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  Volume three
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, 
  and does not endorse this product.
  Art by:
  A. Nemo
  Gareth Michael Skarka
  Jupiter Media
  Sandra delacourt
  Kimagu
  Pete
  Series written by:
  Ari Marmell
  Hank woon
  Jeb Boyt
  Lizard
  Stefen Styrsky
  Walt Ciechanowski
  In this volume:
  Aramus 
  BADJA
  BLaded Battleclank
  DEEP ONE
  DEEP ONE Hybrid
  Man-Ape
  Netherlord
  Scorpion Guard
  Silverfish
  Silverfish Swarm
  Sokurah Cyclops
  Soul Knight
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  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo 
  are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/
  compatibility for more information on the compatibility license.
  Fell Beasts and all other Adamant Entertainment product names and their respective logos are trademarks of Adamant Entertainment in the U.S.A. and other 
  countries.   All Adamant Entertainment characters, character names, and the distinctive likenesses thereof are property of Adamant Entertainment.   This material 
  is protected under the copyright laws of the United States of America.   Any similarity to actual people, organizations, places, or events included herein is pureply 
  coincidental.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.), dialogue, plots, storylines, language, incidents, 
  locations, characters, artwork, and trade dress. 
  Open Content: Except for material designated as Product Identity (see above), the contents of this Adamant Entertainment game product are Open Game 
  Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content 
  might be reproduced in any form without written permission. To learn more about the Open Game License and the d20 System License, please visit 
  wizards.com/d20. 
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted 
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  lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, 
  processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, 
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  translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
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  this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as describedby 
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  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with 
  the exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original 
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  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the 
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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. Copyright 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 Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Fell Beasts: Volume Three. Copyright 2009, Adamant Entertainment: Authors: Ari Marmell, Hank Woon, Jeb Boyt, Lizard, Stefen Styrsky, Walt Ciechanowski.
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  Aramus, The Black Flame
  A dark, twisting column of flames rises in a black wave. Malevolent features gaze about with a grim and awful intelligence, filled 
  with an ancient, undying hate.
  ArAmus the BlAck FlAme 
  cr 15 
  51,200 xp
  CE Huge outsider (elemental, evil, extraplanar, fire)  
  Init +14; Senses darkvision 60ft.; Perception +25
  Defense
  AC 30, touch 19, flat-footed 19; (+10 Dex, +1 dodge, +11 
  natural, –2 size)
  hp 230 (20d10 + 120)
  Fort +10, Ref +19, Will +11
  Defensive Abilities elemental traits; DR 10/—; Immune fire
  Weaknesses vulnerability to cold
  Offense
  Spd 60 ft.
  Melee 2 slams +29 (2d12+11/19-20 plus burn) 
  Space 15 ft; Reach 15 ft.
  Special Attacks burn, consume the soul, firelash
  Spell-like Abilities (CL 20th)   
     At will—darkness   
     3/day—burning hands (DC 12), create undead, create greater 
  undead, fireball (DC 14)  
     1/day—control undead (DC 18), delayed blast fireball (DC 
  18), fire storm (DC 19), greater command (DC 16), meteor 
  swarm (DC 20) 
    
  statistics
  Str 32, Dex 30, Con 20, Int 16, Wis 14, Cha 12
  Base Atk +20; CMB +33; CMD 54 
  Feats Dodge, Improved Critical (slam), Improved Initiative, 
  Mobility, Power Attack, Spring Attack, Step Up, Toughness
  Skills Bluff +24, Diplomacy +21, Intimidate +21, Knowledge 
  (history) +23, Knowledge (planes) +26, Knowledge (religion) 
  +23, Perception +27, Sense Motive +25, Stealth +25
  Languages Common, Ignan
  Gear none
  ecOlOgy
  Environment any
  Organization solitary
  Treasure 19,500 gp
  special abilities
  Burn (Ex) Aramus’s slam attack deals bludgeoning damage plus 
  fire damage from its flaming body. Those hit by Aramus’s slam 
  attack also must succeed on a Reflex save or catch on fire. The 
  fire does 2d12 points of damage per round. The flame burns for 
  1d4 rounds. A burning creature can take a move action to put 
  out the flame. The save DC is Constitution-based. 
     Creatures hitting Aramus with natural weapons or unarmed 
  attacks take fire damage as though hit by Aramus’s attack, and 
  also catch on fire unless they succeed on a Reflex save. 
  Condemn the Soul (Su) Any corporeal aberration, animal, 
  dragon, fey, giant, humanoid, magical beast, monstrous 
  humanoid, ooze, plant, or vermin that dies as a result from 
  Aramus’s burn ability returns in 1d4 rounds as a dark-fire 
  creature. Aramus literally consumes the victim’s soul, burning 
  it away, leaving behind a portion of its own essence. Creatures 
  that die in such a way cannot return except through a wish or 
  miracle spell. Those who return as dark-fire creatures look as 
  they did in life, though their eyes resemble orbs of solid-black 
  flames. They are completely under the control of Aramus, 
  though they can think and act on their own. Aramus can never 
  have more than 20 HD worth of dark-fire creatures at one time.
  Firelash (Su) As a standard action, Aramus can lash out at a 
  target with a whip of black flame, making a CMB check against 
  the target’s CMD. If successful, the target is considered grappled 
  and automatically takes Aramus’s burn damage each round until 
  freed. Aramus can maintain the grapple as a free action.
  Resembling a towering fire elemental composed of dense, dancing black flames, Aramus is an ancient and terrible entity 
  of pure hate and bile.  
  HISTORY
  No one knows from what black realm Aramus hails, though it is known that the fell entity does not wish to return. 
     For many years, Aramus had been under the control of the powerful nethermancer Solus the Fallen, bound to the 
  Brazier of Bavmaren and forced to do the mortal’s bidding. After Solus’s death, the Brazier of Bavmaren was lost for a 
  millennium and was only recently discovered by the cult calling itself the Keepers of the Black Flame. The cruel leaders 
  of this cult, powerful entities known as the netherlords (q.v.), released Aramus and now worship the creature as a living 
  god. 
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  Creating a Dark Fire Creature
  “Dark Fire” is an acquired template that can be added to any corporeal aberration, animal, dragon, fey, giant, 
  humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin (referred to hereafter as the base creature).
  A dark fire creature uses all the base creature’s statistics and abilities except as noted here.
  Size and Type: The creature’s type changes to undead and it gains the evil subtype. Do not recalculate Hit Dice, 
  base attack bonus, or saves. Size is unchanged.
  Armor Class: Natural armor increases by +2 (this stacks with any natural armor bonus the base creature has).
  Damage: A dark fire creature retains all of the attacks and damage of the base creature, but deals an additional 1d6 
  points of fire damage on all attacks.
  Special Attacks: A dark fire creature retains all the special attacks of the base creature and gains the following 
  special attack.
  Breath Weapon (Su): 30-foot cone of black fire, once every 1d4 rounds, damage 6d6 fire. A successful Reflex 
  save (DC 10 + 1⁄2 dark fire creature’s racial HD + dark fire creature’s Con modifier) reduces damage by half.
  Special Qualities: A dark fire creature has all the special qualities of the base creature, plus darkvision out to 120 
  feet and low-light vision.
     A dark fire creature gains undead traits.
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  Badja
  BAdjA 
  cr 3 
  800 xp
  LN Small monstrous humanoid
  Init +1; Senses low-light vision, scent.; Perception +4
  Defense
  AC 15, touch 12, flat-footed 14; (+2 Leather armor, +1 Dex, +1 
  shield, +1 size)
  hp 37 (4d10+15)
  Fort +4, Ref +6, Will +5
  Offense
  Spd 20 ft.
  Melee Battleaxe +5 (1d6+1,  Handaxe +4 (1d4+1)
  Ranged Javelin +4 (1d4+1), sling +5 (1d3+1)
  Space 10 ft; Reach 10 ft.
    
  statistics
  Str 12, Dex 12, Con 14, Int 8, Wis 10, Cha 8
  Base Atk +3; CMB +3; CMD 14 
  Feats Toughness, Weapon Focus (Short spear or battleaxe or 
  sling)
  Skills Perception +4, Stealth +12, Survival +6 +2 racial 
  bonus on Survival, +4 ravial bonus on Stealth.
  Languages Badja, Common
  Gear leather armor, light shield, and either battleaxe and 
  javelins or sling and hand axe.
  ecOlOgy
  Environment Temperate forests and plains
  Organization hunting party (2-5), patrol (3-10), raiding 
  party (8-20)
  Treasure 790 go
  The warrior facing you is roughly the size of a halfling, but that’s where the resemblance ends.  The creature is covered with 
  coarse, dark fur, with a blaze  of white on its forehead and muzzle.   Armed with a variety of primitive weapons, it snarls something 
  to you in its barking language.   Apparently, you’re not welcome here.
  Badja males are on average three feet tall and weigh 75 
  pounds.  The females are slightly smaller.  Both males 
  and females are covered with gray or brown fur with a 
  white blaze on their foreheads.
  The Badja live in primitive forest tribes, in simple vil-
  lages comprised of huts, tents, or pit houses.  From 
  time to time, they move their villages in order to 
  find better hunting or to move away from a threat.  
  The badja are masterful hunters and are 
  at home in the forest.  While the bad-
  ja are quiet and keep to themselves, 
  they know all that goes on in the for-
  est around them.  They generally distrust outsiders as 
  some humanoids have raided their villages to steal their pups 
  in order to raise them as pets or servants.  Once a person 
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  is able to get past their reticence, they can be quite warm and welcoming.  They also can be grateful to people that help 
  them deal with threats and problems that they may not be able to address on their own.  
  Badja always attack from stealth and are quite adept at setting ambushes and hit and run tactics.  They will usually avoid 
  combat if they do not have superior numbers and a favorable position.  Their groups usually consist of a mix of melee 
  warriors armed with either battleaxes and javelins and ranged combatants armed with slings and handaxes.
  Badja as Characters
  Badja characters posses the following racial traits:
  +2 Dexterity, +2 Constitution, -2 Intelligence, -2 Charisma:  Badja are stout and agile, but aren’t quick to adopt new 
  ideas or to take to strangers.
  Small:  Badja are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 size 
  bonus on Stealth checks
  Slow Speed:  Badja have a base land speed of 20 feet.
  Scent:  Badja can detect approaching enemies, sniff out hidden foes, and track by sense of smell.  They can identify 
  familiar odors just as humans do familiar sights.
  Forest Born:  Badjas receive a +2 bonus on Survival checks.
  Languages:  Badjas begin play speaking Badja and Common.  Badja with high Intelligence scores can choose any of 
  the following:  Elven, Gnoll, Gnome, Goblin, Orc, and Sylvan.
  Favored Class:  The favored class of a badja is either barbarian or ranger.  This choice must be made at 1st level and 
  cannot be changed.
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  Bladed Battleclank
  BlAded BAttleclAnk 
  cr 7 
  3,200 xp
  N Large Construct
  Init +4; Senses darkvision 60ft.; Perception +6
  Defense
  AC 23, touch 13, flat-footed 19; (+4 Dex, +10 natural, –1 size)
  hp 79 (9d10)
  Fort +3, Ref +7, Will +4
  Defensive Abilities Agile Dodge, Construct Traits, DR 5/Admantine
  Offense
  Spd 30 ft.
  Melee 2 blades +13 (1d8+4+Bleeding, 19-20)
  Space 10 ft; Reach 10 ft.
  Special Attacks Bleeding attack
    
  statistics
  Str 18, Dex 18, Con -, Int 16, Wis -, Cha 12
  Base Atk +9; CMB +14; CMD 28 
  Special Qualities Construct Traits
  Languages None
  Gear none
  ecOlOgy
  Environment any
  Organization solitary or squad (2-5)
  Treasure standard
  special abilities
  Agile Dodger (EX) The Bladed Battleclank is designed for battlefield 
  mobility; it gets a +4 racial bonus to AC against attack of 
  opportunity.
  Bleeding Attack (EX) The serrated and toothed edges of the Bladed 
  Battleclank’s arm blades leave behind hideous wounds; each hit 
  causes the victim to bleed at 1/round.
  It is a fast moving creature of bright steel and brass, moving with more grace and agility than seems possible for a massive thing 
  of gears and pistons. Its arms terminate in curving, wickedly serrated blades that spin and turn like a dagger in the hands of skilled 
  knifefighter. Silent, emotionless, it moves towards its chosen prey, equal parts grace and murder.
  One of many types of Battleclanks designed by a long-forgotten kingdom and sometimes copied by more modern 
  nations, the Bladed Battleclank is intended to move fast and strike hard, lashing at a foe with its powerful built-in blades. 
  It lacks intelligence, but has instincts which are part of its construction -- it will generally seek out the least armored 
  enemy it can perceive, provided that doing so is possible. It’s Agile Dodger ability helps it to close the gap quickly, despite 
  its immense size. It can be truly terrifying to see a machine the size of an ogre move with the agility of a halfling.
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  The hideous creature reaches towards you, a grey humanoid fish that seems to hop more than walk.
  deep One 
   
  cr 2 
  600 xp
  LE Small Monstrous humanoid 
  (aquatic)
  Init +7; Senses Blindsight 30’; 
  Darkvision 60’; Perception +6
  Defense
  AC 17, touch 14, flat-footed 14; 
  (+3 Dex, +3 natural, +1 size)
  hp 9 (2d10-2)
  Fort -1, Ref +6, Will +4
  Offense
  Spd 20 ft., swim 40 ft.
  Melee Talon +3 (1d3) or 
  starknife +6 (1d4/x3)
  Ranged starknife +6 (1d4/x3)
  Special Attacks Blood Frenzy, 
  rake (2 talons, +3 1d3)
  statistics
  Str 10, Dex 17, Con 8, Int 14, 
  Wis 13, Cha 9
  Base Atk +2 CMB +1; CMD 14
  Feats Improved Initiative, 
  Weapon Finesse
  Skills Intimidate +4, Knowledge 
  (nature) +4, Perception +6, 
  Stealth +8, Survival +6, Swim 
  +13 (+4 to Perception and 
  Stealth checks underwater); +8 
  racial bonus to Swim checks.
  Languages Aquan, Common
  SQ Amphibious
  ecOlOgy
  Environment Aquatic
  Organization Solitary, small 
  band (1-4), colony (100-150 plus 
  100% non-combatants plus one 
  3rd level sergeant for every 50 
  adults, one medium-size ancient 
  one of 7th level or more)
  Treasure NPC gear (2 or 3 starknives)
  Deep One
  special abilities
  Blood Frenzy (EX) Once per day a Deep One that takes damage in combat can fly into a frenzy in the 
  following round, clawing or slashing madly until either it or its opponent is dead.  It gains +2 Strength, +2 
  Constitution, and -2 Armor Class.  A Deep One cannot end its frenzy voluntarily.
  Rake (EX) A Deep One can rake twice while swimming.
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  deep One hyBrid 
   
  cr 1 
  400 xp
  Halfling Warrior 1
  LE Small humanoid (halfling)
  Init +1; Senses low-light vision Perception +0
  Defense
  AC 18, touch 12, flat-footed 17; (+5 armor, +1 
  Dex, +1 shield, +1 size)
  hp 7 (1d10+1); Fast healing 1/rd
  Fort +3, Ref +2, Will +1
  Defensive Abilities +2 saves against fear
  Offense
  Spd 20 ft.
  Melee rapier +2 (1d4+1, 18-20/x2)
  Ranged shortbow +2 (1d4-1)
  Special Attacks Blood Frenzy
  statistics
  Str 9, Dex 12, Con 10, Int 11, Wis 11, Cha 
  12
  Base Atk +1 CMB -1; CMD 10
  Feats Weapon Finesse
  Skills Acrobatics +4, Swim +3; +2 racial bonus 
  on Acrobatics, Climb and Perception checks.
  Languages Common
  SQ Amphibious
  Gear Scale mail, buckler, rapier, short bow with 
  20 arrows.
  ecOlOgy
  Environment Aquatic
  Organization Solitary, small band (1-4), 
  colony (100-150 plus 100% non-combatants 
  plus one 3rd level sergeant for every 50 adults, 
  one medium-size ancient one of 7th level or 
  more)
  Treasure NPC gear (2 or 3 starknives)
  The Deep Ones are horrible creatures that live in the sea. They seem related to Halflings and can interbreed with them; 
  the spawn of such unions are Deep One hybrids that slowly evolve into a full-fledged Deep One at middle age.  
   
  Scholars believe that Deep Ones are sterile unless they mate with Halflings. As such, a typical Deep One colony will estab-
  lish a relationship with a Halfling community, usually in a marsh or swamp near the edge of the sea. The Deep Ones trade 
  goods and artifacts to the Halflings in return for the occasional dalliance.  
   
  Such Halfling communities seem “wrong” to other Halflings and “swamp dweller” is an extremely offensive Halfling in-
  sult, as it carries the connotation that one consorts with demons. 
   
  Deep Ones get along with Sahuagin, leading some to believe that there is a biological kinship. This is reinforced by the 
  fact that Deep Ones grow as they get older; the most ancient of the Deep Ones is said to be Gargantuan in height and 
  millennia old. The  truth of such stories is unknown. 
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  The man-apes reportedly come from some remote southern jungle.  In civilized lands, the can occasionally be found as 
  the pet for some noble, wizard, or wealthy merchant.  Though they are at times dressed in fine clothes as part of a cruel 
  jokes, they can also be trained to perform simple tasks and can be potent guardians.  However, they are not very reliable, 
  being smart enough to rebel against the weaker beings that attempt to dominate them.  
  In their native habitat, they are kings of the jungle.  There is even a rumor of an ancient and ruined city populated by 
  the man-apes.  Some argue that the creatures obviously moved into the abandoned city, but there is an ancient tale of a 
  proud race that defied a god who cursed them to live from then on in a crude parody of their former selves.
  In combat, the man-apes will attempt to charge in to dominate their opponent and start a grapple so that they may 
  bite the opponent.  Most man-apes do not generally use weapons, but some have been known to use primitive clubs or 
  weapons taken from fallen foes.  In civilized lands, man-apes have no treasure of their own.  In their own lands, they may 
  have crude treasures or valuables that they have taken from others.
  Man-Apes as Cohort
  A character with the Leadership feat may elect to have a man-ape as a cohort or a follower.  The man-ape’s challenge rat-
  ing minus two is used in comparison to the character’s leadership level.
  The beast skulks down the passageway.  Its broad shoulders and features mark it as an ape, but it walks 
  as upright as a man, and its eyes burn with an intelligence greater than that of any ape....
  mAn-Ape 
   
  cr 6 
  2,400 xp
  CN Large monstrous humanoid
  Init +3; Senses low-light vision, scent; 
  Perception +4
  Defense
  AC 16, touch 13, flat-footed 13; (+3 Dex, +3 
  natural)
  hp 71 (8d10+27)
  Fort +2, Ref +6, Will +6
  Offense
  Spd 30 ft., climb 20 ft.
  Melee 2 slams +12 (1d8+5), bite +12 (1d8+7)
  Space 10 ft. Reach 10 ft.
  Special Attacks Powerful charge (slam, 
  2d8+10)
  statistics
  Str 20, Dex 16, Con 14, Int 5, Wis 10, Cha 8
  Base Atk +8 CMB +14; CMD 27
  Feats Dodge, Improved Grapple, Improved 
  Natural Attack, Toughness
  Skills Perception +4, Stealth +6
  Languages Common
  ecOlOgy
  Environment Jungle
  Organization Solitary or company (2-5)
  Treasure varies
  Man-Ape
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  Netherlord
  Terrible and mysterious, the shadowy figure glides forward like an awful phantom. No words usher  forth from its gray, sickly lips. 
  One eye is but a dark onyx, dull and gleamless, and the other contains no humor or mirth. Black leathers wrap tightly about his 
  ashen-colored skin, and gray, loose-fitting robes seem to move gently as if by an unseen wind. Rings pierce the flesh of his face, 
  and jewelry adorns his abnormally long, slender fingers. One of these he gently brushes, and when he does, shadows erupt from the 
  floor at his feet, crawling over him like serpents. When they collapsed back into the ground, he is gone, leaving behind only a chilling 
  memory of this silent and mysterious foe.
  netherlOrd 
  cr 10 
  9,600  xp
  CE Medium humanoid   
  Init +8; Senses Perception +17
  Defense
  AC 24, touch 21, flat-footed 13; (+5 deflection, +5 Dex, +1 
  dodge, +3 natural)
  hp 127 (15d8 + 60)    
  Fort +9, Ref +9, Will +14
  Defensive Abilities fire resistance 10; Immune cold; SR 20 
  Weaknesses gem dependency 
  Offense
  Spd 30 ft.
  Melee bone staff +15/+10 (1d6–1 plus necrotic blast)
  Special Attacks dark matter, necrotic blast, soul shatter, 
  Spell-Like Abilities (CL 10th)
     At will—cause fear (DC 18), chill touch (DC 18), command 
  undead (DC 19), death knell (DC 19), ghoul touch (DC 19)
     1/day—circle of death (DC 23), create undead, enervation (DC 
  21), eyebite (DC 21), harm (DC 23), inflict mass moderate 
  wounds (DC 23)
     2/day—animate dead (DC 21), bestow curse (DC 21), blight (DC 
  22), contagion (DC 21), fear (DC 21), slay living (DC 22)
  statistics
  Str 8, Dex 19, Con 18, Int 20, Wis 17, Cha 15
  Base Atk +11; CMB +10; CMD 30 
  Feats Improved Initiative, Iron Will, Magical Aptitude, Skill Focus 
  (Knowledge [arcana]), Skill Focus (Knowledge [planes]), Skill 
  Focus (Spellcraft), Weapon Finesse  
  Skills Climb +9, Craft (ring making) +15, Heal +13, Knowledge 
  (arcana) +13, Knowledge (geography) +10, Knowledge 
  (history) +10, Knowledge (local) +10, Knowledge (nature) +10, 
  Knowledge (planes) +13, Knowledge (religion) +10, Perception 
  +17, Ride +14, Spellcraft +17, Stealth +11, Survival +13, Use 
  Magic Device +11
  Languages Common
  SQ necromantic mastery, onyx eye, swallowed by darkness
  Gear bone staff (light weapon, 1d6), various rings worth a total of 
  1,000 gp (already factored into its treasure)
  ecOlOgy
  Environment any
  Organization Solitary
  Treasure 5,450 gp
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  special abilities
  Dark Matter (Su) As a standard action, the netherlord can release a wave of dark, necrotic energy. Any living creature within a 
  30-foot radius must succeed at a DC 19 Fortitude save or suffer 4d6+15 points of damage. Undead in the radius heal the same 
  amount.
  Gem Dependency (Su) Each of the netherlord’s supernatural abilities is tied to a jewel encrusted ring it wears. If the ring is 
  removed or destroyed, the netherlord loses access to that ability until a new ring is crafted. The rings do not grant any powers to 
  any other creature than the netherlord.
  Necromantic Mastery (Su) Any spell from the necromancy school has its DC increased by 4 when cast by the netherlord.
  Necrotic Blast (Su) Anytime the netherlord strikes a target with its bone staff, the target automatically suffers an extra 2d6 points 
  of damage. 
  Onyx Eye (Su) The netherlord wears a black onyx that functions as a gem of true seeing in place of one of its eyes. If the onyx is 
  removed, it loses this power.
  Soul Shatter (Su) Every 1d4 rounds as a standard action, the netherlord can target one living creature within 50 feet and blast 
  its soul with pure necrotic energy. The target must succeed at a DC 21 Fortitude save or suffer 4d6+15 points of damage and be 
  stunned for 1d4 rounds.
  Swallowed by Darkness (Su) If the netherlord is near a shadow, it can greater teleport, per the spell.
  The netherlord resembles a human male, its skin a pale, corpse-like gray. Piercing hang from its face, and jeweled rings adorn its 
  fingers. It wraps dark leathers and robes about itself like a funeral shroud. 
  HISTORY
  No one knows from whence the netherlords came. Thankfully rare, they only appear when furthering the agenda of their mysterious 
  and awful purpose. 
  Several years ago, they found and freed Aramus the Black Flame from its eternal prison—the Brazier of Bavmaren, and now worship 
  the foul entity as their living god. They rule over a secret society calling itself the Keepers of the Black Flame, which is dedicated to 
  spreading the power and influence of their dark lord.  
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  Scorpion Guard
  The guards stepped forward on their insectile legs to challenge us.  They were as large as horse and had the torsos of men above the 
  body of a scorpion.  They were clad in bronze, carried sharp swords, and were fierce to look upon.
  scOrpiOn GuArd 
  cr 8
  4,800  xp
  LN Large Fey
  Init+7; Senses low-light vision; Perception +17
  Defense
  AC 23, touch 13, flat-footed 19; (+5 breastplate, +3 Dex, +4 
  natural, +1 shield, -1 size)
  hp 100 (13d6+55)
  Fort +7, Ref +11, Will +10
  Offense
  Spd 40 ft.
  Melee Longsword +19 (1d8+6), 2 pincers +15 (1d8+2), sting +15 
  (1d6+2 plus poison)
  Ranged Longbow +17 (1d8+5)
  Space 10 ft.; Reach 5 ft. 
  Special Attacks grab, poison
  statistics
  Str 20, Dex 16, Con 16, Int 12, Wis 14, Cha 8
  Base Atk +13; CMB +19 (+4 grapple); CMD 32 
  Feats Alertness, Improved Initiative, Intimidating Prowess, 
  Multiattack, Power Attack, Toughness, Weapon Focus 
  (longsword)
  Skills Climb +18, Diplomacy +12, Intimidate +17, Perception 
  +17, Sense Motive +17, Stealth +16. 
  Languages  Celestial, Common, Draconic
  Gear  breastplate, shield, +1 longsword, and longbow
  ecOlOgy
  Environment Warm hills and deserts
  Organization Solitary or pair
  Treasure 1000 gp plus gear.
  special abilities
  Frightful Presence (EX) The sight of a scorpion guard is unset-
  tling to foes.  Activating this ability is a free action and is usually 
  combined with an attack.  Opponents within 30 feet who witness 
  the action may become frightened or shaken for 5d6 rounds unless 
  they succeed on a Will save (DC 15).  This ability only effects crea-
  tures with fewer Hit Dice or levels than the scorpion guard.  An op-
  ponent that succeeds on the saving throw is immune to that same 
  scorpion guard’s frightful presence for 24 hours.  Frightful presence 
  is a mind-affecting fear effect.
  Grab (EX) If a scorpion guard hits with one of its pincer attacks, 
  it deals normal damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity.  The oppo-
  nent must be at least one size category smaller than the scorpion 
  guard.  The scorpion guard may attack an opponent held in its 
  pincers with its sword.
  Poison (EX) sting, level 8, save Fort 19, frequency 10 minutes 
  (5), effect 1d4 Con drain, cure 2 consecutive saves.
  Scorpion guards are elite soldiers among the fey.  
  They have the torso of a human, armored and 
  armed with sword and shield.  Their body is that 
  of a great scorpion, with colors ranging from red 
  to black.  They are often assigned to guard im-
  portant persons and locations.  Scorpion guards 
  are exceedingly diligent at following instructions, 
  never leaving their posts.
  In combat, scorpion guards will remain at their 
  posts using bows until their opponents are within 
  range of a charge.  The scorpion guards will then 
  enter into melee, using their claws to grab an 
  opponent and hold them immobile while the 
  scorpion guard continues to attack the opponent 
  with its sword.  While doing this, the scorpion 
  guard will continue to use its sting and remaining 
  pincher to attack other opponents.
  Scorpion Guard in Mythology
  In Akkadian mythology, including the Epic of 
  Gilgamesh, the scorpion guards were created by 
  Tiamat for use in a war with younger gods.  They 
  are also described as guarding the approach to 
  the sun god’s underworld home.
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  The small fish’s mineral-laced skin flashes brightly with reflected sunlight. It glides above the surface of the water in the manner of a 
  bird, then plunges beneath the waves.
  Silverfish
  silverFish 
  cr 1/8 
  50 xp
  N Diminutive animal (aquatic)
  Init +2; Senses low-light vision; Perception +2
  Defense
  AC 17, touch 17, flat-footed 16; (+2 Dex, 
  +1 dodge, +4 size)
  hp 2 (1d8-2)
  Fort +0, Ref +4, Will +0
  Offense
  Spd 20 ft. swim, glide 20 ft.
  Melee razor fin +4 (1)
  Space 0 ft.; Reach 0 ft. 
  Special Attacks razor glide
  statistics
  Str 4, Dex 15, Con 6, Int 1, Wis 11, Cha 2
  Base Atk +0; CMB +2; CMD 10
  Feats Dodge
  Skills Swim+4
  SQ glide
  ecOlOgy
  Environment temperate and tropical oceans
  Organization school (3-30) or swarm
  special abilities
  Glide (Ex) Silverfish can fly above the water’s surface up to 
  an altitude of 20 feet for two rounds.
  Razor Glide (Ex) A gliding silverfish can make a razor attack 
  against one creature in each square its moves through while 
  gliding.
  silverFish swArm 
   
  cr 3 
  800 xp
  N Tiny animal (aquatic, swarm)
  Init +2; Senses low-light vision; Perception +6
  Defense
  AC 15, touch 15, flat-footed 12; (+2 Dex, +1 dodge, +2 
  size)
  hp 18 (4d8)
  Fort +4, Ref +6, Will +1
  Immune swarm traits
  Offense
  Spd 20 ft. swim, glide 20 ft.
  Melee swarm (2d6)
  Space 10 ft.; Reach 0 ft. 
  Special Attacks distraction (DC 12), swarm razor glide
  statistics
  Str 4, Dex 15, Con 11, Int 1, Wis 11, Cha 2
  Base Atk +1; CMB +2; CMD 12
  Feats Alertness, Dodge
  Skills Perception +6, Swim +6
  SQ glide
  ecOlOgy
  Environment temperate and tropical oceans
  Treasure none
  special abilities
  Glide (Ex) Silverfish swarm can fly above the water’s 
  surface up to an altitude of 20 feet for two rounds.
  Swarm Razor Glide (Ex) A gliding silverfish swarm 
  damages all creatures in squares it moves through while 
  gliding.
  Silverfish are small schooling fish that live in temperate 
  and tropical oceans. Wing-like fins enable them to glide for 
  significant distances over the water’s surface. It is assumed 
  this ability lets them escape predators, but that has never 
  been established. The edges of these fins are made of hard 
  minerals absorbed from the water and naturally honed 
  as sharp as steel razors. Creatures in the way of a gliding 
  silverfish can be injured by these fins. Naturalists speculate 
  the fins are a second defense against predators, but as 
  often as not silverfish harm creatures simply in their way. 
  Lone silverfish are not much more than a nuisance. Unwary 
  fishermen are sometimes injured when a silverfish leaps 
  from the water and across their boat.
  The silverfish swarm is deadly. Whole crews and vessels 
  have been decimated by masses of silverfish suddenly rising 
  from the ocean like an aquatic plague of locust. Such a mass 
  can scour a ship’s deck of sailors, as well as shred rigging 
  and sails. There are reports of silverfish swarms numbering 
  in the millions and stretching for hundreds of yards.
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  A lumbering reptillian giant approaches.  Its body is covered in scales and it has a single large eye set above its wide, flat nose.  
  A wicked horn, like that of a rhinocerous, juts from its forehead.  The creature runs toward you with its body arching downward, 
  pointing its horn towards you as it charges.
  Sokurah Cyclops
  sOkurAh cyclOps 
  cr 10
  9,600 xp
  CE Large monstrous humanoid
  Init +5; Senses Darkvision 60 ft.; Perception +8/+4
  Defense
  AC 22, touch 10, flat-footed 21; (+1 Dex, +12 natural, -1 
  size)
  hp 124 (13d10+52)
  Fort +8, Ref +9, Will +8
  Offense
  Spd 50 ft.
  Melee 2 claws +19 (1d6+7) and gore +19 (1d10+7)
  Ranged rock +9 (2d6+7)
  Space 10 ft.; Reach 10 ft. 
  Special Attacks Powerful charge (+21 (4d8+10)
  statistics
  Str 25, Dex 12, Con 18, Int 6, Wis 10, Cha 6
  Base Atk +13; CMB +20; CMD 31
  Feats Awesome Blow, Improved Bull Rush, Improved 
  Initiative, Intimidating Prowess, Power Attack.
  Skills Climb +15, Intimidate +14, Perception +8, Stealth +9, 
  Survival +9
  Languages Giant
  SQ Poor Depth Perception
  ecOlOgy
  Environment temperate grasslands
  Organization Usually solitary, sometimes a small band (1-4) 
  or a tribe (5-10 plus 100% non-combatants, led by a 16 HD 
  alpha male).
  special abilities
  Poor Depth Perception (Ex) A sokurah cyclops has 
  only one eye and has trouble determining distance. A sokurah 
  cyclops suffers a -4 penalty to ranged attacks and sight-based 
  Perception checks. 
   
  The sokurah cyclops is an interesting creature; its body is designed to hunt smaller prey. While it stands erect, 
  the sokurah cyclops charges by hunching over with its head near the ground. Its single eye makes it easier to 
  see and follow fleeing prey and its horn is perfectly positioned to impale its victims.  
  The same advantages that enable a sokurah cyclops to take down smaller prey make it more difficult to do 
  ranged attacks. The sokurah cyclops single eye makes it difficult to judge direction and makes the creature less 
  coordinated overall. 
   
  The sokurah cyclops is intelligent and sees giants as cousins. Most giants, however, want little to do with 
  the “wild” Sokurah cyclops, although hill giants appreciate the sokurah cyclops’ hunting ability. 
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  A knight in battered armor approaches you, holding a shield in one hand and a battleaxe in another.  The 
  visor on the helm is open, but there is no one inside.
  sOul kniGht 
   
  cr 3 
  800 xp
  NE medium undead
  Init +2; Senses Darkvision 60ft.; Perception +3
  Aura Fear (30 ft.)
  Defense
  AC 21, touch 11, flat-footed 20; (+8 armor, +1 
  dodge, +1 shield)
  hp 22 (4d8+4)
  Fort +2, Ref +3, Will +4
  DR 5/bludgeoning; Immune undead traits
  Offense
  Spd 30ft. 
  Melee Battleaxe +6 (1d8+3)
  statistics
  Str 16, Dex 14, Con --, Int 4, Wis 10, Cha 12
  Base Atk +3 CMB +6; CMD 18
  Feats Dodge, Power Attack
  Skills Intimidate +5, Perception +3
  SQ Animated dead
  ecOlOgy
  Environment Any
  Organization  Pair or small unit (6-10)
  Treasure various
  special abilities
  Fear Aura(Su) The soul knight projects a fear aura 
  that functions like the fear spell within a 30 ft 
  radius of the soul knight. Affected creatures may 
  make a DC 13 Will save to resist the effect. Use of 
  this ability is a free action. 
  Soul Knight
  Soul knights are suits of armor animated by the spirit of a warrior. Unlike skeletons or zombies, nothing is left of the war-
  rior but his arms and armor (although bits and pieces of the corpse may still be inside the armor, depending on the age 
  of the soul knight). 
   
  Because the spirit is bonded to the armor and not the corpse, the only way to defeat a soul knight is to destroy the ar-
  mor. Thus, slashing and piercing weapons have little effect. 
   
  While the example soul knight is equipped with half- plate, shield and battle axe, soul knights can be created with any 
  arms and armor (so long as it is a full suit). Soul knights may only use melee weapons. 
   
  Creating a Soul Knight 
  A soul knight can be created with the corpse of an evil warrior through the use of a create undead spell. The caster must 
  be at least 12th level. A full suit of armor is required, as the spirit animates the armor (so a suit of half plate would work, 
  but a breastplate and greaves would not). The armor must include a helmet, gauntlets, and boots. 
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  Also Available
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SOURCE: textdata/thevault/Pathfinder/Fell Beasts II.pdf