TEXT: Sara Piper (Order #9076834)
  
  1
  Pathfinder Roleplaying Game rules used under the Open Game License. Learn more about Pathfinder at http://paizo.com and peruse their official 
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  declaration.
  Table of Contents
  Pathfinder & 5e Monsters A to Z ........................................................3
  Miscellaneous Creatures & Animal Companions (PF) ....................39
  Miscellaneous Creatures (5e) ...........................................................41
  Character Options (PF) ....................................................................42
  Character Options (5e) .....................................................................43
  Armory (PF & 5e) ..............................................................................44
  Prestige Class: Werebat (PF) ............................................................45
  Paragon Specialization: Werebat (5e) ..............................................47
  Creature Index ..................................................................................48
  OGL ...................................................................................................58
  Silver Games LLC CEO David Silver
  Writers David Silver, Brian Mulvogue, Tim Boura, Thomas Behrens Jr.
  Editors Ismael Alvarez
  Art Arcadian Phoenix
  Layout J Gray
  Credits
  Assistant Producers
  A big shout and thanks to our Patreon backers who helped make this possible:
  Tida, Steel Prism, Fox Cutter, Freewing Alchemist,  
  Ronald Greene, ShiningArrow, Specs AK, and Kayila
  http://patreon.com/ponyfinder
  Everglow Bestiary
  Dawn of the Fifth Age
  Sara Piper (Order #9076834)
  
  2
  Sara Piper (Order #9076834)
  
  3
  CR 6 (XP 2,400)
  Animated object (medium)
  CN Medium construct
  Init +2; Senses darkvision 60 ft.,  
  low-light vision; Perception -5
  Defense
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
  hp 52 (5d10+25)
  Fort +5, Ref +7, Will +0
  Defensive Abilities hardness 10; Immune construct 
  traits
  Offense
  Speed 30 ft.
  Melee 2 slams +9 (1d8+4)
  Special Attacks Chaos Blink (Sp)
  Statistics
  Str 18, Dex 14, Con —, Int —, Wis 1, Cha 1
  Base Atk +5; CMB +9; CMD 21
  Feats Toughness
  Special Abilities
  Chaos Blink (Sp): This ability takes an en-
  tire round to use. During that time the bull is  
  standing still but starting to shimmer and blur. 
  Losing hit points or failing any save during that 
  time will automatically interrupt the ability. If it is 
  not interrupted the bull will disappear at the start 
  of its next round and reappear in any free square  
  within 400’, it can act immediately upon arriving,  
  including making a full attack.
  Ecology
  Environment Underground and areas of high chaotic  
  influence
  Organization solitary or herd (2 to 6)
  Treasure None
  Medium Construct, chaotic neutral
  Armor Class 15 (natural armor)
  Hit points 150 (20d8 + 60)
  Speed 30 ft.
  Str
  Dex
  Con
  Int
  Wis
  Cha
  20 (+5)
  14 (+2)
  16 (+3)
  1 (-5)
  3 (-4)
  1 (-5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deaf-
  ened, exhaustion, frightened, paralyzed, petrified, 
  poisoned
  Senses blindsight 10 ft.,darkvision 60 ft., passive  
  Perception 6
  Languages —
  Challenge: 6 (2,300 XP)
  Actions
  Multiattack. The bull makes three attacks; two slam 
  attacks and a gore attack
  Gore. Melee Weapon Attack, +8 to hit, reach 5 ft., one 
  target. Hit: 14 (2d8 + 5) piercing damage
  Slam. Melee Weapon Attack, +8 to hit, reach 5 ft., one 
  target. Hit: 10 (1d10 + 5) bludgeoning damage
  Chaos Blink.  The bull stands still but starts to  
  shimmer and blur. At the start of the next turn, the 
  bull will disappear and reappear in any free square 
  within 400’.  If it moves, loses hit points, or fails any 
  save before it’s next turn, this ability fails.
  Brass Chaos Bull
  Looking like a small bull made from a shiny 
  golden metal, this mechanical beast strikes a 
  sharp hoof at the ground, steam pouring from 
  its nostrils. It looks more than ready to attack.
  Manufactured using strange chaotic magics, 
  these automata serve as fine ‘guard dogs’ for any  
  artificer who has more taste than to use organic beasts.
  Sara Piper (Order #9076834)
  
  4
  CR 4 (XP 1,200)
  N Large ooze
  Init -1; Senses blindsight 60 ft.;  
  Perception -5
  Defense
  AC 10, touch 8, flat-footed 10 (-1 Dex, +2 natural, -1 
  size)
  hp 52 (8d8+16); regeneration 3, lawful
  Fort +4, Ref +1, Will -3
  Immune ooze traits
  Weaknesses vulnerable to electricity
  Offense
  Speed 20 ft., climb 15 ft.
  Melee slam +9 (1d6+6 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks chaotic embrace, constrict (1d6+4)
  Statistics
  Str 18, Dex 8, Con 14, Int —, Wis 1, Cha 1
  Base Atk +6; CMB +11 (+15 grapple); CMD 20 (can’t 
  be tripped)
  Skills Acrobatics -1 (-5 to jump), Climb +12
  Special Abilities
  Chaotic Embrace (At will, DC 16) (Su) Whenever 
  it enters a grapple, is grappled, or continues a grap-
  ple, all creatures so held are subjected to a dispel 
  magic effect with a caster level equal to its hit dice 
  and not limited in level. A reflex save avoids this ef-
  fect for the round. Every dispelled effect gives the 
  chaos ooze 5 temporary hit points.
  Ecology
  Environment Underground and areas of high magi-
  cal influence
  Organization solitary
  Treasure None
  Chaos Ooze
  A shimmering pond of wild colors suddenly 
  stirs at your presence. It takes a form much like 
  your own for only a moment before falling back 
  into a puddle of constantly shifting hues.
  Sara Piper (Order #9076834)
  
  5
  Large ooze, unaligned
  Armor Class 10
  Hit points 105 (14d10 + 28)
  Speed 20 ft., climb 15 ft.
  Str
  Dex
  Con
  Int
  Wis
  Cha
  18 (+4)
  10 (+0)
  14 (+2)
  1 (-5)
  6 (-2)
  2 (-4)
  Damage Vulnerability lightning
  Condition Immunities blinded, charmed, deafened, 
  exhaustion, frightened, prone
  Senses blindsight 60 ft. (Blind outside of this radius), 
  passive Perception 8
  Languages —
  Challenge: 3 (700 XP)
  Amorphous. The ooze can move through a space as  
  narrow as 1 inch wide without squeezing
  Chaotic Embrace. Whenever the chaos ooze is grap-
  pled or causes a creature to become grappled, the 
  other creature must attempt a Dexterity saving throw 
  (DC 15). On a failed save, all active spells on the crea-
  ture are removed, and each spell removed this way 
  gives the chaos ooze 5 temporary hit points.  These 
  points stack with themselves but not other sources 
  of temporary hit points. An unattended magic item 
  is rendered non-magical for an hour on contact and 
  gives the ooze five temporary hit points.
  Regeneration. The chaos ooze regains 10 hit points 
  at the start of its turn as long as it has at least 1 hit 
  point.
  Actions
  Constrict. Melee Weapon Attack, +6 to hit, reach 5 
  ft., one target. Hit: 11 (2d6+4) bludgeoning damage 
  and the target is grappled (escape DC 14). Until this 
  grapple ends, the creature is restrained, and the Cha-
  os ooze can’t constrict another target.  
  Gem Gnoll RaideR
  A huge hyena ridden by a gem gnoll comes charging to-
  wards you. The gem gnoll shouts a war cry echoed by his 
  bestial mount.
  Some say these are the leftover shreds of power 
  cast off when the Unspoken rose to power. Whatever 
  their true origins, chaos oozes love the taste of orderly 
  magic, and thrive on tearing apart a spell and releasing 
  the energy within. They can sense potentially foiled 
  magic within their blindsight and will go for it above 
  any other target if they can reach it by any means. A 
  living creature without such magic is of little interest 
  to a chaos ooze unless it has been some time since it 
  last fed.
  Gem Gnolls
  A common foe for ponies across Everglow, Gem 
  Gnolls can seemingly pop out of nowhere with 
  most of their number able to burrow through 
  dirt and soil to launch devastating sneak attacks 
  on otherwise defendable positions. Despite their 
  reputation for being dull-witted, they are fully 
  sapient and clever creatures, especially when it 
  comes to hoarding their favorite of possessions, 
  gems.
  Sara Piper (Order #9076834)
  
  6
  CR 3 (XP 800)
  Gem Gnoll Fighter 1
  Chaotic Evil Medium Humanoid
  Init +2; Senses darkvision 60;  
  Perception +3
  Defense
  AC 18, Touch 12, flat footed 16
  (+2 Dex, +1 Natural, +4 armour, +1 shield) 
  hp 36 (3d8+1d10+12+1);
  Fort +8, Ref +3, Will +2 
  Offense
  Speed 20
  Melee Spear +7 (1d8+3 X3)
  Ranged Shortspear Thrown +5 (1d6+3) range 20 
  Statistics
  Str 16, Dex 14, Con 16, Int 10, Wis 13, Cha 7
  Base Attack 3 CMB 6 ; CMD 18 
  Feats Ride-by Attack, Mounted Combat, Power Attack
  Skills Climb 4, Handle Animal 2, Intimidate -2, Per-
  ception 3, Ride 8, Survival 1, Swim -3
  Languages Gnoll
  Ecology
  Environment Warm or temperate aboveground, or 
  any underground
  Organization rider and mount (1 dire hyena), hunt-
  ing party (1 to 6 raiders all mounted on dire hyena 
  accompanied by 1 to 6 standard hyena).
  Treasure NPC Gear (Masterwork Spear, armored 
  coat, 3*shortspear, exotic military saddle (dire hye-
  na), gem encrusted shield, various gems.
  The raider is always mounted on a Dire Hyena, using 
  the usual statistics from the Pathfinder Bestiary. You 
  should factor in the combined threat of both mount 
  and rider when balancing any encounter including the 
  raider.
  The shield is a light wooden shield that has been 
  decorated with gems, they provide no military or mag-
  ical advantage but do give the shield a value of 250 gp. 
  They could also be removed and sold separately for 250 
  gp but removing them will destroy the shield. The gem 
  gnoll raider wears an armband and a wristband each 
  holding a large ruby worth 100 gp. His clothing also 
  has other gems sewn into it with a total value of 50 gp.
  In combat the raider will try to use his Ride-by At-
  tack ability to harass isolated players without being 
  attacked himself. The description of Ride-by Attack is 
  unclear so we recommend ruling that the person with 
  it has to move in a straight line through any square ad-
  jacent to the target. They can make the attack from the 
  first square during that move where they are able to 
  reach the target.
  Medium humanoid (gnoll), chaotic evil
  Armor Class 17  
  (leather armor with shield)
  Hit points 72 (9d8 + 27)
  Speed 30 ft., burrow 20 ft.
  Str
  Dex
  Con
  Int
  Wis
  Cha
  16 (+3)
  16 (+3)
  16 (+3)
  10 (+0)
  12 (+1)
  8 (-1)
  Skills Animal Handling +3
  Senses darkvision 90 ft., passive Perception 11
  Languages Gnoll
  Challenge: 3 (700 XP)
  Riding Rampage. When the gem gnoll raider reduc-
  es a creature to 0 hit points with a melee attack on its 
  turn, the gem gnoll can take a bonus action to cause 
  their mount to move up to half its speed and either the 
  gem gnoll or it’s mount makes a bite attack.
  Ride-by. The Gem Gnoll Raider and its mount do not 
  provoke opportunity attacks when it rides out of an 
  enemy’s reach
  Actions
  Lance. Melee Weapon Attack, +5 to hit,reach 10 ft., 
  one target. Hit: 10 (1d12+3) piercing damage
  Bite. Melee Weapon Attack, +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4+3) piercing damage
  The raider is always mounted on a Giant Hyena, us-
  ing the usual statistics. You should factor in the com-
  bined threat of both mount and rider when balancing 
  any encounter including the raider.
  The shield is a wooden shield that has been decorat-
  ed with gems, they provide no military or magical ad-
  vantage but do give the shield a value of 250gp. They 
  could also be removed and sold separately for 250gp 
  but removing them will destroy the shield. The gem 
  gnoll raider wears an armband and a wristband each 
  holding a large ruby worth 100gp. His clothing also has 
  other gems sewn into it with a total value of 50gp.
  In combat the raider will try to use his Ride-by At-
  tack ability to harass isolated players without being at-
  tacked himself. 
  Sara Piper (Order #9076834)
  
  7
  CR 3 (XP 800)
  Gem gnoll barbarian 2
  CE Medium humanoid (gnoll)
  Init +1; Senses darkvision 60 ft.;  
  Perception +7
  Defense
  AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 
  natural)
  hp 38 (5 HD; 3d8+2d12+12)
  While Raging: AC 14, 10 temporary hit points
  Fort +6, Ref +4, Will +1(+2 while raging)
  Defensive Abilities uncanny dodge
  Offense
  Speed 40 ft., burrow 20 ft.
  Melee mwk heavy pick +7 (1d6+12/×4) or mwk heavy 
  pick +9 (1d6+12/×4) (full attack)
  While Raging mwk heavy pick +9 (1d6+15/×4) 
  or mwk heavy pick +11 (1d6+15/×4), bite +3 
  (1d4+5)
  Special Attacks rage (8 rounds/day), rage 
  power (animal fury)
  Statistics
  Str 18, Dex 12, Con 14, Int 8, Wis 10, Cha 6
  Base Atk +4; CMB +6; CMD 19
  Feats Furious FocusAPG, Power Attack
  Skills Acrobatics -1 (+3 to jump), Appraise +5, Climb 
  +6, Perception +7, Survival +4
  Languages Common, Gnoll
  SQ fast movement
  Other Gear chain shirt, mwk heavy pick
  Special Abilities
  Animal Fury (Ex) Gain a d4 bite attack while raging
  Furious Focus If you are wielding a weapon in two 
  hands, ignore the penalty for your first attack of each 
  turn.
  Power Attack -2/+4 You can subtract from your at-
  tack roll to add to your damage. (Included in stats)
  Uncanny Dodge (Ex) Retain Dex bonus to AC when 
  flat-footed.
  Ecology
  Environment Warm or temperate aboveground, or 
  Gem Gnoll WaR leadeR
  A heavy-set bipedal shaggy creature of canine or hyena 
  descent bares its jagged teeth at you, a heavy pick held 
  firmly in paws just a little too large for its frame at the end 
  of sinewed arms. Distracting from its physical prowess 
  are a small collection of scattered gemstones woven into 
  its fur.
  Out of the rabble of the average gem gnolls arise 
  the war leaders, proving their worth in viciousness 
  and their ability to lead their fellows to victory and 
  back with the fewest losses. Unlike many war-loving 
  savage races, gem gnolls are known to turn against 
  leaders who don’t see to the victory of those around 
  them, but they are just as quick to applaud and cele-
  brate a war leader that brings them prosperity.
  Sara Piper (Order #9076834)
  
  8
  any underground
  Organization solitary, pair, hunting party (1 war 
  leader, 2–5 gem gnolls and 1–2 hyenas), band (10–
  100 adults plus 50% noncombatant children, 1 war 
  leader of 3rd level per 20 adults, 1 keeper of the flame 
  or other gem gnoll of 4th–6th level, and 5–8 hyenas), 
  or tribe (20–200 plus 1 war leader of 3rd level per 20 
  adults, 1 or 2 gem gnolls of 4th or 5th level, 1 keeper 
  of the flame or other gem gnoll of 6th–8th level, 7–12 
  hyenas, and 4–7 hyaenodons)
  Treasure NPC Gear (masterwork heavy pick, chain 
  shirt, other treasure)
  CR 8 (XP 4,800)
  Gem gnoll druid 7
  CN Medium humanoid (gnoll)
  Init +5; Senses darkvision 120 ft.;  
  Perception +12
  Defense
  AC 19, touch 11, flat-footed 18 (+7 armor, +1 Dex, +1 
  natural)
  hp 82 (10d8+37)
  Fort +9, Ref +6, Will +9; +4 vs. fey and plant-target-
  ed effects
  Offense
  Speed 30 ft. (20 ft. in armor), burrow 20 ft.
  Melee +1 longspear +10/+5 (1d8+4/×3)
  Special Attacks wild shape 2/day
  Domain Spell-Like Abilities (CL 7th; concentra-
  tion +10)
     6/day—acid dart (1d6+3 acid)
  Druid Spells Prepared (CL 7th; concentration +10)
     4th—flame strike (DC 17), spike stonesD (DC 17)
     3rd—furrier, pup shapeUC (2, DC 16), spiked pitD,APG 
  (DC 16)
     2nd—bull’s strength (2), burning gazeAPG (DC 15), 
  create pitD,APG (DC 15), flame blade
     1st—cure light wounds (2), magic stoneD, mutating 
  gift (2, DC 14), pass without trace
  Medium humanoid (gnoll), chaotic evil
  Armor Class 15 (chain shirt)
  Hit points 105 (14d8 + 42)
  Speed 30 ft., burrow 20 ft.
  Str
  Dex
  Con
  Int
  Wis
  Cha
  18 (+4)
  14 (+2)
  16 (+3)
  8 (-1)
  11 (+0)
  13 (+1)
  Saving Throws Wis +2
  Senses darkvision 90 ft., passive Perception 10
  Languages Gnoll, Common
  Challenge: 4 (1,100 XP)
  Rampage When the war leader reduces a creature to 
  0 hit points with a melee attack on its turn, the war 
  lord can take a bonus action to move up to half its 
  speed and make a bite attack
  Reckless At the start of its turn, the war leader can 
  gain advantage on all melee weapon attack rolls it 
  makes during that turn, but attack rolls against it 
  have advantage until the start of its next turn
  Actions
  Frenzy (Recharge 5-6). The war leader gains 10 
  temporary hit points that last until the start of its 
  next turn, then makes two Heavy Pick attacks.
  Multiattack. The war leader makes a Heavy pick at-
  tack and a bite attack.
  Heavy Pick. Melee Weapon Attack, +6 to hit, reach 5 
  ft., one target. Hit: 10 (1d12+4) Piercing damage
  Bite. Melee Weapon Attack, +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d4+4) Piercing damage
  Gem Gnoll KeepeR of the flames
  Looking thin almost to the point of emaciation, this hide 
  covered creature resembles a wolf or hyena biped. It’s grin 
  is unsettling, a smile showing off fangs that look perfectly 
  up to the task of rending flesh from bone. The long mane of 
  fur leading down their back looks singed in places, woven 
  thickly with gems.
  Keepers of the Flames are a central figure 
  in a den. They care not for the individual strug-
  gles or fights among packmates, but instead guide 
  their brethren, bringing fire to warm, fire to cook, 
  and fire to kill. Not to be underestimated in phys-
  ical traits, however, they are always prepared to 
  stand their ground and defend the den from out-
  side attackers.
  Sara Piper (Order #9076834)
  
  9
     0 (at will)—create water (2), flare (DC 13), know di-
  rection
     DDomain spell
  Domain Earth (Caves domain subdomain)
  Statistics
  Str 14, Dex 12, Con 16, Int 8, Wis 16, Cha 12
  Base Atk +7; CMB +9; CMD 20
  Feats Combat Casting, Deep SightAPG, Improved Ini-
  tiative, Power Attack
  Skills Acrobatics -3 (-7 to jump), Appraise +6, Handle 
  Animal +6, Perception +12, Spellcraft +6, Stealth +2, 
  Survival +11
  Languages Common, Druidic, Gnoll
  SQ nature bond (Caves domainAPG), nature sense, 
  trackless step, wild empathy +8, woodland stride
  Combat Gear potion of cure serious wounds (2); 
  Other Gear +1 ironwood chainmail, +1 longspear, 
  flint and steel, pot, spell component pouch
  Special Abilities
  Acid Dart 1d6+3 acid (6/day) (Sp) As a standard 
  action, ranged touch attack deals acid dam to foe in 
  30 ft.
  Combat Casting +4 to Concentration checks to cast 
  while on the defensive.
  Trackless Step (Ex) You do not leave a trail as you 
  move through natural surroundings.
  Wild Empathy +8 (Ex) Improve the attitude of an 
  animal, as if using Diplomacy.
  Woodland Stride (Ex) Move through undergrowth 
  at normal speed.
  Ecology
  Environment Warm or temperate aboveground, or 
  any underground
  Organization solitary, pair, hunting party (1 keeper 
  of the flame, 1 war leader, 1–3 gem gnolls and 1–2 
  hyenas), band (10–100 adults plus 50% noncomba-
  tant children, 1 war leader of 3rd level per 20 adults, 
  1 keeper of the flame or other gem gnoll of 4th–6th 
  level, and 5–8 hyenas), or tribe (20–200 plus 1 war 
  leader of 3rd level per 20 adults, 1 or 2 gem gnolls of 
  4th or 5th level, 1 keeper of the flame or other gem 
  gnoll of 6th–8th level, 7–12 hyenas, and 4–7 hyae-
  nodons)
  Treasure NPC Gear (potion of cure serious wounds 
  (2), +1 ironwood chainmail, +1 longspear, flint and 
  steel, pot, spell component pouch, other treasure)
  Medium Humanoid (gnoll),  
  chaotic neutral
  Armor Class 14 (Chain shirt)
  Hit points 104 (13d8 + 39)
  Speed 30 ft., burrow 20 ft.
  Str
  Dex
  Con
  Int
  Wis
  Cha
  14 (+2)
  12 (+1)
  16 (+3)
  10 (+0)
  16 (+3)
  14 (+2)
  Skills Perception +6, Survival +6
  Senses darkvision 90 ft.,passive Perception 16
  Languages Gnoll, Common 
  Challenge: 6 (2,300 XP)
  Spellcasting. The Keeper of the fames is a 7th-level 
  spellcaster. Its spellcasting ability is Wisdom (spell 
  save DC 14, +6 to hit with spell attacks). It has the 
  following spells prepared:
  Cantrips (at will): druidcraft, produce flame, shillelagh 
  1st level (4 slots): cure wounds, long strider 
  2nd level (3 slots): enhance ability, flame blade, heat 
  metal, pass without trace
   3rd level (3 slots): conjure animals, meld into stone
   4th level (1 Slot): conjure minor elemental, wall of 
  fire
  Actions
  Produce Flame. Ranged Spell Attack, +6 to hit, 
  range 30 ft., one target. Hit: 12 (2d8+3) fire damage
  Quarterstaff. Melee Weapon Attack: +5 to hit (+6 
  to hit with shillelagh), reach 5 ft., one target. Hit: 5 
  (1d6+2) bludgeoning damage, 6 (1d8+2) bludgeon-
  ing damage if wielded with two hands, or 7 (1d8 + 3) 
  bludgeoning damage with shillelagh
  Totemic Summon. The Keeper of the flame may 
  spend a 3rd level slot or higher to sum-
  mon a fiery Giant Hyena in an un-
  occupied space within 60 ft.  This 
  hyena is an elemental instead of 
  a beast, deals an extra 1d4 fire 
  damage with any of its natural 
  attacks, and has has 7 temporary 
  hitpoints and fire resistance.  It 
  acts as an ally of its summoner and  
  remains for 1 minute, until 
  it or or its summoner dies, 
  or 
  until 
  its 
  summoner  
  dismisses it as an action.  
  Once this ability is used, it 
  cannot be used again un-
  til the previous summon  
  dissipates.
  Sara Piper (Order #9076834)
  
  10
  CR 5 (XP 1,600)
  CE Large humanoid (giant)
  Init +2; Senses darkvision 60 ft.,  
  low-light vision, scent; Perception +8
  Defense
  AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 
  size)
  hp 63 (6d8+36); regeneration 5 (acid or fire)
  Fort +11, Ref +4, Will +3
  Offense
  Speed 30 ft. burrow 20 ft.
  Melee bite +7 (1d8+4), 2 claws +7 (1d6+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+7)
  Statistics
  Str 19, Dex 14, Con 23, Int 8, Wis 9, Cha 6
  Base Atk +4; CMB +10; CMD 22
  Feats Intimidating Prowess, Iron Will, Skill Focus 
  (Perception)
  Skills Intimidate +9, Perception +8
  Languages Giant, Gnoll
  Ecology
  Environment any
  Organization solitary, gang (2–4), tribe (2-4 gem 
  trolls and 5-20 gem gnolls)
  Treasure 1d4*100 gp worth of gems
  Large giant, chaotic evil
  Armor Class 15 (natural armor)
  Hit points 73 (7d10 + 35)
  Speed 30 ft., burrow 20 ft.
  Str
  Dex
  Con
  Int
  Wis
  Cha
  18 (+4)
  13 (+1)
  20 (+5)
  9 (-1)
  9 (-1)
  7 (-2)
  Skills Perception +2
  Senses darkvision 60 ft., passive Perception 12
  Languages Giant, Gnoll
  Challenge: 5 (1,800 XP)
  Keen Senses. The gem troll has advantage on Wis-
  dom (Perception) checks that rely on smell. 
  Regeneration. The gem troll regains 10 hit points at 
  the start of its turn. If the gem troll takes acid or fire 
  damage, this trait doesn’t function at the start of the 
  gen troll’s next turn. The gem troll dies only if it starts 
  its turn with 0 hit points and doesn’t regenerate.
  Actions
  Multiattack. The gem troll makes three attacks: one 
  with its bite and two with its claws
  Bite. Melee Weapon Attack, +7 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage
  Claw. Melee Weapon Attack, +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage
  Gem Troll
  A hulking form lumbers towards you looking 
  like an oversized hyena-biped. Raising horribly 
  filthy talons, its fang-filled grin sends every hair 
  you have on end.
  Because of their regenerative abilities, gem trolls are just as fearless as other trolls. They are smart enough 
  though to recognise the threat posed by flame or acid and will try to avoid such attacks, or withdraw from the fight 
  for long enough to regenerate before returning.
  Gem trolls were originally formed by the interbreeding of gem gnolls and trolls. While still rare they have formed 
  a new sub-species and are successfully breeding and reproducing themselves. They are spreading slowly throughout 
  gem gnoll lands where they are feared and respected in equal measure.
  Gem trolls are not quite as strong as their troll ancestors, but are also not quite so stupid. Their claws have inherit-
  ed the digging abilities of gem gnolls and are capable of digging through earth as easily as flesh.
  Sara Piper (Order #9076834)
  
  11
  GRiffon Cultist
  A raven-looking griffon, looking grim and haughty, they 
  don’t seem to carry weapon and, rather than immediately 
  attacking, seem more interested in talking.
  Defense
  AC 10, touch 10, flat-footed 10
  hp 4 (1d6+1)
  Fort +0, Ref +0, Will +2
  Offense
  Speed 30 ft., fly 40 ft. (poor)
  Melee bite +1 (1d6+1)
  Ranged light crossbow +0 (1d8/19-20)
  Bloodline Spell-Like Abilities (CL 1st; concentra-
  tion +1)
     3/day—laughing touch
  Sorcerer Spells Known (CL 1st; concentration +1)
     1st (3/day)—hypnotism (DC 14), vanishAPG (DC 11)
     0 (at will)—detect magic, light, mage hand, ray of 
  frost
     Bloodline Fey
  Statistics
  Str 12, Dex 10, Con 11, Int 11, Wis 10, Cha 11
  Base Atk +0; CMB +1; CMD 11 (15 vs. trip)
  Feats Eschew Materials, Spell Focus (enchantment)
  Skills Bluff +4, Fly +0
  Languages Common
  SQ cloud walker, winged flight
  Combat Gear potion of cure light wounds; Other 
  Gear crossbow bolts (10), light crossbow, wood-
  en symbol of Crossed and Bound Tallons, fetters 
  (barbed)ARG (6), manacles (barbed)ARG (6)
  Special Abilities
  Cloud Walker (Su) The creature treats any kind of 
  cloud or fog as if it were solid.
  Laughing Touch (4/day) (Sp) As a standard action, 
  if melee touch hits, foe can take only move actions 
  for 1 rd.
  Ecology
  Environment Cool to warm mountains
  Organization Solitary, raiding party (2-4 cultists, 
  cult bodyguard), slave caravan( 8-14 cultist, 2-4 cult 
  bodyguards, 30-50 non-griffon slaves)
  Treasure NPC Gear (light crossbow and bolts, fetters, 
  manacles, potion of cure light wounds, other trea-
  sure)
  Griffons
  Xenophobic beyond the point of reason, these 
  cultists work in and around the griffon empire to 
  push their agenda both upon fellow griffons and 
  outsiders alike. Believing that the griffon race is 
  weakened by outside influences, they primarily 
  target pegasi and cloven since of the races, they 
  have had both the most impact on griffons and 
  they are closer. A dark smear on an otherwise no-
  ble race, the cult work always in the shadows un-
  til just the right moment to strike.
  The Cult of the Bound Griffons worship an ideal 
  above all others. They believe that the trading and 
  befriending of outside races has weakened and subju-
  gated their whole race. Working mostly within their 
  own empire, these followers seem more bent toward 
  subjugation of other species than outright destruction. 
  Employing mind-warping magics, they seek the day 
  they can throw away their symbol and claim the grif-
  fon race as being bound no more. 
  CR 1/2 (XP 200)
  Griffon (scavenger aspect) sorcerer 1
  LE Medium fey (griffon)
  Init +0; Senses low-light vision;  
  Perception +0
  Sara Piper (Order #9076834)
  
  12
  Medium fey (griffon), lawful evil
  Armor Class 12 (studded leather)
  Hit points 10 (2d8)
  Speed 30 ft., fly 40 ft.
  Str
  Dex
  Con
  Int
  Wis
  Cha
  12 (+1)
  10 (+0)
  11 (+0)
  11 (+0)
  10 (+0)
  14 (+2)
  Saving Throws Wis +2
  Skills  Deception +4
  Senses passive Perception 10
  Languages Common, Auran
  Challenge: 1/2 (100 XP)
  Cloud Walker. The creature treats any kind of cloud 
  or fog as if it were solid.
  Subtle Enchantment. When a creature is charmed 
  by the griffon cultist, it must make a Wisdom saving 
  throw against the cultists spell save dc when the ef-
  fect ends to realize that it was charmed.
  Spellcasting. The griffon cultist is a 1st-level spell-
  caster. Its spellcasting ability is Charisma(spell save 
  DC 12, +4 to hit with spell attacks). It has the follow-
  ing spells prepared:
   Cantrips 
  (at 
  will): 
   
  light, 
  ray 
  of 
  frost 
  1st level (2 slots): bane, charm person, hideous  
     laughter
  Actions
  Beak. Melee Type Attack, +2 to hit, reach  5ft., one 
  target. Hit: 3 (1d6) piercing damage
  CR 6 (XP 2,400)
  Griffon (scavenger aspect) sorcerer 7
  LE Medium fey (griffon)
  Init +4; Senses low-light vision;  
  Perception +1
  Defense
  AC 10, touch 10, flat-footed 10
  hp 38 (7d6+14)
  Fort +3, Ref +2, Will +5
  Offense
  Speed 30 ft., fly 40 ft. (poor)
  Melee bite +5 (1d6+3)
  Ranged +1 light crossbow +4 (1d8+1/19-20)
  Bloodline Spell-Like Abilities (CL 7th; concentra-
  tion +9)
     5/day—laughing touch
  Sorcerer Spells Known (CL 7th; concentration +9)
   3rd (4/day)—deep slumber (DC 19), rage, suggestion  
     (DC 19)
   2nd (7/day)—adorationUC, blur, hideous laughter  
     (DC 18), hypnotic pattern (DC 14)
   1st (7/day)—entangle (DC 13), grease, hypnotism 
     (DC 17), mage armor, magic missile,  vanishAPG 
  (DC 13)
     0 (at will)—arcane mark, bleed (DC 12), detect magic,  
     light, mage hand, ray of frost, read magic
     Bloodline Fey
  Statistics
  Str 14, Dex 10, Con 13, Int 14, Wis 10, Cha 14
  Base Atk +3; CMB +5; CMD 15 (19 vs. trip)
  Feats Combat Casting, Eschew Materials, Flyby At-
  tack, Greater Spell Focus (enchantment), Improved 
  Initiative, Spell Focus (enchantment)
  Skills Bluff +12, Diplomacy +9, Fly +6, Perception +1, 
  Spellcraft +11
  Languages Common
  SQ cloud walker, winged flight, woodland stride
  Combat Gear oil of darkness, potion of cure mod-
  erate wounds, potion of darkvision; Other Gear 
  crossbow bolts (10), +1 light crossbow, crown of 
  blindnessAPG, fetters - masterwork (barbed)ARG (6), 
  manacles masterwork (barbed)ARG (6), wooden sym-
  bol of Crossed and Bound Tallons
  GRiffon indoCtRinatoR
  Leading a mismatched band of creatures, a lone ra-
  ven-headed griffon smiles as he meets you. “More friends.” 
  They look quite pleased indeed.
  This canny and calm enchanter will always be ac-
  companied by slaves, creatures whose will they have 
  broken and worn down until the only light in their lives 
  is servitude. Always seeking to show griffons how much 
  better than the other races they are, these higher-rank-
  ing followers of the Cult of the Bound Griffons will of-
  ten happily try and trade with those they meet, seeking 
  to sell the crown they carry to the bravest and stron-
  gest ‘lesser beasts’ they meet, returning later to capture 
  their newest slave.
  Sara Piper (Order #9076834)
  
  13
  Medium fey (griffon), lawful evil
  Armor Class 11 (14 with mage armor)
  Hit points 91 (14d8 + 28)
  Speed 30 ft., fly 40 ft.
  Str
  Dex
  Con
  Int
  Wis
  Cha
  14 (+2)
  13 (+1)
  15 (+2)
  14 (+2)
  10 (+0)
  20 (+5)
  Saving Throws Con +4, Wis +2
  Senses passive Perception 10
  Languages Common,  Auran
  Challenge: 4 (1,000 XP)
  Cloud Walker. The creature can treat any kind of 
  cloud or fog as if it were solid.
  Subtle Enchantment. When a creature is charmed 
  by the Indoctrinator, it must make a Wisdom saving 
  throw against the indoctrinator’s spell save DC when 
  the effect ends to realize that it was charmed.
  Spellcasting. The griffon indoctrinator is a 5th-level 
  spellcaster. Its spellcasting ability is Charisma (spell 
  save DC 15, +7 to hit with spell attacks). It has the 
  following spells prepared:
   Cantrips (at will):  light, message, ray of frost  
  1st level (4 slots): charm person, heroism, hideous  
     laughter, mage armor
   2nd Level (3 Slots): calm emotions, hold person,  
     suggestion
   3rd Level (2 Slots): hypnotic pattern
  Actions
  Beak. Melee Type Attack, +4 to hit, reach  
  5ft., one target. Hit: 5 (1d6+2) piercing 
  damage
  Special Abilities
  Cloud Walker (Su) The creature treats any kind of 
  cloud or fog as if it were solid.
  Flyby Attack You can take a standard action during 
  your move action while flying.
  Laughing Touch (5/day) (Sp) As a standard action, 
  if melee touch hits, foe can take only move actions 
  for 1 rd.
  Woodland Stride (Ex) Move through undergrowth 
  at normal speed.
  Ecology
  Environment Cool to warm mountains, low grounds 
  surrounding mountains
  Organization Solitary, raiding party (indoctrinator, 
  4-8 cultists, 1-2 cult bodyguard), slave tradehouse 
  (2-3 indoctrinators, 6-12 cultists, 3-6 cult body-
  guards, 20-100 slaves) 
  Treasure NPC Gear (+1 crossbow and bolts, fetters, 
  manacles, potion of cure moderate wounds, potion 
  of darkvision, oil of darkness, crown of blindness 
  (cursed), other treasure)
  neW 5e maGiC item: CRoWn of Blindness
  Wondrous Item, Rare (Requires Attunement)
  While wearing this crown, you have advantage on per-
  ception checks related to vision.
  Curse:  This crown is cursed, which is revealed when 
  you attune to it or use the identify spell on it.  At-
  tuning to this crown curses you until you are 
  targeted by remove curse or similar magic, 
  breaking the curse and ending the attune-
  ment.  Removing the crown does 
  not remove the curse.  While 
  cursed, you are blinded.
  Sara Piper (Order #9076834)
  
  14
  Cult BodyGuaRd  
  Silent apart from the clanks of their armor, this steel-
  wrapped pony advances on you, bringing the hooked tip 
  of their lance to bear.
  Special Abilities
  Cloud Walker (Su) The creature treats any kind of 
  cloud or fog as if it were solid.
  Combat Reflexes (3 AoO/round) Can make extra 
  attacks of opportunity/rd, and even when flat-footed.
  Fatigued Unable to remove their armor, these war-
  rior-slaves are always fatigued, gaining a -2 to Str 
  and Dex at all times and can neither run nor charge.
  Improved Trip You don’t provoke attacks of oppor-
  tunity when tripping.
  Pack Attack Ally’s attack allows you to take a 5-foot 
  step
  Tandem Trip When you make a trip against an op-
  ponent threatened by any ally, roll twice and take the 
  higher result
  Ecology
  Environment Cool to warm mountains, low grounds 
  surrounding mountains
  Organization scouting party (2-4 cultists, cult body-
  guard), raiding party (indoctrinator, 4-8 cultists, 
  1-2 cult bodyguard), slave tradehouse (2-3 indoc-
  trinators, 6-12 cultists, 3-6 cult bodyguards, 20-100 
  slaves) 
  Treasure NPC Gear (masterwork hooked lance, sad-
  dle rack, heavy wooden shield)
  CR 4 (XP 1,200)
  Pony (pegasus) fighter 5
  N Medium fey (ponykind)
  Init +6; Senses low-light vision;  
  Perception +5
  Defense
  AC 23, touch 12, flat-footed 21 (+9 armor, +2 Dex, +2 
  shield)
  hp 28 (5d10+1)
  Fort +3, Ref +3, Will +2 (+1 vs. fear)
  Offense
  Speed 40 ft. (30 ft. in armor)
  Melee mwk hooked lance +6 (1d8+1/×4)
  Special Attacks weapon training (pole arms +1)
  Statistics
  Str 9, Dex 15, Con 9, Int 13, Wis 12, Cha 8
  Base Atk +5; CMB +7 (+9 trip); CMD 16 (22 vs. trip)
  Feats Agile Maneuvers, Combat Expertise, Combat 
  Reflexes, Improved Initiative, Improved Trip, Pack 
  AttackUC, Tandem TripUC
  Skills Fly +3, Perception +5, Profession (Slave) +8, 
  Survival +6
  Languages Common, Sylvan
  SQ armor training 1, brand of destiny, cloud walker, 
  fingerless, unique destiny, winged flight, fatigued
  Other Gear full plate (destroyed if removed), heavy 
  wooden shield, mwk hooked lanceUC, mask of obedi-
  ence (cannot be removed), saddle rack
  Sara Piper (Order #9076834)
  
  15
  Medium fey (ponykind), neutral
  Armor Class 18 (plate)
  Hit points 75 (10d8 + 30)
  Speed 30 ft.
  Str
  Dex
  Con
  Int
  Wis
  Cha
  16 (+3)
  12 (+1)
  16 (+3)
  10 (+0)
  10 (+0)
  8 (-1)
  Skills Perception +2
  Senses passive Perception 12
  Languages Common
  Challenge: 4 (1,100 XP)
  Cloud Walker. The creature can treat any kind of 
  cloud or fog as if it were solid.
  Actions
  Multiattack. The Bodyguard makes two lance at-
  tacks.
  Lance. Melee Weapon Attack, +5 to hit, reach 10 ft., 
  one target. Hit: 9 (1d12+3) piercing damage
  Reactions
  Coordinated Assault. When an ally hits with a me-
  lee weapon attack, the bodyguard moves up to half 
  their movement towards the target of the allies at-
  tack.  This movement does not provoke opportunity 
  attacks.
  Guardian. When an ally within 5 ft. of the bodyguard 
  is targeted by an attack, the bodyguard can use its 
  reaction to cause the attack to have disadvantage.
  These mind-broken ponies, forever 
  robbed of flight by the heavy armor that has 
  been riveted onto them are silent under the 
  masks they wear. The mask itself would fetch 
  a hefty price, if it could ever be removed, but 
  the key that fits it is neither kept on the slave 
  or their owner. Unswerving in their obedi-
  ence to their griffon master, they will fight 
  until death at their command. Intelligent de-
  spite their trained devotion, they will work 
  together to bring a foe down and secure them 
  for their masters.
  Sara Piper (Order #9076834)
  
  16
  Lightning Clockwork Pony
  Resembling a clockwork pony, this creature’s eyes crackle with electricity, quickly leading you to 
  realize that they are not likely to want to make friends.
  Sara Piper (Order #9076834)
  
  17
  CR 6 (XP 2,400)
  CE Medium construct
  Init +2; Senses darkvision 60 ft.,  
  low-light vision; Perception +10
  Defense
  AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex,  
  +2 natural)
  hp 64 (8d10+20)
  Fort +4, Ref +6, Will +4
  Defensive Abilities hardness 5; Immune construct 
  traits; Immune electricity
  Offense
  Speed 40 ft.
  Melee 2 hooves +10 (1d8+3+2d6 electricity)
  Spell-Like Abilities (CL 8th; concentration +8)
     At will—call lightning (DC 15)
     2/day—lightning bolt (DC 15)
  Statistics
  Str 16, Dex 14, Con —, Int 12, Wis 14, Cha 10
  Base Atk +8; CMB +11; CMD 23 (27 vs. trip)
  Feats Elemental Focus, Great Fortitude, Lightning  
  Reflexes, Spell Focus (evocation)
  Skills Acrobatics +9 (+13 to jump), Intimidate +8,  
  Perception +10
  Languages Sylvan
  Other Gear +1 lesser electricity resistance lamellar  
  (leather) armor
  Special Abilities
  Lightning Hooves (Ex) The lightning clockwork po-
  ny’s attacks deal 2d6 electricity damage in addition 
  to their normal damage.
  Lesser Electricity Resistance adds 2000gp to the 
  value of a set of armour and absorbs the first 5 points 
  of electricity damage from any attack on the wearer.
  Ecology
  Environment Any
  Organization solitary, pair or squad (1 or 2 Lightning 
  Clockwork Ponies accompanied by 1 to 10 Clockwork 
  Ponies or 1 to 5 Lightning Elementals)
  Treasure None
  When the curse struck down the ponies who 
  dared to challenge the gods some were hit harder 
  than others. Twisted by storms of magic they emerged 
  as fully mechanical beings driven by malice and rage. 
  With energy still surging through their clockwork 
  frames they can call lightning and shape it to their bid-
  ding.
  Medium construct, chaotic evil
  Armor Class 15 (chain shirt)
  Hit points 104 (16d8 + 32)
  Speed 40 ft.
  Str
  Dex
  Con
  Int
  Wis
  Cha
  16 (+3)
  14 (+1)
  14 (+2)
  12 (+1)
  16 (+3)
  10 (+0)
  Damage Resistance poison
  Damage Immunities lightning 
  Senses passive Perception 13
  Languages Sylvan
  Challenge: 5 (1,800 XP)
  Lighting Hooves. The lightning clockwork pony’s 
  attacks deal 2d6 lightning damage in addition to their 
  normal damage (Included in the attack).
  Tenacity of Gears.The lightning clockwork pony do 
  not need to sleep, eat, or breathe but can still do so to 
  gain their benefits (such as drinking potions).  They 
  also have advantage against effects that confer the 
  charmed, exhaustion, and poisoned conditions, as 
  well as against any disease effects and are not subject 
  to spells that restore life to the dead. 
  Innate Spellcasting. The lightning clockwork pony 
  innate spellcasting ability is Wisdom (Spell Save DC 
  of 14). It can innately cast the following spells, re-
  quiring no material components:
      At will: call lightning
      2/day: lightning bolt 
  Actions
  Multiattack. The lighting Clockwork pony makes two 
  hoof attacks
  Hoof. Melee Weapon Attack, +6 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) bludgeoning damage and 7 
  (2d6) lightning damage
  Sara Piper (Order #9076834)
  
  18
  simple template: livinG aRt
  A creature that has the living art template appears as a flat drawing of its standard appearance, some-
  times with bright colors and other times missing all colors at all and just appearing as an outline. Some 
  say such creatures are the work of the Author, or at least the result of some great artifact of hers gone 
  awry. A living art’s CR increases by 1 only if the base creature has 5 or more HD.
  Rebuild Rules: The creature gains the construct type but retains any old subtypes and gains its old type 
  as a subtype, allowing it to be affected by effects that target the original type; Senses gains darkvision 60 ft.; Defensive 
  Abilities gains a miss chance against all attacks as attacks pass through its hollow points and against its outlandish  
  two-dimensional nature. True sight or other similar effects do not reduce this miss chance.
  Hit Dice
  Miss Chance
  1–4
  10%
  5–10
  30%
  11+
  50%
  livinG aRt template
  A creature that has the living art template appears as a flat drawing of its standard appearance, some-
  times with bright colors and other times missing all colors at all and just appearing as an outline. Some 
  say such creatures are the work of the Author, or at least the result of some great artifact of hers gone 
  awry. When a creature becomes Living art, it retains all it’s statistics, except as noted below.
  Challenge. A Living art’s challenge is 1 higher than the original creature
  Type. The living art type changes to construct but retains any old subtypes and gains its old type as a subtype, allow-
  ing it to be affected by effects that target the original type.  It no longers requires air, food, drink, or sleep.
  Senses. If the living art did not already have darkvision, it gains darkvision out to 60 ft.
  Two-dimensional. The Living Art may move through any opening that is large enough to fit either  the height, 
  width, or length of the original creature.  All Weapon attacks have disadvantage against the Living Art, as weapons 
  pass through its hollow points and against its outlandish two-dimensional nature.
  Sara Piper (Order #9076834)
  
  19
  Mahr
  Resembling a flutter in size, this tiny bat-winged pony is more intent on mayhem. 
  With a red glow in it’s tiny eyes, it flaps tiny wings and advances.
  Mahr seek only to mess with ponies. They love it. Using stealth and sneakiness, the tiny demons will seek to 
  bring their foes to a catatonic state and invade the dreams of the most tasty-looking adventurer. Of course, if their 
  spells are rebuffed, they will resort to fangs and hooves to beat a foe into submission, an unconscious foe is still a 
  sleeping foe. Upon awaking from their time spent at the tender hooves of a mahr, even if not subject to a fever dream, 
  ponies will find their tail tied in enough knots that it will take a week of time to untangle.
  Once a mahr finds a snack it likes the taste of, it will frequently follow them for quite some time, avoiding confron-
  tation and using stealth to seek the sleeping meal.
  Sara Piper (Order #9076834)
  
  20
  CR 2 (XP 600)
  CE Tiny outsider  
  (chaotic, demon, evil, extraplanar)
  Init +5; Senses darkvision 60 ft.;  
  Perception +7
  Defense
  AC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 
  size)
  hp 13 (3d10-3); fast healing
  Fort +0, Ref +4, Will +4
  DR 5/cold iron or good; Immune electricity, poison; 
  Resist acid 10, cold 10, fire 10
  Offense
  Speed 25 ft., fly 45 ft. (good)
  Melee bite +4 (1d3-1) + poison, 2 hooves -1 (1d2-1)
  Space 2½ ft.; Reach 0 ft.
  Special Attacks poison
  Spell-Like Abilities (CL 3rd; concentration +4)
     At will—detect magic, invisibility (self only), 
      lullaby (DC 11)
     1/day—sleep (DC 12)
  Statistics
  Str 8, Dex 12, Con 8, Int 13, Wis 12, Cha 13
  Base Atk +3; CMB +2; CMD 11 (15 vs. trip)
  Feats Acrobatic, Improved Initiative
  Skills Acrobatics +9 (+5 to jump), Bluff +7, Fly +17,  
  Perception +7, Spellcraft +7, Stealth +15, Use Magic  
  Device +7
  Languages Abyssal, Sylvan
  SQ fever dream
  Other Gear gems (worth 35 gp)
  Special Abilities
  Fever Dream (1/day) (Su) Once per day a Mahr may 
  infect the dreams of a single fey creature they touch, 
  plaguing them with nightmares and fear. The subject 
  will awaken normally but be fatigued for 24hrs. The 
  dreams of mages are particularly sweet, any arcane 
  spells cast by the subject of a fever dream, while they 
  are fatigued, will have -1 penalty to their save DC.
  Poison: - Injury (DC 9) (Ex) Poison—Injury; save 
  Fort DC 9; freq 1/rd rd; effect sleep for ; cure 2 saves.
  Ecology
  Environment any (abyss)
  Organization Solitary or pair
  Treasure gems worth 35 gp
  Tiny fiend (demon), chaotic evil
  Armor Class 14 (natural armor)
  Hit points 20 (8d4)
  Speed 25 ft., fly 45ft.
  Str
  Dex
  Con
  Int
  Wis
  Cha
  8 (-1)
  16 (+3)
  10 (+0)
  13 (+1)
  12 (+1)
  15 (+2)
  Skills Stealth +7
  Damage Resistance cold, fire, lightning; bludgeon-
  ing, piercing, or slashing from non-magical weapons.
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 11
  Languages Abyssal, Sylvan
  Challenge: 2 (450 XP)
  Innate Spellcasting. The Mahr’s innate spellcasting 
  ability is Charisma(Spell Save DC of 12). It can innate-
  ly cast the following spells, requiring no material com-
  ponents:
   1/day: sleep
  Actions
  Fever Dream(1/day). The Mahr may touch a single 
  fey creature who is Unconscious or sleeping and af-
  flict it with nightmares and fear.  The target, when 
  it awakens or regains consciousness as normal, does 
  not recover a level of exhaustion if they just finished 
  a long rest and suffers an additional level of exhaus-
  tion, though this cannot push the target beyond the 
  third level of exhaustion. 
  Invisibility. The Mahr magically turns invisible un-
  til it attacks or until its concentration ends (as if 
  concentrating on a spell). Any equipment the Mahr 
  wears or carries is invisible with it.
  Bite. Melee Weapon Attack, +5 to hit, reach 5 ft., one 
  target. Hit: 5 (1d4+3) piercing damage, and the tar-
  get must succeed on a DC 12 Constitution saving 
  throw or be poisoned for 1 hour. If the saving throw 
  fails by 5 or more, the target is also unconscious 
  while poisoned in this way. The target wakes up if it 
  takes damage or if another creature takes an action 
  to shake it awake.
  Sara Piper (Order #9076834)
  
  21
  CR 8 (XP 4,800)
  CE Medium outsider  
  (chaotic, demon, evil, extraplanar)
  Init +6; Senses darkvision 60 ft.;  
  Perception +13
  Defense
  AC 23, touch 12, flat-footed 21 (+2 armor, +2 Dex, +9  
  natural)
  hp 104 (11d10+44)
  Fort +11, Ref +5, Will +6
  Defensive Abilities Blood of Hate; DR 10/good or 
  cold iron; Immune electricity, poison, acid; Resist 
  cold 10, fire 10; SR 18
  Offense
  Speed 40 ft.
  Melee bite +13 (1d8+11), 2 claws +14 (1d6+11), 2 
  hooves +8 (1d4+5)
  Special Attacks rend (2 claws, 1d3+7)
  Statistics
  Str 20, Dex 15, Con 18, Int 13, Wis 8, Cha 11
  Base Atk +11; CMB +16; CMD 28 (32 vs. trip)
  Feats Dazzling Display, Gory FinishUC, Improved Ini-
  tiative, Intimidating Prowess, Power Attack, Weapon 
  Focus (claw)
  Skills Acrobatics +13 (+17 to jump), Climb +16, Intim-
  idate +19, Perception +13, Sense Motive +13, Spell-
  craft +11, Survival +7, Use Magic Device +13
  Languages Abyssal, Celestial, Draconic
  SQ born of flame, chilling shock
  Other Gear unholy bracers of rage (Bracers of Ar-
  mor +2), iron unholy symbol of Apep
  Special Abilities
  Born of Flame (Su) A Marching Hord has fire re-
  sistance, but the element of their birth strengthens 
  and fuels them. Upon taking fire damage, a Marching 
  Horde enters a Rage, as per the barbarian ability, un-
  til the end of it’s next turn. They still take the damage 
  and leaving the rage does not fatigue them.
  Chilling Shock (Su) Where fire brings strength, cold 
  slows. Upon taking cold damage a Marching Horde 
  will become slowed, as per the spell, until the end of 
  it’s next turn. They still take the damage.
  Blood of Hate (DC 19) (Ex) Creatures that strike 
  the demon in combat with a piercing or slashing 
  weapon must make a fortitude save or, until the end 
  of their next turn, must attack a random adjacent 
  target, friend or foe. If none are adjacent, they will 
  engage the nearest target. This save is constitution 
  based.
  Ecology
  Environment any (abyss)
  Organization Pair, skirmish (4-12 marching horde), 
  army (20-50 marching hoard), hoard (100+ march-
  ing hoard)
  Treasure NPC Gear (+2 bracers of armor, other trea-
  sure)
  Marching Horde
  Spitting smoke and ash, their limbs wreathed in fire, a red-maned horror of a pony looks ready to 
  attack. Their form covered in scars and wounds that though healed, their front hooves are twisted 
  into talons and their mouth, curved into a cruel and sadistic smile, reveals large fangs.
  The Marching Horde are a nameless mass of demons that seek just one thing, battle. Their mighty queen 
  they saw leave them, rising to fight the very godshemselves. During her battle, the horde sought their own wars, 
  attempting to mirror the reflections of her fight with the gods in their own lesser battles. She never returned to 
  them, she didn’t answer their calls, or appear when they slaughtered armies in her name. Reluctantly, the demonic 
  warhost turned to another great demon, swearing to Apep’s name that they will avenge their fallen queen.
  Sara Piper (Order #9076834)
  
  22
  Medium fiend(demon), chaotic evil
  Armor Class 16 (natural armor) 
  Hit points 127 (15d8 + 60)
  Speed 40 ft.
  Str
  Dex
  Con
  Int
  Wis
  Cha
  20 (+5)
  15 (+2)
  18 (+4)
  13 (+1)
  8 (-1)
  11 (+0)
  Skills Intimidation +3, Perception +2
  Damage Resistance cold, fire, lightning
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 120 ft., passive Perception 12
  Languages Abyssal, Celestial, Draconic
  Challenge: 8 (3,900 XP)
  Blood of Hate. When a creature deals slashing or 
  piercing damage to the marching horde with an attack 
  while within 5ft, the attacking creature must make a 
  DC 15 Constitution saving throw.  On a failed save, the 
  creature must attack any adjacent creatures randomly 
  until the end of their next turn.  If no creature is adja-
  cent, the affected creature instead targets the closest 
  creature.
  Born of Flames. When the marching horde takes fire 
  damage, they gain 12 Temporary Hit Points that last 
  until the start of their next turn. In addition, until the 
  end of the marching horde’s next turn, they make an 
  additional claw and hoof attack when they use multi-
  attack.
  Chilling Shock. When the marching horde takes cold 
  damage, until the end of their next turn, they cannot 
  take reactions, reduces its speed by half, and cannot 
  use multiattack. 
  Actions
  Multiattack. The marching horde makes a bite attack, 
  a claw attacks, and a hoof attack.
  Bite. Melee Weapon Attack, +8 to hit, reach 5 ft., one 
  target. Hit: 9 (1d8+5) piercing damage
  Claw. Melee Weapon Attack, +8 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6+5) slashing damage
  Hoof. Melee Weapon Attack, +8 to hit, reach 5 ft., one 
  target. Hit: 8 (1d6+5) bludgeoning damage
  Sara Piper (Order #9076834)
  
  23
  CR 4 (XP 1,200)
  Reptilin shaman 2 
  N Large Fey (reptilian)
  Init +4; Senses low-light vision;  
  Perception +5; Tremorsense 10 ft.
  Defense
  AC 13, touch 9, flat-footed 13 (+4 armor, -1 size)
  hp 30 (4 HD; 2d8+2d10+10)
  Fort +5, Ref +3, Will +4
  Offense
  Speed 20 ft. (15 ft. in armor), climb 20 ft., swim 15 ft.
  Melee obsidian longspear (reach) +6 (2d6+6/×3) or
     tail slap +6 (1d6+6 plus grab, primary)
  Space 10 ft.; Reach 5 ft.
  Special Attacks constrict (1d4+4), hexes (tonguesAPG, 
  wardAPG)
  Shaman Spells Prepared (CL 2nd; concentration 
  +3)
     1st—entangle (DC 12), goodberry, mutating gift (DC 
  12);       charm animalS (DC 12)
     0 (at will)—create water, purify food and drink (DC 
  11), read magic, stabilize
     Sspirit magic spell; 
  Spirit Nature Wandering Spirit
  Statistics
  Str 18, Dex 11, Con 15, Int 9, Wis 12, Cha 8
  Base Atk +3; CMB +8 (+12 grapple); CMD 18 (can’t 
  be tripped)
  Feats Extra HexAPG, Improved Initiative
  Skills Acrobatics +2 (-6 to jump), Bluff +2, Climb +13, 
  Handle Animal +5, Perception +5, Swim +13
  Languages Reptim
  SQ spirit animal (snake, viper), storm burst
  Other Gear hide armor, obsidian longspear, trail ra-
  tions (2), waterskin
  Special Abilities
  Grab (Large, Tail Slap) (Ex) You can start a grapple 
  as a free action if you hit with the designated weapon.
  Spirit Animal (spirit animal (snake, viper)) If 
  spirit animal is slain, cannot use spirit magic or pre-
  pare new spells.
  Storm Burst (2/day) (Su) As a standard action, foe 
  in 30 ft. treats all others as concealed for 1 rd.
  Reptilin Shaman
  Looking 
  brutal 
  and 
  mean, 
  this 
  armed 
  snake-creature waves it’s long-spear and calls 
  out in an unknown language, pausing just a  
  moment, ready to attack.
  Unlike their fellow Reptilin’s, the shaman of the 
  tribes believe that there are other intelligent crea-
  tures and have begun to search for proof. Their ini-
  tial meeting with any creature will be to demand they 
  speak words and then use their Tongues ability to try 
  and discern if their foe has intelligence. Of course, 
  even if they find intelligent creatures, that doesn’t 
  mean they will not react to hostility.
  These reptiles are a newly evolved species, young 
  as races go but fiercely protective of their culture. 
  They only understand their own language and consid-
  er anything that doesn’t speak it prey. 
  Sara Piper (Order #9076834)
  
  24
  Tongues (2 minutes/day) (Su) Understand any 
  spoken language, as comprehend languages.
  Ward +2 (1 at a time) (Su) Ward another, granting 
  +2 to AC and saves until hit or fail a save.
  Ecology
  Environment tropical forest/jungle
  Organization Solitary, pair (master and apprentice 
  shaman, apply the young simple template to one), 
  village (8-12 reptilin stranglers, 1 reptilin shaman, 
  10-40 adult reptilin plus 50% children) 
  Treasure NPC Gear (hide armor, fragile longspear, 
  rations, waterskin, other treasure)
  aRCane familiaR
  Viper snake 
  N Tiny magical beast (animal)
  Init +3; Senses low-light vision, scent; Perception +9
  Defense
  AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 
  size)
  hp 15 (1d8-1)
  Fort +2, Ref +6, Will +4
  Offense
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +8 (1d2-3 plus poison)
  Space 2 ft.; Reach 0 ft.
  Special Attacks poison
  Statistics
  Str 4, Dex 17, Con 8, Int 6, Wis 13, Cha 2
  Base Atk +3; CMB +4; CMD 11 (can’t be tripped)
  Feats Weapon FinesseB
  Tricks Attack, Down, Fetch, Heel, Hunting, Seek, Track
  Skills Acrobatics +8 (+4 to jump), Climb +15, Handle 
  Animal -1, Perception +9, Stealth +15, Swim +15; Ra-
  cial Modifiers +4 Perception, +4 Stealth
  SQ hunting, improved evasion, spirit animal (nature)
  Medium fey (reptilian), neutral
  Armor Class 13 (Hide Armor)
  Hit points 75 (10d8 + 30)
  Speed 30 ft., Climb 20 ft., Swim 20 ft.
  Str
  Dex
  Con
  Int
  Wis
  Cha
  16 (+3)
  12 (+1)
  16 (+3)
  9 (-1)
  16 (+3)
  8 (-1)
  Senses passive Perception 13
  Languages Reptim
  Challenge: 2 (450 XP)
  Mighty Coil. The Reptilin has advantage on any sav-
  ing throw or ability check to avoid being knocked 
  prone
  Spellcasting. The Reptilin is a 2nd-level spellcaster.  
  Its spellcasting ability is wisdom (spell save dc 13, +5 
  to hit with spell attacks).  The Reptilin has the follow-
  ing druid spells prepared
  Cantrips (at-will): shilelagh, guidance
  1st level (3 slots): entangle, goodberry, purify food 
  and drink, speak with animals, thunderwave
  Actions
  Quarterstaff. Melee weapon Attack, +5 to hit(+5 
  to hit with shillelagh), reach 5 ft., one target. Hit: 
  6 (1d6+3) bludgeoning damage, or 7 (1d8+3) blud-
  geoning damage with shillelagh
  Tail Slap. Melee weapon attack +5 to hit, reach 10 ft., 
  one target. Hit: 6 (1d6+3) bludgeoning damage
  Gift of the Serpent’s Tongue. The Reptilin shaman 
  targets one creature within 30 ft. that it can see.  The 
  targeted creature is unable speak or understand any 
  other language other than Reptin for the next hour 
  unless they succeed a Wisdom saving throw against 
  the Reptilin Shaman’s spell save DC.  An afflicted 
  creature may attempt this save again at the end of 
  each of its turns.  Once a creature is targeted by this 
  ability, they cannot be affected again until they finish 
  a long rest.
  Special Abilities
  Hunting [Trick] The animal has been trained for hunt-
  ing.
  Low-Light Vision See twice as far as a human in dim 
  light, distinguishing color and detail.
  Poison (DC 9) (Ex) Poison: Bite—injury; save Fort DC 
  9; frequency 1/day for 6 days; effect 1d2 Con; cure 1 save.
  Spirit Animal (Nature) Move through undergrowth 
  without harm/slowing & no Fly penalties up to wind-
  storm strength.
  Sara Piper (Order #9076834)
  
  25
  Reptilin Strangler
  A long, fierce, snake-like reptile wearing hides has two arms holding a crude long-spear with a 
  dark black stone as the point. It yells something unintelligible and, getting no response, attacks.
  CR 3 (XP 800)
  Reptilin barbarian (unchained) 1
  N Large Fey (reptilian)
  Init +4; Senses low-light vision;  
  Perception +5; Tremorsense 10 ft.
  Defense
  AC 13, touch 9, flat-footed 13 (+4 armor, -1 size)
  hp 24 (3 HD; 2d10+1d12+7)
  Fort +7, Ref +3, Will +1
  Offense
  Speed 30 ft. (20 ft. in armor), climb 20 ft., swim 15 ft.
  Melee obsidian longspear (reach) +5 (2d6+9/×3) or
     tail slap +5 (1d6+9 plus grab, primary)
  Space 10 ft.; Reach 5 ft.
  Special Attacks rage (6 rounds/day), constrict (1d4+4)
  Statistics
  Str 18, Dex 11, Con 15, Int 9, Wis 12, Cha 8
  Base Atk +3; CMB +7 (+11 grapple); CMD 18 (can’t be 
  tripped)
  Feats Improved Initiative, Power Attack
  Skills Acrobatics +2 (-2 to jump), Climb +13, Perception 
  +5, Swim +13
  Languages Reptim
  SQ fast movement
  Other Gear hide armor, obsidian longspear, trail rations 
  (2), waterskin
  Special Abilities
  Grab (Large, Tail slap) (Ex) Can start a grapple as a free 
  action if you hit with the designated weapon.
  Ecology
  Environment tropical forest/jungle
  Organization Solitary, pair, hunting party (4-6 reptilin 
  stranglers), village (8-12 reptilin stranglers, 1 reptilin  
  shaman, 10-40 adult reptilin plus 50% children) 
  Treasure NPC Gear (hide armor, fragile longspear,  
  rations, waterskin, other treasure)
  Medium fey, neutral
  Armor Class 14 
   (unarmored defense)
  Hit points 60 (8d8 + 24)
  Speed 30 ft., Climb 20 ft., Swim 20 ft.
  Str
  Dex
  Con
  Int
  Wis
  Cha
  18 (+4)
  12 (+1)
  16 (+3)
  9 (-1)
  12 (+1)
  8 (-1)
  Senses passive Perception 11
  Languages Reptim
  Challenge: 1 (200 XP)
  Mighty Coil. The Reptilin has advantage on any 
  saving throw or ability check to avoid being knocked 
  prone
  Actions
  Obsidian Longspear. Melee Weapon attack, +6 
  to hit, reach 10 ft.,one target. Hit: 7 (1d6+4) pierc-
  ing damage
  Tail Slap. Melee Weapon Attack, +6 to hit, reach 10 
  ft., one target. Hit: 7 (1d6+4) bludgeoning damage 
  and the target is pulled 5ft towards the Reptilin 
  Strangler.
  Constrict. Melee weapon attack, +6 to hit, reach 5 
  ft., one target. Hit: 7(1d6+4) bludgeoning damage 
  and the target is grappled (escape DC 14).  Until 
  the grapple ends, the target is restrained and the 
  Reptilin Strangler cannot constrict or tail slap an-
  other target.
  Sara Piper (Order #9076834)
  
  26
  Rift Dragon
  Rift dragons are drawn to, and some suggest born from, elemental imbalances. Anywhere the  
  elemental planes clash and cross with the prime material a rift dragon may appear, and will act to 
  defend it from interference. They have a strong resistance to the direct touch of the divine, and to the 
  forged metal of civilization, as if made to counter sentience itself.
  Left to their own devices, they will attempt to become rulers of any given location of planar inter-
  ference, drawing on the power of the friction generated between two competing planes of reality. 
  They fiercely defend such places and will attack foolhardy adventurers or soldiers who attempt to 
  dispel such dangerous places. 
  Approached carefully, and making no attempt to harm their home, rift dragons can be spoken with 
  and even enjoy a good conversation. Not inherently evil, they can be reasoned with, but they are as 
  mercurial as the disturbances they call home.
  A reptilian creature with agitated looking 
  wings shimmers with the energy around it. Sharp 
  claws swipe at the air as it bares the sharp blades that 
  fill its snout.
  Sara Piper (Order #9076834)
  
  27
  on saves vs. psychic spells and effects.
  Rift Breath Only usable while inside an area charged 
  with elemental energy, and coinciding with the same 
  energy type, rift breath can be used every 1d4 rounds 
  from the last time it was used. Saving throw is based 
  on constitution.
  Ecology
  Environment Anywhere more than one plane touch-
  es.
  Organization solitary, pair, or flight (2 rift dragons 
  within one age category and 1-2 rift dragon wyrm-
  lings (rift dragon with young template))
  Treasure Double
  Rift dRaGon
  CR 5 (XP 1,600)
  CN Medium dragon
  Init +2; Senses darkvision 60 ft.,  
  low-light vision; Perception +7
  Defense
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
  hp 42 (5d12+10)
  Fort +6, Ref +6, Will +3; -4 against psychic spells 
  and effects
  DR 10/wood; Immune paralysis, sleep; Resist di-
  vine power 10, fire 5
  Weaknesses vulnerable to psychic magic
  Offense
  Speed 30 ft., fly 60 ft. (good)
  Special Attack rift breath (DC 14, 5d6, 30’ cone)
  Melee bite +9 (1d6+4), claw +9 (1d4+4), claw +9 
  (1d4+4)
  Sorcerer Spells Known (CL 5th; concentration +6)
     2nd (4/day)—false life, invisibility
     1st (7/day)—fair shot, mage armor, protection from 
  law, shield
     0 (at will)—acid splash, dancing lights, detect magic, 
  mage hand, mending, prestidigitation
  Statistics
  Str 18, Dex 14, Con 14, Int 12, Wis 8, Cha 12
  Base Atk +5; CMB +9; CMD 21 (25 vs. trip)
  Feats Death From AboveUC, Stealthy, Surprise Attack
  Skills Escape Artist +4, Fly +10, Knowledge (planes) 
  +9, Linguistics +9, Perception +7, Sense Motive +7, 
  Spellcraft +9, Stealth +12, Survival +6
  Languages Aquan, Common, Draconic, Dwarven, Ig-
  nan, Sylvan
  Special Abilities
  Damage Reduction (10/wood) You have Damage 
  Reduction against all except Wood attacks (this in-
  cludes weapons with a wooden shaft, such as arrows, 
  bolts, spears, and javelins).
  Death from Above Gain +5 bonus on attack rolls 
  when charging from higher ground or flying
  Surprise Attack During the surprise round, you can 
  take a full round of actions if you can normally act.
  Vulnerable to Psychic Magic You take a -4 penalty 
  Rift dRaGon, GReateR
  CR 8 (XP 4,800)
  CN Medium dragon
  Init +2; Senses darkvision 60 ft.,  
  low-light vision; Perception +12
  Defense
  AC 21, touch 12, flat-footed 19 (+2 Dex, +9 natural)
  hp 90 (10d12+30)
  Fort +10, Ref +9, Will +6; -4 against psychic spells 
  and effects
  DR 15/wood; Immune paralysis, sleep; Resist di-
  vine power 20, fire 10
  Weaknesses vulnerable to psychic magic
  Offense
  Speed 30 ft., fly 90 ft. (good)
  Special Attack rift breath (DC 18, 10d6, 30’ cone), 
  rend (2 claws, 1d4+7)
  Melee bite +15 (1d6+5), claw +15 (1d4+5), claw +15 
  (1d4+5)
  Sorcerer Spells Known (CL 10th; concentration 
  +12)
     5th (3/day)—persistent image (DC 17)
   4th (5/day)—dragon’s breathAPG (DC 16), earth  
  glideARG
   3rd 
  (6/day)—clairaudience/clairvoyance, 
  dispel 
  magic, haste
   2nd (7/day)—blur, darkness, false life, invisibility
   1st (7/day)—disguise self, fair shot, mage armor, 
  protection from law, shield
  Sara Piper (Order #9076834)
  
  28
     0 (at will)—acid splash, arcane mark, dancing lights, 
  detect magic, mage hand, mending, open/close (DC 
  12), prestidigitation, read magic
  Statistics
  Str 20, Dex 14, Con 16, Int 12, Wis 8, Cha 15
  Base Atk +10; CMB +15; CMD 27 (31 vs. trip)
  Feats Death From AboveUC, Empower Spell, Focused 
  SpellAPG, Stealthy, Surprise Attack
  Skills Diplomacy +8, Escape Artist +4, Fly +11, 
  Knowledge (planes) +14, Linguistics +9, Perception 
  +12, Sense Motive +12, Spellcraft +14, Stealth +19, 
  Survival +10, Use Magic Device +7
  Languages Aquan, Common, Draconic, Dwarven,  
  Ignan, Sylvan
  Special Abilities
  Damage Reduction (15/wood) You have Damage 
  Reduction against all except Wood attacks (this in-
  cludes weapons with a wooden shaft, such as arrows, 
  bolts, spears, and javelins).
  Death from Above Gain +5 bonus on attack rolls 
  when charging from higher ground or flying
  Surprise Attack During the surprise round, you can 
  take a full round of actions if you can normally act.
  Vulnerable to Psychic Magic You take a -4 penalty 
  on saves vs. psychic spells and effects.
  Rift Breath Only usable while inside an area charged 
  with elemental energy, and coinciding with the same 
  energy type, rift breath can be used every 1d4 rounds 
  from the last time it was used. Saving throw is based 
  on constitution.
  Rift dRaGon, eldeR
  CR 14 (XP 38,400)
  CN Large dragon
  Init +1; Senses darkvision 60 ft.,  
  low-light vision; Perception +16
  Defense
  AC 29, touch 10, flat-footed 28 (+1 Dex, +19 natural, 
  -1 size)
  hp 161 (14d12+70)
  Fort +14, Ref +10, Will +8; -4 against psychic spells 
  and effects
  DR 20/wood; Immune paralysis, sleep; Resist acid 
  10, cold 10, divine power 20, electricity 10, fire 10
  Weaknesses vulnerable to psychic magic
  Offense
  Speed 30 ft., fly 90 ft. (good)
  Melee bite +22 (1d8+9), 2 claws +22 (1d6+9), tail slap 
  +17 (1d6+4), 2 wings +17 (1d6+4)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite).
  Special Attacks rend (2 claws, 1d6+13), rift breath 
  (DC 22, 14d6, 30’ cone)
  Sorcerer Spells Known (CL 14th; concentration 
  +17)
     7th (3/day)—prismatic spray
     6th (5/day)—chain lightning (DC 19), mass eagle’s 
  splendor
     5th (6/day)—hold monster (DC 18), persistent image 
  (DC 18), wall of force
     4th (6/day)—dragon’s breathAPG (DC 17), earth glide-
  ARG, ice storm, greater invisibility
     3rd (7/day)—clairaudience/clairvoyance, dispel 
  magic, haste, tongues
     2nd (7/day)—blur, darkness, false life, invisibility, 
  resist energy
     1st (7/day)—disguise self, fair shot, mage armor, 
  protection from law, shield
     0 (at will)—acid splash, arcane mark, dancing lights, 
  detect magic, mage hand, mending, open/close (DC 
  13), prestidigitation, read magic
  Statistics
  Str 28, Dex 12, Con 20, Int 12, Wis 8, Cha 17
  Base Atk +14; CMB +24; CMD 35 (39 vs. trip)
  Feats Death From AboveUC, Empower Spell, Focused 
  SpellAPG, Silent Spell, Stealthy, Still Spell, Surprise 
  Attack
  Sara Piper (Order #9076834)
  
  29
  Skills Diplomacy +9, Escape Artist +3, Fly +14, Knowl-
  edge (arcana) +14, Knowledge (planes) +14, Linguis-
  tics +9, Perception +16, Sense Motive +16, Spellcraft 
  +18, Stealth +14, Survival +10, Use Magic Device +8
  Languages Aquan, Common, Draconic, Dwarven, Ig-
  nan, Sylvan
  Special Abilities
  Damage Reduction (20/wood) You have Damage 
  Reduction against all except Wood attacks (this in-
  cludes weapons with a wooden shaft, such as arrows, 
  bolts, spears, and javelins).
  Death from Above Gain +5 bonus on attack rolls 
  when charging from higher ground or flying
  Surprise Attack During the surprise round, you can 
  take a full round of actions if you can normally act.
  Vulnerable to Psychic Magic You take a -4 penalty 
  on saves vs. psychic spells and effects.
  Rift Breath Only usable while inside an area charged 
  with elemental energy, and coinciding with the same 
  energy type, rift breath can be used every 1d4 rounds 
  from the last time it was used. Saving throw is based 
  on constitution.
     7th (3/day)—prismatic spray
   6th (5/day)—chain lightning (DC 19), mass eagle’s  
  splendor
     5th (6/day)—hold monster (DC 18), persistent image 
  (DC 18), wall of force
     4th (6/day)—dragon’s breathAPG (DC 17), earth glide-
  ARG, ice storm, greater invisibility
   3rd 
  (7/day)—clairaudience/clairvoyance, 
  dispel 
  magic, haste, tongues
     2nd (7/day)—blur, darkness, false life, invisibility, 
  resist energy
   1st (7/day)—disguise self, fair shot, mage armor, 
  protection from law, shield
     0 (at will)—acid splash, arcane mark, dancing lights, 
  detect magic, mage hand, mending, open/close (DC 
  13), prestidigitation, read magic
  Statistics
  Str 36, Dex 10, Con 24, Int 12, Wis 8, Cha 17
  Base Atk +21; CMB +30; CMD 46 (50 vs. trip)
  Feats Death From AboveUC, Empower Spell, Focused 
  SpellAPG, Power Attack, Silent Spell, Stealthy, Still 
  Spell, Stunning AssaultAPG, Surprise Attack, Tough-
  ness, Weapon Focus (claw)
  Skills Bluff +18, Diplomacy +21, Escape Artist +2, 
  Fly +11, Intimidate +18, Knowledge (arcana) +14, 
  Knowledge (planes) +14, Linguistics +9, Perception 
  +16, Sense Motive +16, Spellcraft +18, Stealth +9, 
  Survival +10, Use Magic Device +21
  Languages Aquan, Common, Draconic, Dwarven,  
  Ignan, Sylvan
  Special Abilities
  Damage Reduction (20/wood) You have Damage 
  Reduction against all except Wood attacks (this in-
  cludes weapons with a wooden shaft, such as arrows, 
  bolts, spears, and javelins).
  Damage Reduction (10/non-wood) You have 
  Damage Reduction against Wooden weapons.
  Death from Above Gain +5 bonus on attack rolls 
  when charging from higher ground or flying
  Surprise Attack During the surprise round, you can 
  take a full round of actions if you can normally act.
  Vulnerable to Psychic Magic You take a -4 penalty 
  on saves vs. psychic spells and effects.
  Rift Breath Only usable while inside an area charged 
  with elemental energy, and coinciding with the same 
  energy type, rift breath can be used every 1d4 rounds 
  from the last time it was used. Saving throw is based 
  on constitution.
  Rift dRaGon, GReat WyRm
  CR 18 (XP 153,600)
  CN Huge dragon
  Init +0; Senses blindsense 30 ft.,  
  darkvision 60 ft., low-light vision; Perception +16
  Defense
  AC 33, touch 8, flat-footed 33 (+25 natural, -2 size)
  hp 304 (21d12+168)
  Fort +19, Ref +12, Will +11; -4 against psychic spells 
  and effects
  DR 10/non-wood, 20/wood; Immune paralysis, 
  sleep; Resist acid 10, cold 10, divine power 20, elec-
  tricity 10, fire 10
  Weaknesses vulnerable to psychic magic
  Offense
  Speed 30 ft., fly 90 ft. (good)
  Melee bite +26 (1d8+25), 2 claws +27 (1d6+25), tail 
  slap +21 (1d6+12), 2 wings +21 (1d6+12)
  Space 15 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+19), rift breath 
  (DC 32, 21d6, 30’ cone)
  Sorcerer Spells Known (CL 14th; concentration 
  +17)
  Sara Piper (Order #9076834)
  
  30
  Rift dRaGon WyRmlinG
  Medium Dragon, chaotic neutral
  Armor Class 16 (natural armor)
  Hit points 49 (9d8 + 9)
  Speed 30 ft., fly 60 ft. 
  Str
  Dex
  Con
  Int
  Wis
  Cha
  17 (+3)
  14 (+2)
  12 (+1)
  12 (+1)
  11 (+0)
  15 (+2)
  Saving Throws Dex +5, Con +3, Wis +2, Cha +4
  Skills Perception +4, Stealth +4
  Damage Vulnerability psychic
  Damage Resistance bludgeoning, piercing, or slash-
  ing damage from nonmagical weapons that aren’t 
  wooden
  Senses blindsight 10 ft., darkvision 60 ft., passive Per-
  ception 14
  Languages Draconic, Primordial
  Challenge: 4 (1,100 XP)
  Resist Divinity. The Rift dragon has advantage on 
  saves against any cleric’s or paladin’s spells or a sim-
  ilar divine source as well as resistance against any 
  damage it may inflict.
  Elemental Adaptation. When the rift dragon is in 
  an area that is charged with elemental energy, they 
  gain resistance to an energy type that matches the 
  element (Fire - Fire damage, Water - Cold damage, 
  Earth - Acid damage, Air - Lightning damage, Light - 
  Radiant, Dark - Necrotic).
  Actions
  Bite. Melee Weapon Attack, +5 to hit, reach 5 ft., one 
  targets. Hit: 8 (1d10+3) piercing damage
  Breath Weapon (recharge 5-6). The dragon ex-
  hales elemental energy in a 15-foot cone. Each crea-
  ture in that area must make a DC 11 Dexterity saving 
  throw, taking 18 (4d8) damage on a failed save, or 
  half as much damage on a successful one.  The rift 
  dragon can only use its breath weapon in areas that 
  are elementally charged and the damage type match-
  es the rift dragon’s current elemental adaptation.
  Speed 40 ft., fly 80 ft. 
  Str
  Dex
  Con
  Int
  Wis
  Cha
  21 (+5)
  14 (+2)
  16 (+3)
  14 (+2)
  11 (+0)
  17 (+3)
  Saving Throws Dex +5, Con +6, Wis +3, Cha +6
  Skills Insight +3, Perception +6, Stealth +5
  Damage Vulnerability psychic
  Damage Resistance bludgeoning, piercing, or slash-
  ing damage from nonmagical weapons that aren’t 
  wooden
  Senses blindsight 30 ft., darkvision 120 ft., passive 
  Perception 14
  Languages Draconic, Primordial, Common, Sylvan
  Challenge: 8 (3,900 XP)
  Resist Divinity. The Rift dragon has advantage on 
  saves against any cleric’s or paladin’s spells or a sim-
  ilar divine source as well as resistance against any 
  damage it may inflict.
  Elemental Adaptation. When the rift dragon is in 
  an area that is charged with elemental energy, they 
  gain resistance to a damage type that matches the 
  element (Fire - Fire damage, Water - Cold damage, 
  Earth - Acid damage, Air - Lightning damage, Light - 
  Radiant, Dark - Necrotic).
  Actions
  Multiattack. The rift dragon makes a bite attack and 
  two claw attacks
  Bite. Melee Weapon Attack, +8 to hit, reach 10 ft., one 
  targets. Hit: 16 (2d10+5) piercing damage
  Claw. Melee Weapon Attack, +8 to hit, reach 5 ft., one 
  targets. Hit: 12 (2d6+5) slashing damage
  Breath Weapon (recharge 5-6). The dragon ex-
  hales elemental energy in a 30-foot cone. Each crea-
  ture in that area must make a DC 14 Dexterity saving 
  throw, taking 40 (9d8) damage on a failed save, or 
  half as much damage on a successful one.  The rift 
  dragon can only use its breath weapon in areas that 
  are elementally charged and the damage type match-
  es the rift dragon’s current elemental adaptation.
  younG Rift dRaGon
  Large dragon, chaotic neutral
  Armor Class 17 (natural armor) 
  Hit points 102(12d10 + 36)
  Sara Piper (Order #9076834)
  
  31
  adult Rift dRaGon
  Huge dragon, chaotic neutral
  Armor Class 18 (natural armor)
  Hit points  195 (17d12 + 85)
  Speed 40 ft., fly 80 ft. 
  Str
  Dex
  Con
  Int
  Wis
  Cha
  25 (+7)
  14 (+2)
  20 (+5)
  16 (+3)
  13 (+1)
  19 (+4)
  Saving Throws Dex +7, Con +11, Wis +6, Cha +9
  Skills Arcana +8, Insight +6, Perception +11, Stealth 
  +7
  Damage Vulnerability psychic
  Damage Resistance acid, cold, fire, lightning; blud-
  geoning, piercing, or slashing damage from nonmag-
  ical weapons that aren’t wooden
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 21
  Languages Draconic, Primordial, Common, Sylvan
  Challenge: 16 (15,000 XP)
  Resist Divinity. The Rift dragon has advantage on 
  saves against any cleric’s or paladin’s spells or a sim-
  ilar divine source as well as resistance against any 
  damage it may inflict.
  Greater Elemental Adaptation. When the rift 
  dragon is in an area that is charged with elemental 
  energy, they gain immunity to a damage type that 
  matches the element (Fire - Fire damage, Water - 
  Cold damage, Earth - Acid damage, Air - Lightning 
  damage, Light - Radiant, Dark - Necrotic).
  Legendary Resistance (3/Day). If the dragon fails 
  a saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The rift dragon uses its frightful pres-
  ence then it makes three attacks: one bite attack and 
  two claw attacks
  Bite. Melee Weapon Attack, +12 to hit, reach 10 ft., 
  one targets. Hit: 18 (2d10+7) piercing damage
  Claw. Melee Weapon Attack, +12 to hit, reach 5 ft., 
  one targets. Hit: 14 (2d6+7) slashing damage.
  Tail. Melee Weapon Attack, +12 to hit, reach 15 ft., 
  one targets. Hit: 16 (2d8+7) bludgeoning damage.
  Frightful Presence. Each creature of the dragon’s 
  choice that is within 120 feet of the dragon and aware 
  of it must succeed on a DC 17 Wisdom saving throw 
  or become frightened for 1 minute. A creature can re-
  peat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. If a creature’s 
  saving throw is successful or the effect ends for it, the 
  creature is immune to the dragon’s Frightful Pres-
  ence for the next 24 hours.
  Breath Weapon(recharge 5-6). The dragon ex-
  hales elemental energy in a 60-foot cone. Each crea-
  ture in that area must make a DC 18 Dexterity saving 
  throw, taking 58 (13d8) damage on a failed save, or 
  half as much damage on a successful one.  The rift 
  dragon can only use its breath weapon in areas that 
  are elementally charged and the damage type match-
  es the rift dragon’s current elemental adaptation.
  Legendary Actions
  The rift dragon can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature’s turn. The rift dragon regains spent 
  legendary actions at the start of its turn
  Detect. The dragon makes a Wisdom(Perception) 
  check
  Tail Attack. The dragon makes a tail attack
  Wing Attack (Costs 2 actions). The dragon beats 
  its wings. Each creature within 10 feet of the drag-
  on must succeed on a DC 20 Dexterity saving throw 
  or take 14 (2d6 + 7) bludgeoning damage and be 
  knocked prone. The dragon can then fly up to half its 
  flying speed.
  anCient Rift dRaGon
  Gargantuan Dragon, chaotic neutral
  Armor Class 20 (natural armor)
  Hit points  385 (22d20 + 154)
  Speed 40 ft.,fly 80 ft. 
  Str
  Dex
  Con
  Int
  Wis
  Cha
  29 (+9)
  14 (+2)
  24 (+7)
  18 (+4)
  15 (+2)
  21 (+5)
  Saving Throws Dex +9, Con +14, Wis +9, Cha +12
  Skills Arcana +11, Insight +9, Perception +16, Stealth 
  +9
  Damage Vulnerability psychic
  Damage Resistance acid, cold, fire, lightning; blud-
  geoning, piercing, or slashing damage from nonmag-
  ical weapons that aren’t wooden
  Senses blindsight 60 ft.,darkvision 120 ft.,passive 
  Perception 27
  Languages Draconic, Primordial, Common, Sylvan
  Challenge: 23 (50,000 XP)
  Resist Divinity. The Rift dragon has advantage on 
  Sara Piper (Order #9076834)
  
  32
  saves against any cleric’s or paladin’s spells or a sim-
  ilar divine source as well as resistance against any 
  damage it may inflict.
  Greater Elemental Adaptation. When the rift 
  dragon is in an area that is charged with elemental 
  energy, they gain immunity to a damage type that 
  matches the element (Fire - Fire damage, Water - 
  Cold damage, Earth - Acid damage, Air - Lightning 
  damage, Light - Radiant, Dark - Necrotic).
  Legendary Resistance (3/Day). If the dragon fails 
  a saving throw, it can choose to succeed instead.
  Actions
  Multiattack. The rift dragon uses its frightful pres-
  ence then it makes three attacks: one bite attack and 
  two claw attacks.
  Bite. Melee Weapon Attack, +16 to hit, reach 15 ft., 
  one targets. Hit: 20 (2d10+9) piercing damage.
  Claw. Melee Weapon Attack, +16 to hit, reach 10 ft., 
  one targets. Hit: 16 (2d6+9) slashing damage.
  Tail. Melee Weapon Attack, +16 to hit, reach 20 ft., 
  one targets. Hit: 18 (2d8+9) bludgeoning damage
  Frightful Presence. Each creature of the dragon’s 
  choice that is within 120 feet of the dragon and aware 
  of it must succeed on a DC 20 Wisdom saving throw 
  or become frightened for 1 minute. A creature can re-
  peat the saving throw at the end of each of its turns, 
  ending the effect on itself on a success. If a creature’s 
  saving throw is successful or the effect ends for it, the 
  creature is immune to the dragon’s Frightful Pres-
  ence for the next 24 hours.
  Breath Weapon(recharge 5-6) The dragon exhales 
  elemental energy in a 60-foot cone. Each creature in 
  that area must make a DC 22 Dexterity saving throw, 
  taking 90 (20d8) damage on a failed save, or half as 
  much damage on a successful one.  The rift dragon 
  can only use its breath weapon in areas that are ele-
  mentally charged and the damage type matches the 
  rift dragon’s current elemental adaptation.
  Legendary Actions
  The rift dragon can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature’s turn. The rift dragon regains spent 
  legendary actions at the start of its turn
  Detect.The dragon makes a Wisdom(Perception) 
  check
  Tail Attack. The dragon makes a tail attack
  Wing Attack (Costs 2 actions). The dragon beats 
  its wings. Each creature within 15 feet of the drag-
  on must succeed on a DC 24 Dexterity saving throw 
  or take 16 (2d6 + 9) bludgeoning damage and be 
  knocked prone. The dragon can then fly up to half its 
  flying speed.
  Sara Piper (Order #9076834)
  
  33
  Hateful of all life, these mindless undead skel-
  etons have been equipped, whether before or after 
  death, with a curious device that allows them to work a 
  sling despite their lack of hands.
  Medium undead, lawful evil
  Armor Class 13 (armor scraps)
  Hit points 19 (3d8 + 6)
  Speed 40 ft.
  Str
  Dex
  Con
  Int
  Wis
  Cha
  12 (+1)
  16 (+3)
  14 (+2)
  8 (-1)
  10 (+0)
  5 (-3)
  Damage Vulnerability bludgeoning
  Damage Immunities poison
  Condition Immunities exhaustion, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands all languages it knew in life 
  but can’t speak
  Challenge: 1/2 (100 XP)
  Actions
  Sling. Ranged Weapon Attack, +5 to hit, range 30/120 
  ft., one target. Hit: 6 (1d4+3) bludgeoning damage.
  Bite. Melee Weapon Attack, +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4+1) piercing damage.
  Skeletal Pony Slinger
  The clank and clack of bones reveals the lo-
  cation of this skeletal perversion of death. The 
  sound of a spinning sling is heard as its bottom 
  jaw lowers revealing the most horrible of smiles.
  CR 2 (XP 600)
  Pony skeletal champion warrior 1
  NE Medium undead
  Init +5; Senses darkvision 60 ft.,  
  low-light vision; Perception +0
  Defense
  AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
  hp 18 (3 HD; 2d8+1d10+4)
  Fort +2, Ref +1, Will +3; +2 vs. poison, spells, and 
  spell-like abilities
  Defensive Abilities channel resistance +4; DR 5/
  bludgeoning; Immune cold, undead traits
  Offense
  Speed 40 ft.
  Melee 1 bite +4 (1d4+2)
  Ranged sling +3 (1d4+2)
  Statistics
  Str 14, Dex 13, Con —, Int 10, Wis 10, Cha 11
  Base Atk +2; CMB +4; CMD 15 (19 vs. trip)
  Feats Endurance, Improved Initiative, Point-Blank 
  Shot, Precise Shot, Toughness
  Skills Acrobatics +1 (+5 to jump)
  Languages Common, Sylvan
  SQ brand of destiny, earth-bound, fingerless, unique 
  destiny
  Other Gear short sword, pony sling
  Ecology
  Environment Any
  Organization Any
  Treasure None
  Sara Piper (Order #9076834)
  
  34
  Weapon Finesse
  Skills Acrobatics +9 (+13 to jump), Appraise +8, Bluff 
  +10 (+12 vs. Pony), Climb +4, Diplomacy +1, Dis-
  able Device +10, Disguise +10, Fly +10, Perception 
  +9 (+11 vs. Pony), Sense Motive +0 (+2 vs. Pony), 
  Sleight of Hand +10, Stealth +10, Survival +8 (+10 
  vs. Pony)
  Languages Common, Dwarven, Gnoll, Sylvan
  SQ brand of destiny, earth-bound, fingerless, rogue 
  talent (bleeding attack +2), trapfinding +1, unique 
  destiny, Change Shape, Control Curse, Infectious 
  Bite, Surge of the Wild
  Combat Gear potion of barkskin +2, potion of cure 
  moderate wounds, potion of darkvision; Other Gear 
  mwk chain shirt, mwk dagger, mwk thieves’ tools 
  (mouth)
  hyBRid foRm
  NE Large fey (ponykind, shapechanger)
  Init +6; Senses low-light vision; Perception +9
  Defense
  AC 15, touch 11, flat-footed 13 (+4 armor, +2 Dex, -1 
  size)
  hp 51 (6 HD; 3d8+3d10+21)
  Fort +6, Ref +7, Will +2; +2 vs. poison, spells, and 
  spell-like abilities
  Defensive Abilities danger sense +1, evasion
  Offense
  Speed 40 ft., fly 40 ft. (average)
  Melee mwk dagger +7 (1d6+3/19-20), bite +6 (1d6+3 
  + Infectious Bite), 2 claws +6 (1d4+3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks sneak attack (unchained) +2d6
  Statistics
  Str 17, Dex 14, Con 17, Int 14, Wis 10, Cha 13
  Base Atk +4; CMB +8; CMD 20 (24 vs. trip)
  Feats Dedicated Adversary, Endurance, Equipment 
  Trick (cloak), Improved Initiative, Quick Draw, 
  Weapon Finesse
  Skills Acrobatics +9 (+13 to jump), Appraise +8, Bluff 
  +10 (+12 vs. Pony), Climb +7, Diplomacy +1, Disable 
  Device +10, Disguise +10, Fly +8, Perception +9 (+11 
  vs. Pony), Sense Motive +0 (+2 vs. Pony), Sleight of 
  Hand +10, Stealth +6, Survival +8 (+10 vs. Pony)
  Languages Common, Dwarven, Gnoll, Sylvan
  SQ brand of destiny, earth-bound, fingerless, rogue 
  Werebat Rogue
  Almost affable and cheery in their greet-
  ing, nothing can cause you to shake the feeling 
  that this pony is hiding something more than a  
  dagger. 
  CR 5 (XP 1,600)
  Pony werebat 3/rogue (unchained) 3  
  (Pathfinder Unchained)
  pony foRm
  NE Medium fey (ponykind, shapechanger)
  Init +6; Senses low-light vision; Perception +9
  Defense
  AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
  hp 45 (6 HD; 3d8+3d10+15)
  Fort +5, Ref +7, Will +2; +2 vs. poison, spells, and 
  spell-like abilities
  Defensive Abilities danger sense +1, evasion
  Offense
  Speed 40 ft.
  Melee mwk dagger +7 (1d4+2/19-20)
  Special Attacks sneak attack (unchained) +2d6
  Statistics
  Str 10, Dex 14, Con 14, Int 14, Wis 10, Cha 13
  Base Atk +4; CMB +4; CMD 16 (20 vs. trip)
  Feats Dedicated Adversary, Endurance, Equipment 
  Trick (cloak), Improved Initiative, Quick Draw, 
  Sara Piper (Order #9076834)
  
  35
  talent (bleeding attack +2), trapfinding +1, unique 
  destiny, Change Shape, Control Curse, Infectious 
  Bite, Surge of the Wild
  Combat Gear potion of barkskin +2, potion of cure 
  moderate wounds, potion of darkvision; Other Gear 
  mwk chain shirt, mwk dagger, mwk thieves’ tools 
  (mouth)
  Special Abilities
  Change Shape (Su) Werebats have three forms—a 
  fey form, an animal form, and a hybrid form. 
  Equipment does not meld with the new form be-
  tween fey and hybrid form, but does between those 
  forms and animal form. A werebat with the Natural 
  Werebat trait can shift to any of its three forms as a 
  move-equivalent action others can assume animal or 
  hybrid form as a full-round action by making a DC 15 
  Constitution check, or their fey form as a full-round 
  action by making a DC 20 Constitution check. On 
  nights when the full moon is visible, werebat without 
  the Natural Werebat trait gains a +5 morale bonus to 
  Constitution checks made to assume animal or hy-
  brid form, but a –5 penalty to Constitution checks 
  made to assume fey form. Such werebats reverts to 
  their fey form automatically with the next sunrise, or 
  after 8 hours of rest, whichever comes first. A slain 
  werebat reverts to its fey form, although it remains 
  dead.
  When shapechanged to their hybrid or animal forms, 
  a werebat gains +3 str, +2 dex and +1 con and be-
  comes large (if they are not already so). You gain the 
  shapechanger subtype in all forms.
  Control Curse (Su) As a werebat gains mastery over 
  the wild nature of their curse, they become better at 
  remaining in the form they wish. At second level a 
  werebat adds +2 to any constitution checks made 
  to assume or resist their Change Shape ability. They 
  gain a further +2 at level four.
  Dedicated Adversary (Pony) +2 to Attack and Dam-
  age vs. creature chosen, and some skills.
  Infectious Bite (Su) As a werebat embraces more 
  of its wild nature, it’s curse becomes transferable via 
  bite. This curse can only affect fey creatures of small 
  to large size.
  Ecology
  Environment any (Everglow)
  Organization Solitary, pair, gang (3-5 werebats)
  Treasure NPC Gear (masterwork dagger, masterwork 
  chain shirt, masterwork mouth thieves’ tools, +2 po-
  tion of barkskin, potion of cure moderate wounds, 
  potion of darkvision, other treasure)
  WeReBat’s CuRse
  Type curse, injury; 
  Save Fortitude DC 15 negates,  
  Will DC 15 to avoid effects
  Onset the next full moon; Frequency on the night of 
  every full moon.
  Effect target feels the pull of the moon and rails 
  against a need to attack and devour. If the will save 
  is failed by 5 or less, target suffers confusion during 
  the whole night. If they failed by 5 or more, they will 
  attack the nearest target in animalistic rage.
  Quick Draw Draw weapon as a free action (or move 
  if hidden weapon). Throw at full rate of attacks.
  Sneak Attack (Unchained) +2d6 Attacks deal ex-
  tra dam if flank foe or if foe is flat-footed.
  Surge of the Wild (Su) Werebats gain experience 
  with their alternate forms, granting them +2 str and 
  +2 con when in hybrid or animal form.
  Medium Fey  
  (Ponykind, Shapechanger),  
  neutral evil
  Armor Class 15 (Studded Leather)  
  in hybrid or pony form, 13 while in bat form.
  Hit points 52 (8d8 + 16)
  Speed 40 ft.,(40 ft.,fly 30 ft. in hybrid form; 10 ft.,fly 
  60 ft. in Bat form)
  Str
  Dex
  Con
  Int
  Wis
  Cha
  10 (+0)
  17 (+3)
  14 (+2)
  14 (+2)
  12 (+1)
  13 (+1)
  Saving Throws Dex +6
  Skills Perception +4, Sleight of Hand +6, Stealth +6
  Senses blindsight 30 ft. (blindsight 60 ft. in Bat or Hy-
  brid Form), passive Perception 14
  Languages Common, Sylvan, Gnome, Dwarven
  Challenge: 2 (450 XP)
  Shapechanger. The werebat can use its action to 
  polymorph into a Large bat-pony hybrid or into a gi-
  ant bat, or back into its true form, which is ponykind. 
  Its statistics, other than its size, are the same in each 
  form. Any equipment it is wearing or carrying isn’t 
  transformed. It reverts to its true form if it dies.
  Echolocation. The werebat loses its blindsight when 
  deafened.
  Slippery Combatant. The werebat can take the Dis-
  engage or Hide action as a bonus action on each of 
  its turns.
  Sneak Attack. Once per turn, the werebat deals an 
  Sara Piper (Order #9076834)
  
  36
  extra 14 (4d6) damage when it hits a target with a 
  weapon attack and has advantage on the attack roll, 
  or when the target is within 5 feet of an ally of the 
  werebat that isn’t incapacitated and the werebat 
  doesn’t have disadvantage on the attack roll.
  Fang and Wing (Hybrid or Bat form). When the 
  werebat makes a bite or a rake attack, the attacks 
  gain a +1 bonus to attack rolls and damage rolls (In-
  cluded in the stats), and count as magic
  Actions
  Multiattack. The werebat makes two attacks, only 
  one of which can be a bite attack
  Dagger (Pony or Hybrid form only). Melee or 
  Ranged weapon attack, +7 to hit, reach 5ft or range 
  20/60 ft., one target Hit: 5 (1d4+3) piercing damage
  Bite. Melee Weapon Attack, +6 to hit (+7 while in 
  hybrid or Bat from), reach 5 ft., one target. Hit: 6 
  (1d6+3) piercing damage, or 7 (1d6+4) piercing 
  damage while in hybrid or bat form.  If the target is a 
  Fey, it must succeed on a DC 13 Constitution saving 
  throw or be cursed with werebat lycanthropy.
  Rake (Hybrid or Bat from only). Melee Weapon 
  Attack +7 to hit, reach 5ft., one target Hit: 7 (1d6+4) 
  slashing damage
  CuRse of WeReBat lyCanthRopy
  When a Fey creature, whose size is  
  either small, medium, or large, fails 
  the Constitution save when bitten by 
  a werebat, they are afflicted with the 
  curse of Werebat lycanthropy.  While 
  under this curse, the afflicted creature’s dexterity be-
  comes 17 unless it was already higher and gains the 
  Shapechanger subtype in addition to any other sub-
  types that it already had.  When night falls and the 
  moon is full, the afflicted must make  Wisdom sav-
  ing throw against the same DC as the original bite.  
  On failure, until the end of the night, they transform 
  into the form of either a Giant bat or a hybrid of bat 
  and their original form.  If the save was failed by 5 
  or less, they afflicted suffers identical effects to the 
  confusion spell, otherwise they seek out and attack 
  the the closest living creature in animalistic rage.  
  While in either hybrid or Bat form, the afflicted crea-
  ture statistics and abilities are unchanged except for 
  what is listed below:
  Size: The creature becomes large
  Senses: The creature gains blindsight 60 ft.
  Languages: The creature cannot speak while in 
  bat form but can still understand any languages it 
  knows.
  Flight: (Hybrid Form) The creature’s Leathery wings 
  grant it a fly speed of 30 feet. The creature cannot 
  fly if they are wearing armor they are not profi-
  cient in, armor not tailored to accommodate their 
  wings, or a backpack not specially tailored to their 
  wings. While flying, the creature is at disadvantage 
  on Strength checks to interact with objects that are 
  on the ground. The creature fall to the 
  ground at the end of its turn unless 
  you move at least half your fly speed 
  during your turn.
  Flight: (Bat Form) The creature gains a fly speed 
  of 60 ft., but reduces their land speed to 10 ft.
  Echolocation: The creature loses its blindsight when 
  deafened
  Bite: The creature gains a natural bite attack.  They 
  are proficient with this attack, which deals 1d6 pierc-
  ing damage and is considered to have the finesse 
  property.
  Hunting for prey in the shadows of cities and 
  wilderness alike, a werebat rogue would trust none 
  so much as their dagger. Using guile and opportunity 
  to catch a mark off-guard they would assist a fellow 
  pony so far as is required to get them to turn their back.
  Sara Piper (Order #9076834)
  
  37
  Raised by necromancers who clearly do not pay 
  the most cursory of lip-service to the goddess of 
  death, this abomination of the forces of nature known 
  simply as a ‘zombie’ is at once everything that any sane 
  adventurer should fear. Not just death, but the very 
  perversion of it.
  Medium undead, neutral evil
  Armor Class 9
  Hit points 32 (5d8 + 10)
  Speed 30 ft.
  Str
  Dex
  Con
  Int
  Wis
  Cha
  16 (+3)
  8 (-2)
  15 (+2)
  3 (-4)
  8 (-1)
  5 (+3)
  Saving Throws Wis +1
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages understands the languages it knew in life 
  but can’t speak
  Challenge: 1/2 (100 XP)
  Undead Fortitude. If damage reduces the zombie 
  pony to 0 hit points, it must make a Constitution sav-
  ing throw with a DC of 5 + the damage taken, unless 
  the damage is radiant or from a critical hit. On a suc-
  cess, the zombie pony drops to 1 hit point instead.
  Actions
  Bite. Melee Weapon Attack, +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage
  Zombie Pony
  A grunting moan is the first sign that this 
  corpse has not been set to ease with Soft  
  Whisper. Rising to limbs animated with dark 
  magics, the beast stares from the rotting flesh 
  that is all that remains of its face. It sounds  
  hungry.
  CR 1 (XP 400)
  Pony zombie warrior 2
  NE Medium undead
  Init -1; Senses darkvision 60 ft.;  
  Perception +0
  Defense
  AC 11, touch 9, flat-footed 11 (-1 Dex, +2 natural)
  hp 22 (3 HD; 1d8+2d10+3)
  Fort +3, Ref -1, Will +2
  Defensive Abilities DR 5/slashing; Immune undead 
  traits
  Offense
  Speed 40 ft.
  Melee bite +4 (1d6+3)
  Statistics
  Str 15, Dex 8, Con —, Int —, Wis 10, Cha 10
  Base Atk +2; CMB +4; CMD (17 vs. trip)
  Feats Toughness
  Skills Acrobatics -1 (+3 to jump)
  SQ staggered
  Special Abilities
  Staggered (Ex) Make only a single move or a single 
  attack action each round.
  Ecology
  Environment Any
  Organization Any
  Treasure None
  Sara Piper (Order #9076834)
  
  38
  Sara Piper (Order #9076834)
  
  39
  Appendix A
  misCellaneous CReatuRes & animal Companions foR pathfindeR
  fey hoRse
  These elegant horses show clear markers of their fey 
  caretakers and the lands they were raised in. They are ex-
  tremely difficult to get to grow, let alone breed, outside of 
  such places, so humans and other humanoid races value 
  them at a premium for their endurance and ability to shrug 
  off wounds with fey-like constitutions. They get along in-
  stinctually well with ponykind, giving them a +2 to handle 
  animal checks.
  staRtinG statistiCs
  Size Large; Speed 50 ft.; AC +2 natural armor; Attack 
  bite (1d4), 2 hooves* (1d6); Ability Scores Str 14, Dex 
  13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities 
  low-light vision, scent.
  * This is a secondary natural attack
  4th-level advanCement
  Ability Scores Str +2, Con +2; Special Qualities 
  combat trained; DR 5/Cold Iron
  Chaos ooze
  Taming such a creature is quite an undertaking, to say 
  nothing of keeping one happy. If not provided a temporary 
  spell once a day or a permanent one once a week, they be-
  come irritable, imparting a -5 to handle animal checks to 
  get them to perform actions. For those brave and/or fool-
  ish enough to forge a tenuous bond with such a creature, 
  the rewards are sometimes worth it. Despite its (lack of) in-
  telligence, the chaos ooze can learn 3 tricks or one purpose.
  staRtinG statistiCs
  Size Large; Speed 20 ft.; AC +3 natural armor; Attack 
  Slam (1d6, grab); Ability Scores Str 18, Dex 8, Con 
  14, Int -, Wis 1, Cha 1; Special Qualities ooze qual-
  ities
  7th-level advanCement
  Ability Scores Str +2, Con +4; Special Qualities 
  constrict, chaotic embrace (see page 4)
  Sara Piper (Order #9076834)
  
  40
  ponyquin
  This, obviously artificial, simulacra of a ponykind is quite obedient. Its fine and visible joints, when properly cared for, 
  give it an almost uneasy grace. Only those who have lost touch or are in danger of losing touch with their natural side can 
  take such an animal companion. It can be taken by fallen druids and the like who have lost their ability to commune with 
  normal animals.
  staRtinG statistiCs
  Size Medium; Speed 40 ft.; AC +3 natural armor; Attack 2 Hooves (1d6); Ability Scores Str 14, Dex 12, Con -, Int 
  2, Wis 1, Cha 8;Special Qualities construct (still qualifies as an animal for purpose of qualifying for effects from its 
  owner)
  7th-level advanCement
  Ability Scores Str +4, Dex +2; Special Qualities +10 hit points
  tRaits
  Natural Werebat Either one of your parents, or a relative further up your family tree, was a lycanthrope. This 
  curse is dormant in you, merely making you a little more wild-seeming. With slightly elongated and tufted ears, you 
  enjoy a +1 trait bonus to both Perception and Survival.
  Sara Piper (Order #9076834)
  
  41
  fey touChed hoRse 
  Large beast, unaligned
  Armor Class 11
  Hit points 13 (2d10 + 2)
  Speed 60 ft.
  Str
  Dex
  Con
  Int
  Wis
  Cha
  15 (+2)
  12 (+1)
  12 (+1)
  2 (-4)
  11 (+0)
  7 (-2)
  Senses passive Perception 10
  Languages -
  Challenge: 1/4 (25 XP)
  Fey touched. The horse has advantage on saving throws 
  against being charmed, and magic can’t put the horse to 
  sleep.
  Pony Fellowship. Any creature with the Ponykind sub-
  type gains a +1 to any Wisdom (Animal handling) ability 
  checks that target the fey horse.
  Actions
  Hooves. Melee Weapon Attack, +3 to hit, reach 5 ft., 
  one targets. Hit: 7 (2d4+2) bludgeoning damage
  These elegant horses show clear markers of their fey 
  caretakers and the lands they were raised in. They are ex-
  tremely difficult to get to grow, let alone breed, outside of 
  such places, so humans and other humanoid races value 
  them at a premium for their endurance and ability to shrug 
  off afflictions with fey-like constitutions. They get along in-
  stinctually well with ponykind.
  ponyquin 
  Medium construct, unaligned
  Armor Class 13 (natural armor)
  Hit points 9 (2d8 + 0)
  Speed 40 ft.
  Str
  Dex
  Con
  Int
  Wis
  Cha
  14 (+2)
  12 (+1)
  10 (+0)
  2 (-4)
  3 (-4)
  7 (-2)
  Damage Immunities poison, psychic
  Condition Immunities charmed, frightened, paralyzed, 
  poisoned
  Senses darkvision 60 ft., passive Perception 6
  Languages -
  Challenge: 1/4 (25 XP)
  Animalistic Simulacrum. the Ponyquin does not need 
  to eat, drink, sleep, or breath, and may be considered a 
  beast for the purpose of any class feature that requires 
  choosing a beast.
  Actions
  Multiattack. The Ponyquin makes two attacks with its 
  hooves
  Hooves. Melee Weapon Attack, +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4+2) bludgeoning damage
  This, obviously artificial, simulacra of a ponykind is quite 
  obedient. Its fine and visible joints, when properly cared 
  for, give it an almost 
  uneasy grace. Only those who 
  have lost touch or 
  are in danger of losing touch 
  with their natural 
  side can bond with such a 
  creature
  Appendix A
  misCellaneous CReatuRes foR 5th edition
  Sara Piper (Order #9076834)
  
  42
  Reptilin
  While most reptilin are, to put it bluntly, savages, others 
  have chosen to embrace the visitors to their tribes, to find 
  ways that are better than the ways of their own kind. Such 
  reptilin are less versed in their native ways but gain a flex-
  ibility of thought and horizon that their forebears lacked.
  Resembling an elfin humanoid from the waist up and a 
  long snake from there down, a reptilin carries few traits of 
  the seemingly mixed heritage because they have actually 
  evolved directly from snakes with the aid of magic. Strong 
  and fierce warriors, the snake-people of Everglow are new 
  to the world at large but are increasingly seeing their own 
  place within it.
  Tending toward a neutral approach to life, a reptilin leans 
  toward aloofness in all things social but, when matters 
  are reduced to choice regarding life or death, are brutally  
  ruthless.
  Base Stats: +2 Str, -2 Int, +2 Wis
  Size: Large
  Type: Fey (Reptilian)
  Movement: 30 ft.
  Vision: Low-Light
  Languages: Reptilin are xenophobic, knowing only  
  Reptim (their own native language)
  Reptilin have a primary natural tail slap attack that deals 
  1d6 damage
  Reptilin RaCial tRaits
  Quick Study Gain a +1 trait bonus to Linguistics and it 
  becomes a class skill, also gain Common as a language.
  Blood of the Wild You can leave the forest, but the for-
  est never leaves you. Gain a +1 trait bonus to Perception 
  and Survival.
  Reptilin RaCial feats
  aleRt to thReats
  As your tail presses down against the ground, you can 
  sense most threats moments before they are able to strike.
  Prerequisite: Reptilin, Perception 5 ranks
  Benefit: You gain Tremorsense 10 feet.
  puttinG on the squeeze
  Your body surges with muscle memories of your kin and 
  you feel an adeptness with your tail that more evolved 
  reptilin lack.
  Prerequisite: Reptilin, BaB +6, Questing Tail
  Benefit: You gain the constrict special attack, dealing 1d4 
  crushing damage.
  questinG tail
  More dexterous and stronger than usual, your tail gains 
  a use above simply moving you around.
  Prerequisite: Reptilin, BaB +3
  Benefit: Your tail slap attack gains the grab special attack.
  sea slitheRinG
  Swift as the waves, you can glide through water like a 
  predator born to it.
  Prerequisite: Reptilin, Swim 5 ranks
  Benefit: You gain Swim 15 ft
  stone slitheRinG
  Your movement is so sure, even rocks and steep inclines 
  prove no trouble for you.
  Prerequisite: Reptilin, Climb 5 ranks
  Benefit: You gain Climb 20 ft
  suRe slitheRinG
  A master of terrain, your tail provides a steady support 
  for you no matter how difficult things may become.
  Prerequisite: Reptilin, Stone Slithering, Sea Slithering
  Benefit: You ignore difficult terrain.
  Appendix B
  ChaRaCteR options foR pathfindeR
  neW tRait
  Natural Werebat Either one of your parents, or 
  a relative further up your family tree, was a lycan-
  thrope. This curse is dormant in you, merely making 
  you a little more wild-seeming. With slightly elongat-
  ed and tufted ears, you enjoy a +1 trait bonus to both 
  Perception and Survival.
  Sara Piper (Order #9076834)
  
  43
  Reptilin
  While most reptilin are, to put it bluntly, savages, others 
  have chosen to embrace the visitors to their tribes, to find 
  ways that are better than the ways of their own kind. Such 
  reptilin are less versed in their native ways but gain a flex-
  ibility of thought and horizon that their forebears lacked.
  Resembling an elfin humanoid from the waist up and a 
  long snake from there down, a reptilin carries few traits of 
  the seemingly mixed heritage because they have actually 
  evolved directly from snakes with the aid of magic. Strong 
  and fierce warriors, the snake-people of Everglow are new 
  to the world at large but are increasingly seeing their own 
  place within it.
  Ability 
  Score 
  Increase. 
  Your 
  Strength 
  score  
  increases by 2, and your Wisdom score increases by 1.
  Age. Reptilin mature a little faster than other Everglow 
  races, reaching adulthood around age 14. They age  
  noticeably faster and rarely live longer than 70 years.
  Alignment. Tending toward a neutral approach to life, a 
  reptilin leans toward aloofness in all things social but, 
  when matters are reduced to choice regarding life or 
  death, are brutally ruthless. 
  Size. Your size is Medium.
  Speed. Your base speed is 30 feet.
  Fey Born. Reptilian count as fey for all purposes.
  Massive Coils. You are counted as one size larger when 
  determining carrying capacity and the weight you can 
  push, drag or lift. Any roll to avoid becoming prone is 
  made with advantage.
  Tail 
  Slap. Your tail is a natural weapon that 
  has 
  10 
  ft. 
  reach 
  and 
  deals 
  1d6 
  bludgeoning  
  damage.  Your are considered proficient with your tail. 
  Languages. You can speak, read, and write Reptim. 
  Reptilin RaCial feats
  aleRt to thReats
  Prerequisites: Reptilin
  As your tail presses down against the ground, you can 
  sense most threats moments before they are able to strike.
  You gain the following Benefits:
  • 
  You gain Tremorsense out to 10 ft.
  • 
  You increase your wisdom score by 1, to a maximum 
  of 20.
  GRappleR’s tail
  Prerequisites: Reptilin
  While natural power and a thick tail are great to be born 
  with, mastery of it is not assumed. Take the time to prop-
  erly hone this unusual limb to bring its full might to your 
  aid.
  You gain the following Benefits:
  • 
  When you hit with your tail slap attack, you may at-
  tempt to grapple as a bonus action, moving them ad-
  jacent to you if successful.
  • 
  When you have a creature grappled with your tail, as 
  an action, you may make a special attack to attempt 
  to constrict them.  You are proficient in this attack, 
  and it restrains the target and deals 1d6 damage on 
  a hit.  Once restrained by this ability, the target re-
  mains restrained until they escape your grapple.
  • 
  You have advantage when using your tail to shove or 
  trip opponents.
  suRe slitheRinG
  Prerequisites: Reptilin, Str 13
  A master of terrain, your tail provides a steady support 
  for you no matter how difficult things may become.
  You gain the following benefits:
  • 
  You gain a 20 ft. climb speed
  • 
  You gain a 20 ft. swim speed
  • 
  You don’t require extra movement in difficult terrain
  Appendix B
  ChaRaCteR options foR 5th edition
  Sara Piper (Order #9076834)
  
  44
  Many strange and exotic weapons have found their way to Everglow, often developed by the ponies themselves to survive 
  in this sometimes dangerous land.
  Ranged Weapon (Simple)
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Weight
  Type
  Special
  Pony Sling
  5 gp
  1d3
  1d4
  x2
  50 ft.
  —
  B
  —
  Hoof Crossbow
  40 gp
  1d6
  1d8
  19-20/x2
  80 ft.
  4 lbs.
  P
  —
  Pony Sling
  This sling has been adapted to hook over one foreleg of the pony, it is loaded by the mouth and then spun and fired using 
  the leg. 
  Hoof Crossbow
  This is as per a light crossbow, with an almost comically oversized trigger and handle that a pony’s fetlock can wrap around 
  and trigger. It can be cocked with hind-hoof triggered levers. 
  Appendix C
  aRmoRy foR pathfindeeR
  aRmoRy foR 5th edition
  Many strange and exotic weapons have found their way to Everglow, often developed by the ponies themselves to survive 
  in this sometimes dangerous land.
  Ranged Weapon (Simple)
  Cost
  Damage
  Range
  Weight
  Properties
  Pony Sling
  5 gp
  1d4 Bludgeoning
  30/120
  —
  Ammunition, Special
  Hoof Crossbow
  30 gp
  1d8 Piercing
  80/320
  5 lbs.
  Ammunition, Loading, 
  Two-handed, Special
  Pony Sling
  This sling has been adapted to hook over one foreleg of the pony, it is loaded by the mouth and then spun and fired using 
  the leg. 
  Hoof Crossbow
  This is as per a light crossbow, with an almost comically oversized trigger and handle that a pony’s fetlock can wrap around 
  and trigger. It can be cocked with hind-hoof triggered levers. 
  Sara Piper (Order #9076834)
  
  45
  Not much is known of the origins of the Fey Werebat 
  curse, but whether by luck or design, this form of lycan-
  thropy seems to be affecting the native creatures of Ever-
  glow. Thankfully not quite as quick to spread as it’s human-
  oid-targeting counterpart, it is nonetheless a curse that few 
  would wish to bear.
  RequiRements
  To qualify to become a Werebat, a character must fulfill 
  either of the following criteria but MUST be a fey.
  Curse: lycanthropy- Must have been bitten by a Werebat 
  Lycanthrope and be suffering from their curse.
  Trait: Natural Werebat
  Alignment: Any
  Hit Dice: d10
  Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addi-
  tion, each character begins play with an outfit worth 10 
  gp or less.
  Class sKills
  The Werebat’s class skills are Acrobatics (Dex), Bluff (Cha), 
  Climb (Str), Craft (Int), Disable Device (Dex), Disguise 
  (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), 
  Knowledge (dungeoneering) (Int), Knowledge (local) 
  (Int), Perception (Wis), Profession (Wis), Sense Motive 
  (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), 
  and Survival (Wis).
  Skill Ranks at Each Level: 6 + Int modifier.
  Weapon and aRmoR pRofiCienCy
  Werebats are proficient with all simple weapons. They 
  are proficient with light armor, but not with shields.
  ChanGe shape (su)
  Werebats have three forms—a fey form, an animal form, 
  and a hybrid form. Equipment does not meld with the new 
  form between fey and hybrid form, but does between those 
  forms and animal form. A werebat with the Natural Were-
  bat trait can shift to any of its three forms as a move-equiv-
  alent action others can assume animal or hybrid form as a 
  full-round action by making a DC 15 Constitution check, 
  or their fey form as a full-round action by making a DC 20 
  Constitution check. On nights when the full moon is visi-
  ble, werebat without the Natural Werebat trait gains a +5 
  morale bonus to Constitution checks made to assume ani-
  mal or hybrid form, but a –5 penalty to Constitution checks 
  made to assume fey form. Such werebats reverts to their fey 
  form automatically with the next sunrise, or after 8 hours 
  of rest, whichever comes first. A slain werebat reverts to its 
  fey form, although it remains dead.
  When shapechanged to their hybrid or animal forms, a 
  werebat gains +3 Str, +2 Dex, and +1 Con and becomes 
  large (if they are not already so). They also gain a bite and 
  two claw attacks while as a hybrid. When in animal form, 
  a werebat resembles a direbat. You gain the shapechanger 
  subtype in all forms.
  ContRol CuRse (su)
  As a werebat gains mastery over the wild nature of their 
  curse, they become better at remaining in the form they 
  wish. At second level a werebat adds +2 to any constitution 
  checks made to assume or resist their Change Shape ability. 
  They gain a further +2 at level four.
  suRGe of the Wild (su)
  Werebats gain experience with their alternate forms, 
  granting them +2 str and +2 con when in hybrid or animal 
  form.
  infeCtious Bite (su)
  As a werebat embraces more of its wild nature, it’s curse 
  becomes transferable via bite. This curse can only affect fey 
  creatures of small to large size.
  Appendix D
  WeReBat, a pRestiGe Class foR pathfindeR
  Level
  BaB
  Fortitude
  Reflex
  Will
  Special
  1
  +0
  +1
  +1
  +0
  Change shape
  2
  +1
  +1
  +1
  +1
  Surge of the Wild, Control Curse (+2)
  3
  +2
  +2
  +2
  +1
  Infectous Bite
  4
  +3
  +2
  +2
  +1
  Infectous Wings, Control Curse (+4)
  5
  +3
  +3
  +3
  +2
  Perfect Control
  Sara Piper (Order #9076834)
  
  46
  Werebat’s Curse
  Type curse, injury; Save Fortitude DC 15 negates, Will DC 
  15 to avoid effects
  Onset the next full moon; Frequency on the night of ev-
  ery full moon.
  Effect target feels the pull of the moon and rails against a 
  need to attack and devour. If the will save is failed by 5 
  or less, target suffers confusion during the whole night. 
  If they failed by 5 or more, they will attack the nearest 
  target in animalistic rage.
  infeCtious WinGs (ex)
  The werebat’s wings strengthen and, as well as flight, they 
  gain the dexterity to use the claws on them to rake targets. 
  Both these wing attacks are only usable while in hybrid or 
  animal form and both can deliver the Werebat’s Curse.
  Wing (x2) (1d4+str); Location: Melee; Werebat’s Curse
  peRfeCt ContRol (su)
  At fifth level, a werebat has finally mastered the ability to 
  change their form. Werebats with the Natural Werebat trait 
  may shift their form as a swift action and others may do so 
  as a move. They no longer require to make checks to shape 
  change at any time except for the night of a full moon, how-
  ever on those nights they only require to make the check to 
  remain/become fey.
  Sara Piper (Order #9076834)
  
  47
  Not much is known of the origins of the Fey Werebat 
  curse, but whether by luck or design, this form of lycan-
  thropy seems to be affecting the native creatures of Ev-
  erglow. Thankfully not quite as quick to spread as it’s hu-
  manoid-targeting counterpart, it is nonetheless a curse 
  that few would wish to bear.
  Internal Curse The DC to resist the effects of the full 
  moon for your curse is now based upon your werebat lev-
  el, as listed in the Full moon DC column, instead of the 
  werebat who infected you, and if you have embraced the 
  curse, changing your alignment to neutral evil, this save 
  is now made with advantage.
  Fang and Wing At 2nd Level, you may use their bite at-
  tack, even in your true form. In addition, while in either 
  Bat or hybrid Forms, you gain a Rake attack with your 
  wings.  The rake has the finesse property, deals 1d6 slash-
  ing damage, and may be used as a bonus action after the 
  you make an attack with your bite.  Any Fey creature of 
  Small to Large size you successfully hit with your bite, 
  regardless of form, must now make a Consution save 
  against a DC of (8 + your proficiency modifier + your 
  Werebat Level) or become a victim of the Werebat curse.
  Echolocation At 3rd Level, while in your true form, you 
  gain blindsight out to 20 ft. as long as you are not deaf-
  ened.
  Surge of the Wild Also at 3rd level, your bite and rake 
  attacks gain +1 to hit and damage while in beast or hybrid 
  form, and as well as count as magical.  In addition, when-
  ever you chose to enter your bat or hybrid form from your 
  true form, you gain temporary hit points equal to twice 
  your character level. The temporary hit points can only 
  be gained once, and can be gained again after you finish 
  a short or long rest.
  Ability score Improvement When you reach 4th level, 
  you can increase one ability score of your choice by 2, or 
  you can increase two ability scores of your choice by 1. As 
  normal, you can’t increase an ability score above 20 using 
  this feature.
  Perfect Control At 5th Level, you may now enter your hy-
  brid or bat forms without limit.  In addition, your align-
  ment no longer shifts when you change form and you 
  make your wisdom save to avoid changing during the full 
  moon with advantage.  If you embraced the curse, chang-
  ing your alignment to neutral evil, you automatically suc-
  ceed the wisdom save to maintain your true form during 
  the full moon.
  Appendix D
  WeReBat, a paRaGon speCialization foR 5th edition
  1st
  18
  Bonus Proficiencies, Shapechanger, Internal Curse
  2nd
  16
  Fang and Wing
  3rd
  14
  Echolocation, Surge of the Wild
  4th
  12
  Ability Score Improvement
  5th
  10
  Perfect Control
  paRaGon speCialization
  Paragon specializations represent advanced training 
  and other extensive focus beyond the standard class’s 
  scope.  Whenever you gain a level, you may instead 
  choose to gain a level in a given paragon specializa-
  tion, as long as you meet its prerequisites.  In all other 
  ways, taking levels of a paragon specialization function 
  as multi-classing, including having to meet your start-
  ing classes prerequisites in addition to the paragon 
  specializations.
  pReRequisites
  Level 3 or Higher
  Curse Afflicted with the Werebat version of Lycanthropy
  Ability Score Wisdom of 13 or higher
  Hit Dice d10 per Werebat Level
  Hitpoints 1d10 (or 6) + your constitution modifier per  
  level
  Class featuRes
  Bonus Proficiencies At 1st level, you become proficient 
  with Simple weapons and light armor.
  Shapechanger At 1st level, as an action, you may assume 
  the form of either a Bat-Hybrid or a Giant bat, as per your 
  curse (See Pg 36).  You may use this feature twice and 
  regain spent uses when you finish a short rest.  You may 
  remain in the form for up to an hour and may revert to 
  your true form as an action.  In addition, whenever you 
  enter your hybrid or bat form, either from this ability 
  or from your curse, you maintain control although your 
  alignment shifts to neutral evil while in this state, as the 
  beastial instincts become harder to ignore.
  Sara Piper (Order #9076834)
  
  48
  Appendix E
  CReatuRe index
  Name
  CR
  Source
  Living Art
  Template
  pg. 18
  Lightning Clockwork Pony
  5
  pg. 16
  Brass Chaos Bull
  6
  pg. 3
  Gem Golem
  9
  Griffons of Everglow
  ConstRuCts
  By Type (Pathfinder)
  Name
  CR
  Source
  Rift Dragon
  5
  pg. 27
  Rift Dragon, Greater
  8
  pg. 27
  Rift Dragon, Elder
  14
  pg. 28
  Rift Dragon, Great Wyrm
  18
  pg. 29
  dRaGons
  Name
  CR
  Source
  Sky Mask
  6
  Griffons of Everglow
  Inevitable, Vanguard
  12
  Ponyfinder Campaign Setting
  elementals
  Name
  CR
  Source
  Flutter
  1/3
  Ponyfinder Campaign Setting
  Griffon, Cultist
  1/2
  pg. 11
  Reptilin, Strangler
  3
  pg. 25
  Reptilin, Shaman
  4
  pg. 23
  Cult Bodyguard
  4
  pg. 14
  Deeptide Horse
  5
  Ponyfinder Campaign Setting
  Flutter Swarm
  5
  Ponyfinder Campaign Setting
  Werebat Rogue
  5
  pg. 34
  Griffon, Indoctrinator
  6
  pg. 12
  fey
  BooK RefeRenCes
  Some of the creatures listed in this appendix are from other books, noted instead of the given page number.
  Sara Piper (Order #9076834)
  
  49
  Name
  CR
  Source
  Mahr
  2
  pg. 19
  Marching Horde
  8
  pg. 21
  outsideRs
  Name
  CR
  Source
  Gem Gnoll
  2
  Ponyfinder Campaign Setting
  Gem Troll
  5
  pg. 10
  Gem Gnoll Raider
  3
  pg. 5
  Gem Gnoll War Leader
  3
  pg. 7
  Gem Gnoll Keeper of the Flame
  8
  pg. 8
  humanoids
  Name
  CR
  Source
  Mountain Worm
  13
  Griffons of Everglow
  maGiCal Beasts
  Name
  CR
  Source
  Chaos Ooze
  4
  pg. 4
  oozes
  Name
  CR
  Source
  Skeletal Pony Slinger
  2
  pg. 33
  Zombie Pony
  1
  pg. 37
  Unfulfilled
  7
  Ponyfinder Campaign Setting
  undead
  By Type (5th Edition)
  Name
  Challenge
  Source
  Fey Horse
  1/4
  pg. 41
  Trained Hunting Bird
  1/4
  Griffons of Everglow
  Beasts
  Name
  Challenge
  Source
  Living Art
  Template
  pg. 18
  Ponyquin
  1/4
  pg. 41
  Lighting Clockwork Pony
  5
  pg. 16
  Brass Chaos Bull
  6
  pg. 3
  Gem Golem
  9
  Griffons of Everglow
  ConstRuCts
  Sara Piper (Order #9076834)
  
  50
  Name
  Challenge
  Source
  Rift Dragon, Wyrmling
  4
  pg. 30
  Rift Dragon, Young
  8
  pg. 30
  Rift Dragon, Adult
  16
  pg. 31
  Rift Dragon, Ancient
  23
  pg. 31
  dRaGons
  Name
  Challenge
  Source
  Sky Mask
  7
  Griffons of Everglow
  Inevitable, Vanguard
  11
  Ponyfinder Campaign Setting
  elementals
  Name
  Challenge
  Source
  Flutter
  1/3
  Ponyfinder Campaign Setting
  Griffon, Cultist
  1/2
  pg. 11
  Reptilin, Strangler
  3
  pg. 25
  Flutter Swarm
  2
  Ponyfinder Campaign Setting
  Reptilin, Shaman
  4
  pg. 23
  Cult Bodyguard
  4
  pg. 14
  Deeptide Horse
  5
  Ponyfinder Campaign Setting
  Flutter Swarm
  5
  Ponyfinder Campaign Setting
  Werebat Rogue
  5
  pg. 34
  Griffon, Indoctrinator
  6
  pg. 12
  fey
  Name
  Challenge
  Source
  Mahr
  2
  pg. 19
  Marching Horde
  8
  pg. 21
  fiends
  Name
  Challenge
  Source
  Gem Troll
  5
  pg. 10
  Giants
  Name
  Challenge
  Source
  Gem Gnoll
  2
  Ponyfinder Campaign Setting
  Gem Gnoll Raider
  3
  pg. 5
  Gem Gnoll War Leader
  4
  pg. 7
  Gem Gnoll Keeper of the Flame
  6
  pg. 8
  humanoids
  Sara Piper (Order #9076834)
  
  51
  Name
  Challenge
  Source
  Mountain Worm
  14
  Griffons of Everglow
  monstRosities
  Name
  Challenge
  Source
  Chaos Ooze
  3
  pg. 4
  oozes
  Name
  Challenge
  Source
  Skeletal Pony Slinger
  1/2
  pg. 33
  Zombie Pony
  1/2
  pg. 37
  Unfulfilled
  4
  Ponyfinder Campaign Setting
  undead
  Name
  Source
  Fey Horse
  pg. 41
  Flutter
  Ponyfinder Campaign Setting
  Ponyquin
  pg. 41
  Trained Hunting Bird
  Griffons of Everglow
  ChallenGe 1/4 (50 xp)
  By Challenge (5th Edition)
  Name
  Source
  Skeletal Pony Slinger
  pg. 33
  Zombie Pony
  pg. 37
  ChallenGe 1/2 (100 xp)
  Name
  Source
  Griffon, Cultist
  pg. 11
  Reptilin, Strangler
  pg. 25
  ChallenGe 1 (200 xp)
  Name
  Source
  Flutter Swarm
  Ponyfinder Campaign Setting
  Gem Gnoll
  Griffons of Everglow
  Mahr
  pg. 19
  Reptilin, Shaman
  pg. 23
  ChallenGe 2 (450 xp)
  Sara Piper (Order #9076834)
  
  52
  Name
  Source
  Chaos Ooze
  pg. 4
  Gem Gnoll Raider
  pg. 5
  ChallenGe 3 (700 xp)
  Name
  Source
  Cult Bodyguard
  pg. 14
  Gem Gnoll War Leader
  pg. 7
  Griffon, Indoctrinator
  pg. 12
  Rift Dragon, Wyrmling
  pg. 30
  Unfulfilled
  Ponyfinder Campaign Setting
  ChallenGe 4 (1,100 xp)
  Name
  Source
  Deeptide Horse
  Ponyfinder Campaign Setting
  Gem Troll
  pg. 10
  Lighting Clockwork Pony
  pg. 16
  Werebat Rogue
  pg. 34
  Unfulfilled
  Ponyfinder Campaign Setting
  ChallenGe 5 (1,800 xp)
  Name
  Source
  Brass Chaos Bull
  pg. 3
  Gem Gnoll Keeper of the Flame
  pg. 8
  ChallenGe 6 (2,300 xp)
  Name
  Source
  Sky Mask
  Griffons of Everglow
  ChallenGe 7 (2,900 xp)
  Name
  Source
  Marching Horde
  pg. 21
  Rift Dragon, Young
  pg. 30
  ChallenGe 8 (3,900 xp)
  Name
  Source
  Gem Golem
  Griffons of Everglow
  ChallenGe 9 (5,000 xp)
  Sara Piper (Order #9076834)
  
  53
  Name
  Source
  Inevitable, Vanguard
  Griffons of Everglow
  ChallenGe 11 (7,200 xp)
  Name
  Source
  Mountain Worm
  Griffons of Everglow
  ChallenGe 14 (11,500 xp)
  Name
  Source
  Rift Dragon, Adult
  pg. 31
  ChallenGe 16 (15,000 xp)
  Name
  Source
  Rift Dragon, Ancient
  pg. 31
  ChallenGe 23 (50,000 xp)
  By Environment (5th Edition)
  Name
  Challenge
  Source
  Gem Gnoll
  2
  Griffons of Everglow
  Gem Gnoll Raider
  3
  pg. 5
  Gem Gnoll War Leader
  4
  pg. 7
  Gem Troll
  5
  pg. 10
  Lighting Clockwork Pony
  5
  pg. 16
  Gem Gnoll Keeper of the Flame
  6
  pg. 8
  deseRt
  Name
  Challenge
  Source
  Trained Hunting Bird
  1/4
  Griffons of Everglow
  Werebat Rogue
  5
  pg. 34
  foRest
  Name
  Challenge
  Source
  Fey Horse
  1/4
  pg. 41
  Trained Hunting Bird
  1/4
  Griffons of Everglow
  Gem Gnoll
  2
  Griffons of Everglow
  Gem Gnoll Raider
  3
  pg. 5
  Gem Gnoll War Leader
  4
  pg. 7
  Gem Troll
  5
  pg. 10
  Lighting Clockwork Pony
  5
  pg. 16
  Gem Gnoll Keeper of the Flame
  6
  pg. 8
  GRassland
  Sara Piper (Order #9076834)
  
  54
  Name
  Challenge
  Source
  Flutter
  1/4
  Ponyfinder Campaign Setting
  Reptilin, Strangler
  1
  pg. 25
  Flutter Swarm
  2
  Ponyfinder Campaign Setting
  Reptilin, Shaman
  2
  pg. 23
  JunGle
  Name
  Challenge
  Source
  Trained Hunting Bird
  1/4
  Griffons of Everglow
  Griffon, Cultist
  1
  pg. 11
  Cult Bodyguard
  4
  pg. 14
  Griffon, Indoctrinator
  4
  pg. 12
  Sky Mask
  7
  Griffons of Everglow
  Gem Golem
  9
  Griffons of Everglow
  Mountain Worm
  14
  Griffons of Everglow
  mountain
  Name
  Challenge
  Source
  Mahr
  2
  pg. 19
  Rift Dragon, Wyrmling
  4
  pg. 30
  Marching Horde
  8
  pg. 22
  Rift Dragon, Young
  8
  pg. 30
  Inevitable, Vanguard
  11
  Griffons of Everglow
  Rift Dragon, Adult
  16
  pg. 16
  Rift Dragon, Ancient
  23
  pg. 31
  planaR
  Name
  Challenge
  Source
  Gem Gnoll
  2
  Griffons of Everglow
  Chaos Ooze
  3
  pg. 4
  Gem Gnoll Raider
  3
  pg. 5
  Gem Gnoll War Leader
  4
  pg. 7
  Gem Troll
  5
  pg. 10
  Lighting Clockwork Pony
  5
  pg. 16
  Brass Chaos Bull
  6
  pg. 3
  Gem Gnoll Keeper of the Flame
  6
  pg. 8
  undeRGRound
  Name
  Challenge
  Source
  Deeptide Horse
  5
  Ponyfinder Campaign Setting
  undeRGRound
  Sara Piper (Order #9076834)
  
  55
  Name
  Challenge
  Source
  Ponyquin
  1/4
  pg. 41
  Trained Hunting Bird
  1/4
  Griffons of Everglow
  Skeletal Pony Slinger
  1/2
  pg. 33
  Zombie Pony
  1/2
  pg. 37
  Griffon, Cultist
  1
  pg. 11
  Cult Bodyguard
  4
  pg. 14
  Griffon, Indoctrinator
  4
  pg. 12
  Unfulfilled
  4
  Ponyfinder Campaign Setting
  Werebat Rogue
  5
  pg. 34
  uRBan
  Sara Piper (Order #9076834)
  
  56
  Disclaimer
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, 
  Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/
  or trademark owners who have contributed Open Game 
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  material including derivative works and translations 
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  procedures, processes and routines to the extent such 
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  an enhancement over the prior art and any additional 
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  equipment, magical or supernatural abilities or ef-
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  trademark or registered trademark clearly identified as 
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  and which specifically excludes the Open Game Content; 
  (f) “Trademark” means the logos, names, mark, sign, 
  motto, designs that are used by a Contributor to identify 
  itself or its products or the associated products contrib-
  uted to the Open Game License by the Contributor (g) 
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  Derivative Material of Open Game Content. (h) “You” or 
  “Your” means the licensee in terms of this agreement. 
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  3.Offer and Acceptance: By Using the Open Game Con-
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  the exact terms of this License to Use, the Open Game 
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  5.Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, 
  You represent that Your Contributions are Your original 
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  rights conveyed by this License. 
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  the exact text of the COPYRIGHT NOTICE of any Open 
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  TICE of any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Prod-
  uct Identity, including as an indication as to compati-
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  dent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility 
  or co-adaptability with any Trademark or Registered 
  Trademark in conjunction with a work containing Open 
  Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trade-
  mark or Registered Trademark. The use of any Product 
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  The owner of any Product Identity used in Open Game 
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  8. Identification: If you distribute Open Game Content 
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  that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents 
  may publish updated versions of this License. You may 
  use any authorized version of this License to copy, mod-
  ify and distribute any Open Game Content originally 
  distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this 
  Sara Piper (Order #9076834)
  
  57
  License with every copy of the Open Game Content You 
  Distribute. 
  11. Use of Contributor Credits: You may not market or 
  advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from 
  the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to com-
  ply with any of the terms of this License with respect to 
  some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may 
  not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatical-
  ly if You fail to comply with all terms herein and fail to 
  cure such breach within 30 days of becoming aware of 
  the breach. All sublicenses shall survive the termination 
  of this License. 
  14. Reformation: If any provision of this License is held to 
  be unenforceable, such provision shall be reformed only 
  to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of 
  the Coast, Inc. 
  System Reference Document 5.0 Copyright 2016, 
  Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy 
  Crawford, Chris Perkins, Rodney Thompson, Peter Lee, 
  James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris 
  Sims, and Steve Townshend, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  System Reference Document, © 2000, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on material by E. Gary Gygax and Dave 
  Arneson
  Ponyfinder: Campaign Setting: Dawn of the Fifth 
  Age, © 2016, Silver Games LLC; Authors David Silver, 
  Byron Mulvogue, Ismael Alvarez
  Ponyfinder: Tribes of Everglow: Dawn of the Fifth 
  Age, © 2017 Silver Games LLC; Authors David Silver, 
  Byron Mulvogue, Ismael Alvarez
  Ponyfinder: Races of Everglow, © 2016, Silver Games 
  LLC; Authors David Silver, Ismael Alvarez
  Ponyfinder: Bestiary of Everglow: Dawn of the 
  Fifth Age, © 2017, Silver Games LLC; Authors David 
  Silver, Thomas Behrens
  Disclaimer
  The Pathfinder Roleplaying Game is owned and created 
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  Paizo Publishing, LLC does not guarantee compatibility, 
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  See http://paizo.com/pathfinderRPG/compatibility for 
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  OGL
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, 
  Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/
  or trademark own-ers who have contributed Open Game 
  Content; (b) “Derivative Material” means copyrighted 
  material including derivative works and translations 
  (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, 
  improvement, compilation, abridgment or other form 
  in which an existing work may be recast, transformed or 
  adapted; (c) “Distribute” means to reproduce, license, 
  rent, lease, sell, broadcast, publicly display, transmit or 
  otherwise distribute; (d) “Open Game Content” means 
  the game mechanic and includes the methods, proce-
  dures, processes and routines to the extent such content 
  does not embody the Product Identity and is an enhance-
  ment over the prior art and any additional content clear-
  ly identified as Open Game Content by the Contributor, 
  and means any work covered by this License, including 
  translations and derivative works under copyright law, 
  but specifically excludes Product Identity. (e) “Product 
  Identity” means product and product line names, logos 
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  creatures, characters, stories, storylines, plots, thematic 
  elements, dialogue, incidents, language, artwork, sym-
  bols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other 
  visual or audio representations; names and descriptions 
  of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, loca-
  Sara Piper (Order #9076834)
  
  58
  tions, environments, creatures, equipment, magical or 
  supernatural abilities or effects, logos, symbols, or graph-
  ic designs; and any other trademark or registered trade-
  mark clearly identified as Product identity by the owner 
  of the Product Identity, and which specifically excludes 
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  use, Distribute, copy, edit, format, modify, translate and 
  otherwise create Derivative Material of Open Game Con-
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  this agreement. 
  2. The License: This License applies to any Open Game 
  Content that contains a notice indicating that the Open 
  Game Content may only be Used under and in
  terms of this License. You must affix such a notice to any 
  Open Game Content that you Use. No terms may be add-
  ed to or subtracted from this License except as described 
  by the License itself. No other terms or conditions may 
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  4. Grant and Consideration: In consideration for agreeing 
  to use this License, the Contributors grant You a perpet-
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  license with the exact terms of this License to Use, the Open 
  Game Content. 
  5. Representation of Authority to Contribute: If You are 
  contributing original material as Open Game Content, 
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  uct Identity, including as an indication as to compatibili-
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  independent Agreement with the owner of each element of 
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  must clearly indicate which portions of the work that you 
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  14. Reformation: If any provision of this License is held to 
  be unenforceable, such provision shall be reformed only 
  to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards 
  of the Coast, Inc. System Reference Document. Copy-
  right 2000. Wizards of the Coast, Inc; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Bestiary. Copyright 2009, Paizo Pub-
  lishing, LLC; Author: Jason Bulmahn, based on material 
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG Core Rulebook. Copyright 2009, 
  Paizo Publishing, LLC; Author: Jason Bulmahn, based 
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  Pathfinder RPG GameMastery Guide, © 2010, Paizo 
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  vid Noonan, Richard Pett, Rich Redman, Sean K Reyn-
  Sara Piper (Order #9076834)
  
  59
  olds, F. Wesley Schneider, Amber Scott, Doug Seacat, 
  Mike Selinker, Lisa Stevens, James L. Sutter, Russ Tay-
  lor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Campaign Setting: Inner Sea Gods © 
  2014, Paizo Publishing, LLC; Authors: Sean K Reynolds, 
  with Amanda Hamon, James Jacobs, John Ling, Mark 
  Moreland, David N. Ross, F. Wesley Schneider, Amber E. 
  Scott, Tork Shaw, James L. Sutter, Jerome Virnich.
  Pathfinder Roleplaying Game Pathfinder Un-
  chained © 2015, Paizo Inc.; Authors: Dennis Baker, Jes-
  se Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, 
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  Pathfinder Roleplaying Game Advanced Class 
  Guide © 2014, Paizo Inc.; Authors: Dennis Baker, 
  Ross Byers, Jesse Benner, Savannah Broadway, Jason 
  Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, 
  Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., 
  Tom Phillips, Stephen Radney-MacFarland, Thomas M. 
  Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, 
  and Russ Taylor.
  Ponyfinder: Race Book © 2013, Silver Games, LLC; Au-
  thors: David Silver.
  Ponyfinder: Campaign Setting © 2013, Silver Games, 
  LLC; Authors: David Silver, Stephen Ritterbrush.
  Ponyfinder: Griffons of Everglow © 2015, Silver 
  Games, LLC; Authors: David Silver
  Ponyfinder: Threats of Everglow © 2016, Silver 
  Games, LLC; Authors: David Silver
  Ponyfinder: Ascension © 2016, Silver Games, LLC; Au-
  thors: David Silver, Byron Mulvogue
  Ponyfinder: The Gem Gnoll War © 2015, Silver 
  Games, LLC; Authors: Tim Boura
  Ponyfinder: The Bloodied Hooves © 2015, Silver 
  Games, LLC; Authors: Tim Boura
  Ponyfinder: Tribes of Everglow © 2015, Silver Games, 
  LLC; Authors: David Silver
  Sara Piper (Order #9076834)
  
  60
  Sara Piper (Order #9076834)
  
  Every brave warrior needs an adversary. 
  Every spell weaving wizard must have an 
  opponent worthy of their skill. Here you will 
  ﬁ nd more than a dozen creatures native to the 
  region of Everglow to ﬁ ll these very roles in your 
  Ponyﬁ nder game!
  Unique and incredible challenges await 
  within, lurking in the shadows until those 
  daring enough to face them come forth!
  Sara Piper (Order #9076834)
  
SOURCE: textdata/thevault/Ponyfinder Collection (PF1 SF1 DND5e)/core/Ponyfinder - Everglow Bestiary.pdf