21, Craft (alchemy) +21, Hide -10, Jump 
  +23, Knowledge (arcana) +23, Listen +10, 
  Spellcraft +23, Spot +10
  Feats: Combat Casting, Greater Spell 
  Penetration, Iron Will, Lightening Reflexes, 
  Quicken Spell-Like Ability (enlarge person, 
  reduce person), Spell Penetration
  Environment: Any mountains
  Organization: Solitary or family (2-5 plus 
  1 wizard of 7th-12th level)
  Challenge Rating: 13
  Treasure: Standard
  Alignment: Often lawful neutral
  Advancement: By character class
  Level Adjustment: –
  400. Regardless of how they die, all wispheri turn 
  to mist upon death.
   
  Most wispheri stand just over 60 feet tall and 
  weigh 75,000 pounds or more.
   
  Wispheri speak Common, Giant, and 
  Draconic. Wispheri following certain lines of 
  arcane research also speak Auran.
  Combat
   
  Wispheri use their fading abilities and magic 
  to disorient opponents. An outmatched wispheri in 
  battle may turn ethereal and withdraw, then later 
  return ready for a second assault. Against most 
  enemies, however, size alone is enough to make a 
  wispheri a deadly threat.
   
  Spell-Like Abilities: At will–air walk, 
  enlarge person (DC 15), ethereal jaunt, feather fall, 
  fog cloud, gaseous form, reduce person (DC 17), 
  whispering wind; 1/day–dimension door. Caster 
  level 15th. The save DCs are Charisma-based.
   
  Blink (Su): A wispheri is continually 
  affected as by a blink spell (caster level 20th). The 
  wispheri has no control over this ability.
   
  Spell Resistance (Ex): A wispheri cannot 
  lower his or her spell resistance voluntarily.
   
  Weapon Mastery: Because of his incredible 
  affinity for weapons, the king of the tengu receives 
  more feats than usual, somewhat like fighters. He 
  gains the Weapon Focus (katana) and Weapon 
  Specialization (katana) feats as bonus feats.
   
  Skills: The king of the tengu is a 
  master swordmaker. He gains a +10 racial bonus 
  on all Craft (weaponsmithing) skill checks.
  
  190
  14 Q’tsal
  Medium Outsider (Chaotic, Evil, 
  Extraplanar)
  Hit Dice: 14d8+28+3 (94 hp)
  Initiative: +3
  Speed: 30 ft. (6 squares), fly 30 ft. (good)
  Armor Class: 20 (+3 Dex, +7 natural), 
  touch 13, flat-footed 17
  Base Attack/Grapple: +14/+18
  Attack: Claw +18 melee (ld10+4)
  Full Attack: 6 claws +18 melee (ld10+4)
  Space/Reach: 5 ft/5 ft.
  Special Attacks: Death scream, psionics, 
  q’tsal technology (effector)
  Special Qualities: Darkvision 60 ft., flight, 
  immunity to illusions and sonic, mind sight, 
  q’tsal technology (stimpack), susceptibility 
  to magic, telepathy 100 ft.
  Saves: Fort +11, Ref +12, Will +11
   
  Q’tsal are bizarre natives of the Astral 
  Plane. It is bipedal with six arms, each ending in 
  retractable claws. It has no discernable eyes or 
  ears. Its skin is hairless, rubbery, and pale green. 
  These alien entities spend much of their time 
  experimenting with bizarre technology. They are 
  scientists and explorers, although their methods 
  are cruel and uncaring towards other creatures. 
  They also possess powerful psionic abilities. 
  Q’tsal have a fondness for the taste of goat.
   
  A q’tsal stands about 6-1/2 feet tall and weighs 
  250-300 pounds. Q’tsal communicate telepathically.
  Combat
   
  Typically, a q’tsal attempts to first use 
  its effector on a subject. If this fails, it uses its 
  psychic abilities. Q’tsal rarely use their arms to 
  attack, although they will if other methods prove 
  ineffective.
   
  The q’tsal have several psionic abilities 
  (death scream, flight, mind sight, psionics and 
  telepathy) of an alien nature. These are non-
  magical and, as such, cannot be dispelled or 
  affected by anti-magic spells.
   
  A q’tsal’s natural weapons, as well as any 
  weapons it wields, are treated as chaotic-aligned 
  and evil-aligned for the purpose of overcoming 
  damage reduction.
   
  Death Scream (Ex): When killed, a q’tsal 
  releases a devastating psychic scream that deals 
  5d10 points of damage to every living creature 
  within 100 feet (Will half DC 19). Psionic 
  Abilities: Str 19, Dex 17, Con 15, Int 18, 
  Wis 11, Cha 9
  Skills: Concentration +19, Craft (q’tsal 
  technology) +21, Diplomacy +1, Heal +15, 
  Hide +20, Intimidate +16, Knowledge 
  (psionics) +21, Knowledge (q’tsal science) 
  +21, Knowledge (the planes) +21, Listen 
  +17, Move Silently +20, Psicraft +23, Spot 
  +17, Survival +0 (+2 on other planes)
  Feats: Combat Expertise, Dodge, Iron Will, 
  Mobility, Toughness
  Environment: Astral Plane
  Organization: Solitary, scouting party (3-
  5), or expeditionary force (15-30)
  Challenge Rating: 14
  Treasure: None
  Alignment: Always chaotic evil
  Advancement: 15-18 HD (Large)
  Level Adjustment: –
  creatures take double damage on a failed save, 
  and normal damage on a successful save. This 
  attack also alerts all q’tsal within a one-mile 
  radius of their comrade’s death. The save DC is 
  Constitution-based.
   
  Psionics (Sp): 3/day–cause fear (DC 10), 
  dominate person (DC 14), enthrall (DC 11), 
  insanity (DC 16); 1/day–dimension door (DC 13), 
  phantasmal killer (DC 13). Caster level 10th. The 
  save DCs are Charisma-based. (DC 9 + the spell’s 
  level).
   
  Q’tsal 
  Technology: 
  The 
  technology 
  employed by these aliens is bizarre and almost 
  unrecognizable as machinery. Smooth silver metals 
  twisted into odd shapes with lights and tubes 
  protruding from them, the devices operate only for 
  the q’tsal and will not function for members of other 
  races. Because of the science used to power these 
  effects, they cannot be dispelled. The four most 
  commonly encountered devices are the effector, the 
  shield, the communicator, and the stimpack.
   
  Effector: The q’tsal effector is both weapon 
  and scientific tool. It functions as a telekinesis 
  spell (sustained force only, caster level 12th); no 
  attack roll is necessary. With the effector, the q’tsal 
  can lift up to 300 lbs. up to 20 feet in the air from 
  a range of 880 feet as an attack action. After the 
  effector immobilizes a creature, it automatically 
  attempts to dissect the victim while alive. 
  Functioning as a finger of death spell, the victim 
  is allowed a DC 20 Fortitude save. If the save 
  
  191
  14
  fails, the victim shudders for a moment then splits 
  open; organs, muscles and tendons still hovering 
  in the air, displayed for the effector to record. If 
  the victim makes its saving throw, it takes 3d6+14 
  points of damage, and falls to the ground. The 
  effector cannot target it again.
   
  Shield: The shield is a simple device which 
  protects the q’tsal against all ranged attacks. The 
  shield is always active, and grants the q’tsal the 
  benefits of an entropic shield spell with unlimited 
  duration.
   
  Communicator: The communicator allows 
  the q’tsal to broadcast their telepathy to other q’tsal 
  holding communicators. The range is unlimited.
   
  Stimpack: The stimpack is a small subdermal 
  device. It automatically cures 4d8+8 points of 
  damage if the q’tsal loses half its hit points or 
  more. This is a free action and functions even if 
  the q’tsal is unconscious. The stimpack can only 
  be used once.
   
  Flight (Ex): A q’tsal can fly as the 
  spell (caster level 11th) as a free action.
   
  Mind Sight (Ex): The q’tsal can see in any 
  darkness, even that created by deeper darkness 
  spells, as well as sense all life and movement in 
  300 feet. This vision does not confer detail—a 
  q’tsal could not read a book, for instance—but they 
  can recognize their opponents by “tasting” their 
  minds. A q’tsal usually does not need to make Spot 
  or Listen checks to pinpoint the location of a living 
  creature with an Intelligence score within 60 feet. 
  A q’tsal’s mind sight ability can penetrate barriers, 
  including rock and metal. A mind blank spell or 
  similar mental barrier can block mind sight.
   
  Susceptibility to Magic (Ex): The q’tsal are 
  a non-magical race. They suffer a -2 penalty to all 
  saves against non-illusion and non-sonic magical 
  effects.
  Volcano Giant
  Huge Giant (Earth, Fire)
  Hit Dice: 17d8+102 (178 hp)
  Initiative: +1
  Speed: 40 ft. (8 squares)
  Armor Class: 23 (-2 size, +1 Dex, +12 
  natural, +2 leather), touch 9, flat-footed 22
  Base Attack/Grapple: +12/+31
  Attack: Gargantuan longspear +21 melee 
  (4d6+16/x3) or rock +12 ranged (2d8+11 
  plus 1d6 Fire)
  Full Attack: Gargantuan longspear +21/
  +16/+11 melee (4d6+16/x3) or rock +12 
  ranged (2d8+11 plus 1d6 fire)
  Space/Reach: 15 ft./15 ft. (20 ft. with 
  longspear)
  Special Attacks: Breath weapon, rock 
  throwing, trample 2d6+16
  Special Qualities: Immunity to fire, 
  low-light vision, oversized weapon, rock 
  catching, stone shape, vulnerability to cold
  Saves: Fort +16, Ref +6, Will +7
  Abilities: Str 32, Dex 12, Con 22, Int 10, 
  Wis 11, Cha 11
  Skills: Climb +19, Intimidate +11, Jump 
  +21, Knowledge (volcanism) +10, Spot +5
  Feats: Awesome Blow, Cleave, Great 
  Cleave, Improved Sunder, Iron Will, Power 
  Attack
  Environment: Warm mountains
  Organization: Solitary, gang (2-5) or band 
  (6-9 plus 35% noncombatants plus 1 adept 
  or cleric of 1st or 2nd level), hunting/raiding 
  party (6-9 plus 1 adept or sorcerer of 3-5th 
  level plus 3-8 fire lizards); or tribe (21-30 
  plus 1 adept, cleric, or sorcerer of 6th or 7th 
  level plus 12-30 fire lizards)
  Challenge Rating: 14
  Treasure: Standard
  Alignment: Often chaotic neutral
  Advancement: By character class
  Level Adjustment: +6
  
  192
  14
   
   
  Volcano giants make their homes in 
  the many twisting caves and subterranean 
  rooms of volcanic cones, enlarging and reinforcing 
  them for comfort and convenience. This towering 
  18-foot tall barrel-chested giant has brown hair 
  and dark amber eyes. Its skin is leathery and 
  reddish-brown, while its hair looks wiry. Clothing 
  for a volcano giant usually consists of little more 
  than a simple wrap of fire lizard skin. A volcano 
  giant wears ornaments made of bone, shell, and 
  obsidian, and their general culture and society 
  is similar to that of humanoid civilizations on 
  tropical islands. Such island societies often get 
  along well with local tribes of volcano giants, 
  engaging in trade and peacefully coexisting. When 
  a tribe of volcano giants form an allegiance with 
  a human tribe, the giants warn the humans of 
  possible eruptions of their volcano to allow them 
  time to escape the eruption.
   
  Although volcano giants can be described as 
  good-natured and peaceful people, their demeanor 
  can change quickly. At a real or imagined affront, 
  a volcano giant can erupt with a passion that is 
  rivaled only by the fire and fury of the volcano in 
  which it lives.
   
  Volcano giants feel that their shadow is 
  actually their soul, and do not tolerate any creature 
  that dares to trod upon it.
   
  A volcano giant is 18-feet tall and weighs 
  close to 14,000 pounds. The typical volcano giant 
  speaks Giant and Ignan.
  Combat
   
  Volcano giants usually use Gargantuan 
  longspears in combat. They are fierce and brave 
  warriors, not backing down from any adversary. 
  Many choose to open combat with their breath 
  weapon so as to soften up their foes before 
  attacking.
   
  Breath Weapon (Su): Three times per day, 
  a volcano giant can exhale a cloud of warm and 
  sulfuric gas in a 30-foot cone. Affected creatures 
  must make a successful DC 24 Fortitude save or 
  take a -4 circumstance penalty on attack rolls, 
  checks and saves for 1 minute (10 rounds) due 
  to fits of coughing and choking. The save DC is 
  Constitution-based.
   
  Trample (Ex): A volcano giant can trample 
  creatures one category size smaller than itself 
  as a standard action that deals 2d6+16 points of 
  crushing damage. Opponents who do not make 
  attacks of opportunity against the volcano giant 
  can attempt a DC 29 Reflex save to halve the 
  damage. The save DC is Strength-based.
   
  Rock Throwing (Ex): Adult volcano giants 
  are accomplished rock throwers and receive a +1 
  racial bonus to attack rolls when throwing rocks. 
  A volcano giant can hurl rocks of 60 to 80 pounds 
  (Medium objects). A volcano giant’s thrown rocks 
  have a range increment of 110 feet. As a full-attack 
  action a volcano giant can reach into an open source 
  of flowing lava, pull out a semi-solidified blob of 
  molten rock, and throw it. Such a missile deals 
  normal rock damage plus an extra 1d6 points of fire 
  damage per round for 1d4+1 rounds if it hits.
   
  Oversized Weapon (Ex): A volcano giant 
  wields a two-handed longspear (big enough for 
  Gargantuan creatures) without penalty.
   
  Rock Catching (Ex): A volcano giant 
  can catch Small, Medium, or Large rocks (or 
  projectiles of similar shape). Once per round, a 
  giant that would normally be hit by a rock can 
  make a Reflex save to catch it as a free action. 
  The DC is 15 for a Small rock, 20 for a Medium 
  one, and 25 for a Large one. (If the projectile has a 
  magical bonus to attack, the DC increases by that 
  amount.) The giant must be ready for and aware of 
  the attack.
   
  Stone Shape (Sp): Once per day, a volcano 
  giant can create an effect identical to a stone shape 
  spell (caster level 17th).
  Volcano Giants as Characters
   
  Volcano giants favored class is fighter. 
  Leaders are usually fighters. Clerics are called 
  shamans and are usually adepts. Clerics can 
  choose two of the following domains: Air, Fire, 
  Earth, and Destruction. 
  Mountain Giant
  Huge Giant
  Hit Dice: 25d8+175 (287 hp)
  Initiative: -2
  Speed: 40 ft. in hide armor (8 squares); base 
  speed 50 ft. (10 squares)
  Armor Class: 30 (-2 size, -2 Dex, +20 natural, 
  +4 hide armor), touch 6, flat-footed 30
  Base Attack/Grapple: +18/+42
  Attack: Greatclub +32 melee (3d8+24/19-20) 
  or rock +14 ranged (3d8+16)
  Full Attack: Greatclub +32/+27/+22/+17 
  melee (3d8+24/19-20) or rock +14 ranged 
  (3d8+16)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Rock throwing
  Special Qualities: Low-light vision, rock 
  catching
  
  193
  15
   
  Mountain giants closely resemble hill 
  giants, but are far larger. If anything they are even 
  stockier of build and more ape-like in proportion 
  than their smaller cousins. Their hair is usually 
  dark and shaggy, and their features crude, rugged 
  and bulbous, with sloping foreheads, protruding 
  eyebrow ridges and great ham-like fists. They 
  dress in many layers of extremely thick hides, 
  which are usually left untanned and replaced 
  periodically once they rot completely. Mountain 
  giants seem to be ravenously hungry all the time, 
  eating vast quantities of mountain goats or other 
  wild herbivores when they cannot get their hands 
  on their preferred food, human travelers.
   
  Mountain giants average some 30 feet tall 
  and 50,000 to 60,000 pounds weight. They can live 
  considerably longer than their hill giant cousins, 
  up to 300 years.
   
  Other 
  than 
  their 
  size 
  and 
  primitive 
  appearance, mountain giants’ primary notable 
  characteristic is their inordinate stupidity. Whether 
  due to many generations of strength making them 
  unsuited to solving any problem that cannot be 
  dealt with by a few blows of a great tree-trunk 
  club, or simple laziness, mountain giants are even 
  less willing and able to think than most other 
  giants–even hill giants. One of the reasons they are 
  so scarce is that they are such easy prey for anyone 
  with even a few more wits than the norm–many 
  a clever child has outthought a mountain giant, 
  usually to the point of causing the latter’s death.
   
  Many mountain giants carry bags, holding 
  around 2d6 rocks and 1d4+4 mundane items plus 
  the giant’s personal wealth, though those who live 
  in family groups may store much of their wealth in 
  the home cave or other lair.
  Environment: Any mountains and 
  underground
  Organization: Solitary, pair, or family (2-4 
  plus 50% non-combatants)
  Challenge Rating: 15
  Treasure: Standard
  Alignment: Usually chaotic evil
  Advancement: By character class
  Level Adjustment: –
  Combat
   
  Mountain giants are somewhat cowardly 
  and prefer to avoid combat if outnumbered. 
  Self-preservation is important to them, and they 
  have at least some understanding of their own 
  stupidity in comparison to that most cunning of 
  foes, mankind. For this reason a mountain giant 
  or family will prey on lone travelers or groups 
  of two or three, but will rarely make a deliberate 
  attack on such a potentially formidable foe as a 
  party of adventurers. Their cavernous underground 
  lairs though will usually be protected with mighty 
  barriers and provided with large caches of 
  throwing rocks for easy defense. 
   
  Rock Throwing (Ex): The range increment 
  is 160 feet for a mountain giant’s thrown rocks. It 
  uses both hands when throwing a rock.
   
  Rock Catching (Ex): A mountain giant 
  can catch Small, Medium, or Large rocks (or 
  projectiles of similar shape). Once per round, a 
  mountain giant that would normally be hit by a 
  rock can make a Reflex save to catch it as a free 
  action. The DC is 15 for a Small rock, 20 for 
  a Medium one, and 25 for a Large one. (If the 
  projectile provides a magical bonus on attack rolls, 
  the DC increases by that amount.) The mountain 
  giant must be ready for and aware of the attack in 
  order to make a rock catching attempt.
   
  Skills: A mountain giant has a +4 racial 
  bonus on Climb checks, due to its long years of 
  experience clambering up and down its rocky 
  home. The skill modifiers given in the statistics 
  block include a -3 armor check penalty for wearing 
  hide armor.
  Saves: Fort +21, Ref +6, Will +8
  Abilities: Str 43, Dex 6, Con 25, Int 5, Wis 6, 
  Cha 13
  Skills: Climb +25, Jump +21, Listen +10, Spot 
  +10
  Feats: Alertness, Awesome Blow, Cleave, 
  Great Cleave, Improved Bull Rush, Improved 
  Critical (greatclub), Improved Sunder, Iron 
  Will, Power Attack
  
  194
  16 Furysus
  Huge Magical Beast (Cold)
  Hit Dice: 20d10+140 (250 hp)
  Initiative: +0
  Speed: 80 ft. (16 squares)
  Armor Class: 24 (-2 size, +16 natural), 
  touch 8, flat-footed 24
  Base Attack/Grapple: +20/+41
  Attack: Bite +31 melee (2d8+13)
  Full Attack: Bite +31 melee (2d8+13) and 2 
  claws +26 melee (2d6+6)
  Space/Reach: 15 ft/10 ft.
  Special Attacks: Improved grab
  Special Qualities: Damage reduction 
  10/magic, darkvision 60 ft., eye of the 
  storm, frost pelt, immunity to cold, low-light 
  vision, scent, vulnerability to fire
   
  Furysuses, or blizzard bears as they are more 
  commonly known, are magical guardians of snow-
  covered mountains, serving nature deities and 
  other champions of the natural world. The massive 
  creature resembles an albino bear. Crystals of 
  blue ice glitter in its thick pelt, and its claws 
  look like blue steel. Ice-blue eyes peer with keen 
  intelligence from its broad, furred skull.
   
  Those who tread lightly in the region may 
  receive aid from a blizzard bear, whether it in the 
  form of helping them regain their bearings in a 
  disorienting snowstorm or finding shelter from a 
  powerful blizzard. Those who do not respect the 
  natural terrain and its inhabitants may face the 
  terrible wrath of a blizzard bear.
   
  A typical blizzard bear is nearly 20 feet long 
  and weighs close to 15,000 pounds. Furysuses 
  speak Common and Sylvan.
  Combat
   
  Furysuses are awesome creatures in battle, 
  attacking opponents from amid a magical blizzard 
  that freezes limbs and blinds eyes. Weapons that 
  strike the furysus are rimed with layers of ice 
  that weigh them down and potentially shatter 
  them. The blizzard bear’s immense strength and 
  fearsome teeth allow it to bite through the thickest 
  armor as though it were mere cloth.
   
  Improved Grab (Ex): To use this ability, 
  a furysus must hit with its bite attack. It can then 
  attempt to start a grapple as a free action without 
  provoking attacks of opportunity. 
  Saves: Fort +19, Ref +12, Will +8
  Abilities: Str 37, Dex 10, Con 25, Int 18, 
  Wis 15, Cha 15
  Skills: Hide +15*, Jump +33, Listen +27, 
  Move Silently +23, Spot +27, Survival +25, 
  Swim +36
  Feats: Alertness, Blind-Fight, Cleave, Great 
  Cleave, Improved Natural Attack (bite), 
  Power Attack, Run
  Environment: Cold mountains
  Organization: Solitary
  Challenge Rating: 16
  Treasure: None
  Alignment: Always neutral
  Advancement: 21-40 HD (Huge); 41-60 
  HD (Gargantuan)
  Level Adjustment: –
   
  Eye of the Storm (Su): A severe blizzard 
  surrounds a furysus in a radius of 1d3 miles 
  at any given time. This includes extreme cold 
  (below 0 oF), strong winds (25-30 mph), and 
  heavy snowfall (1d6 inches per hour). Characters 
  and creatures not protected from exposure risk 
  hypothermia and frostbite, and also suffer the 
  following penalties and effects: Vision is reduced 
  to one-quarter; speed is reduced to half; -2 to melee 
  attack rolls, and ranged atacks become impossible 
  (except siege weapons, which suffer a -4 penalty 
  to attacks); -8 to Listen, Search, and Spot checks; 
  and Tiny or smaller creatures must make a DC 
  10 Fortitude save or be knocked down (or blown 
  back ld6x10 feet if flying). See DMG, Chapter 3, 
  “Weather” and Chapter 8 “Cold Dangers” for more 
  information regarding these conditions.
   
  Furysuses themselves never suffer any of 
  the above penalties or effects associated with 
  snowstorms.
   
  Frost Pelt (Su): The wielder of any weapon 
  that strikes a furysus must succeed on a DC 27 
  Reflex save or the weapon becomes rimed with ice, 
  imposing a -1 circumstance penalty on subsequent 
  attack rolls with that weapon. This modifier 
  is cumulative with each successful attack the 
  character makes against the furysus. Any amount 
  of ice accumulated in this way can be broken away 
  from the weapon as a full-round action. The save 
  DC is Constitution-based.
   
  Skills: *A furysus’s white hide grants it a +12 
  racial bonus to Hide checks in snowy or icy areas.
  
  195
  16
  Megalotroll
  Huge Giant
  Hit Dice: 20d8+140 (230 hp)
  Initiative: +5
  Speed: 40 ft. (8 squares)
  Armor Class: 29 (-2 size, +1 Dex, +20 
  natural), touch 9, flat-footed 28
  Base Attack/Grapple: +15/+31
  Attack: Claw +21 melee (2d4+8/19-20) or 
  bite +21 melee (1d10+8)
  Full Attack: 2 claws +21 melee (2d4+8/19-
  20) and bite +19 melee (1d10+4)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Rend 4d4+12
  Special Qualities: Darkvision 120 ft., low-
  light vision, regeneration 10, scent
   
  The existence of the megalotroll is mere 
  rumor, with tales accounting of a physiology 
  identical to that of a normal troll except for sheer 
  size. Its attacks and tactics would be the same, 
  although even more deadly coming from such 
  a huge monster. Sailor’s tales speak of aquatic 
  versions looking like enormous marine scrags. 
  They stand at least 20 feet tall and are attributed 
  with even more powerful regenerative abilities 
  than normal trolls.
  Combat
   
  Rend (Ex): If a megalotroll hits with both 
  claw attacks, it latches onto the opponent’s body 
  Saves: Fort +19, Ref +9, Will +7
  Abilities: Str 27, Dex 12, Con 24, Int 10, 
  Wis 9, Cha 10
  Skills: Climb +22, Jump +12, Listen +17, 
  Spot +17
  Feats: Alertness, Improved Critical (claws), 
  Improved Initiative, Iron Will, Lightning 
  Reflexes, Multiattack, Power Attack
  Environment: Any mountains and aquatic
  Organization: Solitary or gang (2-4)
  Challenge Rating: 16
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: By character class
  Level Adjustment: —
  and tears the flesh. This attack automatically deals 
  an additional 4d4+12 points of damage.
   
  Regeneration (Ex): Fire and acid deal 
  normal damage to a megalotroll.
   
  If a megalotroll loses a limb or body part, the 
  lost portion regrows in 3d6 minutes. The creature 
  can reattach the severed member instantly by 
  holding it to the stump.
  Aquatic Megalotrolls
   
  Megalotrolls that have adapted to living 
  in the ocean have the aquatic subtype, and have 
  a swim speed of 40 feet and are found only in 
  aquatic environments.
  Flora and Fauna
   
  Southern flying squirrel: The smallest and only nocturnal tree squirrel. It is grayish-brown on 
  top and white on its belly. The flying squirrel does not truly fly, but glides through the air, up to 80 yards 
  (meters) or more, from the top of one tree down to the trunk of another. It flies with its legs outstretched 
  and the fold of skin between foreleg and hindleg acting as a combination parachute and sail (or glider 
  wing). While gliding, it can turn or change its angle of descent. Just before landing, it drops its tail and 
  lifts its forequarters, slackening the flight skin, which then serves as an air brake. It lands very lightly on 
  all four feet, and at once scurries around to the other side of the tree trunk, in case a predator has followed 
  its flight. Agile and extremely surefooted aloft, it is relatively clumsy on the ground. The most carnivorous 
  of the tree squirrels, the Southern Flying Squirrel feeds on nuts, acorns, seeds, berries, fungi, lichens, birds 
  and their nestlings and eggs, some insects, and sometimes other vertebrates, including carrion. Flying 
  squirrels will gnaw bark from maple trees and drink the sap, and also eat moths that come to the sap to 
  feed.
  
  196
  17 Ferrous Giant
  Huge Giant
  Hit Dice: 25d8+250 (362 hp)
  Initiative: +0
  Speed: 50 ft. (10 squares)
  Armor Class: 31 (-2 size, +18 natural, +5 
  breastplate), touch 8, flat-footed 31
  Base Attack/Grapple: +18/+41
  Attack: Greataxe (or greatsword) +31melee 
  (6d6+22/19-20x3 greataxe or 6d6+22/
  17-20x2 greatsword) or slam +31 melee 
  (1d6+15)
  Full Attack: Greataxe (or greatsword) 
  +31/+26/+21/+16 melee (6d6+22/19-20x3 
  greataxe or 6d6+22/17-20x2 greatsword) or 
  2 slams +31 melee (1d6+15)
  Space/Reach: 15 ft./l 5 ft.
  Special Attacks: Improved grab, pound, 
  spell-like abilities, trample 2d6+22
  Special Qualities: Damage reduction 
  15/cold iron, ferrous mind, immunity to fire, 
  low-light vision, oversized weapon
   
  The great ferrous giant appears as a humanoid 
  composed of flexible and bendable iron. This great 
  metallic giant stands over twenty feet tall. It has 
  dark ruddy skin, long black hair and beard, and 
  green eyes. It wears furs and an iron breastplate, 
  and wields a massive iron greataxe.
   
  Though it is often mistaken for a construct, 
  it is in fact a very intelligent giant. A ferrous giant 
  makes its home deep within a secluded mountain 
  range. Its lair is often a deep cave or cavern or a 
  gigantic castle constructed of iron and built into 
  the face of a mountain.
   
  Ferrous 
  giants 
  are 
  generally 
  solitary 
  creatures, rarely interacting or dealing with other 
  races, including other giants. Though not on bad 
  terms with other giants, they simply have no 
  interest in dealing with them. Ferrous giants spend 
  most of their days hunting (deer, moose, boar, 
  elk) and foraging or crafting exquisite weapons 
  of iron. Some particularly sociable ferrous giants 
  (a rare occurrence to be assured) set up a trading 
  operation with a nearby town or city, exchanging 
  weapons for whatever might interest the giant 
  (food, iron, money, etc.).
   
  The typical ferrous giant stands 20 feet tall 
  and weighs about 12,000 pounds. The typical 
  ferrous giant speaks Giant, Common, and at least 
  two other languages.
  Saves: Fort +24, Ref +8, Will +12
  Abilities: Str 40, Dex 10, Con 30, Int 14, 
  Wis 14, Cha14
  Skills: Concentration +32, Craft 
  (weaponsmithing) +32, Craft (any one) +28, 
  Jump +23, Listen +22, Spot +22
  Feats: Alertness, Awesome Blow, Cleave, 
  Improved Bull Rush, Improved Critical 
  (greatsword or greataxe), Iron Will, Mighty 
  Blow, Power Attack, Skill Focus (Craft 
  [weaponsmithing])
  Environment: Temperate and warm hill and 
  mountains
  Organization: Solitary or family (2-4 plus 
  35% noncombatants plus 1 cleric or druid of 
  9th-12th level)
  Challenge Rating: 17
  Treasure: Standard
  Alignment: Usually neutral
  Advancement: By character class
  Level Adjustment: +6
  Combat
   
  In melee, the ferrous giant uses its enormous 
  iron greataxe or greatsword to bash or cleave 
  its opponents. If disarmed, or if it is feeling 
  particularly vile, a ferrous giant can pummel a foe 
  with its massive fists. When fighting smaller foes, 
  the ferrous giant often opens combat by trampling 
  its foes or grabbing them and flinging them aside. 
  Particularly noisome opponents are scooped up 
  and pounded into the ground. The ferrous giant 
  uses its heat metal ability in combat to heat the 
  armor of its opponents and burn its foes.
   
  Improved Grab (Ex): To use this ability, the 
  ferrous giant must hit an opponent up to two sizes 
  smaller with its slam attack. It can then attempt to 
  start a grapple as a free action without provoking 
  attacks of opportunity. If it wins the grapple check, 
  it establishes a hold and can pound.
   
  Pound (Ex): A ferrous giant that makes a 
  successful grapple check against a foe two or more 
  sizes smaller than itself can smash the opponent 
  into the ground, walls, nearby trees, or other solid 
  objects as a standard action. This deals 2d6+22 
  points of bludgeoning damage to the victim. In 
  addition, the opponent must make a successful 
  DC 37 Fortitude save or be stunned for one round. 
  A ferrous giant can perform this action once per 
  round as long as it maintains the grapple. The save 
  DC is Strength-based.
  
  197
  17
   
  Spell-Like Abilities: At will–heat metal (DC 
  14), levitate (iron or steel objects or creatures only, 
  including itself); 1/day–wall of iron (DC 18). Caster 
  level 15th. The save DCs are Charisma-based.
   
  Trample (Ex): A ferrous giant can trample 
  creatures one category size smaller than itself as a 
  standard action dealing 2d6+22 points of crushing 
  damage. Opponents who do not make attacks of 
  opportunity against the ferrous giant can attempt a 
  DC 37 Reflex save to halve the damage. The save 
  DC is Strength-based.
   
  Ferrous Mind (Ex): Ferrous giants 
  are immune to mind-affecting spells and 
  abilities.
   
  Oversized Weapon (Ex): A ferrous giant 
  wields a greatsword or greataxe (big enough for 
  Gargantuan creatures) without penalty.
  Ferrous Giants as Characters
   
  Ferrous giant shamans are usually adepts or 
  druids. Clerics can choose two of the following 
  domains: Earth, Fire, Knowledge, and Sun.
  Rime Giant
  Huge Giant (Cold)
  Hit Dice: 22d8+154 (253 hp)
  Initiative: +3
  Speed: 40 ft. in chainmail (8 squares); base 
  speed 50 ft. (10 squares)
  Armor Class: 27 (-2 size, -1 Dex, +13 
  natural, +7 +2 chainmail armor), touch 7, 
  flat-footed 27
  Base Attack/Grapple: +16/+36
  Attack: Greataxe +27 melee (4d6+18/x3 
  and icicles) or spear +13 ranged (3d6+12/x3 
  and icicles)
  Full Attack:  Greataxe +27/+22/+17/+12 
  melee (4d6+18/x3 and icicles) or spear +13/
  +8/+3/-2 ranged (3d6+12/x3 and icicles)
  Space/Reach: 15 ft./15 ft.
  Special Attacks: Control ice, icicles, rock 
  throwing, spear returning, spell-like abilities
  Special Qualities: Cold empathy, immunity 
  to cold, low-light vision, rock catching, 
  spear catching, vulnerability to fire
  Saves: Fort +20, Ref +8, Will +8
  Abilities: Str 35, Dex 8, Con 24, Int 13, Wis 
  12, Cha 15
   
  Rime giants closely resemble their smaller 
  cousins the frost giants, with snow-white skin and 
  icy blue hair and eyes. Rime giants though are 
  an older, mightier and more magical race. Adult 
  males stand fully 22 feet tall, weigh upwards of 
  14,000 pounds and are strongly built, yet without 
  the savage and brutal appearance of frost or hill 
  giants. They can live to be up to 700 years old.
   
  Rime giants consider themselves to be the 
  earthly servants of certain grim and evil deities of 
  the ice and snow. They are utterly opposed to the 
  gods of the humans and other creatures from the 
  warm lands, regarding slaying such folk—and, if 
  Skills: Climb +23, Hide +2*, Jump +12, 
  Listen +18, Move Silently +10*, Spot +18
  Feats: Alertness, Cleave, Great Cleave, 
  Improved Initiative, Lightning Reflexes, 
  Power Attack, Quick Draw, Weapon Focus 
  (greataxe)
  Environment: Any cold hills, mountains, 
  and underground
  Organization: Solitary, pair, family (2-4 
  plus 50% non-combatants) or clan (21-30 
  led by a 5th-10th level barbarian, plus an 
  adept, cleric or sorcerer of 4th-8th level, 
  plus 35% non-combatants, plus 1-4 juvenile 
  white dragons plus 75% chance of 5-50 frost 
  giants, plus 50% chance of 2-20 hill giants, 
  plus 50% chance of 3-30 trolls, plus 25% 
  chance of 2-12 ogres, plus 25% chance of 
  2-12 ettins)
  Challenge Rating: 17
  Treasure: Standard
  Alignment: Often chaotic evil
  Advancement: By character class
  Level Adjustment: —
  possible, their gods—as a sacred duty. The more 
  the rime giants can spread both their foul doctrines 
  and the physical presence of the vast glaciers they 
  inhabit, the more their gods will favor them.
   
  Most rime giants are heavily armed and 
  armored to ensure they will be effective in 
  carrying out their gods’ wishes. Their armor is 
  usually a very thick hauberk of riveted iron mail so 
  close-set that the links appear to stand out almost 
  perpendicular to the wearer’s body, making him 
  very nearly impregnable to attack from human 
  blades and arrows. They bear massive greataxes 
  that look to be capable of slicing through several 
  
  198
  17
  foes at one stroke, and this turns out to 
  be true in practice also. For long-range 
  combat they hurl similarly enormous spears, up to 
  fifteen feet long and over two inches wide, with the 
  spearhead alone often being longer than the arming 
  swords of lesser races.
   
  Rime giants usually wear several large belt-
  pouches or satchels, rather than shouldering sacks 
  like their frost giant cousins. Most carry between 
  four and eight spears under one mighty arm and 
  the enormous axe over the other shoulder. Other 
  than these, one large satchel will contain 3d4 
  mundane items and one or more belt-pouches will 
  hold the giant’s treasure hoard.
  Combat
   
  Rime giants attack with a deadly combination 
  of melee combat, thrown weaponry, and spell-like 
  abilities. They will happily use ambushes, trickery 
  and other supposedly unscrupulous tactics, taking 
  a great delight in defeating an opponent any way 
  possible, though they do not shirk from toe-to-toe 
  melee combat when necessary. The massive spears 
  these creatures favor have a range increment of 
  140 feet when thrown by a rime giant. 
   
  Control Ice (Su): Rime giants have an 
  astonishing degree of control over fallen snow 
  and ice, including the capability to melt, re-freeze, 
  and shape it selectively and more or less at will. In 
  game terms, this is very much like the effects of 
  either soften earth and stone or stone shape (Caster 
  level 12th), depending on the rime giant’s intent, 
  but targeting ice and snow rather than stone or 
  earth. For example, the rime giant could soften ice 
  into near-freezing water or slush, causing anyone 
  standing on it to sink in; or he could use ice shape 
  to seal off or create an icy tunnel. In the right place, 
  at the Games Master’s discretion, this ability could 
  also be used to start an avalanche of great icy 
  boulders, doing 6d6 damage to any creatures in 
  a 30-foot wide section of mountainside or hillside 
  (Reflex save halves). Used gradually, over many 
  months and even years, control ice can extend the 
  boundaries of tundra terrain or even glaciers over 
  more human-friendly terrains, slowly covering the 
  world with ice just as the rime giants wish. Using 
  Control Ice is a standard action, but it can be 
  performed an unlimited number of times per day.
   
  Icicles (Su): Any piercing or slashing 
  weapon wielded or hurled by a rime giant deals 
  additional, painful damage, as jagged, stabbing 
  icicles spread out throughout the wound from its 
  ice-cold blade. Any creature hit by such an attack 
  takes 2d10 points of cold damage (Fortitude DC 
  28 half). A creature that fails the Fortitude save 
  is also stunned for 1d6 rounds. The save DC is 
  Constitution-based.
   
  Rock Throwing (Ex): The range increment 
  is 140 feet for a rime giant’s thrown rocks. It uses 
  both hands when throwing a rock.
   
  Spear Returning (Ex): With the same 
  movement in which he caught a weapon hurled at 
  him, a rime giant may spin round, throwing it back 
  at its original wielder. Once per round, a rime giant 
  who has just caught a thrown weapon may use it to 
  make an attack at his highest attack bonus as a free 
  action.
   
  Spell-Like Abilities: At will–chill touch 
  (DC 13), obscuring mist; 3/day–fog cloud, gust of 
  wind (DC 14); 1/day–control weather, ice storm, 
  wall of ice (DC 16). Caster level 12th. The save 
  DCs are Charisma-based.
   
  Rime giants have a number of spell-like 
  abilities, but these may be used only when the rime 
  giant is in an environment with a temperature of 
  below 40 degrees Fahrenheit (5 degrees Celsius).
   
  Cold Empathy (Ex): A rime giant can use 
  body language, vocalizations, and demeanor to 
  improve the attitude of creatures with the Cold 
  subtype, due to the rime giant’s readily apparent 
  role as an archetype of the powers of cold and 
  ice, along with training since childhood in the 
  particular modes of communication of every Cold-
  subtype creature. This ability functions just like a 
  Diplomacy check made to improve the attitude of 
  a person. The rime giant rolls 1d20 and adds its Hit 
  Dice and its Charisma modifier to determine the 
  cold empathy check result. This ability functions 
  otherwise as the Wild Empathy ability of druids 
  and rangers.
   
  Rock Catching (Ex): A rime giant can catch 
  Small, Medium, or Large rocks (or projectiles 
  of similar shape). Once per round, a rime giant 
  that would normally be hit by a rock can make a 
  Reflex save to catch it as a free action. The DC 
  is 15 for a Small rock, 20 for a Medium one, and 
  25 for a Large one. (If the projectile provides a 
  magical bonus on attack rolls, the DC increases 
  by that amount.) The rime giant must be ready for 
  and aware of the attack in order to make a rock 
  catching attempt.
   
  Spear Catching (Ex): A rime giant’s war 
  training allows him to catch spears, axes, or other 
  weapons hurled at him. Once per round, a rime 
  giant that would normally be hit by any thrown 
  weapon can catch it as a free action. The giant 
  must be aware of the attack and not flat-footed.
   
  Skills: A rime giant has a +4 racial bonus 
  on Climb checks, as it spends much of its time in 
  mountain fortresses or multi-leveled underground 
  ice caves. The skill modifiers given in the statistics 
  block include a -4 armor check penalty for wearing 
  +2 chainmail.
  
  199
  17
   
  *A rime giant has a +4 racial bonus on Hide 
  and Move Silently checks when in cold regions, as 
  a result of its snowy coloration and familiarity with 
  the terrain.
  Tactics Round-by-Round
   
  The rime giant begins combat using its 
  ranged weaponry to determine the opposition’s 
  strength, only moving onto its more powerful 
  spell-like abilities if they show few ill-effects 
  from the first round of spear-throwing. Often a 
  rime giant will use its fog cloud or obscuring mist 
  before combat begins, if it has spotted its opponents 
  before they spotted it, and indeed many inhabitants 
  of mining communities and isolated hill villages 
  do not realize that the unseasonal mists rolling 
  down from the peaks are but the first sign of an 
  imminent rime giant attack. Note that the tactical 
  summary below assumes that the rime giant is in 
  an environment below 40 degrees Fahrenheit, so 
  as to have the full use of its spell-like abilities; if 
  not, it will concentrate on thrown javelins 
  and melee attacks as appropriate.
   
  Round 0: Fog cloud or obscuring mist if 
  undetected by opponents, or wall of ice and retreat 
  if faced with overwhelmingly powerful opposition.
   
  Round 1: Volley of spears.
   
  Round 2: Gust of wind to knock opponents 
  to their deaths, if on appropriate terrain (e.g. an icy 
  mountainside); if not, ice storm against as many 
  foes as possible, ready another spear.
   
  Round 3: Second volley of spears if 
  available, otherwise go straight to round 4 tactics.
   
  Round 4: Additional spell-like ability as 
  appropriate–ice storm if still available, gust of 
  wind if not.
   
  Round 5: Wall of ice to either retreat 
  or divide front rank of opponents from their 
  comrades, then close to melee range.
   
  Round 6 and beyond: Full melee attack.
  Flora and Fauna
   
  Mountain Formation: There are three ways for natural mountain formation. The first method is 
  the collision of tectonic plates. Whenever a continental plate meets an oceanic plate, the continental plate 
  pushes the oceanic plate underneath it because continental material is less dense. This collision, known 
  as subduction, thrusts the continental plate upward and creates mountains. At the same time, subduction 
  forces the oceanic plate downward, creating subduction zones, the deepest of which are called trenches. 
  As the oceanic plate moves down, oceanic material re-melts and often works its way to the continental 
  surface, forming volcanoes. When two continental plates collide, known as suturing, both crustal plates 
  resist subduction, but eventually one yields, forming massive mountains. Continental collisions don’t 
  form volcanic ranges, but they create many shallow-focus earthquakes.
   
  The second method is through vulcanism, the movement of magma from the interior of a planet to 
  the exterior. Although volcanoes are spectacular and dangerous, they are not very good mountain builders. 
  Mountains chains built predominately by volcanic activity are usually shorter (in length and height) than 
  mountains built in plate collision. Dome mountains are an example of volcanically-formed mountains, 
  where large bodies of slow-moving magma pushes upward into the crust of the earth and forms between 
  horizontal layers of preexisting rock. The magma is so thick that it resists flowing. Meanwhile more 
  viscous magma feeds into the mushroom-shaped dome and forces the thick magma upward.
   
  The third method is rifting, where tectonic plates are drifting apart and forming new crustal material. 
  Divergent boundaries are highly volcanic areas, and they form rift valleys lined with mountains when a 
  continental plate splits. Divergent boundaries are responsible for breaking Earth’s Pangea around 200-135 
  million years ago, sending the pieces adrift into their current locations.
  
  200
   
  The great sloraths are found only in the 
  coldest and most desolate regions, though close 
  enough to civilization to hunt and stage raids 
  against humanoid settlements. The slorath looks 
  like a massive viper with glossy-white scales and 
  a blue-white underbelly. Its mouth lacks a viper’s 
  fangs, but is lined with sharpened teeth. It has a 
  long, slender and icy blue flickering tongue. Its 
  eyes are greenish-blue with vertical-slit pupils.
   
  Highly intelligent and aware, the slorath is a 
  fierce predator that defends its hunting ground with 
  precision tactics and power. Small villages within 
  a slorath’s territory sometimes strike deals with 
  these creatures; offering sacrifices in return for the 
  protection the slorath can offer.
   
  Slorath are generally nocturnal carnivores, 
  existing on a diet of white dragons, polar bears, 
  and barbegazi (pg.16). They are particularly fond 
  of white dragon meat and often go out of their way 
  to hunt such creatures. Frost giants often strike 
  deals with sloraths so it is not uncommon for the 
  two to be encountered together working toward a 
  common goal.
   
  Sloraths average about 40 feet long, though 
  adventurers have reported seeing one such creature 
  well over 100 feet long. As a slorath ages, its scales 
  become darker, changing from glossy-white to dull 
  white.
   
  Slorath lairs are either enormous tunnels 
  deep under the ice and snow or abandoned white 
  dragon lairs. Encounters are almost always with a 
  solitary creature. In rare instances young sloraths 
  or eggs might be found in a lair. Young slorath 
  resemble their parent in all respects. Slorath eggs 
  are stark white in color.
   
  Slorath 
  speak 
  Draconic, 
  Giant, 
  and 
  Common.
  18 Slorath
  Gargantuan Magical Beast (Cold)
  Hit Dice: 20d10+140 (250 hp)
  Initiative: +7
  Speed: 30 ft. (6 squares), burrow 10 ft.
  Armor Class: 25 (-4 size, +3 Dex, +16 
  natural), touch 9, flat-footed 22
  Base Attack/Grapple: +20/+42
  Attack: Bite +26 melee (2d8+15)
  Full Attack: Bite +26 melee (2d8+15)
  Space/Reach: 30 ft. (coiled)/15 ft.
  Special Attacks: Paralyzing gaze, spell-like 
  abilities
  Special Qualities: Darkvision 60 ft, immunity 
  to cold, low-light vision, spell resistance 32, 
  vulnerability to fire
  Saves: Fort +19, Ref +17, Will +10
  Abilities: Str 31, Dex 17, Con 24, Int 14, Wis 
  14, Cha 14
  Skills: Concentration +27, Hide +3*, Listen 
  +24, Search +22, Spot +24, Survival +2 (+4 
  following tracks)
  Feats: Ability Focus (paralyzing gaze, 
  paralyzing ray), Alertness, Improved Initiative, 
  Iron Will, Lightning Reflexes, Power Attack
  Environment: Cold hills and mountains
  Organization: Solitary
  Challenge Rating: 18
  Treasure: Standard
  Alignment: Always chaotic evil
  Advancement: 21-40 HD (Gargantuan); 41-60 
  HD (Colossal)
  Level Adjustment: –
  Combat
   
  A slorath usually begins an encounter by 
  hiding under the snow waiting for prey to wander 
  by, or by lying unmoving on the snow itself where 
  its coloration offers it camouflage against the white 
  background. When prey moves within range, the 
  slorath attacks, using its bite and gaze attacks. 
  Those attempting to avoid its gaze witness the 
  slorath project its gaze as a ray of blue energy.
   
  Continued aggression against a slorath 
  results in it unleashing a cone of cold or ice storm 
  on its foes. If faced with particularly powerful 
  foes, it uses its ice storm and glacial storm spell-
  like abilities. A slorath does not fight to the death 
  (unless defending its young) and flees if combat 
  goes against it.
   
  Paralyzing Gaze (Su): The eyes of a slorath 
  paralyze any creature that meets its gaze. Paralysis 
  lasts ld6+4 rounds (DC 24 Fortitude negates). The 
  save DC is Charisma-based.
   
  Paralyzing Ray (Su): A slorath can release a 
  ray of paralysis to a range of 30 feet. This requires 
  a ranged touch attack (+19 ranged touch). If 
  successful, the creature struck must succeed on a 
  DC 24 Fortitude save or be paralyzed (as above). 
  After using its gaze attack in this manner, a slorath 
  cannot use its paralyzing gaze for 1d4 rounds and it 
  is disoriented during this time (-2 penalty on attack 
  rolls, saves, skill checks, and ability checks). The 
  save DC is Charisma-based.
   
  Spell-Like Abilities: 3/day–cone of cold 
  (DC 17), freezing sphere (DC 18), ice storm; 1/
  day–glacial storm (as meteor storm, but deals cold 
  damage) (DC 21). Caster level 12th. The save DCs 
  are Charisma-based.
   
  Skills: * A slorath has a +10 racial bonus on 
  Hide checks in its native environment.
  
  201
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Books/3p/ExpR - Geo - Hill & Mountain.pdf