TEXT: esTiary 4
  esTiary 4
  esTiary 4
  
  BesTiary 4
  BesTiary 4
  BesTiary 4
  
  CREDITS
  Lead Designer • Jason Bulmahn
  Design Team • Stephen Radney-MacFarland and Sean K Reynolds
  Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock,
  Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland,
  Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor
  Cover Artist • Wayne Reynolds
  Interior Artists • Alexandur Alexandrov, Dave Allsop, Helge C. Balzer, Rayph Beisner, Eric Belisle, Peter Bergting, Branko Bistrovic, 
  Filip Burburan, Dmitry Burmak, Mike Corriero, Alberto Dal Lago, Vincent Devault, Steve Ellie, Mattias Fahlberg, Jorge Fares, Fabio Gorla, 
  Andrew Hou, Lake Hurwitz, Damien Mammoliti, Diana Martinez, Joshua Meehan, David Melvin, Brynn Metheney, Mark Molnar, 
  Jim Nelson, Miroslav Petrov, Emiliano Petrozzi, Roberto Pitturru, Dmitry Prosvirnin, Scott Purdy, Maichol Quinto, Jean-Baptiste Reynaud, 
  Rudy Rodriguez, Chris Seaman, Shreya Shetty, Dean Spencer, Xia Taptara, Tyler Walpole, Eva Widermann, Ben Wootten, and Kieran Yanner
  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Senior Editor • James L. Sutter
  Development Team • Logan Bonner, John Compton, Adam Daigle, Rob McCreary, Mark Moreland, and Patrick Renie
  Editorial Team • Judy Bauer, Christopher Carey, and Ryan Macklin
  Editorial Interns • Jay Loomis and Cassidy Werner
  Senior Art Director • Sarah E. Robinson
  Art Director • Andrew Vallas
  Graphic Designers • Emily Crowell and Sonja Morris
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
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  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Finance Manager • Christopher Self
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  Chief Technical Officer • Vic Wertz
  Senior Software Developer • Gary Teter
  Campaign Coordinator • Mike Brock
  Project Manager • Jessica Price
  Licensing Coordinator • Michael Kenway
  Customer Service Team • Erik Keith, Justin Riddler, and Sara Marie Teter 
  Warehouse Team • Will Chase, Mika Hawkins, Heather Payne, Jeff Strand, and Kevin Underwood
  Website Team • Christopher Anthony, Crystal Frasier, Liz Courts, Lissa Guillet, and Chris Lambertz
  Special Thanks • Ryan Dancey, Clark Peterson, and the proud participants of the Open Gaming Movement.
  This game is dedicated to Gary Gygax and Dave Arneson.
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game 
  designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison.
  This game would not be possible without the passion and dedication of the thousands of gamers who helped playtest and develop it. 
  Thank you for all of your time and effort.
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  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, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain 
  are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing 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 may be reproduced in any form without written permission.
  Pathfinder Roleplaying Game Bestiary 4 is published by Paizo Publishing, LLC under the Open Game License version 1.0a © 2000 Wizards of the Coast, Inc. Paizo, Paizo Publishing, LLC, the Paizo golem logo, 
  Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Campaign Setting, 
  Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Society, Pathfinder Tales, and Rise of the Runelords are trademarks of 
  Paizo Publishing, LLC. © 2013 Paizo Publishing, LLC.
  First printing October 2013.
  Printed in China.
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  Bestiary 4
  Bestiary 4
  Bestiary 4
  
  Abaia 
  7
  Agyra (kaiju) 
  166–167
  Almiraj 
  8
  Alpluachra 
  9
  Ankou 
  10
  Aoandon 
  11
  Apocalypse locust 
  12
  Archaeopteryx (familiar) 
  96
  Argus 
  13
  Astral leviathan 
  14
  Bakekujira 
  15
  Barometz 
  16
  Beheaded 
  17
  Bezravnis (kaiju) 
  168–169
  Bhole 
  18
  Blood golem 
  130
  Blood hag 
  19
  Bodythief 
  20–21
  Boilborn 
  22
  Bokrug (Great Old One) 
  136–137
  Brethedan 
  23
  Broken soul 
  24–25
  Buggane 
  26
  Bull shark 
  241
  Catrina (psychopomp) 
  218
  Cephalophore 
  27
  Cernunnos (empyreal lord) 
  88–89
  Chaneque 
  28
  Changeling 
  29
  Cliff giant 
  126
  Clockwork dragon 
  30–31
  Clockwork mage 
  32
  Clockwork steed 
  33
  Colour out of space 
  38–39
  Comozant wyrd 
  40
  Contemplative 
  41
  Coral golem 
  131
  Cthulhu (Great Old One) 
  138–139
  Dagon (demon lord) 
  46–47
  Dark caller 
  42
  Dark dancer 
  43
  Death dog 
  44
  Devilbound creature 
  56–57
  Dimorphodon (dinosaur) 
  58
  Diplodocus (dinosaur) 
  58
  Dire weasel 
  275
  Divine guardian 
  60–61
  Dodo (familiar) 
  96
  Dorvae 
  62
  Dossenus 
  63
  Drakainia 
  76–77
  Drowning devil 
  52
  Ectoplasmic creature 
  82–83
  Einherji 
  84
  Elder thing 
  85
  Elohim 
  86
  Emperor walrus 
  271
  Erlking 
  94
  Executioner’s hood (lurking ray) 186
  Fachen 
  95
  Festering spirit 
  98
  Flesh colossus 
  35
  Fleshdreg 
  100
  Flying polyp 
  106–107
  Fomorian titan 
  261
  Formian myrmarch 
  109
  Formian queen 
  110
  Formian taskmaster 
  111
  Formian warrior 
  112
  Formian worker 
  113
  Fossegrim 
  114
  Freezing flow 
  115
  Fungal creature 
  116–117
  Gaki 
  118
  Gallowdead 
  119
  Galvo 
  120
  Gashadokuro 
  121
  Gathlain 
  122
  Gearghost 
  123
  Geist 
  124
  Gholdako 
  125
  Ghonhatine (fleshwarp) 
  102
  Giant emperor scorpion 
  232
  Giant flea 
  99
  Giant locust 
  183
  Giant seahorse 
  234
  Giant tortoise 
  263
  Giant water strider 
  273
  Giant weasel 
  275
  Giraffe (herd animal) 
  150
  Goliath spider 
  252
  Graeae 
  134
  Great white shark 
  241
  Greensting scorpion 
  232
  Grendel 
  145
  Grimple (gremlin) 
  142
  Grothlut (fleshwarp) 
  103
  Guardian dragon 
  146–147
  Halsora (fleshwarp) 
  104
  Hamadryad 
  148
  Haniver (gremlin) 
  143
  Harionago 
  149
  Hastur (Great Old One) 
  140–141
  Host devil 
  53
  Huldra 
  151
  Hungry flesh 
  152
  Hyakume 
  153
  Hypnalis 
  154
  Ijiraq 
  155
  Immense tortoise 
  263
  Immortal ichor 
  156
  TABLE OF CONTENTS
  INTRODUCTION 
  5
  MONSTERS A TO Z 
  7–287
  APPENDIX 1: MONSTER CREATION 
  288
  APPENDIX 2: MONSTER ADVANCEMENT 288
  APPENDIX 3: GLOSSARY 
  290
  APPENDIX 4: MONSTERS AS PCS 
  308
  APPENDIX 5: MONSTER FEATS 
  308
  APPENDIX 6: MONSTER COHORTS 
  310
  APPENDIX 7: ANIMAL COMPANIONS 
  311
  ALPHABETICAL LISTING OF MONSTERS
  APPENDIX 8: MONSTERS BY TYPE 
  312
  APPENDIX 9: MONSTERS BY CR 
  312
  APPENDIX 10: MONSTERS BY TERRAIN 
  314
  APPENDIX 11: VARIANT MONSTER INDEX 316
  APPENDIX 12: ABILITY INDEX 
  316
  APPENDIX 13: MONSTER ROLES 
  316
  APPENDIX 14: ADVANCED AWARDS 
  318
  APPENDIX 15: MYTHIC CREATURES 
  318
  
  Incutilis 
  157
  Irminsul 
  158
  Irnakurse (fleshwarp) 
  105
  Iron colossus 
  36
  Isitoq 
  159
  Jack-o’-lantern 
  160
  Jinmenju 
  161
  Juggernaut 
  162–163
  Julunggali 
  164
  Junk golem 
  132
  Juvenile seps 
  237
  Kapre 
  172
  Karkinoi 
  173
  Kasatha 
  174
  Killer seahorse 
  234
  Kitsune 
  175
  Korada (empyreal lord) 
  90–91
  Kostchtchie (demon lord) 
  48–49
  Lampad 
  178
  Lava drake 
  78
  Leaf ray 
  179
  Leanen sidhe 
  180
  Living topiary 
  181
  Living wall 
  182
  Locust swarm 
  183
  Lorelei 
  184
  Lunar dragon 
  66–67
  Lunarma 
  185
  Lurker above (lurking ray) 
  187
  Maenad 
  191
  Mammoth flea 
  99
  Manitou 
  192
  Mi-go 
  193
  Mindslaver mold 
  194
  Mist drake 
  79
  Mogaru (kaiju) 
  170–171
  Monaciello (gremlin) 
  144
  Morrigna (psychopomp) 
  219
  Mudlord 
  195
  Mummified creature 
  196–197
  Myrmecoleon 
  198
  Nagaji 
  199
  Necrocraft 
  200–201
  Nemisis devil 
  54–55
  Nependis 
  202
  Nightgaunt 
  203
  Nightmare creature 
  204–205
  Ningyo 
  206
  Nosferatu (vampire) 
  268–269
  Nosoi (psychopomp) 
  220
  Nycar 
  207
  Nymph water strider 
  273
  Ocean giant 
  127
  Oceanid 
  208
  Oma 
  209
  Ostiarius (kyton) 
  176
  Owb 
  210
  Pard 
  211
  Pazuzu (demon lord) 
  50–51
  Peluda 
  212
  Phantom armor 
  213
  Pickled punk 
  214
  Pipefox 
  215
  Platypus (familiar) 
  96
  Pooka 
  216
  Qallupilluk 
  224
  Rat king 
  225
  Ratling 
  226
  River giant 
  128
  Rokurokubi 
  227
  Rukh 
  228
  Sacristan (kyton) 
  177
  Saguaroi 
  229
  Samsaran 
  230
  Sayona 
  231
  Scarlet spider 
  252
  Sea cat 
  233
  Seaweed siren 
  235
  Selkie 
  236
  Seps 
  237
  Shadow creature 
  238–239
  Shadow drake 
  80
  Shard slag 
  240
  Shobhad 
  242
  Shredskin 
  243
  Shriezyx 
  244
  Shulsaga 
  245
  Skinstitch 
  246
  Slag giant 
  129
  Sloth (familiar) 
  97
  Snallygaster 
  247
  Solar dragon 
  68–69
  Soulbound mannequin 
  248
  Soulbound shell 
  249
  Soulsilver 
  250
  Spawn of Yog-Sothoth 
  251
  Spire drake 
  81
  Spring-Heeled Jack 
  253
  Stag (herd animal) 
  150
  Star-spawn of Cthulhu 
  254–255
  Stone colossus 
  37
  Styracosaurus (dinosaur) 
  59 
  Svartalfar 
  256
  Swan maiden 
  257
  Taniniver 
  258
  Tiberolith 
  259
  Tikbalang 
  260
  Time dragon 
  70–71
  Tooth fairy 
  262
  Trapper (lurking ray) 
  187
  Trox 
  264
  Trumpeter swan 
  257
  Tuatara (familiar) 
  97
  Tunche 
  265
  Tyrant jelly 
  266
  Udaeus 
  267
  Vanth (psychopomp) 
  221
  Velociraptor (dinosaur) 
  59
  Vildeis (empyreal lord) 
  92–93
  Void dragon 
  72–73
  Vortex dragon 
  74–75
  Vouivre 
  270
  Walrus 
  271
  Warsworn 
  272
  Wax golem 
  133
  Wayang 
  274
  Weedwhip 
  276
  Werebat (lycanthrope) 
  188
  Werecrocodile (lycanthrope) 
  189
  Wereshark (lycanthrope) 
  190
  Wickerman 
  277
  Wikkawak 
  278
  Winter hag 
  279
  Wyrwood 
  280
  Wyvaran 
  281
  Xanthos 
  282
  Xenopterid 
  283
  Yamaraj (psychopomp) 
  222–223
  Yaoguai 
  284
  Ypotryll 
  285
  Zombie lord 
  286
  Zomok 
  287
  Reference
  This book refers to several other 
  Pathfinder Roleplaying Game products 
  using the following abbreviations. 
  Readers 
  interested 
  in 
  references 
  to Pathfinder RPG hardcovers can 
  find the complete rules of these 
  books available online for free at  
  paizo.com/prd.
  Advanced Player’s Guide 
  APG
  Bestiary 
   
  B1
  Bestiary 2 
   
  B2
  Bestiary 3 
   
  B3
  Mythic Adventures  
  MA
  Ultimate Combat  
  UC
  Ultimate Magic 
   
  UM
  
  Aberration
  Animal
  Construct
  Dragon
  Fey
  Humanoid
  Magical Beast
  Monstrous Humanoid
  Ooze
  Outsider
  Plant
  Undead
  Vermin
  Deserts
  Forests/Jungles
  Hills
  Mountains
  Plains
  Ruins/Dungeons
  Sky
  Swamps
  Underground
  Urban
  Water
  Cold
  Creature Type
  Terrain
  Climate
  Tropical
  Temperate
  Extraplanar
  INTRODUCTION
  Welcome to Pathfinder Roleplaying Game Bestiary 4! Within 
  the pages of this tome lurk a wide range of monsters, ready 
  to challenge adventurers of every type and level. In order 
  to fully use the creatures in Pathfinder RPG Bestiary 4, 
  you’ll need a copy of the Pathfinder RPG Core Rulebook and 
  Pathfinder RPG Mythic Adventures.
  While each monster is a unique creature, many possess 
  similar special attacks, defenses, and qualities. Unique 
  abilities are described below the monster’s stat block. 
  Many abilities common to several monsters appear in 
  the universal monster rules or type and subtype rules in 
  Appendix 3. If a monster’s listed special ability does not 
  appear in its description, you’ll find it there.
  Each monster description on the following pages is 
  presented in the same format, split into three specific 
  areas: Introduction, Stat Block, and Description.
  Introduction
  Each monster is presented alphabetically. In the case 
  of a group of monsters that share similar traits (such as 
  outsider races and some animals or vermin), the monster’s 
  basic name is listed first.
  Stat Block
  This is where you’ll find all of the information you need to 
  run the monster in an encounter. A stat block is organized 
  as follows (note that in cases where a line in a stat block has 
  no value, that line is omitted).
  Name and CR: The monster’s name is presented first, 
  along with its challenge rating (CR) and three icons 
  you can use to quickly identify the creature’s role in the 
  game. Challenge rating is a numerical indication of how 
  dangerous a monster is—the higher the number, the 
  deadlier the creature. Challenge rating is detailed on page 
  397 of the Core Rulebook. Some monsters have a mythic rank 
  (MR) listed next to their CR. This is an indication of the 
  creature’s overall mythic power (see Mythic Adventures). 
  This affects the creature’s overall CR, which has already 
  been adjusted and is reflected in the listed CR and XP. If 
  you are not using Mythic Adventures, the creature can still 
  be used as a creature of the listed CR.
  XP: Listed here are the total experience points that PCs 
  earn for defeating the monster.
  Race, Class, and Level: Some monsters do not possess 
  racial Hit Dice and are instead defined by their class levels. 
  For these monsters, their race, class, and level appear here. 
  Unless otherwise noted, the first class listed is the class 
  chosen by the monster as its favored class.
  Alignment, Size, and Type: While a monster’s size 
  and type remain constant (unless changed by the 
  application of templates or other unusual modifiers), 
  alignment is far more f luid. The alignments listed 
  for the monsters in this book represent the norm for 
  those monsters—they can vary as you require them to 
  in order to serve the needs of your campaign. Only in 
  the case of relatively unintelligent monsters (creatures 
  with an Intelligence score of 2 or lower are almost never 
  anything other than neutral) and planar monsters 
  (outsiders with alignments other than those listed are 
  unusual and typically outcasts from their kind) is the 
  listed alignment relatively unchangeable.
  Init and Senses: The creature’s initiative modifier 
  followed by any special senses and its Perception check 
  modifier. If a creature has a superscript “M” after its 
  initiative modifier, it has the mythic version of Improved 
  Initiative (see page 67 of Mythic Adventures) and can expend 
  one use of mythic power to treat its initiative roll as a 
  natural “20” on the die.
  Aura: If the creature has a particular magical or 
  exceptional aura, that aura is listed here, along with its 
  radius from the creature and, as applicable, a save DC to 
  resist the aura’s effects.
  Monster Icons
  Each monster in this book is presented with three visual cues 
  to help you quickly identify the monster’s role and niche in 
  the game. The first of these icons indicates the monster’s 
  type. The second indicates the terrain where the creature 
  can normally be encountered. The third shows what sort 
  of climate the creature prefers. More precise notes on each 
  monster’s type (and subtypes), preferred terrain, and climate 
  appear elsewhere in its stat block, but these three icons can 
  help you recognize this basic information at a glance.
  5
  Introduction
  Introduction
  
  AC: The creature’s Armor Class, touch Armor Class, and 
  flat-footed Armor Class. The modifiers that generate its AC 
  are listed parenthetically at the end of this entry.
  hp: The creature’s hit points, followed by its Hit Dice 
  (including modifiers from Constitution, favored class 
  levels, and the Toughness feat). Creatures with PC class 
  levels receive maximum hit points for their first HD, but 
  all other HD rolls are assumed to be average. Fast healing 
  and regeneration values, if any, follow the creature’s HD.
  Saving Throws: The creature’s Fortitude, Reflex, and 
  Will saves, followed by situational modifiers to those rolls.
  Defensive Abilities/DR/Immune/Resist/SR: All of the 
  creature’s unusual defensive abilities. Damage reduction, 
  immunities, resistances, and spell resistance are called 
  out separately as necessary.
  Weaknesses: All of the creature’s unusual weaknesses 
  are listed here.
  Speed: The creature’s land speed, and additional speeds 
  as necessary for the creature.
  Melee: The creature’s melee attacks are listed here, with 
  its attack roll modifier listed after the attack’s name, 
  followed by the damage in parentheses.
  Ranged: As Melee above, but for ranged attacks.
  Space/Reach: The creature’s space and reach—if the 
  creature’s space and reach are standard (one 5-foot square 
  and a reach of 5 feet), this line is omitted.
  Special Attacks: The creature’s special attacks. Full 
  details for these attacks are given at the end of the stat 
  block or in the universal monster rules in Appendix 3.
  Spell-Like Abilities: After listing the caster level of the 
  creature’s spell-like abilities, this section lists all of the 
  creature’s spell-like abilities, organized by how many times 
  per day it can use the abilities. Constant spell-like abilities 
  function at all times but can be dispelled. A creature can 
  reactivate a constant spell-like ability as a swift action.
  Spells Known/Prepared: If the creature can cast spells, 
  its caster level is indicated here, followed by the spells 
  it knows or typically has prepared. Unless otherwise 
  indicated, a spellcasting creature does not receive any of a 
  spellcasting class’s other abilities, such as a cleric’s ability 
  to spontaneously convert prepared spells to cure or inflict 
  spells. If a spell has a superscript “M” after it, that means 
  it is a mythic spell and the creature can enhance the spell 
  when casting it by expending one use of its mythic power 
  (see Chapter 3 of Mythic Adventures).
  Ability Scores: The creature’s ability scores are listed 
  here. Unless otherwise indicated, a creature’s ability scores 
  represent the baseline of its racial modifiers applied to 
  scores of 10 or 11. Creatures with NPC class levels have stats 
  in the standard array (13, 12, 11, 10, 9, 8), while creatures with 
  character class levels have the elite array (15, 14, 13, 12, 10, 
  8); in both cases, the creature’s ability score modifiers are 
  listed at the end of its description.
  Base Atk/CMB/CMD: These values give the creature’s 
  base attack bonus, its Combat Maneuver Bonus, and its 
  Combat Maneuver Defense score.
  Feats: The creature’s feats are listed here. A bonus feat is 
  indicated with a superscript “B.” A feat with a superscript 
  “M” is a mythic feat and has a greater effect (see Chapter 2 
  of Mythic Adventures). If you are not using that book, refer 
  to the normal version of the feat.
  Skills: The creature’s skills are listed here. Racial 
  modifiers to skills are indicated at the end of this entry.
  Languages: The languages most commonly spoken by 
  the creature are listed here. For unusual creatures, you can 
  swap out the languages known for other choices as needed. 
  A creature with a higher than normal Intelligence score 
  receives the appropriate number of bonus languages.
  SQ: Any special qualities possessed by the creature.
  Environment: The regions and climates in which the 
  creature is typically encountered are listed here; these 
  often present wider ranges than the icons at the top of the 
  stat block indicate. In this case, the icon listed at the top 
  of the stat block indicates the creature’s preferred terrain.
  Organization: This lists how creatures of this kind are 
  organized, including number ranges as appropriate.
  Treasure: The exact value of the creature’s treasure 
  depends on whether you’re running a slow, medium, or 
  fast game, as summarized on Table 12–5 on page 399 of 
  the Core Rulebook. In cases where a creature has specific 
  magical gear assigned to it, the assumption is a medium 
  game—if you’re running a fast or slow game, you’ll want 
  to adjust the monster’s gear as appropriate. “Standard” 
  treasure indicates the total value of the creature’s treasure 
  is that of a CR equal to the average party level, as listed on 
  Table 12–5 on page 399 in the Core Rulebook. “Double” or 
  “triple” treasure indicates the creature has double or triple 
  this standard value. “Incidental” indicates the creature has 
  half this standard value, and then only within the confines 
  of its lair. “None” indicates that the creature normally has 
  no treasure (as is typical for an unintelligent creature that 
  has no real lair, although such creatures are often used to 
  guard treasures of varying amounts). “NPC gear” indicates 
  the monster has treasure as normal for an NPC of a level 
  equal to the monster’s CR (see page 454 of the Core Rulebook).
  Special Abilities: Finally, any of the creature’s more 
  unique special abilities are detailed in full here.
  Description
  Here you’ll find information on how the monster fits into 
  the world, notes on its ecology and society, and other bits 
  of useful lore and flavor that will help you breathe life into 
  the creature when your PCs encounter it. Some monsters 
  have additional sections that cover variant creatures, notes 
  on using the monsters as PCs, methods of constructing 
  the creature, and so on.
  6
  
  Abaia
  This multi-eyed eel’s brightly colored markings shift in complex, 
  ever-changing patterns.
  ABAIA	
  CR	10
  XP	9,600
  N Huge magical beast (aquatic)
  Init +3; Senses arcane sight, darkvision 60 ft., low-light vision; 
  Perception +19
  DEFENSE
  AC 25, touch 11, flat-footed 22 (+3 Dex, +14 natural, –2 size)
  hp 147 (14d10+70)
  Fort +14, Ref +12, Will +8
  SR 21 (in water only)
  OFFENSE
  Speed 20 ft., swim 80 ft.
  Melee bite +21 (3d6+8/19–20 plus grab), tail slap +15 (2d6+4 
  plus grab)
  Space 15 ft.; Reach 15 ft.
  Special	Attacks constrict (2d6+12), endless coils
  Spell-Like	Abilities (CL 14th; concentration +17)
  Constant—arcane sight, speak with animals
  At will—control water, hydraulic torrentAPG, rainbow pattern 
  (DC 17)
  1/day—control weather
  STATISTICS
  Str 26, Dex 16, Con 21, Int 17, Wis 14, Cha 17
  Base	Atk +14; CMB +24 (+28 grapple); CMD 37 (can’t be tripped)
  Feats Critical Focus, Improved Critical (bite), Iron Will, Power 
  Attack, Staggering Critical, Vital Strike, Weapon Focus (bite)
  Skills Knowledge (arcana) +17, Knowledge (nature) +17, 
  Perception +19, Spellcraft +17, Stealth +12 (+24 in water), 
  Swim +16; Racial	Modifiers +12 Stealth in water
  Languages Aquan, Sylvan; speak with animals
  SQ eldritch gizzard, wave rider
  ECOLOGY
  Environment warm lakes
  Organization solitary
  Treasure standard (particularly staves and wands)
  SPECIAL	ABILITIES
  Eldritch	Gizzard	(Su) An abaia can activate arcane spell trigger 
  items as if it were a 14th-level sorcerer. It can store items in 
  a special compartment within its stomach and activate them 
  as if it were holding them. It can swallow or regurgitate an 
  item as a standard action.
  Endless	Coils	(Ex) As a full-round action, an abaia can attempt 
  a single combat maneuver check to grapple up to two 
  Large or four Medium or smaller creatures within its reach. 
  Any targets successfully grabbed take constrict damage. 
  The abaia only needs to succeed at one grapple check to 
  maintain a grapple against multiple opponents.
  Wave	Rider	(Su) An abaia moving onto land brings a sheath 
  of water with it, allowing it to swim on land. Its swim speed 
  drops by 10 feet at the start of its turn if it is out of the 
  water, and the sheath dissipates entirely when the abaia’s 
  swim speed reaches 20 feet. An abaia wave riding on land 
  retains its spell resistance but loses its bonus to Stealth.
  Originally from the primal world of the fey, an abaia 
  protects lakes and their surroundings from exploitation, 
  in particular by magic and overfishing. It favors waters 
  with a mystical nature or supernatural properties. An 
  abaia ignores creatures that take only what they need from 
  the lake and otherwise show proper respect to the waters. 
  Those that abuse an abaia’s lake risk capsized boats, floods, 
  torrential rains, and even direct attacks. After sinking a 
  vessel, an abaia searches the wreckage for magical treasure.
  7
  Illustration by Rudy Rodriguez
  Abaia
  Abaia
  
  Almiraj
  This oversized rabbit has a single long, pearlescent horn 
  protruding from its crown.
  ALMIRAJ	
  CR	1
  XP	400
  N Small magical beast 
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +4
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 13 (2d10+2)
  Fort +4, Ref +5, Will +0; –2 vs. witch hexes
  OFFENSE
  Speed 30 ft., burrow 10 ft.
  Melee +1 gore +6 (2d4–1)
  Special	Attacks magic horn
  STATISTICS
  Str 6, Dex 15, Con 12, Int 5, Wis 11, Cha 6
  Base	Atk +2; CMB –1; CMD 11 (15 vs. trip)
  Feats Weapon Finesse
  Skills Acrobatics +6 (+14 when jumping), Perception +4, 
  Stealth +14; Racial	Modifiers +8 Acrobatics when jumping, 
  +4 Perception, +4 Stealth
  Languages Sylvan (can’t speak)
  SQ hex-prone
  ECOLOGY
  Environment temperate hills, plains, or forests
  Organization solitary
  Treasure incidental (magic horn)
  SPECIAL	ABILITIES
  Hex-Prone	(Su)	An almiraj takes a –2 penalty on all saving 
  throws against harmful witch hexes. The duration of any 
  beneficial hexes longer than 1 round that affect an almiraj 
  is increased by 50%.
  Magic	Horn	(Su)	While on the creature’s head, an almiraj’s 
  horn is treated as a +1 weapon. Any living creature slain by an 
  almiraj’s gore attack immediately turns to stone (as if by the 
  flesh to stone spell, with no saving throw, and the creature is 
  still dead). A severed almiraj horn retains a wisp of its former 
  magic, and counts as a masterwork weapon if used to create a 
  magical dagger or similar small piercing weapon.
  The almiraj is a surprisingly dangerous predator. 
  Almirajes’ strong affinity with witches, magical gore 
  attacks, and susceptibility to hexes suggest they have arcane 
  origins, perhaps the result of experiments by witches 
  seeking to deliberately create a new kind of familiar. 
  Reminiscent of a unicorn horn, an almiraj’s most 
  prominent feature serves as both a deterrent and deadly 
  weapon. The almiraj uses its horn to hunt, stalking and 
  spearing prey on the brutal appendage. The horn’s unique 
  magical properties have the gruesome side effect of 
  forcing the almiraj to consume its prey while it still lives, 
  before it turns to stone —when hunting smaller creatures, 
  the almiraj strikes to slow its prey through blood loss 
  and to disable it by maiming its limbs. Occasionally, an 
  enterprising individual will hunt an almiraj for its horn, 
  but success is limited since almirajes are exceptionally 
  vicious, stealthy, and athletic targets —their acrobatic 
  leaps bring their horns within reach of the vital organs of 
  much larger creatures.
  Almirajes are fiercely territorial, although they flee if 
  unable to fight on their terms, only to return later to defend 
  their territory. They demonstrate their territorial claims to 
  others of their kind with acrobatic displays and mock horn 
  battles rather than fighting in earnest. Other intruders are 
  met with aggressive posturing and warning calls, though 
  almirajes prefer not to fight. If an interloper refuses to 
  withdraw, however, the almiraj will fight to the death to 
  defend its claim.
  It’s unclear how almirajes reproduce, since females 
  are rare and the creatures are always encountered alone. 
  Records indicate that they live for 40 to 60 years and 
  some communities are able to build respectful, if wary, 
  relationships with them. 
  Almirajes are particularly popular with witches as 
  familiars. Spellcasters of any alignment with the Improved 
  Familiar feat can gain an almiraj as a familiar at 5th level. 
  8
  Illustration by Mattias Fahlberg
  
  Alpluachra 
  This minuscule creature resembles a newt with three tails. It’s 
  covered in a transparent slime, and looks hungry.
  ALPLUACHRA	
  CR	1/2
  XP	200
  CN Diminutive fey (aquatic)
  Init +1; Senses low-light vision; Perception +4
  DEFENSE
  AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
  hp 5 (1d6+2)
  Fort +2, Ref +3, Will +2
  Defensive	Abilities numbing slime
  Weaknesses vulnerable to salt
  OFFENSE
  Speed 10 ft., swim 10 ft.
  Melee bite +1 (1d2–3)
  Special	Attacks implant
  Space 1 ft.; Reach 0 ft.
  STATISTICS
  Str 4, Dex 13, Con 14, Int 4, Wis 11, Cha 11
  Base Atk +0; CMB –3; CMD 4 (8 vs. trip)
  Feats Skill Focus (Stealth)
  Skills Escape Artist +5, Perception +4, Stealth +20, 
  Swim +5
  Languages Aklo
  SQ amphibious
  ECOLOGY
  Environment temperate forests or 
  fresh water
  Organization solitary
  Treasure none
  SPECIAL	ABILITIES
  Implant	(Ex) As a full-round 
  action, an alpluachra can 
  crawl into the mouth of a 
  helpless creature (no more than 
  three size categories larger than itself) 
  and implant itself into the creature’s 
  throat. Once implanted, anything that the creature 
  ingests is instead consumed by the alpluachra, including 
  such substances as elixirs and potions or ingested alchemical 
  items, diseases, drugs, or poisons. Once the alpluachra is 
  implanted, the host creature begins suffering the effects of 
  starvation and thirst (Pathfinder RPG Core Rulebook 444). 
  Due in part to its numbing slime, an implanted alpluachra 
  is difficult to detect. Each time the host creature ingests 
  anything, it gains an automatic Perception check against the 
  alpluachra’s Stealth. After the newtlike fey is detected, it can 
  be removed either by consuming at least half a pound of salt 
  or a gallon of salt water, by a remove disease spell cast on 
  the host creature, or by treating the host with a successful DC 
  15 Heal check. When a Heal check made for this purpose fails 
  by 5 or more, the host creature takes 1d6 points of damage. 
  If the host attempts to remove the alpluachra by eating salt 
  or drinking salt water, it must succeed at a DC 12 Fortitude 
  save or become sickened for 1d8 hours from the reaction 
  with the alpluachra. If the alpluachra dies or becomes 
  unconscious, it is immediately detected by the host creature, 
  and can be removed safely as a full-round action. While 
  implanted, an alpluachra is considered helpless.
  Numbing	Slime	(Ex) Any creature that deals damage to an 
  alpluachra with a natural attack or an unarmed strike, 
  comes into contact with an alpluachra, or is host to an 
  alpluachra must succeed at a DC 12 Fortitude save or take a 
  –4 penalty on all tactile Perception checks, as well 
  as other skill checks requiring tactile senses 
  (such as Disable Device and Sleight of 
  Hand) for 24 hours. A host creature 
  that fails this saving throw takes the 
  penalty to detect the alpluachra 
  implanted inside it. If the host 
  creature succeeds at the saving 
  throw, it can’t be affected 
  by the same alpluachra’s 
  numbing slime for 
  another 24 hours.
  Vulnerable	to	Salt	(Ex) 
  Half a pound of salt or 
  a gallon of salt water poured over an 
  alpluachra or consumed by a creature an 
  alpluachra has implanted itself in deals 
  1d3 points of damage to the alpluachra.
  These strange and insatiable fey 
  prowl bubbling brooks, sauntering 
  streams, and slow-moving rivers in 
  a constant pursuit of food, but the 
  extremely lazy creatures often tire of 
  hunting. Alpluachras find it much easier to 
  slip down a sleeping creature’s throat, fall asleep, 
  and dream of fantastic feasts and warm bubbling 
  pools while its host does the eating for it. Because of this, 
  alpluachras always keep an eye on riverbanks, looking 
  for creatures napping near waterways. Once they find 
  potential hosts, alpluachras stealthily slither up and slide 
  down their snoring gullets.
  Once inside, an alpluachra rests along the walls of the 
  esophagus and devours all the food that comes down the 
  host’s throat. The host often starves to death in the process, 
  as the parasite becomes more ravenous over time.
  Despite their propensity to slowly kill their hosts, 
  alpluachras are slothful rather than cruel. They have no 
  concept of the harm they are doing, lazily enjoying the 
  benefits while the host is still alive.
  9
  Almiraj–Alpluachra
  Almiraj–Alpluachra
  Illustration by Jorge Fares
  
  Ankou
  Cloaked by wings of darkness, this horrific, skeletal creature 
  appears to burn from within.
  ANKOU	
  CR	14
  XP	38,400
  LE Large fey (extraplanar)
  Init +13; Senses blindsense 120 ft., low-light vision; 
  Perception +21
  DEFENSE
  AC 31, touch 19, flat-footed 21 (+9 Dex, +1 dodge, +12 natural, –1 size)
  hp 133 (14d6+84)
  Fort +10, Ref +18, Will +13
  DR 10/cold iron
  OFFENSE
  Speed fly 90 ft. (perfect)
  Melee 2 claws +14 (1d6+8), tail slap +9 (1d8+4 plus bleed),  
  2 wings +9 (1d8+4 plus bleed)
  Space 10 ft.; Reach 5 ft.
  Special	Attacks bleed (2d6), cold iron killer, shadow doubles, 
  sneak attack +3d6
  Spell-Like	Abilities (CL 15th; concentration +22)
  At will—deeper darkness, ray of exhaustion (DC 20), silence 
  (self only)
  3/day—dimensional anchor, greater teleport, true seeing
  1/day—circle of death (DC 23), discern location, prismatic 
  spray (DC 24)
  STATISTICS
  Str 26, Dex 28, Con 22, Int 17, Wis 19, Cha 25
  Base	Atk +7; CMB +16; CMD 36
  Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, 
  Improved Initiative, Lightning Stance, Wind Stance
  Skills Bluff +24, Escape Artist +26, Fly +32, Intimidate +21, 
  Knowledge (nature) +20, Knowledge (planes) +17,  
  Perception +21, Sense Motive +21, Stealth +22
  Languages Common, Sylvan (can’t speak any language); 
  telepathy 100 ft.
  ECOLOGY
  Environment any (primal land of fey)
  Organization solitary
  Treasure standard
  SPECIAL	ABILITIES
  Cold	Iron	Killer	(Su) All of an ankou’s natural weapons 
  are treated as cold iron for the purpose of overcoming 
  damage reduction.
  Shadow	Doubles	(Su) Once per day as a free action, an ankou can 
  conjure up to four shadowy duplicates, which appear anywhere 
  within 60 feet of the ankou and last a number of rounds equal 
  to the ankou’s Charisma modifier (typically 7 rounds). These 
  shadow doubles are identical to the original in all respects 
  except that when conjured they have a number of hit points 
  equal to 20% of the true ankou’s total hit points (26 hit points 
  if conjured by an ankou with full hit points). The doubles have 
  all of the true ankou’s melee attacks and abilities, except they 
  can’t create more shadow doubles or use the ankou’s spell-like 
  abilities except for deeper darkness. Any creature that interacts 
  with a shadow double can attempt a Will save to disbelieve 
  the duplicate (DC 10 + 1/2 the ankou’s Hit Dice + the ankou’s 
  Charisma modifier, typically DC 24). Against a creature that 
  recognizes a shadow double for what it is, the double functions 
  as a shadow conjuration (Pathfinder RPG Core Rulebook 340). 
  Shadow doubles take double damage from spells with 
  the light descriptor. If the true ankou is slain, is rendered 
  unconscious, or is ever more than 120 feet from a 
  shadow double, the duplicates instantly vanish.
  Ankous are assassins for powerful fey nobles, sent 
  to kill, terrify, and torture. They never speak, 
  only telepathically whisper their lord’s verdict to 
  victims. A typical ankou is 10 feet tall and has an 
  8-foot wingspan, but weighs less than 100 pounds.
  1010
  Illustration by Damien Mammoliti
  
  Aoandon
  This translucent, shaggy, horned monster shines with an eerie blue 
  light, and its form trickles into vapor below the waist.
  AOANDON	
  CR	12
  XP	19,200
  CE Medium outsider (incorporeal, native)
  Init +7; Senses darkvision 60 ft., true seeing; Perception +20
  DEFENSE
  AC 24, touch 24, flat-footed 16 (+6 deflection, +7 Dex, +1 dodge)
  hp 152 (16d10+64)
  Fort +14, Ref +12, Will +12
  Defensive	Abilities incorporeal
  OFFENSE
  Speed fly 60 ft. (perfect)
  Melee touch of madness +19 touch (10d6)
  Spell-Like	Abilities (CL 16th; concentration +22)
  Constant—true seeing
  At will—darkness
  3/day—bestow curse (DC 20), suffocationAPG (DC 21)
  1/day—mass pain strikeAPG (DC 21), waves of fatigue
  STATISTICS
  Str —, Dex 24, Con 19, Int 20, Wis 15, Cha 22
  Base	Atk +16; CMB +23; CMD 40
  Feats Combat Reflexes, Dodge, Mobility, Skill Focus (Fly),  
  Skill Focus (Intimidate), Spring Attack, Weapon Finesse, 
  Weapon Focus (touch)
  Skills Acrobatics +22, Bluff +25, Diplomacy +19, Fly +40, 
  Intimidate +31, Knowledge (arcana) +20, Knowledge 
  (history) +10, Knowledge (local) +10, Knowledge (nobility) 
  +12, Knowledge (planes) +18, Knowledge (religion) +13, 
  Perception +20, Sense Motive +20, Spellcraft +22, Stealth +22
  Languages Abyssal, Celestial, Common, Draconic, Giant, Infernal
  ECOLOGY
  Environment any
  Organization solitary
  Treasure none
  SPECIAL	ABILITIES
  Touch	of	Madness	(Su) The touch of an aoandon 
  causes maddening fear. As a standard action it 
  can make an incorporeal touch attack that deals 10d6 
  damage. Any living creature damaged by an aoandon’s touch 
  attack must succeed at a DC 24 Will save or be confused for 
  1d4 rounds. A creature that succeeds at this saving throw can’t 
  be confused again by this aoandon’s touch of madness for 10 
  minutes. This is a mind-affecting fear effect. The save DC is 
  Charisma-based.
  An aoandon is an incorporeal outsider formed from 
  the spirit of a woman who died pursuing some ill-fated 
  relationship. An aoandon waits for her chance to seek 
  revenge on those who wronged her in her mortal life. If 
  that person is dead, she finds a surrogate—someone who 
  reminds her of the wrongdoer—and acts out her delusions 
  with unrelenting vindictiveness. These spirits can also 
  appear as a result of mishaps with calling spells, but such 
  instances are rare.
  CALLING AN AOANDON
  Calling an aoandon requires a paper lantern inscribed 
  with runes and fueled by oils costing no less than 5,000 gp. 
  Three or more creatures must chant the creature’s name for 
  1 minute, then extinguish the lantern. There’s a 1% chance 
  per Hit Die the callers collectively possess that the aoandon 
  is called. Relatives of the aoandon count as triple their 
  normal Hit Dice. The aoandon isn’t under the control of its 
  conjurers, and can return to where she came from only after 
  she has murdered at least one person she feels is responsible 
  for her anguish.
  1111
  Illustration by Chris Seaman
  Ankou–Aoandon
  Ankou–Aoandon
  
  Apocalypse Locust
  An unnerving, buzzing drone emerges from a creature resembling 
  a tortured human half transformed into a giant, winged scorpion. 
  APOCALYPSE	LOCUST	
  CR	6/MR	3
  XP	2,400
  CE Large outsider (evil, extraplanar, mythic)
  Init +0; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC	20, touch 9, flat-footed 20 (+11 natural, –1 size)
  hp 75 (6d10+42)
  Fort +7, Ref +2, Will +6
  DR 5/epic
  OFFENSE
  Speed	30 ft., fly 60 ft. (good)
  Melee	2 pincers +7 (1d8+3 plus grab), sting +11 (1d6+6 plus sting)
  Space	10 ft.; Reach 10 ft.
  Special	Attacks abyssal torment, breath weapon (30-ft. 
  line, 1d6 fire damage plus accursed brand, Will DC 
  15 negates, usable every 2d4 rounds), constrict 
  (1d8+9), maddening buzz, mythic power  
  (3/day, surge +1d6), sting
  Spell-Like	Abilities (CL 6th; concentration +8)
  1/day—summon swarm (locusts only)
  STATISTICS
  Str	22, Dex	10, Con 14, Int 11, Wis 13, Cha	15
  Base	Atk +6; CMB +13 (+17 grapple); CMD 23
  Feats	Flyby Attack, Power AttackM, Weapon FocusM (pincer)
  Skills Bluff +11, Fly +11, Intimidate +11, Perception +10,  
  Stealth +5, Survival +10
  Languages Abyssal
  ECOLOGY
  Environment any evil-aligned planes
  Organization solitary, pair, or colony (3–30)
  Treasure standard 
  SPECIAL	ABILITIES
  Abyssal	Torment	(Su) An apocalypse locust’s sting is designed 
  to torment its victims with wracking pain. A victim of the 
  creature’s venomous sting also takes a –4 penalty on attack 
  rolls, skill checks, and ability checks. The effects of abyssal 
  torment last until the sting’s poison is cured.
  Accursed	Brand	(Su) Whenever a victim fails its save against 
  an apocalypse locust’s breath weapon, the unholy fire burns 
  an accursed brand into his flesh. For the next 
  24 hours, the branded victim is subjected to 
  auditory hallucinations of foul desires and sinful 
  deeds. The hallucinations cause lawful and good victims 
  to become tainted; good-aligned clerics, druids, paladins, 
  and even lawful monks are treated as though they’ve 
  temporarily broken their codes of conduct. Any character 
  marked by the accursed brand who has a class that’s 
  restricted to a good alignment or lawful alignment is treated 
  as an ex-member of that class for 24 hours; an atonement 
  spell can end this effect.
  Maddening	Buzz	(Su) When three or more apocalypse locusts 
  in a group simultaneously flap their wings, they create a 
  loud buzzing sound capable of driving other creatures mad. 
  Any creature within a range of 100 feet + 10 additional feet 
  per locust must succeed at a DC 15 Will save or go mad as 
  if affected by a confusion spell (caster level equal to the 
  locusts’ CR plus the number of locusts present). This is a sonic 
  mind-affecting effect. The DC for the save is Charisma-based.
  Sting	(Ex) Poison—injury; save Fort DC 15; frequency 1/round 
  for 6 rounds; effect 1 Con plus abyssal torment; cure 2 
  consecutive saves. The save DC is Constitution-based. 
  Apocalypse locusts are damned humans twisted and 
  fused into the form of massive, fiendish insects. They 
  delight in torturing living creatures, drawing out the 
  torment for as long as possible. Though these creatures 
  have average intelligence, they are consumed by hatred 
  and eternal pain, and therefore lack any kind of empathy 
  or sanity. Apocalypse locusts particularly enjoy watching 
  holy warriors suffer their hallucinatory stings.
  1212
  Illustration by Mark Molnar
  
  Argus
  This misshapen giant is covered in horns, tumorous tentacles, 
  unsightly warts, and strange, staring eyes.
  ARGUS	
  CR	13/MR	6
  XP	25,600
  LN Gargantuan aberration (mythic)
  Init +12M; Senses all-around vision, arcane sight, darkvision 
  60 ft., detect scrying, limitless vision, mistsight, see in 
  darkness, true seeing; Perception +29
  Aura frightful presence (40 ft., DC 16)
  DEFENSE
  AC 30, touch 12, flat-footed 28 (+2 Dex, +4 insight, +18 natural, 
  –4 size)
  hp 184 (13d8+126)
  Fort +10, Ref +6, Will +9
  Defensive	Abilities absolute readiness, rock catching; DR 10/epic; 
  Immune blindness, dazzled; Resist cold 30, fire 30
  Weaknesses vulnerable to fascination and sleep
  OFFENSE
  Speed 40 ft.
  Melee 2 claws +20 (3d6+14 plus grab), 
  bite +19 (2d8+14)
  Ranged rock +8 (3d6+14)
  Space 20 ft.; Reach 20 ft.
  Special	Attacks accurate strikes, constrict 
  (3d6+14), eye gouge, fascinating gaze, 
  mythic power (6/day, surge +1d8), rend 
  (2 claws, 3d6+21), rock throwing 
  (200 ft.)
  Spell-Like	Abilities (CL 14th; 
  concentration +20)
  Constant—arcane sight, detect 
  scrying, true seeing
  At will—arcane eye, 
  clairaudience/
  clairvoyance, status,  
  true strike
  3/day—quickened true strike
  STATISTICS
  Str 39, Dex 14, Con 23, Int 13, 
  Wis 12, Cha 10
  Base	Atk +9; CMB +27 (+31 
  grapple); CMD 43
  Feats AlertnessM, Combat ReflexesM, 
  Improved InitiativeM, Intimidating 
  Prowess, Quicken Spell-Like 
  Ability (true strike), Skill Focus 
  (Perception), Weapon  
  Focus (claw) 
  Skills Climb +24, Handle 
  Animal +6, Intimidate +30, 
  Knowledge (history) +10, Perception +29 (+37 on vision–based 
  Perception checks), Sense Motive +23, Swim +24; Racial	
  Modifiers +8 on vision–based Perception checks
  Languages Aklo, Celestial, Common
  ECOLOGY
  Environment any land
  Organization solitary
  Treasure standard
  SPECIAL	ABILITIES
  Absolute	Readiness	(Ex) An argus is never surprised or 
  flat-footed. It can act in the surprise round as if it were a 
  normal round.
  Accurate	Strikes	(Ex) An argus’s attacks ignore the AC bonus 
  granted to targets by any cover less than total cover, and 
  the miss chance granted to targets by any concealment less 
  than total concealment.
  Eye	Gouge	(Ex) If an argus rends or pins an opponent, as a 
  swift action it can attempt a dirty trick maneuver to blind the 
  target. If its combat maneuver check exceeds the DC by 10 or 
  more, the opponent is permanently blinded. 
  Fascinating	Gaze	(Su) A creature within 40 
  feet of an argus must succeed at a DC 16 Will 
  saving throw or be fascinated for 5d6 rounds. If 
  the creature has 4 or fewer Hit Dice, it is instead 
  dazed for 5d6 rounds. An argus can’t use 
  this ability in the same round it uses frightful 
  presence. The save DC is Charisma-based.
  Limitless	Vision	(Ex) An argus takes no 
  distance penalties on Perception checks.
  An argus is an ancient creature related to 
  the titans (Pathfinder RPG Bestiary 2 
  266–267), transformed by a deity 
  into a vigilant and restless sentry, 
  usually as a punishment for some 
  affront or rebellion. Within its 
  hideous and misshapen body 
  lies a lonely heart that craves 
  music and beauty to comfort 
  it in its forlorn and unending 
  vigil. It might talk peaceably 
  with visitors if they promise 
  to sing songs or tell stories 
  (and it believes its guests 
  don’t intend to harm it 
  or steal what it guards). If 
  insulted or mocked, an argus 
  is quick to anger, dispatching 
  foes so it can go back to 
  brooding in peace.
  An argus stands 
  25 feet tall and weighs 
  18,000 pounds.
  1313
  Illustration by Filip Burburan
  Apocalypse Locust–Argus
  Apocalypse Locust–Argus
  
  Astral Leviathan
  Above this brobdingnagian, whalelike creature’s cavernous maw 
  of freakish teeth, multiple eyes peer out in different directions.
  ASTRAL	LEVIATHAN	
  CR	18
  XP	153,600
  N Colossal outsider (extraplanar)
  Init +6; Senses astral locating, blindsight 180 ft., darkvision 60 ft., 
  low-light vision; Perception +31
  DEFENSE
  AC 34, touch 4, flat-footed 32 (+2 Dex, +30 natural, –8 size)
  hp 310 (20d10+200); regeneration 5 (acid and fire)
  Fort +24, Ref +8, Will +16
  DR 10/adamantine; Immune cold; Resist electricity 30, fire 30
  OFFENSE
  Speed fly 90 ft. (average)
  Melee bite +24 (4d6+12/19–20 plus grab), 2 slams +24 
  (2d8+12), tail slap +19 (4d6+6)
  Space 30 ft.; Reach 30 ft.
  Special	Attacks fast swallow, gulping tide, swallow whole 
  (4d6+18 damage, AC 25, 31 hp)
  Spell-Like	Abilities (CL 20th; concentration +22)
  3/day—dimension door
  STATISTICS
  Str 35, Dex 14, Con 31, Int 6, Wis 15, Cha 14
  Base	Atk +20; CMB +40 (+42 bull rush, +44 grapple); CMD 52 
  (54 vs. bull rush, can’t be tripped)
  Feats Blind-Fight, Cleave, Combat Reflexes, Great Fortitude, 
  Improved Bull Rush, Improved Critical (bite), Improved 
  Initiative, Iron Will, Power Attack, Skill Focus (Perception)
  Skills Fly –6, Intimidate +22, Knowledge (planes) +21, 
  Perception +31, Survival +22
  Languages telepathy 30 ft.
  ECOLOGY
  Environment any (Astral Plane)
  Organization solitary or pod (2–5 plus 
  1–2 young)
  Treasure standard
  SPECIAL	ABILITIES
  Astral	Locating	(Su) An astral leviathan automatically knows 
  the distance and direction to any place on the Astral Plane 
  it has ever visited. Once per day it can use this ability to 
  determine the location of a creature on the Astral Plane (as 
  if using locate creature with unlimited range).
  Gulping	Tide	(Ex) An astral leviathan can create a 60-foot 
  cone of roiling astral material, pulling all Large or smaller 
  creatures and objects into its mouth so it can swallow 
  them. Any creature in the area that succeeds at a DC 30 
  Fortitude save moves up to 60 feet toward the cone’s 
  origin; creatures that fail are swallowed. The leviathan 
  can use this ability only once per minute. The save DC is 
  Constitution-based.
  An astral leviathan is an immense predator that patrols 
  the silvery void of the Astral Plane in search of food and 
  new experiences. Dangerous if provoked, it is intelligent 
  enough to be reasoned with, though most visitors to that 
  plane mistakenly believe it is just a beast. It requires 
  only a minimal amount of physical food, as it primarily 
  sustains itself on planar energies (particularly those 
  radiating from natural portals to other planes) and 
  invisible streamers of astral dust. Astral leviathans are 
  curious about types of creatures they’ve never met before 
  and places they haven’t visited. Civilized inhabitants 
  of the Astral Plane might befriend, bribe, or tame 
  leviathans, using them as cargo vessels or navigators on 
  journeys to remote locations. More savage races enslave 
  them with enchantments and hooked barbs and use them 
  for the same purpose.
  An astral leviathan is approximately 70 feet long and 
  weighs 60 tons.
  1414
  Illustration by Rudy Rodriguez
  
  Bakekujira
  This hulking mass of blubber and bone looks like it was once a 
  whale. Ghostly flames glow in each of its eye sockets.
  BAKEKUJIRA	
  CR	17
  XP	102,400
  NE Colossal undead (aquatic)
  Init +4; Senses darkvision 60 ft.; Perception +20
  Aura undead parasites (30 ft., DC 28)
  DEFENSE
  AC 32, touch 2, flat-footed 32 (+30 natural, –8 size)
  hp 262 (25d8+150)
  Fort +14, Ref +10, Will +14
  Defensive	Abilities channel resistance +4; DR 15/bludgeoning; 
  Immune undead traits
  OFFENSE
  Speed 15 ft., swim 60 ft.
  Melee bite +27 (6d6+16/19–20), tail slap +21 (4d6+8)
  Space 30 ft.; Reach 30 ft.
  Special	Attacks capsize, leviathan’s call, resonant song, 
  smashing breach
  STATISTICS
  Str 42, Dex 10, Con —, Int 2, Wis 11, Cha 23
  Base	Atk +18; CMB +42 (+46 bull rush); CMD 52 (54 vs. bull 
  rush, can’t be tripped)
  Feats Awesome Blow, Combat Reflexes, Critical Focus, Greater 
  Bull Rush, Improved Bull Rush, Improved Critical (bite), 
  Improved Initiative, Improved Lightning Reflexes, Lightning 
  Reflexes, Power Attack, Staggering Critical, Stunning 
  Critical, Weapon Focus (bite)
  Skills Intimidate +16, Perception +20, Swim +28
  ECOLOGY
  Environment any oceans
  Organization solitary
  Treasure none
  SPECIAL	ABILITIES
  Leviathan’s	Call	(Su) The tone of a 
  bakekujira’s eerie song varies from that 
  of a wistful memory to a burning hatred. As a standard 
  action, a bakekujira can sing. Living creatures within a 120-
  foot radius of a singing bakekujira must succeed at a DC 28 
  Will save or become fascinated or frightened (bakekujira’s 
  choice) for 1 round. Any creature that succeeds at this save 
  cannot be affected by the same bakekujira’s leviathan’s call 
  ability for 24 hours. This is a sonic mind-affecting effect. 
  The save DC is Charisma-based.
  Resonant	Song	(Su) As a standard action every 1d4 rounds, 
  the bakekujira can release a damaging resonance, dealing 
  12d8 points of sonic damage to creatures in a 60-foot cone 
  (Fortitude DC 28 for half). The save DC is Charisma-based.
  Smashing	Breach	(Ex) As a full-round action, a swimming 
  bakekujira can make a special charge attack against a creature 
  on the water’s surface. At the end of its charge, the whale 
  breaches, slamming down with incredible force. Any Huge 
  or smaller creatures in the bakekujira’s space must succeed 
  at a DC 28 Reflex save or take 4d8+24 points of bludgeoning 
  damage and be forced into the nearest empty square adjacent 
  to the bakekujira. Humanoid creatures killed by this ability 
  rise as draugr (Pathfinder RPG Bestiary 2 110) in 1d6 hours. 
  A bakekujira can use its capsize special attack in conjunction 
  with this ability. The save DC is Charisma-based.
  Undead	Parasites	(Su) A 30-foot-radius cloud of undead fish 
  and sea birds surrounds a bakekujira. Creatures starting their 
  turn within the cloud must succeed at a DC 28 Will save or 
  be nauseated for 1 round and take 6d6 points of damage. 
  Creatures with the ability to channel positive energy can 
  suppress this aura for 1 round by expending one use of 
  channel energy. The bakekujira receives a Will save against 
  this effect. The save DC is equal to 10 + 1/2 the channeler’s 
  caster level + the channeler’s Charisma modifier. The 
  channeled energy has no other effect. 
  Sometimes, a whale that dies after days of anger and pain 
  arises as an undead monstrosity known as a bakekujira.
  A bakekujira weighs about 50 tons, and 
  measures from 50 to 60 feet long.
  1515
  Astral Leviathan–Bakekujira
  Astral Leviathan–Bakekujira
  Illustration by Andrew Hou
  
  Barometz
  This massive green ramlike creature’s pelt is actually a tangle of 
  vines, and its horns are wickedly sharp wooden branches. 
  BAROMETZ	
  CR	15
  XP	51,200
  N Gargantuan plant 
  Init +5; Senses low-light vision; Perception +27
  DEFENSE
  AC 31, touch 11, flat-footed 26 (+5 Dex, +20 natural, –4 size)
  hp 253 (22d8+154)
  Fort +20, Ref +12, Will +11
  Immune electricity, plant traits
  OFFENSE
  Speed 40 ft.
  Melee gore +23 (5d10+15/19–20)
  Space 20 ft.; Reach 20 ft.
  Special	Attacks powerful charge (gore, 10d10+15), trample 
  (5d10+15, DC 31)
  STATISTICS
  Str 30, Dex 21, Con 24, Int 2, Wis 15, Cha 9
  Base	Atk +16; CMB +30 (+34 bull rush or overrun); CMD 45 (47 
  vs. bull rush or overrun, 49 vs. trip)
  Feats Awesome Blow, Bleeding Critical, Critical Focus, Greater 
  Bull Rush, Greater Overrun, Improved Bull Rush, Improved 
  Critical (gore), Improved Overrun, Iron Will, Power Attack, 
  Weapon Focus (gore)
  Skills Perception +27
  ECOLOGY
  Environment any forests
  Organization solitary or serving druid masters
  Treasure none
  These massive plant juggernauts were not created by 
  nature, but grown by druids who use them as protectors 
  and dispensers of savage judgment. Pruned into a form 
  resembling a stout ram, a barometz is granted a degree of 
  intelligence by natural spirits bound into its verdant bulk. 
  Barometzes are typically found in the service of the 
  powerful druids who cultivate them and help them protect 
  sacred primeval forests.
  GROWING A BAROMETZ
  The process of growing a barometz has some similarities 
  to making a construct, but doesn’t require the Craft 
  Construct feat. The process requires five cultivators. 
  Typically, these are powerful druids, though anyone 
  capable of making the required Knowledge checks and 
  casting the required spells may attempt the process.
  Growing the body takes 1 year. One creator, typically the 
  creature who becomes the barometz’s master, cultivates 
  an oak tree to be harvested for the horns. After harvest, 
  the creator shapes the horns and strengthens them with 
  an ironwood spell. Four cultivators plant four trees and 
  weave a lattice from the branches. This frame supports 
  the stone-and-ivy skin and provides the space in which the 
  plant matter that will make up the barometz can grow. Each 
  cultivator attempts a DC 25 Knowledge (nature) check when 
  forming the body. If one or more of the checks fail, the plant 
  withers and dies and the cultivators must begin anew.
  If the skill checks are successful, the cultivators then 
  perform a special ritual within a day of the cultivation. 
  This ritual takes 24 hours to perform and must be led by 
  the creature that is to become the master of the barometz. 
  At the ritual’s climax, there’s a 50% chance that the 
  attempt to create a barometz succeeds—if this final check 
  fails, no appropriate spirit is close enough to answer the 
  call. The plant body rots and the creators must begin anew 
  with fresh materials. At the GM’s discretion, this final 
  chance for success might increase to 75% or even 100% for 
  particularly magical areas where the necessary spirits are 
  more common. Discovering such a rare and magical site 
  should be the focus of its own adventure.
  BAROMETZ
  CL 15th; Price 80,500
  RITUAL
  Requirements Knowledge (nature) 15 ranks, plant growth, 
  entangle, ironwood, summon nature’s ally VII; Skill 
  Knowledge (nature) DC 25; Cost: 40,200 gp
  1616
  Illustration by Mattias Fahlberg
  
  Beheaded
  A decaying humanoid head floats silently and ominously, its 
  graying teeth eerily clattering.
  BEHEADED	
  CR	1/3
  XP	135
  NE Tiny undead 
  Init +2; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size) 
  hp 4 (1d8)
  Fort +0, Ref +2, Will +2 
  Immune undead traits
  OFFENSE
  Speed fly 40 ft. (perfect)
  Melee slam +2 (1d2)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 11, Dex 15, Con —, Int —, Wis 11, 
  Cha 10
  Base	Atk +0; CMB +0; CMD 10 (can’t be 
  tripped)
  Skills Fly +14
  ECOLOGY
  Environment any
  Organization solitary, pair, 
  or patrol (3–6)
  Treasure none
  A beheaded is a severed head 
  or skull animated as a mindless 
  undead sentinel that silently 
  floats at eye level as it 
  lies in wait for living 
  prey or is sent out 
  into the lands of the 
  living 
  to 
  terrorize 
  everyone it finds. A 
  beheaded set loose 
  near populated areas 
  thumps 
  ominously 
  against shut doors and 
  windows, biding its time 
  until someone responds to 
  the incessant knocking. The 
  beheaded then assaults this victim.
  Beheaded also guard grim crypts, abattoirs, and hideouts 
  of murders who like to keep reminders of their past sins 
  close at hand. Beheaded come in many varieties, usually 
  based on the creature the head came from. A beheaded 
  prefers to float at head height so it can more easily attack 
  the face, neck, and shoulders of its victim.
  A neutral evil spellcaster can gain a beheaded as a 
  familiar at 3rd level by taking the Improved Familiar feat. 
  A beheaded familiar loses the mindless trait and has an 
  Intelligence score appropriate for its master’s level.
  CREATING BEHEADED
  A spellcaster can create a beheaded with animate dead. Each 
  beheaded created requires two onyx gems worth 100 gp 
  and the casting of one air walk or fly spell. Beheaded can be 
  created with additional abilities from the list below. Creating 
  a variant beheaded counts as 1 additional Hit Die toward the 
  caster’s maximum Hit Dice of controlled undead. For every 
  two abilities added, increase the beheaded’s CR by 1.
  Belching (Su): The beheaded can make a ranged touch 
  attack with a maximum range of 30 feet that deals 1d6 
  points of energy damage (acid, cold, electricity, 
  or fire, chosen at the time of creation).
  Flaming (Su): The beheaded 
  gains fire immunity and a +2 
  bonus to Charisma. Its slam 
  attack also deals 1d6 points of fire 
  damage and might catch the target 
  on fire (Pathfinder RPG Core 
  Rulebook 444).
  Grabbing (Ex): This type of 
  beheaded has long tendrils 
  of ragged hair or other 
  limblike growths (such as 
  a medusa’s snake hair). Its 
  slam attack gains the grab 
  (Medium) special ability.
  Screaming (Su): This 
  type of beheaded 
  can scream out 
  once every 1d4 
  rounds. 
  Every 
  creature within 30 
  feet must succeed 
  at a Will save or 
  be shaken for 1d4 
  rounds. The save DC 
  is equal to 10 + 1/2 the 
  screaming skull’s racial 
  Hit Dice + the screaming skull’s Charisma modifier. 
  This is a sonic mind-affecting fear effect. Whether or not 
  the save is successful, any creature in the area can’t be 
  affected by that beheaded’s scream for the next 24 hours.
  Swarming (Ex): The beheaded gains 1 additional Hit 
  Die, the swarm subtype, swarm immunities, and the 
  distraction special ability. It loses its slam attack but gains 
  a swarm attack that deals 1d6 points of damage. This 
  counts as two abilities for the purpose of determining 
  the beheaded’s CR.
  1717
  Barometz–Beheaded
  Barometz–Beheaded
  Illustration by Jean-Baptiste Reynaud
  
  Bhole
  This titanic worm heaves its endless bulk into the air, raising one 
  end as if ready to strike with a massive set of hooked jaws.
  BHOLE	
  CR	17
  XP	102,400
  CN Colossal magical beast
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +28
  DEFENSE
  AC 33, touch 1, flat-footed 33 (–1 Dex, +32 natural, –8 size)
  hp 290 (20d10+180)
  Fort +21, Ref +13, Will +11
  DR 10/—; Immune acid, fire, disease, magical control, 
  paralysis, poison, sleep, stun; SR 28
  OFFENSE
  Speed 50 ft., burrow 50 ft.
  Melee bite +29 (6d6+25/19–20 plus grab), slam +29 
  (3d8+25/19–20)
  Space 30 ft.; Reach 60 ft.
  Special	Attacks breath weapon, overwhelming strength, 
  swallow whole (20d6 acid damage, AC 26, 29 hp), 
  trample (DC 37)
  STATISTICS
  Str 44, Dex 8, Con 28, Int 3, Wis 21, Cha 23
  Base	Atk +20; CMB +45 (+47 bull rush, +49 grapple); 
  CMD 54 (56 vs. bull rush, can’t be tripped)
  Feats Awesome Blow, Critical Focus, 
  Improved Bull Rush, Improved Critical 
  (bite), Improved Critical (slam), Improved 
  Initiative, Lightning Reflexes, Power Attack, 
  Staggering Critical, Vital Strike
  Skills Perception +28
  Languages Aklo (rarely speaks) 
  ECOLOGY
  Environment any underground
  Organization solitary
  Treasure none
  SPECIAL	ABILITIES
  Breath	Weapon	(Su) 
  Once every minute, 
  a bhole can expel a 
  prodigious amount 
  of thick slime from 
  its gullet. This breath 
  weapon has a range of 
  900 feet, and creates a 
  40-foot-diameter spread 
  of slime in its targeted 
  area. Any creature within 
  this area must succeed at a DC 
  29 Fortitude save or be stunned 
  for 1d4 rounds. The slime transforms 
  the area it coats into difficult terrain. Furthermore, any 
  creature that is in the area (or that attempts to enter the 
  area) must succeed at a DC 29 Reflex save or be entangled 
  by the slime. Bhole slime persists for 2d6 hours and bhole 
  lairs are typically pre-caked with the stuff. A bhole can 
  move through bhole slime without penalty. The save DC is 
  Constitution-based.
  Immune	to	Magical	Control	(Ex) A bhole is immune to nearly 
  all forms of mind control, including all charm, suggestion, 
  and dominate spells. It is similarly immune to magic jar and 
  possession attempts. Confusion and other mind-affecting 
  effects that don’t allow another creature to directly control 
  a bhole work normally. Rare effects that allow a creature 
  to manipulate the exact effects of confusion on a creature 
  provide one of the few ways to magically control a bhole. 
  Other methods, particularly those tied to strange and 
  powerful artifacts, may work as well. 
  Overwhelming	Strength	(Ex) A bhole always applies 1-1/2 
  times its Strength modifier on all natural weapon attacks.
  Known on some worlds as dholes, bholes are 
  among the largest of living creatures, wormlike 
  leviathans of such size that few can claim 
  to have seen one wholly from head to 
  tail, and those who do suffer from 
  madness or other afflictions that 
  cause others to doubt these tales. 
  The coloration of these creature 
  ranges widely, from dark blues 
  and purples to pale grays, 
  yellows, or white. A bhole’s 
  cavernous mouth consists of 
  long, bony jaws that extend 
  and unfold from the creature’s 
  head when it feeds.
  Bholes are incredibly long-
  lived—those that exist in remote 
  worlds or in other dimensions have 
  done so for countless eons. The bholes 
  themselves seem to have no interest in 
  their history, perhaps as a result of their 
  limited intellect, but they can live forever, 
  barring death by violence.
  Regions inhabited by bholes are 
  always wastelands. Bholes seem 
  able to eat and digest anything 
  and everything, and in time 
  can reduce a huge area to 
  just a honeycombed network 
  of immense tunnels. These 
  regions swiftly collapse in 
  on themselves, leaving rubble-
  filled pits of terrifying size.
  1818
  Illustration by Scott Purdy
  
  Blood Hag
  This woman would be pretty if it were not for her sharp teeth and 
  nails, and her ghastly pale skin.
  BLOOD	HAG	
  CR	8
  XP	4,800
  NE Medium monstrous humanoid (shapechanger)
  Init +10; Senses darkvision 60 ft., detect good, detect magic; 
  Perception +18
  DEFENSE
  AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural)
  hp 90 (12d10+24)
  Fort +6, Ref +14, Will +11
  DR 5/cold iron and magic; Immune charm, disease, fear, fire, 
  sleep; SR 19
  OFFENSE
  Speed 30 ft., fly 60 ft. (perfect; in fiery form only)
  Melee bite +18 (2d4+4), 2 claws +18 (1d6+4 plus grab)
  Special	Attacks blood drain (1d2 Con), detonate
  Spell-Like	Abilities (CL 12th; concentration +16)
  Constant—detect good, detect magic
  At will—inflict moderate wounds (DC 16), 
  scorching ray, spider climb (self only)
  3/day—deep slumber (DC 17)
  STATISTICS
  Str 18, Dex 22, Con 15, Int 14, Wis 17, Cha 19
  Base	Atk +12; CMB +18 (+22 grapple); CMD 33
  Feats Agile Maneuvers, Combat Reflexes, Dodge, 
  Improved Initiative, Mobility, Weapon Finesse
  Skills Acrobatics +18, Bluff +16, Disguise +16, Fly +14, 
  Intimidate +19, Perception +18, Stealth +21
  Languages Abyssal, Common, Giant, Infernal
  SQ fiery form (DC 20), mask evil
  ECOLOGY
  Environment any land
  Organization solitary or coven (3 hags of any kind)
  Treasure standard
  SPECIAL	ABILITIES
  Detonate	(Su) A blood hag in fiery form can explode 
  in a 30-foot-radius burst that deals 8d6 points of 
  fire damage (Reflex DC 18 for half). Using this 
  ability returns a blood hag to her normal form. 
  The save DC is Constitution-based. 
  Fiery	Form	(Su): As a standard action, a blood 
  hag who has removed her skin by using 
  mask evil can assume the form of a flying ball 
  of fire for up to 12 rounds. After leaving fiery 
  form, a blood hag must wait 1d4 rounds 
  before assuming it again. A blood hag in 
  this form who enters the same space 
  as another creature stops moving for 
  that round and deals 3d6 points of fire 
  damage (Reflex DC 20 negates) to that creature. A blood hag 
  can suppress her heat and dim her light to that of an ember 
  if she chooses, and can pass through openings and cracks 
  as though in gaseous form. A blood hag in fiery form retains 
  her AC and also has immunity to nonmagical attacks and 
  effects. A successful targeted dispel magic spell or 20 points 
  of cold damage returns her from her fiery form to her normal 
  form. A blood hag can assume fiery form a number of times 
  per day equal to her Charisma modifier (typically 4). The 
  save DC is Charisma-based.
  Mask	Evil	(Su) During the day, a blood hag “wears her skin,” 
  giving her the appearance of a young woman. When 
  so disguised, the blood hag can’t use her bite, claws, 
  or fiery form ability. At night, she bursts out of her skin 
  and returns to her monstrous form. The hag regrows 
  her skin each dawn. While a blood hag is wearing her 
  skin, her alignment is masked as though by a constant 
  undetectable alignment spell.
  Blood hags, known to some as soucouyants, prefer to 
  live near isolated human communities or on the edge 
  of civilized lands. A blood hag takes the appearance 
  of a young woman by day. At night, she assumes her 
  true form, as her skin peels back and sloughs off to 
  reveal the monstrosity beneath.
  A hunting blood hag preys on unsuspecting 
  neighbors during the night, sneaking into their 
  homes and feeding off their blood or burning 
  them alive. When a blood hag finds a particularly 
  choice victim, she forgoes simply feeding on her, 
  and instead abducts her, spiriting her away to 
  the hag’s hidden lair, where she’ll be tortured 
  and drained dry of blood over the course of days 
  or weeks. Once the hag has properly prepared the 
  victim’s skin, she wears it. Bold and particularly 
  clever blood hags attempt to masquerade as their 
  victims for a time. 
  Blood hags of exceptional talent typically 
  gain levels in the witch class.
  BLOOD HAG COVENS
  A hag coven containing a blood hag loses 
  access to the control weather and speak with dead 
  spell-like abilities. Instead, the coven gains 
  access to death ward, fire storm, and nightmare. 
  When all three hags of the coven are within 
  10 feet of one another, the other hags gain 
  the fire immunity and spell resistance of 
  the blood hag. Blood hags absolutely loathe 
  submitting to the authority of others, and 
  rarely form covens with other blood hags 
  or with any hags of power comparable to 
  or greater than their own.
  1919
  Bhole–Blood Hag
  Bhole–Blood Hag
  Illustration by Diana Martinez
  
  Bodythief
  This immense plant has jaws inside its central flower and vines 
  that thresh the air. Its ovular seedpods throb like beating hearts.
  BODYTHIEF	
  CR	14
  XP	38,400
  LE Gargantuan plant 
  Init –1; Senses low-light vision; Perception +30
  DEFENSE
  AC 26, touch 1, flat-footed 25 (–5 Dex, +25 natural, –4 size)
  hp 230 (20d8+140)
  Fort +19, Ref +1, Will +11
  Defensive	Abilities vexing vines; Immune plant traits, sonic; 
  Resist cold 20
  OFFENSE
  Speed 5 ft.
  Melee bite +23 (2d8+12 plus grab), 4 tentacles +21 (1d8+6 
  plus grab)
  Space 20 ft.; Reach 20 ft. (40 ft. with tentacles)
  Special	Attacks breath weapon (80-ft. line, 12d6 acid damage, 
  Reflex DC 27 half, usable every 1d4 rounds), swallow whole 
  (4d6 acid damage plus absorb essence; AC 22, 23 hp), transfer
  STATISTICS
  Str 34, Dex 1, Con 25, Int 21, Wis 16, Cha 14
  Base	Atk +15; CMB +31 (+35 disarm, +35 grapple, +33 trip); 
  CMD 38 (40 vs. disarm, can’t be tripped)
  Feats Alertness, Combat Expertise, Greater Disarm, Improved 
  Disarm, Improved Initiative, Improved Iron Will, Improved 
  Trip, Iron Will, Multiattack, Skill Focus (Knowledge [nature])
  Skills Disguise +27, Knowledge (geography, history, local, 
  nobility) +20, Knowledge (nature) +31, Perception +30, Sense 
  Motive +27; Racial	Modifiers +5 Disguise
  Languages Common, Dwarven, Elven, Orc, Sylvan (can’t speak 
  any language); telepathy 1,000 ft. (with spawn only)
  SQ spawn pod creature
  ECOLOGY
  Environment temperate or warm forests
  Organization solitary
  Treasure double standard
  SPECIAL	ABILITIES
  Absorb	Essence	(Su) Creatures in a bodythief’s stomach gain 4 
  negative levels (Fortitude DC 27 half) each round at the start 
  of the bodythief’s turn. A check to remove a negative level 
  gained in this way is also DC 27. If the creature dies from 
  the negative levels, its body disintegrates and the bodythief 
  absorbs its life essence. This is a death effect.
  Spawn	Pod	Creature	(Su) Once a bodythief has absorbed 
  the life essence of a Large or smaller creature, it can begin 
  growing a duplicate of that creature as a free action. 
  Growing a Tiny or smaller duplicate takes 1 round, a Small 
  duplicate 3 rounds, a Medium duplicate 5 rounds, and a 
  Large duplicate 10 rounds. Duplicates are identical to the 
  creature whose life essence has been devoured, but they 
  gain the pod creature template. They closely resemble 
  the original creature and retain all its memories. The 
  newly created spawn has none of the original creature’s 
  equipment, though the bodythief can vomit forth any 
  surviving swallowed gear as a move action. As the 
  duplicate hatches, the bodythief makes a Disguise check to 
  determine the resemblance to the original. The duplicate 
  must be grown within 24 hours of the original’s digestion, 
  or its essence and memories dissipate. Only a single 
  duplicate can made of any given creature.
  Transfer	(Ex) A bodythief can transfer a creature grappled with 
  a tentacle to its mouth with a move action and a successful 
  grapple combat maneuver check.
  Vexing	Vines	(Ex)	Each of the bodythief’s tentacle vines plus 
  its bite attack can deliver its own attack of opportunity, 
  giving the bodythief five attacks of opportunity per round. 
  It cannot deliver attacks of opportunity with a portion of its 
  body being used to grapple. The bodythief can give up an 
  attack of opportunity with a tentacle to deflect a missile as 
  though it had the Deflect Arrows feat.
  Plants of frightfully advanced intellect, bodythieves 
  cannot abide the irrationalities of other intelligent life, 
  particularly emotions. They seek to create a world of 
  perfect order by replacing other life forms with nearly 
  perfect duplicates spawned by the bodythief itself. 
  Indeed, these duplicates improve on the originals, as they 
  can communicate telepathically with the bodythief, and 
  they lack wasteful emotions. Individual bodythieves vary 
  as to their specific plans for building a perfect society of 
  duplicates. A common, though recognized, flaw in their 
  plans is the infertility of their duplicates. To maintain a 
  stable society, the bodythieves must capture creatures to 
  replace the inevitable loss of healthy duplicates.
  Bodythieves are nearly immobile, though they can 
  drag themselves along with their vines in extremis. 
  When they must move large distances, they enlist the 
  aid of their spawn.
  POD-SPAWNED CREATURE  
  (CR 0, –1, OR –2)
  A creature with the pod-spawned template is a duplicate 
  created by the bodythief. It resembles the original and 
  has all its memories, but can’t exhibit sincere emotion.
  Pod-spawned creatures can’t reproduce and remain the 
  same apparent age as their original at the time of replacement.
  POD-SPAWNED	GUARD	CAPTAIN	
  CR	8
  XP	4,800
  Human fighter 9
  LE Medium plant (augmented humanoid)
  Init +5; Senses low-light vision; Perception +3
  2020
  
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
  hp 90 (9d10+36)
  Fort +8, Ref +4, Will +4 (+2 vs. fear)
  Defensive	Abilities bravery +2; Immune plant traits
  OFFENSE
  Speed 30 ft.
  Melee +2 longsword +19/+14 (1d8+10/17–20)
  Ranged mwk light crossbow +12 (1d8+1/19–20/×2)
  Special	Attacks weapon training (heavy blades +2, crossbows +1)
  STATISTICS
  Str 19, Dex 13, Con 14, Int 10, Wis 12, Cha 4
  Base	Atk +9; CMB +13; CMD 24
  Feats Alertness, Cleave, Great Cleave, Greater Weapon Focus 
  (longsword), Improved Critical (longsword), Improved 
  Initiative, Power Attack, Toughness, Vital Strike, Weapon 
  Focus (longsword), Weapon Specialization (longsword)
  Skills Climb +13, Perception +3, Ride +10, Sense Motive +3, 
  Swim +13
  Languages Common
  SQ armor training 2, mimic
  ECOLOGY
  Environment any
  Organization any
  Treasure NPC gear (+1 breastplate, heavy steel 
  shield, +2 longsword, mwk light crossbow with 
  20 bolts, other treasure)
  CREATING A POD-SPAWNED 
  CREATURE
  “Pod-spawned” 
  is 
  an 
  acquired 
  template that can be added to any 
  living creature (referred to hereafter as 
  the base creature).
  CR: For creatures with no class 
  levels or only NPC class levels, this is 
  the same as that of the base creature. 
  For creatures with PC class levels, 
  this is the same as that of the base 
  creature –1. Creatures with a significant 
  number of spells, spell-like abilities, or 
  supernatural abilities have their CR 
  further reduced by 1.
  Type: Type changes to plant. Do 
  not recalculate BAB, hit points, saves, or 
  skill ranks.
  Alignment: Alignment changes to lawful evil.
  Senses: A pod-spawned creature gains low-light 
  vision.
  Defensive Abilities: A pod-spawned creature gains 
  plant traits.
  Special Abilities: The pod-spawned creature 
  gains the mimic ability.
  Mimic (Ex) A pod-spawned creature retains all the 
  knowledge of its original. It can impersonate the 
  original perfectly except for its lack of emotion. This 
  emotionlessness can be detected with a successful DC 20 
  Sense Motive check. A creature familiar with the original 
  gains a +5 circumstance bonus on this check. If the pod-
  spawned creature feigns sincere emotion, the Sense 
  Motive check is opposed by its Bluff check instead. Pod-
  spawned creatures resemble the original down to hair and 
  blood. Noticing small physical imperfections requires a 
  successful Perception check with a DC determined by the 
  spawning bodythief’s Disguise check, made when the 
  pod hatches.
  Ability Scores: Cha –4.
  Feats: All feats are retained, even if the pod-spawned 
  creature no longer qualifies for their prerequisites.
  Special Abilities: The creature loses any spellcasting 
  ability and all spell-like and supernatural abilities. 
  2121
  Bodythief
  Bodythief
  Illustration by David Melvin
  
  Boilborn
  Like some taut pustule ready to burst, this mobile wound scuttles 
  on a bristle of slick hairs.
  BOILBORN	
  CR	1
  XP	400
  N Tiny ooze 
  Init –5; Senses blindsight 30 ft.; Perception –4
  DEFENSE
  AC 7, touch 7, flat-footed 7 (–5 Dex, +2 size)
  hp 15 (2d8+6)
  Fort +3, Ref –5, Will –4
  Immune ooze traits; Resist acid 10
  OFFENSE
  Speed 10 ft., climb 10 ft., swim 10 ft.
  Melee slam +4 (1d2+1 plus disease)
  Special	Attacks death throes, disease
  Space 2 ft.; Reach 0 ft.
  STATISTICS
  Str 12, Dex 1, Con 17, Int —, Wis 2, Cha 1
  Base Atk +1; CMB –6; CMD 5 (can’t be tripped)
  Skills Climb +9, Swim +9
  ECOLOGY
  Environment any
  Organization solitary or infestation (2–20)
  Treasure none
  SPECIAL	ABILITIES
  Death	Throes	(Su) When killed, a boilborn pops in a 10-foot-
  radius burst that deals 2d6 points of acid damage (DC 14 
  Reflex half). Creatures taking damage must succeed at a DC 
  12 Fortitude save or contract leprosy.
  Disease	(Su) Leprosy: Injury; save Fort DC 12; onset 2d4 
  weeks; frequency 1/week; effect 1d2 Cha damage; cure 2 
  consecutive saves. This save is Constitution-based.
  Purulent wounds that crawl out from piles of 
  diseased dead and areas of massive contagion, 
  these oozes slop about thoughtlessly, 
  quivering and ready to burst and infect 
  anything that moves. The creatures 
  manifest in areas wracked by plagues, 
  where rot and ruin run rampant. 
  Crawling from the afflicted areas, 
  boilborn spread out in all directions 
  to disperse their infection.
  Though carefully studied by healers 
  and naturalists focusing on oozes, 
  living boilborn are dangerous to 
  experiment upon. This is because 
  their death throes can sometimes be 
  triggered accidentally, even when the 
  creatures are handled gently and no 
  harm has been done to them. Some posit that boilborn 
  have only a limited lifespan, and self-destruct when that 
  period ends. Others have labored for years under the hope 
  that the infectious fluids contained within boilborn might 
  somehow be used to find both cures and immunities to 
  any number of diseases that plague the world. Though 
  this experimentation has resulted in certain indicators 
  that boilborn might indeed be put to such positive use, a 
  reliable concoction has yet to be developed.
  The boilborn detailed here is by far the most common, 
  but as with diseases, other mutations exist. Use the 
  following to represent some of the other virulent strains 
  of these disgusting creatures. All diseases listed below 
  appear on page 557 of the Pathfinder RPG Core Rulebook.
  Abyssal Boilborn (CR 3): Colored in hues of bruised 
  blue and bloody red and smelling like bile and pus, this 
  dangerous boilborn has squeezed through a rift from the 
  Abyss. It has the fiendish creature simple template and 
  the advanced creature simple template, and infects its 
  victims with demon fever.
  Blindborn (CR 1): Pale greenish gray in color and 
  slightly luminescent, this boilborn transmits blinding 
  sickness (Fortitude DC 14) to creatures affected by its 
  slam attack or death throes ability.
  Infernal Boilborn (CR 3): Accompanied by the smell of 
  brimstone, this black-skinned boilborn has the advanced 
  creature simple template and the fiendish creature simple 
  template, and infects victims it slams or splatters upon 
  with devil chills. 
  Plagueborn (CR 2): Sickly yellow and wracked with 
  perpetual palpitations that emit a fine mist, this boilborn 
  has the giant simple template. Any creatures within 5 
  feet of a plagueborn must succeed 
  at a DC 16 Fortitude save or 
  contract cackle fever.
  2222
  Illustration by Mattias Fahlberg
  
  Brethedan
  This amorphous creature looks like an iridescent, blimp-shaped 
  jellyfish, with a line of tentacles dangling down beneath it.
  BRETHEDAN	
  CR	5
  XP	1,600
  N Large aberration 
  Init +0; Senses blindsense 120 ft., darkvision 60 ft.; 
  Perception +12
  DEFENSE
  AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
  hp 66 (7d8+35); regeneration 2 (acid)
  Fort +7, Ref +2, Will +9
  Defensive	Abilities amorphous
  OFFENSE
  Speed 0 ft., fly 30 ft. (good)
  Melee 2 slams +9 (1d6+4 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks constrict (1d6+4), engulf 
  (DC 17, 1d6 acid and paralysis)
  STATISTICS
  Str 19, Dex 11, Con 20, Int 12, 
  Wis 14, Cha 11
  Base	Atk +5; CMB +10 
  (+14 grapple); CMD 20 
  (can’t be tripped)
  Feats Combat Reflexes, 
  Iron Will, Power Attack, 
  Weapon Focus (slam)
  Skills Escape Artist +10, 
  Fly +12, Handle Animal +7, 
  Perception +12, Stealth +6
  Languages Brethedan; telepathy 
  100 ft.
  SQ adaptation, combine
  ECOLOGY
  Environment any sky
  Organization solitary, pair, or flotilla (3–8)
  Treasure none
  SPECIAL	ABILITIES
  Adaptation	(Ex) A brethedan’s body is extremely mutable, 
  and can adapt to respond to virtually any situation. Once 
  per round as a swift action that does not provoke attacks of 
  opportunity, a brethedan can reshape its body and chemistry 
  to adopt any of the following qualities.
  • It gains resistance 5 against a single energy type (acid, cold, 
  electricity, or fire).
  • It gains an additional natural attack (bite, tentacle, etc.) with 
  damage appropriate to its size.
  • Its slam damage type changes to slashing or piercing. 
  • Its slam damage die increases by one step (from 1d6 to 1d8 
  for most brethedans). 
  • It gains a +4 natural armor bonus to AC. 
  • Its reach increases to 20 feet.
  A brethedan can only have one modification in effect at 
  any one time—if it selects a new adaptation, it loses any 
  other in effect. More extreme adaptations are also possible 
  (at the GM’s discretion), but generally take days or even 
  months to adopt.
  Combine	(Ex) Thanks to their perfect communication, 
  brethedans can combine to work together as parts of a 
  larger organism. As a swift action, a brethedan adjacent 
  to another can merge with it, becoming a single creature 
  occupying both spaces. The merging brethedan forfeits 
  its actions to augment the other, 
  and adds its hit points (though 
  not its Hit Dice) to the new 
  creature’s collective total. At 
  this time, it also chooses one 
  adaptation—the combined 
  creature gains this benefit, and 
  it cannot be changed unless 
  the combined creature uses its 
  single adaptation action each 
  round to do so. Any number of 
  brethedans can merge in this fashion, 
  but each adaptation can be gained only 
  once (though resistances to multiple 
  energy types are allowed). The 
  combined creature 
  retains the ability to 
  swap one adaptation 
  each round (not once 
  per component creature). 
  Splitting into the component 
  creatures again is a full-round action in which 
  all component creatures are released and the 
  remaining hit points are divided evenly. For the 
  purposes of Hit Die-related effects, the Hit Dice of a 
  combined brethedan are equal to those of the component 
  creature with the highest CR.
  Brethedans are an adaptive race of floating, telepathic 
  creatures that live on gas giant worlds. Though highly 
  intelligent, they disdain physical tools, likely because of 
  the lack of raw materials available in the clouds of their 
  vast homes. Instead, brethedans have evolved to solve 
  problems by combining and modifying their bodies or 
  producing tailored biological agents inside themselves. 
  Though humanoids rarely understand the placid race’s 
  obscure and alien goals, brethedans do sometimes 
  travel to and even colonize other gaseous worlds, and are 
  believed to be the first creatures to have tamed oma for 
  use as living spaceships. A typical Brethedan is 10 feet 
  long and weighs 200 pounds.
  2323
  Boilborn–Brethedan
  Boilborn–Brethedan
  Illustration by Jean-Baptiste Reynaud
  
  Broken Soul
  Once a beautiful celestial with the torso of a winged woman and a 
  snakelike body below, this creature is a mess of blood and scars.
  BROKEN SOUL LILLEND 
  CR 9
  XP 6,400
  CE Large outsider (azata, chaotic, extraplanar, evil)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +9
  DEFENSE
  AC 24, touch 12, flat-footed 21 (+3 Dex, +12 natural, –1 size)
  hp 101 (7d10+63)
  Fort +12, Ref +10, Will +6
  DR 5/—; Immune electricity, petrification, poison; Resist acid 5, 
  cold 10, fire 10, sonic 5
  OFFENSE
  Speed 20 ft., fly 60 ft. (average)
  Melee +1 longsword +12/+7 (2d6+8/19–20), tail slap +6 (2d6+2 
  plus grab) or 
  torturous touch +11 touch (2d6 plus 1d6 Dex damage and 
  convulsions), tail slap +6 (2d6+2 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks agonized wail (DC 18), baleful gaze (DC 18), 
  bardic performance (21 rounds/day), constrict (2d6+5)
  Spell-Like Abilities (CL 7th; concentration +2)
  3/day—darkness, hallucinatory terrain (DC 19), knock, light
  1/day—charm person (DC 16), speak with animals, speak 
  with plants
  Bard Spells Known (CL 7th; concentration +2)
  3rd (2/day)—crushing despair (DC 18), terrible remorseUM 
  (DC 18)
  2nd (4/day)—blindness/deafness (DC 17), piercing shriek UM 
  (DC 17), rage, suggestion (DC 17)
  1st (6/day)—cause fear (DC 16), charm person (DC 16), 
  ear-piercing screamUM (DC 16), hideous laughter (DC 16), 
  lesser confusion (DC 16)
  0 (at will)—dancing lights, daze (DC 15), detect magic, 
  ghost sound (DC 15), read magic, resistance
  STATISTICS
  Str 20, Dex 17, Con 27, Int 14, Wis 8, Cha 21
  Base Atk +7; CMB +13 (+17 grapple); CMD 26 (can’t be tripped)
  Feats Combat Casting, DiehardB, EnduranceB, Great 
  FortitudeB, Hover, Iron Will, Lightning Reflexes, ToughnessB
  Skills Bluff +15, Fly +11, Intimidate +13, Knowledge (nature) +9,  
  Perception +9, Perform (string) +17, Sense Motive +9, 
  Stealth +9, Survival +10; Racial Modifiers +8 Intimidate,  
  +4 Survival
  Languages Celestial, Draconic, Infernal; truespeech
  ECOLOGY
  Environment any
  Organization solitary
  Treasure standard (+1 longsword, masterwork harp, other 
  treasure)
  SPECIAL ABILITIES
  Bardic Performance A lillend has the bardic performance 
  ability of a 7th-level bard, granting her access to the 
  countersong, fascinate, inspire courage, inspire competence, 
  and suggestion aspects of bardic performance.
  Spells A lillend casts spells as a 7th-level bard.
  A broken soul is torment and pain made manifest. 
  Tortured to the extremes of both physical and mental 
  endurance, and then taken beyond those barriers, a 
  broken soul gains extraordinary reserves of fortitude and 
  resilience as well as the ability to inflict a measure of its 
  own terrible suffering on others.
  Each broken soul has a unique appearance, the torture 
  it has endured plainly visible on its body. Its skin is a mass 
  of scar tissue, marred with bruises that do not fade and 
  scored with countless scars. In some cases, a broken soul’s 
  flesh has been flayed away, revealing the musculature and 
  bone underneath. Weeping sores and open cuts cover a 
  broken soul’s body, wounds that never fully heal. Its limbs 
  are often twisted, the result of broken bones that were 
  never set properly, and it might be missing fingers, toes, 
  ears, or other appendages. A broken soul’s existence is one 
  of unending suffering, and the constant pain often drives 
  the creature irrevocably mad. In their insanity, these 
  unfortunates hate all other creatures and seek to inflict 
  their wounds and their agony on all they encounter.
  The creation of a broken soul can happen in a number of 
  ways. Some broken souls arise spontaneously, the result of 
  horrific treatment at the hands of cruel abusers. With no 
  way to escape their torment, these creatures embrace the 
  pain and anguish and transcend them, making them a part 
  of their very being. In so doing, they become something 
  both more and less than they were. Other broken souls are 
  purposefully created out of helpless prisoners by sadistic 
  torturers through a harrowing gauntlet of mental and 
  physical torments. By breaking a creature’s mind and 
  body, these torturers hope to create guardians or servants 
  whose loyalty is ensured by the constant pain they must 
  endure. Even more harrowing, some broken souls take it 
  upon themselves to create more of their kind, fashioning 
  gruesome works of living, mutilated art in an effort to 
  share their suffering. These “artists” often turn on their 
  own torturers first, perfecting their skills on those who 
  created them before turning their attention to any other 
  unfortunate creatures they can find.
  CREATING A BROKEN SOUL
  “Broken soul” is an acquired template that can be added 
  to any living creature with an Intelligence score of 3 
  or higher (referred to hereafter as the base creature). A 
  broken soul uses all the base creature’s statistics and 
  special abilities except as noted here.
  2424
  
  CR: Same as the base creature +2.
  Alignment: Usually chaotic evil.
  Armor Class: A mass of scar tissue covers every inch 
  of the broken soul’s body, increasing the base creature’s 
  natural armor bonus by +4.
  Defensive Abilities: Inured to pain and abuse, a broken 
  soul gains damage reduction 5/— and acid, cold, electricity, 
  fire, and sonic resistance 5.
  Speed: Because a broken soul is in constant agony, reduce 
  each of its speeds by 10 feet (minimum speed of 5 feet).
  Special Attacks: A broken soul gains the following 
  special attacks. Save DCs are equal to 10 + 1/2 the broken 
  soul’s Hit Dice + the broken soul’s Charisma modifier 
  unless otherwise noted.
  Agonized Wail (Su): As a standard action, a broken soul can 
  emit an agonized wail that inspires terror in those who hear 
  it. All creatures within 120 feet must succeed at a Will save 
  or become shaken for as long as they remain within 120 feet 
  of the broken soul. A successful save renders a creature 
  immune to that broken soul’s agonized wail for 24 
  hours. This is a sonic mind-affecting fear effect.
  Baleful Gaze (Su): Any creature within 60 
  feet of a broken soul must succeed at 
  a Fortitude save or take 1d4 points 
  of Strength, Constitution, and Charisma drain. Whatever 
  the result of the saving throw, the creature cannot be 
  affected by the same broken soul’s baleful gaze again for 
  1 minute.
  Torturous Touch (Su): A broken soul can make a touch 
  attack to cause hideous, painful wounds to rip open in 
  the target’s body. This touch deals 2d6 points of slashing 
  damage and 1d6 points of Dexterity damage, and causes 
  the touched creature to fall prone in a fit of convulsions 
  and be dazed for 1d4 rounds. A successful Fortitude save 
  negates the Dexterity damage and the convulsive fit.
  Abilities: Con +6, Wis –2 (minimum 1). In addition, a 
  broken soul gains a +2 bonus to one ability score of its 
  choice and a –6 penalty to another ability score of its 
  choice (minimum 1), which can apply to the ability scores 
  modified by this template.
  Feats: A broken soul gains Diehard, Endurance, Great 
  Fortitude, and Toughness as bonus feats.
  Skills: A broken soul gains a +8 racial bonus on Intimidate 
  checks, but takes a –10 racial penalty on Concentration 
  checks because of its constant pain.
  Organization: Solitary.
  2525
  Broken Soul
  Broken Soul
  Illustration by Emiliano Petrozzi
  
  Buggane
  This hairless, hunchbacked giant has cruel tusks and two enormous, 
  blunt-clawed fists that look strong enough to shatter stone.
  BUGGANE 
  CR 5
  XP 1,600
  CE Large monstrous humanoid
  Init +3; Senses tremorsense 60 ft., scent; Perception +9
  DEFENSE
  AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size)
  hp 51 (6d10+18)
  Fort +7, Ref +4, Will +6
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft., burrow 30 ft.
  Melee 2 claws +11 (1d8+6), gore +11 (1d8+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d8+9), smash and bash
  STATISTICS
  Str 22, Dex 9, Con 17, Int 6, Wis 13, Cha 6
  Base Atk +6; CMB +13; CMD 22
  Feats Great Fortitude, Improved Initiative, Skill Focus (Stealth)
  Skills Climb +10, Perception +9, Stealth +7 (+15 when 
  underground); Racial Modifiers +8 Stealth when underground
  Languages Giant
  SQ blind, earth distortion
  ECOLOGY
  Environment any underground
  Organization solitary, pair, hunting party (3–5), or clan (6–30)
  Treasure standard
  SPECIAL ABILITIES
  Blind (Ex) Bugganes are blind. They are immune to gaze 
  attacks, visual effects, illusions, and other attack forms that 
  rely on sight.
  Earth Distortion (Su) Once per minute as a swift action, 
  a buggane can empower itself to completely ignore 
  the physicality of stone and metal, enabling it to pass 
  through stone and metal barriers as easily as air. Until 
  the beginning of the buggane’s next turn, the buggane 
  has earth glide and takes no damage from stone or metal 
  weapons, or from the natural attacks of creatures of the 
  earth subtype or stone or metal constructs. Additionally, a 
  buggane’s melee attacks ignore any AC bonus (including 
  enhancement bonuses) from metal or stone armor and 
  shields. While using earth distortion, the buggane cannot 
  damage stone or metal constructs or creatures of the earth 
  subtype with its natural attacks.
  Smash and Bash (Ex) As a free action, a buggane can 
  attempt to trip an opponent it damages with its rend attack 
  without provoking an attack of opportunity. If the trip 
  attempt fails, the buggane cannot be tripped in return. If 
  the trip attempt is successful, the target must succeed at a 
  DC 19 Fortitude save or be stunned for 1 round. The save DC 
  is Strength-based.
  Bugganes are a race of blind, hairless giants that dwell 
  deep underground. Distantly related to ogres, bugganes 
  share their surface-dwelling cousins’ appetite for the 
  flesh of sentient beings, and are coldly efficient killers 
  who tenaciously stalk their prey in absolute silence. 
  Bugganes pursue and slay those who trespass into their 
  well-marked territories, carrying their victims back to 
  their lairs where they are unceremoniously consumed by 
  the entire clan.
  Dull-witted and savage, bugganes disdain the use of 
  even the most primitive weapons and tools. They rely 
  on their tusks and claws, all of which are capable of 
  shredding flesh, bone, and solid rock with equal ease. 
  Their useless, mole-like eyes react painfully to bright 
  light. A typical buggane stands between 8 and 9 feet tall 
  and weighs 900 pounds.
  2626
  Illustration by Filip Burburan
  
  Cephalophore
  Holding its own severed head in its hands, this tall marble statue 
  looms stern and forbidding over its domain.
  CEPHALOPHORE 
  CR 8 
  XP 4,800
  N Large construct 
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +1
  DEFENSE
  AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
  hp 96 (12d10+30)
  Fort +4, Ref +6, Will +5
  Defensive Abilities shatter weapon; Immune construct traits; 
  SR 20
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +18 (2d6+7 plus dazing strike)
  Space 10 ft.; Reach 10 ft.
  Special Attacks dazing gaze
  STATISTICS
  Str 25, Dex 14, Con —, Int —, Wis 12, Cha 1
  Base Atk +12; CMB +20; CMD 32
  SQ shatter weapon, statue form
  ECOLOGY
  Environment any
  Organization solitary or pair
  Treasure none
  SPECIAL ABILITIES
  Dazing Gaze (Su) A cephalophore can 
  make a gaze attack that affects all 
  seeing creatures within a 60-foot 
  radius. These creatures must succeed 
  at a DC 16 Will save or be stunned for 1 
  round. Creatures that successfully save 
  are instead sickened for 1 round. This 
  is a mind-affecting fear effect, and the 
  save DC is Wisdom-based.
  Dazing Strike (Su) A creature struck by 
  the cephalophore’s slam attack must 
  succeed at a DC 16 Will save or be dazed 
  for 1 round. Those who save are instead 
  sickened for 1 round. This is a mind-
  affecting fear effect, and the save DC 
  is Wisdom-based.
  Shatter Weapon (Ex) When a character 
  strikes a cephalophore with a 
  weapon, the weapon takes 3d6 
  points of damage (apply its hardness 
  normally). A weapon that 
  takes damage in excess 
  of its hardness gains the 
  broken condition.
  Statue Form (Ex) If a cephalophore stands perfectly still, 
  it is indistinguishable from a normal statue. An observer 
  must succeed at a DC 20 Perception check to notice the 
  cephalophore is alive. If a cephalophore initiates combat 
  from this pose, it gains a +6 bonus on its initiative check.
  These construct guardians appear to be looming statues 
  of decapitated humanoids, their severed heads held 
  aloft in a gruesome warning or cradled in their hands 
  like a precious prize. To benign passersby, these marble 
  constructs remain inert, their stone gazes producing 
  only an unnerving sense of watchfulness. However, those 
  who attempt to raid or desecrate a cephalophore’s holy 
  site quickly find that the seemingly immovable statue is 
  anything but. Consequently, many adventurers and tomb 
  raiders have come to see cephalophores as good omens, 
  for when one finds a cephalophore, a dangerous and 
  treasure-filled ruin—hopefully still unlooted—is surely 
  not far away. 
  Each cephalophore was constructed to stand guard 
  over a single location, typically a tomb or temple. 
  The ravages of time do little to diminish the 
  single-minded dedication of these creatures, 
  but the sacred edifices to which they are bound 
  seldom stand so firmly against the ages. 
  Thus, cephalophores are often found amid 
  ruins or deep in the wilderness, standing 
  vigilant guard over a site long forgotten 
  by mortal society. Many cephalophores lie 
  buried beneath sandy dunes, overgrown 
  by unchecked jungle foliage, or entombed 
  within collapsed caverns.
  A typical cephalophore stands 10 to 
  15 feet tall and weighs 4,000 pounds. 
  Cephalophores are made of solid marble, 
  which makes attacking them with 
  standard weaponry inefficient at best.
  CONSTRUCTION
  A cephalophore is constructed from a 
  single block of marble weighing at least 
  4,000 pounds and costing 3,500 gp.
  CEPHALOPHORE
  CL 11th; Price 33,500 gp
  CONSTRUCTION
  Requirements Craft Construct, 
  animate objects, daze 
  monster, geas/quest, 
  resurrection, creator must 
  be caster level 11th; Skill 
  Craft (sculpture) DC 20; 
  Cost 18,500 gp
  2727
  Illustration by Dave Allsop
  Buggane–Cephalophore
  Buggane–Cephalophore
  
  Chaneque 
  This creature appears to be a cross between a pixie and a bat with 
  charred flesh. Around its waist dangle tiny fairy skull trophies.
  CHANEQUE 
  CR 1/MR 1
  XP 400
  NE Small fey (mythic)
  Init +3; Senses low-light vision; Perception +8
  Aura fear aura (30 ft., DC 13)
  DEFENSE
  AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
  hp 19 (3d6+9)
  Fort +1, Ref +6, Will +5
  OFFENSE
  Speed 20 ft., climb 20 ft., fly 60 ft. (clumsy)
  Melee claw +5 (1d3+3)
  Ranged thrown skull +5 (1d4+3 plus steal soul)
  Special Attacks mythic power (1/day, surge +1d6), steal soul
  Spell-Like Abilities (CL 5th; concentration +4)
  3/day—fear (DC 13)
  STATISTICS
  Str 6, Dex 17, Con 10, Int 13, Wis 14, 
  Cha 9
  Base Atk +1; CMB –2; CMD 11
  Feats Toughness, Weapon FinesseM
  Skills Acrobatics +9, Bluff +5, 
  Climb +12, Fly +3, Perception +8, 
  Sense Motive +8, Stealth +13 
  (+17 while in trees); Racial 
  Modifiers +4 Stealth while 
  in trees
  Languages Abyssal, Common, 
  Sylvan
  ECOLOGY
  Environment any forests
  Organization solitary or gang (2–6)
  Treasure standard 
  SPECIAL ABILITIES
  Steal Soul (Su) As a ranged attack, 
  a chaneque can pelt an opponent 
  with a ritually prepared, soul-stealing 
  fey skull. If the skull strikes its target, she must succeed 
  at a DC 14 Will saving throw to prevent it from ripping her 
  soul from her body. If the victim fails the saving throw, the 
  skull temporarily devours her soul, leaving her vulnerable 
  to the commands of whoever holds the skull. Thereafter, 
  the skull’s possessor can use it to command the victim, as 
  the dominate person spell. The soul remains stolen until 
  the possessor chooses to release the victim or the skull is 
  destroyed. While a chaneque can carry multiple skulls on 
  its belt, it can only manipulate single soul at one time. The 
  save DC is Wisdom-based.
  These insidiously malicious fey lurk in the untainted 
  depths of primeval forests. As nocturnal creatures, 
  chaneques spend their days burrowed into the highest 
  hollows of rotten trees. When night falls, they unfurl 
  themselves from their resting places to hunt the forests 
  for fairy heads and mortal souls.
  Chaneques are ambush predators, preferring to stalk 
  their prey to study its habits before attacking. Despite 
  being a clumsy f lyer, the batlike chaneque maneuvers 
  well in the forest canopy, leaping about and using its 
  winglike skin folds to glide from tree to tree, just waiting 
  for an opportune moment to strike. When a chaneque 
  attacks, it pops out without warning, attempting to 
  startle victims before pelting them with tiny skulls 
  capable of stealing their souls.
  Driven by malice, chaneques see themselves as dutiful 
  punishers of the fey. They hunt heads of brownies, pixies, 
  sprites, and nearly any other fey they encounter. They 
  collect these creatures’ skulls and through dark rituals 
  transform them into powerful, soul-stealing weapons. 
  The chaneques then hurl the skulls at any creatures that 
  dare transgress upon their territories. Anyone 
  struck by a skull risks having his soul ripped 
  from his mortal body and imprisoned 
  within the fey skull.
  These skulls are created in a 
  special ritual that involves nearly 
  all of the chaneques in the colony. 
  But first, the skulls must steep in a 
  special stew prepared from 
  mashed fairy brains, a rare 
  variety of black mushroom, 
  and a magically potent nectar 
  that chaneques secrete and 
  collect over time.
  Once a chaneque uses the skull as a weapon, it 
  then collects the foul instrument and uses it to control 
  the victim of its attack. Chaneques typically enjoy 
  sending the victim off on some false and fruitless 
  quest to recover his soul in a far-off location, while 
  in reality the chaneque simply buries the skull in 
  some unknown region of the forest. Those who 
  fall prey to a chaneque’s attack are doomed to walk 
  aimlessly about the woods, vacant and driven only by 
  the purpose set out by the chaneque, until they starve 
  to death or fall prey to wild beasts.
  A typical chaneque stands about 3 feet tall, 
  with blackish-red, rubbery flesh. It has long, 
  filthy claws it uses to cling to trees. Between 
  the creature’s legs and arms hang wide, 
  webbed flaps it uses for gliding. A 
  chaneque also has long, ridged, batlike 
  ears and needlelike teeth.
  2828
  Illustration by Alexandur Alexandrov
  
  Changeling
  This slender woman’s skin is unnaturally pale, her hair is dark, 
  and each of her eyes is a different color.
  CHANGELING 
  CR 1/2
  XP 200
  Female changeling witchAPG 1
  LN Medium humanoid (changeling)
  Init –1; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 10, touch 9, flat-footed 10 (–1 Dex, +1 natural)
  hp 8 (1d6+2)
  Fort +1, Ref –1, Will +4
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +0 (1d4+1)
  Special Attacks hexes (cauldron)
  Witch Spells Prepared (CL 1st; 
  concentration +3)
  1st—hypnotism (DC 14), 
  sleep (DC 14)
  0 (at will)—daze (DC 13), 
  light, touch of fatigue 
  (DC 13)
  Patron transformation
  STATISTICS
  Str 10, Dex 8, Con 12, Int 15, Wis 14, Cha 15
  Base Atk +0; CMB +0; CMD 9
  Feats Brew Potion, Combat Casting
  Skills Craft (alchemy) +10, Heal +6, 
  Knowledge (arcana) +6, 
  Spellcraft +6
  Languages Common, 
  Draconic, Elven, Orc
  SQ hulking changeling, 
  witch’s familiar 
  (spider)
  ECOLOGY
  Environment any
  Organization solitary
  Treasure gear (quarterstaff, 
  spell component pouch, 
  other treasure)
  Born of mysterious origins and raised by 
  unknowing foster parents, changelings 
  are the children of hags and their tricked 
  lovers. Most don’t know of their monstrous origins, 
  but there comes a time in every changeling’s life 
  when these roots begin to call out to their 
  host, urging the confused girl toward some 
  end she can’t identify. When a hag of any sort 
  conceives a child with a man, the result is a changeling. 
  The male parent is usually killed and eaten by his partner 
  before he can see the offspring.
  Changelings are, without exception, female, and almost 
  always tall and slender. A changeling’s hair is typically 
  long and dark, and her skin abnormally pale, but she 
  otherwise looks for all practical purposes like a member 
  of her father’s race. A frequent—but not universal—trait of 
  changelings is noticeably mismatched eyes, each of which 
  is a different color common among her father’s race. Upon 
  reaching puberty and adulthood, the average changeling 
  born to a human father stands approximately 5-1/2 feet tall 
  and weighs about 110 pounds.
  CHANGELING CHARACTERS
  Changelings are defined by their class levels—
  they don’t have racial Hit Dice. All changelings 
  have the following racial traits.
  –2 Constitution, +2 Wisdom, +2 Charisma: Changelings 
  are frail, but are clever and comely.
  Hag Trait: A changeling possesses one of the 
  following traits, depending on the type of hag her 
  mother is.
  Hulking Changeling (Annis Hag): The changeling 
  gains a +1 racial bonus on melee 
  damage rolls. 
  Green Widow (Green Hag): The 
  changeling gains a +2 racial 
  bonus 
  on 
  Bluff 
  checks 
  against creatures that are 
  sexually attracted to her. 
  Sea Lungs (Sea Hag): The 
  changeling can hold her breath 
  for a number of rounds equal to 3 × 
  her Constitution score before she 
  risks drowning. 
  Claws: A changeling’s hands and 
  fingernails tend to harden and 
  become sharp, granting her two 
  claw attacks, each of which 
  deals 1d4 points of damage. 
  Natural Armor: Changelings 
  have a +1 natural armor bonus.
  Darkvision: Changelings can 
  see in the dark up to 60 feet. 
  Languages: Changelings 
  begin play speaking Common 
  and the primary language of 
  their host society. Changelings who 
  have high Intelligence scores can 
  choose from the following: Aklo, 
  Draconic, Dwarven, Elven, Giant, 
  Gnoll, Goblin, and Orc.
  2929
  Illustration by Jean-Baptiste Reynaud
  Chaneque–Changeling
  Chaneque–Changeling
  
  Clockwork Dragon
  Though made of thousands of metal parts, this masterpiece of 
  gleaming metal glides through the air with impossible grace. 
  CLOCKWORK DRAGON 
  CR 16
  XP 76,800
  N Huge construct (clockwork)
  Init +8; Senses darkvision 60 ft., low-light vision, see 
  invisibility; Perception +8
  DEFENSE
  AC 34, touch 14, flat-footed 28 (+4 Dex, +2 dodge, +20 natural, 
  –2 size)
  hp 177 (25d10+40)
  Fort +8, Ref +14, Will +8
  DR 15/adamantine; Immune construct traits; Resist fire 20; 
  SR 27
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 60 ft., fly 100 ft. (average), swim 60 ft.
  Melee bite +35 (4d6+12), 2 claws +35 (2d8+12), tail slap +30 
  (2d6+6), 2 wings +30 (2d6+6)
  Space 15 ft.; Reach 15 ft. (15 ft. with bite)
  Special Attacks adamantine weapons, breath weapon (100-ft. 
  line, 14d6 fire damage, Reflex DC 22 half, usable every 1d4 
  rounds), self-destruction
  STATISTICS
  Str 34, Dex 19, Con —, Int —, Wis 11, Cha 1
  Base Atk +25; CMB +39; CMD 55 (59 vs. trip)
  Feats Improved InitiativeB, Lightning ReflexesB
  Skills Fly +8, Perception +8, Swim +20; Racial Modifiers +8 Fly, 
  +8 Perception
  SQ difficult to create, efficient winding, swift reactions
  ECOLOGY
  Environment any land
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Adamantine Weapons (Ex) The teeth and claws of a clockwork 
  dragon are made of adamantine and have the qualities of a 
  weapon made from that material.
  Efficient Winding (Ex) Built for long and dangerous missions, 
  a clockwork dragon can function for 3 days per Hit Die each 
  time it’s wound.
  Self-Destruction (Ex) When a clockwork dragon’s hit 
  points are reduced to 10% of its total (17 in the case 
  of most clockwork dragons) or less but are still above 
  0, the creature self-destructs on its next turn, bursting 
  into an explosion of metal scraps and steam that deals 
  10d6 points of slashing damage plus 10d6 points of fire 
  damage to all creatures within a 20-foot-radius burst. A 
  successful DC 22 Reflex save halves the damage. The save 
  is Charisma-based.
  While the clockwork goliaths possess more brute power, 
  clockwork dragons’ powerful breath weapons and 
  mastery of flight make them more versatile and graceful 
  killers. Designed for long flights and missions, the 
  intricate winding mechanism of the clockwork dragon is 
  more efficient than that of other clockwork constructs, 
  partially because it reuses some of the energy generated 
  by its intricate wings and the complex machinery of its 
  breath weapon device. One of the most complicated and 
  subtly crafted clockworks, its many moving parts are 
  fortified by adamantine supports and fixtures, making 
  this killing machine a brilliant mix of intricacy and 
  unyielding terror.
  The basic chassis and internal workings of the 
  clockwork dragons are highly adaptable, and many 
  variants of the clockwork dragon exist. Clockwork 
  dragons are typically 20 feet long from snout to the tip of 
  its tail, and weigh nearly 75 tons.
  VARIANT CLOCKWORK DRAGONS
  The following are a number of variant clockwork 
  dragons. Some clockwork dragons exhibit more than 
  one of these variations.
  Acid Breath (CR +0): Equipped with an internal 
  fountain of caustic liquid, this type of clockwork 
  dragon replaces its fire breath with a 60-foot line of 
  acid. Targeted creatures take 10d8 points of acid damage 
  (Ref lex DC 22 half).
  Destroyer (CR + 0): These clockwork dragons are used 
  as highly mobile and powerful siege engines. While the 
  destroyer clockwork dragon lacks a breath weapon, as 
  a full-round action taken while on solid ground, it can 
  move its gears to pull its wings apart and to rise up as 
  a heavy bombard (Pathfinder RPG Ultimate Combat 161). 
  The body of the clockwork is used as the platform for the 
  bombard, and the internal workings of the clockwork 
  can load the bombard without a crew, though it still takes 
  five full-round actions on the part of the clockwork to 
  load the bombard. The clockwork dragon can also take 
  the actions necessary to aim the bombard. A clockwork 
  dragon carries enough ammunition to fire the bombard 
  10 times.
  Flaming Tar Breath (CR +1): Instead of breathing fire, 
  some clockwork dragons spray a 30-foot cone of flaming 
  tar. Creatures in the area of effect take 14d6 points of fire 
  damage and are entangled in a thick layer of flaming tar. 
  A successful DC 22 Reflex save halves the damage and 
  negates the entangled effect. Creatures are entangled for 
  5 rounds as the tar burns. Entangled creatures take 3d6 
  points of fire damage each round on their turn. Spending 
  a full-round action and succeeding at a DC 22 Reflex save 
  removes the tar, freeing the trapped creature from the 
  entanglement and further fire damage.
  3030
  
  Infiltrator (CR + 1): These clockwork dragons 
  are more subtle and nimble than those of other 
  clockwork dragons. An infiltrator clockwork dragon 
  can rearrange its movable parts into very serpentine 
  and compact shapes, which gives it the compression 
  ability. Furthermore, its parts are coated with a black, 
  noise-dampening resin, granting it a +8 racial bonus 
  on Stealth checks (typically Stealth +0). Finally, it’s 
  infused with magic allowing it, as a standard action, to 
  become invisible as the greater invisibility spell (CL 15th) 
  three times per day. The infiltrator clockwork dragon’s 
  invisibility is a supernatural ability.
  Mithral (CR +0): This variant loses its adamantine 
  weapons and its DR, which are replaced by greater flight 
  capability thanks to its spell-infused mithral parts. Its 
  land and swim speeds increase to 70 feet, and its fly 
  speed increases to 200 feet with good maneuverability. 
  In addition, once per day as a swift action, it can gain the 
  benefits of the haste spell for 1d4 rounds.
  Rust Breath (CR +0): Rust-breath clockwork dragons 
  do not breathe fire. Instead, the creatures breathe out a 
  fine mist of an alchemical solvent that instantly rusts 
  exposed metals. This so-called “rust breath” issues 
  forth in a 60-foot line. Creatures can 
  attempt a DC 22 Reflex save to avoid the effect for attended 
  items; however, they need to make a separate attempt 
  for each exposed item. Each alchemical dragon can hold 
  enough of the alchemical solvent to make up to three 
  breath weapon attacks before the solvent must be refilled 
  manually, which takes 10 minutes. These clockwork 
  dragons are made of ironwood, adamantine, and other 
  resistant materials immune to rusting of any form.
  Sleep Gas Breath (CR +0): This clockwork dragon’s 
  breath weapon is replaced with tanks of sleep gas. When 
  the clockwork breathes out this gas in a 30-foot cone, 
  creatures within the cone must succeed a DC 22 Will save 
  or fall asleep for 1d6+10 rounds. Clockwork dragons with 
  this breath weapon tend to have either the infiltrator 
  or mithral variants, and often they have both variants. 
  These clockwork dragons excel at missions that require 
  stealth and precision rather than brute force.
  CONSTRUCTION
  The clockwork dragon is a masterpiece of clockwork 
  construction and is exceptionally difficult to create. The 
  creator must begin with crafted clockwork pieces worth 
  25,000 gp.
  CLOCKWORK DRAGON
  CL 18th; Price 300,000 gp
  CONSTRUCTION
  Requirements Craft Construct, animate 
  objects, geas/quest, and limited wish, 
  creator must be at least CL 18th; Skill Craft 
  (clockwork) DC 20; Cost 162,500 gp
  3131
  Clockwork Dragon
  Clockwork Dragon
  Illustration by Chris Seaman
  
  Clockwork Mage
  This faceless construct has a crystal wand set into its chest, 
  bristling with arcane energy. 
  CLOCKWORK MAGE 
  CR 9
  XP 6,400
  N Medium construct (clockwork)
  Init +9; Senses darkvision 60 ft., low-light vision; Perception +2
  DEFENSE
  AC 25, touch 17, flat-footed 18 (+5 Dex, +2 dodge, +8 natural)
  hp 102 (15d10+20)
  Fort +5, Ref +12, Will +7
  DR 5/adamantine; Immune construct traits; SR 20
  Weaknesses vulnerable to electricity 
  OFFENSE
  Speed 30 ft.
  Melee 4 slams +18 (1d4+3)
  Special Attacks wand magic
  STATISTICS
  Str 16, Dex 21, Con —, Int —, Wis 14, Cha 1
  Base Atk +15; CMB +18; CMD 35
  Feats Improved InitiativeB, Lightning ReflexesB
  SQ difficult to create, swift reactions, winding
  ECOLOGY
  Environment any land
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Wand Magic (Su) A clockwork mage’s wand crystal allows it to 
  cast spells as if using a spell trigger magic item (CL 9th). The 
  arcane school of the wand crystal determines a clockwork 
  mage’s spells. They cast 1st-level spells at will, 2nd-level 
  spells 3 times per day, and 3rd level spells 1 time per day. 
  Abjuration: 1st—hold portal, shield; 2nd—protection from 
  arrows, resist energy; 3rd—dispel magic
  Conjuration: 1st—grease (DC 11), summon monster I; 
  2nd—glitterdust (DC 13), web (DC 13); 3rd—stinking cloud (DC 14)
  Enchantment: 1st—bungleAPG (DC 11), sleep (DC 11); 2nd—daze 
  monster (DC 13), touch of idiocy; 3rd—deep slumber (DC 14)
  Evocation: 1st—magic missile, shocking grasp (DC 11); 
  2nd—gust of wind (DC 13), scorching ray; 3rd—fireball (DC 14)
  Illusion: 1st—color spray (DC 11), vanishAPG; 2nd—blur, 
  hypnotic pattern (DC 13); 3rd—displacement
  Necromancy: 1st—cause fear (DC 11), ray of enfeeblement 
  (DC 11), 2nd—blindness/deafness (DC 13), scare (DC 13); 
  3rd—ray of exhaustion (DC 14)
  Transmutation: 1st—expeditious retreat, reduce person 
  (DC 11); 2nd—alter self, spider climb; 3rd—haste
  These constructs are the pinnacle of clockwork 
  inventions. An ingenious combination of mechanical 
  devices and magical conduits allows a clockwork 
  mage to channel the power of a wand into a variety 
  of arcane powers. They often serve powerful arcane 
  spellcasters, or as unflinching and unquestioning 
  casters to those who wants the benefit of spells 
  without ego or free thought.
  A humanoid figure of mithral and steel, a 
  clockwork mage has large crystal ball filled with 
  shifting vapors for a head. It stands 7 feet tall.
  CONSTRUCTION
  The creator of a clockwork mage must start with crafted 
  clockwork pieces worth 2,000 gp. 
  CLOCKWORK MAGE
  CL 12th; Price 84,000 gp
  CONSTRUCTION
  Requirements Craft Construct, geas/quest, and mnemonic 
  enhancer, creator must be at least caster level 12th;  
  Skill Craft (clockwork) DC 20; Cost 43,000 gp
  3232
  Illustration by Damien Mammoliti
  
  Clockwork Steed
  Gleaming gears whir and buzz in an orchestra of motion whenever 
  this red-eyed steed moves.
  CLOCKWORK STEED 
  CR 6 
  XP 2,400
  N Large construct (clockwork)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 20, touch 12, flat-footed 17 (+1 Dex, +2 dodge, +8 natural, 
  –1 size)
  hp 74 (8d10+30)
  Fort +2, Ref +5, Will +2
  Immune construct traits
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 50 ft.
  Melee bite +14 (1d8+7), 2 hooves +9 (1d6+3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks powerful kick, trample (1d6+7, DC 21)
  STATISTICS
  Str 24, Dex 13, Con —, Int —, Wis 10, Cha 1
  Base Atk +8; CMB +16; CMD 29 (33 vs. trip)
  Feats Improved InitiativeB, Lightning ReflexesB
  SQ difficult to create, swift reactions, winding
  ECOLOGY
  Environment any land
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Powerful Kick (Ex) As a standard action, the 
  clockwork steed can make two hoof 
  attacks with its rear hooves; if both 
  hit, it can perform an awesome 
  blow combat maneuver as 
  the Awesome Blow feat. A clockwork steed gains a +4 racial 
  bonus on this combat maneuver check.
  These tireless constructs were designed by engineers 
  as a replacement for normal horses. They can gallop 
  ceaselessly for hours or even days if required. In 
  addition to their endurance, clockwork steeds 
  pack a powerful physical punch—blows 
  from their hooves can send smaller 
  creatures f lying. Though many riders 
  enjoy the unquestioning way 
  that clockwork steeds accept 
  commands from their riders, 
  others find these steeds’ lack 
  of personality frustrating. Unlike normal horses, a 
  clockwork steed lacks the ability to create a bond with 
  its rider.
  CLOCKWORK CHARGER 
  Clockwork chargers are constructed to wreak greater 
  mechanized terror on the battlefield. A clockwork charger 
  has the advanced simple template and is specially equipped 
  for enhancing mounted charges or making such charges 
  even without a rider by way of its pivoted lance.
  A clockwork charger has a pivoted latch large enough to 
  support a lance and allows even those who are not proficient 
  with a lance to use it as if they were. Furthermore, the 
  clockwork charger is proficient with any lance equipped in 
  the pivot and gains the undersized weapon special ability.
  CONSTRUCTION
  The creator of a clockwork steed must start with crafted 
  clockwork pieces worth 3,000 gp. When building a 
  clockwork charger, the pivot can be built for any size 
  lance, typically Medium.
  CLOCKWORK STEED
  CL 12th; Price 29,000 gp (33,500 for a clockwork charger)
  CONSTRUCTION
  Requirements Craft Construct, bull’s strength, geas/quest, 
  creator must be at least caster level 12th; Skill Craft (clockwork) 
  DC 20; Cost 16,000 gp (18,750 for a clockwork charger)
  3333
  Clockwork Mage–Clockwork Steed
  Clockwork Mage–Clockwork Steed
  Illustration by Damien Mammoliti
  
  Colossus
  For as long as mortals have known magic, magicians have 
  created constructs to serve them. From the mightiest 
  golem forged of nearly indestructible material and 
  elemental energies, to a clockwork minion cunningly 
  built from countless metal gears, to a humble animated 
  broom that cleans of its own accord, construct creation 
  has become a mainstay of a spellcaster’s craft. To some 
  spellcasters, golems and other constructs are simply not 
  strong enough, powerful enough, impressive enough, big 
  enough, or unique enough. These spellcasters design and 
  build creations far larger and more powerful—creations 
  that makes the world take notice of their might and 
  prowess. They build colossi.
  Colossi are constructs of great stature, the smallest of 
  them towering ten times the height of a human, bigger 
  than even the tallest giants. Though superficially similar 
  to golems, they are distinguished not only by their greater 
  size but also by their greater magical powers. A golem is 
  given a semblance of life by an elemental spirit, sealed 
  within the body by a magical barrier that also serves to 
  keep out other magical influences. A colossus is likewise 
  given life by an elemental spirit, but this spirit is much 
  closer to being a true soul, and requires no such magical 
  barrier to prevent it from fleeing the body and leaving 
  behind only inert, dead matter. Like a proper soul, it 
  provides will and impulse rather than power alone. 
  It controls its artificial body via a magical physiology 
  of potent and eldritch spellcraft, just as a living being 
  commands its muscles, nerves, and blood.
  A single colossus can help its master to raze a kingdom 
  and crush armies, and is immune to almost all forms of 
  retaliation. Many colossi are intended to do exactly that—
  to forge an empire for their creator, to subjugate a hated 
  foe, or to annihilate some equally dangerous enemy. Some 
  are created to be defensive weapons, as deterrents against 
  invasion. Others are tasked to serve as guardians for 
  singular locations or objects that are not to be disturbed 
  under the direst of consequences.
  Because a colossus is an artificial creature, its exact 
  form, function, and composition are left to the discretion 
  of its creator. Nonetheless, all colossi share certain traits 
  that distinguish them from lesser constructs. These 
  traits are described in the colossus subtype (see page 305).
  Only the greatest and most legendary spellcasters can 
  create colossi, because the process requires experience 
  and knowledge beyond ordinary mortal ken. Shaping a 
  colossus’s controlling spirit is about as close as a mortal 
  being has come to truly creating a life and a soul. An 
  inadequately prepared crafter is likely to produce an inert 
  pile of rubble, or at best, a mere golem of tremendous 
  proportions, but relatively fragile for its immense size. 
  At worst, such a creation can fail catastrophically, with 
  results that are unpredictable, but invariably expensive 
  and dangerous.
  Unlike many artificial creations, colossi are able to 
  think for themselves. The creator has some degree of 
  control over the personality of a colossus, and usually 
  tries to instill an urge to please its “parent” to make 
  it easier to control. Molding an elemental spirit is 
  similar to raising children, however; the results are 
  inconsistent and hard to predict. On occasion, it results 
  in stubborn, cruel, or merely childish colossi. Rarely, a 
  colossus realizes it’s strong enough to refuse to follow 
  orders, and instead follows its own will independent of 
  those who would command it. Such rogue colossi have 
  little interest in the society of minuscule beings like 
  humanity. Some manage to make a sort of existence 
  among the larger giants, but as most are too conspicuous 
  in their primary forms to mingle with mortal beings 
  well, they seek out forgotten corners of the globe where 
  they can quietly dwell.
  The magical energy required to fuel such hulks is 
  great and often difficult to control. Most colossi drain 
  nearly all magic energies from their immediate area, 
  with the exception of energies in tune with a colossus’s 
  own powers. Draining such energy creates an area 
  around the colossus in which most magic simply doesn’t 
  function. The magic that does still work in these areas 
  is just as likely to further empower the colossus as it 
  is to harm it, since it’s by necessity in tune with the 
  colossus’s magical metabolism. Still, a clever spellcaster 
  can find and exploit this metaphorical chink in a 
  colossus’s armor.
  All colossi have two forms. The primary form resembles 
  an immense humanoid, much like a larger golem. The 
  second varies from type to type, but often serves to 
  disguise the colossus as something more innocuous, as 
  it can be difficult to conceal a 60-foot behemoth. Some 
  colossi, however, can transform into terrible, inhuman 
  forms that are even more powerful and destructive, 
  forgoing any attempt at being subtle. 
  Colossi can take many forms depending upon the 
  materials used in their construction and the will of their 
  individual creators. Creating a colossus is an ambitious 
  undertaking, leading most creators to base their designs 
  on lessons learned crafting lesser constructs. As a result, 
  the best-known kinds of colossi are the flesh, stone, and 
  iron varieties, corresponding to the most common and 
  best-understood varieties of golem. Other varieties are 
  possible, such as the clay colossus given life by divine 
  secrets, the glacial colossus wrought of unmelting ice 
  and frost, and the timber colossus built from still-living 
  wood, which bears eerie powers over plants and creatures 
  of the natural world.
  3434
  
  Colossus, Flesh
  This enormous monstrosity looks like a pile of fresh humanoid 
  bodies shoved into a shambling humanoid shape.
  FLESH COLOSSUS 
  CR 16/MR 6
  XP 76,800
  N Gargantuan construct (colossus, mythic)
  Init +0; Senses all-around vision, darkvision 60 ft., low-light 
  vision; Perception +8
  Aura selective antimagic (20 ft.), unnatural (30 ft.)
  DEFENSE
  AC 30, touch 6, flat-footed 30 (+24 natural, –4 size)
  hp 224 (16d10+136)
  Fort +5, Ref +5, Will +5
  DR 10/epic; Immune electricity, construct traits
  OFFENSE
  Speed 60 ft.
  Melee 2 slams +28 (2d12+16/19–20/×3 plus grab) or
  stomp +28 (4d12+24 plus pinning stomp)
  Space 20 ft.; Reach 20 ft.
  Special Attacks constrict (2d12+16), mythic power (6/day, 
  surge +1d8), mythic quickening, pinning stomp 
  Spell-Like Abilities (CL 13th; concentration +14)
  3/day—waves of fatigue
  1/day—circle of death (DC 17)
  STATISTICS
  Str 42, Dex 11, Con —, Int 3, Wis 10, Cha 7
  Base Atk +16; CMB +36; CMD 46
  Feats CleaveM, Great Cleave, Greater Vital Strike, 
  Improved CriticalM (slam), Improved Vital Strike, Power 
  AttackM, Toughness, Vital Strike
  Skills Intimidate +9, Perception +8
  Languages Common
  SQ alternate form, mythic creation, mythic resilience
  ECOLOGY
  Environment any land
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Alternate Form (Ex) As a full-round action, a flesh 
  colossus can break apart into four composite 
  creatures. These composite creatures are identical 
  to flesh golems (Pathfinder RPG Bestiary 160) but 
  lack the golem’s DR and the berserk and immunity 
  to magic abilities. They gain DR 5/epic, electricity 
  absorption, and selective antimagic aura 
  (10 feet). Divide the colossus’s current total 
  hit points by 4 to determine how many hit 
  points each composite creature has. Reverting 
  into a single form requires all of the 
  remaining composite creatures to be 
  adjacent to each other and a full-round 
  action. When this occurs, add up the remaining hit points to 
  determine the colossus’s total hit points. 
  Selective Antimagic Aura (Su) Spells and abilities with the 
  electricity descriptor or that deal electricity damage are 
  unaffected by this field, as are necromancy spells and effects. 
  A flesh colossus consists of hundreds of corpses assembled 
  into a macabre whole. Its stands roughly 60 feet tall and 
  weighs about 150,000 pounds.
  CONSTRUCTION
  Creating a flesh colossus requires at least 500 humanoid 
  corpses with a total cost of 10,000 gp.
  FLESH COLOSSUS
  CL 12th; Price 120,000 gp
  CONSTRUCTION
  Requirements Craft Construct, Mythic Crafter 6th mythic tier, 
  animate dead, antimagic field, gentle repose, limited wish; 
  Skill Heal DC 25; Cost 70,000 gp
  3535
  Colossus–Colossus, Flesh
  Colossus–Colossus, Flesh
  Illustration by Damien Mammoliti
  
  Colossus, Iron
  A siege engineer’s nightmare, this giant machine emits noxious 
  fumes from its grinding engine. 
  IRON COLOSSUS 
  CR 21/MR 8 
  XP 409,600
  N Colossal construct (colossus, mythic)
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +11
  Aura deadly fumes (30 ft.), selective antimagic aura (30 ft.)
  DEFENSE
  AC 39, touch 1, flat-footed 39 (–1 Dex, +38 natural, –8 size)
  hp 309 (23d10+183)
  Fort +9, Ref +6, Will +7
  DR 10/epic; Immune construct traits, fire absorption
  OFFENSE
  Speed 50 ft.
  Melee flail +35/+30/+25/+20 (6d6+20/19–20) or
  stomp +35 (6d6+30 plus pinning stomp)
  Ranged 2 heavy ballistae +14 (4d8/17–20/×3)
  Space 30 ft.; Reach 30 ft.
  Special Attacks mythic power (8/day, surge +1d10), mythic 
  quickening, pinning stomp
  Spell-Like Abilities (CL 17th; concentration +19)
  3/day—wall of fire (DC 16)
  1/day—delayed blast fireball (DC 19)
  STATISTICS
  Str 51, Dex 9, Con —, Int 5, Wis 10, Cha 14
  Base Atk +23; CMB +51 (+59 sunder); CMD 62 (68 vs. sunder)
  Feats CleaveM, Great Cleave, Great Fortitude, Greater Sunder, 
  Greater Vital Strike, Improved Critical (flail), Improved 
  CriticalM (heavy ballista), Improved SunderM, Improved Vital 
  Strike, Power Attack, Toughness, Vital StrikeM
  Skills Intimidate +14, Perception +11
  Languages Common
  SQ alternate form, mythic creation, mythic resilience, siege tower
  ECOLOGY
  Environment any land
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Alternate Form (Ex) As a full-round action, an iron colossus 
  can transform its legs into a massive, destructive track. Its 
  speed becomes 80 ft., it can’t be tripped, and it gains a 
  trample attack that deals 4d8+30 damage. It loses its stomp 
  attack. It can resume its base form as a full-round action.
  Deadly Fumes (Ex) An iron colossus emits a 30-foot-radius 
  cloud of poisonous gas, exposing creatures that start their 
  turn in this area.
  Deadly Fumes: inhaled—save Fort DC 21; frequency 1/round 
  for 2 rounds; effect 1d4 Constitution damage and sickened; 
  cure 1 save. 
  Fire Absorption (Ex) Not only is a flesh colossus immune to fire, 
  but when targeted or hit by a spell or attack that would deal 
  fire damage, it heals half the fire damage it would be dealt.
  Selective Antimagic Aura (Su) Spells with the fire descriptor 
  and fire effects are unaffected by this field.
  Siege Tower (Ex) An iron colossus’s ballistae don’t 
  provoke attacks of opportunity, and they reload 
  themselves at the start of the colossus’s turn.
  Standing 80 feet high and weighing 500 tons, 
  iron colossi are the ultimate weapons of war.
  CONSTRUCTION
  The body of an iron colossus is constructed from 
  hundreds of tons of iron, costing 100,000 gp.
  IRON COLOSSUS
  CL 17th; Price 500,000 gp
  CONSTRUCTION
  Requirements Craft Construct, Mythic Crafter, 
  mythic tier or rank 8, antimagic field, cloudkill, 
  meteor swarm, rusting grasp, wall of iron, wish; 
  Skill Craft (blacksmithing) DC 30; Cost 300,000 gp
  3636
  Illustration by Damien Mammoliti
  
  Colossus, Stone
  This immense stone figure appears to be a keep that uprooted 
  itself and went for a walk.
  STONE COLOSSUS 
  CR 19/MR 7 
  XP 204,800
  N Colossal construct (colossus, mythic)
  Init +11M; Senses darkvision 60 ft., low-light vision; Perception +11
  Aura selective antimagic aura (30 ft.)
  DEFENSE
  AC 31, touch 2, flat-footed 31 (+29 natural, –8 size)
  hp 265 (21d10+150)
  Fort +7, Ref +7, Will +7
  DR 10/epic; Immune construct traits
  OFFENSE
  Speed 40 ft.
  Melee 2 slams +32 (3d10+19/19–20) or 
  stomp +32 (6d10+28 plus pinning stomp) 
  Ranged light ballista +13 (3d8/×3)
  Space 30 ft.; Reach 30 ft.
  Special Attacks mythic power (7/day, surge +1d10), 
  mythic quickening, pinning stomp
  Spell-Like Abilities (CL 15th; concentration +16)
  3/day—wall of stone (DC 16)
  1/day—repulsion (DC 17)
  STATISTICS
  Str 48, Dex 11, Con —, Int 5, Wis 10, Cha 7
  Base Atk +21; CMB +48 (+53 sunder); CMD 60  
  (65 vs. sunder)
  Feats Cleave, Deadly AimM, Great Cleave, Improved 
  Critical (slam), Improved InitiativeM, Improved SunderM, 
  Improved Vital Strike, Point-Blank ShotM, Power Attack, 
  Precise Shot, Vital Strike
  Skills Intimidate +11, Perception +11
  Languages Common
  SQ alternate form, movable keep, mythic creation, mythic 
  resilience, self repair, siege tower
  ECOLOGY
  Environment any land
  Organization solitary or mobile fortification (1 plus 
  6–12 Medium humanoid archers)
  Treasure none
  SPECIAL ABILITIES
  Alternate Form (Ex) A stone colossus can take the form of 
  a small keep as a full-round action. Its DR increases to 
  20/epic, and it gains fast healing 10. While in this form, the 
  colossus cannot make melee attacks. 
  Movable Keep (Ex) In either form, a stone colossus holds up to 
  12 Medium creatures. Those on its ramparts gain cover. Any 
  inside when it’s destroyed take 3d10+20 points of damage. 
  Selective Antimagic Aura (Su) Spells with the earth or force 
  descriptor or that transmute or manipulate earth or 
  stone are unaffected by this field.
  Self Repair (Ex) A stone colossus can expend one use of mythic 
  power as a swift action to gain fast healing 20 for 5 rounds.
  Siege Tower (Ex) A stone colossus’s ballistae don’t provoke 
  attacks of opportunity, and they reload themselves at the 
  start of the colossus’s turn.
  Standing 70 feet tall and weighing 300 tons, a stone 
  colossus is a walking fortress. 
  CONSTRUCTION
  The body of a stone colossus costs 40,000 gp.
  STONE COLOSSUS
  CL 15th; Price 300,000 gp
  CONSTRUCTION
  Requirements Craft Construct, Mythic Crafter, mythic rank or tier 8,  
  antimagic field, magnificent mansion, make whole, wall of 
  stone, wish; Skill Craft (stonemasonry) DC 30; Cost 170,000 gp
  3737
  Colossus, Iron–Colossus, Stone
  Colossus, Iron–Colossus, Stone
  Illustration by Damien Mammoliti
  
  Colour Out of Space
  An eerie radiance, a glow unlike anything else, fills the area, 
  bringing with it a stifling sense of latent malignancy.
  COLOUR OUT OF SPACE 
  CR 10
  XP 9,600
  CN Huge ooze (incorporeal)
  Init +12; Senses blindsense 120 ft.; Perception +18
  Aura lassitude (300 ft., DC 22)
  DEFENSE
  AC 23, touch 23, flat-footed 14 (+6 deflection, +8 Dex, +1 dodge, 
  –2 size)
  hp 126 (12d8+72)
  Fort +10, Ref +14, Will +10
  Defensive Abilities amorphous, incorporeal; Immune acid, 
  cold, fire, mind-affecting effects, ooze traits, poison, sonic; 
  SR 21
  Weaknesses susceptible to force effects
  OFFENSE
  Speed 30 ft., fly 50 ft. (perfect)
  Melee disintegrating touch +15 touch (6d6; DC 22)
  Space 15 ft.; Reach 15 ft.
  Special Attacks feed
  STATISTICS
  Str —, Dex 26, Con 22, Int 19, Wis 23, Cha 23
  Base Atk +9; CMB +19; CMD 36 (can’t be tripped)
  Feats Dodge, Improved Initiative, Lightning Reflexes, Mobility, 
  Spring Attack, Weapon Finesse
  Skills Fly +27, Knowledge (geography) +16, Knowledge (nature) +16, 
  Knowledge (planes) +16, Perception +18, Stealth +12
  Languages Aklo (can’t speak)
  ECOLOGY
  Environment any
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Aura of Lassitude (Su) A creature within 300 feet of a 
  colour out of space (even when the colour is hiding 
  within a solid object) must succeed at a DC 22 Will save 
  or become overwhelmed with listlessness and ennui. 
  While under this effect, the creature takes a –4 penalty 
  on all Will saving throws, and doesn’t willingly travel 
  farther than a mile from the area where it failed its 
  saving throw against that colour’s aura of lassitude. A 
  break enchantment spell (DC 22) ends the effect, as does 
  removing the victim from the aura’s area of effect. Every 
  24 hours, a creature affected by an aura of lassitude can 
  attempt a new DC 22 Will save to cast off the effects of 
  the aura. A creature that succeeds at this saving throw is 
  immune to that colour’s aura of lassitude for 24 hours. A 
  creature that is under the effects of an aura of lassitude 
  from a colour out of space can’t be further affected by this 
  ability from other colours. This is a mind-affecting effect. 
  The save DC is Charisma-based.
  Disintegrating Touch (Su) A colour’s touch causes a terrible 
  disintegration of flesh and bone. A successful DC 22 Fortitude 
  save halves the damage caused by a colour out of space’s 
  touch attack. A creature reduced to 0 hit points by a colour 
  out of space’s touch attack must succeed at a DC 22 Fortitude 
  save or be immediately slain and reduced to a pile of fine 
  ash. The save DC is Constitution-based.
  Feed (Su) A colour can attempt to feed on any living creature 
  or a region of plant life as a full-round action. If it feeds on 
  a single creature, the colour must have line of sight and be 
  within 300 feet of the target. If it feeds on a region of plant 
  and animal life, it only needs to be within that region. It 
  can attempt to feed on a region once per week, and upon 
  a living creature at will (but only once per day per living 
  creature). Feeding on a region of plant life is automatically 
  successful, blighting that region of plant life as if by a 
  diminish plants spell used to stunt growth. 
  A creature can resist being fed upon by a colour out of 
  space by succeeding at a DC 22 Will save, in which case 
  the colour must wait 24 hours before attempting to feed 
  on that creature again. If this saving throw fails, the victim 
  takes 1d4 points of Charisma drain and Constitution drain. 
  The save DC is Charisma-based.
  A creature whose Constitution score is drained to 0 
  by a colour out of space’s feed attack immediately dies, 
  crumbling into a mass of desiccated tissue.
  A creature whose Charisma score is drained to 0 by a 
  colour out of space’s feed attack gains the colour-blighted 
  simple template (see the facing page). Every time a colour 
  successfully feeds on a creature, it gains 1 growth point. A 
  colour out of space can never have more than 100 growth 
  points—it can expend 100 growth points after spending 24 
  hours concentrating on its growth, and in so doing gains 1 
  permanent Hit Die.
  Susceptible to Force Effects (Ex) A colour out of space takes 
  half again as much damage (+50%) from force effects, and 
  takes a –4 penalty on all saving throws to resist force effects. 
  A colour out of space can’t damage force effects with its 
  disintegrating touch. Its aura of lassitude and feed ability 
  is blocked if the colour is completely entrapped by force 
  effects (such as by a windowless cell version of forcecage or 
  a telekinetic sphere).
  The deepest, strangest parts of space hold truly alien 
  beings—and of those, few are more notorious than the 
  colour out of space. The lack of a physical body does 
  little to impede this deadly alien life form’s ability to 
  cause incredible devastation to other life it encounters. 
  A colour out of space’s life cycle requires periodic visits 
  to the deepest reaches of space for the creature to gestate 
  and grow in the vicinity of powerful gravitational fields 
  3838
  
  (such as those created by planets), and this custom only 
  increases the monster’s opportunities to bring ruin to 
  countless worlds.
  The colour out of space is just that—a mobile radiance. 
  Its glow is unlike any seen in nature. The few who 
  encounter one of these creatures and survive sometimes 
  describe the radiance or portrayed it in art as a sinister, 
  green-gray illumination, but these depictions are flawed 
  reproductions. To witness the colour out of space is to 
  know there are things no humanoid mind can fully 
  comprehend, describe, or explain.
  Very little is known about the life cycle of a colour 
  that dwells in the depths of space, for it is only when it 
  comes to a planet to grow and reproduce that other life 
  forms encounter it. A colour’s arrival upon a world is 
  typically via a small meteorite strike—the colour itself 
  infuses a meteoroid, and shortly after the falling star’s 
  arrival, the rock crumbles away to expose the semisolid 
  mass of a larval colour that seeps into the surrounding 
  landscape. Although a colour is incorporeal, and thus 
  able to move through solid objects, it can also exist as 
  a free-f loating, eerie radiance. Natural sunlight doesn’t 
  particularly harm colours out of space, but they prefer 
  to dwell in darkened areas like deep caves or abandoned 
  wells where their own radiance is the only light.
  Over the course of several weeks, months, or even 
  years, the colour feeds upon the surrounding plant 
  and animal life—the act of being fed upon is weirdly 
  addictive to its victims, who develop a self-destructive 
  lassitude that prevents them from fleeing the region. 
  When a colour has absorbed enough life to grow to 
  full maturity (usually signified by reaching 25 to 
  30 Hit Dice), it gathers its strength and erupts from 
  its den, coruscating into the sky as it launches the 
  majority of itself back into space. Sometimes, enough 
  remains of the parent colour to survive on its own, and 
  in these cases the life cycle repeats again and again. 
  Areas blighted by a colour out of space are singularly 
  recognizable, not only for the eerie pallor of local plant 
  life and large swaths of blasted, barren landscape, but 
  also by the presence of those the colour has fed on. 
  These unfortunate, deformed individuals, known as 
  colour-blighted creatures, never live for long, but 
  while they do, their madness often drives them to 
  violent behavior, be they people or beasts.
  COLOUR-BLIGHTED SIMPLE 
  TEMPLATE (CR +0)
  A creature with the colour-blighted simple template 
  appears hideously deformed and glows with the 
  same unnamable color as the creature that blighted it. 
  A colour-blighted creature’s quick and rebuild rules are 
  the same.
  Rebuild Rules: A colour-blighted creature’s ability 
  scores are already drained as a result of being fed upon 
  by a colour out of space, but once a creature gains this 
  template it becomes immune to further feed attacks from 
  colours out of space until it loses the colour-blighted 
  simple template. A Charisma score drained to 0 by a 
  colour out of space’s feed attack is raised to 1; otherwise, 
  its ability scores are not altered by this template. In 
  order to remove this simple template from a creature, 
  one only has to restore all of its drained ability scores to 
  normal. As long as a creature suffers the colour-blighted 
  template, it becomes aggressive toward creatures that do 
  not exude the colors of a colour out of space, and gains a 
  +1 bonus on attack rolls and weapon damage rolls against 
  such targets. Every 24 hours, a creature suffering from 
  this simple template must succeed at a DC 12 Fortitude 
  save or crumble into fine, white ash—such a doom means 
  instant death and, for many color-blighted creatures, the 
  only chance at escape from a life filled with pain.
  3939
  Colour Out of Space
  Colour Out of Space
  Illustration by Scott Purdy
  
  Comozant Wyrd
  The only real feature of this flaring of electrical energy is a vaguely 
  humanoid face that flickers and plays within its shifting mass.
  COMOZANT WYRD 
  CR 4
  XP 1,200
  N Small outsider (air, elemental, extraplanar, incorporeal)
  Init +7; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 18, touch 18, flat-footed 15 (+4 deflection, +3 Dex, +1 size)
  hp 27 (5d10)
  Fort +1, Ref +9, Will +7
  Defensive Abilities incorporeal, plasma form; Immune cold, 
  electricity, elemental traits
  OFFENSE
  Speed 20 ft., fly 30 ft. (good)
  Ranged lightning lash +8 (2d8 electricity damage)
  Special Attacks lightning lash
  Spell-Like Abilities (CL 7th; concentration +11)
  2/day—control weather (standard action; 
  intensify or dispel storm only)
  STATISTICS
  Str —, Dex 17, Con 10, Int 8, Wis 17, Cha 18
  Base Atk +5; CMB +7; CMD 21 (can’t be tripped)
  Feats Alertness, Improved Initiative, Lightning 
  Reflexes
  Skills Diplomacy +7, Fly +17, Knowledge (nature) +3,  
  Knowledge (planes) +7, Perception +13, Sense 
  Motive +11
  Languages Auran
  SQ illuminating flames
  ECOLOGY
  Environment any oceans (during storms)
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Illuminating Flames (Su) As a standard action, a comozant 
  wyrd can shroud the upper halves of any Small or larger 
  creatures it can see within 30 feet of it in cold, buzzing flames 
  similar to the wyrd’s own. Any electricity resistance blocks 
  this effect unless the target willingly submits. Otherwise the 
  flames persist until the wyrd is out of range. Targets of this 
  effect take a –10 penalty on Stealth checks. A comozant wyrd 
  can communicate empathically with creatures subject to this 
  effect, and gains a +4 racial bonus on Sense Motive checks 
  when doing so. Interacting with a wyrd in this way still 
  uses standard social skills and rules. While communicating 
  this way, a comozant can confer unexpected insight or 
  information equivalent to a divination spell.
  Lightning Lash (Su) As a standard action that doesn’t provoke 
  attacks of opportunity, a comozant wyrd can shock any 
  creature or object within 30 feet to which it has line of 
  effect, dealing 2d8 electricity damage. The wyrd can choose 
  for this damage to be nonlethal. If the target is also affected 
  by the wyrd’s illuminating flames, it is stunned for 1 round 
  (Fortitude DC 16 negates) and the flames are dispelled. The 
  save DC is Charisma-based.
  Plasma Form (Ex) Although incorporeal, a comozant wyrd can’t 
  hide inside solid objects. It must start its turn attached to the 
  outside of something that’s solid and of Small size or larger, or 
  else it takes 5 points of damage. Anyone attacking the wyrd 
  must either take a –4 penalty on the attack roll or resolve the 
  attack against whatever the wyrd is attached to as well.
  A comozant wyrd appears to be 3 feet of buzzing, heatless blue 
  or green plasma. Creatures near it find their hair standing on 
  end and their bodies crawling with harmless but unnerving 
  sparks. Those who have “conversed” with a comozant using 
  illuminating flames say it uses pure emotion and image as 
  concept and word—a mixture of knowledge and ignorance.
  4040
  Illustration by Jorge Fares
  
  Contemplative
  This floating creature is mostly pulsating brain-sac, with an 
  atrophied manikin body hanging under it.
  CONTEMPLATIVE 
  CR 2
  XP 600
  N Medium monstrous humanoid 
  Init +1; Senses blindsight 60 ft., darkvision 60 ft.; Perception +10
  DEFENSE
  AC 12, touch 12, flat-footed 10 (+1 Dex, +1 dodge)
  hp 18 (4d10–4)
  Fort +0, Ref +5, Will +7
  Immune mind-affecting effects
  OFFENSE
  Speed 5 ft., fly 30 ft. (perfect)
  Melee 2 claws +2 (1d4–2)
  Spell-Like Abilities (CL 4th; concentration +9)
  Constant—detect magic, mage hand, read magic, tongues
  At will—daze (DC 15), detect thoughts (DC 17), ghost sound 
  (DC 15), magic missile
  1/day—telekinesis (DC 20)
  STATISTICS
  Str 6, Dex 13, Con 8, Int 24, Wis 17, Cha 21
  Base Atk +4; CMB +2; CMD 14
  Feats Combat Casting, Dodge
  Skills Bluff +9, Diplomacy +9, Fly +9, Handle Animal +9, 
  Knowledge (arcana, history, planes) +11, Linguistics +11, 
  Perception +10, Sense Motive +7, Spellcraft +11, Use Magic 
  Device +9
  Languages telepathy 100 ft.; tongues
  ECOLOGY
  Environment any urban
  Organization solitary, trio, or band (4–7)
  Treasure standard
  Once, the entities that would become 
  known as contemplatives were relatively 
  normal humanoids, notable only for 
  their extreme intelligence. At some 
  point in the distant past, however, 
  their race discovered a great secret 
  within itself, unlocking the mind’s 
  potential for such sought-after mental 
  powers 
  as 
  telekinesis. 
  Evolution—
  whether natural or forced by the 
  contemplatives themselves—made their 
  incredible brains the sole focus of their 
  advancement, and as the contemplatives 
  grew to rely more and more on their psychic 
  abilities, their limbs withered and shrank.
  Today, a contemplative’s massive brain makes 
  up roughly 80 percent of its body weight. Below the 
  pulsating and partially translucent sac that protects the 
  vital organ, the rest of its body hangs almost vestigially, 
  used for little more than breathing and processing food. 
  Movement, speech, and the manipulation of objects are 
  handled by the creatures’ psychic abilities, resulting in 
  a collection of eerily quiet figures that float slowly and 
  precisely along the halls of their fortresses, mulling 
  over ideas that only their advanced brains are capable 
  of understanding. Though alien in appearance and 
  demeanor, contemplatives are rarely malicious; instead, 
  when their unexplainable goals bring them into conflict 
  with other races, it can generally be assumed that they 
  have good reasons for their actions, though this may be of 
  little comfort to those inconvenienced by the far-seeing 
  brain-people’s schemes. Perhaps the most disturbing 
  thing about the contemplatives, however, is the chance 
  that their abhorrent, brain-centric form may in fact be 
  the ultimate destination of all humanoid evolution.
  A typical contemplative weighs roughly 100 pounds 
  and measures 4 feet in diameter, though it prefers to 
  f loat at the eye level of whomever it’s talking to. When 
  it speaks inside another creature’s head, its voice is 
  monotone and seems to come from everywhere at once, 
  and when multiple contemplatives are encountered, 
  they almost always use the pronoun “we” rather than 
  the individual “I.”
  4141
  Comozant Wyrd–Contemplative
  Comozant Wyrd–Contemplative
  Illustration by Jean-Baptiste Reynaud
  
  Dark Caller
  Wrapped in tatters of dark musty robes, this humanoid figure 
  weaves malevolent magic.
  DARK CALLER 
  CR 5
  XP 1,600
  CE Medium humanoid (dark folk)
  Init +3; Senses detect magic, see in darkness; Perception +8
  DEFENSE
  AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)
  hp 52 (8d8+16)
  Fort +4, Ref +9, Will +3
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +10/+5 (1d4+2/19–20 plus black smear poison)
  Special Attacks death throes, sneak attack +2d6
  Spell-Like Abilities (CL 8th; concentration +12)
  Constant—detect magic
  At will—bleed (DC 14)
  3/day—deeper darkness, shadow stepUM
  1/day—shadow conjuration (DC 18)
  STATISTICS
  Str 14, Dex 17, Con 14, Int 13, Wis 13, 
  Cha 18
  Base Atk +6; CMB +8; CMD 22
  Feats Augment Summoning, 
  Dodge, Spell Focus (conjuration), 
  Weapon Finesse
  Skills Climb +6, Intimidate +5, 
  Knowledge (arcana) +9, 
  Knowledge (planes) +9, Perception +8, 
  Stealth +10, Use Magic Device +5; Racial 
  Modifiers +4 Climb, +4 Perception, +4 Stealth
  Languages Dark Folk, Undercommon 
  SQ poison use, shadow ritual
  ECOLOGY
  Environment any underground
  Organization solitary, pair, or gang (1 plus 2–5 
  dark stalkers), or clan (20–80 dark creepers 
  plus 1 dark stalker and dark caller per 20 
  dark creepers)
  Treasure standard (mwk dagger, black smear 
  [2 doses; Pathfinder RPG Bestiary 54], 
  other gear)
  SPECIAL ABILITIES
  Death Throes (Su) When a dark caller 
  is slain, its body bursts into shreds of 
  blisteringly cold shadows, leaving its 
  gear in a heap on the ground. All creatures 
  within a 10-foot burst take 1d4 points of 
  Strength damage and are staggered for 
  1 round. A successful DC 16 Fortitude save halves the 
  Strength damage and negates the staggered effect. This 
  ability damage is temporary and an affected creature’s 
  Strength returns to normal after 3d10 minutes. The save DC 
  is Constitution-based.
  Shadow Ritual (Su) Three dark callers can collaborate on a 
  ritual that calls an owb (see page 210) to their service. The 
  ritual takes 1 hour to complete. If the dark callers involved 
  are distracted in any way, the attempt is ruined and the 
  ritual must begin anew. Once called to their service, the 
  owb serves them for 24 hours. Though the owb is free-
  willed, it follows orders to the best of its ability.
  Dark callers hold a position in dark folk society similar 
  to that of lay priests. Dark callers are named for their role 
  in summoning otherworldly creatures called owbs (see 
  page 210) to oversee important rites in their shadowed 
  communities 
  deep 
  underground. 
  Dark 
  callers 
  perform rituals that bring these creatures forth to 
  preside over all manner of ceremonies the dark folk 
  perform, but the most important is the blanching. 
  When dark folk are born, they are exposed to the 
  sinister touch of the owb’s curse of darkness 
  ability, which saps all color 
  and light from the infant dark 
  folk. It’s during this ritual 
  that the infant’s potential is 
  judged. From that moment 
  on, the youngling grows 
  into one of the various 
  types of dark folk.
  Dark callers are the least 
  physically malformed of the dark folk, but 
  their minds are more twisted than those of 
  their cousins. They’re cruel and inscrutable 
  to most, and they lead their kind alongside 
  dark stalkers, controlling vast underground 
  communities of these strange humanoids. 
  In many cases, one dark stalker and one dark 
  caller lead a clan.
  A dark caller is highly superstitious, seeing 
  omens in all things. He constantly performs 
  strange rituals whose results are interpreted 
  only by him, then passed to the dark stalker 
  with he’s paired with in leadership.
  Dark callers are typically 6 feet tall and 
  weigh slightly under 100 pounds. Despite 
  their lanky frames, they’re quite strong, 
  though they avoid physical confrontation. 
  Instead, they’ll use their limited authority 
  to command dark creepers to fight for 
  them, or at least distract attackers 
  while the dark callers cast spells.
  4242
  Illustration by Alberto Dal Lago
  
  Dark Dancer
  Dancing in a wicked celebration, this slight humanoid is wrapped 
  head to toe in dirty scraps of dark cloth.
  DARK DANCER 
  CR 1
  XP 400
  CN Small humanoid (dark folk)
  Init +4; Senses see in darkness; Perception +4
  DEFENSE
  AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
  hp 13 (2d8+4)
  Fort +2, Ref +7, Will +0
  Weaknesses light blindness
  OFFENSE
  Speed 30 ft.
  Melee club +2 (1d4) or
  dagger +6 (1d3/19–20 plus poison)
  Special Attacks bardic performance (7 rounds), dark curse, 
  death throes, sneak attack +1d6
  STATISTICS
  Str 11, Dex 19, Con 14, Int 8, Wis 10, Cha 13
  Base Atk +1; CMB +0; CMD 14
  Feats Weapon Finesse
  Skills Climb +4, Perception +4, 
  Perform (dance) +2, Sleight of Hand +5, 
  Stealth +12; Racial Modifiers +4 Climb, 
  +4 Perception, +4 Stealth
  Languages Dark Folk
  SQ poison use
  ECOLOGY
  Environment any underground
  Organization solitary, pair, troupe (3–5), or delegation 
  (1 plus 1 dark stalker and 4–10 dark creepers)
  Treasure standard (club, dagger, black smear poison  
  [3 doses; Pathfinder RPG Bestiary 54], other gear)
  SPECIAL ABILITIES
  Bardic Performance (Su) A dark dancer can use its 
  dancing to help its allies. A dark dancer can use 
  bardic performance as a 2nd-level bard, but only 
  for distraction and inspire courage effects.
  Dark Curse (Su) As a standard action, a dark dancer 
  can make a touch attack against a foe and curse 
  it. The foe must succeed at a DC 12 Will saving 
  throw to resist the effects. Creatures that fail 
  the saving throw take a –2 penalty on all 
  Dexterity and Charisma-based skill checks. 
  This curse is permanent, but the victim of this curse can 
  attempt a new saving throw each day.
  Death Throes (Su) When a dark dancer is slain, its body 
  combusts in a flash of bright white light, leaving its gear in 
  a heap on the ground. All creatures within a 10-foot burst 
  must succeed at a DC 13 Fortitude save or be dazzled for 
  1d6 rounds. Other dark folk within 20 feet must succeed at 
  a DC 13 Will save or be shaken for 1 round. The save DC is 
  Constitution-based.
  Though still clad in the tattered dark clothing worn 
  by other dark folk, dark dancers appear to be the most 
  decorated and festive of these strange humanoids. They are 
  intermediaries between clans and factions, and thus clans 
  can’t restrict the actions of dark dancers in their realms. 
  Dark dancers answer only to dark stalkers and dark callers.
  Though fickle and erratic, dark dancers are well liked 
  and usually welcome among clans for as long as they 
  wish to stay. Yet they rarely stay long, instead insinuating 
  themselves into dozens of underground communities over 
  the course of a year. They serve as storytellers, entertainers, 
  and messengers. One of their favorite stories to share is 
  about the relationship between their kind and the owbs.
  Though dark dancers are rare and weak, they are highly 
  appreciated by dark folk society. Dark folk 
  consider it a bad omen when a 
  dark dancer dies. Dark dancers 
  stand just under 4 feet tall and 
  weigh 60 pounds.
  4343
  Illustration by Jim Nelson
  Dark Caller–Dark Dancer
  Dark Caller–Dark Dancer
  
  Death Dog
  This black-furred, two-headed dog is as large as a horse and has 
  midnight-black eyes. Tiny worms crawl on its mangy hide.
  DEATH DOG 
  CR 2
  XP 600
  NE Large magical beast 
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +7
  DEFENSE
  AC 13, touch 11, flat-footed 11 (+2 Dex, +2 natural, –1 size)
  hp 22 (3d10+6)
  Fort +4, Ref +5, Will +2
  OFFENSE
  Speed 30 ft.
  Melee 2 bites +4 (1d8+1 plus disease and trip)
  Space 10 ft.; Reach 5 ft.
  Special Attacks disease
  STATISTICS
  Str 13, Dex 15, Con 13, Int 4, Wis 12, Cha 6
  Base Atk +3; CMB +5; CMD 17 (21 vs. trip)
  Feats Toughness, Weapon Finesse
  Skills Perception +7, Stealth +4, Survival +4; Racial Modifiers 
  +2 Perception, +2 Stealth, +2 Survival
  Languages Goblin (can’t speak)
  ECOLOGY
  Environment warm deserts
  Organization solitary, pair, or pack (3–12)
  Treasure incidental
  SPECIAL ABILITIES
  Disease (Su) Wormpox: Bite—Injury; save Fort DC 12; onset 
  1 day; frequency 1 day; effect 1 Con damage; cure 2 
  consecutive saves.
  Death dogs are disease-ridden nocturnal pack hunters. 
  Said to be the risen corpses of dogs or hyenas animated 
  by monster-worshiping cultists, they are actually living 
  creatures infested with symbiotic worms. Capable of 
  tracking their prey for miles across barren terrain, death 
  dogs surround stronger creatures, attacking and retreating, 
  allowing their infected bites to wear down an opponent 
  until it is too weak to fight. A pack’s territory may overlap 
  with others of its kind without competition, though in lean 
  times packs may skirmish over live prey or carrion.
  A death dog’s saliva contains hundreds of tiny eggs that 
  grow into flesh-devouring worms. The worms don’t harm 
  the death dog, but consume any creatures they come into 
  contact with. A death dog’s corpse is contagious for several 
  days after its demise and may infect creatures that touch 
  or eat it. Remove disease can kill a death dog’s worms and 
  remove its disease ability, but if allowed to associate with 
  others of its kind, its quickly becomes reinfected.
  A typical death dog is 7 feet long, stands 4 feet tall at the 
  shoulder, and weighs about 500 pounds. Death dogs may 
  ally with hobgoblins and bugbears, though the goblinoids 
  are not immune to the dogs’ disease. Thus these alliances 
  are often temporary.
  DEATH WORG
  In the scrub borders between forests and deserts or plains 
  and badlands, worgs and death dogs may mix. If a worg pack 
  is resistant to disease, or an outcast worg takes control of 
  a death dog pack, crossbreeding may occur. Most of these 
  two-headed pups die before reaching adulthood, but those 
  that survive are larger, tougher, smarter, and able to speak 
  as well as a worg can (add the advanced creature simple 
  template). These “death worgs” have worms infecting their 
  brains, driving them mad with rage.
  Death worgs bully their packs into submission, raid 
  caravans and humanoid settlements, and kill more than 
  they can eat. Most death worgs live only a year or two into 
  adulthood, slain in needless fights for dominance or 
  dropping dead as their worm-ravaged brains stop working.
  4444
  Illustration by David Melvin
  
  Demon Lord
  The mightiest of all demons are the demon lords of the 
  Abyss, influential entities of chaos and evil and powerful 
  demigods who each rule vast realms of horror and vice. 
  Each demon lord is a unique creature, a paragon of sin 
  that exists only to further its own desires. The genesis of 
  demon lords varies. The majority of them rise from lesser 
  demons who have transformed into powerful entities 
  (this was how Pazuzu became a demon lord). In rare cases, 
  a demon lord transitions directly from being a powerful, 
  sinful mortal into the role of demon lord (as is the case 
  with Kostchtchie), or from a qlippoth into a demon lord 
  as a result of unknowable influences in the Abyss (as is 
  the case with Dagon).
  When a demon gathers enough power, whether by 
  gaining class levels, advancing in Hit Dice, gaining many 
  mythic tiers or ranks, undertaking a vile ritual, or simply 
  amassing a sufficiently large and devoted following, it 
  becomes what is known as a nascent demon lord. It may 
  remain a nascent lord indefinitely, but usually seeks to 
  complete its transformation into a full-fledged demon 
  lord. In order to do so, the nascent lord must build a cult 
  among mortals, but more importantly it must claim and 
  control a large enough Abyssal realm that the plane itself 
  takes notice and elevates the nascent lord to the power 
  level of a demon lord. In a few cases, demon lords have 
  been known to ascend to the status of full deities. While 
  there are likely thousands of nascent demon lords in 
  existence at any one time in the Abyss, the number of full-
  fledged demon lords is more limited—known examples 
  of demon lords number in the dozens.
  The phrase “demon lord” is gender neutral—there 
  are male, female, and genderless demon lords, as well as 
  demon lords with multiple genders.
   A demon lord may be contacted via commune, and 
  can be conjured via a gate spell, but when so called, a 
  demon lord is under no compulsion to come through 
  the gate. Typically, a demon lord requires an enormous 
  and significant offering or sacrifice before it deigns to 
  answer a gate spell. 
  ABYSSAL REALMS
  Demon lords’ realms range in size, but even the smallest 
  are as large as a continent, and the greatest are larger 
  than some planets. The realms’ environments, themes, 
  and traits are as unique as the demon lords themselves, 
  presenting unusual challenges and dangers to creatures 
  trying to explore them. Yet despite the close connection a 
  demon lord has to its realm, it does not exert total control 
  over the realm, and powerful adventurers can infiltrate 
  such realms and accomplish goals without arousing the 
  lord’s anger—if they’re careful.
  A demon lord gains the following additional powers 
  while in its realm (the statistics presented on the following 
  pages do not include these abilities):
  •	 Mythic: A demon lord functions as a 10th mythic rank 
  creature, including the mythic power ability (10/day, 
  surge +1d12). It may expend uses of mythic power to use 
  the mythic versions of any spell-like ability denoted with 
  an asterisk (*) just as if the ability were a mythic spell.
  •	 Use	of	the	following	spell-like	abilities	at	will—demand, 
  discern location, fabricate, major creation, and polymorph 
  any object (when used on objects or creatures that are 
  native to the realm, the polymorph duration factor 
  increases by 6).
  •	 Use	 of	 the	 following	 spell-like	 abilities	 once	 per	
  day—binding, miracle (limited to physical effects that 
  manipulate the realm or to effects that are relevant to 
  the demon lord’s areas of concern)
  •	 Heightened Awareness (Ex): A demon lord gains a +10 
  insight bonus on Perception checks and Initiative checks.
  DEMON LORDS IN A CAMPAIGN
  Each demon lord is a unique creature ranging in power 
  from CR 26 to CR 30. Demon lords are generally beyond 
  the reach of most mortal heroes, and should not be placed 
  in an adventure without careful consideration. In most 
  cases, they are best used as the final enemies of long 
  campaigns—especially campaigns in which the PCs 
  themselves are mythic characters—and even getting an 
  audience with one should be a memorable event.
  Yet even if demon lords are far outside the abilities 
  of most heroes to combat directly, they can still be 
  used as foes in campaigns of all levels, inspiring or 
  directing monsters, mortals, and entire cults. Opposing 
  and defeating a cult is a time-honored plotline for a 
  campaign, and a climactic encounter where the PCs must 
  close a portal before the cult’s demon lord manifests 
  in the flesh can make an exciting capstone to a long-
  running campaign, especially if the demon lord in 
  question appears for a round or 2 to fight the PCs before 
  the closing of the portal forces it back to the Abyss. 
  Alternatively, rather than having the PCs face the demon 
  lord at full power, you can build a campaign where the 
  PCs systematically undermine and destroy a demon 
  lord’s resources, imposing increasing penalties on it and 
  gathering potent weapons so that when the time comes 
  for the final confrontation, the PCs are powerful and the 
  demon lord is weakened to a state below its normal CR. 
  An easy way to model weakening a demon in this manner 
  is to assign negative levels to the demon—normally, a 
  demon lord is immune to level drain, but in this case, 
  the reduction of its resources and sources of power can 
  bypass that immunity for a time... at least, until the 
  demon lord can rebuild and recover.
  4545
  Death Dog–Demon Lord
  Death Dog–Demon Lord
  
  Demon Lord, Dagon
  This demon’s body is a nightmare of writhing tentacles and 
  slippery coils below the leering maw of a deep sea predator.
  DAGON 
  CR 28
  XP 4,915,200
  CE Huge outsider (chaotic, demon, evil, extraplanar, water)
  Init +11; Senses darkvision 60 ft., detect good, detect law, true 
  seeing; Perception +55
  Aura frightful presence (120 ft., DC 36), unholy aura (DC 28)
  DEFENSE
  AC 46, touch 31, flat-footed 39 (+4 deflection, +7 Dex, +15 natural, 
  +12 profane, –2 size)
  hp 676 (33d10+495); regeneration 30 (deific or mythic)
  Fort +37, Ref +24, Will +33
  Defensive Abilities Abyssal resurrection, freedom of 
  movement; DR 20/cold iron, epic, and good; Immune ability 
  damage, ability drain, charm effects, compulsion effects, 
  cold, death effects, electricity, energy drain, petrification, 
  and poison; Resist acid 30, fire 30; SR 39
  OFFENSE
  Speed 40 ft., swim 120 ft.
  Melee bite +48 (6d6+17/19–20 plus grab), 4 tentacles +43 
  (2d6+8/19–20 plus grab)
  Space 15 ft.; Reach 15 ft. (30 ft. with tentacle)
  Special Attacks breath weapon, command aquatic creature, 
  constrict (2d6+25), fast swallow, poison, swallow whole 
  (transformation, AC 17, 67 hp) 
  Spell-Like Abilities (CL 28th; concentration +38)
  Constant—detect good, detect law, freedom of movement, 
  speak with animals (aquatic animals only), true seeing, 
  unholy aura (DC 28)
  At will—astral projection, blasphemy* (DC 27), control 
  water, control weather*, desecrate*, greater dispel magic, 
  greater teleport, shapechange, telekinesis* (DC 25), 
  unhallow, unholy blight* (DC 24)
  3/day—quickened greater dispel magic, insanity (DC 27), 
  summon demons, symbol of insanity (DC 28), vortexAPG 
  (DC 27)
  1/day—storm of vengeance* (DC 29), time stop*, tsunami*, APG 
  (DC 29) 
  * Dagon can use the mythic version of this ability in his realm.
  STATISTICS
  Str 44, Dex 25, Con 40, Int 29, Wis 32, Cha 31
  Base Atk +33; CMB +52 (+56 bull rush, +54 disarm, +56 
  grapple, +54 trip); CMD 87 (89 vs. bull rush, 89 vs. disarm, 
  can’t be tripped)
  Feats Awesome Blow, Bleeding Critical, Combat Expertise, 
  Combat Reflexes, Craft Wondrous Item, Critical Focus, 
  Greater Bull Rush, Improved Bull Rush, Improved Critical 
  (bite), Improved Critical (tentacle), Improved Initiative, 
  Improved Trip, Improved Vital Strike, Lightning Reflexes, 
  Power Attack, Quicken Spell-Like Ability (greater dispel 
  magic), Vital Strike
  Skills Acrobatics +40 (+44 when jumping), Bluff +46, 
  Intimidate +46, Knowledge (arcana) +45, Knowledge 
  (geography) +42, Knowledge (history) +42, Knowledge 
  (nature) +45, Knowledge (planes) +45, Knowledge  
  (religion) +42, Perception +55, Sense Motive +47, Spellcraft +45,  
  Stealth +35, Swim +61, Use Magic Device +43; Racial 
  Modifiers +8 Perception
  Languages Abyssal, Aquan, Celestial, Common, Draconic; 
  speak with animals (aquatic animals only), telepathy 300 ft.
  SQ compression, demon lord traits
  ECOLOGY
  Environment any oceans (Abyss)
  Organization solitary (unique)
  Treasure triple
  SPECIAL ABILITIES
  Breath Weapon (Su) Once every 1d4 rounds as a standard 
  action, Dagon can exhale a 60-foot cone of inky blackness. 
  Underwater, this cone manifests as black ink, while above 
  water it manifests as a thick cloud. Creatures in the area 
  have their vision obscured as if they were in complete 
  darkness. Darkvision does not allow someone to see through 
  the ink or smoke, but true seeing does. The ink or smoke 
  persists for 1d4 rounds, but dissipates in 1 round in areas 
  with aquatic currents or winds. Any creature in the breath 
  weapon’s area is exposed to the breath weapon’s poison 
  (see below) and must succeed at a DC 41 Will save or gain 2 
  negative levels as its memories and knowledge leach away 
  (this is a mind-affecting effect). Any creature that enters 
  the ink or cloud, or ends its turn inside it, must succeed at 
  another Will save (at a +4 bonus) to avoid further level loss 
  and poisoning. The save DC is Constitution-based.
  Command Aquatic Creature (Su) Dagon can command 
  aquatic creatures to do his bidding as a move action, either 
  via using his ability to speak with animals or via telepathy. 
  This affects all aberrations, animals, magical beasts, oozes, 
  and vermin within 300 feet that have the aquatic subtype 
  (Will DC 36 negates). This functions like mass suggestion, 
  but can affect mindless creatures. Dagon can suggest 
  obviously harmful or suicidal acts (though non-mindless 
  creatures gain a +10 bonus on their saving throws against 
  these suggestions). The commanded course of activity 
  can have a duration of up to 1 hour. If Dagon issues a 
  new command to a creature, the previous command is 
  discarded. Once a creature succeeds at its save against this 
  effect, it is immune to further commands from Dagon for 
  24 hours. The save DC is Charisma-based.
  Poison (Ex) Breath weapon—contact; save Fort DC 41; 
  frequency 1/round for 6 rounds; effect 1d6 Con drain and 
  confused for 1 round; cure 3 consecutive saves.
  Transformation (Su) A creature swallowed by Dagon is 
  assaulted by demonic enzymes, rasping talons, sucking 
  4646
  
  tendrils, and vile gases. At the start of the swallowed 
  creature’s turn, it must succeed at a DC 41 Fortitude save 
  or be nauseated, and must succeed at a DC 36 Will save 
  or take 1d6 points of Dexterity and Charisma drain. Once 
  the creature’s Dexterity and Charisma are drained to 0, the 
  creature transforms into a horrifically deformed version 
  of itself that Dagon can then disgorge into any adjacent 
  square as a swift action. The transformed creature gains 
  the half-fiend template, its Dexterity and Charisma return 
  to their normal values, and it is under Dagon’s control (as 
  dominate monster, caster level 28th). The transformation 
  can be reversed by casting break enchantment and 
  atonement on the victim during the first 24 hours (after 
  that, it can be reversed only via miracle or wish). The 
  Fortitude save DC is Constitution-based, and the Will save 
  DC is Charisma-based.
  Dagon is the demon lord of deformity, the sea, and sea 
  monsters. He rules an Abyssal realm that consists of an 
  immense ocean dotted above with strange and horrible 
  islands and marked below with countless deep sea 
  trenches and sunken cities. Dagon is 35 feet long, with the 
  lower body of an eel, a horrific visage that evokes images 
  of deep sea predators, and four long tentacles in place 
  of arms.
  Dagon almost always uses Power Attack in 
  combat, taking a –9 penalty on all attack 
  rolls but gaining a +18 bonus on damage 
  rolls. He is never encountered without a large 
  number of aquatic demons or monsters at his 
  side that he uses as pawns in battles, often simply 
  commanding them to attack foes while he hangs 
  back in the shadows and observes the fight 
  with his cold eyes. Immense sharks, hezrous, 
  carnivorous whales, krakens, and shoggoths 
  are the demon lord’s favored minions.
  Dagon began life not as a demon lord but as a 
  powerful qlippoth—the reasons for his transformation 
  into a demon lord are not understood by mortal 
  scholars, but there is certainly no love lost between 
  Dagon and the qlippoth race.
  DAGON’S CULT
  Dagon is worshiped primarily by boggards, 
  heretical sahuagin and skum, marsh giants, and 
  desperate or insane coastal dwellers. Most of his 
  worshipers are grotesquely deformed or engage 
  in various abhorrent practices of interbreeding 
  with strange ichthyic or aquatic creatures that 
  dwell nearby. His holy places are often decaying 
  seaside churches, lighthouses, sea caves, or 
  darkly beautiful underwater cathedrals. Often his 
  worshipers also venerate various Great Old Ones, in 
  particular Cthulhu, and it’s not unusual to find priests of 
  Dagon and Cthulhu working side by side in a community.
  Dagon is also known as the Shadow in the Sea. His 
  unholy symbol is a gold disk inscribed with sinister 
  runes around an open octopus eye. His favored weapon 
  is the trident. He grants access to the domains of 
  Chaos, Destruction, Evil, and Water, and access to the 
  subdomains of Catastrophe, Demon, Oceans, and Rage.
  4747
  Demon Lord, Dagon
  Demon Lord, Dagon
  Illustration by Filip Burburan
  
  Demon Lord, Kostchtchie
  This towering giant with twisted legs has human skulls woven 
  into his beard and holds an immense warhammer.
  KOSTCHTCHIE 
  CR 26
  XP 2,457,600
  CE Huge outsider (chaotic, cold, demon, evil, extraplanar)
  Init +6; Senses darkvision 60 ft., detect good, detect law, true 
  seeing; Perception +52
  Aura frightful presence (120 ft., DC 33), unholy aura (DC 26)
  DEFENSE
  AC 44, touch 30, flat-footed 38 (+4 deflection, +6 Dex, +14 natural, 
  +12 profane, –2 size)
  hp 604 (31d10+434); regeneration 30 (deific or mythic)
  Fort +35, Ref +20, Will +31
  Defensive Abilities Abyssal resurrection, freedom of 
  movement, rock catching; DR 20/cold iron, epic, and good; 
  Immune ability damage, ability drain, charm effects, 
  compulsion effects, cold, death effects, electricity, energy 
  drain, petrification, and poison; Resist acid 30, fire 30; SR 37
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 60 ft., climb 60 ft.
  Melee +5 adamantine icy burst warhammer +53/+48/+43/+38 
  (3d6+24/19–20/×3 plus 1d6 cold), slam +48 (1d8+19 plus grab)
  Ranged rock +37/+32/+27/+22 (2d6+19)
  Space 15 ft.; Reach 15 ft.
  Special Attacks clutch foe, crushing blow, favored enemy 
  (giants +4, humans +4, see below), powerful slam, rock 
  throwing (600 ft.), vengeful strike
  Spell-Like Abilities (CL 26th; concentration +34)
  Constant—air walk, detect good, detect law, freedom of 
  movement, true seeing, unholy aura (DC 26)
  At will—astral projection, blasphemy* (DC 25), cone of 
  cold* (DC 23), desecrate*, enlarge person*, greater 
  dispel magic, greater teleport, telekinesis* (DC 23), 
  shapechange, unhallow, unholy blight* (DC 22)
  3/day—polar ray*, power word stun*, summon demons, 
  symbol of stunning (DC 25)
  1/day—mass icy prisonUM (DC 27), polar midnightUM (DC 27), 
  time stop*
  * Kostchtchie can use the mythic version of this ability in his realm.
  STATISTICS
  Str 48, Dex 23, Con 38, Int 25, Wis 30, Cha 27
  Base Atk +31; CMB +52 (+54 bull rush, +56 grapple, +56 sunder); 
  CMD 86 (88 vs. bull rush, 88 vs. sunder)
  Feats Awesome Blow, Catch Off-Guard, Craft Construct, Craft 
  Magic Arms and Armor, Craft Wondrous Item, Critical Focus, 
  Greater Sunder, Greater Vital Strike, Improved Bull Rush, 
  Improved Critical (warhammer), Improved Sunder, Improved 
  Vital Strike, Power Attack, Quick Draw, Staggering Critical, 
  Vital Strike
  Skills Bluff +42, Climb +58, Intimidate +42, Knowledge (arcana) 
  +41, Knowledge (engineering) +38, Knowledge (local) +41,  
  Knowledge (planes) +41, Knowledge (religion) +38, 
  Perception +52, Sense Motive +44, Spellcraft +41, Stealth +32,  
  Use Magic Device +39; Racial Modifiers +8 Perception
  Languages Abyssal, Celestial, Common, Draconic, Giant; 
  telepathy 300 ft.
  SQ demon lord traits
  ECOLOGY
  Environment any cold (Abyss)
  Organization solitary (unique)
  Treasure triple (+5 adamantine icy burst warhammer, other 
  treasure)
  SPECIAL ABILITIES
  Clutch Foe (Ex) If Kostchtchie chooses to use his hand to 
  make a grapple check when he successfully slams and 
  grabs a Medium or smaller opponent, he takes a –20 
  penalty on the grapple check. On following rounds, he 
  can attempt to maintain his grapple on the creature as a 
  swift action. If successful, he can constrict the creature for 
  1d8+28 points of damage, throw the creature (treat this as 
  a bull rush), or use the creature as an improvised weapon. 
  An opponent used as a weapon takes half as much damage 
  as it deals to the creature it hits.
  Crushing Blow (Su) Once per round, Kostchtchie may 
  designate any attack with his warhammer to be a crushing 
  blow. He must designate this attack before making the 
  attack roll. If he hits, the blow ignores the target’s hardness 
  and damage reduction, and allows him to make a free 
  trip attempt against the target. This trip attempt does 
  not provoke an attack of opportunity, can target a foe of 
  any size, and has no chance of causing Kostchtchie to fall 
  prone if he fails. A creature struck by a crushing blow must 
  attempt a DC 44 Fortitude save; success means the creature 
  is staggered for 1 round, and failure means it is stunned for 
  1 round and staggered for 1d6 rounds afterward. The save 
  DC is Strength-based.
  Favored Enemy (Su) Against female giants or female 
  humans, Kostchtchie’s favored enemy bonuses increase 
  to +8. Once per day, he can declare any one creature as 
  a favored enemy, but only if that creature has damaged, 
  humiliated, or otherwise inconvenienced him at some 
  point in the previous 24 hours. His favored enemy bonuses 
  against that creature last 24 hours.
  Powerful Slam (Ex) Kostchtchie’s slam attack is considered 
  a primary attack even when he uses a weapon in his 
  other hand, and he always adds his full Strength bonus to 
  damage dealt with his slam attack.
  Vengeful Strike (Su) Once per round, Kostchtchie may make 
  an attack of opportunity against any creature that strikes 
  him in melee combat. This attack of opportunity has a 
  critical threat range of 18–20. Against female targets, the 
  vengeful strike is also a crushing blow.
  4848
  
  Kostchtchie (pronounced kosh-TIK-ti-kai) appears as 
  an immense, deformed frost giant with twisted legs, 
  tiny white eyes, and a thick matted beard into which 
  are woven dozens of skulls—trophies of mortal kings 
  and priests of rival faiths he has slain. Legends speak 
  that each of these skulls is haunted by the ghost of its 
  previous owner, and that he can commune with these 
  spirits to seek their wisdom—although if the legends 
  are true, it is more likely that Kostchtchie has little 
  interest in anything but mockery and torment for these 
  lost souls.
  Kostchtchie is never seen without his massive 
  warhammer, an adamantine maul of such prodigious 
  size that even the strongest frost giant would have 
  trouble wielding it properly. Known also as the 
  Deathless Frost, Kostchtchie dwells in an immense 
  Abyssal fortress carved from the heart of a towering 
  mountain in a frozen realm of jagged mountains 
  and immense glaciers infested with manifold frozen 
  horrors. Kostchtchie stands 30 feet tall.
  Kostchtchie was born of human parents, and became a 
  murderer when his father forced him to kill his mother 
  and sisters. Kostchtchie went one better and murdered 
  his father as well. Later in life, after he had become a 
  ferocious warlord well known for the slaying of dozens 
  of giant chieftains, he confronted the Witch Queen 
  Baba Yaga and tried to force her to grant him 
  immortality—she agreed, but twisted his form, 
  turned him into a hideous giant, and hid away 
  the last fragment of his mortal soul in a 
  magical torc. Kostchtchie fled to the 
  Abyss to nurture his hatred and 
  hide his shame, eventually 
  finding a new purpose 
  as a patron of frost 
  giants despite his hatred of 
  their kind. Kostchtchie longs 
  for the recovery of the torc that contains 
  the fragment of his soul, in the hope 
  that its return might reverse his 
  deformity without removing 
  his immortality.
  In combat, Kostchtchie 
  almost always uses Power 
  Attack, 
  taking 
  a 
  –8 
  penalty on all attack rolls 
  but gaining a +16 bonus on 
  damage rolls. The Deathless 
  Frost is often accompanied by 
  several frost giants, at least two 
  of which are clerics. These clerics 
  attend his every need, healing him in battle as 
  best they can lest they forfeit their lives—or fall 
  to some fate even more dire at the merciless hands of the 
  Deathless Frost.
  KOSTCHTCHIE’S CULT
  Kostchtchie is worshiped by giants—primarily frost 
  giants, although many ettins, hill giants, and ogres 
  worship him as well. Some white dragons worship the 
  Deathless Frost, and even certain barbaric human tribes 
  in the frozen reaches of the world have been known to 
  venerate him. He does not tolerate women in his cults, 
  and never grants female clerics spells. He is served by 
  half-fiend yetis, ice linnorms, remorhazes, and other 
  cold-dwelling monsters of great size.
  Kostchtchie’s unholy symbol is an ice-caked, rune-
  carved warhammer, and the warhammer is his favored 
  weapon. He grants access to the domains of Chaos, 
  Evil, Strength, and War, and access to the subdomains 
  of Demon, Ferocity, Ice, and Tactics (although the Ice 
  subdomain is normally not available without the Water 
  domain, an exception is made in this case because of the 
  demon lord’s close association with cold).
  4949
  Demon Lord, Kostchtchie
  Demon Lord, Kostchtchie
  Illustration by Eric Belisle
  
  Demon Lord, Pazuzu
  Held aloft by four great feathered wings, this hawk-faced fiend 
  has a scorpion’s tail and carries a black metal scepter.
  PAZUZU 
  CR 30
  XP 9,830,400
  CE Large outsider (air, chaotic, demon, evil, extraplanar)
  Init +13; Senses darkvision 60 ft., detect good, detect law, true 
  seeing; Perception +58
  Aura frightful presence (180 ft., DC 40, 10 rounds), locusts (10 ft., 
  distraction, DC 43), unholy aura (DC 31)
  DEFENSE
  AC 48, touch 38, flat-footed 39 (+4 deflection, +9 Dex, +10 natural, 
  +16 profane, –1 size)
  hp 752 (35d10+560); regeneration (deific or mythic)
  Fort +31, Ref +32, Will +35
  Defensive Abilities Abyssal resurrection, avian mastery, freedom 
  of movement; DR 20/cold iron, epic, and good; Immune 
  ability damage, ability drain, charm effects, compulsion 
  effects, cold, death effects, electricity, energy drain, 
  petrification, and poison; Resist acid 30, cold 30, fire 30; SR 41
  OFFENSE
  Speed 60 ft., fly 150 ft. (perfect)
  Melee +5 anarchic keen unholy longsword +54/+49/+44/+39 
  (2d6+20/17–20), bite +49 (2d6+15), claw +49 (1d6+15), sting 
  +49 (2d8+15 plus poison), 2 talons +49 1d6+15
  Space 10 ft.; Reach 10 ft.
  Special Attacks hear name, poison, possession, profane 
  wishcraft, swarm master
  Spell-Like Abilities (CL 30th; concentration +43)
  Constant—detect good, detect law, freedom of movement, 
  speak with animals (winged animals only), true seeing, 
  unholy aura (DC 31)
  At will—astral projection, blasphemy* (DC 30), control winds, 
  desecrate*, dominate person* (DC 28), greater dispel 
  magic, greater teleport, shapechange, telekinesis* (DC 28), 
  unhallow, unholy blight* (DC 27)
  3/day—quickened dominate person* (DC 28), summon demons, 
  symbol of persuasion (DC 29), sympathy (DC 31), whirlwind*
  1/day—dominate monster (DC 32), time stop*, wish*
  * Pazuzu can use the mythic version of this ability in his realm.
  STATISTICS
  Str 40, Dex 28, Con 42, Int 33, Wis 34, Cha 36
  Base Atk +35; CMB +51 (+55 sunder); CMD 92 (94 vs. sunder)
  Feats Bleeding Critical, Combat Expertise, Combat Reflexes, 
  Craft Construct, Craft Magic Arms and Armor, Craft Rod, Craft 
  Wondrous Item, Critical Focus, Flyby Attack, Greater Sunder, 
  Greater Vital Strike, Improved Initiative, Improved Sunder, 
  Improved Vital Strike, Multiattack, Power Attack, Quicken 
  Spell-Like Ability (dominate person), Vital Strike
  Skills Acrobatics +47 (+59 when jumping), Bluff +51, 
  Diplomacy +51, Fly +53, Intimidate +48, Knowledge  
  (arcana) +49, Knowledge (local) +46, Knowledge (nature) +46,  
  Knowledge (nobility) +46, Knowledge (planes) +49, 
  Knowledge (religion) +46, Perception +58, Sense Motive +50, 
  Spellcraft +49, Stealth +43, Survival +47, Use Magic Device +48; 
  Racial Modifiers +8 Perception
  Languages Abyssal, Auran, Celestial, Common, Draconic; 
  telepathy 300 ft.
  SQ demon lord traits
  ECOLOGY
  Environment any (Abyss)
  Organization solitary (unique)
  Treasure triple (Scepter of Shibaxet, other treasure)
  SPECIAL ABILITIES
  Aura of Locusts (Su) Pazuzu exhales clouds of locusts. In 
  any round in which he does not move more than 5 feet, 
  he is surrounded by a 10-foot-radius spread of these 
  creatures. Any creature that enters this area must succeed 
  at a DC 43 Fortitude save or be nauseated for 1 round. The 
  save DC is Constitution-based.
  Avian Mastery (Su) Any creature flying under its own power 
  (flight from a source other than a spell, spell-like ability, 
  or magic item) that attempts to attack Pazuzu with a 
  melee attack must attempt a DC 40 Will save. If it fails, the 
  creature can’t follow through with the attack, that part of 
  its action is lost, and it can’t directly attack Pazuzu for 1d4 
  rounds. Once a creature succeeds at this save, it is immune 
  to this ability for 24 hours. The save DC is Charisma-based.
  Hear Name (Su) Pazuzu hears his name whenever it is 
  spoken, regardless of distance—this ability functions even 
  across planar boundaries. If a creature speaks Pazuzu’s 
  name aloud three times in the same breath, Pazuzu 
  automatically knows that creature’s precise location and 
  name. If Pazuzu is on the same plane as someone who 
  speaks his name three times in a single breath, he can 
  immediately attempt to possess that creature.
  Poison (Ex) Sting—injury; save Fort DC 43; frequency 1/round 
  for 6 rounds; effect 1d6 Wisdom drain and nauseated; cure 
  3 consecutive saves.
  Possession (Su) Once per day as a swift action, Pazuzu can 
  attempt to possess a single living creature within 1 mile, 
  provided he knows the target’s name. The target can resist 
  this possession attempt by succeeding at a DC 43 Will save. 
  A lawful creature gains a +10 bonus on this saving throw, 
  and a good creature gains a +20 bonus on the saving throw 
  (these bonuses stack). If the creature successfully saves, 
  it is immune to possession attempts by Pazuzu for the 
  rest of its life. If the saving throw fails, Pazuzu can control 
  the possessed creature from afar. While possessing a 
  creature, Pazuzu automatically knows every thought that 
  creature has. By concentrating, he can sense the creature’s 
  surroundings using that creature’s senses. As a swift action, 
  he can cause the creature to perform any ability it can 
  perform on its own. Pazuzu can use any of his spell-like 
  5050
  
  abilities through a possessed 
  target, with the effects 
  resolving as if the possessed 
  creature had created 
  the effect. Possession is 
  permanent, but Pazuzu can 
  only possess one creature 
  at a time. When Pazuzu isn’t 
  actively controlling the target, 
  it can take its own actions. 
  Dispel chaos or dispel evil ends 
  this possession effect as if it were 
  an enchantment spell, but unless 
  the caster of the spell succeeds at a DC 
  30 caster level check, as a swift action 
  Pazuzu can attempt to possess the caster 
  as he is driven out of the target. A creature 
  possessed by Pazuzu is immune to protection from 
  evil, magic circle against evil, and any similar effects. 
  The save DC is Charisma-based.
  Profane Wishcraft (Su) A creature that accepts a wish from 
  Pazuzu immediately becomes chaotic evil unless it succeeds 
  at a DC 43 Will save. A creature that becomes chaotic evil 
  in this way gains the benefits of a good hope spell for 1 
  week, followed by the effects of crushing despair for 
  1d6 months (CL 30th). The save DC is Charisma-based.
  Swarm Master (Su) Pazuzu is immune to swarm 
  damage and other swarm effects (such as 
  distraction). As a swift action, he can direct the 
  movement of any swarm within 30 feet.
  Pazuzu is among the oldest and most powerful 
  of all demon lords. His Abyssal realm is located 
  in one of that plane’s greatest rifts. This vertical realm 
  includes an immense city, at the heart of which can be 
  found Shibaxet, Pazuzu’s personal rookery and palace.
  Pazuzu appears as a four-winged, 15-foot-tall fiend. He 
  takes great delight in corrupting mortals, particularly 
  those of a pure heart and soul, offering them any one wish 
  in return for nothing but their innocence.
  PAZUZU’S CULT
  Pazuzu, King of the Wind Demons, is worshiped by 
  harpies and other evil avians, and by a large number of 
  antipaladins who were once honorable but were tempted 
  to chaos and evil—often by Pazuzu himself. His sacred 
  places and temples are cliffside cathedrals, desert ruins, 
  and spires atop mountain peaks.
  His unholy symbol is an image of himself with his right 
  hand upraised. His favored weapon is the longsword. 
  He grants access to the domains of Air, Chaos, Evil, 
  and Trickery, and access to the subdomains of Cloud, 
  Deception, Demon, and Wind.
  SCEPTER OF SHIBAXET
  MAJOR ARTIFACT 
  SLOT none
  CL 30th
  WEIGHT 4 lbs.
  AURA overwhelming all
  Pazuzu’s weapon is the Scepter of Shibaxet, a staff of black 
  metal with a large hook at its tip. The scepter functions as a 
  rod of enemy detection that can be used any number of times 
  per day. If Pazuzu presents the scepter as a standard action, all 
  creatures within 30 feet who view it become panicked for 1d6 
  rounds unless they succeed at a DC 23 Will save (this is a mind-
  affecting fear effect). Once per day, Pazuzu can use the Scepter 
  of Shibaxet as a rod of cancellation (this does not deplete or 
  harm the scepter). As a standard action, he can call the scepter 
  to his hand from any distance, even across planar boundaries. 
  As an immediate action, Pazuzu can transform the scepter into 
  a +5 anarchic keen unholy longsword or return it to its normal 
  shape. None of its other powers can be used in sword form.
  DESTRUCTION
  The Scepter of Shibaxet can be broken by a redeemed demon 
  lord if the regenerating towers of Shibaxet are already destroyed.
  5151
  Demon Lord, Pazuzu
  Demon Lord, Pazuzu
  Illustration by Tyler Walpole
  
  Devil, Drowning
  This serpentine creature has finlike wings, ram horns, four eyes, 
  and arms that end in masses of tentacles.
  DROWNING DEVIL (SARGLAGON) CR 8
  XP 4,800
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +7; Senses darkvision 60 ft., see in darkness, see 
  invisibility; Perception +17
  Aura heavy aura (10 ft., DC 18)
  DEFENSE
  AC 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, 
  –1 size)
  hp 103 (9d10+54)
  Fort +12, Ref +10, Will +11
  DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 19
  OFFENSE
  Speed 30 ft., fly 30 ft. (average), swim 40 ft.
  Melee bite +15 (2d6+5), 2 slams +15 (1d8+5 plus poison)
  Space 10 ft.; Reach 10 ft.
  Special Attacks drown, poison
  Spell-Like Abilities (CL 12th; concentration +16)
  Constant—see invisibility, water breathing
  At will—control water, curse water, discern 
  lies, greater teleport (self plus 50 lbs. of 
  objects only), hydraulic pushAPG
  3/day—hydraulic torrentAPG, poison (DC 18), protection 
  from good
  1/day—freedom of movement, summon (level 4, 1 drowning 
  devil 35%)
  STATISTICS
  Str 20, Dex 25, Con 23, Int 16, Wis 20, Cha 19
  Base Atk +9; CMB +17; CMD 33 (can’t be tripped)
  Feats Agile Maneuvers, Combat Reflexes, Dodge, Weapon 
  Finesse, Wind Stance
  Skills Bluff +16, Diplomacy +16, Fly +5, Intimidate +16, 
  Knowledge (nature) +15, Knowledge (planes) +15, 
  Perception +17, Sense Motive +17, Stealth +15, Swim +25
  Languages Celestial, Common, Draconic, Infernal; telepathy 
  100 ft.
  ECOLOGY
  Environment any (Hell)
  Organization solitary, pair, or guard (3–10)
  Treasure standard
  SPECIAL ABILITIES
  Drown (Su) As a full-round action, a drowning devil can summon 
  murky water into the lungs of a single target within 30 feet. If 
  the target can’t breathe water, it’s unable hold its breath and 
  immediately begins to drown. At the start of its next turn, the 
  target must succeed at a DC 18 Fortitude save to cough up this 
  water or it falls unconscious and is brought to 0 hit points. On 
  the next round, the target must save successfully 
  again or drop to –1 hit point and start dying; 
  on the third round it must save successfully 
  again or die. The save DC is Charisma-based.
  Heavy Aura (Su) Whenever a creature enters 
  the drowning devil’s heavy aura, it must 
  succeed at a DC 18 Will save or reduce its 
  speed as if carrying a load one step higher or 
  wearing armor one category heavier (whichever is 
  worse), and its armor check penalty increases by 2. 
  A creature already carrying a heavy load or wearing heavy 
  armor that fails its save can’t move as long as it remains in 
  the affected area. A creature that saves against a drowning 
  devil’s heavy aura is immune to that devil’s aura for 24 
  hours. The save DC is Charisma-based.
  Poison (Ex) Slam—injury; save Fort DC 20; frequency 
  1/round for 6 rounds; effect 1d4 Str; cure 2 
  consecutive saves.
  Called sarglagons in their Infernal tongue, 
  drowning devils take great pride in being the 
  best-adapted guardians of Hell’s waterways, and are 
  among the few fiends who travel the seas and rivers of the 
  multiverse as part of larger infernal plots. Even in the air 
  or on the ground, a drowning devil moves with a 
  haunting litheness as though it were swimming.
  A typical drowning devil weighs 600 pounds, 
  and can exceed 15 feet from head to tail.
  5252
  Illustration by Dave Allsop
  
  Devil, Host
  Twisted horns rise from the skinless head of this winged creature, 
  and noxious fumes leak from between its yellowed fangs.
  HOST DEVIL (MAGAAV) 
  CR 6
  XP 2,400
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +4; Senses darkvision 60 ft., detect magic, see in darkness; 
  Perception +11
  DEFENSE
  AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
  hp 59 (7d10+21)
  Fort +8, Ref +9, Will +3
  DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 17
  OFFENSE
  Speed 20 ft., fly 50 ft. (average)
  Melee mwk ranseur +12/+7 (2d4+6/×3) or 
  2 claws +11 (1d6+4 plus 2 bleed)
  Special Attacks noxious breath, rend (2 claws, 1d6+6 plus 
  2 bleed)
  Spell-Like Abilities (CL 12th; concentration +12)
  Constant—detect magic
  At will—greater teleport (self plus 50 lbs. of objects only)
  1/day—summon (CL 3rd, 1 magaav 40%)
  STATISTICS
  Str 18, Dex 19, Con 16, Int 10, Wis 12, Cha 11
  Base Atk +7; CMB +11; CMD 26
  Feats Combat Reflexes, Dodge, Hover, Mobility
  Skills Acrobatics +14 (+10 when jumping), Escape Artist +14, 
  Fly +14, Intimidate +10, Perception +11, Stealth +14
  Languages Celestial, Draconic, Infernal; telepathy 100 ft.
  SQ master grappler, shared senses
  ECOLOGY
  Environment any (Hell)
  Organization solitary, pair, or flock (2–6)
  Treasure standard (mwk ranseur, other treasure)
  SPECIAL ABILITIES
  Master Grappler (Ex) A magaav can wield a weapon and 
  still attempt grapple checks. While not wielding a weapon, 
  a magaav gains a +4 bonus on grapple checks.
  Noxious Breath (Su) Three times per day, as a standard action 
  a magaav can exhale a breath that reeks of pure corruption 
  upon a creature within 5 feet. The target must succeed at a 
  DC 16 Fortitude save or be sickened for 1d4 rounds. Creatures 
  that successfully save cannot be affected by the same 
  magaav’s noxious breath for 24 hours. This is a poison effect. 
  The save DC is Constitution-based.
  Shared Senses (Su) All magaavs within 100 feet of one 
  another share the same senses. Thus, if one individual 
  perceives something (for example, with a successful 
  Perception check), all others within range are immediately 
  aware of it. Senses are instantly relayed from one magaav 
  to the next, allowing for the senses of a single devil to 
  potentially spread through and inform an entire swarm 
  instantly. It is still possible for a magaav to be flat-footed for 
  other reasons even if other magaavs nearby are not.
  Hunters of souls, host devils retrieve Hell’s most elusive 
  property. Whether souls that have long evaded capture 
  upon the plains of Avernus, damned beings who have 
  somehow managed to escape Hell, or creatures that have 
  reneged upon infernal contracts, vast flocks of these 
  winged fiends fly from the Pit to recover their prey. Rarely 
  seen alone, host devils travel in great swarms that often 
  number in the thousands. These four-winged mockeries 
  of the angelic form swarm in enormous columns, moving 
  in tandem as though they were one colossal, 
  infernal beast controlled by a single brain.
  Magaavs stand 5-1/2 feet tall and weigh 
  150 pounds, with wingspans reaching 10 
  feet across. Their fetid breath draws 
  flies that swarm over their bodies.
  5353
  Devil, Drowning–Devil, Host
  Devil, Drowning–Devil, Host
  Illustration by Jorge Fares
  
  Devil, Nemesis
  This ancient monstrosity has the torso of a massively muscled giant, 
  scaly wings, and the lower half of a four-legged, clawed beast. 
  NEMESIS DEVIL (ADVODAZA) CR 18
  XP 153,600
  LE Huge outsider (devil, evil, extraplanar, lawful)
  Init +11; Senses darkvision 60 ft., see in darkness; Perception +28
  DEFENSE
  AC 36, touch 15, flat-footed 29 (+7 armor, +7 Dex, +14 natural, 
  –2 size)
  hp 297 (18d10+198)
  Fort +21, Ref +18, Will +13
  Defensive Abilities idol armor; DR 10/good and silver; 
  Immune cold, dismissal, electricity, fire, poison, sonic; 
  Resist acid 10; SR 29
  OFFENSE
  Speed 40 ft., fly 80 ft. (average)
  Melee bite +28 (2d6+12), 2 claws +28 (1d8+12 plus infernal 
  wound), 2 slams +26 (1d8+6), tail slap +26 (2d6+6)
  Space 15 ft.; Reach 15 ft. (20 ft. with tail)
  Special Attacks infernal wound
  Spell-Like Abilities (CL 16th; concentration +23)
  At will—gaseous form, greater invisibility, greater teleport (self 
  plus 50 lbs. of objects only), scorching ray, whispering wind
  3/day—blasphemy (DC 24), dispel magic, ethereal jaunt, 
  harm (DC 23), heal (DC 23), hold monster (DC 22), wall 
  of stone
  1/day—greater scrying (DC 21), summon (level 7, horned 
  devil 60%), unhallow
  STATISTICS
  Str 34, Dex 25, Con 30, Int 23, Wis 25, Cha 24
  Base Atk +18; CMB +32 (+36 bull rush); CMD 49 (51 vs. bull 
  rush, 53 vs. trip)
  Feats Awesome Blow, Flyby Attack, Greater Bull Rush, Hover, 
  Improved Bull Rush, Improved Initiative, Multiattack,  
  Power Attack, Toughness
  Skills Acrobatic +25 (+29 when jumping), Bluff +28, 
  Diplomacy +28, Fly +24, Intimidate +28, Knowledge (arcana, 
  planes, religion) +27, Perception +28, Sense Motive +28, 
  Spellcraft +24, Stealth +20; Racial Modifier +4 Acrobatics 
  when jumping
  Languages Abyssal, Aklo, Celestial, Common, Draconic, Infernal; 
  telepathy 100 ft.
  SQ devil mark, false divinity (Trickery)
  ECOLOGY
  Environment any (Hell)
  Organization solitary or pantheon (2–5)
  Treasure double
  SPECIAL ABILITIES
  Devil Mark (Su) An advodaza can grant worthy servants a 
  measure of its power. As a full-round action, an advodaza 
  can touch a willing creature, marking it with a unique 
  symbol. For as long as the creature is marked, it gains a 
  spell-like ability it can use once per day. This spell-like 
  ability comes from the advodaza’s chosen domain (see 
  false divinity, below). The target can also telepathically 
  communicate with the advodaza over any distance while 
  on the same plane. An advodaza can dismiss its mark as a 
  standard action, no matter where the bearer is. It can also, 
  as a standard action, cause pain to a mark bearer that deals 
  6d6 points of damage with no saving throw. An advodaza 
  can mark multiple creatures, up to a number equal to its Hit 
  Dice (typically 18).
  False Divinity (Su) Each advodaza chooses one cleric domain 
  and gains the domain spells (5th level and lower) of that 
  domain as spell-like abilities. Each of these abilities can be 
  used 3 times per day. The advodaza does not gain any of the 
  domain’s granted powers. Most advodazas possess powers 
  from the Evil, Fire, Law, Trickery, War, or Weather domains, 
  though any domains except Good or Chaos are possible. These 
  spell-like abilities are not included in the stat block above.
  Evil Domain: align weapon (evil only), dispel good, magic 
  circle against good, protection from good, unholy blight
  Fire Domain: burning hands, fire shield, fireball, produce 
  flame, wall of fire
  Law Domain: align weapon (law only), dispel chaos, magic 
  circle against chaos, order’s wrath, protection from chaos
  Trickery Domain: confusion, disguise self, false vision, 
  invisibility, nondetection
  War Domain: divine power, flame strike, magic vestment, 
  magic weapon, spiritual weapon
  Weather Domain: call lightning, fog cloud, ice storm, 
  obscuring mist, sleet storm
  Idol Armor (Su) Advodazas armor themselves in fallen idols 
  and ornaments of devotion. This armor grants an advodaza 
  a +7 armor bonus to AC and immunity to cold, electricity, 
  and sonic damage, as well as immunity to the spell 
  dismissal. The spells chaos hammer, holy smite, holy word, 
  and word of chaos destroy this armor, removing the devil’s 
  armor bonus to AC and its immunities (its cold immunity 
  is replaced with the devil’s normal cold resistance of 10). 
  The armor is automatically destroyed if the advodaza is 
  slain. If uninterrupted for 1 hour, an advodaza can summon 
  new armor to replace its destroyed protection.
  Infernal Wound (Su) An advodaza’s assaults leave vicious marks 
  that do not easily heal. The damage an advodaza inflicts with 
  its claws leaves persistent wounds that deal 2d6 points of bleed 
  damage. Bleeding caused in this way is difficult to stanch—a 
  successful DC 29 Heal check is required to stop the bleeding, 
  and anyone attempting to magically heal a creature suffering 
  from an infernal wound must succeed at a DC 29 caster level 
  check or the spell does not function. Success indicates the 
  healing works normally and stops all bleed effects. The Heal 
  check DC and caster level DC are Constitution-based.
  5454
  
  False gods, fallen demagogues, nemesis devils—all are 
  names for the fiends known collectively as advodazas. 
  They survive from dark ages past, when mortals offered 
  worship to base things and unwholesome spirits that 
  masqueraded as baleful gods. Although time and faith 
  have turned against these beings, the most tenacious 
  of their kind have refused to fade into oblivion, and to 
  these obstinate corruptors and one-time deities the gates 
  of Hell swing wide and welcoming. These lords of cults 
  and masters of forgotten mysteries find renewed vigor in 
  the depths of the Pit, and those seeking to restore their 
  power and lordship over mortalkind undergo terrible 
  indoctrinations and binding rites that transform them 
  over the ages into true devils. What emerge are shades 
  of half-remembered demigods, fallen princes seeking to 
  claim their subjects anew, and fiends of blasphemy: the 
  idol-clad advodazas.
  Fantastically ancient beings, advodazas rose from 
  spirits worshiped by mortals in distant ages, typically as 
  part of primitive and deranged cults. While humanoids 
  still huddled in crude shelters, begging any power 
  that would listen to protect them from storms, beasts, 
  enemies, hunger, and countless other fears, the spirits 
  of the land, sky, and animals were the first to give 
  heed. Not deities, but elusive inf luences, these forces 
  heard the early prayers and worked what appeared to 
  be miracles in return for sacrifices and adoration. 
  Slowly, these formless vestiges took shape as 
  idols, fetishes, palladia, and all manner of 
  cult images. Yet as knowledge of true deities 
  and the powers they offered worshipers 
  spread, the old spirits were either forgotten 
  or demonized and rooted out.
  All advodazas desire to eventually return 
  to the Material Plane, where they might 
  tempt new followers to serve, sacrifice, 
  and raise idols to their names. Though 
  merciless, advodazas appeal to many 
  mortals because of the directness of 
  their interaction and their willingness 
  to grant power or to violently smite 
  enemies for a seemingly paltry 
  price. In death, however, advodazas’ 
  servants find no divine realm, nor 
  do they sit beside some grand deity. 
  When they die, there is only Hell.
  No two advodazas look exactly 
  alike. Each one embodies the powers 
  and spheres of influence for which 
  it was worshiped in ages past and 
  subsequently anthropomorphized 
  as a monstrous being. Typically, 
  this results in quadrupedal and 
  half-bestial shapes that bristle with terrible wings, 
  hooves,	claws,	and	fangs.	Universally,	though,	they	bear	
  the broken remnants of their fallen faith—in the form 
  of cracked idols worn like armor, profane talismans 
  crafted into jewelry, or fearful totems wielded like 
  massive weapons—and bristle with archaic power and 
  unquenchable arrogance. Despite this wide range of 
  appearances, all advodazas possess the same core abilities, 
  though some particularly ancient or powerful fiends 
  possess augmented or even unique abilities.
  Most advodazas stand about 18 feet tall and weigh 
  approximately 9 tons.
  5555
  Devil, Nemesis
  Devil, Nemesis
  Illustration by Scott Purdy
  
  Devilbound Creature
  This elegant and mysterious woman has a sinister air of dark 
  power around her, like a protective ward.
  DEVILBOUND SORCERER 
  CR 13
  XP 25,600
  Female pit fiend-bound human sorcerer 13 
  LE Medium humanoid (human)
  Init +4; Senses darkvision 60 ft., see in darkness; Perception +14
  DEFENSE
  AC 21, touch 10, flat-footed 21 (+4 armor, +7 natural)
  hp 121 (13d6+73); regeneration 5 (good spells, good weapons)
  Fort +13, Ref +7, Will +12; +4 vs. poison
  DR 10/adamantine (130 points); Resist cold 20, fire 30
  Weaknesses contract bound
  OFFENSE
  Speed 30 ft.
  Melee dagger +5/+0 (1d4–1/19–20)
  Devilbound Spell-Like Abilities (CL 13th; concentration +20)
  3/day—quickened fireball (DC 20), invisibility
  1/day—blasphemy (DC 24), summon (level 7, 1 lemure,  
  1 bearded devil, or 1 erinyes 100%)
  Bloodline Spell-Like Abilities (CL 13th; concentration +20)
  10/day—elemental ray (1d6+6 cold)
  1/day—elemental blast (13d6 cold, DC 23)
  Sorcerer Spells Known (CL 13th; concentration +20)
  6th (5/day)—acid fog, elemental body III, summon monster VI 
  5th (7/day)—cloudkill (DC 23), elemental body II, summon 
  monster V, teleport 
  4th (6/day)—charm monster (DC 22), confusion (DC 22), 
  elemental body I, fear (DC 21), stoneskin (already cast) 
  3rd (8/day)—displacement, hold person (DC 21), protection 
  from energy, stinking cloud (DC 21), summon monster III 
  2nd (8/day)—acid arrow, darkness, detect thoughts (DC 19), 
  glitterdust (DC 20), scorching ray (cold), web (DC 20) 
  1st (7/day)—burning hands (cold) (DC 18), charm person 
  (DC 19), disguise self, feather fall, mage armor (already 
  cast), magic missile
  0 (at will)—acid splash, arcane mark, detect magic, 
  ghost sound (DC 17), mage hand, mending, message, 
  prestidigitation, read magic
  Bloodline elemental (water)
  STATISTICS
  Str 8, Dex 10, Con 18, Int 15, Wis 12, Cha 24
  Base Atk +6; CMB +5; CMD 15
  Feats Arcane ShieldAPG, Augment Summoning, Combat Casting, 
  Craft Wondrous Item, Empower Spell, Eschew Materials, 
  Great Fortitude, Improved Initiative, Spell Focus (conjuration), 
  Spell Focus (enchantment), Superior SummoningAPG
  Skills Diplomacy +13, Intimidate +17, Knowledge (arcana) +18, 
  Knowledge (planes) +18, Perception +14, Sense Motive +14
  Languages Common, Draconic, Infernal
  SQ bloodline arcana (change energy damage spells to cold)
  ECOLOGY
  Environment any urban
  Organization solitary
  Treasure NPC gear (dagger, amulet of natural armor +3, belt of 
  mighty constitution +2, cloak of resistance +3, headband of 
  alluring charisma +4, brooch of shielding [50 points], potion 
  of cure serious wounds, wand of false life [10 charges], 
  diamond dust [250 gp], other treasure)
  A devilbound creature has made a bargain with a devil, 
  promising a service and its soul in exchange for infernal 
  power. The specific service depends on the devil’s type 
  and motivations, but always furthers the interests of Hell.
  CREATING A DEVILBOUND CREATURE
  “Devilbound creature” is an acquired template that can 
  be added to any creature with 5 or more Hit Dice and 
  Intelligence, Wisdom, and Charisma scores of 3 or higher 
  (referred to hereafter as the base creature). The creature 
  retains all the base creature’s statistics and special abilities 
  except as noted here.
  CR: Same as the base creature +1.
  Alignment: Any evil. A devilbound creature radiates an 
  evil aura as if it were an evil outsider.
  Senses: A devilbound creature gains darkvision 60 ft. 
  and the see in darkness ability.
  Armor Class: Natural armor improves by +4.
  Defensive Abilities: A devilbound creature gains a +4 
  bonus on saving throws against poison, resist fire 30, and 
  regeneration 5 (good spells, good weapons).
  Weaknesses: The devil-bound creature gains the 
  following weakness.
  Contract Bound (Ex): The creature has signed a contract of 
  service in return for this template. The devil must reveal 
  its nature as a creature of Hell when it offers a contract, 
  and it can’t hide the details of the contract in any way. 
  The creature must enter the agreement willingly (without 
  magical compulsion). Usually the creature must perform 
  one or more tasks for the devil, and in exchange the creature 
  gains the template’s abilities, whether immediately, after a 
  specific amount of time, or once the tasks are completed. 
  The contract always includes a clause that damns the 
  creature’s soul to Hell when the creature dies, with credit 
  for the act and possession of the soul going to the devil 
  signing the contract. When the creature dies, its soul is 
  automatically imprisoned in a gem, which immediately 
  appears in Hell as one of the devil’s belongings. If the 
  devil is dead when the creature dies, the creature’s soul 
  is destroyed, and can’t be restored to life except by miracle 
  or wish. If the creature fails to perform the tasks in the 
  allotted time, its soul is still damned and the devil is not 
  obligated to provide the promised abilities.
  5656
  
  Many contracts state that the devil, its agents, and its 
  allies will not attempt to kill the creature. This doesn’t 
  protect against all devils, but does offer the creature 
  a measure of protection against treachery from the 
  signatory devil.
  Breaking a contract with a devil is difficult and 
  dangerous. Furthermore, as long as the contract remains 
  in effect, a slain victim can’t be restored to life after death 
  except by a miracle or wish. If the devilbound creature is 
  restored to life, the devil immediately senses the name and 
  location (as discern location) of the creature responsible.
  Special Attacks: The creature gains the summon 
  universal monster ability and can summon a devil once per 
  day with a 100% chance of success. The devil remains for 
  1 hour. The creature’s caster level or Hit Dice, whichever 
  is higher, determines the most powerful kind of devil it 
  can summon and the effective spell level of this ability, 
  according to the following table.
  Caster Level 
  Devil 
  Spell Level
  3rd 
  Lemure 
  2nd
  9th 
  Bearded devil 
  5th
  11th 
  Erinyes 
  6th
  13th 
  Bone devil 
  7th
  15th 
  Barbed devil 
  8th
  17th 
  Ice devil 
  9th
  Spell-Like 
  Abilities: 
  The 
  creature 
  gains the following spell-like abilities, 
  depending on the kind of devil it is bound 
  to. The creature uses its Hit Dice or caster 
  level, whichever is higher, as the caster level 
  for its spell-like abilities. Save DCs are based 
  on the creature’s Intelligence, Wisdom, or 
  Charisma, whichever is highest.
  Accuser: 3/day—clairaudience/clairvoyance, 
  invisibility (self only), summon swarm 
  Barbed: 3/day—hold monster
  Bearded: 3/day—dimension door, rage
  Belier: 3/day—charm monster
  Bone: 3/day—fly, invisibility (self only)
  Contract: 3/day—bestow curse, detect thoughts,
  locate creature
  Drowning: 3/day—hydraulic pushAPG, water breathing
  Erinyes: 3/day—fear (single target), unholy blight
  Handmaiden: 3/day—black tentacles; 1/day—true seeing
  Horned: 3/day—dispel good, fireball
  Host: 3/day—dimension door, fly
  Ice: 3/day—cone of cold, ice storm
  Immolation: 3/day—fire shield, fireball
  Imp: 3/day—invisibility (self only), polymorph (self only, 
  same size as base creature)
  Nemesis: 3/day—invisibility, scorching ray; 1/day—blasphemy
  Pit 
  Fiend: 
  3/day—quickened 
  fireball, 
  invisibility; 
  1/day—blasphemy
  Abilities: Adjust the base creature’s ability scores 
  according to the kind of devil it is bound to.
  Devil 
  Str 
  Dex 
  Con 
  Int 
  Wis 
  Cha
  Accuser 
  — 
  2 
  2 
  — 
  2 
  —
  Barbed, bearded, host 
  2 
  2 
  2 
  — 
  —
  Belier 
  — 
  — 
  — 
  2 
  2 
  2
  Bone, ice 
  — 
  — 
  2 
  2 
  2 
  —
  Contract, handmaiden 
  — 
  — 
  — 
  2 
  2 
  2
  Drowning, horned  
  2 
  2 
  — 
  — 
  — 
  2
  Erinyes 
  — 
  2 
  2 
  — 
  — 
  2
  Immolation 
  2 
  — 
  2 
  — 
  — 
  2
  Imp 
  — 
  2 
  — 
  2 
  — 
  2
  Nemesis, pit fiend 
  +2 to any three different ability scores
  5757
  Devilbound Creature
  Devilbound Creature
  Illustration by Shreya Shetty
  
  Dinosaur, Dimorphodon
  The head of this colorful red and purple flying reptile is overly 
  large, and its jaws are lined with tiny sharp teeth.
  DIMORPHODON 
  CR 1
  XP 400
  N Medium animal 
  Init +3; Senses low-light vision, scent; Perception +5
  DEFENSE
  AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
  hp 11 (2d8+2)
  Fort +4, Ref +6, Will +1
  OFFENSE
  Speed 10 ft., fly 30 ft. (average)
  Melee bite +3 (1d6+3 plus poison)
  Special Attacks poison
  STATISTICS
  Str 15, Dex 17, Con 12, Int 2, Wis 13, Cha 12
  Base Atk +1; CMB +3; CMD 16
  Feats Flyby Attack
  Skills Fly +7, Perception +5
  ECOLOGY
  Environment warm coasts or forests
  Organization solitary, pair, or flock (3–9)
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round 
  for 4 rounds; effect 1d2 Str; cure 1 save.
  The dimorphodon’s jaws 
  contain two separate 
  rows teeth: several 
  large fangs near 
  the front (used 
  to grip prey and 
  inject 
  poison) 
  and numerous 
  smaller, sharp 
  teeth along the 
  rest of the jaw. 
  Dimorphodons 
  are 
  known 
  for 
  being easy to train. 
  Handle Animal checks 
  to train dimorphodons are 
  attempted with a +4 bonus, 
  and a dimorphodon can know 
  one bonus trick chosen by its 
  trainer once the creature has 
  been fully domesticated.
  A dimorphodon’s wingspan 
  is between 4 and 5 feet long.
  Dinosaur, Diplodocus
  This enormous, long-necked quadruped moves with an uncanny 
  grace, holding its lengthy, whiplike tail out level behind it.
  DIPLODOCUS 
  CR 12
  XP 19,200
  N Colossal animal 
  Init +6; Senses low-light vision, scent; Perception +32
  DEFENSE
  AC 25, touch 4, flat-footed 23 (+2 Dex, +21 natural, –8 size)
  hp 190 (20d8+100)
  Fort +17, Ref +14, Will +11
  OFFENSE
  Speed 30 ft.
  Melee 2 tail lashes +22 (4d6+15/19–20)
  Space 30 ft.; Reach 60 ft.
  Special Attacks trample (2d8+22, DC 35)
  STATISTICS
  Str 40, Dex 14, Con 21, Int 2, Wis 17, Cha 11
  Base Atk +15; CMB +38 (+40 bull rush); CMD 50 (52 vs. bull rush, 
  54 vs. trip)
  Feats Awesome Blow, Combat Reflexes, Critical Focus, 
  Improved Bull Rush, Improved Critical (tail lash), Improved 
  Initiative, Iron Will, Power Attack, Skill Focus (Perception), 
  Staggering Critical
  Skills Perception +32
  ECOLOGY
  Environment warm plains
  Organization solitary, pair, or herd (3–14)
  Treasure none
  SPECIAL ABILITIES
  Tail Lash (Ex) The diplodocus prefers to attack with its 
  tail. The dinosaur can snap its incredibly long tail with 
  surprising speed like an enormous whip—this is a primary 
  attack that deals bludgeoning and slashing damage. A 
  diplodocus can make two separate attacks with its tail 
  lash as a full-attack action.
  The diplodocus is one of  
  the longest dinosaurs, 
  capable of reaching 
  lengths of 100 
  feet or more. 
  Much of this 
  length is taken 
  up by the 
  diplodocus’s 
  tremendously 
  powerful whiplike 
  tail, a devastating weapon 
  capable of striking at a 
  considerable range.
  5858
  Illustration by Brynn Metheney
  
  Dinosaur, Styracosaurus
  This bulky, four-legged dinosaur has a long nasal horn and a crest 
  studded with additional horns sweeping back from its skull.
  STYRACOSAURUS 
  CR 5
  XP 1,600
  N Large animal 
  Init +1; Senses low-light vision, scent; Perception +11
  DEFENSE
  AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
  hp 52 (7d8+21)
  Fort +10, Ref +6, Will +5
  Defensive Abilities ferocity
  OFFENSE
  Speed 40 ft.
  Melee gore +11 (2d8+9)
  Space 10 ft.; Reach 5 ft.
  Special Attacks powerful charge (gore, 4d8+9), reflexive strike
  STATISTICS
  Str 22, Dex 13, Con 17, Int 2, Wis 12, Cha 7
  Base Atk +5; CMB +12; CMD 23 (27 vs. trip)
  Feats Combat ReflexesB, Great Fortitude, Iron Will, Power 
  Attack, Weapon Focus (gore)
  Skills Perception +11
  ECOLOGY
  Environment warm plains
  Organization solitary, pair, or herd (3–16)
  Treasure none
  SPECIAL ABILITIES
  Reflexive Strike (Ex) A styracosaurus can make three additional 
  attacks of opportunity each round—combined with its bonus 
  Combat Reflexes feat, this allows the dinosaur to make up to 
  five of these attacks of opportunity per round. The dinosaur 
  makes these attacks with its horned crest, but they are 
  treated as normal gore attacks.
  The styracosaurus is a bulky dinosaur with a solid frame 
  and a very distinctive skull—a horned frill extends back 
  from its head, protecting 
  its neck and serving as a 
  highly effective natural 
  weapon that allows it 
  to make attacks 
  of opportunity. 
  It is notorious 
  for its ill temper, 
  savagely attacking 
  any creature that it 
  perceives as a threat or even 
  as an irritant.
  A styracosaurus is 18 feet 
  long and weighs nearly 3 tons.
  Dinosaur, Velociraptor
  This small, sleek dinosaur has vicious, snapping jaws and feet 
  that end in large talons for gutting prey.
  VELOCIRAPTOR 
  CR 2
  XP 600
  N Small animal 
  Init +7; Senses low-light vision, scent; Perception +10
  DEFENSE
  AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
  hp 22 (3d8+9)
  Fort +6, Ref +6, Will +3
  Defensive Abilities evasion
  OFFENSE
  Speed 60 ft.
  Melee bite +6 (1d4+1), 2 talons +6 (1d6+1/19–20)
  Special Attacks leaping charge
  STATISTICS
  Str 13, Dex 17, Con 17, Int 2, Wis 14, Cha 14
  Base Atk +2; CMB +2; CMD 15
  Feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +11 (+23 when jumping), Perception +10, 
  Stealth +15; Racial Modifiers +4 Acrobatics (+16 when 
  jumping), +4 Perception, +4 Stealth
  ECOLOGY
  Environment warm forests or plains
  Organization solitary, pair, or pack (3–12)
  Treasure none
  SPECIAL ABILITIES
  Leaping Charge (Ex) A velociraptor can jump while charging, 
  allowing it to ignore difficult terrain when it charges. When 
  a velociraptor makes a charge in this way, it deals double 
  damage with its talons.
  A smaller cousin of the deinonychus, the velociraptor is 
  a swift, cunning pack hunter. It has no fear of Medium 
  or even Large creatures. Its leaping charge attack grants it 
  a significant advantage against foes in thick underbrush.
  A velociraptor is around 1-1/2 feet tall and 7 feet long, 
  and weighs 35 pounds.
  5959
  Illustration by Brynn Metheney
  Dinosaur, Dimorphodon–Dinosaur, Velociraptor
  Dinosaur, Dimorphodon–Dinosaur, Velociraptor
  
  Divine Guardian
  This regal hydra has one larger head and four smaller ones, and 
  projects an aura of authority and menace. 
  DIVINE GUARDIAN HYDRA 
  CR 5
  XP 1,600
  N Huge magical beast (air, water)
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +16
  DEFENSE
  AC 15, touch 9, flat-footed 14 (+1 Dex, +6 natural, –2 size)
  hp 47 (5d10+20); fast healing 5
  Fort +8, Ref +5, Will +5
  Defensive Abilities ability healing; Immune disease, mind-
  affecting effects, poison
  OFFENSE
  Speed 40 ft., fly 40 ft. (perfect), swim 40 ft.
  Melee 5 bites +7 (1d8+3)
  Space 15 ft.; Reach 10 ft.
  Special Attacks pounce
  Spell-Like Abilities (CL 5th; concentration +6)
  At will—dimension door (within sacred site only)
  3/day—alarm, knock
  1/day—arcane lock, augury, clairvoyance/clairaudience, 
  hold portal
  STATISTICS
  Str 17, Dex 12, Con 18, Int 6, Wis 15, Cha 13
  Base Atk +5; CMB +10; CMD 21 (can’t be tripped)
  Feats Combat Reflexes, Iron Will, Weapon Focus (bite)
  Skills Fly +9, Perception +16, Sense Motive +7, Swim +11; Racial 
  Modifiers +7 Perception, +5 Sense Motive
  Languages Draconic
  SQ blessed life, divine swiftness, hydra traits, regenerate head, 
  sacred site
  ECOLOGY
  Environment temperate ruins
  Organization solitary
  Treasure standard
  A divine guardian is a creature chosen by the gods to 
  guard a sacred site of the faith. Blessed with eternal life 
  (or damned, some might say), a divine guardian spends 
  untold centuries in the service of its deity, tirelessly and 
  deathlessly defending its charge from any who would 
  seek to desecrate it.
  Typically such a creature is transformed into a form 
  more regal than its mortal one, setting it apart from a 
  typical member of its race or species. A divine guardian 
  is spiritually connected to the one site that it must 
  guard for eternity. As long as a divine guardian remains 
  within that site, it does not hunger, thirst, get sick, or 
  even age. Within the bounds of its sacred site, a divine 
  guardian possesses numerous defensive powers to ward 
  it from intruders, but it can never leave the area or the 
  long years of its service will finally catch up to it. A 
  divine guardian must weigh the power and prestige of its 
  endless responsibility against the freedom death might 
  inevitably bring.
  Most divine guardians are chosen servants who agree 
  to willingly serve their gods for all eternity, but some 
  have been cursed with their duty in response for some 
  harm to the god’s faithful or as atonement for some great 
  sin. Whatever the nature of its creation, a divine guardian 
  is still beholden to the god that granted it its powers, and 
  to the followers of that god as well.
  A cleric or paladin of the deity that created a divine 
  guardian can issue the guardian commands. This does 
  not give the cleric or paladin complete control over 
  the creature, but the guardian does respond favorably 
  to those requests. For example, a cleric could ask it to 
  not attack her companions, or to help her defend the 
  guardian’s sacred site from attackers. A cleric or paladin 
  of the same faith must win an opposed Charisma check 
  to convince a divine guardian to do anything it wouldn’t 
  ordinarily do. A divine guardian can never be ordered 
  to leave its sacred site or to go against the tenets of its 
  deity’s faith.
  The divine guardian hydra presented here is built 
  using a hydra from the Pathfinder RPG Bestiary. See page 
  178 of the Bestiary for rules on this creature’s hydra traits 
  and regenerate head abilities. This divine guardian hydra 
  is a divine guardian of the god of nature and the weather, 
  thus giving it the air and water subtypes.
  CREATING A DIVINE GUARDIAN
  “Divine guardian” is an acquired template that can be 
  added to any creature (referred to hereafter as the base 
  creature). A divine guardian uses all the base creature’s 
  statistics and special abilities except as noted here.
  CR: Same as the base creature +1.
  Alignment: Usually, the alignment of a divine 
  guardian matches that of the god who invested it with 
  power. Sometimes, however, a god punishes a wayward 
  worshiper or an enemy of the faith by making it a 
  divine guardian.
  Type: The creature’s type does not change, but the 
  creature might gain one or more alignment or elemental 
  subtypes, depending on the alignment and portfolio of 
  the deity that granted it the template. Possible subtypes 
  include air, chaotic, cold, earth, evil, fire, good, lawful, 
  and water. For instance, a lawful good deity’s divine 
  guardian would have the lawful and good subtypes, even 
  if it were actually of some other alignment. Similarly, 
  a neutral god of water and ice would grant its divine 
  guardian the water and cold subtypes.
  6060
  
  Senses: A divine guardian gains darkvision 60 feet and 
  low-light vision.
  Defensive Abilities: A divine guardian is immune to 
  disease, poison, and all mind-affecting effects. It also 
  gains fast healing 5. In addition, it gains the following 
  defensive ability.
  Ability Healing (Ex): A divine guardian heals 1 point of 
  ability damage per round in each damaged ability score.
  Special Attacks: A divine guardian gains the following.
  Spell-Like Abilities: A divine guardian has a cumulative 
  number of spell-like abilities depending on its Hit Dice. 
  Unless otherwise noted, these abilities are usable 1/day. 
  CL is equal to the divine guardian’s HD or the CL of the 
  base creature’s spell-like abilities, whichever is higher.
  HD 
  Abilities
  1–2   
  Alarm 3/day, dimension door at will (within sacred   
   
   
  site only), hold portal
  3–4   
  Arcane lock, knock 3/day
  5–6   
  Augury, clairaudience/clairvoyance
  7–8   
  Dismissal
  9–10  
  Commune
  11–12  
  Guards and wards
  13–14  
  Forbiddance
  15–16  
  Banishment
  17–18  
  Repulsion
  19–20  
  Screen
  21+   
  Antipathy
  Special Qualities: A divine guardian gains the following.
  Aura (Ex): A divine guardian with the chaotic, evil, 
  good, or lawful subtypes has an aura as if it were an 
  aligned outsider of equivalent Hit Dice (see the detect 
  evil spell for details).
  Blessed Life (Ex): A divine guardian does not age or 
  breathe. It does not require food, drink, or sleep.
  Divine Swiftness (Ex): A divine guardian is gifted with 
  incredible speed, granting it a +4 bonus on initiative rolls. 
  In addition, each of the base creature’s speeds is doubled. 
  If the base creature has a fly speed, the divine guardian’s 
  maneuverability becomes perfect if it was not already. 
  If the divine guardian acquires the air, earth, or water 
  subtype, it gains a fly, burrow, or swim speed equal to its 
  highest speed.
  Sacred Site (Ex): Each divine guardian is assigned to 
  guard a specific site sacred to the deity that invested 
  it with power. This area may be a structure, a series of 
  structures, or a natural site with clearly defined borders. 
  It can be as large as a city, but in most cases it’s a single 
  temple or a sacred grove. Gods don’t waste their powers 
  on places that their worshipers can protect, so most divine 
  guardians keep watch over abandoned burial grounds or 
  lost temples. The divine guardian of such a site is charged 
  with protecting it from harm and preventing incursions 
  by those not of the faith. It must keep its vigil until the god 
  deems the guardian’s task done.
  If the divine guardian ever moves out of the area defined 
  as the sacred site, it immediately loses the divine guardian 
  template and any spellcasting ability the deity might have 
  granted from class levels. It cannot regain the template 
  unless it atones for its failure (usually by completing some 
  quest or via an atonement spell) and reenters the site within 1 
  week. Otherwise, it loses the template permanently, taking 
  6d6 points of Constitution drain as the years of lost food, 
  drink, and sleep return to it tenfold. A creature that lacks 
  a Constitution score takes 2d6 points of damage per Hit 
  Die from this process. Even if it survives the Constitution 
  drain, the creature can never regain the template.
  Abilities: Wis +4, Cha +4. If the base creature has an 
  Intelligence score of 2 or lower, it also gains Int +4.
  Skills: A divine guardian gains a +5 racial bonus on 
  Perception and Sense Motive checks.
  Organization: Solitary.
  6161
  Illustration by Shreya Shetty
  Divine Guardian
  Divine Guardian
  
  Dorvae
  Two pairs of stretched and veiny leather wings adorn the back of 
  this shrouded reptilian nightmare. 
  DORVAE 
  CR 11
  XP 12,800
  NE Medium outsider (evil)
  Init +5; Senses darkvision 60 ft., see invisibility; Perception +24
  DEFENSE
  AC 24, touch 16, flat-footed 18 (+5 Dex, +1 dodge, +8 natural)
  hp 123 (13d10+52)
  Fort +8, Ref +13, Will +10
  DR 10/good; Immune mind-affecting effects, poison; SR 22
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee 2 claws +18 (3d8+4/19–20 plus grab)
  Special Attacks writhing snakes
  Spell-Like Abilities (CL 11th; concentration +14)
  Constant—see invisibility
  At will—detect thoughts (DC 15)
  3/day—bestow curse (DC 17), dimension door
  1/day—feeblemind (DC 18), lesser geas (DC 17)
  STATISTICS
  Str 18, Dex 21, Con 18, Int 17, Wis 14, Cha 17
  Base Atk +13; CMB +20 (+24 grapple); CMD 33
  Feats Agile Maneuvers, Dodge, Flyby Attack, Improved 
  Critical (claw), Mobility, Skill Focus 
  (Perception), Weapon Focus (claw)
  Skills Acrobatics +21, Bluff +19, 
  Diplomacy +13, Fly +18, 
  Intimidate +16, Knowledge 
  (planes) +19, Knowledge 
  (religion) +19, Perception +24, Sense 
  Motive +18, Stealth +21
  Languages Abyssal, Celestial, 
  Common, Infernal; telepathy 50 ft.
  ECOLOGY
  Environment any (evil planes)
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Writhing Snakes (Ex): When 
  a dorvae succeeds at a 
  grapple check against an 
  opponent, the serpents of 
  its body writhe around 
  the grappled foe, biting 
  wherever they can gain 
  purchase. This deals 2d8 
  points of piercing damage, and 
  the grappled foe is subject to the 
  dorvae’s supernatural poison.
  Dorvae Poison (Su) Writhing snakes—injury; save DC 20; 
  frequency 1/round for 12 rounds; effect 1d4 Wis and on 
  the first failed save the target is susceptible to the dorvae’s 
  lesser geas no matter its Hit Dice for 24 hours. Cure 3 saves. 
  The save DC is Constitution-based.
  The dorvaes are a race of fiends standing apart from all 
  others. Each dorvae prides itself on owing no allegiance to 
  anything but itself, and is never willing to suffer a master 
  no matter how powerful or intelligent that creature may 
  be. Dorvaes believe all other creatures in the universe 
  live solely to entertain the dorvaes’ perverse pleasures. 
  Cruel, selfish, and calculating, each dorvae pursues its 
  own dark agenda and desires without guilt, empathy 
  for its playthings, or even consideration of the possible 
  consequences. Master manipulators, dorvaes would 
  rather stand back and create unquestioning minions to 
  champion their schemes. 
  Many dorvaes meddle in the politics and power plays of 
  evil planar beings, but a number of these fiends ply their 
  manipulations on the Material Plane. Often they seek out 
  primitive humanoid tribes, which they lead like vengeful 
  and angry gods. Others look for cosmopolitan centers 
  to manipulate, often masquerading as the mysterious 
  leaders of foreign cults, or as the masterminds of 
  criminal societies. 
  6262
  Illustration by Vincent Devault
  
  Dossenus
  This small creature looks like a lumpy head with crab legs and a 
  giant mouth filled with stone teeth.
  DOSSENUS 
  CR 1
  XP 400
  N Small aberration 
  Init +0; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
  hp 13 (2d8+4)
  Fort +2, Ref +0, Will +3; +4 vs. poison
  Weaknesses hydrophobia, light blindness
  OFFENSE
  Speed 30 ft., burrow 30 ft., climb 30 ft.
  Melee bite +4 (1d6+3/19–20)
  Special Attacks devastating maw, sneak attack +1d6, swarming
  STATISTICS
  Str 12, Dex 11, Con 14, Int 3, Wis 10, Cha 5
  Base Atk +1; CMB +1; CMD 11 (15 vs. trip)
  Feats Improved CriticalB (bite), Weapon Focus (bite), Weapon 
  SpecializationB (bite)
  Skills Climb +17, Perception +5; Racial Modifiers +8 Climb
  Languages Aklo
  ECOLOGY
  Environment any underground (except water)
  Organization solitary, clutch (2–9), or infestation (10–20)
  Treasure incidental
  SPECIAL ABILITIES
  Burrow (Ex) A dossenus can burrow through stone (or weaker 
  materials such as wood) as easily as dirt.
  Devastating Maw (Ex) A dossenus’ bite attack counts as 
  adamantine for the purposes of overcoming DR and 
  bypassing hardness.
  Hydrophobia (Ex) A dossenus cannot swim and 
  always fails Swim checks. If a dossenus 
  becomes completely submerged in 
  water, it must succeed at a DC 15 
  Will save on its turn each round or 
  be paralyzed with fear until it is 
  no longer submerged.
  Swarming (Ex) Dossenuses 
  are brutally efficient at 
  swarming foes and often 
  skitter atop one another in 
  their haste to overwhelm 
  and devour prey. Up to two 
  dossenuses can share the 
  same square at the same 
  time. If two dossenuses 
  sharing the same square 
  attack the same foe, they are 
  considered to be flanking that foe as if they were in two 
  opposite squares.
  A dossenus is a subterranean pack hunter that can 
  digest almost anything. Its body is mostly head and face, 
  dominated by a huge mouth with multiple rows of black, 
  rocklike teeth. Two thin arms and four thin legs extend 
  from its underdeveloped body; its front limbs end in 
  crablike claws it can use to clumsily manipulate objects. A 
  dossenus is just under 4 feet long and weighs 60 pounds.
  Dossenuses are notorious for their voracious appetites 
  and ability to gnaw through practically any substance with 
  their savage teeth. Though their tiny eyes appear absent 
  of thought or purpose, dossenuses are actually slightly 
  more intelligent than mere beasts. These creatures have a 
  primitive communal social structure, speak and understand 
  Aklo, and practice a violent form of religion based on the 
  indiscriminate consumption of all other forms of life. 
  Dossenuses practice ritual cannibalism of their dead.
  Dossenuses are gifted climbers and burrowers and 
  use their talents to clamber up or through walls, floors, 
  ceilings, and over their fellows to quickly surround and 
  overwhelm prey.
  Once one of these extremely tenacious creatures lays 
  eyes on potential prey, it does not give up the chase until it 
  or its target is dead, or enters or crosses a body of water. A 
  dossenus cannot swim (it sinks to the bottom) and has an 
  intense fear of deep water.
  Once every few generations, dossenuses gather in great 
  numbers, sometimes in the thousands. After several weeks 
  of worship, fasting, and frenzied mating, the creatures 
  skitter forth as a massive swarm intent on devouring any 
  living thing in their path.
  6363
  Dorvae–Dossenus
  Dorvae–Dossenus
  Illustration by Mattias Fahlberg
  
  Dragon, Outer
  Outer dragons, natives of the vast reaches of space, can be 
  encountered on diverse worlds. They are generally neutral, but 
  their alignments vary more than those of other dragons. 
  AGE CATEGORIES
  As a dragon ages, it goes through 12 age categories. Its base 
  statistics change as noted on the Dragon Age Categories table. 
  Age Category: This is the age category’s name. 
  Age in Years: This is the dragon’s actual age. 
  CR: This column modifies the dragon’s base CR. 
  Size: This column shows the number of size categories 
  by which to increase the dragon’s base size, depending on 
  its age. Instead of the standard increases to ability scores 
  when it achieves a larger size, a true dragon gains ability 
  score increases according to its age category, as indicated 
  on the Dragon Ability Scores table. 
  Hit Dice: This shows how many Hit Dice a dragon gains 
  over its base Hit Dice as it grows. Increases to Hit Dice grant 
  extra hit points, feats, and skill ranks as well as increasing 
  base attack bonus and base save bonuses. Dragons have skill 
  ranks equal to 6 + their Intelligence modifier per Hit Die. A 
  dragon’s increases to ability scores for gaining Hit Dice are 
  included in the totals on the Dragon Ability Scores table. 
  Natural Armor: This shows the amount the dragon’s base 
  natural armor bonus increases with each age category. 
  Breath Weapon: Each dragon has a breath weapon that 
  deals a base amount of damage. This multiplier increases 
  the number of dice of damage dealt. For example, a mature 
  adult with a base breath weapon that deals 2d6 acid damage 
  would deal 14d6 acid damage (due to the ×7 multiplier).
  COMBAT
  The Dragon Attacks and Speeds table lists attacks a dragon 
  can employ and the damage it deals (a dash indicates a 
  dragon of that size doesn’t possess that attack). Dragons 
  gain other abilities listed here at specific age categories.
  Fly Speed: A dragon’s fly speed increases based on its size.
  Bite: This is a primary attack that deals the indicated 
  damage plus 1-1/2 times the dragon’s Strength bonus (even 
  though it has more than one attack). A dragon’s bite attack 
  has reach as if the creature were one size category larger 
  (+10 feet for Colossal dragons).
  Claws: These primary attacks deal the indicated damage 
  plus the dragon’s Strength bonus.
  Tail Slap: The dragon can slap one foe each round with its 
  tail. A tail slap is a secondary attack that deals the indicated 
  damage plus 1-1/2 times the dragon’s Strength bonus (this is 
  an exception to the normal secondary attack rules).
  Wings: The dragon can slam foes with its wings, even 
  when flying. Wing attacks are secondary attacks that deal 
  the indicated damage plus 1/2 the dragon’s Strength bonus.
  Crush (Ex) A flying or jumping Huge or larger dragon 
  can land on foes as a standard action, using its body to crush 
  any of them that are three or more size categories smaller 
  than the dragon. A crush attack affects as many creatures 
  as fit in the dragon’s space. Creatures in the affected area 
  must succeed at a Reflex save (DC equal to that of the 
  dragon’s breath weapon) or be pinned, automatically taking 
  bludgeoning damage during the next round unless the 
  dragon moves off them. If the dragon chooses to maintain 
  the pin, it must succeed at a combat maneuver check as 
  normal. Pinned foes take damage from the crush each 
  round if they don’t escape. A crush attack deals the indicated 
  damage plus 1 -1/2 times the dragon’s Strength bonus.
  Tail Sweep (Ex) A Gargantuan or larger dragon can sweep 
  its tail as a standard action. The sweep affects a half-circle 
  with a radius of 30 feet (or 40 feet for a Colossal dragon), 
  extending from an intersection on the edge of the dragon’s 
  space in any direction. Creatures within the swept area are 
  affected if they are four or more size categories smaller than 
  the dragon. A tail sweep automatically deals the indicated 
  damage plus 1-1/2 times the dragon’s Strength bonus (round 
  down). Affected creatures can attempt Reflex saves to take 
  half damage (DC equal to that of the dragon’s breath weapon).
  Breath Weapon (Su) Using a breath weapon is a standard 
  action. A dragon can use its breath weapon once every 
  1d4 rounds, even if it possesses more than one breath 
  weapon. A breath weapon always starts at an intersection 
  adjacent to the dragon and extends in a direction of the 
  dragon’s choice. Breath weapons come in two shapes, 
  lines and cones, whose areas vary with the dragon’s size. 
  If a breath weapon deals damage, those caught in the area 
  can attempt Reflex saves to take half damage. The save 
  DC against a breath weapon is 10 + 1/2 the dragon’s HD + 
  the dragon’s Constitution modifier. Saves against various 
  breath weapons use the same DC; the type of saving throw 
  is noted in the variety descriptions. A dragon can use its 
  breath weapon when it is grappling or being grappled.
  ADDITIONAL DRAGON RULES
  Alien Presence (Ex): A juvenile or older outer dragon has an 
  aura that functions as frightful presence (see page 294) with a 
  range equal to 30 feet × the dragon’s age category. The effect 
  of each dragon’s alien presence is noted in its description.
  Damage Reduction: Dragons gain damage reduction 
  as they age, as indicated in each dragon’s specific entry. 
  Their natural weapons are treated as magic weapons for the 
  purpose of overcoming damage reduction.
  Dragon Senses (Ex): Dragons have darkvision 120 ft. and 
  blindsense 60 ft. They see four times as well as a human in 
  dim light and twice as well in normal light.
  Immunities (Ex): Every dragon is immune to sleep and 
  paralysis. In addition, a dragon is immune to additional 
  forms of attack, as given in its description.
  6464
  
  No Breath (Ex): Outer dragons don’t need to breathe and 
  are immune to inhaled poisons, suffocation, and drowning. 
  See the universal monster rules for more information.
  See in Darkness (Ex): Outer dragons can see perfectly in 
  darkness, even that created by deeper darkness.
  Spell Resistance (Ex): As dragons grow older, they become 
  more resistant to spells and spell-like abilities, as indicated 
  in their descriptions. A dragon’s SR is equal to 11 + its CR.
  Spells: A dragon knows and casts arcane spells as a 
  sorcerer of the level indicated in its specific description. 
  Its caster level depends on its age, as shown for each type.
  Dragon Age Categories
  Age 
  Age in 
   
   
   
  Natural 
  Breath
  Category 
  Years 
  CR 
  Size 
  Hit Dice 
  Armor 
  Weapon
  1 Wyrmling 
  0–5 
  Base 
  Base 
  Base 
  Base 
  Base
  2 Very young 
  6–15 
  Base + 2 
  Base + 1 
  Base + 2 
  Base + 3 
  Base × 2
  3 Young 
  16–25 
  Base + 4 
  Base + 2 
  Base + 4 
  Base + 6 
  Base × 3
  4 Juvenile 
  26–50 
  Base + 5 
  Base + 2 
  Base + 6 
  Base + 9 
  Base × 4
  5 Young adult 
  51–100 
  Base + 7 
  Base + 3 
  Base + 8 
  Base + 12 
  Base × 5
  6 Adult 
  101–200 
  Base + 8 
  Base + 3 
  Base + 10 
  Base + 15 
  Base × 6
  7 Mature adult 
  201–400 
  Base + 9 
  Base + 3 
  Base + 12 
  Base + 18 
  Base × 7
  8 Old 
  401–600 
  Base + 11 
  Base + 4 
  Base + 14 
  Base + 21 
  Base × 8
  9 Very old 
  601–800 
  Base + 12 
  Base + 4 
  Base + 16 
  Base + 24 
  Base × 9
  10 Ancient 
  801–1,000 
  Base + 13 
  Base + 4 
  Base + 18 
  Base + 27 
  Base × 10
  11 Wyrm 
  1,001–1,200 
  Base + 14 
  Base + 4 
  Base + 20 
  Base + 30 
  Base × 11
  12 Great wyrm 
  1,201+ 
  Base + 16 
  Base + 5 
  Base + 22 
  Base + 33 
  Base × 12 
  Dragon Ability Scores
  Age Category 
  Str 
  Dex 
  Con 
  Int 
  Wis 
  Cha
  1 Wyrmling 
  Base 
  Base 
  Base 
  Base 
  Base 
  Base
  2 Very young 
  Base + 4 
  Base – 2 
  Base + 2 
  Base + 2 
  Base + 2 
  Base + 2
  3 Young 
  Base + 8 
  Base – 2 
  Base + 4 
  Base + 2 
  Base + 2 
  Base + 2
  4 Juvenile 
  Base + 10 
  Base – 2 
  Base + 6 
  Base + 4 
  Base + 4 
  Base + 4
  5 Young adult 
  Base + 12 
  Base – 4 
  Base + 6 
  Base + 4 
  Base + 4 
  Base + 4
  6 Adult 
  Base + 14 
  Base – 4 
  Base + 8 
  Base + 6 
  Base + 6 
  Base + 6
  7 Mature adult 
  Base + 16 
  Base – 4 
  Base + 8 
  Base + 6 
  Base + 6 
  Base + 6
  8 Old 
  Base + 18 
  Base – 6 
  Base + 10 
  Base + 8 
  Base + 8 
  Base + 8
  9 Very old 
  Base + 20 
  Base – 6 
  Base + 10 
  Base + 8 
  Base + 8 
  Base + 8
  10 Ancient 
  Base + 22 
  Base – 6 
  Base + 12 
  Base + 10 
  Base + 10 
  Base + 10
  11 Wyrm 
  Base + 24 
  Base – 8 
  Base + 12 
  Base + 10 
  Base + 10 
  Base + 10
  12 Great wyrm 
  Base + 26 
  Base – 8 
  Base + 14 
  Base + 12 
  Base + 12 
  Base + 12
  Dragon Attacks and Speeds
   
  Fly Speed 
   
   
  Breath Weapon
  Size  
  (maneuverability) 1 Bite 
  2 Claws 
  2 Wings 1 Tail Slap 
  1 Crush 1 Tail Sweep 
  Line 
  Cone
  Tiny  
  100 ft. (average) 
  1d4 
  1d3 
  — 
  — 
  — 
  — 
  30 ft. 
  15 ft.
  Small 
  150 ft. (average) 
  1d6 
  1d4 
  — 
  — 
  — 
  — 
  40 ft. 
  20 ft.
  Medium 
  150 ft. (average) 
  1d8 
  1d6 
  1d4 
  — 
  — 
  — 
  60 ft. 
  30 ft.
  Large 
  200 ft. (poor) 
  2d6 
  1d8 
  1d6 
  1d8 
  — 
  — 
  80 ft. 
  40 ft.
  Huge 
  200 ft. (poor) 
  2d8 
  2d6 
  1d8 
  2d6 
  2d8 
  — 
  100 ft. 
  50 ft.
  Gargantuan 
  250 ft. (clumsy) 
  4d6 
  2d8 
  2d6 
  2d8 
  4d6 
  2d6 
  120 ft. 
  60 ft.
  Colossal 
  250 ft. (clumsy) 
  4d8 
  4d6 
  2d8 
  4d6 
  4d8 
  2d8 
  140 ft. 
  70 ft.
  Spell-Like Abilities: A dragon’s caster level for its spell-
  like abilities is equal to its total Hit Dice.
  Starflight (Su): In outer space, an outer dragon can 
  survive in the void and fly at incredible speed. Travel times 
  vary, but a trip within a single solar system should take 3d20 
  hours, and a trip beyond should take 3d20 days or more if the 
  dragon knows the way to its destination. An outer dragon 
  can carry one rider of one size category smaller than itself, 
  four passengers two sizes smaller, eight passengers three 
  sizes smaller, or 16 passengers four or more sizes smaller. 
  Passengers are protected from the void of outer space.
  6565
  Dragon, Outer
  Dragon, Outer
  
  Outer Dragon, Lunar
  A shimmering halo surrounds this regal dragon’s spine-crowned 
  head, and its vast wings ripple like milky gossamer lit by the moon.
  LUNAR DRAGON
  CN dragon 
  BASE STATISTICS
  CR 5; Size Small; Hit Dice 6d12
  Speed 40 ft., burrow 20 ft.
  Natural Armor +6; Breath Weapon line, 2d8 cold
  Str 13, Dex 13, Con 12, Int 14, Wis 16, Cha 15
  ECOLOGY
  Environment vacuum
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Absolute Cold (Su) An old or older lunar dragon’s breath weapon 
  can affect creatures immune to cold damage. A creature 
  immune to cold damage still takes half damage from the breath 
  weapon (no damage with a successful saving throw). Resistant 
  creatures’ cold resistance is treated as 10 less than normal. 
  Alien Presence (Su) A lunar dragon’s alien presence affects 
  opponents that fail their saves as touch of idiocy (or as 
  feeblemind for creatures with 4 or fewer Hit Dice) for 5d6 
  rounds. This is a mind-affecting compulsion effect. 
  Bewildering Breath (Su) A creature that fails its saving throw 
  against a lunar dragon’s breath weapon emits light (as faerie 
  fire) and is dazzled for 1d4 rounds. If the lunar dragon is adult 
  or older, the creature is also confused for 1d4 rounds.
  Moonsilver (Ex) A lunar dragon’s natural weapons are treated 
  as silver for the purpose of overcoming damage reduction. 
  Reflect Rays (Su) Rays and ranged touch effects that strike 
  an ancient or older lunar dragon but fail to overcome its 
  spell resistance are reflected back at their source, using the 
  original attack roll to determine whether they hit. 
  Reflected Light (Ex) A very young or older lunar dragon can’t 
  be blinded or dazzled by bright light or patterns.
  Age Category 
  Special Abilities 
  Caster Level
  Wyrmling 
  Bewildering breath,  
  — 
  immunity to cold, moonsilver 
  Very young 
  Reflected light 
  —
  Young 
  Dancing lights 
  1st
  Juvenile 
  Alien presence, life bubbleAPG 
  3rd
  Young adult 
  DR 5/magic, spell resistance 
  5th 
  Adult 
  MoonstruckAPG 
  7th
  Mature adult 
  DR 10/magic 
  9th
  Old 
  Absolute cold, scrying 
  11th
  Very old 
  DR 15/magic 
  13th
  Ancient 
  Reflect rays 
  15th
  Wyrm 
  DR 20/magic 
  17th
  Great wyrm 
  Greater scrying, polar midnightUM 
  19th
  YOUNG LUNAR DRAGON 
  CR 9
  XP 6,400
  CN Large dragon 
  Init +0; Senses dragon senses, see in darkness; Perception +17
  DEFENSE
  AC 21, touch 9, flat-footed 21 (+12 natural, –1 size)
  hp 105 (10d12+40)
  Fort +10, Ref +7, Will +11
  Defensive Abilities reflected light; Immune cold, paralysis, sleep
  OFFENSE
  Speed 40 ft., burrow 20 ft., fly 200 ft. (poor)
  Melee bite +14 (2d6+7), 2 claws +14 (1d8+5), 2 wings +12 
  (1d6+2), tail slap +12 (1d8+7)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks bewildering breath, breath weapon (80-ft. 
  line, 6d8 cold, DC 18), moonsilver
  Spell-Like Abilities (CL 10th; concentration +13)
  At will—dancing lights
  Sorcerer Spells Known (CL 1st; concentration +4)
  1st (4/day)—comprehend languages, mage armor
  0 (at will)—detect magic, light, mage hand, read magic
  STATISTICS
  Str 21, Dex 11, Con 16, Int 16, Wis 18, Cha 17
  Base Atk +10; CMB +16; CMD 26 (30 vs. trip)
  Feats Flyby Attack, Multiattack, Power Attack, Step Up, Toughness
  Skills Diplomacy +16, Fly +7, Intimidate +16, Knowledge 
  (arcana, geography, history, local, nature) +10, Perception +17, 
  Sense Motive +17, Spellcraft +16, Use Magic Device +16
  Languages Aklo, Auran, Common, Draconic
  SQ no breath, starflight
  ADULT LUNAR DRAGON 
  CR 13
  XP 25,600
  CN Huge dragon 
  Init +3; Senses dragon senses, see in darkness; Perception +25
  Aura alien presence (180 ft., DC 23)
  DEFENSE
  AC 28, touch 7, flat-footed 28 (–1 Dex, +21 natural, –2 size)
  hp 200 (16d12+96)
  Fort +15, Ref +9, Will +16
  Defensive Abilities reflected light; DR 5/magic; Immune cold, 
  paralysis, sleep; SR 24
  OFFENSE
  Speed 40 ft., burrow 20 ft., fly 200 ft. (poor)
  Melee bite +22 (2d8+12), 2 claws +22 (2d6+8), 2 wings +20 
  (2d6+4), tail slap +20 (2d8+12)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks bewildering breath, breath weapon (100-ft. 
  line, 12d8 cold, DC 23), crush, moonsilver
  Spell-Like Abilities (CL 16th; concentration +21)
  At will—dancing lights, life bubbleAPG, moonstruckAPG
  Sorcerer Spells Known (CL 7th; concentration +12)
  3rd (3/day)—haste, heroism
  6666
  
  2nd (5/day)—blur, hypnotic pattern (DC 17), mirror image
  1st (7/day)—comprehend languages, mage armor, 
  protection from evil, shocking grasp, vanishAPG
  0 (at will)—arcane mark, detect magic, light, mage hand, 
  prestidigitation, read magic, resistance
  STATISTICS
  Str 27, Dex 9, Con 20, Int 20, Wis 22, Cha 21
  Base Atk +16; CMB +26; CMD 35 (39 vs. trip)
  Feats Arcane Strike, Dazing AssaultAPG, Flyby Attack, Improved 
  Initiative, Multiattack, Power Attack, Toughness, Wingover
  Skills Bluff +12, Diplomacy +24, Fly +10, Intimidate +24, Knowledge 
  (arcana, geography, history, local, nature) +20, Perception +25, 
  Sense Motive +25, Spellcraft +24, Use Magic Device +24
  Languages Aklo, Aquan, Auran, Common, Draconic, Ignan
  SQ no breath, starflight
  ANCIENT LUNAR DRAGON 
  CR 18
  XP 153,600
  CN Gargantuan dragon 
  Init +2; Senses dragon senses, see in darkness; 
  Perception +35
  Aura alien presence (300 ft., DC 29)
  DEFENSE
  AC 37, touch 4, flat-footed 37 (–2 Dex, +33 natural,  
  –4 size)
  hp 348 (24d12+192)
  Fort +21, Ref +12, Will +22 
  Defensive Abilities reflect rays, reflected light; DR 15/
  magic; Immune cold, paralysis, sleep; SR 29
  OFFENSE
  Speed 40 ft., burrow 20 ft., fly 250 ft. (clumsy)
  Melee bite +32 (4d6+18), 2 claws +32 (2d8+12), 2 wings 
  +30 (2d8+6), tail slap +30 (2d8+18) 
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks bewildering breath, breath weapon (120-ft. 
  line, 20d8 cold, DC 29), crush, moonsilver, tail sweep
  Spell-Like Abilities (CL 24th; concentration +31)
  At will—dancing lights, life bubbleAPG, moonstruckAPG, scrying
  3/day—quickened moonstruckAPG
  Sorcerer Spells Known (CL 15th; concentration +22)
  7th (5/day)—greater teleport, waves of exhaustion
  6th (7/day)—cold ice strikeUM (DC 23), greater dispel magic, 
  true seeing
  5th (7/day)—dominate person (DC 22), feeblemind (DC 22), 
  fire snake (DC 22), mage’s private sanctum
  4th (7/day)—charm monster (DC 21), fire shield, greater 
  invisibility, lesser globe of invulnerability
  3rd (8/day)—haste, heroism, tongues, 
  vampiric touch
  2nd (8/day)—bear’s endurance, 
  detect thoughts (DC 19), hypnotic 
  pattern (DC 19), minor image (DC 19), 
  mirror image
  1st (8/day)—comprehend languages, mage armor, 
  protection from evil, shocking grasp, vanishAPG
  0 (at will)—detect magic, light, read magic, 4 more
  STATISTICS
  Str 35, Dex 7, Con 24, Int 24, Wis 26, Cha 25
  Base Atk +24; CMB +40; CMD 48 (52 vs. trip)
  Feats Arcane Strike, Combat Casting, Dazing AssaultAPG, 
  Flyby Attack, Improved Initiative, Improved Vital Strike, 
  Multiattack, Power Attack, Quicken Spell-Like Ability 
  (moonstruckAPG), Toughness, Vital Strike, Wingover
  Skills Bluff +34, Diplomacy +34, Fly +11, Intimidate +34, 
  Knowledge (arcana, geography, history, local, nature, 
  planes) +30, Perception +35, Sense Motive +35, Spellcraft +34, 
  Use Magic Device +34
  Languages Aklo, Aquan, Auran, Common, Draconic, Ignan, Terran
  SQ absolute cold, no breath, starflight
  Lunar dragons frequently interact with mortals, spending 
  long hours watching the activities occurring on planets 
  that interest them.
  6767
  Outer Dragon, Lunar
  Outer Dragon, Lunar
  Illustration by Filip Burburan
  
  Outer Dragon, Solar
  This regal dragon glows like the sun. Its burnished wings shimmer 
  the color of flames, and a crown of horns decorates its head.
  SOLAR DRAGON
  LN dragon (fire)
  BASE STATISTICS
  CR 5; Size Small; Hit Dice 7d12
  Speed 50 ft.
  Natural Armor +4; Breath Weapon line, 2d10 fire
  Str 14, Dex 17, Con 12, Int 13, Wis 10, Cha 15
  ECOLOGY
  Environment vacuum
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Alien Presence (Su) A creature that fails its saving throw 
  against a solar dragon’s alien presence is blinded for 5d6 
  rounds (or permanently if it has 4 Hit Dice or fewer).
  Beam of Light (Su) A great wyrm solar dragon can transform 
  itself into a beam of pure light and travel to any location it 
  can see as a move action. This travel must be in a straight 
  line, but otherwise the dragon can travel anywhere that 
  light can enter.
  Channel Life (Su) A solar dragon can channel positive energy a 
  number of times per day equal to 3 + its Charisma modifier, 
  using its age category + 2 as its cleric level. This energy can 
  be used only to heal living creatures.
  Channel Radiation (Su) An old or older solar dragon can use 
  its channel life ability to instead channel radiation that deals 
  an equal amount of damage to living creatures. A living 
  creature that succeeds at a Fortitude save takes half damage. 
  Primal Fire (Su) A very young or older solar dragon’s breath 
  weapon can affect creatures normally immune or resistant 
  to fire damage. A creature immune to fire damage still takes 
  half damage from the breath weapon (no damage with a 
  successful saving throw). A resistant creature’s fire resistance 
  is treated as 10 less than normal.
  Age Category 
  Special Abilities 
  Caster Level
  Wyrmling 
  Channel life, immune to fire 
  —
  Very young 
  Primal fire 
  —
  Young 
  Detect magic 
  1st
  Juvenile 
  Alien presence, searing light 
  3rd
  Young adult 
  DR 5/magic, spell resistance 
  5th
  Adult 
  Cup of dustAPG 
  7th
  Mature adult 
  DR 10/magic 
  9th
  Old 
  Blight, channel radiation  
  11th
  Very old 
  DR 15/magic 
  13th
  Ancient 
  Animate plants, major creation 
  15th
  Wyrm 
  DR 20/magic 
  17th
  Great wyrm 
  Beam of light, control plants  
  19th
  YOUNG SOLAR DRAGON 
  CR 9
  XP 6,400
  LN Large dragon (fire)
  Init +6; Senses dragon senses, see in darkness; Perception +15
  DEFENSE
  AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
  hp 115 (11d12+44)
  Fort +10, Ref +11, Will +10
  Immune fire, paralysis, sleep
  Weakness vulnerable to cold
  OFFENSE
  Speed 50 ft., fly 200 ft. (poor)
  Melee bite +16 (1d8+9), 2 claws +16 (1d6+6), 2 wings +14 (1d6+3)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (80-ft. line, 6d10 fire, DC 18), 
  channel life (6/day), primal fire
  Spell-Like Abilities (CL 1st; concentration +4)
  At will—detect magic
  Sorcerer Spells Known (CL 1st; concentration +4)
  1st (4/day)—color spray (DC 14), mage armor
  0 (at will)—bleed (DC 13), detect poison, flare (DC 13), read magic
  STATISTICS
  Str 22, Dex 15, Con 16, Int 15, Wis 12, Cha 17
  Base Atk +11; CMB +18; CMD 30 (34 vs. trip)
  Feats Improved Initiative, Iron Will, Lightning Reflexes, 
  Multiattack, Quick ChannelUM, Toughness
  Skills Diplomacy +17, Fly +10, Knowledge (arcana, history, 
  nature, planes) +16, Perception +15, Sense Motive +15
  Languages Celestial, Common, Draconic
  SQ no breath, starflight 
  ADULT SOLAR DRAGON 
  CR 13
  XP 25,600
  LN Huge dragon (fire)
  Init +5; Senses dragon senses, see in darkness; Perception +23
  Aura alien presence (180 ft., DC 23)
  DEFENSE
  AC 28, touch 9, flat-footed 27 (+1 Dex, +19 natural, –2 size)
  hp 212 (17d12+102)
  Fort +15, Ref +13, Will +15
  DR 5/magic; Immune fire, paralysis, sleep; SR 24
  Weakness vulnerable to cold
  OFFENSE
  Speed 50 ft., fly 200 ft. (poor)
  Melee bite +24 (2d8+13), 2 claws +24 (2d6+9), tail slap +22 
  (2d6+13), 2 wings +22 (1d8+4) 
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (100-ft. line, 12d10 fire, DC 23), 
  channel life (8/day), crush, primal fire
  Spell-Like Abilities (CL 7th; concentration +12)
  At will—cup of dustAPG, detect magic, searing light
  Sorcerer Spells Known (CL 7th; concentration +12)
  3rd (5/day)—dispel magic, tongues
  6868
  
  2nd (7/day)—invisibility, resist energy, scorching ray
  1st (8/day)—charm person (DC 16), color spray (DC 16), 
  mage armor, magic missile, shield
  0 (at will)—bleed (DC 15), detect poison, flare (DC 15), light, 
  mage hand, prestidigitation, read magic
  STATISTICS
  Str 28, Dex 13, Con 20, Int 19, Wis 16, Cha 21
  Base Atk +17; CMB +28; CMD 39 (43 vs. trip)
  Feats Improved Initiative, Iron Will, Lightning Reflexes, 
  Multiattack, Power Attack, Quick ChannelUM, Selective 
  Channeling, Silent Spell, Toughness
  Skills Diplomacy +25, Fly +13, Heal +21, Knowledge (arcana, 
  history, nature, planes, religion) +24, Linguistics +9, 
  Perception +23, Sense Motive +23
  Languages Auran, Celestial, Common, Draconic, Ignan, 
  Sylvan, Terran
  SQ no breath, starflight
  ANCIENT SOLAR DRAGON 
  CR 18
  XP 153,600
  LN Gargantuan dragon (fire)
  Init +4; Senses dragon senses, see in darkness; Perception +39
  Aura alien presence (300 ft., DC 29) 
  DEFENSE
  AC 37, touch 6, flat-footed 36 (+31 natural, –4 size)
  hp 362 (25d12+200)
  Fort +21, Ref +16, Will +21
  DR 15/magic; Immune fire, paralysis, sleep; SR 29
  Weakness vulnerable to cold
  OFFENSE
  Speed 50 ft., fly 250 ft. (clumsy)
  Melee bite +34 (4d6+19), 2 claws +34  
  (2d8+13), 2 wings +32 
  (2d6+6), tail slap +32 
  (2d8+19)
  Space 20 ft.; Reach 15 ft. 
  (20 ft. with bite)
  Special Attacks breath weapon 
  (120-ft. line, 20d10 fire,  
  DC 29), channel life (10/day), 
  channel radiation (DC 29), crush,  
  primal fire, tail sweep
  Spell-Like Abilities (CL 25th; concentration +32)
  At will—animate plants, blight, cup of dustAPG, 
  detect magic, major creation, searing light
  Sorcerer Spells Known (CL 15th; concentration +22)
  7th (5/day)—control weather, plane shift (DC 24)
  6th (7/day)—chain lightning (DC 23), greater dispel 
  magic, mislead
  5th (7/day)—break enchantment, dismissal (DC 22), 
  dominate person (DC 23), wall of force
  4th (7/day)—charm monster (DC 22), dimension 
  door, fear (DC 21), greater invisibility
  3rd (8/day)—dispel magic, lightning bolt (DC 20), protection 
  from energy, tongues
  2nd (8/day)—continual flame, invisibility, resist energy, 
  scorching ray, see invisibility
  1st (8/day)—charm person (DC 19), color spray (DC 18), 
  mage armor, magic missile, shield
  0 (at will)—detect poison, mage hand, read magic, 6 more
  STATISTICS
  Str 36, Dex 11, Con 24, Int 23, Wis 20, Cha 25
  Base Atk +25; CMB +42; CMD 52 (56 vs. trip)
  Feats Improved Initiative, Iron Will, Lightning Reflexes, 
  Maximize Spell, Multiattack, Power Attack, Quick ChannelUM, 
  Quicken Spell, Selective Channeling, Silent Spell, Skill Focus 
  (Perception), Spell Focus (enchantment), Toughness
  Skills Diplomacy +35, Fly +14, Heal +31, Knowledge (arcana, 
  geography, history, local, nature, planes, religion) +34, 
  Linguistics +11, Perception +39, Sense Motive +33
  Languages Auran, Celestial, Common, Draconic, Elven, Gnome, 
  Ignan, Sylvan, Terran
  SQ no breath, starflight 
  Arrogant and proud, solar 
  dragons see themselves 
  as the originators of 
  light and life in the 
  vastness of space. 
  They treat all living 
  creatures as their 
  own creations.
  6969
  Outer Dragon, Solar
  Outer Dragon, Solar
  Illustration by Filip Burburan
  
  Outer Dragon, Time
  This dragon’s cracked scales creak with frightening, patient power. 
  Some of its horns are ancient and brittle, others new and pristine. 
  TIME DRAGON
  N dragon
  BASE STATISTICS
  CR 7; Size Small; Hit Dice 9d12
  Speed 50 ft.
  Natural Armor +4; Breath Weapon cone, 2d10 electricity
  Str 16, Dex 17, Con 16, Int 13, Wis 12, Cha 13
  ECOLOGY
  Environment vacuum
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Immortal (Ex) Time dragons age, but don’t die from old age. 
  Read the Threads (Su) A time dragon gains a racial bonus on 
  initiative checks equal to its age category. In addition, a time 
  dragon is immune to the staggered condition.
  Alien Presence (Su) A creature that fails its saving throw against 
  a time dragon’s alien presence is staggered for 5d6 rounds (or 
  stunned if it has 4 Hit Dice or fewer).
  Shifting Breath (Su) Instead of a cone of electricity, an old 
  or older time dragon can use its breath weapon to displace 
  creatures in time. Each creature in the cone must succeed at 
  a Will save or be shifted forward in time a number of rounds 
  equal to 1/2 the dragon’s age category (DC equal to breath 
  weapon). For an affected creature, it’s as if no time passed. 
  Creatures that succeed at their saves are staggered for 1 round.
  Second Chance (Su) Three times per day as an immediate 
  action, an ancient or older time dragon can force a creature 
  (including itself) to reroll any d20 roll. The target must use the 
  result of the second roll.
  Time Travel (Su) Up to three times in its life, a great wyrm time 
  dragon can travel to any point in time, taking with it a number 
  of willing creatures equal to its Charisma modifier.
  Age Category 
  Special Abilities 
  Caster Level
  Wyrmling 
  Immortal, immune to cold, 
  — 
   
  read the threads 
  Very young 
  Detect magic (constant) 
  —
  Young 
  Share memoryUM 
  1st
  Juvenile 
  Alien presence 
  3rd
  Young adult 
  DR 5/magic, spell resistance 
  5th
  Adult 
  Clairaudience/clairvoyance 
  7th
  Mature adult 
  DR 10/magic 
  9th
  Old 
  Locate creature, shifting breath 
  11th
  Very old 
  DR 15/magic 
  13th
  Ancient 
  Second chance, legend lore 
  15th
  Wyrm 
  DR 20/magic 
  17th
  Great wyrm 
  Time stop (3/day), time travel 
  19th
  YOUNG TIME DRAGON 
  CR 11
  XP 12,800
  N Large dragon 
  Init +9; Senses detect magic, dragon senses, see in darkness; 
  Perception +18
  DEFENSE
  AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
  hp 149 (13d12+65) 
  Fort +13, Ref +10, Will +10
  Immune cold, paralysis, sleep, staggered
  OFFENSE
  Speed 50 ft., fly 200 ft. (poor)
  Melee bite +20 (2d6+10), 2 claws +20 (1d8+7), 2 wings +17 
  (1d6+3), tail slap +17 (1d8+10)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, 6d10 electricity, DC 21)
  Spell-Like Abilities (CL 11th; concentration +13)
  Constant—detect magic
  At will—share memoryUM
  Sorcerer Spells Known (CL 1st; concentration +3)
  1st (4/day)—erase, mage armor
  0 (at will)—mage hand, message, read magic, resistance
  STATISTICS
  Str 24, Dex 15, Con 20, Int 15, Wis 14, Cha 15
  Base Atk +13; CMB +21; CMD 33 (37 vs. trip)
  Feats Cleave, Improved Initiative, Multiattack, Power Attack,  
  Skill Focus (Knowledge [history]), Weapon Focus (bite, claw)
  Skills Diplomacy +18, Fly +12, Knowledge (arcana, planes, religion) 
  +18, Knowledge (history) +24, Perception +18, Spellcraft +18
  Languages Common, Draconic, Elven
  SQ immortal, no breath, read the threads, starflight
  ADULT TIME DRAGON 
  CR 15
  XP 51,200
  N Huge dragon 
  Init +11; Senses detect magic, dragon senses, see in darkness; 
  Perception +26
  Aura alien presence (180 ft., DC 23)
  DEFENSE
  AC 28, touch 9, flat-footed 27 (+1 Dex, +19 natural, –2 size)
  hp 256 (19d12+133)
  Fort +18, Ref +12, Will +15
  DR 5/magic; Immune cold, paralysis, sleep, staggered; SR 26
  OFFENSE
  Speed 50 ft., fly 200 ft. (poor)
  Melee bite +28 (2d8+15), 2 claws +28 (2d6+10/19–20), 2 wings 
  +25 (1d8+5), tail slap +25 (2d6+15)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, 12d10 electricity, 
  DC 26), crush
  Spell-Like Abilities (CL 19th; concentration +23)
  Constant—detect magic
  At will—clairaudience/clairvoyance, share memoryUM
  7070
  
  Sorcerer Spells Known (CL 7th; concentration +11)
  3rd (5/day)—dispel magic, slow (DC 17)
  2nd (7/day)—arcane lock, blur, detect thoughts (DC 16)
  1st (7/day)—erase, feather fall, identify, mage armor, magic missile
  0 (at will)—light, mage hand, message, read magic, 3 more
  STATISTICS
  Str 30, Dex 13, Con 24, Int 19, Wis 18, Cha 19
  Base Atk +19; CMB +31 (+33 sunder); CMD 44 (48 vs. trip)
  Feats Cleave, Great Cleave, Improved Critical (claw), 
  Improved Initiative, Multiattack, Power Attack, Skill Focus 
  (Knowledge [history]), Step Up, Weapon Focus (bite, claw)
  Skills Diplomacy +26, Fly +15, Knowledge (arcana, geography, 
  planes, religion) +26, Knowledge (history) +32, Perception +26, 
  Sense Motive +26, Spellcraft +26
  Languages Common, Draconic, Dwarven, Elven, Sylvan
  SQ immortal, no breath, read the threads, starflight
  ANCIENT TIME DRAGON  
  CR 20
  XP 307,200
  N Gargantuan dragon 
  Init +14; Senses detect magic, 
  dragon senses, see in darkness; 
  Perception +36
  Aura alien presence (300 ft., DC 29)
  DEFENSE
  AC 37, touch 6, flat-footed 37 (+31 natural, 
  –4 size)
  hp 418 (27d12+243)
  Fort +24, Ref +17, Will +21
  DR 15/magic; Immune cold, paralysis, sleep, 
  staggered; SR 31
  OFFENSE
  Speed 50 ft., fly 250 ft. (clumsy)
  Melee bite +38 (4d6+21), 2 claws +38 
  (2d8+14/19–20), 2 wings +35 (2d6+7), tail 
  slap +35 (2d8+21)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (60-ft. cone, 
  20d10 electricity, DC 32), crush, second chance, 
  shifting breath (5 rounds), tail sweep
  Spell-Like Abilities (CL 27th; concentration +33)
  Constant—detect magic
  At will—clairaudience/clairvoyance, legend lore, 
  locate creature, share memoryUM
  Sorcerer Spells Known (CL 15th; 
  concentration +21)
  7th (4/day)—plane shift (DC 23), 
  sequester
  6th (7/day)—disintegrate (DC 22), 
  greater dispel magic, true seeing
  5th (7/day)—dominate person 
  (DC 21), feeblemind (DC 21), 
  telepathic bond, teleport
  4th (7/day)—fear (DC 20), scrying (DC 20), stone shape, stoneskin
  3rd (7/day)—blink, dispel magic, slow (DC 19), tongues
  2nd (8/day)—arcane lock, blindness/deafness (DC 18), blur, 
  detect thoughts (DC 18), memory lapseAPG (DC 18)
  1st (8/day)—erase, feather fall, identify, mage armor, 
  magic missile
  0 (at will)—light, mage hand, message, read magic, 5 more
  STATISTICS
  Str 38, Dex 11, Con 28, Int 23, Wis 22, Cha 23
  Base Atk +27; CMB +45 (+47 sunder); CMD 57 (59 vs. sunder, 
  61 vs. trip)
  Feats Cleave, Critical Focus, Improved Critical (claw), Improved 
  Initiative, Improved Sunder, Lightning Reflexes, Multiattack, 
  Power Attack, Quicken Spell, Skill Focus (Knowledge [history]), 
  Spell Penetration, Step Up, Weapon Focus (bite, claw)
  Skills Bluff +36, Diplomacy +36, Fly +16, Knowledge (arcana, 
  geography, nobility, planes, religion) +36, Knowledge 
  (history) +42, Perception +36, Sense Motive +36, Spellcraft +36
   Languages Celestial, Common, Draconic, Dwarven, Elven, 
  Infernal, Sylvan
  SQ immortal, no breath, read the threads, starflight
  Guardians of history, time dragons are the most powerful 
  of the outer dragons. Watchers and waiters, time dragons 
  guard the universe against those that would interfere 
  with the natural temporal order.
  7171
  Outer Dragon, Time
  Outer Dragon, Time
  Illustration by Filip Burburan
  
  Outer Dragon, Void
  This dragon’s ebony scales and horns are flecked with a substance 
  that glows an eerie green. The folds of its wings reflect a starry sky.
  VOID DRAGON
  NE dragon
  BASE STATISTICS
  CR 5; Size Small; Hit Dice 6d12
  Speed 40 ft.
  Natural Armor +5; Breath Weapon cone, 2d8 cold
  Str 13, Dex 16, Con 13, Int 14, Wis 11, Cha 14
  ECOLOGY
  Environment vacuum
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Agile (Ex) Void dragons have good aerial maneuverability 
  regardless of their age or size.
  Alien Presence (Su): A void dragon’s alien presence causes an 
  opponent that fails its save to be overcome with dizziness, 
  becoming sickened (or nauseated if the target has 4 or fewer 
  Hit Dice) for 5d6 rounds.
  Obliterate (Su) A young or older void dragon’s bite deals an 
  additional 2d6 points of negative energy damage. A creature 
  reduced to 0 or fewer hit points by this attack must succeed at 
  a Fortitude save or be immediately slain and reduced to ashes 
  (as the disintegrate spell). The save DC is Constitution-based.
  Suffocating Breath (Su) Instead of dealing cold damage, 
  a very young or older void dragon can breathe a cone-
  shaped suffocation effect. An air-dependent creature that 
  fails its Fortitude save suffocates (Pathfinder RPG Core 
  Rulebook 445) for a number of rounds equal to the dragon’s 
  age category. The save DC is Constitution-based.
  Void Gaze (Su) A creature within 30 feet of an adult or older 
  void dragon must succeed at a Will save or become confused 
  for 1d6 rounds. This gaze attack is a mind-affecting effect. 
  The save DC is Charisma-based.
  Age Category 
  Special Abilities 
  Caster Level
  Wyrmling 
  Agile; immune to cold, 
  — 
   
  confusion, insanity effects
  Very young 
  Suffocating breath 
  —
  Young 
  Obliterate, ray of enfeeblement 
  1st
  Juvenile 
  Alien presence, blur 
  3rd
  Young adult 
  DR 5/magic, spell resistance 
  5th
  Adult 
  Ray of exhaustion, void gaze 
  7th
  Mature adult 
  DR 10/magic 
  9th
  Old 
  Dimension door 
  11th
  Very old 
  DR 15/magic 
  13th
  Ancient 
  Nightmare (1/day) 
  15th
  Wyrm 
  DR 20/magic 
  17th
  Great wyrm 
  Gate (1/day), insanity 
  19th
  YOUNG VOID DRAGON 
  CR 9
  XP 6,400
  NE Large dragon 
  Init +2; Senses dragon senses, see in darkness; Perception +14
  DEFENSE
  AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
  hp 95 (10d12+30)
  Fort +10, Ref +9, Will +10
  Immune cold, confusion, insanity effects, paralysis, sleep
  OFFENSE
  Speed 40 ft., fly 200 ft. (good)
  Melee bite +15 (2d6+7 plus obliterate), 2 claws +14 (1d8+5),  
  2 wings +12 (1d6+2), tail slap +12 (1d8+7)
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, 6d8 cold, DC 18), 
  obliterate (DC 18), suffocating breath (DC 18)
  Spell-Like Abilities (CL 10th; concentration +13)
  At will—ray of enfeeblement (DC 14)
  Sorcerer Spells Known (CL 1st; concentration +4)
  1st (4/day)—hypnotism (DC 15), mage armor
  0 (at will)—detect magic, mage hand, message, read magic
  STATISTICS
  Str 21, Dex 14, Con 17, Int 16, Wis 13, Cha 16
  Base Atk +10; CMB +16; CMD 28 (32 vs. trip)
  Feats Flyby Attack, Iron Will, Multiattack, Weapon Focus (bite), 
  Wingover
  Skills Acrobatics +12, Bluff +16, Diplomacy +13, Fly +19, 
  Intimidate +16, Knowledge (arcana, planes) +13, Perception +14, 
  Sense Motive +14, Spellcraft +11, Stealth +11, Survival +8
  Languages Abyssal, Aklo, Draconic, Infernal
  SQ agile, no breath, starflight 
  ADULT VOID DRAGON 
  CR 13
  XP 25,600
  NE Huge dragon 
  Init +5; Senses dragon senses, see in darkness; Perception +22
  Aura alien presence (180 ft., DC 23)
  DEFENSE
  AC 29, touch 9, flat-footed 28 (+1 Dex, +20 natural, –2 size)
  hp 184 (16d12+80)
  Fort +15, Ref +11, Will +15
  DR 5/magic; Immune cold, confusion, insanity effects, 
  paralysis, sleep; SR 24
  OFFENSE
  Speed 40 ft., fly 200 ft. (good)
  Melee bite +23 (2d8+12/19–20 plus obliterate), 2 claws +22 
  (2d6+8), 2 wings +20 (1d8+4), tail slap +20 (2d6+12)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, 12d8 cold, DC 23), crush, 
  obliterate (DC 23), suffocating breath (DC 23), void gaze (DC 23)
  Spell-Like Abilities (CL 16th; concentration +21)
  At will—blur, ray of enfeeblement (DC 16), ray of exhaustion 
  (DC 18)
  7272
  
  Sorcerer Spells Known (CL 7th; concentration +12)
  3rd (5/day)—dispel magic, lightning bolt (DC 18)
  2nd (7/day)—invisibility, resist energy, touch of idiocy (DC 17)
  1st (8/day)—alarm, cause fear (DC 17), hypnotism (DC 17), 
  mage armor, obscuring mist
  0 (at will)—detect magic, mage hand, read magic, 4 more
  STATISTICS
  Str 27, Dex 12, Con 21, Int 20, Wis 17, Cha 20
  Base Atk +16; CMB +26; CMD 37 (41 vs. trip)
  Feats Flyby Attack, Hover, Improved Critical (bite), Improved 
  Initiative, Iron Will, Multiattack, Weapon Focus (bite), 
  Wingover
  Skills Acrobatics +17, Bluff +24, Diplomacy +18, Fly +20, 
  Intimidate +22, Knowledge (arcana, planes) +24, 
  Perception +22, Sense Motive +22, Spellcraft +20,  
  Stealth +12, Survival +14, Use Magic Device +16
  Languages Abyssal, Aklo, Celestial, Draconic, Ignan, Infernal
  SQ agile, no breath, starflight 
  ANCIENT VOID DRAGON 
  CR 18
  XP 153,600
  NE Gargantuan dragon 
  Init +4; Senses dragon senses, see in darkness; Perception +38
  Aura alien presence (300 ft., DC 29)
  DEFENSE
  AC 38, touch 6, flat-footed 38 (+32 natural, –4 size)
  hp 324 (24d12+168)
  Fort +21, Ref +16, Will +21
  DR 15/magic; Immune cold, confusion, insanity effects, 
  paralysis, sleep; SR 29
  OFFENSE
  Speed 40 ft., fly 250 ft. (good)
  Melee bite +33 (4d6+18/19–20 plus obliterate), 2 claws +32 
  (2d8+12), 2 wings +30 (2d6+6), tail slap +30 (2d8+18)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (60-ft. Cone, 20d8 cold, DC 29), 
  crush, obliterate (DC 29), suffocating breath (DC 29), tail 
  sweep, void gaze (DC 29)
  Spell-Like Abilities (CL 24th; concentration +31)
  At will—blur, dimension door, ray of enfeeblement (DC 18), 
  ray of exhaustion (DC 20)
  1/day—nightmare (DC 22)
  Sorcerer Spells Known (CL 15th; concentration +22)
  7th (5/day)—prismatic spray (DC 24), vision
  6th (7/day)—disintegrate (DC 23), 
  eyebite (DC 23), 
  shadow walk
  5th (7/day)—break 
  enchantment, 
  dismissal (DC 22),  
  dominate 
  person (DC 22), 
  feeblemind (DC 22)
  4th (7/day)—charm monster (DC 21), confusion (DC 21), 
  dimensional anchor, scrying (DC 21)
  3rd (8/day)—dispel magic, haste, heroism, lightning bolt 
  (DC 20)
  2nd (7/day)—invisibility, locate object, resist energy, touch 
  of idiocy (DC 19), share memory (DC 19)
  1st (8/day)—alarm, cause fear (DC 18), hypnotism (DC 18), 
  mage armor, obscuring mist
  0 (at will)—detect magic, mage hand, read magic, 6 more
  STATISTICS
  Str 35, Dex 10, Con 25, Int 24, Wis 21, Cha 24
  Base Atk +24; CMB +40; CMD 50 (54 vs. trip)
  Feats Combat Casting, Flyby Attack, Hover, Improved Critical (bite), 
  Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, 
  Quicken Spell, Skill Focus (Perception), Weapon Focus (bite), 
  Wingover
  Skills Acrobatics +24, Appraise +16, Bluff +34, Diplomacy +25, 
  Fly +25, Intimidate +34, Knowledge (arcana, planes, 
  religion) +34, Perception +38, Sense Motive +32, Spellcraft +34, 
  Stealth +15, Survival +20, Use Magic Device +25
  Languages Abyssal, Aklo, Auran, Celestial, Draconic, Ignan, 
  Infernal, Terran
  SQ agile, no breath, starflight
  Void dragons have been tainted by long exposure to the 
  terrible alien entities that dwell in deep space. Though 
  some continue to struggle against the 
  inevitable tide of annihilation, many 
  have embraced the encroaching void 
  and exist only to feed and destroy.
  7373
  Illustration by Filip Burburan
  Outer Dragon, Void
  Outer Dragon, Void
  
  Outer Dragon, Vortex
  This dragon twists and whips with near untraceable speed. Its 
  horns, crests along its neck, and wings emit a glow like starlight. 
  VORTEX DRAGON
  LN dragon (fire)
  BASE STATISTICS
  CR 6; Size Small; Hit Dice 7d12
  Speed 60 ft.
  Natural Armor +6; Breath Weapon cone, 2d8 fire
  Str 13, Dex 16, Con 13, Int 14, Wis 13, Cha 14
  ECOLOGY
  Environment vacuum
  Organization solitary
  Treasure triple
  SPECIAL ABILITIES
  Agile (Ex) Vortex dragons have good maneuverability when 
  flying regardless of their age or size.
  Alien Presence (Su) A vortex dragon’s alien presence bends space. 
  A creature that fails its saving throw treats all other creatures 
  as if they were under the effects of blur (or displacement if 
  the target has 4 or fewer Hit Dice) for 5d6 rounds. 
  Collapsing Breath (Su) Instead of a cone of fire, an ancient or 
  older vortex dragon can suck a single target into its maw. If 
  the target fails its Reflex save (DC equal to breath weapon), 
  it is swallowed whole and takes 6d6 points of bludgeoning 
  damage per round. A creature can cut itself out by dealing 
  30 points of damage with a light or one-handed piercing or 
  slashing weapon. A vortex dragon’s interior has an AC of 26.
  Fragmented Strike (Su) An adult or older vortex dragon can 
  strike with its bite through a rift in space. This allows it to 
  make its bite attack against a target anywhere within the 
  radius of its alien presence as long as the dragon can see the 
  creature. This doesn’t apply to attacks of opportunity. 
  Galactic Emissary (Su) A young or older vortex dragon halves 
  the time of any starflight journey. In addition, it’s immune to 
  any effect that bars extradimensional travel. 
  Age Category 
  Special Abilities 
  Caster Level
  Wyrmling 
  Agile, immunity to fire 
  —
  Very young 
  Anticipate perilUM 
  —
  Young 
  Galactic emissary 
  1st  
   
  Juvenile  
  Alien presence, entropic shield 
  3rd 
  Young adult  
  DR 5/magic, spell resistance 
  5th
  Adult  
  Fragmented strike 
  7th
  Mature adult  
  DR 10/magic 
  9th
  Old 
  Dimension door 
  11th 
  Very old  
  DR 15/magic 
  13th
  Ancient  
  Collapsing breath,  
  15th 
   
  greater teleport 
  Wyrm 
  DR 20/magic 
  17th
  Great wyrm 
  Interplanetary teleportUM 
  19th
  YOUNG VORTEX DRAGON 
  CR 10
  XP 9,600
  LN Large dragon (fire)
  Init +6; Senses dragon senses, see in darkness; Perception +16
  DEFENSE
  AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
  hp 104 (11d12+33)
  Fort +12, Ref +8, Will +10
  Immune fire, paralysis, sleep
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 60 ft., fly 200 ft. (good)
  Melee bite +15 (2d6+7), 2 claws +15 (1d8+5), 2 wings +13 
  (1d6+2), tail slap +13 (1d8+7) 
  Space 10 ft.; Reach 5 ft. (10 ft. with bite)
  Special Attacks breath weapon (40-ft. cone, 6d8 fire, DC 18) 
  Spell-Like Abilities (CL 11th; concentration +14)
  At will—anticipate perilUM
  Sorcerer Spells Known (CL 1st; concentration +4)
  1st (4/day)—feather fall, true strike
  0 (at will)—arcane mark, detect magic, message, read magic
  STATISTICS
  Str 21, Dex 14, Con 17, Int 16, Wis 15, Cha 16
  Base Atk +11; CMB +17; CMD 29 (33 vs. trip)
  Feats Flyby Attack, Great Fortitude, Improved Initiative, 
  Multiattack, Power Attack, Wingover
  Skills Bluff +17, Diplomacy +17, Fly +18, Intimidate +17, 
  Knowledge (arcana, planes) +17, Perception +16, Sense 
  Motive +16, Spellcraft +17
  Languages Abyssal, Celestial, Common, Draconic, Infernal 
  SQ agile, galactic emissary, no breath, starflight 
  ADULT VORTEX DRAGON 
  CR 14
  XP 38,400
  LN Huge dragon (fire)
  Init +5; Senses dragon senses, see in darkness; Perception +24
  Aura alien presence (180 ft., DC 23)
  DEFENSE
  AC 30, touch 9, flat-footed 29 (+1 Dex, +21 natural, –2 size)
  hp 195 (17d12+85)
  Fort +17, Ref +13, Will +14
  DR 5/magic; Immune fire, paralysis, sleep; SR 25
  Weaknesses vulnerable to cold
  OFFENSE
  Speed 60 ft., fly 200 ft. (good)
  Melee bite +23 (2d8+12/19–20), 2 claws +23 (2d6+8), 2 wings 
  +21 (1d8+4), tail slap +21 (2d6+12) 
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (50-ft. cone, 12d8 fire, DC 23), 
  crush, fragmented strike
  Spell-Like Abilities (CL 17th; concentration +22)
  At will—anticipate perilUM, entropic shield
  Sorcerer Spells Known (CL 7th; concentration +12)
  7474
  
  3rd (5/day)—displacement, protection from energy
  2nd (7/day)—mirror image, resist energy, scorching ray
  1st (8/day)—comprehend languages, feather fall, magic 
  missile, obscuring mist, true strike
  0 (at will)—detect magic, light, message, read magic, 3 more
  STATISTICS
  Str 27, Dex 12, Con 21, Int 20, Wis 19, Cha 20
  Base Atk +17; CMB +27; CMD 38 (42 vs. trip)
  Feats Flyby Attack, Great Fortitude, Improved Critical (bite), 
  Improved Initiative, Lightning Reflexes, Multiattack, 
  Power Attack, Snatch, Wingover
  Skills Bluff +25, Diplomacy +25, Fly +21, Intimidate +25, 
  Knowledge (arcana, geography, planes, religion) +25, 
  Perception +24, Sense Motive +24, Spellcraft +25
  Languages Abyssal, Auran, Celestial, Common, Draconic, Infernal 
  SQ agile, galactic emissary, no breath, starflight 
  ANCIENT VORTEX DRAGON 
  CR 19
  XP 204,800
  LN Gargantuan dragon (fire)
  Init +4; Senses dragon senses, see in darkness; Perception +34
  Aura alien presence (300 ft., DC 29) 
  DEFENSE
  AC 39, touch 6, flat-footed 39 (+33 natural, –4 size) 
  hp 337 (25d12+175)
  Fort +23, Ref +16, Will +20
  DR 15/magic; Immune fire, paralysis, sleep; SR 30
  Weaknesses vulnerable cold
  OFFENSE
  Speed 60 ft., fly 250 ft. (good)
  Melee bite +33 (4d6+18/19–20), 2 claws +33 (2d8+12/19–20),  
  2 wings +31 (2d6+6), tail slap +31 (2d8+18)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special Attacks breath weapon (60-ft. cone, 20d8 fire, DC 29), 
  collapsing breath (DC 29), crush, fragmented strike, tail sweep
  Spell-Like Abilities (CL 25th; concentration +32)
  At will—anticipate perilUM, dimension door, entropic shield, 
  greater teleport
  Sorcerer Spells Known (CL 15th; concentration +22)
  7th (5/day)—forcecage (DC 24), spell turning
  6th (7/day)—forceful hand, shadow walk (DC 23), true seeing
  5th (7/day)—dream, passwall, telekinesis, wall of force
  4th (7/day)—fear (DC 21), scrying (DC 21), solid fog, 
  stoneskin
  3rd (8/day)—dispel magic, haste, nondetection, tongues
  2nd (8/day)—cat’s grace, mirror image, obscure 
  object, resist energy, scorching ray
  1st (8/day)—feather fall, identify, mage armor, magic 
  missile, true strike
  0 (at will)—detect magic, light, message, read magic, 5 more
  STATISTICS
  Str 35, Dex 10, Con 25, Int 24, Wis 23, Cha 24
  Base Atk +25; CMB +41; CMD 51 (55 vs. trip)
  Feats Critical Focus, Flyby Attack, Great Fortitude, Improved 
  Critical (bite, claw), Improved Initiative, Lightning Reflexes, 
  Multiattack, Power Attack, Quicken Spell, Snatch, Staggering 
  Critical, Wingover
  Skills Bluff +35, Diplomacy +35, Fly +26, Intimidate +35, 
  Knowledge (arcana, geography, history, nature, planes, 
  religion) +35, Perception +34, Sense Motive +34, Spellcraft +35
  Languages Abyssal, Auran, Celestial, Common, Draconic, 
  Dwarven, Elven, Infernal 
  SQ agile, galactic emissary, no breath, starflight 
  Vortex dragons are the undisputed masters of travel 
  across the galaxies, serving as messengers and observers 
  for the greatest outer dragons and godlike entities in  
  the great beyond. 
  7575
  Illustration by Filip Burburan
  Outer Dragon, Vortex
  Outer Dragon, Vortex
  
  Drakainia
  This woman’s upper body is shapely and beautiful, but her lower 
  body is bloated, with pulsating tumors and writing tentacles. 
  DRAKAINIA 
  CR 25/MR 10
  XP 1,638,400
  NE Huge aberration (mythic)
  Init +9; Senses darkvision 120 ft., lifesense, true seeing; 
  Perception +39
  Aura gestation (30 ft.) 
  DEFENSE
  AC 48, touch 13, flat-footed 43 (+5 Dex, +35 natural, –2 size)
  hp 642 (25d8+530); regeneration 10 (negative energy)
  Fort +28, Ref +15, Will +21
  DR 10/epic; Immune bleed, disease, poison, polymorph 
  effects; SR 36
  OFFENSE
  Speed 50 ft., climb 30 ft., swim 30 ft.
  Melee 2 claws +31 (4d8+14/16–20/×4), gore +28 (4d6+7),  
  4 tentacles +29 (2d6+7)
  Space 15 ft.; Reach 15 ft. (20 ft. with claws)
  Special Attacks impregnate surrogate, mythic power (10/day, 
  surge +1d12), razor claws, well of life
  Spell-Like Abilities (CL 20th; concentration +35)
  Constant—freedom of movement, true seeing
  At will—dimension door
  3/day—antilife shell, break enchantment, contagion (DC 28), 
  quickened cure serious wounds, dimension door
  1/day—antimagic field, destruction (DC 32), regenerateM
  STATISTICS
  Str 38, Dex 20, Con 46, Int 29, Wis 21, Cha 41
  Base Atk +18; CMB +34; CMD 49 (can’t be tripped)
  Feats Combat Casting, Combat ReflexesM, Great FortitudeM, 
  Improved Initiative, Iron WillM, Lightning ReflexesM, 
  Multiattack, Quick ChannelUM, Quicken Spell-Like Ability 
  (cure serious wounds), Selective Channeling, Skill Focus 
  (Perception), Weapon FocusM (claw), Weapon Focus (tentacle)
  Skills Bluff +40, Climb +45, Diplomacy +40, Handle Animal +20,  
  Heal +30, Intimidate +43, Knowledge (arcana) +34, Knowledge 
  (dungeoneering) +34, Knowledge (nature) +34, Perception +39,  
  Sense Motive +30, Spellcraft +37, Swim +50, Use Magic 
  Device +40
  Languages Abyssal, Aklo, Aquan, Auran, Celestial, Common, 
  Draconic, Ignan, Infernal, Terran
  SQ birth spawn, invert birth, polymorphism, transfer suffering
  ECOLOGY
  Environment any
  Organization solitary
  Treasure double
  SPECIAL ABILITIES
  Birth Spawn (Ex) As a full-round action, a drakainia can give 
  birth to a spawn, which is a Large or smaller creature of her 
  choice with a single random mutation (see the facing page). 
  Each day she can produce any number of creatures whose 
  combined total base CR does not exceed 3 + her Constitution 
  modifier (usually 21).
  Gestation Aura (Su) A drakainia’s aura pulses with developing 
  life. All poisons or diseases active within her 30-foot aura have 
  an onset of 1 round and a frequency of 1/minute. Impregnated 
  creatures within her aura gestate in 2d4 rounds. Any creature 
  born within her aura gains a mutation as if it were the 
  drakainia’s spawn, though if the creature’s parent was not 
  impregnated by the drakainia, the creature born is an infant 
  of the kind its biological parents would produce, and doesn’t 
  count toward the CR limit the drakainia can spawn per day.
  Impregnate Surrogate (Su) A drakainia can disgorge a 
  monstrous embryo into the mouth of a living, corporeal 
  creature that is pinned or helpless. She makes a grapple 
  combat maneuver check, and if she succeeds she impregnates 
  that creature regardless of its gender. A mythic character 
  must succeed at a DC 38 Fortitude saving throw to avoid 
  being impregnated; a non-mythic character is impregnated 
  automatically. An impregnated creature’s pregnancy lasts for 
  2d4 rounds. During this pregnancy, the victim is nauseated 
  until the monster bursts forth from the victim’s abdomen, 
  which deals 10d6 points of damage to the pregnant creature 
  and applies the broken condition to any armor it is wearing. 
  Remove disease (DC 28) eliminates the unnatural embryo. 
  Alternatively, as a full-round action another creature can 
  attempt to cut out the growing monster with a DC 38 Heal 
  check. On a successful check, the offspring is removed, and 
  the formerly pregnant creature takes 1d4 points of bleed 
  damage. On failed check, the pregnant creature takes 2d6 
  points of bleed damage and is stunned for 1 round, but the 
  offspring is not removed. The creature spawned by means 
  of this impregnation is any creature of the drakainia’s choice 
  that is at least one size category smaller than the creature she 
  impregnated. These spawn count against the drakainia’s daily 
  CR allowance for birth spawn (see above).
  Invert Birth (Su) When a drakainia uses her dimension door 
  spell-like ability, instead of the normal range, she can choose 
  to teleport to any space occupied by one of her spawn that 
  is within 1 mile of her. She doesn’t need line of sight or 
  knowledge of the spawn’s location. If she chooses a spawn 
  that is farther than a mile away, she does not lose the use of 
  the spell-like ability, but does lose the action. On arrival, she 
  explodes out from her offspring, destroying it entirely.
  Polymorphism (Ex) The spawn gestating inside the drakainia 
  constantly alter her internal construction, making her immune 
  to bleed, disease, poison, and polymorph effects. When she 
  is subject to a critical hit or a sneak attack, this polymorphism 
  grants her a 75% chance of negating such attacks. 
  Razor Claws (Ex) A drakainia’s claws are razor sharp with a 
  critical threat range of 17–20 and a critical multiplier of ×4.
  Transfer Suffering (Su) As a swift action, a drakainia can transfer 
  7676
  
  a single harmful spell effect or condition from herself to one of 
  her offspring that is currently within her gestation aura.
  Well of Life (Su) A drakainia can unleash the primal life energy 
  within in her body to channel positive energy as if she were 
  a 20th-level cleric (DC 35). She can use this ability 18 times 
  per day and can choose to expend 1 use of mythic power at 
  each use to maximize the damage healed. 
  Primal life energy, raw and uncontrolled, seethes through 
  this mother of monsters. Her churning, distended belly 
  mocks creation, birthing horrors and dismal failures. The 
  weak are torn apart in the writhing mass of her nursery, 
  while the strong transcend their hideous origins to become 
  creatures of greatness in their own right.
  She is always encountered with at least a handful of her 
  favored children, as well as other progeny she can sacrifice 
  to protect herself. With their help, she impregnates those 
  who come across her with twisted, monstrous life.
  DRAKAINIA SPAWN
  When a drakainia spawns, either through her own body 
  or through a surrogate, what issues forth is a mutated 
  abomination. Any impregnated creature that’s within the 
  drakainia’s gestation aura has a child of the parents’ race, 
  but with one of the following mutations. 
  d% 
  Mutation
  01–10 
  Fatal Mutation The creature is birthed stillborn and 
  horribly disfigured. 
  11–20 
  Covered in Eyes (Ex) Eyes cover the front and back of 
  the creature’s head. It gains all-around vision. 
  21–30 
  Chameleon Scales (Ex) This creature is covered 
  in scales that shift their hue to blend in with their 
  surroundings. The creature gains a +8 racial bonus on 
  Stealth checks and gains hide in plain sight.
  31–40 
  Poison Glands (Ex) The creature has a pair of poison 
  sacs near its mouth. It gains immunity to poison, 
  and three times per day it can spit a dose of poison 
  up to 20 feet as a ranged touch attack. Poison: 
  Contact—injury; save Fort DC 10 + 1/2 the creature’s 
  HD + its Constitution modifier; frequency 1/round 
  for 6 rounds; effect 1d3 Con damage;  
  cure 1 save.
  41–50 
  Sticky (Ex) The creature’s limbs are 
  covered in tiny, hooked hairs that 
  give its skin a downy appearance. It 
  gains the grab ability on its primary 
  natural attacks (if it has any) or its 
  unarmed strike, and 
  a +8 racial bonus on 
  Climb checks.
  51–60 
  Serpent-Headed Tail (Ex) The  
  creature has a tail that ends 
  in a snake head. This provides a 
  +4 circumstance bonus on Perception checks and a 
  primary bite attack (1d3 + the creature’s Strength 
  modifier for a Medium creature). In addition, the 
  creature gains Improved Trip as a bonus feat.
  61–70 
  Vestigial Companion (Ex) The creature has the head 
  of an animal (usually a goat, chicken, or dog) growing 
  out of its back or torso, providing the scent ability. 
  If the base creature already has scent, this mutation 
  allows it to determine the direction of a particular 
  scent as a free action.
  71–80 
  Multiple Heads (Ex) The creature has 2d4 heads, 
  granting it a +4 racial bonus on saving throws against 
  illusions and enchantments and a +8 racial bonus on 
  Perception checks. The creature speaks an additional 
  number of languages equal to its total number of 
  heads. Each head speaks with a different voice. 
  81–90 
  Tentacles (Ex) The creature’s legs are replaced with 
  multiple tentacles. It can’t be tripped and gains a +8 
  racial bonus to CMD and a +8 racial bonus on combat 
  maneuver checks to grapple.
  91–99 
  Impenetrable Skin (Ex) The drakainia spawn’s skin 
  is tough and scaly. It gains DR/— equal to half its HD 
  (maximum 10).
  100 
  Favored Spawn (Su) Favored spawn are those a 
  drakainia has marked as successful or quasi-
  successful mutations. These powerful 
  spawn gain a +4 luck bonus on all saving 
  throws, a +4 increase to natural armor, a 
  +4 inherent bonus to two ability scores, 
  and 1 mythic rank.
  7777
  Drakainia
  Drakainia
  Illustration by Maichol Quinto
  
  Drake, Lava
  This muscular two-legged dragon is covered with scales of thick 
  volcanic stone.
  LAVA DRAKE 
  CR 9
  XP 6,400
  NE Large dragon (fire)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +15
  DEFENSE
  AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)
  hp 115 (11d12+44)
  Fort +11, Ref +10, Will +8
  Immune fire, paralysis, sleep
  Weaknesses vulnerable to cold 
  OFFENSE
  Speed 20 ft., burrow (lava only) 30 ft., fly 60 ft. (average) 
  Melee bite +17 (1d8+7), 2 claws +17 (1d6+7), tail slap +15 (1d8+3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks magma shake, pyroclastic vomit
  STATISTICS
  Str 25, Dex 16, Con 18, Int 9, Wis 12, Cha 11
  Base Atk +11; CMB +19 (+21 bull rush); CMD 32 (34 vs. bull rush)
  Feats Awesome Blow, Flyby Attack, Improved Bull Rush, 
  Improved Initiative, Multiattack, Power Attack
  Skills Climb +21, Fly +15, Intimidate +14, Perception +15, 
  Stealth +13 (+21 submerged in molten rock or metal); Racial 
  Modifiers +8 Stealth submerged in molten rock or metal
  Languages Draconic
  SQ hold breath, speed surge
  ECOLOGY
  Environment warm forests, hills, or mountains
  Organization solitary, pair, or rampage (3–12)
  Treasure standard
  SPECIAL ABILITIES
  Magma Shake (Ex) Whenever a lava drake 
  exits from being submerged in molten 
  rock (either magma or lava), 
  on the next round as a 
  full-round action, it 
  can shake its body, 
  flicking a fine spray 
  of scalding molten 
  rock in every 
  direction. All creatures within a 30-foot radius of the 
  lava drake take 5d6 points of fire damage from the shower 
  of scalding rock; a successful DC 18 Reflex save halves the 
  damage. Performing a magma shake clears the drake’s scales 
  of all excess molten rock and it must resubmerge itself in 
  order to use this attack again. The save DC is Dexterity-based.
  Pyroclastic Vomit (Ex) As a standard action, a lava drake can 
  vomit forth a ball of molten rock that explodes upon striking 
  a target, showering the target and adjacent creatures in 
  magma. This attack has a range of 100 feet, and deals 6d6 
  points of fire damage (Reflex DC 19 half) to the primary 
  target and 3d6 points of fire damage to any creatures within 
  20 feet of the primary target. The magma continues to 
  burn for 1d3 rounds, dealing an additional 3d6 points of 
  fire damage per round to the primary target and 1d6 points 
  of fire damage per round to any secondary targets. After 
  the magma cools, it crumbles to dust. Once a lava drake 
  has used its pyroclastic vomit, it cannot do so again for 1d6 
  rounds. The save DC is Constitution-based.
  Speed Surge (Ex) Three times per day as a swift action, a 
  lava drake can draw on its draconic heritage for a boost of 
  strength and speed that allows it to take an addition move 
  action that round. 
  The deviant and destructive cousins of primal magma 
  dragons, lava drakes rise from smoldering volcanic 
  crevasses to terrorize and devour those creatures weaker 
  than themselves. While far less intelligent that their 
  draconic kin, they are equally arrogant and seek out the 
  adoration of humanoids. They can and often do submerge 
  themselves in molten rock, burrowing 
  through the lava to sneak up on prey, or 
  to provide a dramatic display of power to 
  those who worship them. Thick, black-
  crusted scales 
  cover a lava 
  drake’s body. 
  Stockier 
  than 
  other 
  drakes, adults can grow up to 
  18 feet in length and weigh 
  over 3,000 pounds.
  7878
  Illustration by Maichol Quinto
  
  Drake, Mist
  This lanky dragon’s dappled grayish scales and sprawling wings 
  shift and fade in color, blending in with the mist. 
  MIST DRAKE 
  CR 5
  XP 1,600
  NE Large dragon (air)
  Init +2; Senses darkvision 60 ft., fogvision, low-light vision, 
  scent; Perception +10
  DEFENSE
  AC 19, touch 12, flat-footed 16 (+2 Dex, +1 dodge, +7 natural, 
  –1 size)
  hp 57 (6d12+18)
  Fort +8, Ref +7, Will +6
  Immune paralysis, sleep
  OFFENSE
  Speed 30 ft., fly 80 ft. (average)
  Melee bite +9 (2d6+4), tail slap +4 (1d8+2)
  Space 10 ft.; Reach 10 ft.
  Special Attacks fogburst
  STATISTICS
  Str 19, Dex 15, Con 16, Int 9, Wis 12, Cha 10
  Base Atk +6; CMB +11; CMD 24
  Feats Dodge, Flyby Attack, Hover
  Skills Fly +9, Intimidate +9, Perception +10, Stealth +7 (+15 in 
  fog or mist), Survival +10; Racial Modifiers +8 Stealth in fog 
  or mist
  Languages Draconic
  SQ misty camouflage, speed surge
  ECOLOGY
  Environment cold or temperate coasts, hills, or marshes
  Organization solitary, pair, or rampage (3–12)
  Treasure standard
  SPECIAL ABILITIES
  Fogburst (Su) As a standard action, a mist drake can expel 
  a ball of solid mist that explodes into a cloud of fog upon 
  impact. This attack has a range of 60 feet and deals 3d6 
  points of bludgeoning damage to all creatures in a 20-foot 
  radius (Reflex DC 16 half). A flying creatures that 
  fails its Reflex save is pushed 1d4 × 5 feet 
  from the center of the fogburst’s 
  area of effect (taking 1d6 
  points of damage 
  per 10 feet if it 
  strikes a solid 
  object), while 
  creatures on 
  the ground are 
  knocked prone 
  on a failed 
  save. The 
  area of effect 
  of the fogburst is filled with mist (as obscuring mist) for 
  1d4 rounds after impact. Once a mist drake has used its 
  fogburst attack, it cannot do so again for 1d6 rounds. The 
  save DC is Constitution-based.
  Fogvision (Ex) A mist drake can see normally through any 
  form of natural or magical mist, fog, or precipitation.
  Misty Camouflage (Ex) A mist drake can use Stealth to hide 
  whenever it is in or adjacent to an area of mist, even while 
  being observed. 
  Speed Surge (Ex) Three times per day as a swift action, a mist 
  drake can draw on its draconic heritage for a boost of strength 
  and speed that enables it to take an additional move action in 
  that round.
  Mist drakes are less openly aggressive than most drakes, 
  as they are not as physically strong and imposing as most 
  of their kin. Their bodies are narrow and serpentine, 
  more suited for quick strikes and hit-and-run tactics 
  than for close combat. However, they excel at stealth for 
  creatures of their size, and can expel a burst of thick 
  fog whenever they need to create a diversion or screen 
  themselves from archers trying to target them. In the 
  mist, they move swiftly and silently to disperse groups of 
  foes with their explosive breath and then single out one 
  of their enemies for a quick and deadly attack before their 
  victim’s allies can regroup and come to its rescue. 
  Mist drakes mate only once few decades, but are more 
  caring parents than others of their ilk. After the clutch 
  of two to six eggs hatch, the hatchlings stay with their 
  mother for up to 20 years before seeking out their own 
  hunting territory. Mist drakes live up to 200 years. 
  A typical mist drake is 13 feet long from head to tail 
  tip, but these lithe dragons rarely weigh more than 
  1,000 pounds.
  7979
  Drake, Lava–Drake, Mist
  Drake, Lava–Drake, Mist
  Illustration by Maichol Quinto
  
  Drake, Shadow
  This tiny black dragonlike creature has charcoal-colored scales 
  and shadowy wings. 
  SHADOW DRAKE 
  CR 2
  XP 600
  CE Tiny dragon (cold)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +7
  DEFENSE
  AC 18, touch 17, flat-footed 13 (+5 Dex, +1 natural, +2 size)
  hp 22 (3d12+3)
  Fort +4, Ref +8, Will +4
  Defensive Abilities shadow blend; Immune cold, paralysis, 
  and sleep
  Weaknesses light sensitivity, vulnerable to fire
  OFFENSE
  Speed 20 ft., fly 90 ft. (perfect)
  Melee bite +10 (1d3–1), tail slap +5 (1d3–1)
  Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail)
  Special Attacks stygian breath
  STATISTICS
  Str 9, Dex 20, Con 12, Int 11, Wis 12, Cha 16
  Base Atk +3; CMB +6; CMD 15
  Feats Flyby Attack, Weapon Finesse
  Skills Acrobatics +8 (+4 when jumping), Disable Device +8, 
  Fly +23, Perception +7, Sleight of Hand +8, Stealth +19; 
  Racial Modifiers –4 Acrobatics when jumping
  Languages Common, Draconic
  SQ speed surge
  ECOLOGY
  Environment any
  Organization solitary, pair, or rampage (3–5)
  Treasure standard
  SPECIAL ABILITIES
  Shadow Blend (Su) In conditions of illumination other than 
  bright light, a shadow drake disappears into the shadows, 
  giving it concealment (20% miss chance). It can resume or 
  suspend this ability as a free action.
  Speed Surge (Ex) Three times per day as a swift action, a 
  shadow drake may draw on its draconic heritage for a boost 
  of strength and speed to take an additional move action in 
  that round.
  Stygian Breath (Su) As a standard action, a shadow drake can 
  exhale a ball of black liquid that explodes into a cloud of 
  frigid black mist. This attack has a range of 60 feet and deals 
  2d6 points of cold damage (Reflex DC 12 half) to all creatures 
  within a 5-foot-radius spread. The mist snuffs out light 
  sources in the area effect, extinguishing nonmagical light 
  sources and dispelling light spells of 1st level or lower. Once 
  a shadow drake has used its stygian breath, it cannot do so 
  again for 1d6 rounds. The save DC is Constitution-based. 
  Shadow drakes are mischievous and greedy. They often 
  use their whiplike tails as third limbs, grasping small 
  objects or even using their tails to work locks or swipe 
  small objects they desire. Because they are so small and 
  fast, they are master thieves and pickpockets. Unlike most 
  drakes and dragonkin, shadow drakes like to haunt the 
  fringes of civilization, often making lairs in abandoned 
  buildings, forgotten attics, or unused bell towers, and 
  stashing their tiny treasure hoards there. 
  A shadow drake can be chosen as a familiar by a 7th-
  level evil spellcaster who has the Improved Familiar feat. 
  Young shadow drakes are almost pure black and have 
  lustrous hides. As they age, their scales lose this luster 
  and turn dull gray. Much like their larger dragon cousins, 
  shadow drakes are long-lived, and can reach 150 to 200 
  years in age.
  8080
  Illustration by Maichol Quinto
  
  Drake, Spire 
  This reptilian creature’s gaunt body, legs, and batlike face are 
  covered in long spines. Two wings stretch out from its torso.
  SPIRE DRAKE 
  CR 7
  XP 3,200
  LE Large dragon 
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +11
  DEFENSE
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
  hp 84 (8d12+32)
  Fort +10, Ref +7, Will +6
  Immune curses, energy drain, negative energy, paralysis, sleep
  OFFENSE
  Speed 30 ft., climb 30 ft., fly 60 ft. (average)
  Melee bite +13 (2d6+6 plus 1d6 negative energy), tail slap +8 
  (1d8+3)
  Space 10 ft.; Reach 10 ft.
  Special Attacks accursed breath, soul corruption
  STATISTICS
  Str 22, Dex 12, Con 19, Int 10, Wis 11, Cha 15
  Base Atk +8; CMB +15; CMD 26
  Feats Flyby Attack, Power Attack, Vital Strike, Wingover
  Skills Climb +20, Fly +10, Knowledge (arcana) +10, Knowledge 
  (religion) +10, Perception +11, Spellcraft +10, Use Magic 
  Device +13
  Languages Draconic
  SQ speed surge
  ECOLOGY
  Environment any hills
  Organization solitary, pair, or rampage (3–12)
  Treasure standard
  SPECIAL ABILITIES
  Accursed Breath (Su) As a standard action, a spire drake can 
  spit a compressed ball of jet-black dust that bursts into a 
  spray of clinging motes that sap the spiritual strength of 
  creatures in an area. The attack has a range of 60 feet and 
  deals 5d6 points of negative energy damage (Will DC 18 
  half) to all creatures in a 20-foot radius. Affected creatures 
  take a –2 penalty on attack rolls, saving throws, skill 
  checks, and ability checks for 1d4 rounds (or for 1 round on 
  a successful Will save). As long as these motes cling to a 
  creature, the effect of any conjuration (healing) effect used 
  on that creature is halved. This is a curse effect. The save DC 
  is Constitution-based.
  Soul Corruption (Su) If a spire drake successfully performs 
  a coup de grace upon a creature afflicted by its accursed 
  breath, the slain target arises 1d4 rounds later as a 
  wight (Pathfinder RPG Bestiary 276). This wight 
  is not under the drake’s control, and the 
  wight and any spawn that it creates 
  perish 1d6 days after arising.
  Speed Surge (Su) Three times per day as a swift action, a 
  spire drake can draw on its draconic reserves for a boost of 
  strength and speed, allowing it to take an additional move 
  action in that round.
  Sages attribute the gaunt builds and tattered, scabrous 
  wings of spire drakes to centuries of dwelling in magic-
  blasted desolations and accursed badlands, positing that 
  the tainting of the land seeps into the drakes’ flesh and 
  bone and into every clutch of eggs, and is thus carried 
  down through generations of decay. But while their 
  appearance is somewhat withered, spire drakes are just 
  as strong and ferocious as other drakes.
  Spire drakes are unusually intelligent for their kind. 
  They are particularly curious about magic and magical 
  items, and enjoy having large collections of such items even 
  if they don’t know how to use them. Lacking the ability 
  to detect magic, they often scour their hunting ranges 
  for any items they suspect might be magical, collecting 
  an array of strange and obscure devices and objects and 
  displaying them proudly so they can boast to other drakes 
  they encounter (who often jealously try to steal or destroy 
  the collections of their rivals).
  Spire drakes often demand tribute from 
  merchants and caravans passing through or 
  near the lands they claim, or may offer to 
  let opponents escape a fight in exchange 
  for surrendering a magic item. Spire 
  drakes are rarely as clever as they 
  think, however, and can be easily 
  tricked by temporary magical 
  effects into believing an item is 
  magical. Still, spire drakes that 
  manage to collect true magical 
  items use them offensively or 
  defensively as appropriate, 
  and love to show off their 
  latest prizes. 
  A typical spire drake measures 
  18 feet from its nose to the long, 
  thin tip of its tail, and weighs about 
  1,700 pounds.
  8181
  Drake, Shadow–Drake, Spire
  Drake, Shadow–Drake, Spire
  Illustration by Lake Hurwitz
  
  Ectoplasmic Creature
  This slimy, shifting mass has the shape of a humanoid, but is 
  made out of what appears to be some form of sticky rope or cloth.
  ECTOPLASMIC HUMAN 
  CR 1/2
  XP 200
  N Medium undead 
  Init +0; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 12, touch 10, flat-footed 12 (+2 natural)
  hp 7 (1d8+3)
  Fort +0, Ref +0, Will +2
  DR 5/slashing; Immune undead traits
  OFFENSE
  Speed 30 ft.; air walk
  Melee slam +3 (1d4+3 plus horrifying ooze)
  Special Attacks horrifying ooze
  Spell-Like Abilities (CL 1st; concentration +1)
  Constant—air walk
  STATISTICS
  Str 16, Dex 11, Con —, Int —, Wis 10, Cha 12
  Base Atk +0; CMB +3; CMD 13
  Feats ToughnessB
  SQ phase lurch
  ECOLOGY
  Environment any
  Organization solitary, pair, or haunt (3–6)
  Treasure none
  SPECIAL ABILITIES
  Horrifying Ooze (Su) Any creature struck by an ectoplasmic 
  creature’s slam attack must succeed at a DC 11 Will save or be 
  shaken for 1d4 rounds. The save DC is Charisma-based.
  Phase Lurch (Su) An ectoplasmic creature has the ability to 
  pass through walls or material obstacles. To use this ability, 
  the ectoplasmic creature must begin and end its turn 
  outside of whatever wall or obstacle it’s moving through. 
  An ectoplasmic creature cannot move through corporeal 
  creatures with this ability, and its movement speed is 
  halved while moving through a wall or obstacle. Any 
  surface it moves through is coated with a thin, silvery 
  mucus that lingers for 1 minute.
  Drawn from energies of the Ethereal Plane, ectoplasm is a 
  vile substance resembling thick tangles of slimy linen or 
  dripping goo. It shapes itself into the form of an undead 
  creature, creating a host for a soul unfortunate enough 
  to be confined within it. The existence of an ectoplasmic 
  being is a cruel one, and few souls willingly choose this 
  painful form of undeath.
  An ectoplasmic creature is approximately the same 
  size as the body it inhabited in life, though it weighs 
  nearly twice as much, as the ropes of undead matter that 
  compose its body are significantly heavier than most 
  living flesh.
  Even more so than most undead beings, creatures born 
  of ectoplasm live hateful existences, filled with nothing 
  but a lust for destruction and suffering. They have no 
  bodily needs and require no sustenance; the only thing 
  an ectoplasmic creature feeds upon is its own hatred of 
  the living.
  Once a spirit has passed to the afterlife, it seldom wishes 
  to return at all, let alone in a disfigured ectoplasmic 
  body. Spirits that aren’t powerful enough to come back 
  as ghosts or spectres sometimes return as ectoplasmic 
  monsters, particularly when there are no remains of the 
  creature’s original body for its soul to inhabit in the form 
  of a skeleton or zombie. Sometimes, ghosts and other 
  strong undead purposefully draw upon ectoplasm from 
  the ethereal realm, yearning for even more power in their 
  ectoplasmic hosts.
  Those who suffer this sorrowful fate, by misfortune 
  or choice, are usually stuck in their ectoplasmic prisons 
  until death grants them sweet release from this unlife. 
  The transition from death to ectoplasmic undeath is a 
  torturous ordeal, as is retaining the horrid form into 
  which the creature is reborn. Often, this persistent 
  agony drives these beings beyond mad, creating within 
  an insatiable rage akin to that experienced by frustrated 
  ghosts and other haunted souls.
  An ectoplasmic creature’s burning desperation and 
  embitterment often pushes it toward violence: most such 
  beings fling themselves into battle willingly, killing to 
  satiate their natural hunger for the suffering of others, 
  while simultaneously hoping to be killed and thus freed 
  of their own suffering own.
  Whenever in contact with surfaces (including walls 
  they pass through), ectoplasmic creatures leave a trail of 
  a silvery substance that resembles a slug’s mucus—a trait 
  almost exclusive to these undead. This slippery secretion 
  dries within moments, so if its encountered, there is 
  surely such a creature lurking nearby.
  Ectoplasmic beings can inhabit any location, regardless 
  of environment or climate. The horrors tend to prowl the 
  areas in which they died, and rarely venture outside these 
  areas, as though they were anchored there.
  Though these entities rarely coordinate complicated 
  actions with others of their kind, they seem to do so 
  unintentionally at times. Their unnatural strength 
  makes ectoplasmic creatures formidable combatants, 
  which those not familiar with fighting ectoplasmic 
  creatures would expect by looking at them. Fortunately 
  for the wary, the sticky ectoplasm that trails behind these 
  undead monsters is a clear indicator of their presence, 
  and most experienced clerics can identify the substance 
  at a glance.
  8282
  
  CREATING AN ECTOPLASMIC 
  CREATURE
  “Ectoplasmic” is an acquired template that can be added 
  to any corporeal creature (other than an undead), referred 
  to hereafter as the base creature.
  Challenge Rating: Same as the base creature +1. 
  Alignment: Usually chaotic evil. 
  Type: The creature’s type changes to undead. It retains 
  any subtype except for alignment subtypes (such as evil) 
  and subtypes that indicate kind (such as giant). It does 
  not gain the augmented subtype. It uses all the base 
  creature’s statistics and special abilities except as noted 
  in the following sections.
  Armor Class: The creature’s natural armor bonus 
  changes as follows:
  Ectoplasm Size 
  Natural Armor Bonus
  Tiny or smaller 
  +0
  Small  
  +1
  Medium  
  +2
  Large  
  +3
  Huge  
  +4
  Gargantuan 
  +6
  Colossal  
  +8
  Hit Dice: Drop HD gained from class levels (to a 
  minimum of 1 HD) and change racial Hit 
  Dice to d8s. Ectoplasmic creatures use 
  their Charisma modifiers to determine 
  bonus hit points (instead of Constitution).
  Saves: Base save bonuses for racial Hit Dice are Fort 
  +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.
  Defensive Abilities: An ectoplasmic creature loses 
  the base creature’s defensive abilities, and gains DR 5/ 
  slashing as well as all of the standard immunities and 
  traits possessed by undead creatures.
  Speed: Winged ectoplasmic creatures can still fly, but 
  their maneuverability drops to poor if it was initially 
  any better. If the base creature flew magically, so can the 
  ectoplasmic creature. Retain all other movement types. 
  An ectoplasmic creature gains the ability to traverse the 
  air (as the air walk spell) as a constant effect.
  Attacks: An ectoplasmic creature retains all natural 
  weapons of the base creature. It gains a slam attack that 
  deals damage based on the ectoplasmic creature’s size.
  Special Attacks: An ectoplasmic creature retains all of 
  the special attacks of the base creature. In addition, an 
  ectoplasmic creature gains the following special attack.
  Horrifying Ooze (Su): Any creature struck by an 
  ectoplasmic creature’s slam attack must succeed at a Will 
  save (DC = 10 + 1/2 the ectoplasmic creature’s Hit Dice + the 
  ectoplasmic creature’s Charisma modifier) or be shaken 
  for 1d4 rounds.
  Abilities: An ectoplasmic creature receives a +2 bonus 
  to Strength and a +2 bonus to Charisma. An ectoplasmic 
  creature has no Constitution or Intelligence score, and 
  its Wisdom score becomes 10.
  BAB: An ectoplasmic creature’s base attack bonus is 
  equal to 3/4 its Hit Dice.
  Feats: An ectoplasmic creature loses all feats 
  possessed by the base creature, and gains Toughness as 
  a bonus feat.
  Special Abilities: An ectoplasmic creature loses most 
  special qualities of the base creature. It retains any 
  extraordinary special qualities that improve its melee 
  or ranged attacks. An ectoplasmic creature gains the 
  following special ability:
  Phase Lurch (Su): An ectoplasmic creature has the ability 
  to pass through walls or material obstacles. In order to 
  use this ability, the ectoplasmic creature must begin 
  and end its turn outside of whatever wall or obstacle it’s 
  moving through. An ectoplasmic creature cannot move 
  through corporeal creatures with this ability, and its 
  movement speed is halved while moving through a wall 
  or obstacle. Any surface it moves through is coated with 
  a thin, silvery mucus that lingers for 1 minute.
  8383
  Ectoplasmic Creature
  Ectoplasmic Creature
  Illustration by Jean-Baptiste Reynaud
  
  Einherji
  Holding a massive battleaxe and shield, this tall, helmed warrior 
  is grim and fierce.
  EINHERJI 
  CR 10
  XP 9,600
  CN Medium outsider (extraplanar)
  Init +7; Senses darkvision 60 ft., deathwatch; Perception +18
  DEFENSE
  AC 24, touch 13, flat-footed 21 (+7 armor, +3 Dex, +4 shield)
  hp 123 (13d10+52); fast healing 5
  Fort +12, Ref +11, Will +8
  Defensive Abilities freedom of movement; DR 10/cold iron 
  and lawful; Immune cold, disease, fear, poison; Resist acid 10, 
  electricity 10, fire 10; SR 21
  OFFENSE
  Speed 30 ft.
  Melee +2 battleaxe +19/+14/+9 (1d8+6/×3)
  Ranged mwk throwing axe +17 (1d6+4)
  Special Attacks challenge of single combat
  Spell-Like Abilities (CL 10th; concentration +10)
  Constant—deathwatch, freedom of movement
  At will—rage
  3/day—divine power
  1/day—heroes’ feast
  STATISTICS
  Str 19, Dex 16, Con 19, Int 10, Wis 14, Cha 11
  Base Atk +13; CMB +17; CMD 30
  Feats Combat Reflexes, Improved Initiative, Improved Iron 
  WillB, Iron Will, Power Attack, Stand Still, Step Up, Strike Back
  Skills Intimidate +16, Knowledge (engineering) +16, Knowledge 
  (planes) +16, Perception +18, Ride +16, Survival +18
  Languages Celestial, Common
  SQ battle-trained, thirst for battle
  ECOLOGY
  Environment any
  Organization solitary, squad (3–6), or warband (7–16)
  Treasure triple (+2 scale mail, +2 heavy wooden shield,  
  +2 battleaxe, masterwork throwing axe)
  SPECIAL ABILITIES
  Battle-Trained (Ex) An einherji is proficient with all armor. 
  Armor never impacts an einherji’s speed, nor does an 
  einherji take armor check penalties on Ride checks.
  Challenge of Single Combat (Ex) As a standard action, 
  an einherji can choose a single target within sight to 
  challenge by attempting an Intimidate check to demoralize 
  that creature. If the check succeeds, the target is shaken and 
  the einherji gains a +2 bonus on attack rolls and damage rolls 
  against that target. For the duration of the challenge, the 
  einherji must attack that target, and takes a –2 penalty to its 
  AC, except against attacks made by the target. The challenge 
  (and the shaken condition) remains in effect until the target 
  successfully attacks the einherji in melee combat, the target is 
  dead or unconscious, or the combat ends.
  Thirst for Battle (Su) As long as an einherji is in battle (i.e., each 
  round it makes an attack roll), it gains fast healing 5. An einherji 
  loses this ability outside of combat or if knocked unconscious.
  Some warriors who die glorious deaths in battle find that 
  there is a call for their skill and prowess even after death. 
  Chosen by valkyries (Pathfinder RPG Bestiary 3 277) from 
  among the slain on the battlefield, they become einherjar, 
  outsiders who fight for the gods and other powerful 
  extraplanar beings in battles across the multiverse.
  Like valkyries, einherjar can serve a variety of deities, 
  not just gods of war, conflict, and valor, but also those of 
  love, beauty, life, and others not thought of as combative. 
  Einherjar pride themselves on prowess in battle, and forever 
  seek to prove themselves by challenging worthy foes. 
  Einherjar can be either male or female, and normally 
  appear as muscled, battle-hardened humans, dwarves, 
  or elves. A typical einherji stands 7 feet tall and weighs 
  around 300 pounds.
  8484
  Illustration by Roberto Pitturru
  
  Elder Thing
  This strange being has a star-shaped head and numerous writhing 
  appendages arranged radially around its barrel-shaped body.
  ELDER THING 
  CR 5
  XP 1,600
  LN Medium aberration (aquatic)
  Init +2; Senses all-around vision, darkvision 60 ft.; Perception +13
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
  hp 59 (7d8+28)
  Fort +8, Ref +4, Will +8
  Immune cold; Resist fire 10
  OFFENSE
  Speed 30 ft., fly 20 ft. (clumsy), swim 40 ft.
  Melee 5 tentacles +7 (1d4+2 plus grab)
  Special Attacks constrict (1d4+2)
  STATISTICS
  Str 15, Dex 14, Con 19, Int 20, Wis 16, Cha 17
  Base Atk +5; CMB +7 (+11 grapple); CMD 19 (can’t be tripped)
  Feats Combat Expertise, Combat Reflexes, Endurance,  
  Great Fortitude
  Skills Disable Device +9, Fly +4, Heal +10, Knowledge (arcana) +12, 
  Perception +13, Spellcraft +15, Survival +13, Swim +20, Use 
  Magic Device +10
  Languages Elder Thing
  SQ amphibious, hibernation, limited starflight, 
  no breath
  ECOLOGY
  Environment any
  Organization solitary, pair, pod (3–8), or 
  expedition (9–16)
  Treasure standard
  SPECIAL ABILITIES
  Hibernation (Ex) An elder 
  thing can enter a state of 
  hibernation at will; doing 
  so takes 1 minute. While 
  in this state, it can 
  take no actions and is 
  effectively helpless, as if it were in 
  a deep sleep. An elder thing can remain 
  in hibernation for as long as it wishes—
  while in this state, it does not need to eat 
  or drink, nor does it age. Time effectively 
  stands still for a hibernating elder thing. If it 
  is jostled or damaged while hibernating, 
  an elder thing can attempt a DC 20 Will 
  save. If it succeeds, it awakens in 2d4 
  rounds. Otherwise, it takes 1d4 days to 
  awaken from hibernation. An elder thing can 
  set the length of its hibernation when it first enters 
  this state, so that it can awaken after a set amount of time 
  has passed. When awakening at a set time in this manner, an 
  elder thing needs only 1d3 rounds to rouse itself, with no Will 
  saving throw necessary. 
  Limited Starflight (Ex) An elder thing can survive in the void 
  of outer space, and its wings allow it to use its fly speed in 
  that environment despite the lack of air. Unlike creatures 
  with full starflight, an elder thing’s ability to fly in outer 
  space does not allow it to reach unusually high speeds—an 
  elder thing that wishes to travel from one planet to another 
  typically calculates the distance and then hibernates for the 
  majority of the journey, relying on its momentum and inertia 
  to carry it to its destination while it slumbers along the way.
  Known by various names on various worlds, but most often 
  as “elder things” or “old ones,” these alien creatures are 
  interested in creating lasting works of art, architecture, 
  and even life (such as the dreaded shoggoths). They 
  possess a boundless capacity for war and egotism.
  A typical elder thing is 6 feet tall from head to foot, 
  with a 7-foot wingspan. Surprisingly heavy for its size, an 
  elder thing generally weighs about 450 pounds.
  8585
  Einherji–Elder Thing
  Einherji–Elder Thing
  Illustration by Scott Purdy
  
  Elohim
  This one-eyed being is a strange mix of insects, fungi, and other 
  living things shaped into a single winged entity.
  ELOHIM 
  CR 23/MR 6
  XP 819,200
  N Huge outsider (extraplanar, mythic)
  Init +16M/–4, dual initiative; Senses blindsight 60 ft., darkvision 
  60 ft., deathwatch, low-light vision, scent; Perception +34
  DEFENSE
  AC 39, touch 20, flat-footed 32 (+6 Dex, +1 dodge, +5 insight, 
  +19 natural, –2 size)
  hp 423 (22d10+302); regeneration 15 (epic weapons)
  Fort +26, Ref +13, Will +24
  Defensive Abilities fortification (50%); DR 15/epic, Immune 
  electricity; Resist acid 30, cold 30, fire 30; SR 34
  OFFENSE
  Speed 60 ft., fly 60 ft. (good), swim 30 ft.
  Melee 2 claws +27 (2d8+7), 8 tentacles +22 (2d8+3 plus grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks breath 
  weapon (60-ft. cone, 
  20d8 electricity, Reflex 
  DC 32 half, usable 
  every 1d4 rounds), 
  constrict (2d8+10), 
  mythic magic, 
  mythic power  
  (6/day, surge +1d8)
  Spell-Like Abilities  
  (CL 23rd; 
  concentration +30)
  Constant—deathwatch, 
  mind blank, speak  
  with animals
  At will—baleful polymorph 
  (DC 22), charm monster 
  (DC 21), etherealness, rest 
  eternalAPG, shapechange, stone 
  shape, greater teleport (self 
  plus 50 lbs. of objects only)
  5/day—control weather, 
  greater dispel magic, greater 
  polymorph, heal, plane shift 
  (DC 24), terraformMA
  3/day—circle of death 
  (DC 23), disintegrate 
  (DC 23), power  
  word stun
  1/day—create 
  demiplaneUM, mage’s 
  disjunction
  STATISTICS
  Str 24, Dex 22, Con 32, Int 25, Wis 29, Cha 25
  Base Atk +22; CMB +31 (+35 grapple); CMD 53 (can’t be tripped)
  Feats Combat Casting, Combat Reflexes, Dodge, Great 
  FortitudeM, Greater Vital Strike, Improved Great Fortitude, 
  Improved InitiativeM, Improved Iron Will, Improved Vital Strike, 
  Iron WillM, Vital Strike
  Skills Bluff +32, Heal +31, Intimidate +29, Knowledge (arcana, 
  dungeoneering, geography, nature, planes) +32, Perception +34, 
  Sense Motive +34, Spellcraft +29, Stealth +23, Swim +15,  
  Use Magic Device +29
  Languages speak with animals, telepathy 100 ft.
  SQ compression, create life, natural spellcasting, no breath, 
  plantbringer
  ECOLOGY
  Environment any (extraplanar)
  Organization solitary or horde (1 plus 5–20 animals, magical 
  beasts, and plants of CR 8–10)
  Treasure double
  SPECIAL ABILITIES
  Create Life (Su) At will, an elohim 
  can create any one plant or 
  living creature. A creature 
  created can have no more 
  than 4 Hit Dice and be no 
  larger than Large size, 
  and is not under the 
  elohim’s control.
  Natural Spellcasting 
  (Su) An elohim can 
  cast spells in any 
  shape, similar to the 
  Natural Spell feat.
  An elohim is a strange 
  being obsessed with creating  
  miniature worlds populated 
  with creatures of its choosing. 
  It creates new permanent 
  demiplanes or alters remote 
  environments in pre-existing 
  planes, seeds them with new 
  life, then eventually abandons 
  them. An elohim might return to 
  its creation decades or centuries 
  later to observe how its progeny 
  have fared, and might allow 
  them to continue or eradicate 
  them completely. Elohim 
  communicate with other 
  beings only rarely, 
  and always in a 
  cryptic fashion.
  8686
  Illustration by Roberto Pitturru
  
  Empyreal Lord
  The empyreal lords are the primal forces of good given 
  physical form. Though not as powerful as gods, they are 
  ancient celestials with legendary abilities.
  Unlike many other beings of demigod-level power, 
  empyreal lords do not divide themselves as strictly along 
  racial lines—the term “empyreal lord” names the greatest 
  members of the agathion, angel, archon, and azata races. 
  While demon lords, archdevils, horsemen, and similar 
  unique beings orchestrate the plots of their race alone—
  proving either unwilling or too fractious to collaborate 
  with those not of their kind—empyreal lords seek out the 
  commonalities of interest and purpose shared by their 
  peers among the other celestial races. Although some good-
  aligned planar races have their own titles for the greatest 
  of their kind, the title “empyreal lord” serves as a unifying 
  bond between forces for good. Though their foes (and even 
  some allies) see these mightiest azatas, angels, agathions, 
  and archons as rulers of their kind, the empyreal lords do 
  not consider themselves royalty. Together the empyreal 
  lords marshal the efforts of all goodly outsiders toward 
  common ends.
  Some empyreal lords are almost as old as creation itself, 
  having arisen from the ranks of the first celestials. Others 
  were imbued with divine grace, either by being champions 
  of a deity, inheriting the power of a slain god, or tapping 
  into remarkable powers gathered at far-flung corners of 
  the planes. Some reached this high station by performing 
  impossible quests, gaining the favor of fate, or becoming 
  perfectly attuned with one of the good outer planes.
  Representing the two poles of goodness and the fulcrum 
  upon which they balance, the empyreal lords do not always 
  agree, but generally do not interfere with each others’ 
  decisions. Most view philosophical squabbles as petty 
  when faced with a common foe, and never has infighting 
  threatened the foundation of their bonds. Thus, while their 
  outlooks may differ regarding freedom, individuality, and 
  loyalty, the empyreal lords do not allow such differences 
  to stand in the way of vanquishing evil—they’re celestials 
  aligned against evil first and foremost.
  Despite their power, the empyreal lords typically eschew 
  direct involvement in the affairs of mortals and even 
  most other celestials. They believe the greater objectives 
  of good are ultimately served by larger and farther-
  reaching orchestrations of diplomacy and subtle strategy. 
  Even though their powers might not always obviously be 
  directly at work, empyreal lords court mortal worshipers 
  who share their goals and ideals, who are typically referred 
  to as mystery cultists. Rather than more general goals like 
  good or order, mystery cultists focus their worship on the 
  ideals, activities, and creatures their patron most fervently 
  extols or openly favors.
  EMPYREAL REALMS
  An empyreal lord’s planar realm may be as small as 
  a metropolis or as large as a continent. The realms’ 
  environments, themes, and traits are as unusual as the 
  empyreal lords themselves, presenting surreal challenges 
  and dangers to creatures seeking to invade them.
  An empyreal lord gains the following additional powers 
  while in its realm (the statistics presented on the following 
  pages do not include these abilities).
  •	 Mythic: An empyreal lord functions as a 10th mythic 
  rank creature, including the mythic power ability (10/day, 
  surge +1d12). It may expend uses of mythic power to use 
  the mythic versions of any spell-like ability denoted with 
  an asterisk (*) just as if the ability were a mythic spell.
  •	 Use	of	the	following	spell-like	abilities	at	will—demand, 
  discern location, fabricate, and major creation.
  •	 Use	of	the	following	spell-like	abilities	once	per	day—
  dimensional lock*, miracle (limited to physical effects that 
  manipulate the realm or to effects that are relevant to 
  the empyreal lord’s areas of concern), power word stun*.
  •	 Heightened Awareness (Ex): An empyreal lord gains a 
  +10 insight bonus on Perception and Initiative checks.
  Other Empyreal Lords
  Although the three presented here are among most powerful of 
  the empyreal lords, they are far from the only celestials to bear 
  this title. Among the ranks of the good races of the heavens 
  stand those that are great leaders of their kind and shining 
  examples to other celestials. For these few, their natures or 
  their actions kindle a transformation that reshapes them into 
  empyreal lords—a superlative version of their basic form. 
  When they ascend, these empyreal lords are given an honorific 
  typically celebrating their deeds or honoring another empyreal 
  lord of similar distinction. Below are many ascendant celestials 
  that have become empyreal lords and their honored titles.
  Andoletta, Grandmother Crow (archon)
  Arshea, Spirit of Abandon (angel)
  Bharnarol, the Tempered Inventor (agathion)
  Black Butterfly, the Silence Between (azata)
  Chucaro, Maiden of Haze and Whimsy (azata)
  Falayna, Warrior’s Ring (archon)
  Ghenshau, Breezes-Still-and-Ripples-Cease (archon)
  Immonhiel, Balm-Bringer (angel)
  Jaidz, Fearless Claw (agathion)
  Lalaci, He of Motley Repose (azata)
  Olheon, the Just Arbiter (archon)
  Ragathiel, General of Vengeance (angel)
  Shei, the Ibis Matron (agathion)
  Sinashakti, Immaculate Joy (azata)
  Vildeis, the Cardinal Martyr (angel)
  Ylimancha, Harborwing (agathion)
  8787
  Elohim–Empyreal Lord
  Elohim–Empyreal Lord
  
  Empyreal Lord, Cernunnos
  This tall, graceful person has elven features, the horns of a 
  majestic stag and a piercing, ageless stare.
  CERNUNNOS	
  CR	30
  XP	9,830,400
  CG Large outsider (azata, chaotic, extraplanar, good)
  Init +16; Senses blindsense 60 ft., darkvision 60 ft., detect 
  evil, detect lies, detect poison, low-light vision, true seeing; 
  Perception +43
  Aura primal (30 ft.)
  DEFENSE
  AC 48, touch 22, flat-footed 35 (+12 Dex, +1 dodge, +26 natural, 
  –1 size)
  hp 663 (34d10+476); regeneration 10 (evil artifacts, effects, 
  and spells)
  Fort +25, Ref +31, Will +25
  Defensive	Abilities freedom of movement, lightning rod, 
  unbound; DR 15/epic and evil; Immune ability damage, 
  ability drain, charm effects, compulsion effects, death effects, 
  electricity, energy drain, petrification; Resist cold 30, fire 30; 
  SR 41
  OFFENSE
  Speed 40 ft., fly 60 ft. (average)
  Melee +5 holy cold iron club +48/+43/+38/+33 (1d8+18/15–20), 
  gore +43 (2d8+18)
  Ranged +5 evil outsider bane composite longbow 
  +51/+46/+41/+36 (2d6+14/19–20/×4)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks greater slaying arrow, horned lord’s charge, 
  powerful charge (gore, 4d8+13 and horned lord’s charge), 
  wild shape (as 20th level druid)
  Spell-Like	Abilities (CL 20th; concentration +25)
  Constant—detect evil, detect lies, detect poison, freedom of 
  movement, true seeing
  At will—greater teleport, haste*, true strike*
  3/day—break enchantment*, breath of life*, dimensional 
  anchor (DC 19)
  1/day—discern location, mage’s disjunction* (DC 24), time stop*
  * Cernunnos can use the mythic version of this ability in his realm.
  Druid	Spells	Prepared (CL 20th; concentration +26)
  9th—elemental swarm, foresight, summon nature’s ally IX (2)
  8th—control plants (DC 24), repel metal or stone, sunburst 
  (DC 24), whirlwind (DC 24)
  7th—control weather, creeping doom (DC 23), heal, 
  sunbeam (DC 23)
  6th—antilife shell, greater dispel magic (2), move earth, 
  wall of stone (DC 22)
  5th—atonement, baleful polymorph (DC 21), deathward, 
  transmute rock to mud, wall of thorns
  4th—cure serious wounds (2), freedom of movement, 
  rusting grasp, true formAPG (DC 20)
  3rd—call lightning (DC 19), cure moderate wounds, 
  neutralize poison (2), remove disease
  2nd—chill metal (DC 18), fog cloud, heat metal (DC 18), 
  lesser restoration, resist energy (2)
  1st—calm animals (DC 17, 2), cure light wounds (2), pass 
  without trace (2)
  0—create water, mending, purify food and drink, read magic
  STATISTICS
  Str 29, Dex 35, Con 39, Int 18, Wis 22, Cha 21
  Base	Atk +34; CMB +44; CMD 67
  Feats Combat Reflexes, Deadly Aim, Dodge, Improved Critical 
  (longbow), Improved Critical (scimitar), Improved Initiative, 
  Improved Precise Shot, Mobility, Point-Blank Shot, Power 
  Attack, Precise Shot, Quick Draw, Rapid Shot, Shot on the 
  Run, Weapon Focus (club), Weapon Focus (gore), Weapon 
  Focus (longbow)
  Skills Acrobatics +46 (+50 when jumping), Diplomacy +22, 
  Disguise +22, Fly +10, Handle Animal +22, Intimidate +22,  
  Knowledge (geography) +24, Knowledge (nature) +24, 
  Knowledge (planes) +24, Knowledge (religion) +21, 
  Perception +43, Ride +32, Sense Motive +43, Stealth +45, 
  Survival +43, Swim +26
  Languages Celestial, Draconic, Infernal, Sylvan; truespeech
  SQ change shape (any humanoid, alter self), empyreal lord 
  traits, perfect archer, seed of life
  ECOLOGY
  Environment any forest or plain (Elysium)
  Organization unique
  Treasure standard (+5 holy cold iron club, +5 evil outsider bane 
  longbow, other treasure)
  SPECIAL	ABILITIES
  Greater	Slaying	Arrow	(Su) Cernunnos can spend 1 minute 
  crafting any kind of greater slaying arrow (DC 32). He can 
  have only one such arrow at a time, and it only functions for 
  him. The save DC is Charisma-based.
  Horned	Lord’s	Charge	(Ex) An opponent hit by Cernunnos’s 
  powerful charge must succeed at a DC 39 Fort save or be 
  exhausted, sickened, or stunned (Cernunnos’s choice) for 1d4 
  rounds. The save DC is Constitution-based.
  Lightning	Rod	(Su) Cernunnos absorbs and negates any 
  electricity effect that targets him or includes him in its area. 
  As an immediate action on his next turn, he can release 
  this energy to grant the shock weapon special ability to all 
  weapons wielded by his allies within 30 feet for 1 round.
  Perfect	Archer	(Ex) Cernunnos does not provoke attacks of 
  opportunity for firing bow weapons in melee. He threatens 
  squares out to his normal reach when wielding a bow. He 
  automatically creates arrows when firing a bow and treats 
  any bow he wields as if it had a range increment of 500 feet.
  Primal	Aura	(Su) Any summoned animal or creature summoned 
  by summon nature’s ally gains a +4 enhancement bonus to 
  its Strength and Constitution while within Cernunnos’s aura. 
  Any such creature summoned within his aura obeys him as if 
  8888
  
  he had summoned it (if given conflicting orders, the creature 
  obeys Cernunnos instead of its summoner).
  Spells Cernunnos casts spells as 20th-level druid.
  Unbound	(Su) Cernunnos is immune to any effects that restrict 
  or force extradimensional movement upon him, such as 
  banishment or dimensional anchor. He may allow these 
  effects to affect him.
  Cernunnos is a powerful empyreal lord who embodies 
  the primeval force of nature as well as its wildness. He 
  surrounds himself with counselors and advisors from 
  all of the celestial races. Although he rarely makes a 
  rash decision, he occasionally lets anger overwhelm his 
  better judgment, even going so far as to swear personal 
  vendettas against specific demon lords or archdevils. A 
  peerless archer and hunter, in such moments of vengeance 
  Cernunnos is tempted to visit Hell or the Abyss to 
  personally exact his revenge.
  His preference for decisive action against enemies puts 
  Cernunnos at odds with Korada. Though Cernunnos 
  agrees that even the wickedest souls can seek redemption, 
  he worries that lives would be lost in the time it 
  would take to allow a fiend to seek enlightenment.
  The Horned Lord appears as a tall and muscular 
  humanoid with elven features, tan skin, and 
  a pair of antlers growing from his brow. 
  Cernunnos dresses in simple clothes 
  and leathers, died in natural colors but 
  typically woven or worked with motifs of 
  birds in flight or leaping animals.
  On Elysium, Cernunnos dwells in an expansive 
  palace constructed of interwoven trees and capped 
  with lush foliage. Known as Briarbough, this 
  sprawling complex of gardens and pools is 
  his seat of power and a place of healing 
  where celestials and good mortals come 
  to have their most grievous wounds tended. 
  Beyond lies hundreds of miles of pristine forest 
  and plains; animals killed here are reborn the next 
  day, fully healed. In times of war, Briarbough serves 
  as a headquarters and hospital for good outsiders.
  When not in Elysium, Cernunnos works with other 
  celestial races to stem the spread of evil throughout 
  the cosmos. Recognizing that—despite his power—he is 
  still only one person, the Horned Lord uses his abilities 
  to strengthen and bolster those already allied against 
  darkness, training marshals and emissaries to work as his 
  agents in the mortal and fey worlds. He favors druids and 
  rangers—archers in particular—among his devotees.
  In combat, Cernunnos uses stealth and range to draw 
  enemies to terrain of his choosing. The Empyreal Lord 
  then uses his magic to further shape the battlefield to 
  hamper his foes before closing for melee.
  CERNUNNOS’S FAITH
  Good fey, intelligent plant creatures, and mortal rangers 
  and druids worship Cernunnos. Elven fighters and rogues 
  often view him as a patron of luck and good fortune, but 
  others pray to him for strength against evil. His sacred 
  places are secluded groves, waterfalls, and deep forests.
  Cernunnos’s holy symbol is the head of a stag, ram 
  or similar horned creature with torcs or rings hanging 
  from its horns. His favored weapon is the longbow. He 
  grants access to the Animal, Chaos, Good, and Plant 
  domains, and access to the Azata, Feather, Fur, and 
  Growth subdomains.
  8989
  Empyreal Lord, Cernunnos
  Empyreal Lord, Cernunnos
  Illustration by Xia Taptara
  
  Empyreal Lord, Korada
  This serene, acrobatic man has stiff sideburns, a beard like a 
  monkey, and three golden-furred tails.
  KORADA	
  CR	26
  XP	2,457,600
  NG Large outsider (agathion, extraplanar, good)
  Init +22; Senses blindsense 60 ft., darkvision 60 ft., detect evil, 
  detect thoughts, low-light vision; Perception +46
  Aura primal (30 ft.)
  DEFENSE
  AC 45, touch 40, flat-footed 36 (+10 Dex, +1 dodge, +2 insight, 
  +13 natural, –1 size, +6 sacred, +12 Wis); never flat-footed
  hp 528 (32d10+352); regeneration 10 (evil artifacts, effects, 
  and spells)
  Fort +21, Ref +30, Will +30
  Defensive	Abilities never surprised; DR 10/epic and evil; 
  Immune ability damage, ability drain, charm effects, 
  compulsion effects, death effects, disease, electricity, energy 
  drain, petrification, poison; Resist cold 30, sonic 30; SR 37
  OFFENSE
  Speed 90 ft., climb 30 ft., fly 60 ft. (average)
  Melee unarmed strike +31/+36/+31/+26 (2d10+8) or  
  +5 quarterstaff +44/+39/+34/+29 (1d8+13) or  
  flurry of blows +38/+38/+33/+33/+28/+28/+23 (2d10+8)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks shatter spells, stunning fist (8/day, DC 22)
  Spell-Like	Abilities (CL 20th; concentration +34)
  Constant—detect evil, detect thoughts, foresight*, 
  sanctuary* (DC 25), water walk
  At will—augury, bless*, calm animals (DC 25), calm emotions 
  (DC 26), cure serious wounds*, greater teleport, mirror image*
  3/day—divination, mad monkeysUM, quickened mirror 
  image*, neutralize poison, true seeing, wall of force*
  1/day—antimagic field, moment of prescience
  * Korada can use the mythic version of this ability in his realm.
  STATISTICS
  Str 26, Dex 30, Con 33, Int 25, Wis 35, Cha 38
  Base	Atk +32; CMB +41 (+43 disarm or grapple, +45 trip); 
  CMD 84 (86 vs. disarm, grapple, or trip)
  Feats Combat Expertise, Combat Reflexes, Dodge, Greater Trip, 
  Improved Disarm, Improved Grapple, Improved Initiative, 
  Improved Trip, Improved Unarmed StrikeB, Lunge, Mobility, 
  Quicken Spell-Like Ability (mirror image), Scorpion Style, Snatch 
  Arrows, Spring Attack, Step Up, Stunning FistB, Weapon Finesse
  Skills Acrobatics +44 (+68 when jumping), Bluff +32, Climb +50, 
  Diplomacy +45, Disguise +32, Escape Artist +26, Fly +8, Heal 
  +27, Knowledge (arcana, geography, history, nature) +23, 
  Knowledge (local) +22, Knowledge (planes, religion) +41, 
  Perception +46, Sense Motive +46, Spellcraft +22, Stealth +40; 
  Racial	Modifiers +24 Acrobatics when jumping
  Languages Celestial, Infernal; speak with animals, truespeech
  SQ abundant step, change shape (avoral or any humanoid, 
  shapechange), combat style master, empyreal lord traits, ki 
  pool (22 points; adamantine, epic, good, lawful, magic, mythic, 
  silver), lay on hands (15d6, 29/day), seed of life, tranquil master
  ECOLOGY
  Environment any forests or mountains (Nirvana)
  Organization unique
  Treasure standard (+5 quarterstaff, other treasure)
  SPECIAL	ABILITIES
  Combat	Style	Master	(Ex) Korada can attack with unarmed 
  strikes and perform flurry of blows as a 20th-level monk. Like 
  a monk, he adds his Wisdom bonus to his AC and CMD. As a 
  swift action, Korada may enter the basic stance of any combat 
  style feat (such as Crane StyleUC, Monkey StyleUC, and so on) as 
  if he had the first feat in the feat path for that combat style. 
  By expending 2 points of ki, he may use any two feats from 
  his current combat style’s feat path for the next minute; 
  if he changes his stance, the previous stance’s feats become 
  unavailable but he may use feats from the new stance.
  Primal	Aura	(Su) Korada’s primal aura radiates calm and 
  tranquility, automatically suppressing any non-mythic 
  charm or compulsion effect on any creature within its area. 
  Any creature in his aura (including him) can deal nonlethal 
  damage with weapons without taking the –4 penalty on 
  attack rolls for doing so.
  Shatter	Spells	(Su): Korada can destroy a magical effect 
  (whether it’s on a creature or an independent effect such as 
  a wall of fire) by attacking it with an unarmed strike. He must 
  succeed at a melee touch attack against the creature or effect 
  and expend 2 points of ki. If the attack hits, the creature or 
  effect is subject to targeted greater dispel magic (CL 20th). 
  If he dispels an effect, he suffer no harmful effects from 
  touching it. If the effect is on a creature, the creature takes 1 
  point of damage per spell level of each effect dispelled.
  Tranquil	Master	(Su) Korada may attack without breaking his 
  sanctuary spell-like ability so long as he only attempts to 
  deal nonlethal damage.
  Korada is the champion of peace, kindness, and forgiveness. 
  While he loves and respects his fellow empyreal lords for 
  their tireless fight against wickedness, Korada believes 
  good’s final triumph will come from the redemption 
  of evil creatures rather than their destruction. Honest, 
  joyful, and clever, the Open Hand of Harmony dispenses 
  wisdom with warmth and humility, and freely shares the 
  secrets he has amassed over ages of study and meditation. 
  Korada’s dedication to philosophy and introspection have 
  garnered him the ability to read the diverse threads of the 
  world, see their nearly limitless connections, and then act 
  on them with uncanny foresight. With neither the naïvety 
  of youth nor the jaded weariness of age, Korada is a perfect 
  balance of sentient intelligence and animal instinct, at 
  home wherever he is.
  9090
  
  Though he can assume many forms, Korada’s true 
  appearance is a slender, athletic man wearing a simple 
  monk’s robe. He has a golden monkey-like beard and 
  sideburns, three monkey tails, and a light layer of downy 
  golden fur covering the rest of his body.
  On Nirvana, Korada dwells in the Dream Lotus, a 
  serene palace city whose blossoming violet walls always 
  drip with cool, golden nectar that is said to calm even 
  the wildest of spirits. It’s a place of refuge and healing, 
  and no violence is allowed within its walls; those with 
  problems controlling their anger are sent to meditate at 
  one of its many calming sacred pools.
  Korada is said to possess the gift of foresight, but 
  he rarely acts on these strange visions. He believes the 
  struggle to change is always worthwhile, even if such a 
  journey does not always end in success. It’s the process, 
  not the result, that matters most to Korada.
  Despite his staunch dedication to peace, Korada’s skill 
  in battle is respected, and he’s able to utilize almost 
  any fighting style without a second’s pause. He may be 
  responsible for inspiring or teaching the animal combat 
  styles to mortals, using various guises over the course of 
  history on many worlds—or he may even have persuaded 
  the creator gods to give the animals their instincts and 
  talents for fighting, which led to mortals studying and 
  emulating animal combat styles.
  Korada’s reputation for peace and martial skill earned 
  him the role of the diplomat of the empyreal lords and 
  their celestial armies. Balor lords, demodand warlords, 
  and even infernal dukes have (temporarily) abandoned 
  their dreams of conquest and warmongering when the 
  Open Hand of Harmony has arrived—alone—in their 
  court to suggest that they consider a different path. These 
  visits always leave behind a path of dazed and stunned 
  fiends, surprised and awed by how easily he defeated 
  them; most silently suffer this indignation and 
  plan vengeance for the next time he appears.
  Although Korada is usually serene and gentle, 
  he has a mischievous side and has been known 
  to poke fun at or harass his opponents like 
  a capricious monkey. He combines his 
  skill in battle and gift for trickery to 
  lead dangerous opponents away from 
  innocents or into places where 
  they can more easily be captured 
  or subdued.
  That said, Korada abhors 
  violence, and he prefers to 
  make nonlethal attacks (using 
  his primal aura and tranquil 
  master abilities), disabling foes so he 
  can speak to them of their weakness. He 
  dispatches mindless opponents without hesitation, not 
  wanting to waste energy debating or persuading a thing 
  empty of thoughts and incapable of making moral choices. 
  He challenges enemy leaders to single combat if doing so 
  would prevent violence between other combatants.
  KORADA’S FAITH
  Korada is worshiped by good fey, awakened animals, and 
  mortal clerics and monks seeking inner peace. Many 
  who have lived with constant violence pray to Korada for 
  guidance in finding balance; others are inspired by his 
  light heart and willingness to confront wickedness with 
  compassion and humor. Many who worship him are 
  once-evil creatures who chose the path of redemption, 
  as well as paladins who strayed and are working to stay 
  true to the path of righteousness and mercy. The empyreal 
  lord’s sacred places are diplomatic embassies, mountain 
  monasteries, and wells.
  Korada’s holy symbol is two devotees kneeling before 
  a lotus or a golden monkey with three tails. His favored 
  weapon is the unarmed strike. His clerics have access to the 
  domains of Good, Healing, Magic, and Protection, and the 
  subdomains of Agathion, Defense, Divine, and Restoration.
  9191
  Illustration by Maichol Quinto
  Empyreal Lord, Korada
  Empyreal Lord, Korada
  
  Empyreal Lord, Vildeis
  This red-winged angel is blindfolded and wrapped with bloody 
  bandages. What shows of her flesh is scarred with celestial runes.
  VILDEIS	
  CR	28
  XP	4,915,200
  LG Large outsider (angel, extraplanar, good, lawful)
  Init +13; Senses blindsense 120 ft., darkvision 60 ft., detect 
  evil, true seeing, zealous vision; Perception +42
  Aura primal (30 ft.), protective
  DEFENSE
  AC 44, touch 19, flat-footed 34 (+9 Dex, +1 dodge, +25 natural, 
  –1 size; +4 deflection vs. evil)
  hp 610 (33d10+429); regeneration 10 (evil artifacts, effects, 
  and spells)
  Fort +31, Ref +20, Will +26; +4 vs. poison, +4 resistance vs. evil
  DR 15/epic and evil; Immune ability damage, ability drain, acid, 
  bleed, charm effects, compulsion effects, cold, death effects, 
  energy drain, petrification; Resist electricity 30, fire 30
  OFFENSE
  Speed 40 ft., fly 60 ft. (average)
  Melee Cicatrix +50/+45/+40/+35 (1d6+17/17–20 plus 1 bleed 
  and 2d6 vicious)
  Ranged Cicatrix +47 (1d6+17/17–20 plus 1 bleed)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks smite evil 7/day (+5 attack and AC, +20 damage, 
  disintegrate evil outsiders)
  Spell-Like	Abilities (CL 20th; concentration +25)
  Constant—detect evil, true seeing
  At will—command* (DC 16), greater teleport, haste*, 
  paladin’s sacrificeAPG, pain strikeAPG (DC 18)
  3/day—discern location, geas/quest (DC 21), heal, holy 
  word* (DC 22), mark of justice (DC 20), mass pain strikeAPG 
  (DC 20), searing light*
  * Vildeis can use the mythic version of this ability in her realm.
  Paladin	Spells	Prepared (CL 20th; concentration +25)
  4th—blaze of gloryAPG (DC 19), break enchantment, death 
  ward, king’s castleAPG
  3rd—dispel magic, fires of judgmentAPG (DC 18), prayer, 
  righteous vigorAPG
  2nd—bull’s strength, corruption resistanceAPG, litany of 
  wardingUC, remove paralysis, shield other
  1st—divine favor (3), hero’s defianceAPG, lesser restoration (2)
  STATISTICS
  Str 35, Dex 29, Con 37, Int 18, Wis 22, Cha 21
  Base	Atk +33; CMB +46; CMD 66
  Feats Blinding Critical, Combat Casting, Combat Reflexes, 
  Critical Focus, Deadly Aim, Dodge, Flyby Attack, Improved 
  Critical (dagger), Improved Initiative, Improved Iron 
  Will, Improved Vital Strike, Iron Will, Power Attack, Spell 
  Penetration, Step Up, Vital Strike, Weapon Focus (dagger)
  Skills Acrobatics +45, Bluff +41, Fly +26, Heal +23, Intimidate +41, 
  Knowledge (planes) +40, Knowledge (religion) +40, 
  Perception +42, Sense Motive +42, Sleight of Hand +45, 
  Stealth +41
  Languages Celestial, Draconic; truespeech
  SQ lay on hands (16d6, 25/day), seed of life
  ECOLOGY
  Environment any (Heaven)
  Organization unique
  Treasure standard (Cicatrix, other treasure)
  SPECIAL	ABILITIES
  Primal	Aura	(Su) Whenever Vildeis would be affected by a bleed 
  effect, all enemies within 30 feet gain that bleeding condition 
  instead, as though they were the effect’s original targets (no 
  saving throw, creatures immune to bleeding are immune to 
  this effect). The Heal DC to stop this bleeding is 25.
  Smite	Evil	(Su) Vildeis can smite evil as a 20th-level paladin. 
  Whenever she uses smite evil and successfully strikes an 
  evil outsider, the outsider is also subject to disintegrate, 
  using Vildeis’s paladin level as the caster level. After the 
  disintegrate effect and the damage from the attack are 
  resolved, the smite effect immediately ends.
  Spells Vildeis casts spells as a 20th-level paladin.
  Zealous	Vision	(Su) Vildeis automatically pinpoints the location 
  of any evil creature within 1,000 feet of her.
  Also known as the Cardinal Martyr, Vildeis endlessly 
  sacrifices herself in penitence for the sins of the 
  multiverse, every battle against evil giving her body one 
  more wound with which she might shed bloody tears for 
  existence. When Vildeis emerged from the Heavens, she 
  was a being of sublime beauty, but of a majesty so delicate 
  that she couldn’t suffer the sight or even the thought of 
  evil. Within an hour of her birth, she had put out her 
  own eyes, refusing to even gaze upon a reality tainted 
  by sin. Since the first self-inflicted wound marred her 
  once-perfect body, she has struggled against evil in all 
  its forms. Denying herself home or rest, Vildeis harrows 
  the wildest reaches of the multiverse, driving back the 
  expansions of foul realms and slaying those who would 
  do wicked deeds.
  Vildeis has no home among the planes, and forgoes any 
  comforts—even those as basic as shelter or company—so 
  long as there is evil afoot in the multiverse. Such makes 
  her one of the most aloof empyreal lords, but also one of 
  the most storied. Across the planes, legends tell of pitched 
  battles, desperate last stands, and near massacres turned 
  in the favor of the innocent by the sudden appearance of 
  Vildeis herself, bloody-winged and avenging. While such 
  miraculous rescues have more to do with happenstance 
  then omniscience, they nonetheless inflame the passions 
  of the righteous across countless worlds. Those who seek 
  to encounter the empyreal lord of devotion, sacrifice, and 
  scars must follow rumors of her passing, usually spoken 
  9292
  
  by awed beings and crippled fiends along the fringes of 
  reality’s darkest outlands.
  Nearly as well known as the Cardinal Martyr herself 
  are her morbid trappings—miles of stained bandages, 
  scars etched and re-etched in the shapes of celestial 
  runes, and a dagger that drips with her blood as often as 
  that of her enemies. Of these, her dagger Cicatrix is the 
  most infamous, a black blade like a thorn dropped from 
  some gigantic iron rose, which the empyreal lord used to 
  blind herself. Tales tell that she uses her blade not just 
  to slay the wicked and share her blindness, but to carve 
  the runes that crisscross her body upon others, infusing 
  them with the compulsion to battle evil even if previously 
  there was no such desire. 
  VILDEIS’S FAITH
  Vildeis is the patron of devotion, sacrifice, and scars. 
  Those who follow her number among the most zealous 
  crusaders, the most unshakable priests, and the most 
  incorruptible judges. They view their goddess as an 
  exemplar and a leader who sacrifices for them in ways 
  they can never match. Vildeis, and by extension her 
  worshipers, is extremely strict when it comes to adhering 
  to her tenets of living an austere and principled life wholly 
  devoted to combating evil.
  Those who diverge from Vildeis’s teachings are 
  expelled from her orders, but encouraged to do good 
  in the world under the service of gentler masters. 
  Though Vildeis doesn’t expect all of her followers 
  to perform the same self-mortification that she 
  does, tattoos, scarification, and flagellation are 
  common among her servants, especially her 
  most devoted priests. Even those who don’t 
  engage in ritual bloodletting typically wear 
  long red ribbons, symbolic of the empyreal 
  lord’s eternal wounds.
  Vildeis’s holy symbol is a scarred 
  golden breastplate. Her favored weapon 
  is the dagger. Her clerics have access 
  to the Destruction, Good, Healing, 
  and Law domains, and to the Rage and 
  Resurrection subdomains.
  CICATRIX 
  MAJOR	
  ARTIFACT
  SLOT	none
  CL	30th
  WEIGHT	2 lbs.
  AURA	overwhelming necromancy
  When Vildeis reached for a tool to permanently put an end 
  to her sight so she no longer had to bear witness to the 
  evils of the multiverse, her hand fell upon Cicatrix. Although 
  even she doesn’t know who or what placed the black blade 
  within her grasp, in the ages since it put out its mistress’s 
  eyes, the blade has rarely left Vildeis’s hand. Cicatrix is a 
  +5 holy returning vicious dagger that counts as both cold 
  iron and silver. Any time Cicatrix deals damage, the creature 
  struck must attempt a DC 25 Will save. If it fails, the wielder 
  instantly knows that creature’s alignment and can listen 
  to its surface thoughts, as detect thoughts. If the wielder 
  chooses, she can then force the creature to attempt a DC 25 
  Will save; if the creature fails its saving throw, the wielder 
  may blind the target (as blindness/deafness) or inscribe a 
  martyr’s mark upon the target. Inscribing a martyr’s mark 
  means the wielder takes the damage from the attack instead 
  of the target; the martyr’s mark is triggered like a mark of 
  justice, but activates a geas/quest of the wielder’s choosing 
  instead of bestow curse. A martyr’s mark can be removed as 
  if it were a mark of justice.
  DESTRUCTION
  Cicatrix is destroyed if an evil outsider of CR 20 or higher uses 
  the blade to sacrifice itself to save a good outsider’s life.
  9393
  Illustration by Tyler Walpole
  Empyreal Lord, Vildeis
  Empyreal Lord, Vildeis
  
  Erlking
  Birdlike wings covered with autumnal leaves instead of feathers 
  extend from the back of this regal, elf-like humanoid.
  ERLKING	
  CR	18
  XP	153,600
  CN Medium fey
  Init +7; Senses low-light vision; Perception +28
  DEFENSE
  AC 34, touch 15, flat-footed 29 (+7 armor, +4 Dex, +1 dodge, 
  +12 natural; +2 deflection vs. evil or law)
  hp 270 (20d6+200); fast healing 10
  Fort +15, Ref +20, Will +17
  Defensive	Abilities	blur, protection from good and law, DR 10/
  cold iron; Immune poison; Resist acid 30, cold 30, electricity 30
  OFFENSE
  Speed 70 ft., fly 90 ft. (good)
  Melee +3 cold iron keen longsword +20/+20/+15 (1d8+12/17–20 
  plus bleed)
  Ranged +3 ironwood longbow +20/+20/+15 (1d8+3/×3 plus bleed)
  Special	Attacks bleed (1d6), favored enemy (all humanoids +10), 
  ironwood mastery
  Spell-Like	Abilities (CL 20th; concentration +25)
  Constant—blur, haste (self only), 
  protection from evil, protection from 
  law, speak with animals, speak 
  with plants
  At will—whispering wind
  3/day—animate plants, black 
  tentacles, cure critical wounds, haste, 
  ironwood, move earth, plant growth, 
  summon nature’s ally VI, summon (level 6,  
  1d4+1 centaurs or 1 treant 100%), tree stride
  1/day—finger of death (DC 23), repel metal or stone, 
  summon nature’s ally IX
  STATISTICS
  Str 20, Dex 25, Con 28, Int 19, Wis 20, Cha 21
  Base	Atk +10; CMB +15; CMD 33
  Feats Critical Focus, Disruptive, Greater Weapon Focus 
  (longsword), Greater Weapon Specialization (longsword), 
  Power Attack, Spellbreaker, Toughness, Vital Strike, Weapon 
  Focus (longsword), Weapon Specialization (longsword)
  Skills Acrobatics +19 (+35 when jumping), Bluff +18, Climb +12,  
  Diplomacy +13, Fly +18, Handle Animal +15, Heal +10, 
  Intimidate +25, Knowledge (geography) +17, Knowledge 
  (nature) +27, Knowledge (nobility) +9, Perception +28, 
  Perform (any one) +13, Ride +16, Sense Motive +18, 
  Spellcraft +14, Stealth +29, Survival +15, Swim +17; Racial	
  Modifiers +16 Acrobatics when jumping
  Languages Common, Elven, Sylvan; speak with animals, speak 
  with plants
  SQ warrior fey
  ECOLOGY
  Environment temperate forests
  Organization solitary, squad (1 plus 2–12 centaurs, 2–12 satyrs, 
  and 1–2 treants), or army (1 plus 4–24 centaurs, 4–24 satyrs, 
  and 2–5 treants)
  Treasure double (ironwood chain shirt, ironwood longbow, 
  ironwood longsword, other treasure)
  SPECIAL	ABILITIES
  Ironwood	Mastery	(Su) Any ironwood armor an erlking wears 
  gains a +3 enhancement bonus, and any ironwood weapon it 
  wields is treated as a +3 cold iron keen weapon.
  Warrior	Fey	(Ex) An erlking counts as a 20th-level fighter for 
  all abilities and effects requiring fighter levels.
  Erlkings guard the wildest, most pristine reaches of nature, 
  and lead other fey to reclaim defiled lands. Most forest 
  creatures acknowledge an erlking as king of the forest 
  and arbiter in disputes between the people of the wilds. 
  In most forests, an erlking is the brother or consort of a 
  hamadryad, and represents the aggressive, dangerous, 
  and vengeful aspect of the wilds.
  An erlking is a blur of motion on or off the battlefield, 
  using his powers to coordinate attacks against 
  despoilers, manipulate terrain to his side’s 
  advantage, and call in reinforcements when 
  his forces would be overwhelmed. When his 
  services are not needed, an erlking retires 
  to the realm of the fey.
  9494
  Illustration by Roberto Pitturru
  
  Fachen
  This half-bodied monstrosity with a toothy mouth and stringy 
  hair hops about on its single leg with unusual grace.
  FACHEN	
  CR	5
  XP	1,600
  NE Medium aberration
  Init +1; Senses darkvision 60 ft.; Perception +9
  Aura fear (30 ft., DC 15)
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+1 Dex, +3 dodge, +4 natural)
  hp 45 (7d8+14)
  Fort +4, Ref +3, Will +8
  OFFENSE
  Speed 30 ft.
  Melee battleaxe +10 (1d8+5/×3), bite +5 (1d6+2)
  STATISTICS
  Str 20, Dex 13, Con 15, Int 6, Wis 12, Cha 15
  Base	Atk +5; CMB +10; CMD 24 (28 vs. trip)
  Feats Acrobatic, Cleave, Iron Will, Power Attack
  Skills Acrobatics +13, Perception +9, Stealth +6
  Languages Common
  SQ incredible balance
  ECOLOGY
  Environment temperate 
  hills or plains
  Organization solitary
  Treasure standard (battle 
  axe, other treasure)
  SPECIAL	ABILITIES
  Fear	(Su) Each creature within a 30-foot 
  radius that sees a fachen must succeed at a 
  DC 15 Will save or be paralyzed by fear for 1d4 
  rounds. A creature that successfully saves is not 
  subject to the same fachen’s fear aura for 24 hours. 
  This is a paralysis effect and a mind-affecting fear 
  effect. The save DC is Charisma-based.
  Incredible	Balance	(Ex) Despite its strange anatomy, a 
  fachen is adept at keeping itself upright and out of danger. 
  A fachen gains a +3 dodge bonus to AC and a +4 racial 
  bonus to its CMD against trip combat maneuvers.
  The fearsome fachen’s terrifying visage paralyzes all but the 
  most intrepid that happen across its hopping path. Reports 
  disagree on just what it is about the fachen that turns one’s 
  blood to ice—the single leg and foot that somehow don’t 
  impair the being’s balance or speed, the seemingly too-
  strong arm jutting from the center of the creature’s torso, 
  or the lone, bulbous eye leering maliciously at its would-
  be prey. Most likely it’s a combination of all of these things 
  mixed with the unrelenting rage and savagery that seems to 
  ooze from its every pore.
  Though the fachen’s grotesque approximation of a 
  humanoid form could be enough to scare a traveler 
  witless on its own, no single part of the abomination’s 
  appearance induces fear like that of its mouth, a snarling 
  and snapping thing filled with two full rows of long, 
  sharp teeth—a mouth that looks like a cage out of a foul 
  nightmare. Constantly gnashing or chomping in the air, 
  it delivers grievous wounds to those who don’t flee this 
  terrible creature.
  Though they’re able to speak, fachens do so only to 
  curse at those they encounter. These barbaric creatures 
  have no discernible culture, and sages and naturalists 
  are still puzzled as to how they even reproduce. It almost 
  seems as if they are pure rage that spontaneous takes on 
  a hideous natural form.
  A typical fachen stands just short of 6 feet tall, and 
  despite appearing to be half a person, weighs around 150 
  pounds because of its muscle mass. Though it isn’t a very 
  large creature, its fearsome composition and the aura of 
  fear it exudes give it a presence that makes it seem much 
  greater than its actual size.
  9595
  Erlking–Fachen
  Erlking–Fachen
  Illustration by Dave Allsop
  
  Familiars
  Presented on these pages are base animal statistics for 
  five additional familiars beyond those most commonly 
  used by spellcasters—of course, these statistics can also be 
  used for normal animals as well. These familiars use the 
  standard rules for familiars presented on pages 82–83 of 
  the Pathfinder RPG Core Rulebook. Tiny or smaller familiars 
  in this section use Dexterity to modify Climb and Swim 
  skill checks.
  SMALL FAMILIARS
  Small familiars threaten the areas around them like Small 
  creatures, and can be used to flank enemies, though both 
  familiars and their masters are often loath to use such 
  tactics, as the result is often a dead familiar. Small familiars 
  are also harder to keep on a master’s person than Tiny or 
  smaller familiars. Often they require some form of magic 
  item, like a bag of holding, to remain truly out of sight.
  Familiar	
  Special	Ability
  Archaeopteryx 
  Master gains a +2 bonus on Reflex saves
  Dodo 
  Master gains a +4 bonus on initiative checks
  Platypus 
  Master gains a +3 bonus on Swim checks
  Sloth 
  Master gains a +3 bonus on Climb checks
  Tuatara 
  Master gains a +3 bonus on Survival checks
  ARCHAEOPTERYX	
  CR	1/4
  XP	100
  N Tiny animal
  Init +2; Senses low-light vision; Perception +1
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 4 (1d8)
  Fort +2, Ref +4, Will +1
  OFFENSE
  Speed 40 ft., climb 10 ft., fly 40 ft. (poor)
  Melee bite +4 (1d4–4)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
  Base	Atk +0; CMB +0; CMD 6
  Feats Weapon Finesse
  Skills Climb +10, Fly +6
  SQ weak flier
  ECOLOGY
  Environment temperate or warm forests
  Organization single, pair, or nest (4–10)
  Treasure none
  SPECIAL	ABILITIES
  Weak	Flier	(Ex) An archaeopteryx can’t hover or fly up at an 
  angle greater than 45 degrees while flying.
  Archaeopteryxes are primitive birds. Instead of beaks, 
  they have lizardlike heads with serrated teeth.
  DODO	
  CR	1/4
  XP	100
  N Small animal
  Init +0; Senses low-light vision; Perception +3
  DEFENSE
  AC 11, touch 11, flat-footed 11 (+1 size)
  hp 6 (1d8+2)
  Fort +4, Ref +2, Will –1
  OFFENSE
  Speed 20 ft.
  Melee bite +1 (1d3–4)
  STATISTICS
  Str 3, Dex 11, Con 14, Int 2, Wis 9, Cha 6
  Base	Atk +0; CMB –5; CMD 5
  Feats Weapon Finesse
  Skills Perception +3
  ECOLOGY
  Environment temperate or warm islands
  Organization solitary, pair, or huddle (3–6)
  Treasure none
  Dodos are flightless birds that typically inhabit isolated 
  tropical islands devoid of predators. Their boldness leads 
  them to bumble into situations where they’re easy prey.
  PLATYPUS	
  CR	1/6
  XP	65
  N Tiny animal
  Init +2; Senses electrolocation 30 ft. (while underwater), low-
  light vision; Perception +1 (+5 while underwater)
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 3 (1d8–1)
  Fort +1, Ref +4, Will
  OFFENSE
  Speed 10 ft., swim 40 ft.
  Melee spur +4 (1d3–4 plus poison)
  Space 2-1/2 ft.; Reach 0 ft.
  Special	Attacks poison
  STATISTICS
  Str 2, Dex 14, Con 8, Int 2, Wis 13, Cha 11
  Base	Atk +0; CMB +0; CMD 6 (10 vs. trip)
  Feats Weapon Finesse
  Skills Perception +1 (+5 while underwater), Swim +14; Racial	
  Modifiers +4 Perception while underwater
  SQ semiaquatic
  ECOLOGY
  Environment temperate or warm rivers
  Organization solitary
  Treasure none
  9696
  
  SPECIAL	ABILITIES
  Electrolocation	(Ex) While underwater, platypuses can sense 
  the tiny electrical currents that trigger muscle movement. 
  This allows them to locate living prey and to distinguish it 
  from inanimate objects. Treat electrolocation as lifesense 
  with a range of 30 feet, but that functions only underwater.
  Poison	(Ex) Spur—injury; save Fort DC 9; frequency 1/round for 
  4 rounds; effect 1 nonlethal damage; cure 1 save.
  Semiaquatic	(Ex) Platypuses can hold their breath underwater 
  for up to 5 minutes before they must start attempting 
  Constitution checks to avoid suffocation.
  Platypuses are egg-laying mammals that live in 
  riverside burrows and hunt larvae and shellfish.
  SLOTH	
  CR	1/6
  XP	65
  N Tiny animal
  Init –2; Senses low-light vision, scent; 
  Perception +1
  DEFENSE
  AC 11, touch 10, flat-footed 11 (–2 Dex, 
  +1 natural, +2 size)
  hp 5 (1d8+1)
  Fort +3, Ref +0, Will +1
  OFFENSE
  Speed 5 ft., climb 5 ft.
  Melee 2 claws –1 (1d2–3)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 5, Dex 7, Con 12, Int 2, Wis 12, Cha 7
  Base	Atk +0; CMB –4; CMD 3 (7 vs. trip)
  Feats Skill Focus (Stealth)
  Skills Climb +10, Stealth +17, Swim +2; Racial	
  Modifiers +4 Climb, +4 Stealth, +4 Swim
  ECOLOGY
  Environment warm forests
  Organization solitary or pair
  Treasure none
  Sloths are tree-dwelling herbivores. They are known for 
  their efficient metabolisms and slow movement.
  TUATARA	
  CR	1/4
  XP	100
  N Tiny animal
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +4
  DEFENSE
  AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
  hp 5 (1d8+1)
  Fort +3, Ref +3, Will +0
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee bite +3 (1d3–4 plus attach)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 2, Dex 13, Con 12, Int 1, Wis 10, Cha 5
  Base	Atk +0; CMB –1; CMD 5 (9 vs. trip)
  Feats Weapon Finesse
  Skills Acrobatics +5 (+1 when jumping), Climb +9, Perception +4,  
  Survival +4; Racial	Modifiers –4 Acrobatics when jumping, 
  +4 Perception, +4 Survival
  ECOLOGY
  Environment temperate islands
  Organization solitary or pair
  Tuataras are cousins to true lizards. They mostly live 
  on primordial islands where mammals have never 
  established a foothold.
  9797
  Familiars
  Familiars
  Illustration by Dean Spencer
  
  Festering Spirit
  This ghostlike creature reeks of the grave and drips with 
  putrescent goo.
  FESTERING	SPIRIT	
  CR	8
  XP	4,800
  CE Medium undead (incorporeal)
  Init +9; Senses darkvision 60 ft.; Perception +13
  Aura stench (DC 14, 10 rounds)
  DEFENSE
  AC 18, touch 18, flat-footed 12 (+2 deflection, +5 Dex, +1 dodge)
  hp 58 (9d8+18)
  Fort +5, Ref +8, Will +7
  Defensive	Abilities channel resistance +2, incorporeal; 
  Immune undead traits
  OFFENSE
  Speed fly 40 ft. (good)
  Melee incorporeal touch +11 (1d4 Con damage plus slime)
  Special	Attacks create spawn, slime, trample (1 Con plus slime, 
  DC 16)
  STATISTICS
  Str —, Dex 20, Con —, Int 6, Wis 12, Cha 15
  Base	Atk +6; CMB +11; CMD 24
  Feats Combat Reflexes, Dodge, Flyby Attack, 
  Improved Initiative, Mobility
  Skills Fly +9, Perception +13, Stealth +17
  SQ ghost touch
  ECOLOGY
  Environment any land or underground
  Organization solitary, pair, or gang (3–6)
  Treasure incidental
  SPECIAL	ABILITIES
  Create	Spawn	(Su) A humanoid creature killed by a 
  festering spirit’s Constitution damage becomes a festering 
  spirit under the control of its killer in 1d4 days. Giving 
  the corpse a proper burial 
  (or cremation) prevents it from 
  becoming a festering spirit.
  Ghost	Touch	(Su) A festering 
  spirit can manipulate corporeal objects 
  that weigh up to 25 pounds as if those objects 
  had the ghost touch special ability.
  Slime	(Su) A festering spirit’s slime 
  resembles the putrefying sludge of 
  decaying corpses. Any creature that 
  is hit by the spirit’s incorporeal 
  touch attack, passes through its 
  square, or hits it with a natural 
  weapon or unarmed strike must 
  attempt a DC 16 Fortitude save. On 
  a failure, the creature is nauseated for 
  1d4 rounds, and on a success the creature is staggered 
  for 1 round. A festering spirit’s slime persists on objects and 
  creatures for 1d10 minutes but has no harmful effect after 
  its initial contact. Creatures immune to poison or disease are 
  immune to this ability. The save DC is Charisma-based.
  Trample	(Ex)	The DC of a festering spirit’s trample is 
  Charisma-based.
  A festering spirit arises when a vile person’s corpse is put 
  in a mass grave, or when such a person is buried, exhumed, 
  and placed in a charnel house or ossuary. The lingering 
  hatred and evil of the dead mixes with the worst remnants 
  of dozens of other people, creating a frustrated incorporeal 
  shade of sickness, hate, and rot. Powerful mortals might 
  arise as multiple festering spirits, each spawned from a 
  different aspect of the original creature’s personality.
  A festering spirit can’t travel more than a mile from 
  its remains. When left alone for long periods, a festering 
  spirit usually wanders the halls and rooms near its burial 
  site, destroying things, indulging in pranks, or trying 
  to eat and drink anything it finds palatable (which falls 
  through its incorporeal body to no effect). Its senses can 
  barely detect these treats, though some adventurers report 
  that strong alcohol and spicy foods can distract the spirit 
  as it savors these sensations.
  9898
  Illustration by Joshua Meehan
  
  Flea, Giant
  A hideous, dog-sized flea leaps about on long, gangly legs. The 
  sharp, jagged edges of its jaws greedily clatter for blood.
  GIANT	FLEA	
  CR	1/2
  XP	200
  N Small vermin
  Init +2; Senses	darkvision 60 ft.; Perception +0
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 5 (1d8+1)
  Fort	+3, Ref +2, Will +0
  Defensive	Abilities DR 5/slashing; Immune disease,  
  mind-affecting effects
  OFFENSE
  Speed	30 ft.
  Melee	bite +2 (1d4+1 plus disease)
  Special	Attacks disease
  STATISTICS
  Str 12, Dex	15, Con 13, Int —, Wis	11, Cha 6
  Base	Atk	+0; CMB	+0;	CMD	12
  Skills Acrobatics +0 (+20 when jumping); Racial	Modifiers  
  +20 Acrobatics when jumping
  ECOLOGY
  Environment any land or underground
  Organization solitary, cluster (2–6), or colony (7–12)
  Treasure none
  SQ uncanny leap
  SPECIAL	ABILITIES
  Disease	(Ex) Bite—injury; save Fort DC 11;  
  onset 1d3 days; frequency 1 day; effect  
  1 Con damage; cure 1 save. The save DC  
  is Constitution-based
  Uncanny	Leap	(Ex) As a full-round action, a 
  giant flea can jump up to 120 feet. A flea can 
  treat this jump as a charge, as long as the 
  leap is made in a straight line.
  Much like their smaller cousins, giant fleas are 
  hemophagous insects that live in any kind of 
  environment where they can feed upon blood. 
  These creatures possess surprising agility and 
  strength. Able to leap great distances, they 
  flit about mindlessly, looking for easy prey. A 
  giant flea can go for several months without 
  feeding, but then gorges after such a fast.
  A witch can take a giant flea as a familiar. 
  Like all vermin, a giant flea gains 1 point 
  of Intelligence when it becomes a familiar. 
  A giant flea familiar grants its master a +3 
  bonus on Fortitude saves 
  against disease.
  Flea, Mammoth
  This mammoth flea is size of a horse. Its legs dangle awkwardly 
  from its great, swollen body armored entirely in disfigured plates.
  MAMMOTH	FLEA	
  CR	2
  XP	600
  N Large vermin
  Init +3;	Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 13, touch 13, flat-footed 9 (+3 Dex, +1 dodge, –1 size)
  hp 22 (4d8+4)
  Fort +5, Ref +4, Will +1
  Defensive	Abilities DR 5/slashing; Immune disease,  
  mind-affecting effects
  OFFENSE
  Speed 30 ft.
  Melee	bite +4 (1d8+3 plus blood drain and disease)
  Space	10 ft.; Reach	10 ft.
  Special	Attacks blood drain (1d2 Con), disease
  STATISTICS
  Str 13, Dex	17, Con 13, Int —, Wis 11, Cha 6
  Base	Atk	+3;	CMB	+6; CMD	19
  Skills	Acrobatics +0 (+20 when jumping);	Racial	Modifiers  
  +20 Acrobatics when jumping
  Feats DodgeB
  SQ uncanny leap (see giant flea)
  ECOLOGY
  Environment	temperate forests, hills, 
  mountains, or plains
  Organization solitary, pair, or cluster (3–8)
  Treasure none
  SPECIAL	ABILITIES
  Disease	(Ex) Bite—injury; save Fort 
  DC 13; onset 1d3 days; frequency 
  1 day; effect 1 Con damage; cure 
  2 consecutive saves. The save DC is 
  Constitution-based.
  Mammoth fleas are fierce predators. 
  They require vast amounts of blood 
  to survive, though once full, they can 
  survive for months before needing to feed 
  again. For this reason, they seek larger 
  prey like cows and horses, 
  and plague agrarian 
  communities 
  that 
  raise herd animals. 
  A mammoth flea’s 
  bite is excruciatingly 
  painful, and leaves 
  behind a raised, ring-
  shaped scar. 
  9999
  Festering Spirit–Flea
  Festering Spirit–Flea
  Illustration by Jorge Fares
  
  Fleshdreg
  Composed of half-formed body parts, this creature stands on two 
  bizarre legs. Its mouth is full of jagged teeth and a slavering tongue.
  FLESHDREG	
  CR	1
  XP	400
  NE Small aberration
  Init +1; Senses darkvision 60 ft., sin-scent; Perception +4
  DEFENSE
  AC 14, touch 12, flat-footed 13 (+1 Dex, +2 natural, +1 size)
  hp 13 (2d8+4)
  Fort +2, Ref +3, Will +3
  Immune mind-affecting effects; SR 12
  OFFENSE
  Speed 30 ft.
  Melee bite +3 (1d6+1 plus sinful bite)
  STATISTICS
  Str 12, Dex 13, Con 15, Int 6, Wis 11, Cha 12
  Base	Atk +1; CMB +1; CMD 12
  Feats Lightning Reflexes
  Skills Acrobatics +5, Escape Artist +5, Perception +4, Stealth +9
  Languages Aklo
  ECOLOGY
  Environment any ruins
  Organization solitary, pair, or batch (3–8)
  Treasure none
  SPECIAL	ABILITIES
  Sinful	Bite	(Su) Each fleshdreg possesses an additional attack 
  depending on its sin type. The save DCs are Charisma-based.
  Envy: An envy fleshdreg’s bite attack can 
  temporarily interfere with magic. If an envy 
  fleshdreg deals damage with its bite attack 
  to any creature under a magic effect, the 
  fleshdreg attempts a dispel check as if it 
  were caster level 3rd against the spell 
  effect with the highest caster level. 
  If the dispel check is successful, 
  the effect is suppressed 
  for 1d4 rounds.
  Gluttony: A gluttony 
  fleshdreg’s bite attack 
  can wither and weaken 
  the body of the creature it 
  attacks. Any creature that takes 
  damage from a gluttony fleshdreg’s 
  bite attack must succeed at a DC 
  12 Fortitude save or become 
  fatigued. Subsequent uses of 
  this ability do not cause a bitten 
  creature to become exhausted.
  Greed: A greed fleshdreg’s 
  bite can twist and warp the 
  body of a creature it attacks. Any creature that takes damage 
  from a greed fleshdreg’s bite attack must succeed at a DC 12 
  Fortitude save or have its speed reduced by half and take a 
  –2 penalty to Strength and Dexterity for 1d6 rounds.
  Lust: A lust fleshdreg’s bite can addle the mind of the 
  creature it attacks. Any creature that takes damage from a 
  lust fleshdreg’s bite attack must succeed at a DC 12 Will save 
  or become confused for 1 round.
  Pride: A pride fleshdreg’s bite floods the senses of the 
  creature it attacks. Any creature that takes damage from a 
  pride fleshdreg’s bite attack must succeed at a DC 12 Will 
  save or be blinded for 1 round and dazzled for the next  
  1d4 rounds.
  Sloth: A sloth fleshdreg’s bite conjures an amber crust 
  that covers the target and restricts the target’s movements. 
  Any creature that takes damage from a sloth fleshdreg’s 
  bite attack must succeed at a DC 12 Reflex save or take a –2 
  penalty on attack rolls and Reflex saves for 1d4 rounds.
  Wrath: A wrath fleshdreg’s bite delivers energy damage to 
  creatures it attacks. Any creature that takes damage from a 
  wrath fleshdreg’s bite attack takes an additional 1d4 points 
  of energy damage (fleshdreg’s choice).
  Sin-Scent	(Su) Fleshdregs have scent against creatures whose 
  nature reflects the fleshdreg’s related sin. For example, a 
  wrathful fleshdreg can scent creatures using rage effects. 
  The GM should adjudicate what creatures a particular 
  fleshdreg can scent.
  Fleshdregs are misshapen lumps of tissue, appendages, 
  and biting mouths. These incomplete sinspawn are 
   practically immortal, require little food to 
  sustain their unnatural physiology, and 
  don’t seem to mature past the point 
  of creation. Fleshdregs follow true 
  sinspawn around like pets or 
  curious children. Sinspawn use 
  these weaker creatures as slaves, 
  troops, and hunting companions. 
  Despite this treatment, fleshdregs 
  still seek out the company of their 
  larger, more advanced cousins.
  Fleshdregs vary in appearance from one 
  another depending on factors such as the 
  sins that powered their creation. Wrathful 
  fleshdregs develop a more predatory form 
  than lustful fleshdregs do, and slothful 
  fleshdregs are little more than bloated 
  piles of flesh atop stubby legs. Most 
  fleshdregs stand between 3 and 4 feet 
  tall, and weigh about 60 pounds. 
  Greed fleshdregs are the tallest 
  of their kind, and sloth 
  fleshdregs the heaviest.
  100
  100
  Illustration by Rayph Beisner
  
  Fleshwarp
  The most fearsome drow aren’t satisfied with the mere 
  defeat and death of their foes, preferring to defile their 
  enemies in horrific ways. The most gruesome form of 
  transformation assaults their enemies’ very essence 
  through the complicated process of fleshwarping.
  Fleshwarping is the practice of altering a creature’s 
  physical form and mental state by way of a grisly mystical 
  and alchemical process. It starts with submerging the 
  subject in a vat filled with a magical and alchemical 
  goo concocted of strange reagents, and infused with a 
  multitude of living insects and other vermin. The goo 
  dissolves and reshapes the flesh and bone of the subject 
  while the vermin eat away at unwanted flesh, making 
  way for the new, alchemically grown flesh to take hold. 
  The process is torturous, and the subject is kept alive and 
  conscious throughout it.
  Depending on the base creature being f leshwarped, 
  the heinous process lasts days, weeks, or even months. 
  The entire time, it’s overseen by a f leshwarper—a 
  craftsperson whose perverse curiosity trumps any 
  regard for life or sanity. This f leshwarper pokes and 
  prods at the subject, flaying the skin and committing 
  other atrocious tortures when necessary, manipulating 
  the vermin as needed, and making sure the mix of 
  reagents in the f leshwarping goo is correct at every 
  stage of the occult process. Once the process is complete, 
  the transformed abomination is expected to free itself 
  from the f leshwarping goo; those that fail to do so are 
  summarily slaughtered.
  The end result is something both more and less 
  than the base form. Though the process is basically the 
  same for every type of creature the drow experiment 
  on, the results are drastically different. A fleshwarped 
  drow becomes a drider. A fleshwarped elf becomes 
  an irnakurse, and a fleshwarped troglodyte becomes 
  a ghonhatine. Some races seem to resist the process of 
  fleshwarping altogether—dwarves have never been 
  successfully fleshwarped, and most fey are particularly 
  resilient to the process. What is generally true about 
  fleshwarping is that inherently evil creatures that go 
  through the process tend to be more useful to the drow 
  than those who start out good. The most useful of the 
  fleshwarps are those created from other drow. These 
  unfortunate subjects are typically those who fail their 
  house or are born with physical or mental defects. Unlike 
  other fleshwarps, who tend to be sterile or lack the organs 
  or ability to procreate, driders are a race unto themselves 
  and are capable of procreation.
  The process of creating a fleshwarp is dangerous to the 
  base creature and expensive for the creator. During the 
  process, the subject is wracked with excruciating  pain, 
  and takes 2d6 points of Constitution damage (Fortitude 
  DC 15 half). The reagents that constitute the goo cost 
  at least 10,000 gp, and the rarer specimens of vermin 
  used to facilitate f leshwarping can cost just as much if 
  bought on the open market.
  It’s often said that the drow learned the gruesome art 
  of fleshwarping as a reward for obscene pacts they made 
  with some demon lord, but the identity of the demon 
  lord who bestowed knowledge of the foul process changes 
  with each telling of the tale.
  There are other cultures that also understand and 
  use fleshwarping, but they tend to be either ancient or 
  very secretive and xenophobic. Sinspawn (Pathfinder RPG 
  Bestiary 2 246), fleshdregs (see page 100), and the lamia-
  based hungerer (Pathfinder Adventure Path: Rise of the 
  Runelords Anniversary Edition 410) are just some examples 
  of non-drow fleshwarps.
  FLESHWARP BESTIARY
  Drow fleshwarpers continually experiment to discover new 
  fleshwarps. Here is a list of the most common fleshwarps. 
  Drider	(drow): Driders are the first and most numerous of 
  the fleshwarped creatures created by the drow. They are the 
  only fleshwarped creatures known to breed true. See page 
  113 of Pathfinder RPG Bestiary. 
  Ghonhatine	 (troglodytes): These fleshwarps are nearly 
  twice the size of troglodytes and are far more bestial and 
  fearsome. See page 102.
  Gomnits	 (gnomes): Gnomes subjected to this process 
  are transformed into something that resembles a vicious, 
  mushroom-like humanoid. 
  Grothlut	(humans): Fleshwarped humans are transformed 
  into mindless, sluglike things. See page 103. 
  Gublasks	(goblins): Goblins transformed by fleshwarping 
  grow a chitinous skin, and their arms are transformed into 
  whiplike stingers. 
  Halsora	(vegepygmies): Fleshwarped vegepygmies grow 
  stockier and stronger, and their sunken eyes release a stream 
  of acidic black tears. See page 104.
  Irnakurse	(elves): Drow particularly prize these tentacled 
  treelike horrors created from their hated kin. See page 105.
  Jashoi	(halfling): Fleshwarped halflings become bizarre, 
  doglike quadrupeds which are annoying and difficult to 
  control. As a result, drow rarely fleshwarp halflings.
  Oronci	(orcs): An oronci has the upper body of an orc and 
  the lower body of a centipede, complete with poisonous spittle. 
  See page 36 of Pathfinder Campaign Setting: Inner Sea Bestiary.
  Urgoci	(ogre): An ogre’s hind legs shrink down to vestigial 
  stumps. Its forearms lengthen, and are used to pull the vestigial 
  lower body along. A mass of serpentine tentacles sprouts from 
  its shoulders and upper torso. 
  101101
  Fleshdreg–Fleshwarp
  Fleshdreg–Fleshwarp
  
  Fleshwarp, Ghonhatine
  Even hunched and creeping upon all fours, this reptilian behemoth 
  towers over its prey, its protruding teeth snapping wildly.
  GHONHATINE	
  CR	10
  XP	9,600
  CE Large aberration
  Init –2; Senses darkvision 60 ft., scent; Perception +9
  Aura powerful stench (10 ft., DC 24, 1d4 rounds)
  DEFENSE
  AC 24, touch 7, flat-footed 24 (–2 Dex, +17 natural, –1 size)
  hp 162 (12d8+108)
  Fort +13, Ref +2, Will +6
  Immune acid, critical hits, disease, poison
  OFFENSE
  Speed 40 ft.
  Melee 2 claws +16 (1d6+8), bite +16 (2d6+8), tail slap +14 (1d8+4)
  Ranged regurgitate +6 (2d6 acid plus filth fever)
  Space 10 ft.; Reach 10 ft. (15 ft. with tail)
  Special	Attacks feed, filth fever
  STATISTICS
  Str 27, Dex 7, Con 28, Int 4, Wis 7, Cha 8
  Base	Atk +9; CMB +18 (+20 bull rush); CMD 26 (28 vs. bull rush)
  Feats Awesome Blow, Cleave, Improved Bull Rush, 
  Multiattack, Power Attack, Vital Strike
  Skills Climb +12, Perception +9, Stealth +0 (+4 when 
  underground); Racial	Modifiers +4 Stealth when 
  underground
  Languages Draconic
  ECOLOGY
  Environment any underground
  Organization solitary or squad (2–8)
  Treasure none
  SPECIAL	ABILITIES
  Feed	(Su) By spending a full-round action 
  devouring the body of a dead or unconscious 
  creature, a ghonhatine gains 1d8+9 
  temporary hit points and a +2 bonus on attack 
  and damage rolls for 1 minute. The bonus to hit 
  points is Constitution-based.
  Filth	Fever	(Ex) Disease—injury; save Fort DC 25; onset 1d3 
  days; frequency 1 day; effect 1d3 Dex damage and 1d3 
  Con damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  Powerful	Stench	(Ex) An enraged ghonhatine secretes 
  a tarry, musk-like chemical. Any living, non-
  ghonhatine creature within 10 feet must succeed 
  at a DC 24 Fortitude save or be nauseated as 
  long as it remains within the affected area 
  and for 1d4 rounds afterward. A creature that 
  saves is sickened as long as it remains in the 
  area, and can’t be affected again by the same 
  ghonhatine’s stench for 24 hours. This is a poison effect. The 
  save DC is Constitution-based.
  Regurgitate	(Ex) A ghonhatine can expel the contents of its 
  stomach as a ranged attack with a splash weapon that has 
  a range increment of 20 feet. It deals 2d6 acid damage to 
  the target and splashes all adjacent creatures. In addition 
  to taking damage, a target directly hit by a ghonhatine’s 
  regurgitation must make two DC 24 Fortitude saves, the 
  first to resist contracting filth fever, and the second to avoid 
  being nauseated for 1 minute. A nauseated creature can end 
  its nausea early by dousing itself in a gallon of water. All 
  creatures adjacent to the target must make DC 24 Fortitude 
  saves to avoid being sickened for 1 minute. Once a ghonhatine 
  uses this ability it can’t use it again until it feeds. The save DCs 
  are Constitution-based.
  Troglodytes forced to undergo fleshwarping by the drow, 
  ghonhatines harken to what troglodytes might have been in 
  savage prehistory. They stand over 10 feet tall (hunched to 
  about 8 feet) and weigh upward of 5,000 pounds.
  102
  102
  Illustration by Tyler Walpole
  
  Fleshwarp, Grothlut
  Pale and glistening with moisture, this sluglike creature stares 
  vacantly as a droning moan escapes its slobbering lips.
  GROTHLUT	
  CR	3
  XP	800
  CE Medium aberration
  Init +2; Senses darkvision 60 ft.; Perception –1
  Aura piteous moan (30 ft.)
  DEFENSE
  AC 13, touch 8, flat-footed 13 (–2 Dex, +5 natural)
  hp 42 (5d8+20)
  Fort +7, Ref –1, Will +3
  Immune acid, mind-affecting effects
  OFFENSE
  Speed 20 ft.
  Melee 2 slams +6 (1d6+3)
  Special	Attacks digestive spew, disgusting demise, piteous moan
  STATISTICS
  Str 15, Dex 6, Con 18, Int 1, Wis 8, Cha 5
  Base	Atk +3; CMB +5; CMD 13 (can’t be tripped)
  Feats Great Fortitude, Improved Initiative, Weapon Focus (slam)
  Skills Climb +10
  SQ compression
  ECOLOGY
  Environment any underground
  Organization	solitary or rout (2–10)
  Treasure none
  SPECIAL	ABILITIES
  Digestive	Spew	(Ex) In order to ingest food, a grothlut must first 
  regurgitate its digestive liquids upon its victim. As a standard 
  action, it can spit these liquids on a creature within 5 feet. This 
  spew deals 3d6 acid damage (Reflex DC 15 half). The save DC 
  is Constitution-based.
  Disgusting	Demise	(Ex) When a grothlut reaches 0 or fewer hit 
  points, its digestive organs rupture, freeing alchemical agents 
  that have a violent effect on the rest of the grothlut’s internal 
  organs and flesh. This causes an explosion of grothlut viscera 
  within a 30-foot-radius burst of the creature. Though this 
  viscera deals no damage, it’s disgusting to behold and its 
  smell can cause living creatures within that radius to 
  become nauseated for 1d4 rounds (Fortitude DC 14 
  negates). This is a poison effect. The save DC is 
  Constitution-based.
  Piteous	Moan	(Su) Whenever a grothlut sees 
  another creature, it begins to moan as free 
  action. Anyone within 60 feet who can 
  hear the moan must succeed at a 
  DC 15 Will saving throw or become 
  sickened by the moaning for as 
  long as she can hear it. Every two 
  additional grothluts with the area 
  increase the DC by 1, to a maximum of DC 18. This is a mind-
  affecting sonic effect. The save DC is Constitution-based.
  Grothluts are sluglike abominations with vaguely human 
  heads and torsos, and rubbery arms that move awkwardly 
  at their sides. They shuffle mindlessly until other 
  creatures come into view, then piteously moan before 
  slithering forward to attack and feed. Those moans are 
  the last vestige of their formerly human selves crying for 
  release as slivers of the creatures’ intellects are forced to 
  continuously relive their transformation.
  Many fleshcrafters consider the grothlut a failure, 
  as the transformation all but stamps out its human 
  consciousness. Others disagree, arguing that warping 
  the creature’s mind makes it more useful, as its stupidity 
  makes it pliable and easy to herd. The drow typically 
  use grothluts only as guardians to slowly patrol the 
  remote edges of their enclaves. Once in position, though, 
  grothluts can be used as crude shock troops, unleashed to 
  soften enemy forces before more valuable warriors wade 
  in and cut down the enemies who have been nauseated by 
  the grothluts’ exploded organs and flesh.
  103
  103
  Fleshwarp, Ghonhatine–Fleshwarp, Grothlut
  Fleshwarp, Ghonhatine–Fleshwarp, Grothlut
  Illustration by Vincent Devault
  
  Fleshwarp, Halsora
  This small, plantlike creature is a bulging mass of viselike muscle 
  with sunken eyes that constantly drip viscous, black tears.
  HALSORA	
  CR	7
  XP	3,200
  CE Small aberration
  Init +2; Senses darkvision 60 ft.; Perception +19
  DEFENSE
  AC 19, touch 13, flat-footed 17 (+2 Dex, +6 natural, +1 size)
  hp 75 (10d8+30)
  Fort +6, Ref +5, Will +9
  DR 5/bludgeoning or slashing; Immune acid, disease
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +13 (1d8+4 plus spores)
  Special	Attacks acidic tears, sneak attack +2d6, spores
  STATISTICS
  Str 19, Dex 14, Con 17, Int 6, Wis 11, Cha 8
  Base	Atk +7; CMB +10; CMD 22
  Feats Iron Will, Power Attack, Skill Focus (Perception), Skill 
  Focus (Stealth), Weapon Focus (claw)
  Skills Perception +19, Stealth +25
  Languages Undercommon, Vegepygmy (can’t speak)
  ECOLOGY
  Environment any underground
  Organization solitary or gang (2–6)
  Treasure none
  SPECIAL	ABILITIES
  Acidic	Tears	(Ex) A halsora’s sunken eyes have oversized 
  tear ducts that weep a constant stream of black, acidic 
  tears. As a standard action that provokes attacks 
  of opportunity, a halsora can jerk its head and 
  flick the acidic tears on a single creature within 
  20 feet. That creature takes 2d6 acid damage 
  (Reflex DC 18 half). A creature that fails its 
  save takes an additional 1d4 points of acid 
  damage at the end of the halsora’s turn for 
  1d4 rounds or until the acid is scraped off, 
  which requires a full-round action on the 
  part of the creature taking the damage or a 
  creature adjacent to that creature. The save 
  DC is Constitution-based. 
  Spores	(Ex) A halsora’s claws are covered in 
  mutated russet mold spores. A creature 
  hit by a claw attack must succeed at a 
  DC 18 Fortitude save or take 2 points of 
  Constitution damage per round. It can 
  attempt a new Fortitude save each round 
  to halt the growth. A creature reduced to 0 
  Constitution by these spores explodes in a 
  mess of viscera and spores. Creatures within 
  the burst must succeed at a DC 18 Fortitude saving throw or 
  be affected as if they were hit by the halsora’s claw attack. 
  This is a disease effect. The save is Constitution-based.
  Vegepygmies transformed by the vile fleshwarping 
  process become halsoras, creatures twice cursed. The 
  alchemical torture they undergo seems minor compared 
  to what other fleshwarps suffer—it merely increases the 
  mass and strength of the vegepygmy and deforms its eyes 
  so they secrete acid. The process has a more interesting 
  effect on the residual and previously inert russet mold 
  within the body of the host vegepygmy. Mutating the 
  mold, it creates a deadly spore that courses through 
  the halsora’s insides, is slowly excreted through the 
  fingertips, and clumps on the claws of the creature. 
  Though their sunken eyes and constant stream of 
  acidic tears often make these creatures seem pitiful, 
  they are fierce bundles of rage and self-hatred. The 
  conditioning of the fleshwarpers causes them to attack 
  and infect any enemy of the drow they come in contact 
  with, but what’s left of their consciousness rages against 
  the mutated spores they carry. Worse still, many drow use 
  these creatures to hunt down and even infect other tribes 
  of vegepygmies.
  104
  104
  Illustration by Rudy Rodriguez
  
  Fleshwarp, Irnakurse
  A mad-eyed mess of deformed limbs, misplaced features, and bone 
  shards pulls itself along amid a cacophony of slapping flesh.
  IRNAKURSE	
  CR	9
  XP	6,400
  CE Large aberration
  Init +7; Senses darkvision 60 ft.; Perception +15
  DEFENSE
  AC 23, touch 12, flat-footed 20 (+3 Dex, +11 natural, –1 size)
  hp 105 (10d8+60)
  Fort +9, Ref +8, Will +9
  OFFENSE
  Speed 10 ft.
  Melee bite +8 14 (1d8+7), 4 tentacles +8 (1d6+3 plus mind lash)
  Space 10 ft.; Reach 10 ft. (15 ft. with tentacles)
  Special	Attacks soul scream, rend (2 tentacles 2d6+10; 3 tentacles 
  3d6+10; 4 tentacles 4d6+10)
  STATISTICS
  Str 24, Dex 17, Con 23, Int 8, Wis 14, Cha 18
  Base	Atk +7; CMB +15; CMD 28 (32 vs. trip)
  Feats Combat Reflexes, Deflect Arrows, Improved Initiative, 
  Lightning Reflexes, Weapon Focus (tentacle)
  Skills Climb +20, Perception +15, Stealth +12
  Languages Elven (can’t speak)
  ECOLOGY
  Environment any underground
  Organization solitary
  Treasure none
  SPECIAL	ABILITIES
  Mind	Lash	(Su) Those struck by an irnakurse are overwhelmed 
  with dark emotions and corrupted images of a ruined life. 
  Any non-evil creature hit by an irnakurse’s tentacle must 
  succeed at a DC 19 Will save or be stunned for 1 round. 
  A creature that successfully saves can’t be affected 
  by the same irnakurse’s mind lash for 24 hours. The 
  save DC is Charisma-based.
  Soul	Scream	(Su) Capable of channeling all of its rage 
  and terror into a single, unnatural noise, an irnakurse 
  can unleash a sound of alien horror as a standard 
  action. Any non-evil creature within 30 feet of a screaming 
  irnakurse must succeed at a DC 19 Will save or take 1d4 points 
  of Wisdom drain. Once it begins screaming, an irnakurse can 
  continue as a free action for 6 rounds, but can’t scream again 
  for 5 minutes afterward. The save DC is Charisma-based.
  Irnakurse, meaning “perfect ones” in the Elven 
  language, represent the sum outpouring of drow 
  hatred for their surface-world brethren. These 
  brainwashed, rage-filled abominations are the 
  result of elves subjected to fleshwarping—and 
  were the drow to have their way, embodiments of 
  the elven race’s future. Each irnakurse suffers long under 
  the knife of the dark elves’ most practiced fleshwarpers 
  until its body and mind lie in total ruin. When the weeks 
  of torture and transformation are complete, what was once 
  an elf emerges as a shrieking mockery of its lost grace, a 
  horror of reworked flesh and broken bones, a “perfect” elf 
  to the drow and a sin against life to elvenkind.
  Through the blasphemous tortures that create them, 
  irnakurse are made completely mad and become unable 
  to harm drow. All non-drow, however, they view as targets 
  to vent their terror and rage upon. Elves especially provoke 
  irnakurses’ ire.
  No two irnakurse look exactly the same—drow torturers 
  take profane pride in sculpting their elven victims into 
  unique masterpieces of agony—most stand between 8 and 
  9 feet tall and weigh upward of 300 pounds.
  105
  105
  Fleshwarp, Halsora–Fleshwarp, Irnakurse
  Fleshwarp, Halsora–Fleshwarp, Irnakurse
  Illustration by Dave Allsop
  
  Flying Polyp
  This nauseating, tapered tower of flesh, eyes, and tendrils writhes 
  midair, surrounded by a strange vortex of sucking wind.
  FLYING	POLYP	
  CR	14
  XP	38,400
  CE Huge aberration (air)
  Init +6; Senses darkvision 60 ft.; Perception +26
  Aura frightful presence (90 ft., DC 24)
  DEFENSE
  AC 29, touch 16, flat-footed 26 (+5 deflection, +2 Dex, +1 dodge, 
  +13 natural, –2 size)
  hp 207 (18d8+126)
  Fort +13, Ref +12, Will +16
  Defensive	Abilities amorphous, deflecting winds, partial 
  invisibility; DR 10/magic and slashing; Immune acid, cold, 
  sonic; SR 25
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 30 ft., fly 60 ft. (perfect)
  Melee 4 tentacles +21 (1d8+9/19–20 plus grab)
  Space 15 ft.; Reach 15 ft.
  Special	Attacks constrict (1d8+9), sucking wind, wind blast
  Spell-Like	Abilities (CL 14th; concentration +19)
  At will—alter windsAPG, gust of wind (DC 17), whispering 
  wind, wind walk
  3/day—control winds (DC 20), river of windAPG (DC 19), 
  wind wall
  1/day—control weather, whirlwind (DC 23)
  STATISTICS
  Str 28, Dex 15, Con 24, Int 19, Wis 20, Cha 21
  Base	Atk +13; CMB +24 (+28 grapple); CMD 42 (can’t be tripped)
  Feats Combat Reflexes, Dodge, Flyby Attack, Improved Critical 
  (tentacle), Improved Initiative, Mobility, Power Attack, Vital 
  Strike, Weapon Focus (tentacle)
  Skills Fly +27, Knowledge (engineering) +22, Knowledge 
  (history) +22, Knowledge (nature) +22, Perception +26, 
  Spellcraft +25, Stealth +15, Use Magic Device +23
  Languages Aklo
  ECOLOGY
  Environment any
  Organization solitary, pair, or storm (3–10)
  Treasure standard
  SPECIAL	ABILITIES
  Deflecting	Winds	(Su) A flying polyp’s mastery over air and 
  wind allows it to surround itself with blasts of precisely 
  aimed gusts, granting the creature a +5 deflection bonus 
  to its Armor Class and a +4 resistance bonus on Reflex 
  saving throws.
  Partial	Invisibility	(Su) A flying polyp’s body constantly 
  flickers and shifts, passing from visibility to invisibility 
  in a seemingly random pattern and often not wholly at 
  once, leaving the creature’s body in what appear to be 
  multiple sections. This ability, combined with the flying 
  polyp’s amorphous, elastic form, makes it difficult to 
  target the creature, granting it a 20% miss chance against 
  all attacks. By concentrating, a flying polyp can become 
  fully invisible.
  Sucking	Wind	(Su) This attack allows the flying polyp 
  to send an eerie wind out to slow and eventually stop 
  a creature’s escape. The wind itself isn’t particularly 
  strong, but it creates a peculiar sucking sensation as if it 
  were attempting to pull creatures back toward the flying 
  polyp. Activating this ability is a full-round action, and 
  it must concentrate each round to maintain the effect. 
  The sucking wind manifests as a 100-foot-radius spread, 
  with the flying polyp at the center. Each round the polyp 
  maintains concentration, the sucking wind’s radius 
  increases by 100 feet, to a maximum radius of a mile. 
  A flying polyp can detect creatures within this area via 
  tremorsense. As a free action, it can increase the effects 
  of the sucking wind on up to five different creatures 
  within the area at one time. Each targeted creature must 
  succeed at a DC 26 Fortitude save each round it remains in 
  the area of the sucking wind or it is slowed until it leaves 
  the area. A creature already under the effects of any 
  slowing effect (such as from this sucking wind or a slow 
  spell) that fails this save is held in place for 1 round—it is 
  not helpless, but cannot move via any means. Freedom 
  of movement protects against the effects of the sucking 
  wind, and control winds negates its effects in the area of 
  effect of the control winds spell. Natural windstorms or 
  other powerful winds have no effect on a sucking wind. 
  A flying polyp can activate a sucking wind once per day, 
  and can maintain concentration on the effect for up to an 
  hour. The save DC is Constitution-based.
  Wind	Blast	(Su) Once every 1d4 rounds as a standard 
  action, a flying polyp can create a powerful blast of wind 
  at a range of up to 120 feet. This blast of wind creates 
  a sudden explosion of flesh-scouring wind in a 30-foot- 
  radius burst. All creatures within this area take 14d6 
  points of bludgeoning damage, with a successful DC 26 
  Reflex save halving the damage. In addition, these winds 
  can check or blow away creatures as if they were tornado-
  strength winds (Pathfinder RPG Core Rulebook 439). The 
  save DC is Constitution-based.
  A flying polyp is a nauseating mass of flesh, eyes, 
  tentacles, and mouths. A typical flying polyp measures 30 
  feet in length but is unusually light for its size, weighing 
  no more than 2,000 pounds. These creatures seem to 
  have no maximum lifespan, but their violent, warlike 
  nature ensures that death eventually occurs—even if it 
  takes eons for the polyp to encounter something capable 
  of defeating it.
  106
  106
  
  A flying polyp is a physical being, but one composed of 
  material strangely unlike the flesh that garbs most living 
  creatures. While the stuff that makes up the exterior of a 
  flying polyp’s body might seem similar to ordinary flesh, 
  it often behaves in ways that should be impossible. The 
  material seems to fade in and out of visibility, almost at 
  random, at points becoming transparent enough that 
  the nauseating inner workings of the thing’s body are 
  laid bare. Although the polyp feels moist and damp to 
  the touch, what might serve as blood in other creatures 
  behaves more like strange vortices of wind within a 
  flying polyp’s body. When wounded, its damaged flesh 
  does not bleed so much as whistle and gust.
  A flying polyp’s association with wind goes far beyond 
  the strange storms that surge through what pass as veins 
  and arteries in its massive body. These 
  creatures have a remarkable ability 
  to control the air around them, 
  both via a wide array of spell-like 
  abilities and through the use of 
  potent supernatural powers. They 
  do not wield tools or weapons as a 
  rule, instead using their mastery of 
  the winds themselves to wage war 
  and build their grim cities, scouring 
  towers and chambers out of basalt with 
  precise blasts of sand-laden wind.
  Although flying polyps display some 
  of the features of other sentient races, 
  particularly in their habit of building cities 
  (although these towering settlements usually 
  incorporate architectural features that most 
  other races find awkward and unsettling), in 
  other areas they seem strangely primitive or uninterested. 
  They are as aberrant in mind and philosophy as they are 
  in physical form. For example, they seem to have neither 
  a name for their own race, nor a language to call their 
  own. Their cities, while bewildering in their vast scale, 
  seem to serve little purpose other than to unnerve, for 
  flying polyps do not engage in trade or politics or other 
  social constructs.
  The primary exception to this, to the detriment of 
  other creatures unfortunate enough to dwell in regions 
  claimed by flying polyps, is war. Flying polyps excel 
  at genocide, using their mastery over wind to scour 
  clean entire cities and civilizations when they come 
  upon them. Some among their kind can even travel to 
  other planets by bringing with them a sizable sphere of 
  purloined wind to carry them aloft and sustain them, and 
  with this power they lead armies from planet to planet 
  as necessary, relentlessly tracking their chosen enemies 
  across worlds. Every so often, flying polyps encounter a 
  race that is their equal in war, and on some worlds, they 
  still endure the humiliation of these ancient defeats after 
  being imprisoned in extensive underground chambers 
  where they are cut off from the outside world. Yet flying 
  polyps are long-lived, and should unforeseen tectonic 
  events creates new exit to their prison chambers, lost 
  in the forgotten corners of those planets’ depths, they 
  emerge with unabated fury to seek revenge against the 
  enemies who dared humiliate them so.
  107
  107
  Illustration by Scott Purdy
  Flying Polyp
  Flying Polyp
  
  Formian
  Giant, antlike interplanetary expansionists with an 
  alien hive intelligence, formians are not evil, but they 
  are aggressive in the propagation of their kind into 
  new territories. The formian homeworld is a lush green 
  jungle planet teeming with life both above and below 
  ground level. Formian hives create vast tunnel systems, 
  turning the subsurface of the planet into a honeycomb-
  like structure. After colonizing every habitable piece of 
  land on their home world, formians looked to the stars 
  for additional lands to infest.
  This instinct to expand and propagate often causes 
  conflict with their neighbors. Though the formians 
  believe it is their right to annex into new areas, they have 
  no patience for those who move into theirs. Formians 
  claim and fiercely defend verdant areas of land around 
  their hive because much of the hive’s nutritional needs 
  are supplied by surface agriculture and hunting. In 
  spite of this, intruders often don’t even notice they have 
  entered formian territory. The ground above a formian 
  hive appears unoccupied—formians conceal entrances 
  to their hives and prefer harvesting fruits and berries in 
  a way that leaves the land largely untouched. Meat that 
  lands on formian tables typically comes from expeditions 
  to drive off or hunt predators. Formians of the warrior 
  caste organize these campaigns and these warriors have 
  little patience for poachers.
  Formian society is a strict matriarchy. Though each 
  hive’s queen is theoretically independent and her rule 
  absolute, allegiances are common between hives, and 
  less powerful hives often grudgingly defer to more 
  powerful matriarchs. Hundreds of worker and warrior 
  formians serve even the smallest of hives. Larger hives 
  number in the tens of thousands, and have complex 
  tunnel systems with interwoven corridors connecting 
  territories that might span over hundreds of square 
  miles on the surface alone.
  Each formian hive is designed primarily to protect 
  the queen. Approaching the center of the hive can be 
  exceedingly difficult. Paths are designed deliberately 
  to lead encroachers away from the queen’s hidden lair. 
  In addition to deceptive corridors, formians often build 
  traps and place complex magical protections, decoys, 
  and illusions to protect the queen’s inner sanctuary.
  Evolved to procreate on a massive scale, a formian 
  queen is barely able to move under her own power. On 
  the rare occasions she leaves her throne, a small army 
  of workers assist and defend her, but formian queens 
  are by no means defenseless. They are massive and 
  powerful beings, and have the ability to possess any 
  worker or warrior in the hive. A queen uses these thralls 
  as her eyes and ears, and can cast spells through them. 
  Creatures that invade a hive might find themselves the 
  equals of the queen’s myrmarchs and taskmasters only 
  to be laid low when a mere worker unleashes the queen’s 
  tremendous magical power, employing the full force of 
  her cunning and wrath.
  Larger than typical warriors, formian myrmarchs are 
  the chief guardians of the hive. They serve as trusted 
  advisors to the queen and as generals of her armies.
  Warriors are the formians outsiders most frequently 
  encounter. The warriors of the hive follow the orders of the 
  myrmarch, and defend the hive from all encroachers. They 
  also serve as hunters within formian lands and protect 
  workers that venture beyond the hive.
  Taskmasters serve the queen as overseers of projects 
  that require greater intelligence and more liberated 
  thinking than workers possess. Each taskmaster oversees 
  workers bred with specific skills, directing tasks like 
  expanding tunnels, repairing damage to the hive, or 
  undermining the lands of dangerous creatures.
  Workers are by far the most common formians, and 
  perform a vast number of basic tasks, but they avoid 
  interacting with those outside their hive.
  interplanetary Expansionists
  After thoroughly occupying their home world, formians 
  came up with a creative solution for alleviating population 
  pressures. The most powerful queens coordinate their efforts 
  to build dozens of massive asteroids, each loaded with a 
  queen plus several myrmarchs and taskmasters, along with 
  hundreds of eggs. The occupants are then placed in stasis, 
  unable to wake until the asteroid crashes on a new world. 
  The asteroids are then ensconced in layer after layer of 
  magical protections and flung at nearby planets, serving as 
  interplanetary seedpods for the species.
  After years, decades, or even centuries in transit, an 
  asteroid ship reaches its destination—or misses its mark 
  entirely and continues off into the depths of space, the 
  occupants safe though trapped in the asteroid until they reach 
  a habitable planet. Most of these seedpods crash on their 
  intended planets, though even then some of the seedpods 
  meet with calamity. In rare instances, either the stasis or 
  the protective magic fails, making the seedpod vulnerable 
  to violent entry into a planet’s atmosphere. Other times the 
  seedpod lands in an ocean or some other region of the planet 
  inhospitable to formians, leaving them to drown, freeze, or 
  meet some other calamity.
  The safe arrival of a seedpod often creates a period of 
  destruction and chaos for the natives of the formians’ new 
  home. When the seedpod’s protections relax, the eggs hatch, 
  and the formians move forward with ruthless efficiency 
  toward creating their new hive.
  108
  108
  
  Formian Myrmarch
  This horse-sized insect has a brilliant red carapace, and its 
  monstrous face reflects great intelligence and confidence.
  FORMIAN	MYRMARCH	
  CR	10
  XP	9,600
  LN Large monstrous humanoid
  Init +8 (+12 with hive mind); Senses blindsense 30 ft., darkvision 
  60 ft., hive mind; Perception +18 (+22 with hive mind)
  DEFENSE
  AC 27, touch 16, flat-footed 22 (+2 deflection, +4 Dex, +1 dodge, 
  +11 natural, –1 size)
  hp 126 (12d10+60)
  Fort +11, Ref +14, Will +13
  Resist sonic 10
  OFFENSE
  Speed 50 ft.
  Melee sting +16 (1d8+5 plus poison), 2 claws +16 
  (1d4+5/19–20), bite +16 (1d6+5)
  Ranged javelin +15/+10/+5 (1d6+5 plus poison)
  Space 10 ft.; Reach 5 ft.
  Special	Attacks poison
  Spell-Like	Abilities (CL 12th; concentration +15)
  At will—charm monster (DC 17), clairaudience/
  clairvoyance, detect thoughts (DC 15)
  3/day—hold monster (DC 18)
  1/day—feeblemind (DC 18)
  STATISTICS
  Str 20, Dex 19, Con 20, Int 17, Wis 16, Cha 17
  Base	Atk +12; CMB +18; CMD 35 (39 
  vs. trip)
  Feats Dodge, Improved Initiative, 
  Mobility, Quick Draw, Spring 
  Attack, Vital Strike
  Skills Climb +20, Diplomacy +15, 
  Knowledge (arcana) +15, Perception +18 
  (+22 with hive mind), Sense Motive +15, 
  Spellcraft +15, Stealth +15
  Languages Common, telepathy 150 ft.
  SQ formian traits, inspire hive, undersized 
  weapons
  ECOLOGY
  Environment warm or temperate land or underground
  Organization Solitary, team (2–4), platoon (1 plus 
  7–18 warriors and 6–12 workers), or royal guard 
  (4 plus 12–20 warriors)
  Treasure standard (9 javelins, other treasure)
  SPECIAL	ABILITIES
  Inspire	Hive	(Su) Once per day, a myrmarch can 
  affect all warriors and workers in its telepathic 
  range as if they were under the effect 
  of a greater heroism spell (CL 12th).
  Poison	(Ex) Javelin or sting—injury; save Fort DC 21; frequency 
  1/round for 6 rounds; effect 1d4 Dex and sickened; cure 2 
  saves. The save DC is Constitution-based.
  Myrmarchs are an elite caste of the formian race. 
  They serve as direct agents for the queen, acting as 
  advisors and generals, or administrating tasks where 
  complexity or propriety renders taskmasters unsuitable. 
  It is myrmarchs who answer the call when a particularly 
  skilled diplomat or emissary is required to carry the 
  queen’s words outside of the territory of the hive to the 
  dangerously disorganized races.
  While myrmarchs make up the aristocracy of formian 
  society, this does not make them pampered intellectuals 
  and bureaucrats. On the contrary, they are even more 
  deadly than the warriors they often command, and do 
  not hesitate to use their considerable might to aid and 
  protect their kin. Myrmarchs facing combat apply their 
  natural poison to their javelins, making 
  them even more lethal.
  Like other formians, myrmarchs record 
  their life’s history upon their carapaces. 
  Between their greater opportunities and 
  longer lifespans (roughly as long as those 
  of humans), myrmarchs can cover nearly 
  every inch of their shells with great deeds 
  accomplished, foes overcome, and 
  service to the hive. Some myrmarchs 
  actually run out of space for 
  new records: some die shortly 
  thereafter, knowing that they 
  have served their queen to the 
  utmost, while others add new 
  artificial plates to their carapaces 
  to continue their epics.
  The most accomplished, 
  trusted, and battle-tested 
  of their race, myrmarchs 
  form the queen’s elite 
  bodyguard. In a small 
  hive, these bodyguards 
  likely 
  have 
  the 
  same 
  statistics presented above. In 
  the oldest and largest hives, however, most 
  possess class levels.
  A myrmarch has an enlarged thorax and 
  abdomen, which give it the same general 
  size and weight as a large warhorse, 
  though its upper body is not much larger 
  than that of a formian warrior’s. 
  Myrmarchs stand about 8 
  feet high and weigh 
  about 1,200 pounds.
  109
  109
  Illustration by Maichol Quinto
  Formian–Formian Myrmarch
  Formian–Formian Myrmarch
  
  Formian Queen
  This large and majestic creature is nearly immobile, her massive 
  abdomen swollen with her impending brood.
  FORMIAN	QUEEN	
  CR	17
  XP	102,400
  LN Large monstrous humanoid
  Init +6 (+10 with hive mind); Senses blindsense 30 ft., 
  darkvision 60 ft., hive mind, tremorsense 60 ft.; Perception 
  +35 (+39 with hive mind)
  DEFENSE
  AC 32, touch 6, flat-footed 32 (–3 Dex, +26 natural, –1 size)
  hp 276 (24d10+144); fast healing 10
  Fort +15, Ref +13, Will +20
  DR 10/—; Resist sonic 10
  OFFENSE
  Speed 5 ft.
  Melee 2 claws +33 (4d8+10)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks	telepathic feedback
  Spell-Like	Abilities (CL 17th; concentration +24)
  At will—magic jar (other formians only), magic missile
  1/day—invisibility, feeblemind (DC 21)
  3/day—commune with nature, empowered cone of cold 
  (DC 22), permanent image, quickened magic missile, 
  repulsion (DC 23), teleport
  STATISTICS
  Str 6, Dex 5, Con 20, Int 19, Wis 18, Cha 25
  Base	Atk +24;	CMB +35;	CMD 42 (50 vs. trip)
  Feats	Alertness, Blind-Fight, Combat Casting, Craft Wondrous 
  Item, Empower Spell-Like Ability (cone of cold), Great Fortitude, 
  Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell-
  Like Ability (magic missile), Spell Penetration, Toughness
  Skills Diplomacy +31, Intimidate +34, Knowledge (arcana, 
  nature) +28, Knowledge (dungeoneering, engineering, 
  geography, local, planes) +12, Perception +35 (+39 with hive 
  mind), Sense Motive +12, Spellcraft +28
  Languages Common, Dwarven, Terran, Undercommon; 
  telepathy 200 ft.
  SQ formian traits, hive frenzy
  ECOLOGY
  Environment warm or temperate land or underground
  Organization hive (1 plus 300–5,000 formians)
  Treasure triple
  SPECIAL	ABILITIES
  Hive	Frenzy	(Su) Once per day as a standard action, the 
  queen can send out a command to all formians within range 
  of her telepathy. Those formians are affected as if by a haste 
  spell (CL 20th).
  Telepathic	Feedback	(Su)	As a standard action, a queen 
  can unleash debilitating telepathic feedback. Those within 
  her telepathic range who are not members of her hive 
  must succeed at a DC 29 Will save or take a –2 penalty on 
  attack rolls, saving throws, ability checks, and skill checks 
  for 1 minute. A creature that succeeds at the save cannot be 
  affected by telepathic feedback for 24 hours. This is a mind-
  affecting effect. The save DC is Charisma-based.
  A formian queen is the embodiment of the hive and the 
  key to its success, as a hive’s fate is tied to her ability to both 
  populate it and successfully guide it. The formian queen 
  does this while her massive body is bound to a central 
  chamber dedicated to her nearly constant egg laying. 
  The queen’s enormous abdomen squeezes out egg after 
  egg as she meets with her myrmarchs to plan defense, 
  strategy, and trade negotiations. While the queen may be 
  sheltered, she is not blind. When necessary, she possesses 
  the minds of her children to see for herself what 
  occurs beyond her central chamber, and more active 
  queens use this ability to confront intruders directly.
  110110
  Illustration by Maichol Quinto
  
  Formian Taskmaster
  This centaurlike creature is equipped with an ant’s mandibles 
  and antennae.
  FORMIAN	TASKMASTER	
  CR	7
  XP	3,200
  LN Medium monstrous humanoid
  Init +2 (+6 with hive mind); Senses blindsight 30 ft., darkvision 
  60 ft., hive mind; Perception +16 (+20 with hive mind)
  DEFENSE
  AC	20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
  hp 85 (10d10+30)
  Fort +6, Ref +9, Will +10
  Resist sonic 10
  OFFENSE
  Speed 40 ft.
  Melee sting +13 (1d4+3 plus poison), 2 claws +13 
  (1d4+3)
  Ranged dart +12/+7 (1d4+3)
  Special	Attacks poison
  Spell-Like	Abilities (CL 10th; concentration +14)
  3/day—detect thoughts (DC 16), sending (to the 
  hive queen only)
  Bard	Spells	Known (caster level 7th; 
  concentration +11)
  3rd (2)—confusion (DC 18), good hope
  2nd (4)—heroism, invisibility, sound burst 
  (DC 16), suggestion (DC 17)
  1st (5)—charm person 
  (DC 16), comprehend 
  languages, cure light 
  wounds, hideous laughter 
  (DC 16), silent image (DC 15)
  0 (at will)—dancing lights, daze 
  (DC 15), detect magic, mending, 
  message, prestidigitation
  STATISTICS
  Str 17, Dex 14, Con 16, Int 13, Wis 16, 
  Cha 19
  Base	Atk +10; CMB +13; CMD 26 (30 
  vs. trip)
  Feats Combat Casting, Point-Blank Shot, 
  Quick Draw, Rapid Shot, Spell Focus 
  (enchantment)
  Skills Appraise +6, Bluff +9, Climb +11, 
  Craft (armor) +9, Diplomacy +14, 
  Perception +16 (+20 with hive mind), 
  Sense Motive +8, Spellcraft +6
  Languages Common; telepathy  
  120 ft.
  SQ formian traits, mental  
  motivator (20 rounds/day)
  ECOLOGY
  Environment warm or temperate land or underground
  Organization solitary, work crew (1 plus 6–12 workers), band 
  (1 plus 3–15 workers and 5–8 warriors), embassy (2–6)
  Treasure standard (10 darts, other treasure)
  SPECIAL	ABILITIES
  Mental	Motivator	(Su) A formian taskmaster can inspire 
  competence or inspire courage as a 7th-level bard (typically 
  20 rounds/day). The taskmaster’s performance is purely 
  mental and only affects formians from its own hive within 
  telepathic range.
  Poison	(Ex) Sting—injury; save Fort DC 18; frequency 1/round 
  for 6 rounds; effect 1d4 Dexterity; cure 2 consecutive saves.
  Spells	A formian taskmaster casts spells as a 7th-level bard. It 
  favors enchantment and illusion spells.
  Formian taskmasters are merchants, traders, diplomats, 
  and spies, and particularly talented taskmasters may even 
  advise the queen. Taskmasters can often be found 
  outside the hive engaging in commerce or routine 
  diplomatic missions. While traveling, a taskmaster 
  is usually accompanied by 3–5 workers and at least 
  5 warriors.
  When dealing with other creatures, formians 
  recognize that their telepathy can be off-
  putting and use normal speech, although their 
  mandibles are not well suited for the task 
  and their voices are often hoarse and 
  difficult to understand.
  Like myrmarchs, taskmasters are 
  highly competitive and take 
  great pride in their successes. 
  Notable accomplishments are 
  carved into their carapaces 
  and highlighted with the use 
  of bright inks, precious metals, 
  or gems. Formian society is 
  largely free of the crime that is 
  common in other humanoid 
  societies, but formians do have 
  occasional duels within a caste. 
  Two taskmasters might have a 
  duel over promotions, a trade 
  route, or an insult. These duels are 
  rarely lethal for fear of weakening 
  the hive, and taskmasters who 
  are too aggressive attract the 
  wrong kind of attention from 
  the myrmarchs. Dueling 
  victories are often recorded 
  on taskmasters’ carapaces 
  alongside their other major 
  accomplishments.
  111111
  Formian Queen–Formian Taskmaster
  Formian Queen–Formian Taskmaster
  Illustration by Maichol Quinto
  
  Formian Warrior
  Armored from head to toe in gleaming black-and-red chitin, this 
  insectile warrior’s tail ends in a wickedly barbed stinger.
  FORMIAN	WARRIOR	
  CR	3
  XP	800
  LN Medium monstrous humanoid
  Init +3 (+7 with hive mind); Senses blindsense 30 ft., darkvision 
  60 ft., hive mind; Perception +7 (+11 with hive mind)
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
  hp 30 (4d10+8)
  Fort +3, Ref +7, Will +4
  Resist sonic 10
  OFFENSE
  Speed 40 ft.
  Melee sting +6 (1d4+2 plus poison), 2 claws +6 (1d4+2 plus grab)
  Ranged javelin +7 (1d6+2 plus poison)
  Special	Attacks deadly grasp, poison
  STATISTICS
  Str 14, Dex 17, Con 15, Int 11, Wis 10, Cha 12
  Base	Atk +4; CMB +6 (+10 grapple); CMD 19 (23 
  vs. trip)
  Feats Skill Focus (Acrobatics), Step Up
  Skills Acrobatics +10 (+14 when jumping), 
  Climb +8, Intimidate +8, Perception +7 (+11 
  with hive mind), Stealth +7
  Languages Common; telepathy 60 ft.
  SQ coordinate, formian traits
  ECOLOGY
  Environment warm or 
  temperate land or 
  underground
  Organization solitary, pair, 
  band (5–8 plus 3–15 
  workers and 1 taskmaster), 
  or patrol (3–12)
  Treasure standard (6 javelins, 
  other treasure)
  SPECIAL	ABILITIES
  Coordinate	(Su) Once a formian 
  warrior has acted in a combat, 
  all allied formians within the hive 
  mind are no longer considered 
  flat-footed. When a formian warrior 
  attacks a creature in melee, allied 
  formians gain a +2 insight bonus 
  on melee attack rolls against that 
  creature until the start of the 
  warrior’s next turn.
  Deadly	Grasp	(Ex) When 
  a formian warrior has a 
  foe grappled, it deals sting damage when it succeeds at a 
  grapple check to damage its opponent.
  Poison	(Ex) Javelin or sting—injury; save Fort DC 14; frequency 
  1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
  Composing the fighting caste of the hive, formian warriors 
  grow from grubs hatched in the flesh of carnivores and 
  similar fierce creatures. All are sterile females, although 
  in rare circumstances they spontaneously become fertile 
  after the death of their queen. In the rigid hierarchy of the 
  formian hive, they rank above the worker caste and below 
  all others. Allowed independent initiative to better hone 
  their battle skills, formian warriors have more latitude in 
  following commands than many other formians. Owing 
  to this latitude, formian warriors are more likely to chafe 
  under hive strictures than workers and taskmasters.
  All formian warriors ultimately answer to the myrmarch 
  caste and, through them, to the queen. Beneath this layer 
  of command, the warriors have a command structure of 
  their own. Formian warriors advance 
  in rank through a complicated formula 
  that references their achievements in 
  battle, personal prowess, and years of 
  service to the hive.
  Formian warriors engrave their chitin 
  with insignia depicting their rank and 
  notable deeds. A disgraced warrior 
  has her markings gouged out and her 
  stinger torn away.
  Formian warriors stand 7 feet 
  tall and weigh 200 pounds. Their 
  carapaces resemble suits of armor as 
  much as insects’ exoskeletons but 
  cannot be enhanced with magic 
  as if they were armor. The 
  striped patterns of a formian 
  warrior vary from individual to 
  individual, although formians 
  belonging to the same hive 
  usually bear similar markings.
  Warriors mature quickly and 
  have short life spans, becoming 
  too infirm to fight around 15 years of 
  age. Old warriors are expected to end 
  their lives for the good of the hive, 
  either by taking on a fatal mission or 
  through voluntary starvation. A few 
  of the most exceptional warriors 
  receive permission to live out their 
  remaining years as teachers and 
  drill instructors, passing their 
  skills on to new generations of 
  formian warriors.
  112112
  Illustration by Maichol Quinto
  
  Formian Worker
  This small, centaurlike ant creature bears a huge, bulging sack on 
  its armored back.
  FORMIAN	WORKER	
  CR	1/2
  XP	200
  LN Small monstrous humanoid
  Init +0 (+4 with hive mind); Senses blindsense 30 ft., darkvision 
  60 ft., hive mind; Perception +4 (+8 with hive mind)
  DEFENSE
  AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
  hp 6 (1d10+1)
  Fort +1, Ref +2, Will +2
  Resist sonic 10
  OFFENSE
  Speed 40 ft., burrow 10 ft.
  Melee bite +3 (1d6+1)
  STATISTICS
  Str 13, Dex 10, Con 13, Int 10, Wis 10, Cha 9
  Base	Atk +1; CMB +1; CMD 11 (15 vs. trip)
  Feats Skill Focus (Profession [miner])
  Skills Climb +5, Knowledge (engineering) +4, 
  Perception +4 (+8 with hive mind), Profession 
  (miner) +7
  Languages Common, telepathy 60 ft.
  SQ able assistant, formian traits,  
  peerless bearer
  ECOLOGY
  Environment warm or temperate land  
  or underground
  Organization solitary, work crew (6–12 plus 
  1 taskmaster), band (3–15 plus 5–8 
  warriors and 1 taskmaster).
  Treasure	incidental (occasionally 
  a 10–50 gp gem embedded 
  into a worker’s carapace)
  SPECIAL	ABILITIES
  Able	Assistant	(Ex) When a 
  formian worker succeeds at an 
  aid another check or attack roll 
  that aids another hive mate within its 
  telepathy range, it grants a +4 bonus 
  on the skill check, on the attack roll, or 
  to AC instead of the normal +2.
  Peerless	Bearer	(Ex)	Workers are able to bear 
  remarkable burdens for their size. They 
  have a +5 racial bonus to Strength when 
  calculating the effects of encumbrance.
  These lowest-caste formians stand 
  a little taller than a large dog, 
  and their small mandibles are 
  better equipped for slicing leaves and cutting fruit 
  from the vine than carving into f lesh. Regardless, 
  many humanoids find the sight of these centaurlike 
  ant creatures intimidating. Their iridescent chitin 
  is nearly featureless, marked only by small scarring as 
  they age and a series of markings on their chest. A few 
  more accomplished formian workers bear small gems 
  proudly glued to their carapace, tokens granted them by 
  taskmasters for particularly impressive accomplishments.
  Formian workers are the backbone of the hive. They 
  produce and harvest all food, perform all mining 
  and tunneling, aid the taskmasters in the crafting of 
  goods, and perform all other menial labor. Formian 
  workers grow fast and learn quickly within the hive 
  mind. Shortly after it leaves its larval stage, a formian 
  is assigned to a senior worker who teaches it a trade, 
  and by the end of the second year, a formian worker is 
  a productive member of the hive. Workers live 20–30 
  years, and older workers are assigned lighter or more 
  skilled work in order to give them capacity to train the 
  young formian workers.
  Workers are hatched in large batches and given a clutch 
  name, usually based on a well-regarded formian of 
  the previous generation. Only when they leave 
  their larval stage are workers given a unique 
  number carved into their carapaces, which 
  is used in place of an individual name. 
  Workers parrot the taskmasters in many 
  things; they denote accomplishments 
  on 
  their 
  carapaces 
  and 
  even 
  have 
  duels (though duels among workers 
  almost never involve death). Rarely, a 
  particularly remarkable worker will 
  be called out for special attention by 
  their taskmaster, and these 
  workers are presented to the 
  queen and given a proper 
  name of their own.
  Workers f lee from combat 
  unless they are ordered by 
  a taskmaster or myrmarch 
  to attack intruders. If a hive 
  is invaded, formian workers 
  might be used as diversions 
  or to undermine or collapse 
  tunnels on invading enemies. If 
  forced into a direct fight, they 
  usually spend most of their 
  efforts assisting a warrior or 
  myrmarch, though they make 
  good use of mining picks 
  or alchemist’s fire if they 
  are cornered.
  113113
  Formian Warrior–Formian Worker
  Formian Warrior–Formian Worker
  Illustration by Maichol Quinto
  
  Fossegrim
  This striking, blue-eyed man with luminous skin and flowing 
  white hair holds an ethereal harp.
  FOSSEGRIM	
  CR	4
  XP	1,200
  NE Medium fey (aquatic)
  Init +7; Senses low-light vision; Perception +16
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 natural)
  hp 41 (9d6+19)
  Fort +5, Ref +9, Will +8
  DR 5/cold iron
  OFFENSE
  Speed 30 ft., swim 40 ft.; water walk
  Melee 2 slams +8 (2d6)
  Special	Attacks drowning touch (DC 14), 
  enchanting music (DC 19)
  Spell-Like	Abilities (CL 9th; concentration +14)
  Constant—water walk
  3/day—hydraulic torrentAPG
  STATISTICS
  Str 10, Dex 17, Con 15, Int 12, Wis 14, Cha 21
  Base	Atk +4; CMB +4; CMD 17
  Feats Alertness, Dodge, Improved 
  Initiative, Weapon Finesse, Weapon 
  Focus (slam)
  Skills Bluff +17, Diplomacy +9, 
  Knowledge (geography) +6, 
  Knowledge (nature) +10, Perception 
  +16, Perform (sing) +10, Perform 
  (string) +21, Sense Motive +16, 
  Sleight of Hand +10, Stealth +15, 
  Swim +18; Racial	Modifiers +4 
  Perform (string), +4 Swim
  Languages Common, Sylvan
  SQ amphibious, transparency,  
  treasure form
  ECOLOGY
  Environment cold or temperate water 
  (waterfalls)
  Organization solitary
  Treasure standard (mwk harp or 
  violin, other treasure)
  SPECIAL	ABILITIES
  Drowning	Touch	(Su) A 
  fossegrim can flood the 
  lungs of a creature that 
  is willing, is helpless, is 
  affected by its enchanted 
  music ability, touches it 
  while it’s in treasure form, 
  or is touched by it (traditionally by kissing the creature on 
  the lips). If the target cannot breathe water, it cannot hold its 
  breath and immediately begins to drown slowly. On its turn, 
  the target can attempt a DC 16 Fortitude save to cough up this 
  water; if it fails, it falls unconscious at 0 hp. On the next round, 
  a fallen target must attempt another DC 16 Fortitude save, 
  dropping to –1 hit points and dying if it fails; on the next round 
  it must attempt to save again or lose 1d6 hit points. On the 
  first successful save, the water clears from the target’s lungs 
  and the target stabilizes. The save DC is Constitution-based.
  Enchanting	Music	(Su) As a full-round action, a fossegrim 
  can play a musical stringed instrument (usually a harp 
  or violin) and target a single creature within 45 feet that 
  can hear and see the fossegrim with an effect identical to 
  the unnatural lustUM spell (CL 9th; Will DC 19). This action 
  provokes an attack of opportunity. If the target touches 
  or kisses the fossegrim, the fey can affect the target with 
  its drowning touch ability. This is a sonic mind-affecting 
  compulsion effect. The save DC is Charisma-based.
  Transparency	(Su) When underwater, a fossegrim’s body 
  becomes transparent, effectively rendering it 
  invisible. It can become visible or transparent at 
  will as a free action.
  Treasure Form	(Su) As a standard action when 
  completely underwater, a fossegrim can create 
  an illusion causing it to resemble a Medium pile 
  of gold and silver coins, glittering jewels, and 
  valuable art objects. If a fossegrim speaks, 
  moves, attacks, or uses any of its special abilities 
  or spell-like abilities while in treasure form, 
  the illusion dissipates. A successful DC 19 Will 
  save is required to disbelieve this illusion. If a 
  living creature within the fossegrim’s melee 
  reach touches or physically interacts with the 
  illusion, the fossegrim reaches out to kiss or 
  otherwise touch that creature, automatically 
  affecting the creature with its drowning touch 
  ability. The fossegrim can maintain this illusion 
  indefinitely and can revert to its normal 
  natural form as a free action. This is a mind-
  affecting illusion (glamer) effect. The save DC 
  to disbelieve is Charisma-based.
  Pale and possessing unnatural beauty, 
  fossegrims are wicked fey who haunt 
  idyllic waterfalls, where they lure the 
  unsuspecting near with song and the 
  promise of treasure, only to drown them. 
  Well built and elflike in appearance, 
  fossegrims are gifted musicians, and 
  their lairs often echo with the sound 
  of bewitching music. They are never 
  without their enchanting instruments.
  114114
  Illustration by Diana Martinez
  
  Freezing Flow
  This transparent blue formation of ice is as forbidding as the 
  serpent it resembles.
  FREEZING	FLOW	
  CR	4
  XP	1,200
  N Large ooze (cold, water)
  Init –5; Senses blindsense 60 ft.; Perception –5
  DEFENSE
  AC 16, touch 12, flat-footed 13 (+3 Dex, +4 natural, –1 size)
  hp 47 (5d8+25)
  Fort +6, Ref +3, Will –4
  Immune cold, ooze traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 20 ft., swim 20 ft.
  Melee slam +6 (2d4+6/19–20 plus 1d6 cold and grab)
  Space 10 ft.; Reach 5 ft.
  Special	Attacks constrict (2d4+6 plus 1d6 cold), jagged slam, 
  numbing touch
  STATISTICS
  Str 18, Dex 16, Con 20, Int —, Wis 1, Cha 1
  Base	Atk +3; CMB +8; CMD 13
  Skills Swim +12
  SQ crystalline
  ECOLOGY
  Environment any cold
  Organization solitary
  Treasure none
  SPECIAL	ABILITIES
  Crystalline	(Ex)	As a creature 
  of living ice, a freezing flow is 
  difficult to discern from its surroundings in icy 
  and snowy land environments and when in icy 
  water. A successful DC 15 Perception check is required to notice 
  a freezing flow in these environments. Any creature that fails 
  to notice a freezing flow and walks into it automatically takes 
  damage as if struck by the ooze’s slam attack.
  Jagged	Slam	(Ex) A freezing flow’s slam attack is a slashing 
  tendril of crystalline ice. It deals slashing damage instead of 
  bludgeoning damage and has a critical range of 19–20.
  Numbing	Touch	(Ex) Each time a freezing flow deals cold 
  damage with its slam attack or constrict ability, the target 
  must succeed at a DC 17 Fortitude save or be staggered with 
  numbing cold for 1 round. The save DC is Constitution-based.
  It’s believed that these strange frozen oozes are created 
  when a particularly cold arctic area has 
  prolonged exposure to ice from 
  the Elemental Planes. Rising 
  seemingly spontaneously from 
  such a supernatural deep freeze, 
  freezing flows shamble forth in search of prey, hungry 
  for the life energy of warm-blooded creatures, which they 
  somehow metabolize.
  Within their native habitat, these oozes are particularly 
  difficult to spot. While they lack intelligence, they have 
  an instinct to stay put within frozen ice flows, on the 
  icy surface of frozen lakes and rivers, or within areas of 
  permafrost, waiting for prey to stumble upon them. This 
  instinct may be tied to the fact that they can stay relatively 
  dormant for decades or even centuries, but eventually 
  they need the life energy of warm-blooded creatures 
  to fuel their strange locomotion. Since they dwell in 
  unforgiving and underpopulated areas, it is easier for 
  them to conserve energy and wait for prey rather than to 
  try to track down warm-blooded creatures.
  After feeding, or when fully fed, these creatures tend to 
  ignore other creatures unless attacked. Though freezing 
  flows’ crystalline construction can give the illusion that 
  they are brittle, nothing is further from the truth. When 
  a freezing flow slams into flesh, it does so with enough 
  power to break bone, and it is cold enough to numb flesh, 
  causing its prey to convulse in a fit of shivers.
  When hungry, the only things freezing flows avoid are 
  fire and high temperatures. Such things can still melt and 
  damage a freezing flow, though it typically 
  requires more heat to diminish a freezing 
  flow into a puddle of water than it takes to 
  melt a patch of normal ice 10 times 
  the ooze’s size.
  115115
  Fossegrim–Freezing Flow
  Fossegrim–Freezing Flow
  Illustration by Joshua Meehan
  
  Fungal Creature
  Mushroom caps and mold sprout from the pallid skin of this lithe 
  female figure, and spores waft from her fungal gills.
  FUNGAL	NYMPH	
  CR	8
  XP	4,800
  CG Medium plant (augmented fey)
  Init +4; Senses darkvision 60 ft., low-light vision; 
  Perception +14
  Aura blinding beauty (30 ft., DC 21)
  DEFENSE
  AC 23, touch 21, flat-footed 19 (+7 deflection, +4 Dex, +2 natural)
  hp 84 (8d8+48)
  Fort +15, Ref +17, Will +16
  Defensive	Abilities poisonous blood (DC 20); DR 10/cold iron; 
  Immune disease, plant traits
  OFFENSE
  Speed 20 ft., swim 10 ft.
  Melee slam +8 (1d4+3)
  Special	Attacks create spawn, poison spore cloud (DC 20), 
  stunning glance (DC 21)
  Spell-Like	Abilities (CL 8th; concentration +15)
  1/day—dimension door
  Druid	Spells	Prepared (CL 7th; concentration +10)
  4th—command plants (DC 17)
  3rd—call lightning (DC 16), speak with plants, spike growth 
  (DC 16)
  2nd—chill metal (DC 15), flame blade, resist energy, 
  summon swarm
  1st—entangle (DC 14), faerie fire, obscuring mist, pass 
  without trace, produce flame
  0—detect magic, guidance, resistance, virtue
  STATISTICS
  Str 14, Dex 19, Con 22, Int 16, Wis 17, Cha 25
  Base	Atk +4; CMB +8; CMD 27
  Feats Agile Maneuvers, Combat Casting, Self-Sufficient, 
  Weapon Finesse
  Skills Craft (alchemy) +14, Diplomacy +18, Escape Artist +15, 
  Heal +13, Knowledge (dungeoneering) +11, Knowledge 
  (nature) +14, Perception +14, Sense Motive +14, Stealth +15, 
  Survival +5, Swim +10
  Languages Common, Sylvan, Undercommon
  SQ fungal metabolism, inspiration, rejuvenation, unearthly 
  grace, wild empathy +21
  ECOLOGY
  Environment any ruins or underground
  Organization solitary
  Treasure standard
  A fungal creature is an animate plant with the appearance 
  of a living creature. It grows from spores implanted in the 
  dead body of a host creature, and takes on the host creature’s 
  basic form and many of that creature’s abilities. It retains 
  none of the memories of the creature it grew from, yet it 
  instinctively knows how to use the abilities it inherited 
  from its host. How exactly this is possible is a question 
  that continues to befuddle scholars. The leading theory is 
  that the spores’ precise modeling of their host succeeds in 
  capturing some of the creature’s physiology—essentially 
  copying its mind—but that for some reason the departure 
  of the creature’s spirit or soul upon death prevents the 
  spores from copying the memories as well.
  Fungal creatures are often content to sit in quiet 
  contemplation, absorbing the nutrients they require from 
  the life-giving earth. But when faced with living creatures, 
  the overwhelming biological need to reproduce takes over, 
  and the fungal creatures try to seed their spores into new 
  hosts to spawn the next generation of fungal creatures.
  Fungal creatures have the general appearance of the base 
  creatures from which they spawned, but their skin is pale 
  fungus rather than flesh and blood. Mushroom caps and 
  shelf fungi sprout from a fungal creature’s body, along with 
  fungal gills to deliver the fungal creature’s spores. As with 
  many types of fungi, a fungal creature’s flesh is poisonous, 
  and any creature that ingests any part of a fungal creature’s 
  body risks infection by its spores (as described in the create 
  spawn ability and fungal spores poison on the facing page).
  The fungal nymph presented here is built using the 
  nymph from the Pathfinder RPG Bestiary. See page 217 of 
  the Bestiary for rules on this creature’s blinding beauty, 
  inspiration, spells, stunning glance, unearthly grace, 
  and wild empathy abilities.
  CREATING A FUNGAL CREATURE
  “Fungal creature” is an inherited template that can be 
  added to any corporeal, living creature susceptible to 
  Constitution damage (referred to hereafter as the base 
  creature). A fungal creature uses all the base creature’s 
  statistics and special abilities except as noted here.
  CR: Same as the base creature +1.
  Type: The creature’s type changes to plant (augmented). 
  Do not recalculate base class Hit Dice, BAB, saves, or 
  skill points.
  Senses: A fungal creature gains darkvision 60 feet.
  Armor Class: The fungal growths that appear on a 
  fungal creature’s body increase the base creature’s natural 
  armor bonus by 2.
  Hit Dice: Change all racial Hit Dice to d8s. Class Hit 
  Dice are unaffected.
  Defensive Abilities: A fungal creature gains immunity 
  to disease in addition to all of the standard plant traits.
  Speed: Each of a fungal creature’s speeds decreases by 
  10 feet from those of the base creature (minimum 5 feet).
  Attacks: A fungal creature retains all the natural weapons, 
  manufactured weapon attacks, and weapon proficiencies 
  116116
  
  of the base creature. If the base creature has no other 
  natural attacks, the fungal creature gains a slam attack that 
  deals damage based on the fungal creature’s size.
  Special Attacks: A fungal creature gains the following.
  Create Spawn (Ex): A creature killed by Constitution 
  damage from a fungal creature’s poison spore cloud 
  transforms into a fungal spawn over a period of 24 
  hours. A plant growth spell halves the transformation 
  time, and a diminish plants spell doubles it. A blight spell 
  destroys the fungal spores and prevents the corpse’s 
  transformation, but spells that remove disease are 
  ineffective against the growing spores. Once a creature 
  fully transforms into a fungal spawn, the corpse from 
  which it grew is destroyed.
  A fungal spawn gains the fungal creature template, but 
  it loses all class levels and memories of the base creature 
  from which it was spawned. If the base creature has 1 or 
  fewer racial Hit Dice and normally has class levels, use 
  a 1st-level warrior version of it as the base creature. The 
  fungal spawn awakens as a free-willed being that knows 
  all it needs to know (including language) in order to use 
  its abilities and survive. Although it bears no allegiance 
  to the fungal creature that created it, the new fungal 
  creature immediately recognizes other fungal creatures 
  as its own kind.
  Poison Spore Cloud (Ex): Once per day, a fungal creature 
  can release a choking cloud of spores in a 15-foot-radius 
  spread that lingers in the air for 10 rounds. This cloud 
  functions as an inhaled poison. Any breathing 
  creature in the cloud must succeed at a 
  Fortitude save or inhale the spores. A 
  creature that remains in the area of the 
  spore cloud must continue to attempt 
  Fortitude saves against its effects. 
  Multiple spore clouds from multiple 
  fungal creatures require multiple 
  saves from any creature in an area 
  where the clouds overlap.
  Fungal Spores: Poison—
  inhaled; save Fort DC 10 + 
  1/2 the fungal creature’s 
  racial Hit Dice + the 
  fungal creature’s Con 
  modifier; 
  frequency 
  1/round for 6 rounds; 
  effect 1d2 Con damage 
  and fatigued for 1 
  minute; cure 2 saves.
  Poisonous Blood (Ex): 
  A fungal creature’s blood 
  and f lesh are ingested 
  poisons. Any creature that 
  makes a bite attack against a fungal 
  creature, swallows one whole, or otherwise ingests part 
  of one must succeed at a Fortitude save or be afflicted by 
  the poison.
  A fungal creature can drain its own blood to procure 
  an ingested poison that functions as described above. 
  However, its blood has a distinctive and largely unwelcome 
  smell and taste, so most intelligent creatures would refuse 
  to eat food tainted with it unless the taste was thoroughly 
  disguised (which requires a successful DC 15 Profession 
  [cook] check). The fungal creature must deal at least 1 
  point of damage to itself to get a full dose of poison, and 
  the drawn blood (or amputated flesh) retains its poisonous 
  nature for only 24 hours unless additional living fungal 
  blood is mixed into it.
  Fungal Blood or Flesh: Poison—ingested; save Fort DC 
  10 + 1/2 the fungal creature’s racial Hit Dice + the fungal 
  creature’s Con modifier; frequency 1/minute for 6 minutes; 
  effect 1 Str damage, 1 Dex damage, and nauseated for 1 
  minute; cure 2 saves.
  Special Qualities: A fungal creature gains the following.
  Fungal Metabolism (Ex): Fungal creatures breathe, but 
  they do not eat or sleep in the typical manner.
  Rejuvenation (Ex): A fungal creature gains all the 
  sustenance it requires from contact with moist natural 
  earth, but it must rejuvenate itself as often and for as 
  long as humans need sleep. As long as it is in contact with 
  moist natural earth, a resting fungal creature regains hit 
  points as though it were undergoing complete bed rest 
  and long term care (4 hit points per Hit Die for each day 
  of rest). The fungal creature can engage in light activity 
  during rejuvenation, but any strenuous activity (like 
  fighting, running, or casting a spell) prevents it from 
  regaining hit points for that day. Complete bed rest 
  doesn’t increase the amount of healing a fungal 
  creature gains from rejuvenation.
  Abilities: Str +4, Dex –2 (minimum 1), Con +4.
  Languages: If a fungal creature is able to 
  speak, it gains the ability to speak Sylvan 
  in addition to any other languages the 
  base creature knows.
  117117
  Fungal Creature
  Fungal Creature
  Illustration by Jorge Fares
  
  Gaki
  This skeletal creature with a long, thin neck seems to float above 
  the ground. Its jaw is elongated, showing sharp, worn teeth.
  GAKI	
  CR	7
  XP	3,200
  NE Medium undead
  Init +6; Senses darkvision 60 ft., detect evil; Perception +13
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+2 Dex, +1 dodge, +7 natural)
  hp 74 (9d8+32)
  Fort +5, Ref +7, Will +9
  Immune undead traits
  Weaknesses aversion to sun and moon, compulsive hunger, 
  vulnerable to cold and fire
  OFFENSE
  Speed 30 ft., fly 30 ft. (average)
  Melee 2 claws +9 (2d6+3), bite +9 (2d6+3  
  plus grab)
  Space 5 ft.; Reach 5 ft. (10 ft. with bite)
  Special	Attacks blood drain (1d2 Constitution), 
  fear cone (30 ft., DC 16)
  Spell-Like	Abilities (CL 7th; concentration +9)
  Constant—detect evil
  At will—invisibility
  1/day—disguise self
  STATISTICS
  Str 16, Dex 15, Con —, Int 9, Wis 12, Cha 18
  Base	Atk +6; CMB +9 (+13 grapple); CMD 22
  Feats Combat Reflexes, Dodge, 
  Improved Initiative, Iron Will, 
  Lightning Reflexes
  Skills Intimidate +14, 
  Perception +13, 
  Stealth +14
  Languages Common
  ECOLOGY
  Environment any land
  Organization solitary or gang (2–4)
  Treasure incidental
  SPECIAL	ABILITIES
  Aversion	to	Sun	and	Moon	(Ex) A gaki takes 1d4 points of fire 
  damage every round it’s exposed to the light of a full moon. It 
  takes 1d4 points of cold damage every round it is exposed to 
  direct sunlight.
  Compulsive	Hunger	(Ex) Despite being undead, a gaki is 
  plagued by an insatiable hunger, and believes it can gain a 
  normal body or rest in peace if it consumes the right mixture 
  of flesh, food, and drink. A gaki that finds a corpse or is 
  offered food, wine, holy water, or flowers must succeed at a 
  DC 20 Will save or spend one turn trying to grab and consume 
  it. Its narrow neck prevents it from swallowing more than a tiny 
  amount, and it gives up after 1 round of attempting to do so. A 
  gaki that consumes holy water in this way is not harmed by it.
  When an especially jealous or greedy evil person dies, it 
  sometimes returns as a gaki—a misshapen creature with 
  a supernatural hunger for things of the material world. 
  Mistakenly called “hungry ghosts” because of their ability to 
  fly and turn invisible, gakis believe that if they consume the 
  right material—typically meat, wine, blood, flowers, and 
  souls—they can form a new body resembling their former 
  mortal shapes. Its long, thin neck restricts how much it can 
  eat, and the creature is perpetually starving. It prefers to 
  consume evil creatures, believing it gains more sustenance 
  from a sinful being than a righteous one, but it won’t pass 
  up any mortal flesh. Some gakis believe they must consume 
  flesh from demons or undead, and fixate on these 
  creatures to the aversion of all others.
  Gakis are cursed, pitiable creatures with 
  nothing to lose, which makes them 
  very dangerous. Some that have 
  existed for many years as 
  undead grow desperate and 
  try consuming earth, sewage, 
  or more vile substances in an attempt to find the 
  missing ingredient for their transformation. 
  Particularly unfortunate ones bear an onerous 
  curse that causes anything they try to eat to burst 
  into flame or wither away into dust.
  These creatures have short memories and 
  little sense of perspective. They’re smart 
  enough to pursue what they want cannily, 
  but fail at making long-term plans. Most 
  gakis wander alone, pursuing their search for 
  nourishment in solitude. When they do form 
  packs, they use their numbers to surround and 
  bring down large animals or groups of people, 
  but then throw cooperation aside to squabble and 
  shove as each one greedily tries to claim the entire 
  prize they’ve taken.
  Strangely, gakis are scorched by moonlight 
  and frozen by sunlight. Because of 
  this, they’re forced to lurk in the 
  shadows of ruins. Some wander 
  the deep caves and tunnels below 
  the surface, scrounging whatever 
  meals they can find. In urban areas, they group 
  together to stalk the slums, often leaping upon 
  victims, tearing away small morsels of flesh 
  before they retreat, leaving victims bleeding 
  and disoriented. They find hiding places—
  often in abandoned buildings or sewers—
  to stay during the day, turning invisible and 
  biding their time till the dark of night comes.
  118118
  Illustration by Alberto Dal Lago
  
  Gallowdead
  This skeletal horror staggers under the weight of the massive hook 
  and chain impaling the bones of its midsection.
  GALLOWDEAD	
  CR	16
  XP	76,800
  CE Medium undead
  Init +8; Senses darkvision 60 ft.; Perception +3
  Aura whispers (30 ft., DC 27)
  DEFENSE
  AC 31, touch 15, flat-footed 26 (+4 Dex, +1 dodge, +16 natural)
  hp 228 (24d8+120)
  Fort +13, Ref +12, Will +17
  Defensive	Abilities channel resistance +6; DR 10/bludgeoning; 
  Immune cold, undead traits
  OFFENSE
  Speed 30 ft.
  Melee spiked chain +26/+21/+16/+11 (2d4+10/19–20 plus 
  chains of the dead) or
  2 claws +25 (2d8+7)
  Special	Attack chains of the dead
  Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain)
  STATISTICS
  Str 24, Dex 19, Con —, Int 11, Wis 16, Cha 21
  Base	Atk +18; CMB +25; CMD 40
  Feats Bleeding Critical, Combat Reflexes, Critical Focus, 
  Dodge, Improved Critical (spiked chain), Improved Initiative, 
  Improved Vital Strike, Lunge, Power Attack, 
  Step Up, Vital Strike, Weapon Focus 
  (spiked chain)
  Skills Climb +34, Escape Artist +28, Intimidate +32, 
  Swim +31
  Languages Common
  ECOLOGY
  Environment any
  Organization solitary, pair, or 
  plague (3–18)
  Treasure standard
  SPECIAL	ABILITIES
  Aura	of	Whispers	(Su)	A gallowdead 
  constantly whispers vile secrets 
  and blasphemous chants. Any 
  creature within 30 feet of a gallowdead 
  must succeed at a DC 27 Will save or be shaken 
  for 1d4 rounds. Already shaken creatures that 
  fail this saving throw become nauseated by the secrets 
  revealed. Each round, an affected creature can make a 
  new Will save to recover from the effect—once a creature 
  recovers from a gallowdead’s whispers, it is immune to this 
  ability for 24 hours. Each overlapping whisper aura from 
  additional gallowdead increases the save DC by 2. This is a 
  language-based sonic effect. The save DC is Charisma-based.
  Chains	of	the	Dead	(Su) When a gallowdead uses its spiked 
  chain, the first attack that hits a foe during the gallowdead’s 
  turn deals an extra 12d6 points of negative energy damage 
  (Will DC 27 half). This has no effect on undead creatures. In 
  addition, the gallowdead can make a free combat maneuver 
  check against its target with a +4 racial bonus. If the check 
  succeeds, the target becomes grappled, but the gallowdead 
  doesn’t gain the grappled condition. The gallowdead can 
  make a free combat maneuver check each round to maintain 
  its grip on the victim, but can’t take any special grapple 
  actions against the victim except the move special action. 
  When grappling a victim in this way, the gallowdead can’t 
  attack with its spiked chain. The save DC is Charisma-based.
  Some tyrants execute criminals, traitors, or those who 
  dare insurrection on the end of hooked and spiked chains. 
  Leaving the criminal to painfully hang and rot sends a 
  message to those who would dare commit the same crimes. 
  Sometimes such savage deaths have a strange 
  and terrible consequence: the victim rises, 
  grabs the instrument of its execution, 
  and becomes a servant of those who 
  condemned it. 
  119119
  Gaki–Gallowdead
  Gaki–Gallowdead
  Illustration by Xia Taptara
  
  Galvo
  This creature is composed of dozens of electric eels tightly knotted 
  into a slithering, humanoid shape, crackling with energy.
  GALVO	
  CR	9
  XP	6,400
  NE Medium magical beast (aquatic)
  Init +4; Senses blindsense 60 ft., darkvision 60 ft., low-light 
  vision; Perception +10
  DEFENSE
  AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural)
  hp 127 (15d10+45)
  Fort +12, Ref +13, Will +6
  Defensive	Abilities swarmlike; DR 10/slashing; Immune 
  electricity
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee bite +19 (1d6+3 plus 2d6 electricity), 2 slams +19 (1d6+3 
  plus 2d6 electricity)
  Ranged eel dart +19 touch (1d6+3 plus 1d6 electricity)
  Space 5 ft.; Reach 5 ft. (10 ft. with slam)
  STATISTICS
  Str 17, Dex 19, Con 16, Int 7, Wis 12, Cha 8
  Base	Atk +15; CMB +18; CMD 33 (can’t be tripped)
  Feats Blind-Fight, Combat Reflexes, Dodge, Point-Blank 
  Shot, Power Attack, Precise Shot, Vital Strike, 
  Weapon Finesse
  Skills Perception +10, Stealth +15, Swim +15
  Languages Aquan (can’t speak)
  SQ amphibious, compression, varied attack
  ECOLOGY
  Environment any water
  Organization solitary, pair, or tangle (3–9)
  Treasure none
  SPECIAL	ABILITIES
  Eel	Dart	(Ex) A galvo can launch one of its 
  component eels like a dart up to 30 feet as 
  a ranged touch attack. An eel dart deals a 
  number of points of damage equal to  
  1d6 + the galvo’s Strength modifier plus 
  1d6 points of electricity damage.
  Swarmlike	(Ex) A galvo has no 
  discernible anatomy, and is 
  not subject to critical hits or 
  flanking. It is also immune to 
  any physical spell or effect that 
  targets a specific number of 
  creatures (including single-target 
  spells such as disintegrate). Mind-
  affecting effects that target a single creature 
  function normally against a galvo, since the creature’s 
  individual components share a hive mind. A galvo takes half 
  again as much damage (+50%) from damaging area effects 
  such as fireball and splash weapons.
  Varied	Attack	(Ex) A galvo’s slam attack deals both 
  bludgeoning and slashing damage since the creature is 
  formed completely of biting eels.
  In sunless ocean trenches, aberrant fleshcrafters created 
  the first galvos to serve as soldiers in their war against 
  the sahuagin and skum. Since those days, galvos have 
  moved beyond their darkened trenches, breeding and 
  expanding into shallower, warmer waters. In recent 
  years, they have come closer to civilizations, preying on 
  coastal communities.
  A galvo can live both in the water and on land, and 
  frightening stories tell of galvos springing up from the 
  water to strike at prey both on ships and on beaches. A 
  true horror to look upon, a galvo averages 7 feet tall and 
  weighs around 300 pounds.
  120
  120
  Illustration by Andrew Hou
  
  Gashadokuro
  The bones and skulls of countless smaller creatures dribble from 
  the joints and rib cage of this massive skeleton.
  GASHADOKURO	
  CR	13
  XP	25,600
  NE Huge undead
  Init +4; Senses darkvision 60 ft.; Perception +20
  Aura starvation (60 ft., DC 25)
  DEFENSE
  AC 28, touch 8, flat-footed 28 (+20 natural, –2 size)
  hp 180 (19d8+95)
  Fort +11, Ref +6, Will +14
  Defensive	Abilities channel resistance +4; DR 10/bludgeoning; 
  Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee bite +22 (2d8+10 plus grab), 2 claws +23 (2d6+10/19–20)
  Space 15 ft.; Reach 15 ft.
  Special	Attacks breath weapon (30-ft. cone, 12d6 bludgeoning 
  damage, Reflex DC 24 half, usable every 1d4 rounds), 
  corpse consumption, swallow whole (6d6 bludgeoning 
  damage, AC 20, 18 hp)
  STATISTICS
  Str 30, Dex 11, Con —, Int 6, Wis 17, Cha 21
  Base	Atk +14; CMB +26 (+28 bull rush, +30 grapple); 
  CMD 36 (38 vs. bull rush)
  Feats Awesome Blow, Cleave, Great Cleave, Improved 
  Bull Rush, Improved Critical (claw), Improved Initiative, 
  Intimidating Prowess, Power Attack, Vital Strike, Weapon 
  Focus (claw)
  Skills Climb +23, Intimidate +32, Perception +20
  Languages Common (can’t speak)
  ECOLOGY
  Environment any
  Organization solitary
  Treasure standard
  SPECIAL	ABILITIES
  Breath	Weapon	(Su) A gashadokuro can 
  breathe bone shards as a standard action.
  Corpse	Consumption	(Su) A gashadokuro 
  that kills creature by using its swallow 
  whole special ability automatically 
  consumes its victim’s body and regains 
  a number of hit points equal to the 
  victim’s Constitution score. Consumed 
  creatures cannot be resurrected by any effect 
  short of a miracle or wish spell until the gashadokuro 
  is destroyed.
  Starvation	Aura	(Su) A gashadokuro emits 
  a powerful aura that causes all creatures 
  within range to feel the intense pains 
  of starvation. Each creature within 60 feet must succeed at 
  a DC 24 Fortitude save or be fatigued and succumb to the 
  supernatural starvation of the gashadokuro, taking 2d6 points 
  of nonlethal damage at the end of its turn each round it 
  remains in the aura. Even after leaving the area or slaying the 
  gashadokuro, an affected creature continues to starve and 
  cannot heal from the nonlethal damage dealt by this ability 
  until it consumes food (Pathfinder RPG Core Rulebook 444).
  Gashadokuros are enormous skeletons that come into 
  being as a result of mass starvation. The victims of such 
  a tragedy fuse together into an undead colossus that 
  continues to hunger even in death. A gashadokuro uses 
  its feral instincts to hunt living creatures, forever seeking 
  to sate its ineradicable, collective memory of starvation.
  A typical gashadokuro is 30 feet tall and weighs up to 
  5,000 pounds.
  121121
  Galvo–Gashadokuro
  Galvo–Gashadokuro
  Illustration by Chris Seaman
  
  Gathlain
  Wings composed of wood and vines grow out of the body of this 
  lithesome fey.
  GATHLAIN	
  CR	1/2
  XP	200
  Gathlain sorcerer 1
  CN Small fey
  Init +3; Senses low-light vision; Perception –1
  DEFENSE
  AC 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 natural, 
  +1 size)
  hp 7 (1d6+1)
  Fort +0, Ref +3, Will +1
  OFFENSE
  Speed 30 ft., fly 40 ft. (poor)
  Melee spear +2 (1d6+1/×3)
  Gathlain	Spell-Like	Abilities (CL 1st; concentration +4)
  1/day—entangle, feather step APG
  Bloodline	Spell-Like	Abilities (CL 1st; concentration +4)
  6/day—laughing touch
  Sorcerer	Spells	Known (CL 1st; concentration +4)
  1st (4/day)—color spray (DC 14), magic missile
  0 (at will)—dancing lights, daze (DC 15), ghost sound (DC 13), 
  ray of frost
  Bloodline fey
  STATISTICS
  Str 12, Dex 16, Con 11, Int 10, Wis 8, Cha 17
  Base	Atk +0; CMB +0; CMD 14
  Feats Dodge, Eschew Materials
  Skills Fly +1, Knowledge (arcana) +4, Spellcraft +4
  Languages Common, Sylvan
  SQ bloodline arcana (+2 DC for compulsion spells)
  ECOLOGY
  Environment temperate forests or jungles
  Organization solitary, flight (2–6), or grove (2–12)
  Treasure NPC gear (spear, other treasure)
  According to some fey ballads, gathlains were one 
  of the first peoples awakened in the primal world of 
  fey. They were created from the seeds of an enormous 
  magical tree, with the tree’s mistletoe grown into 
  their flesh forming their strange wings.
  Mischievous and capricious, these creatures 
  have discordant temperaments. They act purely 
  to entertain themselves and sate their immense 
  curiosity about the world around them. That very 
  curiosity has caused many to migrate to the Material 
  Plane and adventure there. These gathlains seek out 
  and attempt to mingle with gnomes. However, gnomes 
  often find gathlains too undisciplined, random, and 
  foolish for their tastes.
  GATHLAIN CHARACTERS
  Gathlains are defined by their class levels—they don’t have 
  racial Hit Dice. All gathlains have the following racial traits.
  +2 Dexterity, –2 Constitution, +2 Charisma: Gathlains 
  are quick, with dynamic and engaging personalities, but 
  are rather fragile.
  Small: Gathlains are Small and gain a +1 size bonus on 
  attack rolls, a –1 penalty on combat maneuver checks and 
  to CMD, a +2 bonus on Fly checks, and a +4 size bonus on 
  Stealth checks.
  Normal Speed: Gathlains have a base speed of 30 feet 
  and a fly speed of 40 feet (poor).
  Low-Light Vision: Gathlains can see twice as far as 
  humans in dim light.
  Natural Armor: Gathlains have a +1 natural armor bonus.
  Spell-Like Abilities: 1/day—entangle, feather stepAPG 
  (caster level equals the gathlain’s character level).
  Languages: Gathlains speak Common and Sylvan. 
  A gathlain with a high Intelligence score can choose 
  from the following languages: Draconic, Elven, Goblin, 
  Halfling, and Orc.
  122122
  Illustration by Mattias Fahlberg
  
  Gearghost
  Grasping arms emerge from a tangled cluster of debris and 
  mechanical parts. A metal skull hovers above the clanging mess.
  GEARGHOST	
  CR	5
  XP	1,600
  CE Tiny undead
  Init +7; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 18, touch 15, flat-footed 17 (+3 Dex, +3 natural, +2 size)
  hp 52 (7d8+21)
  Fort +5, Ref +7, Will +7
  Defensive	Abilities channel resistance +4, rejuvenation; DR 5/—; 
  Immune undead traits
  OFFENSE
  Speed fly 40 ft. (perfect)
  Melee 2 slams +5 (1d4–2)
  Space 2-1/2 ft.; Reach 0 ft.
  Spell-Like	Abilities (CL 9th; concentration +12)
  At will—detect magic, mending, telekinesis (DC 18)
  3/day—make whole
  STATISTICS
  Str 6, Dex 17, Con —, Int 15, Wis 14, Cha 17
  Base Atk +5; CMB +6; CMD 14
  Feats Flyby Attack, Improved Initiative, Lightning Reflexes, Skill 
  Focus (Stealth)
  Skills Craft (traps) +17, Disable Device +10, Fly +20, Knowledge 
  (engineering) +9, Perception +12, Spellcraft +10, Stealth +24; 
  Racial	Modifiers +8 Craft (traps)
  Languages Aklo, Common, Undercommon
  SQ create trap, resetter
  ECOLOGY
  Environment any urban or underground
  Organization solitary or gang (2–6)
  Treasure standard
  SPECIAL	ABILITIES
  Create	Trap	(Su) Once per week, a gearghost can create a 
  trap of CR 4 or lower regardless of cost, materials, or skill 
  checks. Two or more gearghosts working together on 
  a trap can increase the maximum CR by 2 for each 
  additional gearghost working in concert. For example, 
  three gearghosts working together can create any 
  CR 8 or lower trap in a week. Example traps can be 
  found on page 420 of Pathfinder RPG Core Rulebook.
  Rejuvenation	(Su) A destroyed gearghost reforms in 
  2d6 days. To permanently destroy a gearghost, holy 
  water must be poured over its remains within the area 
  of a hallow spell. To complete the destruction, every trap 
  within 100 feet of the remains must be successfully disabled 
  or destroyed before the gearghost is completely destroyed.
  Resetter	(Ex) A gearghost can reset traps and keep them 
  repaired with supernatural efficiency. A gearghost can reset 
  a trap with a repair or manual reset as a move action. If a 
  trap has an automatic reset that is longer than immediate, a 
  gear ghost can reset that trap as a free action.
  Formed from the unquiet soul of a thief wrenched from 
  life by a wicked trap, a gearghost delights in rigging up  
  the same threats and tortures to which it succumbed. 
  Eager to witness the deaths of others, the gearghost 
  prowls the place of its death, constantly maintaining and 
  resetting any traps in that area as it waits for victims to 
  fall into its clutches. A gearghost also has the ability to 
  create and set new traps, and as such its lair is usually 
  choked with perilous new snares, spikes, and pits. A 
  gearghost only keeps treasure as a lure for hapless 
  adventurers, often using such treasure as the trigger for 
  one of its devious creations.
  123
  123
  Illustration by Mark Molnar
  Gathlain–Gearghost
  Gathlain–Gearghost
  
  Geist
  This disembodied phantom wears black robes that swirl around 
  a maw of sharp teeth.
  GEIST	
  CR	9
  XP	6,400
  CE Medium undead (incorporeal)
  Init +9; Senses darkvision 60 ft.; Perception +17
  DEFENSE
  AC 20, touch 20, flat-footed 15 (+5 deflection, +5 Dex)
  hp 114 (12d8+60)
  Fort +9, Ref +9, Will +10
  Defensive	Abilities channel resistance +4, incorporeal; 
  Immune undead traits
  Weaknesses sunlight powerlessness
  OFFENSE
  Speed fly 40 ft. (perfect)
  Melee incorporeal bite +14
  (1d6 negative energy plus 1d4 Con)
  Special	Attacks spiritual manipulation, 
  terrifying laughter (30 ft.; DC 21)
  STATISTICS
  Str —, Dex 20, Con —, Int 15, Wis 15, Cha 21
  Base	Atk +9; CMB +14; CMD 29
  Feats Blind-Fight, Combat Reflexes, Flyby Attack, 
  Improved Initiative, Skill Focus (Stealth), Weapon Finesse
  Skills Bluff +17, Fly +18, Intimidate +20, Knowledge (religion) +15, 
  Perception +17, Sense Motive +17, Stealth +26
  Languages Abyssal, Common
  ECOLOGY
  Environment any (haunted sites or ruins)
  Organization solitary or haunting (2–7)
  Treasure incidental
  SPECIAL	ABILITIES
  Spiritual	Manipulation	(Su) Geists have the 
  ability to take control of haunts (Pathfinder 
  RPG GameMastery Guide 242). When a geist 
  enters a haunt’s area of effect, the geist can 
  immediately attempt to take over the haunt by making 
  a Charisma check. If the result of the Charisma check 
  is equal to or greater than the haunt’s CR, the geist 
  takes over the haunt and maintains control as long 
  as the geist remains within 1 mile. If the geist’s 
  attempt to take control of a haunt fails, the 
  geist must retreat from the haunt’s area 
  of effect and cannot attempt to take 
  control of the haunt again for 24 hours. 
  When a geist controls a haunt, it can 
  activate or suppress the haunt’s 
  effects as a free action and the haunt 
  automatically resets in half its normal 
  time. A haunt under a geist’s control 
  can still be neutralized when reduced to 0 hit points, but 
  it cannot be permanently put to rest until the geist that 
  controls it is destroyed. A geist can control a number of 
  haunts up to its Charisma modifier at one time (usually five).
  Terrifying	Laugh	(Su)	Once per minute, a geist can unleash a 
  terrifying laugh as a standard action. The laughter lasts until 
  the beginning of the geist’s next turn. All creatures within 
  30 feet of the geist when it begins to laugh, as well as all 
  creatures that end their turn within that radius, must succeed 
  at a DC 21 Will save or be panicked. The save is required only 
  once per laugh. Those who succeed at their saving throws 
  need not save against the same geist’s terrifying laughter 
  for 24 hours. This is a mind-affecting fear effect. The save DC 
  is Charisma-based.
  A geist is formed when an exceptionally evil humanoid 
  is killed by a haunt and proves too tenacious to submit 
  to death’s call.
   
  124
  124
  Illustration by Alberto Dal Lago
  
  Gholdako
  A single milky eye stares from the forehead of this towering giant 
  wrapped in filthy, rune-covered strips of bloody linen.
  GHOLDAKO	
  CR	10
  XP	9,600
  NE Large undead
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +19
  DEFENSE
  AC 25, touch 9, flat-footed 25 (+16 natural, –1 size)
  hp 127 (15d8+60)
  Fort +9, Ref +5, Will +10
  Defensive	Abilities; channel resistance +3; DR 5/good; 
  Immune undead traits; Resist cold 10, fire 10
  OFFENSE
  Speed 30 ft.
  Melee bite +17 (1d8+7), 2 claws +18 (2d8+7/19–20 plus disease)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks blinding breath, disease
  STATISTICS
  Str 25, Dex 10, Con —, Int 10, Wis 13, Cha 19
  Base	Atk +11; CMB +19 (+21 bull rush); CMD 29 (31 vs. bull rush)
  Feats Awesome Blow, Cleave, Critical Focus, Great Cleave, 
  Improved Bull Rush, Improved Critical (claw), Power Attack, 
  Weapon Focus (claw)
  Skills Intimidate +22, Knowledge (history) +8, Perception +19, 
  Sense Motive +11, Stealth +14
  Languages Giant
  ECOLOGY
  Environment warm coasts
  Organization solitary or guard (2–4)
  Treasure standard
  SPECIAL	ABILITIES
  Blinding	Breath	(Su) Once every 1d4 rounds, a gholdako 
  can exhale its noxious breath in a 20-foot cone, 
  permanently blinding any creatures in the affected 
  area unless they succeed at a DC 21 Fortitude save. 
  The save DC is Charisma-based.
  Disease	(Ex) Seaside rot: Injury; save Fort DC 21; onset 1 minute; 
  frequency 1/day; effect 1d4 Str and 1d4 Dex; cure 2 consecutive 
  saves. The save DC is Charisma-based.
  A gholdako is a dreadful undead cyclops created by the 
  foul priests and necromancers of a fallen cyclops empire 
  thousands of years ago. A gholdako’s single eyeball is 
  sunken and milky, and its body and limbs are wrapped 
  tightly in ragged strips of soiled and moldering linens, 
  much like those of a mummy, but with disturbing and 
  incomprehensible glyphs scribbled on the ancient cloth, 
  written in what appears to be dried blood. Layers of skin 
  continually flake off the hideous monster’s parched flesh 
  wherever it is exposed, falling in papery strips of sickly 
  pale yellow. The average gholdako stands 9 feet tall and 
  weighs 500 pounds.
  Gholdakos are nearly always guardians of some special 
  relic or tomb, having been ordered to protect the object or 
  location in life and remaining faithful to their duties even 
  after dying. While they strive to keep their wards safe from 
  depredations, gholdakos are nonetheless short-tempered 
  and easy to lure away from their posts—though being 
  caught by one of these undead giants almost always spells 
  a gruesome and untimely end for most would-be .
  Dread Gholdako (+1 CR): Some gholdakos were created to 
  guard the tombs of royalty. Such dread gholdakos possess a 
  bluish-white halo of smoke around their perpetually peeling 
  scalps. A dread gholdako generally possesses additional 
  Hit Dice, and can inflict paralysis (1d4 rounds, DC 10 + 1/2 
  the dread gholdako’s racial Hit Dice + the dread gholdako’s 
  Constitution modifier) on its foes with its bite attack.
  125
  125
  Illustration by Fabio Gorla
  Geist–Gholdako
  Geist–Gholdako
  
  Giant, Cliff
  This giant has a majestic presence and stoic bearing. His rocky, 
  red-brown skin is shot through with streaks of shimmering color.
  CLIFF	GIANT	
  CR	9
  XP	6,400
  NG Large humanoid (giant)
  Init +5; Senses low-light vision, tremorsense 30 ft.; 
  Perception +15
  DEFENSE
  AC 23, touch 10, flat-footed 22 (+4 armor, +1 Dex, +9 natural, 
  –1 size)
  hp 133 (14d8+70)
  Fort +9, Ref +7, Will +11
  Defensive	Abilities rock catching; Resist acid 10, fire 10
  OFFENSE
  Speed 40 ft.
  Melee greatclub +17/+12 (2d8+12) or  
  2 slams +17 (1d8+8)
  Ranged rock +12 (1d8+8)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks rock throwing (120 ft.)
  Spell-Like	Abilities (CL 14th; 
  concentration +15)
  At will—detect poison,  
  know direction
  3/day—animal messenger, cure 
  moderate wounds, detect 
  animals or plants, speak with 
  animals, stone shape
  1/day—commune with nature
  STATISTICS
  Str 26, Dex 13, Con 21, Int 13, Wis 14,  
  Cha 12
  Base	Atk +10; CMB +19; CMD 30
  Feats Improved Initiative, Lightning 
  Reflexes, Martial Weapon Proficiency 
  (greatclub), Power Attack, Skill Focus 
  (Climb), Skill Focus (Perception), 
  Weapon Focus (rock)
  Skills Climb +18, Diplomacy +8, Handle 
  Animal +11, Knowledge (geography) 
  +5, Knowledge (nature) +11, 
  Perception +15, Survival +12; Racial	
  Modifiers +4 Knowledge (geography)
  Languages Common, Giant, Terran
  SQ earth attunement
  ECOLOGY
  Environment temperate or warm deserts 
  or plains
  Organization solitary, pair or family 
  (3–5 plus 2–3 non–combatants)
  Treasure standard (hide armor, greatclub, other treasure)
  SPECIAL	ABILITIES
  Earth	Attunement	(Su) A cliff giant has tremorsense 30 
  feet when standing on unworked stone or natural earth. 
  Knowledge (nature) is a class skill for cliff giants.
  Cliff giants are benevolent but reclusive creatures that dwell 
  in deserts and badlands, carving out snug cliffside caves or 
  building stone huts on top of mesas. Broad-shouldered, 
  with features as sharp as chiseled stone, cliff giants can 
  reach a height of 14 feet and weigh over 1,300 pounds. As 
  if sculpted from layers of stone, cliff giants’ skin color is 
  a deep reddish brown, with quartz-like streaks or veins of 
  color that crisscross in shades of ivory, dull yellow, or bright 
  white. Cliff giants live up to 800 years old.
  Although kind, cliff giants prefer solitude and spend 
  their lives in seclusion from other humanoids to form a 
  stronger bond with the natural world. This bond often leads 
  them to see large expanses of land as their 
  responsibility and all living things within 
  as their charges. Many track cycles of the 
  weather, animal migrations, and the lairs of 
  dangerous monsters by painting elaborate 
  pictograms on high cliff walls.
  Cliff giant family units stay 
  together for about a decade, 
  after which time children 
  live with one parent or the 
  other until fully grown 
  and able to survive on 
  their own (at about 
  20 years old). Marital 
  bonds between cliff giants 
  are strong despite their 
  inclination for solitude; a 
  married pair of cliff giants may 
  raise and bear children in this 
  way once every century, and when 
  living apart they communicate 
  with each other on a monthly 
  basis using animal messengers.
  Cliff giants respect their elders, 
  and some pairs living together 
  are an adult giant 
  with an old parent 
  or grandparent.
  126
  126
  Illustration by Roberto Pitturru
  
  Giant, Ocean
  This blue-skinned giant’s clothing and beard whip about like 
  sails caught in a storm.
  OCEAN	GIANT	
  CR	14
  XP	38,400
  CG or CE Huge humanoid (aquatic, giant)
  Init +4; Senses low-light vision; Perception +24
  DEFENSE
  AC 28, touch 8, flat-footed 28 (+20 natural, –2 size)
  hp 218 (19d8+133)
  Fort +18, Ref +8, Will +10
  Resist cold 30, electricity 30
  OFFENSE
  Speed 50 ft., swim 40 ft.
  Melee mwk trident +29/+24/+19 (3d6+22) or  
  2 slams +27 (2d6+15)
  Ranged rock +13 (2d8+22)
  Space 15 ft.; Reach 15 ft.
  Special	Attacks conch focus, rock throwing (110 ft.)
  Spell-Like	Abilities (CL 14th; concentration +18)
  Constant—freedom of movement
  3/day—aqueous orbAPG (DC 17), control winds (DC 19), shout 
  (DC 18), summon nature’s ally VII (swimming creatures 
  only), water breathing
  1/day—vortexAPG (DC 20)
  STATISTICS
  Str 40, Dex 11, Con 25, Int 12, Wis 15, Cha 18
  Base	Atk +14; CMB +31 (+33 bull rush); CMD 41 (43 vs. bull rush)
  Feats Augment SummoningB (with conch), Combat Reflexes, 
  Critical Focus, Improved Bull Rush, Improved Initiative, 
  Iron Will, Lightning Reflexes, Martial Weapon Proficiency 
  (trident), Power Attack, Vital Strike, Weapon Focus (trident)
  Skills Intimidate +17, Knowledge (nature) +11, Perception +24, 
  Perform (wind) +13, Survival +14, Swim +24
  Languages Aquan, Common, Giant
  SQ amphibious
  ECOLOGY
  Environment any oceans
  Organization solitary, gang (2–5), family (2–5 plus 35% 
  noncombatants and 1 druid or sorcerer of 4th–7th level)
  Treasure standard (mwk trident, other treasure)
  SPECIAL	ABILITIES
  Conch	Focus	(Su) When holding its conch, an ocean giant 
  can cast great shout (DC 22) instead of shout, and gains 
  Augment Summoning as a bonus feat. If the conch is 
  destroyed (hardness 5, 20 hp), the giant can spend 1 
  week to craft a replacement.
  Ocean giants embody the great extremes of 
  the sea. Their skin colors vary from deep blue 
  to pale green, and their eyes and hair range 
  from foamy white to coral pink. They decorate themselves 
  with the treasures of the sea, wearing shell jewelry or 
  scrimshaw, and clothing woven from underwater plants, 
  or even salvaged sails. Each ocean giant carries a hand-
  crafted musical horn made from a conch shell, an object 
  of cultural significance representing its family history 
  and travels on the vast sea.
  Many ocean giants view themselves as guardians of 
  the sea, its creatures, and those who travel the waves, 
  safeguarding their charges from remarkable coral towers. 
  Others, however, claim domains measuring thousands of 
  leagues, enslaving the beasts and aquatic races within 
  and shattering any ship that dares trespass near their 
  citadels of urchins and bones.
  Adult ocean giants stand approximately 22 feet tall and 
  weigh about 15,000 pounds. Most live to be about 500 
  years old.
  127127
  Giant, Cliff–Giant, Ocean
  Giant, Cliff–Giant, Ocean
  Illustration by Mark Molnar
  
  Giant, River
  This slender giant dresses in simple clothes and has swirling 
  patterns on her green skin.
  RIVER	GIANT	
  CR	6
  XP	2,400
  CG or CE Large humanoid (giant)
  Init +4; Senses low-light vision; Perception +6
  DEFENSE
  AC 19, touch 9, flat-footed 19 (+3 armor, +7 natural, –1 size)
  hp 68 (8d8+32)
  Fort +10, Ref +2, Will +2
  Defensive	Abilities rock catching
  OFFENSE
  Speed 40 ft.
  Melee spear +11/+6 (2d6+7/×3) or  
  2 slams +10 (1d8+5)
  Ranged rock +6 (1d8+5)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks rock throwing (100 ft.)
  STATISTICS
  Str 20, Dex 11, Con 19, Int 9, Wis 10, Cha 8
  Base	Atk +6; CMB +12 (+14 bull rush); CMD 22 (24 vs. bull rush)
  Feats Improved Bull Rush, Improved Initiative, Martial Weapon 
  Proficiency (spear), Weapon Focus (spear)
  Skills Acrobatics +0 (+4 when boating), Perception +6, 
  Profession (sailor) +9, Survival +6 (+10 when boating), 
  Swim +10; Racial	Modifiers +4 Acrobatics when boating, 
  +4 Profession (sailor), +4 Survival when boating, 
  +4 Swim
  Languages Common, Giant
  SQ hold breath
  ECOLOGY
  Environment any rivers
  Organization solitary, pair, or family (3–5 
  plus 1d2 crocodiles, grizzly bears, or tigers)
  Treasure standard (spear, leather armor, 
  other treasure)
  River 
  giants 
  traverse 
  inland 
  waterways, 
  moving where the current takes them on their 
  makeshift rafts. Tall but lean and lithe, river 
  giants typically grow to a height of 10 feet and 
  weigh about 900 pounds. River giants have skin 
  color that ranges from 
  the yellowish green 
  of algae or duckweed 
  to the rich jade of 
  a bamboo stalk. 
  Their hair color 
  is 
  much 
  less 
  varied, usually a 
  sooty black or muddy brown color. River giants can live to 
  be 300 years old.
  River giants are as likely to be evil as they are good, 
  though all members of a family usually have the same 
  alignment. Whether kind or cruel, all river giants are 
  quick to anger and capable of erupting with little or no 
  cause. Among their own kind, arguments usually result 
  in one or both participants getting pushed into the water 
  to cool off. Good river giants typically switch between 
  bouts of great, jovial laughter or physical comedy (such 
  as nearly tipping a raft with passengers), followed by 
  quiet introspection while listening to the sounds of a 
  slow river. Evil river giants often see themselves as the 
  embodiment of a river’s most chaotic elements, like 
  waterfalls, rapids, or ice floes; they might hold someone 
  underwater for a minute or two as a bit of fun, and they 
  take no more responsibility for their violence than the 
  river itself would.
  River giants love water travel, and they can often be 
  hired to ferry travelers across or along a waterway for a 
  price. Shrewd though not overly intelligent, river giants 
  usually base such transport fees on the estimated wealth 
  of their passengers—typically 100 gp each for adventurers.
  In combat, river giants prefer to attack from the water 
  whenever possible, or keep opponents in deep water 
  where the giants’ bigger lungs are an advantage. If they 
  are losing a fight, they swim underwater to escape or use 
  their rafts as cover.
  River giants prefer to lair on small islands, rock 
  formations, or sediment banks where rivers come 
  together. A river giant uses its home, usually a simple 
  earthen hut of mud and reeds, to store its valuables or as 
  a place to gather with others of its kind.
  128
  128
  Illustration by Alberto Dal Lago
  
  Giant, Slag
  Soot, ash, and coal dust streak this giant’s rust-colored skin. Her 
  eyes hold a look of both determination and detachment.
  SLAG	GIANT	
  CR	7
  XP	3,200
  LN Large humanoid (giant)
  Init +1; Senses low-light vision; Perception +9
  DEFENSE
  AC 20, touch 10, flat-footed 19 (+3 armor, +1 Dex, +7 natural, –1 size)
  hp 85 (10d8+40)
  Fort +11, Ref +6, Will +4
  Defensive	Abilities rock catching; Resist fire 30
  OFFENSE
  Speed 40 ft.
  Melee warhammer +15/+10 (2d6+12/×3) or  
  2 slams +14 (1d8+8)
  Ranged rock +8 (1d8+8)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks rock throwing (120 ft.)
  STATISTICS
  Str 27, Dex 12, Con 19, Int 10, Wis 12, Cha 10
  Base	Atk +7; CMB +16 (+18 sunder); CMD 29 (31 
  vs. sunder)
  Feats Improved Sunder, Lightning Reflexes, 
  Martial Weapon Proficiency (warhammer), 
  Power Attack, Weapon Focus (warhammer)
  Skills Craft (armor) +12, Craft (weapons) +12,  
  Intimidate +8, Perception +9; Racial	
  Modifiers +4 Craft (armor), +4 Craft 
  (weapons)
  Languages Common, Giant
  SQ shattering blow
  ECOLOGY
  Environment warm mountains  
  or underground
  Organization solitary, pair, mining 
  expedition (3–7), or tribe (5–20 
  plus 25% noncombatants and  
  1 cleric, or 1 fighter of 4th to  
  6th level plus 1–3 giant  
  frilled lizards)
  Treasure standard 
  (warhammer, studded 
  leather, other treasure)
  SPECIAL	ABILITIES
  Shattering	Blow	(Ex) A 
  slag giant who makes 
  a full attack against a 
  metal or stone object 
  or structure deals 
  double damage.
  Magically crafted and crossbred from fire giants and 
  stone giants by ancient wizards, slag giants are among the 
  foremost artisans and crafters of giantkind. Proportioned 
  more like stone giants than fire giants, slag giants have 
  long limbs with lean muscles; they stand 14 feet tall and 
  weigh 3,000 pounds. Slag giants’ skin color ranges from a 
  deep and ruddy hue to a rusty orange. Their hair is black, 
  gray, or white, though males and females both tend to 
  keep their hair cropped close or shaved off. Slag giants 
  can live to be 400 years old.
  Slag giants usually evince a cold, detached attitude 
  about everything other than their work. Their inherent 
  understanding of metalworking and resistance to fire 
  allow them to craft arms and armor from inside their 
  huge forges, sometimes working the metal with their 
  bare hands. Small families of slag giants often ally with 
  clans of other giants, providing masterwork armor and 
  weapons in exchange for ore and the freedom to practice 
  their crafting skills in peace. Even militaristic fire giants 
  (who pride themselves on their strength and martial 
  prowess) respect the fine work of the weaker slag giants, 
  and usually attempt to ally with the artisans rather than 
  enslaving them.
  Slag giant settlements usually consist of several stone 
  homes (built from or surrounded by forge slag) with 
  built-in forges and large, smoking chimneys. 
  Most are in hills or mountains, but they can 
  be found anywhere there is a ready supply 
  of iron ore. Although they prefer creation 
  to combat, slag giants are brutal and 
  efficient fighters, capable of destroying 
  an enemy’s weapons or armor in a few 
  precise blows. They often let opponents 
  retreat if it gives the 
  giants the opportunity 
  to collect any broken 
  weapons and armor as 
  salvage. If approached 
  peacefully, 
  they 
  are 
  willing to barter or sell 
  their 
  goods, 
  though 
  they usually don’t have 
  human-sized items on 
  hand. Trespassers who 
  carelessly or wantonly 
  destroy a slag giant’s 
  work or foul its forge 
  usually end up in the 
  fire. Most settlements 
  have 
  several 
  giant-
  sized breastplates the 
  residents can don if they 
  expect a serious fight.
  129
  129
  Giant, River–Giant, Slag
  Giant, River–Giant, Slag
  Illustration by Mattias Fahlberg
  
  Golem, Blood
  A tower of blood in humanoid form sloshes within the clotted 
  surface that holds it in a stable form.
  BLOOD	GOLEM	
  CR	6
  XP	2,400
  N Medium construct
  Init +4; Senses blindsight 60 ft., darkvision 60 ft., low-light 
  vision; Perception +2
  DEFENSE
  AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
  hp 64 (8d10+20)
  Fort +2, Ref +6, Will +4
  Defensive	Abilities amorphous; DR 5/bludgeoning; Immune 
  construct traits, magic
  Weaknesses vulnerable to bleed
  OFFENSE
  Speed 10 ft.
  Melee 2 slams +10 (2d6+2 plus bleed and grab)
  Special	Attacks bleed (1d6), blood drain (1d2 Con), constrict 
  (2d6+2 plus bleed)
  STATISTICS
  Str 14, Dex 19, Con —, Int —, Wis 14, Cha 1
  Base	Atk +8; CMB +10 (+14 grapple); CMD 24
  SQ clotted skin, compression
  ECOLOGY
  Environment any
  Organization solitary or gang (2–4)
  Treasure none
  SPECIAL	ABILITIES
  Blood	Drain	(Su) A blood golem heals 5 hit points each round 
  it drains blood.
  Clotted	Skin	(Ex) A blood golem can congeal its surface into a 
  hard skin as a full-round action, allowing it to assume a vaguely 
  humanoid form. With its skin, it gains DR 5/bludgeoning, 
  natural armor +6, and speed 30, but loses its amorphous and 
  compression abilities. It can liquefy this skin as a full-round 
  action, losing its DR and natural armor, changing its speed 
  to 10 feet, and regaining the amorphous and compression 
  abilities. The golem normally maintains its congealed 
  skin, liquefying itself only when it has to pass 
  through obstacles that would hinder its solid form.
  Immunity	to	Magic	(Ex) A blood golem is immune to any 
  spell or spell-like ability that allows spell resistance. In 
  addition, certain spells and effects function differently 
  against the creature.
  • Cure spells affect it as if it were a living 
  creature, but only cure the 
  minimum amount of damage.
  • Spells and effects that specifically 
  affect blood (such as boiling 
  bloodAPG) affect it normally.
  Vulnerable	to	Bleed	(Ex) Bleed effects, blood drain, and 
  attacks that target a creature’s blood affect a blood golem 
  normally. The golem can spend a full-round action to harden 
  its clotted outer shell to end a bleed effect.
  A blood golem is an animate mass of living blood. It can 
  creep about in liquid form like an ooze, or create a thick 
  skin made up of coagulated blood that allows it to walk 
  upright like a person.
  CONSTRUCTION
  A blood golem’s body must be constructed from the 
  fresh blood of approximately 20 Medium creatures and 
  alchemical fluids worth at least 500 gp.
  BLOOD	GOLEM
  CL 7th; Price 22,500 gp
  CONSTRUCTION
  Requirements	Craft Construct, animate dead, bleed, cure critical 
  wounds, geas/quest, creator must be caster level 12th; Skill 
  Craft (alchemy) DC 17; Cost 11,500 gp
  130
  130
  Illustration by Tyler Walpole
  
  Golem, Coral
  This tall creature appears to be made of wrinkled stone and coral, 
  bits of plant life clinging to its creased body and clawlike hands.
  CORAL	GOLEM	
  CR	9
  XP	6,400
  N Large construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 21, touch 9, flat-footed 21 (+12 natural, –1 size)
  hp 96 (12d10+30)
  Fort +4, Ref +4, Will +4
  DR 10/adamantine; Immune construct traits, magic
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +18 (1d6+10/19–20 plus bleed)
  Space 10 ft.; Reach 10 ft.
  Special Attacks bleed (1d6)
  STATISTICS
  Str 24, Dex 11, Con —, Int —, Wis 11, Cha 1
  Base	Atk +12; CMB +20; CMD 30
  Feats Improved CriticalB (claw)
  SQ aquatic reconstruction, powerful blows (slam)
  ECOLOGY
  Environment warm oceans or coastlines
  Organization solitary or gang (2–5)
  Treasure none
  SPECIAL	ABILITIES
  Aquatic	Reconstruction	(Ex) Whenever a coral golem is 
  touching a body of saltwater of a size equal to or greater 
  than its own size, it gains fast healing 5.
  Immunity	to	Magic	(Ex) A coral golem is immune 
  to any spell or spell-like ability that allows spell 
  resistance. In addition, certain spells and effects 
  function differently against the creature, as 
  noted below.
  • Any spell with the water descriptor heals a coral 
  golem 1d6 points of damage per level of the 
  caster (maximum 10d6).
  • Transmute rock to mud slows a coral golem (as the 
  slow spell) for 1d6 rounds (no save).
  • Transmute mud to rock increases the golem’s bleed 
  damage to 2d6 for 3 rounds.
  • Soften earth and stone causes a coral golem to lose its 
  damage reduction for 3 rounds.
  Coral golems are constructs made entirely of colonies 
  of living coral drawn from the ocean. While their 
  sharpened appendages are capable of performing tasks 
  that require meticulous precision, they are equally 
  useful in martial combat. Wizards and sorcerers 
  employ coral golems to collect delicate 
  specimens of plant life from local beaches, spear and 
  retrieve fish from the ocean for meals, and protect 
  valuable locations such as their masters’ homes or veins 
  of minerals and other potent resources. A coral golem is 
  9 feet tall and weighs 1,000 pounds.
  CONSTRUCTION
  A coral golem’s body is made of a healthy colony of living 
  coral weighing at least 1,000 pounds, infused with rare 
  organic substances and minerals worth 3,500 gp.
  CORAL	GOLEM
  CL 11th; Price 57,500 gp
  CONSTRUCTION
  Requirements Craft Construct, animate object, geas/quest, 
  keen edge, limited wish, water breathing, creator must be 
  caster level 11th; Skill Craft (sculpture) DC 15; Cost 30,500 gp
  131131
  Golem, Blood–Golem, Coral
  Golem, Blood–Golem, Coral
  Illustration by Eric Belisle
  
  Golem, Junk
  A walking rubbish heap, this roughly man-shaped creature seems 
  to be barely holding itself together.
  JUNK	GOLEM	
  CR	4
  XP	1,200
  N Medium construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 19, touch 9, flat-footed 19 (–1 Dex, +10 natural)
  hp 42 (4d10+20); junk repair
  Fort +1, Ref +0, Will +1
  DR 5/adamantine; Immune construct traits, magic
  OFFENSE
  Speed 30 ft.
  Melee 2 slam +8 (1d6+4 plus disease)
  Special	Attacks	disease
  STATISTICS
  Str 18, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base	Atk +4; CMB +8; CMD 17
  SQ	discorporate
  ECOLOGY
  Environment any
  Organization solitary or gang (2–6)
  Treasure none
  SPECIAL	ABILITIES
  Discorporate	(Ex) A junk golem can break apart into its 
  constituent pieces as a standard action, becoming a 
  swarming mass of Tiny parts. It gains the swarm subtype, 
  its space changes to 10 feet, and its reach changes to 0. In 
  this form, it gains a swarm attack that deals 1d6 points of 
  damage and inflicts disease, but loses its slam attacks. It can 
  revert back to its normal form as a full-round action.
  Disease	(Ex) Tetanus: Slam—injury; save Fort DC 12; onset 1d6 
  days; frequency 1 day; effect 1d4 Dex damage. Each time 
  someone takes Dexterity damage from tetanus, there’s a 
  50% chance his jaw muscles stiffen, preventing speech and 
  the use of spells with verbal components for 24 hours; cure 2 
  consecutive saves. The save DC is Constitution-based.
  Immunity	to	Magic	(Ex)	A junk golem is immune to any spell 
  or spell-like ability that allows spell resistance. In addition, 
  certain spells and effects function differently against a junk 
  golem, as noted below.
  • A shatter spell causes a junk golem to discorporate and 
  dazes it for 1 round.
  • A grease spell affects the junk golem as if it were haste for 
  1d6 rounds and ends any slow effect on it.
  • An arcane lock or hold portal spell affects the junk golem as 
  if it were a slow spell for 1d6 rounds and breaks any haste 
  effect on it.
  • A wood shape or rusting grasp spell deals 2d6 points of 
  damage to a junk golem.
  Junk	Repair	(Su) A junk golem has fast healing 2 when in an area 
  with a high concentration of debris, such as a refuse heap or the 
  area created by another junk golem’s discorporate ability.
  Junk golems are assembled from trash and spare parts, 
  and often leave trails of garbage in their wakes.
  CONSTRUCTION
  A junk golem’s body is made up of 250 pounds of assorted 
  rubbish with 200 gp of spare metal and copper wire.
  JUNK	GOLEM
  CL 7th; Price 10,200 gp
  CONSTRUCTION
  Requirements Craft Construct, false life, lesser geas, minor 
  creation, rusting grasp, creator must be caster level 7th; Skill 
  Craft (sculpture); Cost 5,200 gp
  132
  132
  Illustration by Tyler Walpole
  
  Golem, Wax
  This eerily expressionless woman has a glistening quality about 
  her, as though she’s covered in an oily sheen.
  WAX	GOLEM	
  CR	3
  XP	800
  N Medium construct
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 15, touch 9, flat-footed 15 (–1 Dex, +6 natural)
  hp 42 (4d10+20)
  Fort +1, Ref +0, Will +1
  Immune cold, construct traits, magic
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 30 ft.
  Melee slam +6 (1d6+3)
  STATISTICS
  Str 14, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base	Atk +4; CMB +6; CMD 15
  SQ conditional sentience
  ECOLOGY
  Environment any
  Organization solitary or gang (2–4)
  Treasure none
  SPECIAL	ABILITIES
  Conditional	Sentience	(Su) A wax 
  golem constructed to look like a 
  humanoid (whether a particular 
  individual or not) has a small 
  chance of gaining sentience 
  and genuinely believing it is a 
  living creature. Each week, such 
  a wax golem has a cumulative 
  1% chance of becoming sentient 
  (on the second week the chance 
  is 2%, the third week 3%, and 
  so on), to a maximum of 5%. 
  If it does attain sentience, the 
  golem gains an Intelligence score 
  of 10, retroactive skill points, feats 
  dependent on its Hit Dice, and 1 
  class level with the potential to gain 
  more. If it was crafted to resemble 
  a specific individual, it also gains a +10 
  racial bonus on Disguise checks made to 
  impersonate that individual. A sentient 
  wax golem ventures into the world 
  and tries to live a life similar to that 
  of the person (or type of person) it 
  resembles. However, if the sentient 
  wax golem ever encounters the 
  person it is modeled after, it attempts to stealthily kill that 
  person and take her place. The only way for a sentient wax 
  golem to lose its sentience is either to take an amount of 
  fire damage equal to half its hit points (which melts its 
  features away) or to be destroyed.
  Immunity	to	Magic	(Ex) A wax golem is immune to any spell 
  or spell-like ability that allows spell resistance, with the 
  exception of spells and spell-like abilities that have the fire 
  descriptor. In addition, certain spells and effects function 
  differently against the creature, as noted below.
  • A magical attack that deals fire damage slows a wax golem 
  (as the slow spell) for 2d6 rounds (no save). In addition, for 
  3 rounds after taking fire damage, every time a wax golem 
  uses its slam attack, it deals an additional 1d4 points of fire 
  damage due to its molten wax.
  • A magical attack that deals cold damage breaks any slow 
  effect on the golem and heals 1 point of damage for each 
  3 points of damage the attack would otherwise deal. 
  If the amount of healing would cause the golem to 
  exceed its full normal hit points, it gains any excess 
  as temporary hit points. A wax golem gains no 
  saving throw against cold effects.
  A wax golem is an exact replica of a 
  particular person, composed completely 
  of wax. While skilled artists pride 
  themselves on their ability to make wax 
  sculptures look lifelike, builders of wax 
  golems go one step further and actually 
  bring their art to life. Though eerily 
  silent and unblinking, well-built wax 
  golems bear such striking similarity to 
  the subjects they are modeled after 
  that some golems begin to think 
  they are in fact that person.
  A wax golem can be constructed to 
  resemble any person or creature.
  CONSTRUCTION
  The construction of a wax golem requires 
  a block of solid wax that weights at least 
  1,000 pounds.
  WAX	GOLEM
  CL 9th; Price 14,000 gp
  CONSTRUCTION
  Requirements Craft Construct, animate objects, 
  geas/quest, limited wish, silent image, creator must 
  be caster level 9th; Skill Craft (sculptures) DC 18 
  (DC 25 if the creator wants the golem to look like 
  a member of a particular race; DC 30 if the 
  creator wants the golem to look like a 
  specific individual); Cost 7,000 gp
  133
  133
  Golem, Junk–Golem, Wax
  Golem, Junk–Golem, Wax
  Illustration by Tyler Walpole
  
  Graeae
  Haggard and hunched, this blind and snaggletoothed crone guides 
  herself by a gruesomely bloated eyeball she clutches in her claws.
  GRAEAE	
  CR	5/MR	2
  XP	1,600
  NE Medium monstrous humanoid (evil, mythic)
  Init +3; Senses blindsense 30 ft., darkvision 60 ft.; Perception +10
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 65 (6d10+32)
  Fort +3, Ref +8, Will +8
  DR 5/epic; SR 16
  Weaknesses eye of the graeae
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee 2 claw +8 (1d6+2)
  Special	Attacks luck ripple, mythic power (2/day, surge +1d6)
  Spell-Like	Abilities (CL 6th; concentration +12)
  At will—arcane sight, fly, undetectable alignment
  5/day—ill omenAPG (DC 17)
  3/day—augury, enthrall (DC 18), feast of ashesAPG (DC 18)
  1/day—ray of exhaustion (DC 19)
  STATISTICS
  Str 14, Dex 17, Con 12, Int 23, Wis 13, Cha 8
  Base	Atk +6; CMB +8; CMD 21
  Feats Combat Casting, Iron WillM, Toughness
  Skills Bluff +5, Craft (alchemy) +15, Fly +15, Intimidate +8, 
  Knowledge (arcana) +12, Perception +10, Spellcraft +12, 
  Stealth +12, Survival +10, Use Magic Device +5
  Languages Aklo, Common, Giant, Goblin, Sylvan
  SQ coven, fate casting
  ECOLOGY
  Environment any
  Organization solitary, a pair, or coven (3–12)
  Treasure standard
  SPECIAL	ABILITIES
  Coven	(Ex) Like hags, graeaes also form covens. A graeae 
  coven can be composed entirely of graeaes, or could or 
  include hags or witches with the coven hex. A hag or witch 
  with the coven hex counts as a graeae for purposes of 
  joining a graeae’s coven. Likewise, a graeae counts as a hag 
  for purposes of joining a hag’s coven.
  Eye	of	the	Graeae	(Su)	Each graeae possesses a mystic 
  eyeball. A graeae can sense the location of her eyeball from 
  anywhere on the same plane. She must remain within 30 
  feet of her eyeball or she becomes completely blind and 
  cannot use any of her spell-like or supernatural abilities. The 
  eyeball only works for its graeae. If a graeae is slain, her 
  mystic eye instantly turns to dust.
  Fate	Casting	(Su) A graeae has the ability to predict future events. 
  On a creature’s request, a graeae can expend a use of mythic 
  power as a full-round action to answer a single question as if by 
  the divination spell.
  Luck	Ripple	(Su) A graeae can use her mystic eye to alter the 
  circumstances of any creature within 30 feet. As a swift 
  action, she can cast her eye on a single creature, causing 
  the target to take a –2 penalty or gain a +2 bonus to one of 
  the following (graeae’s choice): AC, ability checks, attack 
  rolls, saving throws, or skill checks. A successful DC 19 Will 
  save negates the effect, which otherwise lasts for 1d6 
  rounds. This is a mind-affecting gaze effect. The DC of 
  the save is Intelligence-based.
  A graeae is a haglike creature, though more 
  human in appearance. Some describe them 
  as emissaries of the gods, while others believe 
  graeaes to be physical manifestations of fate.
  GRAEAE COVEN
  Whenever three or more graeaes of the same 
  coven are within 10 feet of one another, they can 
  work together to use any of the following spell-like 
  abilities: clairaudience/clairvoyance, commune, 
  contact other plane, speak with dead, and tongues.
  All three graeaes must spend a full-round 
  action to take part in this form of cooperative 
  magic. All coven spell-like abilities are CL 9th 
  (or at the highest caster level available to the 
  most powerful graeaes in the coven).
  134
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  Illustration by Vincent Devault
  
  Great Old One
  The Great Old Ones are otherworldly entities of almost 
  unimaginable power—beings completely alien to humanity, 
  both physiologically and spiritually. They exist in the 
  forgotten corners of distant worlds or lost dimensions, 
  yet their power is so great they can influence certain 
  sensitive mortal minds in their dreams and nightmares, 
  even if such influence is as accidental as a star’s 
  gravitational pull on a tiny mote of dust adrift in space. 
  In such ways, cults devoted to the Great Old Ones can rise 
  on worlds throughout the Material Plane, even without 
  prior contact between these worlds. Some of the Great 
  Old Ones grant access to the domain of Void and its 
  associated subdomains (see below).
  While not all of the Great Old Ones are evil, all are 
  forces of chaos. Their cults are almost always evil and 
  cause harm and madness, but the Great Old Ones are 
  generally content to ignore lesser life such as humans, 
  elves, and dwarves. Yet when their attention is garnered, 
  the results can be catastrophic on an immense scale—
  for just as the ant who bites someone’s toe invites swift 
  destruction on a scale its feeble mind can’t envision, so 
  too does humanity invite unimaginable ruin by delving 
  into the affairs of these powerful creatures.
  The Great Old Ones themselves often serve and worship 
  even greater powers, such as Azathoth, Nyarlathotep, 
  Shub-Niggurath, and Yog-Sothoth. Those creatures are 
  the Outer Gods, and whereas the Great Old Ones can 
  be thought of as akin to demigods, the Outer Gods are 
  themselves true deities.
  VOID DOMAIN
  Granted Powers: You can call upon the cold darkness 
  between the stars to gain flight, travel to other worlds, or 
  summon monsters from beyond to do your bidding.
  Guarded Mind (Ex): You gain a +2 insight bonus on 
  saving throws against all mind-affecting effects.
  Part the Veil (Su): At 8th level, you can lace spells you 
  cast with the raw madness that waits in the outer darkness. 
  Activating this ability is a swift action that you must use as 
  you cast a spell that targets a single creature and that allows 
  a Will saving throw to negate or reduce the spell’s primary 
  effect. If the target fails to resist the spell, the target is also 
  confused for a number of rounds equal to the spell’s level as 
  visions of the void cause temporary insanity. The victim must 
  succeed at a new saving throw each round to end the effect—
  these additional saving throws apply only to the additional 
  confusion effect and not to the original spell effect. Part 
  the veil is a mind-affecting effect. You can use this ability a 
  number of times per day equal to 1/2 your class level.
  Domain Spells: 1st—feather fall, 2nd—levitate, 3rd—fly, 
  4th—lesser planar binding, 5th—overland flight, 6th—planar 
  binding, 7th—reverse gravity, 8th—greater planar binding, 
  9th—interplanetary teleportUM.
  DARK TAPESTRY (VOID SUBDOMAIN)
  Replacement Power: The following granted power 
  replaces the guarded mind power of the Void domain.
  It Came from Beyond (Su): Once per day, when you cast 
  a summoning spell, any one creature you summon is more 
  powerful than normal. The creature gains the advanced 
  creature simple template. If you summon more than one 
  creature with a spell, only one of the summoned creatures 
  gains the advanced creature simple template. A summoned 
  creature that gains the advanced creature simple template in 
  this manner appears unnervingly deformed or unnaturally 
  hideous, bringing with it a whiff of the emptiness of the 
  void. This ability only works on spells you cast as a cleric—
  it does not work on spellcasting abilities gained from any 
  other spellcasting classes you might have.
  Replacement Domain Spells: 2nd—summon monster II, 
  5th—summon monster V, 7th—insanity.
  STARS (VOID SUBDOMAIN)
  Replacement Power: The following granted power 
  replaces the part the veil power of the Void domain.
  The Stars Are Right (Su): If you prepare your cleric 
  spells while the stars are visible to you, you may 
  spontaneously cast any of your Stars subdomain spells 
  by swapping out a spell of an equal spell level. Any Stars 
  subdomain spell that you cast while the stars are visible 
  to you heals you of hit point damage equal to the spell’s 
  level as you cast the spell.
  Replacement Domain Spells: 2nd—hypnotic pattern, 
  7th—sunbeam, 9th—meteor swarm.
  Other Great Old Ones
  Bokrug, Cthulhu, and Hastur are but three of the Great Old 
  Ones—countless others exist on distant worlds or other 
  dimensions, yet are still able to influence the world through 
  their dreams and cults. The central concept of the Great Old 
  Ones was created by H. P. Lovecraft, one of the most influential 
  writers of weird fiction—and horror fiction in general—of the 
  20th century. Lovecraft actively encouraged his writer friends 
  to add to his mythos of creatures, and today we have Great Old 
  Ones created not only by Lovecraft’s contemporaries like Clark 
  Ashton Smith, Robert E. Howard, Henry Kuttner, and August 
  Derleth, but also by modern writers like Ramsey Campbell, 
  Brian Lumley, and Stephen King. Chaosium’s excellent Call of 
  Cthulhu roleplaying game is a perfect place to start delving 
  into the realm of Great Old Ones evoked in RPG form. By 
  creating new Great Old Ones for your game, you can become 
  part of a tradition of shared mythology nearly a century old!
  135
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  Graeae–Great Old One
  Graeae–Great Old One
  
  Great Old One, Bokrug
  This great reptilian monster is an aquatic lizard with a beard of 
  tentacles and a sting-tipped tail.
  BOKRUG	
  CR	27
  XP	3,276,800
  CN Large magical beast (aquatic, chaotic, extraplanar, Great 
  Old One)
  Init +22; Senses blindsight 120 ft., darkvision 60 ft., low-light 
  vision; Perception +43
  Aura toxic breath (30 ft., DC 41), unspeakable presence (300 ft., 
  DC 33)
  DEFENSE
  AC 45, touch 27, flat-footed 37 (+8 Dex, +10 insight, +18 natural, 
  –1 size)
  hp 645 (30d10+480); fast healing 20
  Fort +33, Ref +25, Will +22
  Defensive	Abilities immortality, insanity (DC 41), spines;  
  DR 15/epic and lawful; Immune ability damage, ability 
  drain, aging, cold, death effects, disease, energy drain, 
  mind-affecting effects, paralysis, petrification, poison; Resist 
  acid 30, fire 30; SR 38
  OFFENSE
  Speed 50 ft., swim 120 ft., air walk
  Melee bite +44 (4d8+22/19–20), 2 claws +44 (2d8+22/19–20), 
  sting +44 (3d6+22/19–20 plus poison), tentacle beard +39 
  (4d6+22 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks constrict (4d6+22), critical poisoning, mythic 
  power (10/day, surge +1d12), poison, powerful blows (bite, 
  claws, sting, tentacle beard), vengeful dreams
  Spell-Like	Abilities (CL 27th; concentration +35)
  Constant—air walk
  At will—cloudkillM (DC 23), dimension doorM, dreamM, 
  greater dispel magic, hallucinatory terrain, nightmareM 
  (DC 23), plane shift M, transmute rock to mud, wind walk
  3/day—demand, quickened feeblemind (DC 23), horrid 
  wilting (DC 26)
  1/day—control weather M, symbol of insanity (DC 26), 
  tsunami APG, M (DC 26)
  STATISTICS
  Str 40, Dex 27, Con 42, Int 22, Wis 30, Cha 27
  Base	Atk +30; CMB +46 (+50 bull rush, grapple, or overrun); 
  CMD 74 (76 vs. bull rush or overrun, 78 vs. trip)
  Feats Bleeding Critical, Combat Reflexes, Critical Focus, 
  Greater Bull Rush, Greater Overrun, Improved Bull Rush, 
  Improved Critical (bite), Improved Critical (claw), Improved 
  Critical (sting), Improved Initiative, Improved Iron Will, 
  Improved Overrun, Iron Will, Power Attack, Quicken Spell-
  Like Ability (feeblemind)
  Skills Knowledge (arcana, history, nature, religion) +36, 
  Perception +43, Spellcraft +36, Stealth +37, Swim +56
  Languages Aklo, Aquan, Draconic; telepathy 100 ft.
  SQ amphibious, otherworldly insight
  ECOLOGY
  Environment any water
  Organization solitary (unique)
  Treasure triple
  SPECIAL	ABILITIES
  Critical	Poisoning	(Su) If Bokrug confirms a critical hit with his 
  sting, he injects his foe with 3 doses of poison (this increases 
  the save DC by 4). A foe that is normally immune to poison 
  can be affected by Bokrug’s poison in this way, but treats the 
  poisoning as if it had been injected with only 1 dose.
  Immortality	(Ex) If Bokrug is killed, his body immediately 
  begins to thrash and writhe spasmodically, continuing to 
  do so for 1d4 rounds. During this time, he makes a single 
  sting attack against one random target in reach. At the end 
  of this time, his body grows still, then melts into water 
  and evaporates away. Bokrug reforms in dormancy back 
  in his realm in the Dimension of Dreams soon thereafter, 
  remaining in a comatose state for hundreds of years unless 
  he is awoken earlier via complex rituals.
  Any effect that destroys Bokrug’s body (such as 
  disintegrate) merely reduces his remains to water that then 
  evaporates away as described above, but such measures do 
  prevent his body from thrashing and stinging prior to this 
  supernatural evaporation.
  Poison	(Ex) Sting—injury; save Fort DC 41; frequency 1/round 
  for 6 rounds; effect 2d4 Wisdom damage; cure 3 consecutive 
  saves. A creature whose Wisdom damage equals its 
  Wisdom score automatically becomes afflicted by a random 
  insanity (Pathfinder RPG GameMastery Guide 250). The 
  save DC is Constitution-based.
  Spines	(Ex) Any creature that makes a melee attack against 
  Bokrug must succeed at a DC 33 Reflex save or be struck by 
  the numerous swiftly reacting spines that cover the Great 
  Old One, taking 2d6+15 points of damage. Using a reach 
  weapon does not endanger the attacker in this way. The 
  save DC is Dexterity-based.
  Toxic	Breath	(Su) Bokrug’s breath is toxic. Whenever the 
  Great Old One is above water, he is surrounded by a 
  30-foot-radius cloud of invisible poison gas that causes 
  temporary madness and hallucinations. Any creature that 
  begins its turn in this area must succeed at a DC 41 Will 
  save or be confused for 1 round. A creature that holds its 
  breath or doesn’t have to breathe gains a +4 bonus on this 
  saving throw. This is a mind-affecting poison effect. The 
  save DC is Constitution-based.
  Unspeakable	Presence	(Su) Failing a DC 33 Will save against 
  Bokrug’s unspeakable presence causes the victim to become 
  overwhelmed with hopelessness and doom—it takes a –4 
  penalty on all attack rolls, saving throws, ability checks, 
  skill checks, and weapon damage rolls as long as it remains 
  within the area of affect. The save DC is Charisma-based.
  136
  136
  
  Vengeful	Dreams	(Su) Any creature that has ever damaged 
  Bokrug or has slain one of his clerics can be targeted by 
  the Great Old One’s vengeful dreams regardless of the 
  distance between the creature and Bokrug, even across 
  planar boundaries. In order to use vengeful dreams against 
  a target, Bokrug must successfully affect the target with 
  his nightmare spell-like ability; the target is always treated 
  as familiar to Bokrug, and as if Bokrug possessed a body 
  part of the victim, resulting in a –15 penalty on the saving 
  throw against the nightmare. If the victim fails its save 
  against the nightmare, the horrific dream unfolds as a 
  vision of Bokrug consuming the victim alive. The victim 
  then remains alive, conscious, and aware as the Great Old 
  One digests it, and as Bokrug destroys all that remains of 
  the victim’s lifelong friends, home, belongings, and family. 
  When the victim awakens from the nightmare, it must 
  succeed at a DC 33 Will save or take 3d6 points of Wisdom 
  drain from the vengeful dreams. If this drains the target’s 
  Wisdom to 0, it automatically gains a random insanity 
  (GameMastery Guide 250). Once Bokrug uses this ability 
  against a creature, he can’t do so again until that creature 
  again damages him or slays one of his clerics. This is a 
  mind-affecting effect. The save DC is Charisma-based.
  Bokrug, the Water Lizard, dwells in a distant and forsaken 
  corner of the Dimension of Dreams, in a land that was 
  once heavily populated but is now a desolate and barren 
  realm surrounding a nameless lake—a realm once ruled by 
  mighty human empires, but now ruled only by the hideous 
  amphibian minions of the Water Lizard. Bokrug himself 
  is a vast creature, a vaguely iguana-shaped monster with 
  a beard of writhing tendrils and a long tail tipped with a 
  stinger. The scales that cover his body hide long spines 
  that Bokrug can extend or retract with near 
  lightning speed.
  Bokrug spends the majority of 
  his time slumbering far down in 
  the depths of his submerged 
  lair. No rivers feed the lake, 
  nor does it drain into the 
  sea. Yet the still, ominous 
  waters are neither stale nor 
  brackish, implying that 
  they connect somewhere 
  deep underground, and. 
  By way of these dark, 
  secret waterways, Bokgrug 
  has access to the lakes and 
  rivers of the Dimension of 
  Dreams, and his ability to 
  plane shift allows him access to 
  other realms as he wills.
  BOKRUG’S CULT
  Bokrug is worshiped more out of fear than adoration, and 
  when traveling dreamers come across his cult in their 
  nightmares, they can unknowingly spread this fearful 
  faith into the waking world. Bokrug’s temples are often 
  found on the shores of remote lakes or hidden away in 
  large swamplands. Though humans worship him, so do 
  boggards, lizardfolk, marsh giants, and other swamp-
  dwelling races—particularly those who have suffered at 
  the hands of aggressors, such as invading armies, rival 
  tribes, or adventuring parties.
  Though Bokrug is chaotic neutral, almost all of his 
  worshipers are chaotic neutral or chaotic evil. Only a 
  rare few chaotic good worshipers of Bokrug exist—
  most of these being delusional heretics or apologists 
  who seek to keep Bokrug calm, ensuring he continues 
  to slumber. These heretics and outliers of the faith are 
  remorselessly hunted down by his more zealous and 
  traditional worshipers.
  Bokrug’s cult is associated with revenge, storms, and 
  water, and its sacred symbol is a green lizard with a long, 
  coiling tail—an image of Bokrug himself. His greatest 
  shrines feature unusually realistic statues of his form, 
  statues the cult maintains Bokrug can see out of and 
  even animate from his distant lair to take sacrifices. 
  Bokrug’s clerics have access to the domains of Chaos, 
  Destruction, Water, and Weather, and to the subdomains 
  of Catastrophe, Oceans, Rage, and Storms. The Water 
  Lizard’s favored weapon is the ranseur; his followers often 
  forge their ranseurs’ blades to resemble the Great Old 
  One’s stingered tail.
  137
  137
  Illustration by Rudy Rodriguez
  Great Old One, Bokrug
  Great Old One, Bokrug
  
  Great Old One, Cthulhu
  This towering impossibility, neither quite octopus nor dragon nor 
  giant but something far worse, must surely herald the end of times.
  CTHULHU	
  CR	30
  XP	9,830,400
  CE Colossal aberration (chaotic, evil, Great Old One)
  Init +15; Senses darkvision 60 ft., true seeing; Perception +52
  Aura unspeakable presence (300 ft., DC 40) 
  DEFENSE
  AC 49, touch 29, flat-footed 44 (+12 deflection, +5 Dex, +10 insight, 
  +20 natural, –8 size)
  hp 774 (36d8+612); fast healing 30
  Fort +29, Ref +29, Will +33
  Defensive	Abilities freedom of movement, immortality, 
  insanity (DC 40), non-euclidean; DR 20/epic and lawful; 
  Immune ability damage, ability drain, aging, cold, death 
  effects, disease, energy drain, mind-affecting effects, 
  paralysis, and petrification; Resist acid 30, electricity 30, 
  fire 30, sonic 30; SR 41
  OFFENSE
  Speed 60 ft., fly 200 ft. (average), swim 60 ft.
  Melee 2 claws +42 (4d6+23/19–20 plus grab), 4 tentacles +42 
  (2d10+34/19–20 plus grab)
  Space 40 ft.; Reach 40 ft.
  Special	Attacks cleaving claws, constrict (3d6+23), dreams of 
  madness, mythic power (10/day, surge +1d12), powerful 
  blows (tentacle), tentacles, trample (2d8+30, DC 51)
  Spell-Like	Abilities (CL 30th; concentration +42)
  Constant—freedom of movement, true seeing
  At will—astral projection, control weather M, dreamM, 
  greater dispel magic, greater teleport, insanity (DC 29), 
  nightmareM (DC 29), sendingM
  3/day—antipathy (DC 30), demand (DC 30), quickened 
  feeblemind, gate, weird (DC 31)
  1/day—implosion (DC 31), summon (level 9, 2d4 star-spawn 
  of Cthulhu 100%), symbol of insanity (DC 30), wishM
  STATISTICS
  Str 56, Dex 21, Con 45, Int 31, Wis 36, Cha 34
  Base	Atk +27; CMB +58 (+60 bull rush, +62 grapple or sunder); 
  CMD 97 (99 vs. bull rush or sunder)
  Feats Ability Focus (nightmare), Awesome Blow, Combat 
  Reflexes, Craft Wondrous Item, Critical Focus, Flyby Attack, 
  Greater Sunder, Greater Vital Strike, Hover, Improved Bull 
  Rush, Improved Critical (claw), Improved Critical (tentacle), 
  Improved Sunder, Improved Vital Strike, Power Attack, 
  Quicken Spell-Like Ability (feeblemind), Staggering Critical, 
  Vital Strike
  Skills Fly +36, Knowledge (arcana) +49, Knowledge 
  (dungeoneering, engineering, geography, history, nature, 
  planes, religion) +46, Perception +52, Sense Motive +49, 
  Spellcraft +49, Swim +70, Use Magic Device +48
  Languages Aklo; telepathy 300 ft.
  SQ compression, greater starflight, otherworldly insight
  ECOLOGY
  Environment any (R’lyeh)
  Organization solitary (unique)
  Treasure triple
  SPECIAL	ABILITIES
  Cleaving	Claws	(Ex) A single attack from one of Cthulhu’s 
  claws can target all creatures in a 10-foot square. Make one 
  attack roll; any creature in the area whose AC is equal to or 
  lower than the result takes damage from the claw.
  Dreams	of	Madness	(Su) When Cthulhu uses his nightmare 
  spell-like ability on a creature with one or more ranks in 
  a Craft or Perform skill, he also afflicts the creature with 
  maddening dreams. In addition to the effect of nightmare, 
  the target must succeed at a DC 40 Will save or contract 
  a random insanity (Pathfinder RPG GameMastery Guide 
  250). This is a mind-affecting effect. A creature that already 
  has an insanity is immune to this ability. The save DC is 
  Charisma-based.
  Greater	Starflight	(Su) Cthulhu can survive in the void of 
  outer space, and flies through outer space at incredible 
  speeds. Although the exact travel time will vary from one 
  trip to the next, a trip within a solar system normally takes 
  Cthulhu 2d6 hours, and a trip beyond normally takes 2d6 
  days (or more, at the GM’s discretion).
  Immortality	(Ex) If Cthulhu is killed, his body immediately 
  fades away into a noxious cloud of otherworldly vapor 
  that fills an area out to his reach. This cloud blocks vision 
  as obscuring mist, but can’t be dispersed by any amount 
  of wind. Any creature in this area must succeed at a DC 45 
  Fortitude save or be nauseated for as long as it remains 
  in the cloud and for an additional 1d10 rounds after it 
  leaves the area. Cthulhu returns to life after 2d6 rounds, 
  manifesting from the cloud and restored to life via true 
  resurrection, but is staggered for 2d6 rounds (nothing 
  can remove this staggered effect). If slain again while 
  he is staggered from this effect, Cthulhu reverts to vapor 
  form again and his essence fades away after 2d6 rounds, 
  returning to his tomb in R’lyeh until he is released again. 
  The save DC is Constitution-based.
  Non-Euclidean	(Ex) Cthulhu does not exist wholly in the 
  physical world, and space and time strain against his 
  presence. This grants Cthulhu a deflection bonus to AC 
  and a racial bonus on Reflex saves equal to his Charisma 
  modifier (+12). His apparent and actual position are never 
  quite the same, granting him a 50% miss chance against 
  all attacks. True seeing can defeat this miss chance, but 
  any creature that looks upon Cthulhu while under the 
  effects of true seeing must succeed at a DC 40 Will save or 
  be afflicted by a random insanity (this is a mind-affecting 
  effect). The save DC is Charisma-based.
  Tentacles	(Ex) Cthulhu’s tentacles are a primary attack.
  138
  138
  
  Unspeakable	Presence	(Su) Failing a DC 40 Will save against 
  Cthulhu’s unspeakable presence causes the victim to 
  immediately die of fright. This is a death and fear effect. A 
  creature immune to fear that fails its save against Cthulhu’s 
  unspeakable presence is staggered for 1d6 rounds instead of 
  killed. The save DC is Charisma-based.
  Known to some as the Dreamer in the Deep, Great 
  Cthulhu is the mightiest of the Great Old Ones. 
  Cthulhu is represented often in artwork—particularly 
  in sculpture, painting, and poetry, for his influence is 
  particularly strong among such sensitive and creative 
  minds. In these eldritch works of art, he is depicted or 
  described as having a vaguely humanoid frame, but with 
  immense draconic wings and an octopus-shaped head. 
  His actual form is somewhat fluid—the Great Old One 
  can shift and reshape his exact countenance as he wills, 
  allowing him to occupy a smaller space than one might 
  expect for a creature that stands over 100 feet tall.
  It is fortunate indeed that Cthulhu is currently 
  imprisoned on a distant planet within the sunken city 
  of R’lyeh. There, the Great Old One slumbers away the 
  eons in a state neither quite 
  dead nor living, held in stasis 
  by ancient magic and the potency of 
  the Elder Sign, yet at times the city rises 
  from the sea and the doors to his tomb open, 
  granting Cthulhu limited mobility before he 
  must return to his tomb.
  CTHULHU’S CULT
  Although Cthulhu is imprisoned on a far-flung 
  world, his dreams span the gulfs of existence and 
  are capable of touching upon the sleeping minds 
  of sensitive or artistic souls, inspiring 
  them with insane visions and driving 
  the creation of all manner of eldritch 
  artistry. In such ways, his cult 
  spreads like a night-borne 
  virus of the dreaming mind 
  across all worlds on which 
  sapient life dwells. Cthulhu is 
  worshiped by various aquatic races 
  and folk who dwell along coasts, 
  but also among certain decadent or 
  fringe societies of artists, poets, 
  and philosophers. When they 
  form, his cults are secretive and 
  careful to hide their allegiance 
  to the Great Old One, meeting only in 
  desolate and otherwise abandoned locales 
  hidden from society’s notice. Central among 
  his cult’s beliefs is the prophecy that one day, 
  the stars will be right and Great Cthulhu shall rise from 
  his corpse-city to usher in the end times, wiping clean 
  all worlds to make them ready for his kind. The cultists 
  believe they might be spared this fate through proper 
  obeisance and fealty, when in truth Cthulhu is unlikely to 
  notice the difference between those who worship him and 
  anyone else.
  Cthulhu’s cult is associated with cataclysms, dreams, 
  and the stars, and his sacred symbol is a complex 
  rune surrounding an open eye. Cthulhu’s temples 
  are monolithic structures of a stark and cyclopean 
  architectural style, but most of his faithful lack the 
  resources to build such temples and instead make do 
  with what they can, hiding away personal shrines in 
  underground chambers or in shacks or glades in the 
  remote wilderness. Cthulhu’s clerics have access to the 
  domains of Chaos, Evil, Madness, and Void, and to the 
  subdomains of Dark Tapestry, Insanity, Nightmare, and 
  Stars. His favored weapon is the dagger—often one 
  with a curving blade.
  139
  139
  Illustration by David Melvin
  Great Old One, Cthulhu
  Great Old One, Cthulhu
  
  Great Old One, Hastur
  This entity appears to be a skeletal human form hidden under 
  tattered yellow robes, but it moves with unsettling, inhuman grace.
  HASTUR	
  CR	29
  XP	6,553,600
  CE Medium aberration (chaotic, evil, Great Old One)
  Init +26; Senses darkvision 60 ft., true seeing; Perception +47
  Aura unspeakable presence (300 ft., DC 40)
  DEFENSE
  AC 48, touch 37, flat-footed 31 (+16 Dex, +1 dodge, +10 insight, 
  +11 natural)
  hp 731 (34d8+578); fast healing 25
  Fort +28, Ref +27, Will +29
  Defensive	Abilities freedom of movement, immortality, 
  insanity (DC 40); DR 15/epic and lawful; Immune ability 
  damage, ability drain, aging, cold, death effects, disease, 
  energy drain, mind-affecting effects, paralysis, petrification, 
  sonic; Resist acid 30, electricity 30, fire 30; SR 40
  OFFENSE
  Speed 80 ft.; air walk
  Melee 4 tattered lash +41 (2d8+7 plus bleed)
  Space 5 ft.; Reach 40 ft.
  Special	Attacks bleed (1d6), fulvous dreams, mythic power (10/
  day, surge +1d12), reveal visage, sneak attack +10d6, Yellow Sign
  Spell-Like	Abilities (CL 29th; concentration +42)
  Constant—air walk, freedom of movement, tongues,  
  true seeing
  At will—astral projection, dimension doorM, dreamM, 
  enervationM, greater dispel magic, insanity (DC 30), 
  mirage arcana (DC 28), nightmareM (DC 28), sendingM, 
  veil, wishM (see below)
  3/day—demand (DC 31), quickened feeblemind, 
  interplanetary teleportUM, mass suggestion (DC 29), 
  project image (DC 30)
  1/day—symbol of death (DC 31), symbol of fear (DC 29), 
  symbol of insanity (DC 31), symbol of pain (DC 28), 
  symbol of persuasion (DC 29), symbol of strifeUM (DC 32), 
  symbol of stunning (DC 30), symbol of weakness (DC 30)
  STATISTICS
  Str 24, Dex 43, Con 44, Int 35, Wis 31, Cha 36
  Base	Atk +25; CMB +41; CMD 69 (can’t be tripped)
  Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, 
  Critical Focus, Dodge, Greater Feint, Greater Vital Strike, 
  Improved Critical (tattered lash), Improved Feint, Improved 
  Vital Strike, Mobility, Quicken Spell-Like Ability (feeblemind), 
  Spring Attack, Staggering Critical, Vital Strike, Weapon 
  Finesse, Whirlwind Attack
  Skills Acrobatics +53 (+73 when jumping), Bluff +47, Disguise +47,  
  Intimidate +50, Knowledge (arcana, geography, history, 
  local) +46, Knowledge (nobility) +49, Perception +47, 
  Perform (act) +47, Sense Motive +44, Sleight of Hand +50, 
  Spellcraft +49, Stealth +53, Use Magic Device +47; Racial	
  Modifiers +20 Acrobatics when jumping
  Languages Aklo; telepathy 100 ft., tongues
  SQ otherworldly insight
  ECOLOGY
  Environment any
  Organization solitary (unique)
  Treasure triple
  SPECIAL	ABILITIES
  Fulvous	Dreams	(Su) When Hastur uses his nightmare spell-
  like ability on a creature that has seen the Yellow Sign, he 
  also afflicts that creature with horrifying dreams tinted with 
  a nauseating yellow color and thick with overwhelming 
  sensations of decadence, shame, and entropic disorder. In 
  addition to the effect of nightmare, the target must also 
  succeed at a DC 40 Will save or be compelled to seek out 
  a Yellow Sign, throwing all of his resources and actions 
  into the obsession. While obsessed, the target takes a 
  –4 penalty on Will saving throws, saving throws against 
  symbol spells, concentration checks, and Wisdom-based 
  skill checks. This obsession effect ends immediately if the 
  victim looks upon the Yellow Sign. This is a mind-affecting 
  curse effect. The save DC is Charisma-based.
  Immortality	(Ex) If Hastur is slain, the robes that drape his 
  frame suddenly drop to the ground as if whatever shape 
  supported them had suddenly ceased to exist. The robes 
  themselves remain inanimate on the ground, but any 
  humanoid creature that touches them must succeed at a 
  DC 40 Will save to resist a sudden urge to put the robes 
  on. Doing so is a full-round action that provokes attacks 
  of opportunity. Once it has donned Hastur’s robes, the 
  creature immediately perishes and its body is destroyed. 
  In its place, Hastur lives again, as if brought back via true 
  resurrection. If the discarded robes are not donned within 
  24 hours, they fade away, leaving behind a faint yellow 
  stain. In this case, Hastur can’t manifest a physical body 
  again until the conditions are right, or until an unwitting 
  cultist or fool calls him forth once again. The save DC is 
  Charisma-based.
  Reveal	Visage	(Su) As a swift action, Hastur may reveal 
  to one adjacent creature the true shape beneath his 
  robes. The creature must succeed at DC 40 Will save or be 
  paralyzed for 1d4 rounds and take 1d4 points of Wisdom 
  drain at the end of its turn each round the paralysis 
  lasts, though the revelation is too awful for memory to 
  retain. This is a mind-affecting fear effect. The save DC is 
  Charisma-based.
  Tattered	Lash	(Ex) Hastur attacks with long strips of his 
  tattered yellow robes. These strips have a reach of 40 feet 
  and are primary natural slashing attacks. Bleed damage 
  from the strips stacks with itself (up to 10d6 points of bleed 
  damage). Hastur treats insane targets as if they were flat-
  footed when he attacks with these weapons.
  140
  140
  
  Unspeakable	Presence	(Su) Failing a DC 40 Will save against 
  Hastur’s unspeakable presence afflicts a creature with a 
  random insanity. A creature that is already insane instead 
  becomes confused for as long as it remains in the area. The 
  save DC is Charisma-based.
  Wish	(Sp) Although Hastur may use wish as a spell-like ability 
  at will, he can do so only to grant the wishes of other 
  creatures, and only once per creature. Invariably, the results 
  of these wishes serve somehow to advance Hastur’s agenda.
  Yellow	Sign	(Su) Once per day as a free action, Hastur can 
  touch any solid surface and inscribe the Yellow Sign upon 
  it. Once inscribed, the Yellow Sign remains for a year, but is 
  active only on certain nights when the light from Hastur’s 
  distant world shines in the night sky as a star. Any creature 
  that looks upon an active Yellow Sign must succeed at a DC 
  40 Will save to avoid becoming dominated by Hastur (as 
  dominate monster); whether or not the save is successful, 
  the creature doesn’t have to save against that Yellow Sign 
  again for 24 hours. While the creature is under this 
  domination effect, if the creature’s Charisma drain 
  plus Charisma damage ever equal its Charisma 
  score, it immediately dies and allows Hastur to 
  manifest physically at the location of its corpse, 
  as if the victim had donned Hastur’s tattered robes 
  (see immortality). A Yellow Sign can be removed 
  with dispel chaos, dispel evil, or erase, any of which 
  requires the caster to succeed at a DC 35 caster level 
  check. Mage’s disjunction automatically removes a 
  Yellow Sign. This is a mind-affecting effect. The save DC 
  is Charisma-based.
  Hastur is the most mysterious of the Great 
  Old Ones. In fact, the entity known as Hastur 
  might actually be an Outer God. The physical 
  manifestation of this entity is known as the 
  King in Yellow, and though most consider 
  this creature—a vaguely human-shaped figure 
  draped in a yellow cloak—to be synonymous with 
  Hastur himself, many scholars believe that the King 
  in Yellow is nothing more than an avatar used by the 
  true Hastur to move among the denizens of the physical 
  world. Hastur himself is said to dwell upon a distant 
  world called Carcosa on the shores of the monstrous Lake 
  of Hali, and his power on a planet is strongest when the 
  baleful light of Carcosa’s star is visible in that planet’s 
  night sky.
  HASTUR’S CULT
  Hastur’s cult is primarily composed of decadent nobles, 
  playwrights, and aristocrats who have grown bored with 
  life and have sought out increasingly deviant, bizarre, 
  and self-destructive methods of achieving gratification 
  in life. His temples are opulent and excessive—opera 
  houses, manors, and the like that contain hidden 
  chambers for pastimes best indulged in secret. His 
  cultists are particularly eager to bring innocents into 
  their fold, exposing them to the Yellow Sign so that their 
  bodies and minds can serve as portals through which the 
  King in Yellow may walk the world.
  Hastur’s cult is associated with decadence, disorder, 
  and nihilism, and its symbol is the Yellow Sign. The 
  least varieties of these symbols are nonmagical—and 
  somewhat inaccurate—representations of the sigil, 
  though the more powerful cults possess methods by 
  which they can craft fully functional Yellow Signs. 
  Unlike those created by Hastur, a cult-created Yellow 
  Sign can be resisted with a successful DC 23 Will save (as 
  if it were a 9th-level spell). Hastur’s clerics have access 
  to the domains of Chaos, Evil, Rune, and Void, and to 
  the subdomains of Dark Tapestry, Language, Stars, and 
  Wards. Hastur’s favored weapon is the rapier.
  141141
  Great Old One, Hastur
  Great Old One, Hastur
  Illustration by Diana Martinez
  
  Gremlin, Grimple
  This putrid-looking humanoid bears a disquieting resemblance to 
  a half-starved, mange-ridden opossum.
  GRIMPLE	
  CR	1/3
  XP	135
  CN Tiny fey 
  Init +1; Senses low-light vision; Perception +4
  DEFENSE	
  AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size) 
  hp 4 (1d6+1) 
  Fort +1, Ref +3, Will +2 
  DR 2/cold iron
  OFFENSE	
  Speed 20 ft., climb 20 ft., fly 20 ft. (clumsy) 
  Melee bite +3 (1d3–4) 
  Ranged rock +3 (1d2–4) 
  Space 2-1/2 ft.; Reach 0 ft. 
  Special	Attacks putrid vomit
  Spell-Like	Abilities (CL 1st; concentration –1)
  At will—prestidigitation
  3/day—grease (DC 9), mage hand, open/close
  STATISTICS	
  Str 3, Dex 13, Con 12, Int 10, Wis 11, Cha 6 
  Base	Atk	+0; CMB –1; CMD 5 
  Feats Skill Focus (Stealth), Weapon FinesseB
  Skills Climb +13, Fly +1, Perception +4, Sleight of Hand +5, 
  Stealth +16, Swim +5 
  Languages Undercommon 
  SQ gremlin lice
  ECOLOGY	
  Environment any urban
  Organization solitary, pair, mob (3–8), or infestation (9–16 plus 
  2–6 trained dire rats and 1–4 spider swarms) 
  Treasure standard
  SPECIAL	ABILITIES	
  Gremlin	Lice	(Ex)	All grimples are infested with gremlin lice. 
  Whenever a warm-blooded creature comes in physical 
  contact with a grimple, there is a 25% chance it contracts 
  gremlin lice. 1d4 rounds later, the creature begins to 
  itch. The itch proves so distracting that for the duration 
  of the infestation, the individual takes a –1 penalty on 
  all concentration and initiative checks. Fortunately, these 
  annoying parasites cannot live long on non-gremlins, and 
  only survive for 24 hours. Submersion in water or exposure 
  to freezing temperatures also kills a gremlin lice infestation.
  Putrid	Vomit	(Ex) Every 1d4 rounds, a grimple can spew a 
  30-foot line of vomit as a standard action. Treat 
  this as a ranged touch attack with no range 
  increment. Anyone struck must succeed at a DC 
  11 Fortitude save or be nauseated for 1d4 rounds. The 
  save DC is Constitution-based.
  Grimples are filthy urban scavengers that lurk beneath 
  the eaves of abandoned buildings, clock towers, belfries, 
  and steeples. Sickly-looking and ragged, they shed 
  constantly as a result of the small parasites they host. 
  Quick climbers, grimples also have loose flaps of skin 
  that stretch between their arms and allow them to glide 
  short distances.
  Grimples despise humans and show it by attacking 
  drunks, unlocking stables, torturing guard dogs, and 
  loosening hanging storefront signs so that they fall 
  on people. This does not stop them from sometimes 
  allying with humans and other humanoids, but such 
  collaborations are always temporary, as a grimple is 
  ever plotting betrayal. Although a grimple is often 
  arrogant and overbearing, its ability to vomit at will (and 
  propensity for doing so constantly) remains its most 
  unappealing quality.
  Voracious omnivores, grimples feast off garbage. They 
  frequently target inns, restaurants, and other places 
  where they can scavenge a steady supply of food.
  142
  142
  Illustration by Chris Seaman
  
  Gremlin, Haniver 
  This small, bizarre humanoid creature has finlike wings, strange 
  yellow skin, and tiny black eyes burning with malevolence. 
  HANIVER	
  CR	1/2
  XP	200
  N Tiny fey (aquatic)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +4
  DEFENSE
  AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
  hp 4 (1d6+1)
  Fort +1, Ref +3, Will +2
  DR 2/cold iron; SR 11
  OFFENSE
  Speed 10 ft., fly 20 ft. (average),  
  swim 20 ft.
  Melee bite +1 (1d3–1)
  Space 2-1/2 ft.; 
  Reach 0 ft.
  Special	Attacks 
  misplacement
  Spell-Like	Abilities (CL 1st; 
  concentration +2)
  At will—prestidigitation, 
  ventriloquism (DC 12)
  1/day—scare (DC 13)
  STATISTICS
  Str 9, Dex 13, Con 12, Int 8, Wis 11, 
  Cha 12
  Base	Atk +0; CMB –1; CMD 8
  Feats Improved Initiative
  Skills Disable Device +3,  
  Disguise +5, Fly +5, 
  Perception +4, Sleight of Hand +7, Stealth +13, Swim +11; 
  Racial	Modifiers +2 Disable Device, +2 Sleight of Hand
  Languages Common, Sylvan
  SQ amphibious
  ECOLOGY
  Environment temperate coasts
  Organization solitary, pair, or swarm (4–12)
  Treasure incidental
  SPECIAL	ABILITIES
  Misplacement	(Su) Hanivers are swift and curious, 
  possessing an uncanny ability to meddle with the 
  possessions of any character whose square they enter. Any 
  time a haniver succeeds at a Sleight of Hand check against 
  a creature, it also rearranges that creature’s possessions. 
  The next time that creature attempts to produce a weapon 
  or item, it finds its possessions misplaced or disarranged; 
  retrieving a stored item or drawing a weapon then requires 
  a standard action instead of a move action (unless the 
  haniver has stolen the item in question). After spending 
  this standard action, the character takes mental inventory 
  and is no longer affected by this ability.
  Occasionally, hanivers replace items they’ve stolen or 
  leave their old treasures—seashells, old fish, clumps of 
  sand—in containers or clothing they have rooted through. 
  They do this without any added difficultly to their Sleight of 
  Hand checks.
  Haniver gremlins haunt the stories of sailors and 
  fishing communities, featuring prominently in parables 
  told to naughty children by disapproving parents. 
  A thousand such tales exist, each a variation 
  on 
  a 
  common 
  theme—the 
  gremlins f lap up from the 
  sea, startle nasty fishermen or 
  disobedient youths, and make 
  off with their trinkets. Yet as 
  is rarely the case with such 
  tales, nearly every word of 
  these stories—no matter 
  how unlikely or comic—
  proves near to the truth.
  Strange, 
  capricious 
  fey creatures that enjoy 
  skimming whitecaps, 
  flipping over solitary 
  horseshoe 
  crabs, 
  and  
  suicidally teasing dolphins 
  and 
  sharks, 
  hanivers 
  endlessly 
  indulge a mad racial curiosity. Such is their 
  obsession that every haniver must know what is under 
  every rock, in every basket, and beneath every hat. 
  Should they like what they find, they typically 
  attempt to make off with it, clinging to their prize 
  like a beloved heirloom until the next curiosity or 
  shiny treasure catches their attention. Hanivers 
  have no concept of worth, though they know much of 
  desirability, and might hang onto an item they would 
  otherwise discard in moments if another creature—or 
  former owner—expresses desire for it. The gremlins 
  don’t steal out of any sense of maliciousness, but rather 
  out of curiosity and selfishness. The most intelligent 
  occasionally even believe that they’re trading, and leave 
  behind old “treasures”—often strange or natural items 
  that barely fit the description—in place of things they’ve 
  claimed. Regardless, folklore advises those who have 
  something stolen by a haniver to simply abandon it 
  rather than face the frustration of attempting to rescue 
  it—hence the tendency of sailors to blame the hanivers 
  whenever something goes missing.
  Hanivers possess flat, leathery bodies with only a few 
  thin bones. Most stand little more than a foot tall and 
  1-1/2 feet across, and weigh less than 5 pounds.
  143
  143
  Gremlin, Grimple–Gremlin, Haniver
  Gremlin, Grimple–Gremlin, Haniver
  Illustration by Peter Bergting
  
  Gremlin, Monaciello
  Dressed in red robes like those of a monk, this little monster 
  displays a sharp-toothed smile and flips a gold coin in its hand.
  MONACIELLO	
  CR	1
  XP	400
  CE Small fey 
  Init +2; Senses low-light vision; Perception +6
  Aura stymie channeling (20 ft.; DC 12)
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 14 (2d6+7)
  Fort +2, Ref +5, Will +4; +4 vs. divine magic
  DR 5/cold iron; SR 12
  OFFENSE
  Speed 30 ft.
  Melee bite +4 (1d4–2), dagger +4 (1d3–2/19–20)
  Spell-Like	Abilities (CL 3rd; concentration +4)
  At will—prestidigitation, putrefy food and drinkAPG (DC 11), 
  ghost sound (DC 12), silent image (DC 12)
  1/day—glitterdust
  STATISTICS
  Str 6, Dex 15, Con 14, Int 11, Wis 12, Cha 13
  Base Atk +1; CMB –2; CMD 10
  Feats Skill Focus (Stealth), ToughnessB, Weapon FinesseB
  Skills Bluff +6, Disable Device +8, Escape Artist +7, 
  Perception +6, Sense Motive +6, Stealth +18 (+14 when 
  moving); Racial	Modifiers +4 Disable Device, +4 
  Stealth (+0 when moving)
  Languages Aklo
  SQ compression, magic bag
  ECOLOGY
  Environment any urban
  Organization solitary, pair, congregation (3–12), or 
  infestation (13–20 plus 1–3 sorcerers of 1st–3rd 
  level, 1 rogue leader of 2nd–4th level, 2–14 
  trained dire rats, 2–5 trained venomous snakes, 
  and 1–3 rat swarms)
  Treasure double (always gold coins)
  SPECIAL	ABILITIES
  Magic	Bag	(Su) A monaciello always carries its pouch with it. 
  This pouch contains an extradimensional space and operates 
  like a bag of holding (type I). If this pouch is separated from 
  the monaciello, all of its former contents are lost, and it 
  becomes a normal bag that contains a number of coins equal 
  to double the treasure value of a creature of the gremlin’s 
  CR. A monaciello that loses its pouch must create a new 
  one, a process that takes 1d4 days. Until the new pouch is 
  finished, it remains a non-magical bag, only becoming a fully 
  functional extradimensional space once completed.
  Stymie	Channeling	(Su) A monaciello gremlin is surrounded 
  by an aura of blasphemy. Any creatures channeling energy 
  within 20 feet of a monaciello must succeed at a DC 12 Will 
  save or be unable to channel for that round. The use is not 
  lost, but the action is wasted.
  Most often found in urban environments, this gremlin 
  lives among humanity, taunting religious and scholarly 
  organizations with its pranks. Monaciello gremlins are 
  most commonly found in monasteries and cathedrals 
  where they wriggle their way up from the sewers and 
  catacombs to play tricks on the devout.
  These tricksters pull blankets off sleeping clergy 
  members, harass servants, spoil food, and hide valuables 
  from their owners. Enamored with gold, they often 
  overinflate the value of things with illusions, and even 
  throw handfuls of gold coins (or illusions of gold coins if 
  they are feeling especially stingy) to distract creatures on 
  their trail. They pull these coins from their ever-present 
  magical bags, confident they can always pilfer more.
  A monaciello stands 2-1/2 feet tall and weighs 
  approximately 20 pounds.
  144
  144
  Illustration by Andrew Hou
  
  Grendel
  This lurching hulk carries no weapons, but its eyes burn with 
  menace, and its long claws are caked with blood. 
  GRENDEL	
  CR	19/MR	7
  XP	204,800
  CE Large monstrous humanoid (mythic) 
  Init +4; Senses darkvision 60 ft.; Perception +15
  Aura frightful presence (60 ft.; DC 20, DC 16 against mythic 
  creatures)
  DEFENSE
  AC 34, touch 13, flat-footed 30 (+4 Dex, +25 natural, –1 size)
  hp 340 (20d10+230); regeneration 10 (unarmed strikes or 
  natural weapons)
  Fort +16, Ref +16, Will +16
  Defensive	Abilities ferocity, unstoppable; DR 10/epic;  
  Resist acid 10, cold 10, fire 10
  OFFENSE
  Speed 40 ft.
  Melee 2 claws +32 (3d10+13/19–20 plus grab), bite +27 (4d8+6)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks blood rage, brutal surge, gruesome 
  dismemberment, mythic power (7/day, surge +1d10)
  STATISTICS
  Str 36, Dex 19, Con 26, Int 9, Wis 15, Cha 8
  Base	Atk +20; CMB +34 (+38 grapple); CMD 48
  Feats Bleeding Critical, Combat Reflexes, Critical Focus, 
  Exhausting Critical, Great FortitudeM, Improved Critical 
  (claw), Iron WillM, Power AttackM, Skill FocusM (Stealth), 
  Tiring Critical
  Skills Acrobatics +19 (+23 when jumping), 
  Intimidate +12, Perception +15 (+23 sound-
  based checks), Stealth +24, Swim +31; Racial	
  Modifiers +4 Acrobatics when jumping, +8 
  Perception (sound-based checks)
  Languages Common
  SQ display of strength
  ECOLOGY
  Environment cold swamps
  Organization solitary
  Treasure standard
  SPECIAL	ABILITIES
  Brutal	Surge	(Su) When Grendel expends mythic power to 
  add a surge die to an attack roll, he also adds a surge die to 
  that attack’s damage roll. This is not an action and does not 
  require him to expend any additional uses of mythic power 
  to use this ability.
  Gruesome	Dismemberment	(Ex)	When Grendel successfully 
  holds a creature he has grappled, he may expend one use 
  of mythic power to attempt to dismember that creature. 
  He attempts a grapple check; if successful, his target takes 
  double his normal claw damage and the attack pulls off one 
  of the target’s legs or arms. The target is sickened until it 
  receives magical healing (or until it recovers to full hit points 
  by natural means), and takes 2d6 points of bleed damage 
  each round. A creature with only one an arm cannot perform 
  actions requiring two arms or two hands. A bipedal creature 
  with one leg missing cannot walk or run; it can crawl or hop, 
  but is denied its Dexterity bonus against all opponents. A 
  quadrupedal creature with one leg missing is reduced to half 
  normal speed. At the GM’s discretion, creatures with more 
  than four legs affected by this attack may be able to move at 
  normal speed.
  This reaver of the cold marsh is not just a monster; he is 
  a force of nature. Where there is peace and prosperity in 
  the world, Grendel strikes, eager to prove that tranquility 
  is transitory and death is the only constant. Grendel 
  stalks the edge of his fens looking for quiet settlements. 
  Under cover of night, he strikes, murdering the strong in 
  their beds and chasing the terrified with demonic glee. 
  He then takes the prize of his carnage deep into his fen 
  where his lust for blood is grotesquely sated.
  145
  145
  Gremlin, Monaciello–Grendel
  Gremlin, Monaciello–Grendel
  Illustration by Roberto Pitturru
  
  Guardian Dragon
  This immense dragon coils its long, serpentine body beneath 
  spreading wings, its eyes glittering like burnished gold.
  GUARDIAN	DRAGON	
  CR	24/MR	10
  XP	1,228,800
  N Gargantuan dragon (aquatic, mythic)
  Init +15M; Senses blindsight 120 ft., darkvision 120 ft., 
  detect magic, detect scrying, low-light vision, mistsight; 
  Perception +44
  Aura frightful presence (300 ft., DC 30), security (1,000 ft.)
  DEFENSE
  AC 44, touch 7, flat-footed 43 (+6 armor, +1 Dex, +31 natural, 
  –4 size)
  hp 529 (26d12+360)
  Fort +25, Ref +16, Will +24
  Defensive	Abilities fortification (50%), poisonous blood 
  (dragon bile), unstoppable; DR 15/epic and magic; Immune 
  ability damage, ability drain, curses, death effects, dragon 
  traits, sleep, paralysis, poison; Resist acid 30, cold 30, 
  electricity 30, fire 30, sonic 30; SR 35
  OFFENSE
  Speed 50 ft., climb 30 ft., fly 200 ft. (average), swim 30 ft.
  Melee 2 claws +36 (2d8+14), bite +36 (4d6+21 plus grab and 
  poison), 2 wings +34 (2d6+7), tail slap +34 (2d8+21 plus grab)
  Space 20 ft.; Reach 15 ft. (20 ft. with bite)
  Special	Attacks agonizing venom, breath weapon (60-ft. 
  cone, 2d4 Con damage from poison, Fortitude DC 33 half, 
  usable every 1d4 rounds), constrict (2d8+21), fast swallow, 
  lingering poisonous cloud, mythic power (10/day, surge 
  +1d12), poison, swallow whole (6d6 bludgeoning damage 
  plus poison, AC 25, 52 hp)
  Spell-Like	Abilities (CL 26th; concentration +33)
  Constant—detect magic, detect scrying
  At will—discern location, false vision (see aura of security), 
  fog cloud, greater dispel magic, locate object, major 
  curseUM (DC 22), persuasive goad UM (DC 18)
  3/day—geas/quest (DC 23), leashed shacklesUM (DC 21), 
  maze, plant growth, spell turning, wall of stone, wall 
  of thorns
  1/day—breath of life, dimensional lock, limited wish (DC 24), 
  mage’s disjunction (DC 26), plane shift, word of recall
  STATISTICS
  Str 38, Dex 13, Con 30, Int 15, Wis 24, Cha 25
  Base	Atk +26; CMB +44 (+48 grapple); CMD 51 (55 vs. grapple, 
  can’t be tripped)
  Feats Blinding Critical, CleaveM, Critical FocusM, Death from 
  AboveUC, Flyby Attack, Great Cleave, Hover, Improved 
  InitiativeM, Iron WillM, Multiattack, Power AttackM, Staggering 
  Critical, Stunning Critical
  Skills Climb +38, Fly +11, Intimidate +36, Knowledge 
  (geography) +26, Knowledge (local, religion) +18, 
  Perception +44, Sense Motive +36, Spellcraft +18, Stealth +13,  
  Survival +44, Swim +22, Use Magic Device +23; Racial	
  Modifiers +8 Knowledge (geography), +8 Perception,  
  +8 Stealth, +8 Survival
  Languages Abyssal, Celestial, Common, Draconic, Infernal, Sylvan
  SQ amphibious, heroic challenge, mythic immortality, 
  recuperation, secret lair, vengeful seeker
  ECOLOGY
  Environment any
  Organization solitary
  Treasure triple, plus one artifact or major item
  SPECIAL	ABILITIES
  Agonizing	Venom	(Ex) Any creature failing its saving throw 
  against the dragon’s breath weapon, poison, or poisonous 
  blood is sickened with pain for 1 minute. A second, third, 
  and fourth failed saving throw mean the creature is also 
  staggered for 1 minute, nauseated for 1 minute, and 
  helpless for 1 minute, respectively. This is a pain effect. If the 
  dragon expends one use of mythic power when poisoning a 
  creature, the dragon’s breath weapon and poison overcome 
  any poison immunity the target has.
  Aura	of	Security	(Su) A guardian dragon is alerted whenever 
  a Tiny or larger creature enters its aura (as a mental alarm 
  spell). If its dimensional lock spell-like ability is dispelled or 
  destroyed, it may expend two uses of mythic power to cast 
  it again. The dragon can use its false vision spell-like ability 
  only within its aura, and the duration ends if the aura’s 
  area no longer includes the affected area.
  Heroic	Challenge	(Su) Once per day, a guardian dragon 
  can give a non-mythic creature the agile, arcane, divine, 
  invincible, or savage mythic template (Pathfinder RPG Mythic 
  Adventures 224). The dragon must expend a number of uses 
  of mythic power equal to the amount the target creature’s 
  CR increases. The creature isn’t under the dragon’s control, 
  but won’t willingly attack the dragon unless magically forced 
  to do so. Alternatively, the dragon can expend one use of 
  mythic power to create difficult terrain in a 100-foot-radius 
  burst; the type of difficult terrain is appropriate to the area 
  (mud in plains, rubble in mountains, and so on). The effects 
  of this ability persist as long as the dragon remains within 10 
  miles of the affected creature or area.
  Lingering	Poisonous	Cloud	(Su) The guardian dragon can 
  expend one use of mythic power when it uses its breath 
  weapon to have the cloud remain for 10 rounds, functioning 
  as cloudkill. The dragon can expend one additional use of 
  mythic power for this to function as mythic cloudkill.
  Poison	(Ex) Bite or swallow whole—injury; save Fort DC 33; 
  frequency 1/round for 6 rounds; effect 1d4 Str and 1d4 Con; 
  cure 2 consecutive saves.
  Secret	Lair	(Su) A guardian dragon can spend 1 hour 
  concentrating to create a labyrinthine extradimensional 
  lair for itself and whatever it is guarding. This functions 
  like greater create demiplane (Pathfinder RPG Ultimate 
  146
  146
  
  Magic 213) and creates a demiplane with the morphic, 
  portal, shape, and structure properties. The demiplane is 
  approximately a 500-foot-diameter sphere, and the dragon 
  usually fills it with a maze of corridors (most of which are 
  large enough for the Gargantuan dragon to move through) 
  to confuse and delay invaders intent on stealing its treasure. 
  The demiplane’s portal is connected to a spot in the dragon’s 
  hidden lair, and over time the dragon usually brings guardian 
  creatures from the Material Plane to add to the demiplane’s 
  defenses. The dragon can have only one demiplane active at 
  a time, and the demiplane dissolves 10d10 minutes after the 
  dragon leaves, so the dragon leaves only for a few minutes 
  at a time or if its treasure has been stolen.
  Vengeful	Seeker	(Ex) A guardian dragon gains the swift 
  tracker and quarry abilities of a ranger when tracking or 
  hunting any creature that has confirmed a critical hit against 
  it, penetrated its spell resistance, or taken any amount of its 
  treasure. Any divination spell-like ability a guardian dragon 
  uses to locate such a creature or its treasure counts as the 
  mythic version of the spell, if appropriate.
  A guardian dragon is an immense, serpentine 
  dragon created by a deity to hide and guard 
  a fabulous, legendary treasure. Spiriting 
  its charge away to the farthest ends 
  of the earth and beyond, the dragon 
  maintains its eternal vigil surrounded 
  by a garden, a labyrinth, a palace, or 
  something uncanny, either building 
  such a place itself or occupying a 
  structure crafted for it by the deity.
  Over time, the guardian dragon 
  enhances the defenses around its 
  lair. As most guardian dragons have 
  been protecting the same item for 
  decades or centuries, a typical guardian dragon’s lair 
  is full of natural hazards and stocked with a variety of 
  lesser mythic and non-mythic opponents that add to the 
  lair’s defenses.
  A mortal hero might brave the dangers of such a lair, 
  seeking the dragon’s prize, but the guardian’s thirst for 
  vengeance when recovering its charge is unending. The 
  dragon considers any theft of its possessions an affront 
  to its honor, and takes such an offense personally. With 
  magic that allows it to find any creature at any distance, 
  the dragon is relentless in pursuit of its lost items. 
  Many enterprising thieves have escaped with 
  a treasure, only to be located days or weeks 
  later, killed, and dragged back to the 
  dragon’s lair with the stolen items.
  Because of its many victories over 
  thieves and dragonslayers, a guardian 
  dragon is usually in possession of a large 
  collection of magic items, and it doesn’t hesitate to make 
  use of rings, scrolls, wands, and other items to protect 
  itself or fortify its lair—or for instructing its lesser 
  guardians on how to use these items. A guardian dragon 
  might be willing to trade items it can’t use for something 
  more suitable, as long as the other party makes no 
  attempt to take anything without permission (especially 
  its charge, but it considers any theft reprehensible).
  A guardian dragon is 50 feet long when fully uncoiled 
  and weighs 7 tons.
  147
  147
  Guardian Dragon
  Guardian Dragon
  Illustration by Jorge Fares
  
  Hamadryad
  This regal woman exhibits the grace and pride of the forest’s most 
  ancient trees.
  HAMADRYAD	
  CR	15
  XP	51,200
  CG Medium fey 
  Init +6; Senses low-light vision; Perception +31
  DEFENSE
  AC 29, touch 17, flat-footed 22 (+6 Dex, +1 dodge, +12 natural)
  hp	190 (20d6+120); fast healing 5
  Fort +12, Ref +18, Will +18
  DR 10/cold iron; Resist acid 30, cold 30, electricity 30
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +16/+11 (1d4+5/19–20)
  Ranged +2 speed composite longbow +18/+18/+13 (1d8+7/×3)
  Spell-Like	Abilities (CL 20th; concentration +26)
  Constant—speak with animals, speak with plants
  At will—entangle (DC 17), hold animal (DC 18), rusting 
  grasp, tree shape, wood shape (10 lbs. only)
  5/day—charm monster (DC 20), charm 
  person (DC 17), confusion (DC 19), 
  deep slumber (DC 19), neutralize 
  poison, sending (dryads only), 
  suggestion (DC 19), tree stride
  1/day—call lightning storm (DC 21), 
  changestaff, greater heroism, heal, 
  liveoak, summon nature’s ally VIII
  STATISTICS
  Str 12, Dex 23, Con 23, Int 18, 
  Wis 19, Cha 22
  Base	Atk +10; CMB +11; CMD 28
  Feats Alertness, Combat Casting, 
  Dodge, Great Fortitude, 
  Improved Iron Will, Iron Will, 
  Mounted Combat, Stealthy, 
  Toughness, Weapon Finesse
  Skills Bluff +29, Climb +14, Craft 
  (wood) +12, Diplomacy +29,  
  Escape Artist +19, Handle 
  Animal +16, Heal +9, 
  Intimidate +16, Knowledge 
  (geography) +17, 
  Knowledge (nature) +27, 
  Knowledge (nobility) +9, 
  Perception +31, Perform 
  (any one) +19, Ride +16,  
  Sense Motive +19, 
  Spellcraft +14, Stealth +19,  
  Survival +14; Racial	
  Modifiers +8 Craft (wood)
  Languages Common, Elven, Sylvan; speak with animals, speak 
  with plants, tongues
  SQ druid magic, tree meld, wild empathy, woodcraft
  ECOLOGY
  Environment temperate forests
  Organization retinue (1 plus 2–5 dryads) or court (1 plus 2–12 
  centaurs, 2–12 dryads, 2–8 satyrs, and 1–2 treants)
  Treasure triple (+2 speed composite longbow [+5] with 20 
  arrows, masterwork dagger, other treasure)
  SPECIAL	ABILITIES
  Druid	Magic	(Su) A hamadryad can use any magic item as if 
  she were a 20th-level druid.
  Tree	Meld	(Su) A hamadryad can meld with any tree (similar 
  to meld into stone) and can remain melded with a tree as 
  long as she wishes.
  Woodcraft	(Ex) A hamadryad has a +8 racial bonus on Craft 
  checks involving wood, and is always treated as if she had 
  masterwork artisan’s woodworking tools when attempting 
  such checks.
  A hamadryad is the queen of her forest and the 
  leader of all the dryads within it. Much as a dryad 
  is bonded with one tree and is devoted to it, a 
  hamadryad loves her chosen forest; while she 
  does not sicken and die if separated from it, 
  she loathes such separation. All nonevil 
  woodland creatures acknowledge her 
  as the wisest of dryads and respect her 
  gifts of healing and diplomacy. In most 
  forests, a hamadryad is the sister or 
  wife of an erlking, and represents the 
  protective, patient, and nurturing 
  aspect of nature. With her healing 
  magic, she can relieve the suffering 
  of a dryad whose tree has been 
  killed 
  and 
  sustain 
  her 
  long 
  enough for her to bond with 
  another tree.
  A hamadryad prefers to 
  avoid direct confrontations, 
  instead using her magic and 
  allies to divert, confuse, and 
  even befriend any would-be 
  enemies. Her powers allow her 
  to speak with or quickly travel 
  to her subjects even when 
  they are in the most remote 
  parts of the forest. As a 
  consequence, little happens 
  in the forest without her 
  knowledge, and those who 
  enter her realm would do well 
  to remember this.
  148
  148
  Illustration by Mattias Fahlberg
  
  Harionago
  This deathly pale beauty’s skin is blemished with bruises and cuts, 
  yet a smile shows behind her flowing tangle of hair. 
  HARIONAGO	
  CR	11
  XP	12,800
  NE Medium undead 
  Init +9; Senses darkvision 60 ft.; Perception +20
  DEFENSE
  AC 25, touch 15, flat-footed 20 (+5 Dex, +10 natural)
  hp 147 (14d8+84)
  Fort +10, Ref +9, Will +12
  Defensive	Abilities channel resistance +2; DR 10/magic; 
  Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +15 (1d6+4/19–20 plus paralysis), 4 hair barbs +12 
  (1d6+2/19–20 plus bleed)
  Space 5 ft.; Reach 5 ft. (10 ft. with hair barbs)
  Special	Attacks bleed (5), infectious laughter, paralysis 
  (1d4+1 rounds, DC 23)
  Spell-Like	Abilities (CL 14th; concentration +20)
  3/day—feather fall, levitate, ray of enfeeblement (DC 17), 
  unnatural lustUM (DC 18)
  1/day—charm monster (DC 19), vampiric touch (DC 19)
  STATISTICS
  Str 19, Dex 20, Con —, Int 15, Wis 17, Cha 22
  Base	Atk +10; CMB +14; CMD 29
  Feats Combat Reflexes, Improved Critical (claw), 
  Improved Critical (hair barb), Improved Initiative, 
  Improved Natural Attack (hair barb), Multiattack, 
  Weapon Finesse
  Skills Bluff +20, Disguise +23, Intimidate +16, 
  Knowledge (nobility) +5, Perception +20, Perform 
  (sing) +10, Sense Motive +20, Stealth +22
  Languages Common, Elven, Sylvan
  ECOLOGY
  Environment any land
  Organization solitary
  Treasure standard
  SPECIAL	ABILITIES
  Infectious	Laughter	(Su) As a full-round action, a harionago 
  can emit a scornful laugh ringing out in a 60-foot burst. 
  A creature that hears the laughter must succeed at a 
  DC 23 Will saving thrown or be affected as the hideous 
  laughter spell (CL 14th), except that a laughing creature 
  is considered helpless to the harionago. A creature that 
  successfully saves against a harionago’s scornful laughter 
  can’t be affected by that same harionago’s laughter for 
  24 hours. This is a mind-affecting effect that can be 
  countered with the countersong class feature. Its save 
  DC is Charisma-based. 
  Despite her ragged dress and unkempt appearance, 
  a harionago is a beautiful and graceful creature. She 
  walks the roads at night pretending to be a lost damsel, 
  luring those she encounters close before striking with 
  her paralyzing claws and jagged hair barbs. However, 
  a harionago’s most dangerous weapon is her laugh. A 
  resounding cackle of mocking scorn and hateful malice, 
  it compels those around her to join in mocking concert.
  A harionago is formed when an innocent woman is 
  murdered in some unspeakable fashion. She rises, twisted 
  by the injustice of the crime against her, into an unnatural 
  and bloodthirsty horror that hunts unsuspecting victims 
  while trying to sate an everlasting lust for revenge. 
  Destroying a harionago doesn’t always lay her to rest 
  for good. On rare occasions and by mysterious means, a 
  harionago rises again after a year and a day to resume 
  her hunt. She can only rest after she takes her revenge 
  on those who murdered her. If her murderers are already 
  dead when she returns, she will rest only once every 
  member of her murderers’ family 
  lines has been slaughtered.
  149
  149
  Hamadryad–Harionago
  Hamadryad–Harionago
  Illustration by Chris Seaman
  
  Herd Animal, Giraffe
  This animal, covered in a spotted pattern, has a disproportionately 
  long neck that allows it to tower over other animals.
  GIRAFFE	
  CR	3
  XP	800
  N Huge animal 
  Init +2; Senses low-light vision; Perception +8
  DEFENSE
  AC 16, touch 10, flat-footed 14 (+2 Dex, +6 natural, –2 size)
  hp 30 (4d8+12)
  Fort +7, Ref +6, Will +2
  OFFENSE
  Speed 50 ft.
  Melee 2 hooves +6 (1d8+5), slam +1 (1d8+2)
  Space 15 ft.; Reach 10 ft.
  STATISTICS
  Str 20, Dex 15, Con 16, Int 2, Wis 13, Cha 7
  Base	Atk +3; CMB +10; CMD 22 (26 vs. trip)
  Feats Endurance, Run
  Skills Perception +8
  ECOLOGY
  Environment warm plains
  Organization solitary, pair, or herd (3–10)
  Treasure none
  SPECIAL	ABILITIES
  Natural	Weapons	(Ex) A giraffe’s 
  hoof attacks are primary 
  attacks and its slam attack is a 
  secondary attack.
  These long-necked animals roam 
  across plains in loose-knit groups, grazing 
  on the upper reaches of acacia trees. 
  Giraffes usually avoid conflict. 
  However, when its young 
  are threatened or if the 
  giraffe is cornered, 
  it attacks ruthlessly, 
  striking 
  with 
  its 
  powerful 
  hooves. 
  Giraffes rarely use 
  their necks to make 
  slam attacks unless 
  they are fighting 
  among themselves 
  as part of their 
  mating displays.
  A 
  giraffe 
  is 
  between 16 and 20 
  feet tall and weighs 
  3,500 pounds.
  Herd Animal, Stag
  Majestic and graceful, this powerful animal has branching 
  antlers atop it head.
  STAG	
  CR	1
  XP	400
  N Medium animal 
  Init +3; Senses low-light vision, scent; Perception +6
  DEFENSE
  AC 13, touch 13, flat-footed 10 (+3 Dex)
  hp 15 (2d8+6)
  Fort +6, Ref +6, Will +2
  OFFENSE
  Speed 50 ft.
  Melee gore +2 (1d6+1), 2 hooves –3 (1d4)
  STATISTICS
  Str 13, Dex 17, Con 16, Int 2, Wis 15, Cha 8
  Base	Atk +1; CMB +2; CMD 15 (19 vs. trip)
  Feats RunB, Skill Focus (Acrobatics)
  Skills Acrobatics +10, Perception +6
  ECOLOGY
  Environment any land
  Organization solitary, 
  pair, or herd (3–20)
  Treasure none
  True masters of the 
  wild, deer gracefully 
  glide through meadows 
  and among the thickets of 
  the deepest forests. Found in 
  all climates and most terrains, 
  deer form tightly knit herds for 
  protection. These creatures fall 
  victim to predators, and many 
  humanoids hunt the animals for 
  food and hides. They’re not picky 
  eaters, and consume all manner of plant 
  material. In areas where humanoids 
  live, deer can become pests as they 
  graze in fields and destroy gardens 
  in search of food.
  The stat block shown above 
  represents a male deer (a 
  stag). Unlike caribou and 
  other similar animals, 
  female deer only rarely 
  grow antlers, thus they 
  lack gore attacks. Stags 
  are approximately 6 feet 
  long from nose to tail and 
  weigh up to 350 pounds.
  150
  150
  Illustration by Dean Spencer
  
  Huldra
  This woman’s foxlike tail and the wood-lined hollow inside her 
  back reveal her true fey nature.
  HULDRA	
  CR	4
  XP	1,200
  CN Medium fey 
  Init +3; Senses darkvision 60 ft., detect snares and pits, low-
  light vision, scent; Perception +12
  DEFENSE
  AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)
  hp 38 (7d6+14); regeneration 3 (acid or fire)
  Fort +4, Ref +8, Will +7
  Immune charm effects, compulsion effects; Resist cold 10
  OFFENSE
  Speed 30 ft.
  Melee slam +7 (1d6+4), tail slap +7 (1d6+4 plus 1d4 Cha damage)
  Special	Attacks lashing tail, manipulate luck
  Spell-Like	Abilities (CL 4th; concentration +8)
  Constant—detect snares and pits, endure 
  elements, pass without trace
  3/day—charm person (DC 15), daze monster  
  (DC 16), wood shape
  1/day—deep slumber (DC 17)
  STATISTICS
  Str 19, Dex 17, Con 14, Int 12, Wis 14, Cha 19
  Base	Atk +3; CMB +7; CMD 21
  Feats Deceitful, Dodge, Mobility,  
  Power Attack
  Skills Bluff +16, Disguise +16, Escape 
  Artist +13, Knowledge (nature) +11, 
  Perception +12, Stealth +13, Use Magic 
  Device +14
  Languages Common, Giant, Sylvan
  ECOLOGY
  Environment cold forests or mountains
  Organization solitary, pair, or family (3–9)
  Treasure standard
  SPECIAL	ABILITIES
  Lashing	Tail	(Su) A huldra’s tail slap 
  is a primary attack. In addition, 
  each time a huldra damages 
  a creature with her tail slap, 
  she deals 1d4 points of Charisma 
  damage, causing her target to 
  grow progressively more deformed 
  and ugly with each strike. A successful 
  DC 15 Fortitude save negates the Charisma 
  damage. The save DC is Constitution-based.
  Manipulate	Luck	(Su) Once per day, a huldra 
  can manipulate another creature’s luck by 
  spending a full-round action, during which 
  the huldra must remain in physical contact with the target 
  creature. When the huldra uses this ability, she must 
  choose whether she is imparting good luck or bad luck. 
  A creature granted good luck gains a +2 luck bonus on 
  all saving throws, attack rolls, and skill checks, while a 
  creature afflicted with bad luck takes a –4 penalty on all 
  saving throws, attack rolls, and skill checks. A successful 
  DC 17 Will save negates the effect. Huldras cannot be the 
  target of this ability. This effect lasts for 24 hours and is a 
  curse effect. The save DC is Charisma-based.
  Huldras are fey creatures that legend claims were 
  originally created by troll witches to lure humans into 
  their clutches. Every huldra is aware of this tale, finds it 
  insulting, and denies it at length—yet the legend persists. 
  There’s no greater way to inflame a huldra to anger than 
  to speak about this myth (especially while expressing 
  distrust or contempt for the huldra), and the huldras’ 
  hatred of all things trollish is well known among 
  scholars of the fey and those who regularly encounter 
  the less common fey creatures. 
  From the front, a huldra appears to be a beautiful 
  human woman, yet two distinctive features mark 
  the huldra as something supernatural: her long, 
  foxlike tail, and the fact that she doesn’t have a 
  solid back—merely a hole that reveals her 
  body to be a hollow, bark-lined shell. 
  Most huldras wear their hair long to 
  mask the hole in their backs, and they 
  prefer long gowns to hide their tails when 
  interacting with humanoids. Though 
  huldras are not ashamed of their status 
  as fey, they react rather negatively 
  when someone points out their tails. 
  So long as humanoids are respectful, 
  however, huldras tend to be curious 
  about other races, and may aid those 
  who pass through their territories by 
  telling them the best places for hunting 
  or fishing.
  Huldras sometimes become enamored 
  of woodcutters or others who adventure 
  outdoors, and invite these paramours 
  to share their beds, but such romances 
  usually end in disappointment and 
  misunderstanding on both sides. 
  Despite their relatively lithe frames, 
  huldras are deceptively strong, and 
  stories abound of them performing 
  astonishing feats of strength such as 
  straightening horseshoes and tossing  
   
  aside attackers, and their natural 
  weapons are quite potent.
  151151
  Herd Animal–Huldra
  Herd Animal–Huldra
  Illustration by Dmitry Burmak
  
  Hungry Flesh
  A quivering pile of tumorous flesh, this creature leaves a trail of 
  slime as it hungrily searches for sustenance.
  HUNGRY FLESH 
  CR 3
  XP 800
  N Large ooze 
  Init –3; Senses blindsight 60 ft., scent; Perception –5
  DEFENSE
  AC 8, touch 6, flat-footed 8 (–3 Dex, +2 natural, –1 size)
  hp 47 (5d8+25); regeneration 5 (acid or fire)
  Fort +6, Ref –2, Will –4
  Defensive Abilities amorphous; Immune ooze traits
  OFFENSE
  Speed 20 ft., swim 20 ft.
  Melee slam +5 (1d6+4 plus disease and grab)
  Space 10 ft.; Reach 5 ft.
  Special Attacks constrict (1d6+4 plus disease)
  STATISTICS
  Str 16, Dex 5, Con 20, Int —, Wis 1, Cha 1
  Base Atk +3; CMB +7 (+11 grapple); CMD 14 (can’t be tripped)
  SQ compression, monstrous growth, reactive regeneration, 
  slime trail
  ECOLOGY
  Environment any land or underground
  Organization solitary or cluster (2–5)
  Treasure incidental
  SPECIAL ABILITIES
  Disease (Ex) Tumor 
  Infestation: Injury; 
  save Fort DC 17; 
  onset 1 minute; 
  frequency 
  1/day; 
  effect 1d2 Con and 1d2 Cha; cure 2 consecutive saves. Anyone 
  who dies from tumor infestation turns into a hungry flesh 1d4 
  hours later. The save DC is Constitution-based.
  Monstrous Growth (Ex) A hungry flesh gains growth points 
  from its reactive regeneration ability or from eating 
  creatures. When it consumes a creature that’s been dead no 
  more than an hour, it gains 1 growth point if that creature 
  is of its size or one size category smaller, or 2 growth points 
  if its meal is larger than it is. Eating a creature takes a full-
  round action if it is the same size or smaller than the hungry 
  flesh or 1 minute if it is larger. Each time a hungry flesh 
  reaches 5 growth points, it gains the giant creature simple 
  template. This template stacks with itself each time the 
  hungry flesh gains another 5 growth points, but the hungry 
  flesh can’t increase its size beyond Gargantuan. When it 
  stops gaining growth points, a hungry flesh loses a single 
  application of the giant creature simple template for each 
  hour that passes. 
  Reactive Regeneration (Ex) Whenever a hungry flesh takes 
  piercing or slashing damage, it regenerates 5 hit points and 
  gains 1 growth point.
  Slime Trail (Ex) A hungry flesh leaves behind a trail of slime that 
  acts as a grease spell (DC 17). Any living creature that touches 
  this slime with bare flesh must succeed at a Fortitude save 
  (with a +4 bonus) or contract tumor infestation. The slime 
  dries up after 1 minute. The save DC is Constitution-based.
  Created in a laboratory by an alchemist 
  researching methods of regenerating 
  human flesh, a hungry flesh is a 
  freakish creature made of aggressive, 
  malignant tissue. It lives only to feed 
  and grow, and must consume large 
  amounts of plant and animal 
  matter to sustain itself. Each day, 
  a hungry flesh must consume its 
  own weight in food. A hungry 
  flesh resists attempts to cut or 
  pierce it, quickly repairing the 
  damage and creating new 
  fleshy growths. With 
  the right food and 
  attacks to catalyze 
  its growth, a hungry 
  flesh can balloon to 
  twice its normal size 
  in minutes. A hungry 
  flesh can grow to 
  Gargantuan size.
  A hungry flesh starts 
  out at approximately 7 
  feet in diameter, and 
  weighs 3,000 pounds.
  152
  152
  Illustration by Tyler Walpole
  
  Hyakume
  This bloated creature’s eyes protrude from between the fleshy fat 
  rolls of its neckless, hulking form. 
  HYAKUME 
  CR 15
  XP 51,200
  NE Large aberration 
  Init +12; Senses all-around vision, darkvision 90 ft., low-light 
  vision; Perception +19
  DEFENSE
  AC 32, touch 18, flat-footed 23 (+8 Dex, +1 dodge, +14 natural, 
  –1 size)
  hp 218 (19d8+133)
  Fort +13, Ref +14, Will +17
  Immune cold; Resist electricity 10, fire 10; SR 26
  Weaknesses light sensitivity
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +18 (3d6+4) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks drain memory, quivering palm (1/day, DC 25), 
  stunning fist (4/day, DC 25)
  Spell-Like Abilities (CL 15th; concentration +24)
  At will—clairvoyance/clairaudience, share memoryUM
  5/day—divination
  3/day—cold ice strikeUM, discordant blastAPG, sonic thrustUM
  STATISTICS
  Str 18, Dex 27, Con 24, Int 19, Wis 22, Cha 29
  Base Atk +14; CMB +19; CMD 38
  Feats Combat Casting, Combat Reflexes, Dodge, Improved 
  Initiative, Improved Unarmed Strike, Mobility, Skill Focus (Sense 
  Motive), Stunning Fist, Weapon Focus (slam), Wind Stance
  Skills Acrobatics +23, Bluff +21, Craft (any) +10, Diplomacy +17, 
  Intimidate +24, Knowledge (arcana, planes, religion) +12, 
  Knowledge (geography, history) +10, Perception +19, 
  Sense Motive +17, Spellcraft +22, Stealth +15, Survival +17, 
  Swim +8, Use Magic Device +17
  Languages Common, Undercommon; telepathy 60 ft.
  SQ eye probe, monk abilities, transfer memories
  ECOLOGY
  Environment any underground
  Organization solitary or enclave (2–6)
  Treasure standard
  SPECIAL ABILITIES
  Drain Memory (Su) Once per day as a standard 
  action, a hyakume can make a touch attack with 
  either its hands or one of its eye probes to drain a 
  target of its memories. The target loses the majority of 
  memories relating to life and identity, and the hyakume can 
  control the creature as if it were subject to a charm monster 
  spell until those memories are regained (Will DC 28 negates). 
  The hyakume absorbs the memories and can store and use 
  them. It can store the memories of a number of creatures 
  equal to its Intelligence bonus (typically 4) at one time. This 
  is a mind-affecting effect. The save DC is Charisma-based.
  Eye Probe (Su) Once per day as a full-round action, a hyakume 
  can detach up to six of its eyes and send them on missions. An 
  eyeball has AC 22, hp 5, and a fly speed of 60 ft. with perfect 
  maneuverability. A hyakume can see through all of its eye 
  probes, and can make drain memory attacks with them. If a 
  hyakume’s eyeball is destroyed, the hyakume takes 5 points 
  of damage. An eye probe can’t stray farther than 1 mile from a 
  hyakume or the eye is destroyed (dealing 5 points of damage).
  Monk Abilities The hyakume’s Stunning Fist feat and slam 
  attacks function as though it were a 15th-level monk. It 
  can also use the quivering palm class feature once per day 
  (Fortitude DC 25). The save DC is Wisdom-based.
  Transfer Memories (Su) Once per day as a standard action, a 
  hyakume can touch a willing creature with either its hand or 
  one of its eye probes to transfer memories it has stored to the 
  creature touched. This is a mind-affecting effect.
  Hideous and corpulent, with numerous eyes dotting 
  their bodies, hyakumes are mystics of malevolence. They 
  steal and collect the memories of other intelligent beings 
  to increase their own knowledge.
  153
  153
  Hungry Flesh–Hyakume
  Hungry Flesh–Hyakume
  Illustration by Eric Belisle
  
  Hypnalis
  Seeming to phase in and out of existence, this ophidian creature 
  has a great striped hood like a cobra.
  HYPNALIS 
  CR 5
  XP 1,600
  N Medium outsider (extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
  hp 59 (7d10+21)
  Fort +5, Ref +7, Will +6
  OFFENSE
  Speed 40 ft., fly 60 ft. (good)
  Melee bite +13 (1d6+9 plus grab and poison)
  Special Attacks constrict (1d6+9), poison, sneak attack +2d6
  STATISTICS
  Str 22, Dex 15, Con 16, Int 7, Wis 13, Cha 10
  Base Atk +7; CMB +13 (+17 grapple); CMD 25 (can’t be tripped)
  Feats Blind-Fight, Improved Initiative, Skill Focus (Stealth), 
  Shadow StrikeAPG
  Skills Bluff +10, Fly +10, Perception +11, Sense Motive +10, 
  Stealth +15
  Languages Aklo
  SQ ghost touch fangs, phasing
  ECOLOGY
  Environment any (Ethereal Plane)
  Organization solitary, pair, or nest (3–7)
  Treasure none
  SPECIAL ABILITIES
  Ghost Touch Fangs (Su) A hypnalis’s bite attack is treated as if 
  it has the ghost touch special weapon quality.
  Phasing (Su) A hypnalis can shift from the Ethereal Plane to 
  the Material Plane as a free action and shift back again 
  as a move action (or part of a move action). The ability is 
  otherwise identical to ethereal jaunt (CL 15th).
  Poison (Su) If a hypnalis poisons an ethereal creature while 
  on the Ethereal Plane (including creatures under the effects 
  of spells or effects that grant etherealness such as ethereal 
  jaunt), the creature is immediately forced onto the Material 
  Plane and takes the specified Constitution damage. Creatures 
  on the Material Plane are affected by this poison as normal. 
  Hypnalis Venom: Bite—injury; save Fort DC 16; frequency 
  1/round for 6 rounds; effect 1d3 Con and effects listed above; 
  cure 2 consecutive saves. The save DC is Constitution-based.
  Sometimes called an ether serpent, a hypnalis resembles 
  a snake the size of a python sporting a hood like that of a 
  cobra with gray stripes. The creature’s fangs carry a potent 
  venom that is not only deadly, but can force creatures off 
  the Ethereal Plane. While other denizens of the Ethereal 
  Plane focus their attention on warring with each other, 
  spying on others, or feeding on dreams, a hypnalis hunts 
  those not native to its plane.
  Different hypnalises deal with such interlopers in 
  their own ways. Some sinister or young and hotheaded 
  hypnalises hunt such trespassers for sport, tormenting 
  them for a while before killing them or expelling 
  them to the Material Plane. Other older or inquisitive 
  hypnalises are more curious about such strangers and 
  pragmatic in their dealings with them, approaching 
  interlopers in attempts to find out their method for 
  traveling to the Ethereal Plane and whether 
  or not they can return. If they 
  can, these hypnalises might 
  request that these interlopers 
  leave, backing such requests 
  with threats if the interlopers 
  seem uncooperative. If the 
  interlopers don’t have a method 
  to return to their home, some rare good-
  natured hypnalises may help them find 
  a way to leave the Ethereal Plane without 
  using its poison. Even when this is the 
  case, hypnalises are wary creatures, and are 
  always on guard against treachery. 
  A hypnalis is approximately 8 feet long and 
  weighs about 20 pounds.
  154
  154
  Illustration by Joshua Meehan
  
  Ijiraq
  Its head the skull of a caribou, this humanoid has wicked claws, and 
  wears wrappings of ragged fur adorned with scrimshaw talismans.
  IJIRAQ 
  CR 9
  XP 6,400
  CN Medium fey (shapechanger)
  Init +2; Senses low-light vision; Perception +21
  DEFENSE
  AC 25, touch 13, flat-footed 22 (+2 Dex, +1 dodge, +12 natural)
  hp 105 (14d6+56)
  Fort +8, Ref +13, Will +13
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +10 (2d4+3), bite +10 (2d6+3), gore +10 (2d6+3)
  Ranged javelin +9 (1d6+3)
  Special Attacks disorienting gaze
  Spell-Like Abilities (CL 14th; concentration +20)
  At will—dimension door, fly, hallucinatory terrain 
  (DC 20)
  3/day—baleful polymorph (DC 21), control winds, 
  cure critical wounds (DC 20), ice storm (DC 20), 
  sleet storm (DC 19), summon nature’s ally IV
  STATISTICS
  Str 16, Dex 15, Con 18, Int 15, Wis 19, Cha 22
  Base Atk +7; CMB +10; CMD 23
  Feats Acrobatic Steps, Blind-Fight, Combat Reflexes, 
  Dodge, Lightning Reflexes, Mobility, Nimble Moves
  Skills Escape Artist +19, Handle Animal +20, Intimidate +20, 
  Knowledge (arcana) +16, Knowledge (nature) +19, Perception 
  +21, Stealth +19, Survival +18
  SQ change shape (elk [Pathfinder RPG Bestiary 3 147], beast 
  shape II), hide in plain sight
  ECOLOGY
  Environment cold forests or plains
  Organization solitary
  Treasure standard (mostly valuable scrimshaw carvings)
  SPECIAL ABILITIES
  Disorienting Gaze (Su) An ijiraq can level an icy stare at a 
  creature within 30 feet. That creature takes a –20 penalty on 
  Perception checks and Survival checks for 24 hours (Fortitude 
  DC 23 negates). The save DC is Charisma-based. An ijiraq can 
  use this ability while in the shape of an elk.
  Hide in Plain Sight (Su) An ijiraq can use the Stealth skill even 
  while being observed. As long as it’s standing in terrain 
  covered in ice or snow, an ijiraq can hide itself from view in 
  the open without actually hiding behind anything. An ijiraq 
  can’t use this ability while flying, and the ability has no 
  effect when the ijiraq isn’t in icy terrain.
  Wardens of the north, ijiraqs protect the frigid beauty 
  and placidity of their arctic homes against all who 
  would trespass, regardless of race or intentions. They are 
  creatures of icy resolution, merciless and unflinching 
  as the arctic winds, bringing doom to both vicious and 
  innocent interlopers equally. Aloof and mysterious, 
  they prefer not to be seen in their natural form, instead 
  cloaking themselves in the fur and shape of swift elk or 
  caribou. Yet even then they’re usually only glimpsed as 
  fleeting shadows. Those who lock gazes with ijiraqs see 
  the world around them begin to swim, seeming unreal to 
  the extent that even a skilled forester might be unable to 
  determine which way is north, and a life-long native of a 
  place might become lost within sight of home.
  Few can honestly claim to have ever seen an ijiraq’s true 
  face, as the creatures wear skulls taken from impressive 
  specimens of their alternate forms as masks. Ijiraqs 
  typically stand about 5 feet tall—though that height 
  reaches over 6 feet including their impressive horns—
  and weigh approximately 175 pounds.
  155
  155
  Illustration by Eva Widermann
  Hypnalis–Ijiraq
  Hypnalis–Ijiraq
  
  Immortal Ichor
  This strange—almost beautiful—purple ooze thrums with 
  powerful energy and glows with an eerie light. 
  IMMORTAL ICHOR 
  CR 17
  XP 102,400
  NE Medium ooze (extraplanar)
  Init +7; Senses blindsense 60 ft.; Perception +25
  DEFENSE
  AC 32, touch 32, flat-footed 28 (+3 Dex, +1 dodge, +28 profane)
  hp 270 (20d8+180); regeneration 10 (good spells, good weapons)
  Fort +16, Ref +9, Will +11
  Defensive Abilities amorphous, DR 15/—; Immune acid, 
  bludgeoning damage, electricity, mind-affecting effects, ooze 
  traits, piercing damage; Resist cold 30
  OFFENSE
  Speed 20 ft., fly 20 ft. (average)
  Melee slam +21 (6d6+7 plus 1d3 Wis drain)
  Spell-Like Abilities (CL 17th; concentration +22)
  At will—charm person (DC 18), detect thoughts (DC 17), 
  summon swarm, telekinesis (DC 20)
  3/day—charm monster (DC 19), quickened charm person 
  (DC 18), control undead (DC 22), creeping doom (DC 22), 
  insect plague, mind fog (DC 20), nightmare (DC 20)
  STATISTICS
  Str 20, Dex 17, Con 26, Int 21, Wis 20, Cha 21
  Base Atk +15; CMB +20 (+24 grapple); CMD 34 (can’t be tripped)
  Feats Ability Focus (charm person), Combat Casting, Dodge, 
  Great Fortitude, Hover, Improved Great Fortitude,  
  Improved Initiative, Quicken Spell-Like Ability (charm person), 
  Toughness, Weapon Focus (slam)
  Skills Fly +3, Intimidate +25, Knowledge (arcana, history, 
  planes) +25, Perception +25, Sense Motive +25, Spellcraft +25
  Languages Abyssal, Aklo, Infernal, Undercommon (can’t speak 
  any language); telepathy 100 ft.
  SQ compression, corrupt ally, no breath
  ECOLOGY
  Environment any ruins or underground
  Organization solitary or cult (1 plus 3–12 worshipers or  
  juju zombies)
  Treasure standard
  SPECIAL ABILITIES
  Corrupt Ally (Su) Any creature charmed by an immortal 
  ichor takes 1d6 points of Wisdom damage per day. When a 
  charmed creature’s Wisdom damage equals its Wisdom score, 
  it becomes completely subservient to the immortal ichor 
  (as dominate monster, except it even obeys self-destructive 
  orders) and loses the Wisdom damage it has taken from this 
  ability. A subservient ally who is killed rises the next round as 
  a juju zombie under the immortal ichor’s control. If the ichor is 
  killed, these zombies are immediately destroyed.
  An immortal ichor is an intelligent mass of blood from a 
  dead evil deity. Blessed with profane powers and the will to 
  dominate other creatures, these oozes are a threat to all living 
  things. The rare few that exist are banished underground or 
  sealed away in chambers that block their magical abilities. 
  Over time these seals break or erode, allowing a trickle of an 
  ooze’s substance to escape and giving it a narrow aperture to 
  exert its power through. Retaining vague memories of the 
  god it was taken from, an immortal ichor uses its minions to 
  find a body to possess, and either sets itself up as a godling or 
  tries to find a way to revive its divine source.
  156
  156
  Illustration by Joshua Meehan
  
  Incutilis
  This strange nautilus drags itself forward on oversized tentacles, 
  its crimson-streaked flesh textured like the surface a brain.
  INCUTILIS 
  CR 2
  XP 600
  LE Tiny aberration (aquatic)
  Init +6; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
  hp 18 (4d8)
  Fort +1, Ref +3, Will +5
  OFFENSE
  Speed 5 ft., climb 5 ft., swim 60 ft.
  Melee 2 tentacles +2 (1d4+2 plus grab)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks puppetmaster
  STATISTICS
  Str 15, Dex 15, Con 11, Int 12, Wis 13, Cha 8
  Base Atk +3; CMB +3 (+7 grapple); CMD 15 (can’t be tripped)
  Feats Improved Initiative, Step Up
  Skills Bluff +3, Climb +10, Disguise +3, Perception +8, Stealth +17, 
  Swim +17
  Languages Aklo, Aquan; telepathy 30 ft.
  SQ amphibious
  ECOLOGY
  Environment any oceans
  Organization solitary, pair, or colony (3–12 plus enslaved puppets)
  Treasure standard
  SPECIAL ABILITIES
  Puppetmaster (Su) As a full-round action, an incutilis can drive 
  its lesser tendrils into any helpless Small or Medium creature 
  occupying the same square and pump the victim full of 
  poison and chemicals. The victim is killed instantly, and 
  becomes a zombie-like creature under the incutilis’s control. 
  This zombie isn’t treated as being undead, and is immune to 
  spells and effects that affect only undead (including damage 
  from positive energy). The incutilis is attached to this 
  zombie—typically by the head—occupying the same 
  square and moving along with it. The incutilis can 
  make attacks with its tentacles independently of 
  the zombie’s slam. It can also retract its tendrils as a move 
  action, but doing so causes the zombie to collapse and revert 
  to a normal corpse. The incutilis must retract its tendrils 
  before it can move away from a zombie it’s attached to. Any 
  attack that deals damage to the zombie also deals 1 point 
  of damage to the incutilis, regardless of how much 
  damage is dealt to the zombie. Area-affecting 
  spells affect both the puppeteer and zombie. A 
  character can attempt to attack just the incutilis, 
  but takes a –4 penalty on the attack roll. Killing the 
  incutilis destroys the zombie.
  A strange sort of sea creature that appears to be an 
  oversized cephalopod, an incutilis hides a significant 
  intelligence behind its unassuming appearance. Though 
  most incutilises live their entire lives within the deepest 
  trenches of the darkest seas, some venture to the border 
  between water and land, taking terrible control over 
  land-dwelling flesh with an alien disregard for sentient 
  life. Because of their aquatic physiologies, their ability 
  to cross this border and travel on land is limited. These 
  aberrations overcome this hurdle with a lethal solution, 
  slaying land dwellers and commandeering their flesh to 
  bear the incutilis on shore.
  Although incutilises can live as bottom feeders, they 
  prefer not to scavenge. Their favorite foods seem to be 
  larger sea creatures—sharks, whales, and sentient ocean 
  dwellers—and they make no distinction between the living 
  and the dead. Incutilises exhibit strong self-preservation 
  compulsions, going out of their way to avoid dangerous 
  predators. When one is on land and its zombie puppet is 
  destroyed, it attempts to flee to the 
  nearest body of water.
  An incutilis weighs about 25 
  pounds (30 with its shell) and 
  measures 4 feet from the tips 
  of its longest tentacles to 
  the top of its shell.
  157
  157
  Illustration by Tyler Walpole
  Immortal Ichor–Incutilis
  Immortal Ichor–Incutilis
  
  Irminsul
  A split in the trunk of this strange tree reveals a swirling magical 
  portal to an unknown destination.
  IRMINSUL 
  CR 17/MR 7
  XP 102,400
  CN Gargantuan plant (extraplanar, mythic)
  Init –2; Senses blindsight 120 ft., tremorsense 100 ft.; 
  Perception +32
  DEFENSE
  AC 33, touch 4, flat-footed 33 (–2 Dex, +29 natural, –4 size)
  hp 301 (14d8+238); regeneration 10 (cold iron)
  Fort +22, Ref +2, Will +15
  DR 10/epic; Immune cold, sonic, plant traits; SR 25
  OFFENSE
  Speed 10 ft.
  Melee 4 slams +14 (5d6+12)
  Space 20 ft.; Reach 20 ft.
  Special Attacks mythic power (7/day, surge +1d10)
  Spell-Like Abilities (CL 20th; concentration +26)
  Constant—see alignmentUC (its own alignment only)
  At will—telekinesis (DC 21)
  STATISTICS
  Str 27, Dex 6, Con 32, Int 23, Wis 28, Cha 23
  Base Atk +10; CMB +22; CMD 30 (can’t be tripped)
  Feats AlertnessM, Combat Casting, Empower Spell-Like Ability 
  (telekinesis), Great FortitudeM, Iron WillM, Quicken Spell-Like 
  Ability (telekinesis), ToughnessM
  Skills Bluff +12, Diplomacy +14, Intimidate +18, Knowledge 
  (arcana, history) +9, Knowledge (nature) +14, Knowledge 
  (planes) +18, Knowledge (religion) +16, Perception +32, 
  Sense Motive +29, Spellcraft +20, Survival +17
  Languages Common, Druidic, Elven, Sylvan (can’t speak any 
  language); telepathy 100 ft.
  SQ planar portal
  ECOLOGY
  Environment any
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Planar Portal (Su) Within the split of an irminsul’s 
  trunk swirls a large planar portal, a permanent gate that 
  links one plane to another. An irminsul controls whether 
  or not specific creatures can pass through its portal, which 
  grants entrance to a specific location on the linked plane. 
  Those attempting to breach a barred portal must 
  succeed at a DC 26 Fortitude save or be ejected and 
  teleported to a random location on the current plane. 
  If the trespasser successfully saves, it takes 6d6 points 
  of damage and is sickened for 1 minute. The DC for this 
  save is Wisdom-based. Mythic characters can expend 
  uses of mythic power to forcefully pass through the gate, 
  lowering the DC of the saving throw by 5 for each use of 
  mythic power expended in this fashion.
  According to legend, primordial gods seeded the 
  multiverse with the irminsuls, powerful and intelligent 
  tree-like beings that bind all their worlds together by 
  their roots. At one time, these beings were plentiful, and 
  prized for their knowledge and mystic properties. But 
  powerful creatures hacked them to the ground because 
  they believed irminsuls’ wood had special qualities or 
  sought to protect themselves from whatever lay beyond 
  the strange portals.
  Every irminsul is bound to a specific plane. The bound 
  plane determines the creature’s alignment, the nature of 
  its regeneration, and the languages it knows. Sometimes 
  irminsuls have special abilities based on the planes they 
  are linked to. The sample irminsul is bound to the 
  primal land of fey.
  158
  158
  Illustration by Xia Taptara
  
  Isitoq
  This bloodshot eyeball trails strands of bloody nerves that fan out 
  like flapping wings.
  ISITOQ 
  CR 1/2
  XP 200
  NE Diminutive undead 
  Init +1; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size) 
  hp 9 (2d8)
  Fort +0, Ref +1, Will +5
  Immune undead traits
  OFFENSE
  Speed 5 ft., fly 60 ft. (perfect)
  Melee slam +6 (1d2–3), 2 wings +6 (1d1–3 plus daze)
  Space 1 ft.; Reach 0 ft.
  Special Attacks daze, tears of anguish
  STATISTICS
  Str 4, Dex 13, Con —, Int 7, Wis 14, Cha 11
  Base Atk +1; CMB –2; CMD 5 (can’t be tripped)
  Feats Weapon Finesse
  Skills Fly +15, Perception +7, Stealth +18
  Languages Common (can’t speak)
  SQ visual sensor
  ECOLOGY
  Environment any
  Organization solitary or gang (2–8)
  Treasure none
  SPECIAL ABILITIES
  Daze (Ex) An isitoq’s nerves form grotesque wings. Any 
  creature struck by the creature’s wings must succeed at a 
  DC 11 Will save or be dazed for 1 round as the target’s mind 
  is flooded with images of the last seconds of the isitoq’s 
  existence as a living creature. This is a mind-affecting fear 
  effect. The save DC is Charisma-based.
  Tears of Anguish (Su) As a full-round action, an isitoq can 
  make a ranged touch attack to squirt tears into the eyes of 
  a creature within 30 feet. If the target fails a DC 11 saving 
  throw, it experiences the effect of the isitoq’s daze ability. 
  The save DC is Charisma-based.
  Visual Sensor (Su) An isitoq’s creator or master can see 
  through its eye at a range of 60 feet, using the eye’s normal 
  vision and darkvision. The following spells have a 5% chance 
  per caster level of the isitoq’s creator of operating through 
  the isitoq: detect chaos, detect evil, detect good, detect 
  law, detect magic, and message. If the creator is 15th level 
  or higher, the following spells have the same chance of 
  functioning through the isitoq: read magic and tongues.
  Awkwardly flapping through the air, this creature 
  constantly weeps salty tears, leaving a dripping trail 
  behind it as it flies. 
  Most often encountered in 
  the company of necromancers 
  or 
  powerful 
  undead 
  creatures 
  capable of casting spells, an isitoq 
  serves as a companion, spy, or 
  sometimes even a familiar. 
  Its creator normally uses 
  it as a sentinel, sending it 
  flying through the halls 
  of its laboratory, lair, or 
  dungeon complex to watch 
  for intruders or spy on 
  guests and test subjects. As an 
  isitoq’s creator can see through the 
  creature’s single eye, the creator can keep watch over her 
  domain without having to leave an inner sanctum or other  
  heavily-guarded area.
  Though the isitoq’s attack is itself weak, any creature 
  struck by the floating eyeball’s wings sees the last moments 
  of life experienced by the creature from which the isitoq was 
  created. This horror-filled vision is potent with emotion, 
  making the victim feel as if it’s experiencing its own death.
  CREATING AN ISITOQ
  A spellcaster can create an isitoq from the head of a 
  Small or Medium corpse that has at least one intact eye. 
  The head must be animated as a 1 Hit Die undead using 
  animate dead (this counts toward the total HD animated 
  by the spell and the total HD the caster can control), 
  followed by casting clairaudience/clairvoyance or locate 
  object to establish the sensory connection, and air walk, 
  fly, levitate, or wind wall to give it the ability to fly. When 
  these spells are finished, one of the head’s eyes pulls 
  itself free of its socket and becomes an isitoq. The rest of 
  the head remains part of a corpse.
  An evil spellcaster with the Improved Familiar feat can 
  gain an isitoq as a familiar at 5th level.
  159
  159
  Irminsul–Isitoq
  Irminsul–Isitoq
  Illustration by Joshua Meehan
  
  Jack-o’-Lantern
  A carved pumpkin sits atop a writhing mass of thick ropey vines. 
  Sinister flames dance within its leering, crudely carved face.
  JACK-O’-LANTERN 
  CR 1
  XP 400
  NE Medium plant 
  Init –2; Senses low-light vision, tremorsense 30 ft.; Perception +7
  Aura fear (20 ft., DC 13)
  DEFENSE
  AC 11, touch 8, flat-footed 11 (–2 Dex, +3 natural)
  hp 11 (2d8+2)
  Fort +4, Ref –2, Will +2
  Immune plant traits; Resist fire 15
  OFFENSE
  Speed 15 ft.
  Melee bite +3 (1d6+2), slam +3 (1d4+2 plus strangling entangle)
  Space 5 ft.; Reach 5 ft. (10 ft. with slam)
  Special Attacks breath weapon (20-ft. cone, 1d10 fire, Reflex 
  DC 12 half, usable every 1d4 rounds), explode, strangling 
  ensnare (DC 14)
  STATISTICS
  Str 15, Dex 7, Con 12, Int 2, Wis 14, Cha 7
  Base Atk +1; CMB +3; CMD 11 (can’t be tripped)
  Feats Ability Focus (strangling ensnare)
  Skills Perception +7
  SQ pumpkin form
  ECOLOGY
  Environment temperate forests, 
  hills, or plains (pumpkin 
  patches)
  Organization solitary or 
  patch (2–12)
  Treasure none
  SPECIAL ABILITIES
  Explode (Ex) One round 
  after a jack-o’-lantern 
  is reduced to 0 or 
  fewer hit points, it 
  explodes in a burst 
  of flaming spores. 
  Creatures within 10 
  feet of an exploding 
  jack-o’-lantern must 
  succeed at a DC 
  12 Reflex save or 
  take 2d6 points of 
  fire damage and be 
  stunned for 1 round. 
  A successful save halves the damage 
  and negates the stun. The save DC is 
  Constitution-based. 
  Fear Aura (Su) Any creature within 30 feet of a jack-o’-
  lantern must succeed at a DC 13 Will save or be shaken for 
  2d6 minutes. If the Will save is successful, the creature is 
  immune to that jack-o’-lantern’s fear aura for 24 hours. This 
  is a vision-based mind-affecting fear effect. The save DC is 
  Charisma-based and includes a +4 racial bonus.
  Pumpkin Form (Su) A jack-o’-lantern can shrink in size and 
  douse its sinister fiery radiance, allowing it to blend in 
  almost perfectly with normal pumpkins and take 20 on its 
  Stealth checks to hide in plain sight as a normal pumpkin. 
  While using this ability, a jack-o’-lantern loses its fear aura. A 
  jack-o’-lantern can use this ability as a full-round action and 
  end it as a free action.
  Strangling Ensnare (Ex) A jack-o’-lantern’s slam attack 
  entangles the target in its vines for 2d4 rounds unless the 
  target succeeds at a DC 14 Reflex save. The target can attempt 
  to burst these entangling vines before the duration expires 
  with a successful DC 12 Strength check as a full-round action. 
  While the target is entangled, its vines also grasp at the 
  target’s mouth. The target cannot speak or cast spells with 
  verbal components while it is entangled by the jack-
  o’-lantern. When a creature is entangled by this 
  ability, the jack-o’-lantern loses its slam attack, 
  but it can end this ability as a free action. The 
  save and the burst DCs are Constitution-based. 
  Jack-o’-lanterns are semi-intelligent plant  
  creatures spawned by fell magic and 
  driven to burn and consume living 
  flesh. Though they are mobile, jack-
  o’-lanterns prefer to remain in one 
  spot until their food supplies run out. 
  They typically lair within pumpkin 
  patches, where they lie in wait and 
  use their pumpkin form ability to 
  ambush unsuspecting prey. 
  Jack-o’-lanterns have been 
  known to grow where the 
  corpse of a powerful evil 
  witch or wicked fey was 
  buried, though this form 
  of reproduction sometimes 
  takes 
  decades. 
  Jack-o’-lanterns 
  can also reproduce on their 
  own. 
  Immediately 
  after 
  killing 
  and 
  devouring 
  an intelligent being, a 
  jack-o’-lantern 
  excretes 
  its victim’s remains as a 
  smoldering, paste-like slurry that 
  quickly sinks into the ground. One day 
  later, 1d3 fully mature—and ravenous—jack-
  o’-lanterns emerge from the tainted soil.
  160
  160
  Illustration by Maichol Quinto
  
  Jinmenju
  A low hum surrounds this huge, gnarled tree. The rotten fruits 
  that hang from its sickly branches look vaguely like human heads.
  JINMENJU 
  CR 11
  XP 12,800
  N Huge plant 
  Init +3; Senses all-around vision, blindsense 60 ft., low-light 
  vision; Perception +17
  Aura unsettling drone (30 ft., DC 18)
  DEFENSE
  AC 25, touch 7, flat-footed 25 (–1 Dex, +18 natural, –2 size)
  hp 149 (13d8+91)
  Fort +14, Ref +5, Will +5
  Immune plant traits, poison
  OFFENSE
  Speed 10 ft.
  Melee bite +15 (2d6+8/19–20), 2 slams +16 (1d8+8)
  Space 15 ft.; Reach 15 ft.
  Special Attacks enticing head-fruits, intoxicating stench
  Spell-Like Abilities (CL 13th; concentration +15)
  At will—share memoryUM (with a range of 55 feet, targeting 
  the jinmenju and 1 creature in range, DC 14)
  3/day—sculpt sound (DC 15), shout (DC 16)
  STATISTICS
  Str 27, Dex 8, Con 22, Int 7, Wis 12, Cha 15
  Base Atk +9; CMB +19; CMD 28
  Feats Combat Reflexes, Improved Critical (bite), 
  Improved Initiative, Lightning Reflexes, Lunge, 
  Toughness, Weapon Focus (slam) 
  Skills Perception +17
  Languages Common
  ECOLOGY
  Environment temperate hills or mountains
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Enticing Head-Fruits (Su) 
  Any creature that begins 
  its turn within 5 feet of a 
  jinmenju must succeed 
  at a DC 22 Will save or be 
  magically compelled to 
  immediately grab a head-
  fruit and eat it. This is a 
  mind-affecting compulsion effect. 
  A creature that successfully saves is immune 
  to that jinmenju’s enticing head-fruits for 24 
  hours. The save DC is Constitution-
  based. Anyone who takes a bite 
  out of one suffers from the 
  following effect.
  Head-Fruit Poison: Head-fruit—ingested; save Fort DC 22; 
  frequency 1/round for 6 rounds; effect 1d3 Wisdom damage 
  and confused for 1 round; cure 2 consecutive saves. The save 
  DC is Constitution-based.
  Intoxicating Stench (Su) Once per day as a swift action, a 
  jinmenju can cause its fruits to emit an unnaturally sweet 
  aroma in a 60-foot spread for 6 rounds. All creatures within 
  the area must succeed at a DC 22 Will save each round or be 
  captivated. A captivated creature takes no actions except to 
  approach the jinmenju via the most direct route possible. If this 
  path leads it into a dangerous area or the jinmenju attacks it, 
  the captivated creature receives a new saving throw. This is a 
  mind-affecting effect. The save DC is Constitution-based.
  Unsettling Drone (Su) A jinmenju emits a low, persistent hum 
  that unnerves living creatures that hear it. Those within 30 feet 
  of it must succeed at a DC 18 Will save or become shaken until 
  they leave the affected area and for 1d4 rounds thereafter. A 
  creature that successfully saves is immune to that jinmenju’s 
  unsettling drone for 24 hours. The save DC is Charisma-based.
  Jinmenjus are trees that grow in hilly regions far from 
  civilized lands, and prey on those who 
  come too close. They are 
  remarkably intelligent and 
  crafty, and use both 
  scent and magical 
  compulsion to 
  lure prey.
  161161
  Jack-o’-Lantern–Jinmenju
  Jack-o’-Lantern–Jinmenju
  Illustration by Chris Seaman
  
  Juggernaut
  This oppressive construct rumbles forth on deadly rollers, crushing 
  everything in its path.
  JUGGERNAUT 
  CR 11
  XP 12,800
  N Gargantuan construct 
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +4
  DEFENSE
  AC 26, touch 6, flat-footed 26 (+20 natural, –4 size)
  hp 142 (15d10+60); fast healing 5
  Fort +5, Ref +5, Will +9
  DR 10/adamantine; Immune construct traits; SR 22
  Weaknesses faith-bound
  OFFENSE
  Speed 30 ft.
  Melee slam +24 (4d6+19 plus wounding)
  Space 20 ft.; Reach 5 ft.
  Special Attacks soul-powered, vicious trample (8d6+38 plus 
  wounding, DC 30)
  Spell-Like Abilities (CL 15th; concentration +10)
  3/day—enervation
  STATISTICS
  Str 36, Dex 11, Con —, Int —, Wis 18, Cha 1
  Base Atk +15; CMB +32; CMD 42 (can’t be tripped)
  SQ keyed domains (Death, War), shrine
  ECOLOGY
  Environment any
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Faith-Bound (Su) A juggernaut cannot attack any creature that 
  openly wears or displays the holy symbol or unholy symbol 
  of the deity to which the juggernaut is dedicated unless that 
  creature first attacks the juggernaut.
  Shrine (Ex) A juggernaut counts as a movable shrine for the 
  deity or religion it is dedicated to.
  Soul-Powered (Su) When a juggernaut kills a creature with at 
  least 5 Hit Dice and an alignment two or more steps away from 
  the juggernaut’s alignment, it gains a kill point. Add its current 
  total kill points as a bonus on its attack rolls, combat maneuver 
  checks, caster level checks, and skill checks. Add half its 
  current total kill points as a bonus to its natural armor and spell 
  resistance. The juggernaut loses 1 kill point every 24 hours.
  Vicious Trample (Ex) A juggernaut’s massive rollers deal 
  8d6+38 points of damage on a successful trample attack.
  Juggernauts protect locations dedicated to a particular 
  faith, their massive forms infused with divine energy that 
  animates them and infuses them with their deity’s power. 
  Some faiths use a juggernaut as a mobile shrine, anointing 
  it with sacred materials and offering prayers to the divine.
  KEYED DOMAINS 
  A juggernaut gain special abilities from two domains 
  granted by the deity to which the juggernaut is dedicated. 
  If an ability requires a saving throw, the save DC is 
  Wisdom-based (DC 19 for most juggernauts). The caster 
  level is equal to the juggernaut’s Hit Dice (CL 15th for 
  most juggernauts). 
  The sample juggernaut is keyed to the domains of 
  Death and War—a juggernaut dedicated to some other 
  deity has abilities based on that deity’s domains.
  Air: Whirlwind (Sp)—The juggernaut can cast whirlwind 
  once per day.
  Animal: Friendly Pack (Sp)—The juggernaut can cast 
  summon nature’s ally IV (animals only) three times per day.
  Artifice: Repair (Ex)—The juggernaut’s fast healing 
  increases to 10.
  Chaos: Chaotic Attacks (Su)—The juggernaut’s slam and 
  vicious trample attacks are treated as chaotic-aligned. Its 
  vicious trample deals an additional 2d6 points of damage 
  to lawful targets.
  Charm: Friendship (Sp)—The juggernaut can cast charm 
  monster three times per day. A charmed creature follows 
  the juggernaut and attacks what it attacks.
  Community: Powerful Allies (Su)—All creatures within 
  60 feet of the juggernaut that share the juggernaut’s 
  alignment gain a +1 sacred bonus on attack rolls and to AC, 
  and a +2 sacred bonus on saving throws (these are profane 
  bonuses if the juggernaut is evil).
  Darkness: Deeper Darkness (Sp)—The juggernaut can cast 
  deeper darkness three times per day.
  Death: Lifesapper (Sp)—The juggernaut can cast enervation 
  three times per day.
  Destruction: Destructive Aura (Su)—The juggernaut can 
  emit a 30-foot aura of destruction for 10 rounds per day. 
  All attacks made against targets in the aura (including the 
  juggernaut) gain a +2 morale bonus on damage rolls and 
  all critical threats are automatically confirmed.
  Earth: Tremorsense (Su)—The juggernaut gains tremorsense 
  60 feet.
  Evil: Evil Attacks (Su)—The juggernaut’s slam and 
  vicious trample attacks are treated as evil-aligned. Its 
  vicious trample deals an additional 2d6 points of damage 
  to good targets.
  Fire: Flaming Burst (Su)—The juggernaut’s slam attack 
  gains the flaming burst weapon special ability. Its vicious 
  trample attack deals an additional 1d6 points of fire damage.
  Glory: Grandeur (Su)—The juggernaut inspires all allies 
  within 30 feet, granting them a +2 morale bonus on attack 
  rolls, saving throws, and skill checks.
  Good: Good Attacks (Su)—The juggernaut’s slam and 
  vicious trample attacks are treated as good-aligned. Its 
  vicious trample deals an additional 2d6 points of damage 
  to evil targets.
  162
  162
  
  Healing: Resurgence (Su)—Five times per day, the 
  juggernaut can remove the dazed, fatigued, shaken, 
  sickened, or staggered condition from an ally within 30 feet.
  Knowledge: Absorb Thoughts (Su)—When the juggernaut 
  confirms a critical hit with its slam, the target must succeed 
  at a Will save or take 1d8 points of Intelligence damage.
  Law: Lawful Attacks (Su)—The juggernaut’s slam and 
  vicious trample are treated as lawful-aligned. Its vicious 
  trample deals an additional 2d6 points of damage to 
  chaotic targets.
  Liberation: Broken Bonds (Su)—10 times per day a standard 
  action, the juggernaut can affect one its allies within 20 
  feet with freedom of movement for 1 round. 
  Luck: Lucky (Su)—Twice per day, the juggernaut may reroll 
  any d20 roll that it has just made before the results of the 
  roll are revealed. The juggernaut must take the result of the 
  reroll, even if it’s worse than the original roll.
  Madness: Confusion (Sp)—The juggernaut can cast confusion 
  three times per day.
  Magic: Resistant (Su)—The juggernaut’s SR increases by 5.
  Nobility: Inspirational (Sp)—The juggernaut can cast good 
  hope three times per day.
  Plant: Hedge (Sp)—The juggernaut can cast wall of thorns 
  three times per day.
  Protection: Guardian (Su)—The juggernaut and all allies 
  within 30 feet gain a +2 bonus on all saving throws and a 
  +2 deflection bonus to AC.
  Repose: Rest Eternal (Su)—Damage dealt by the 
  juggernaut resists magical healing. Attempting 
  to use such healing to cure this damage 
  requires a successful caster level check 
  against a DC = 11 + the juggernaut’s caster 
  level. This ability does not affect 
  natural healing or healing provided 
  by extraordinary abilities.
  Rune: Rune-Carved (Su)—Runes 
  cover the juggernaut. Whenever 
  the juggernaut takes energy 
  damage or energy damage fails 
  to overcome its SR, for the next 
  round, its attacks deal 2d6 
  points of damage of that 
  energy type. If more than one 
  type of energy attack occurs 
  in a round, roll randomly to 
  determine what kind of extra 
  energy damage it deals.
  Strength: Vigorous (Sp)—The 
  juggernaut can cast mass bull’s strength 
  once per day.
  Sun: 
  Sunstrike 
  (Sp)—The 
  juggernaut can cast daylight and 
  searing light three times per day.
  Travel: Unstoppable (Su)—The juggernaut ignores penalties 
  for difficult terrain. Its movement increases by 10 feet.
  Trickery: Doubles (Sp)—The juggernaut can cast mirror 
  image three times per day.
  War: Bloody (Su)—The juggernaut’s slam and vicious 
  trample attacks have the wounding weapon special ability.
  Water: Surge (Sp)—The juggernaut can cast hydraulic 
  torrent (Pathfinder RPG Advanced Player’s Guide 229) five 
  times per day.
  Weather: Weathermaker (Sp)—The juggernaut can cast 
  control weather once per day.
  CONSTRUCTION
  A juggernaut’s body must be created from 20,000 gp 
  worth of clay, crystal, metal, stone, wood, or bone. 
  JUGGERNAUT
  CL 13th; Price 140,000 gp
  CONSTRUCTION
  Requirements Craft Construct, greater magic weapon, imbue 
  with spell ability, make whole, stone shape, creator must 
  be caster level 10th; Skill Craft (carpentry, sculptures, or 
  stonemasonry); Cost 80,000 gp
  163
  163
  Juggernaut
  Juggernaut
  Illustration by Alexandur Alexandrov
  
  Julunggali 
  Resplendent lilac and white scales adorn this gigantic serpent. A 
  number of sharp, short horns crown its head.
  JULUNGGALI 
  CR 21/MR 8
  XP 409,600
  N Colossal magical beast (aquatic, extraplanar, mythic, 
  shapechanger) 
  Init +21M; Senses blindsense 60 ft., darkvision 60 ft., low-light 
  vision, scent, see in darkness; Perception +30
  Aura fascination (DC 26, 100 feet) 
  DEFENSE
  AC 38, touch 5, flat-footed 37 (+1 Dex, +2 insight, +33 
  natural, –8 size)
  hp 399 (22d10+278); fast healing 10
  Fort +22, Ref +18, Will +14
  Defensive Abilities mythic 
  saving throws; DR 10/epic 
  and magic; Immune acid, 
  cold, electricity, poison; 
  Resist fire 10; SR 32
  OFFENSE
  Speed 40 ft., burrow 40 ft.,  
  fly 20 ft. (average),  
  swim 90 ft.
  Melee bite +29 (4d8+14 
  plus grab and poison 
  and pull or push), slam 
  +29 (4d6+14)
  Space 30 ft.; Reach 30 ft.
  Special Attacks amazing 
  initiative, constrict 
  (4d8+21), fast swallow, 
  mythic power (8/
  day, surge +1d10), 
  pull (bite, 30 ft.), 
  push (bite, 30 ft.), 
  swallow whole (4d8 acid 
  damage, AC 26, 39 hp)
  Spell-Like Abilities (CL 24th; 
  concentration +29)
  Constant—foresight (self only)
  At will—bestow curse (DC 18), blessM, control water, 
  create water, move earthM, neutralize poison, prayer M, 
  water breathing
  3/day—antipathy (DC 24), baleful polymorphM (DC 20), 
  control weatherM (rain only), greater teleport (self only), 
  hasteM, healM, polymorph, prismatic wall (DC 23), raise 
  dead, slowM (DC 18)
  STATISTICS
  Str 38, Dex 13, Con 28, Int 19, Wis 20, Cha 21
  Base Atk +22; CMB +44 (+48 grapple); CMD 57 (can’t be tripped)
  Feats Cleave, Combat ReflexesM, Great Cleave, Improved 
  InitiativeM, Improved Iron Will, Improved Lightning Reflexes, 
  Iron Will, Lightning ReflexesM, Power AttackM, Weapon Focus 
  (bite), Weapon Focus (gore)
  Skills Fly –7, Handle Animal +16, Heal +27, Intimidate +27, 
  Knowledge (nature) +26, Knowledge (religion) +15, 
  Perception +30, Sense Motive +27, Swim +22
  Languages Celestial, Druidic, Sylvan; telepathy 100 ft.
  SQ amphibious, change shape (any snake; polymorph), 
  compression
  ECOLOGY
  Environment any land or water
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Fascination Aura (Su) Any creature within 100 
  feet of the julunggali who can see it must 
  succeed at a Will save (DC 26) or be 
  fascinated as long as it remains within 
  range. A creature that saves against 
  the julunggali’s aura is immune 
  to it for 24 hours. The save DC is 
  Charisma-based.
  Poison (Ex or Su) A 
  julunggali has three 
  different poisons. Each 
  time it bites, it decides 
  which poison to inject. 
  Julunggali Venom: 
  Bite—injury; save Fort 
  DC 30; frequency 1/round 
  for 6 rounds; effect 1d6 Con 
  or 1d6 Dex or age one age 
  category (julunggali’s choice); 
  cure 2 consecutive saves. The 
  save DC is Constitution-based.
  A julunggali is a semidivine 
  entity. It watches over sacred and 
  mystical places of the world, as well 
  as the remote tribes that respect these 
  locations. Young tribal warriors present 
  themselves to the julunggali for its blessing, a vision 
  quest, or other rite of passage necessary to become an 
  adult in the community.
  A julunggali is wise and can be entreated to perform 
  helpful tasks, such as carving new river channels or 
  pulling water into dry wells. But it is also vengeful, and 
  has been known to punish those who break social taboos 
  or intrude upon sacred places without permission. 
  Those who have undergone rites of passage chosen for 
  them by the julunggali face the harshest repercussions 
  if they act wrongly. 
  164
  164
  Illustration by Dean Spencer
  
  Kaiju
  In the furthest reaches of the globe, where civilization 
  itself is a legend and mapmakers can only make guesses 
  about lands and denizens, immense creatures that are 
  worshiped as gods walk the world. Capable of devastating 
  entire cities in a single day of ruin and unleashing 
  powerful supernatural attacks, these fabled, so-called 
  “gods” are anything but. These massive monsters are 
  known as kaiju, and the tales told of their genesis are 
  as varied as the strange forms and capabilities of the 
  monsters themselves.
  A kaiju is a monster of tremendous size—far larger 
  than almost any other creature. Each kaiju is unique, 
  but they all share a few traits in common (see the kaiju 
  subtype on page 307). Kaiju can be of different types, 
  but most are magical beasts. Although kaiju are semi-
  intelligent and can generally understand a single 
  language, they cannot speak. Some legends tell of certain 
  gifted or unique people being able to call kaiju from vast 
  distances to aid them in times of distress. This type of 
  bond with a kaiju isn’t well understood, but rarely comes 
  to those who already possess great power. Rather, it is 
  the helpless, the compassionate, and the meek who can 
  bring forth kaiju.
  Kaiju generally dwell in distant, remote wildernesses, 
  often in unusually close proximity to one another. There 
  they battle, but never quite seem to finish their constant 
  conflicts before one of the beasts staggers away to recover 
  from the clash, defeated only for the moment. Visitors 
  to one of the remote lands where kaiju frequently clash 
  can often explore without too much fear, as long as they 
  take care not to be too visible or destructive as they 
  explore. Unless a kaiju is being attacked or is particularly 
  aggressive (such as when it’s defending a territory), it’s 
  likely to ignore Medium or smaller creatures that wander 
  in its vicinity, just as a human might ignore an ant 
  crawling nearby.
  A kaiju’s supernatural metabolism allows it to draw 
  energy and nutrition from sources other than food—
  each kaiju “feeds” in a different way on a different form 
  of energy, but when denied its energy source it does 
  not starve. Instead, the immense monster simply falls 
  into torpor, hibernating until a new source of energy 
  awakens it once again. In some cases, a kaiju can lie 
  dormant for ages—so long that civilizations have time to 
  unknowingly encroach upon lands the monster claimed 
  long ago as its territory. As long as the new civilizations 
  take care to not accidentally waken the monster, they 
  can coexist with the slumbering kaiju in relative peace 
  for many, many years. Yet eventually, some event will 
  inevitably waken the slumbering giant and call it forth 
  into a rampage.
  Known Kaiju
  The kaiju presented on the following pages are but three of 
  the legendary creatures said to dwell in remote places in the 
  world. Here is a list of others, including the places they’re 
  rumored to dwell.
  Agmazar, the Star Titan of the vast jungle 
  Cimurlian, the Great Bear of the frozen north
  Ebeshra, the Winged Razor of the furthest clouds
  Igroon, the Dragon Eater of the lost island
  Mantraska, the World Talons of the rain forest
  Shbloon, the Vortex Maw of the ocean deep
  Lord Varklops, the Thrice-Headed Fiend of the dormant volcano
  Queen Vorgozen, the Shapeless Feeder of the vast swamp
  Yarthoon, the Moon Grub of the darkest nights
  Yorak, the Horned Thunder of the great mountains
  Zimivra, the Endless Coils of the trackless desert
  Certain events can drive a kaiju into a destructive 
  frenzy. Powerful storms or natural disasters, rare and 
  dangerous rituals designed to call out to them, the 
  use of incredibly powerful magical weapons, wars, and 
  the approach of other kaiju can all send one of these 
  creatures on a rampage of wrath. When a kaiju begins 
  such a rampage, it leaves its remote wilderness home and 
  travels far afield, often for hundreds or even thousands of 
  miles through unexplored wilds or across entire oceans 
  until it reaches the source of the irritation.
  Upon arriving in such a location, the kaiju seeks out 
  the source of whatever enraged it, or if no obvious source 
  is apparent, it simply tramples a path of destruction 
  through whatever city or fortress or locale happens to be 
  in its way. Once a kaiju’s rampage begins, it can last for 
  weeks, with the monster periodically retreating between 
  attacks into wildernesses or oceans near the source of the 
  disturbance to rest or recuperate.
  Societies that are frequently plagued by kaiju attacks 
  often build special magical siege engines designed to 
  drive off the monster, or even seek to recruit the aid of 
  other kaiju to battle the intruder. Unfortunately, the 
  collateral damage caused by multiple kaiju is significant, 
  and fighting fire with fire in this way may leave behind 
  nothing but rubble.
  All kaiju are Colossal, and have a space and reach of 
  no less than 50 feet each. A bipedal kaiju typically stands 
  between 100 and 200 feet in height; quadrupedal kaiju 
  are half as tall. A kaiju’s size makes a battle against one 
  challenging to run. At the scale needed to track tactical 
  movement for Medium creatures, a kaiju takes up a 
  massive amount of space. When designing an encounter 
  with a kaiju, plan ahead and prepare a larger area so that 
  you can track the kaiju’s movement effectively.
  165
  165
  Julunggali–Kaiju
  Julunggali–Kaiju
  
  Kaiju, Agyra
  This two-headed monstrosity has vast wings and a long tail 
  covered in a forest of blades.
  AGYRA 
  CR 27
  XP 3,276,800
  CN Colossal magical beast (air, kaiju)
  Init +11; Senses blindsense 30 ft., darkvision 600 ft., low-light 
  vision; Perception +38
  DEFENSE
  AC 45, touch 9, flat-footed 38 (+7 Dex, +36 natural, –8 size)
  hp 656 (32d10+480); fast healing 30
  Fort +33, Ref +25, Will +21
  Defensive Abilities electrified corpse, ferocity, rebirth, 
  recovery; DR 20/epic; Immune ability damage, ability drain, 
  death effects, disease, electricity, energy drain, fear; Resist 
  acid 30, cold 30, fire 30, negative energy 30, sonic 30
  OFFENSE
  Speed 80 ft., fly 200 ft. (average), swift flight
  Melee 2 bites +41 (6d6+17/19–20), 2 talons +41 (3d8+17), tail 
  slap +36 (10d6+8/19–20 plus bleed)
  Space 50 ft.; Reach 50 ft. (75 ft. with tail)
  Special Attacks bleed (5d6), blinding flash, breath weapon, 
  hurl foe, hurricane, thunderous blast
  STATISTICS
  Str 44, Dex 25, Con 41, Int 3, Wis 29, Cha 25
  Base Atk +32; CMB +57 (+61 bull rush); CMD 74 (76 vs. bull rush)
  Feats Combat Reflexes, Critical Focus, Greater Bull Rush, Greater 
  Vital Strike, Hover, Improved Bull Rush, Improved Critical (tail 
  slap), Improved Critical (bite), Improved Initiative, Improved 
  Iron Will, Improved Vital Strike, Iron Will, Power Attack, 
  Staggering Critical, Vital Strike, Wingover
  Skills Fly +24, Perception +38; Racial Modifiers +16 Perception
  Languages Auran (can’t speak)
  SQ massive, storm flier
  ECOLOGY
  Environment warm mountains
  Organization solitary (unique)
  Treasure incidental
  SPECIAL ABILITIES
  Blinding Flash (Su) By spreading her wings as a full-round 
  action while she stands upon the ground, Agyra can create 
  a blinding flash of light that targets all creatures within 100 
  feet. Affected creatures must succeed at a DC 41 Fortitude 
  save or be permanently blinded and staggered for 1d6 
  rounds by the blast of light. A successful saving throw 
  reduces the blindness to 1 round and negates the staggered 
  effect. The save DC is Constitution-based.
  Breath Weapon (Su) Once every 4 rounds as a standard 
  action, each of Agyra’s twin heads can breathe out a line of 
  electricity to a range of 1,200 feet. Agyra can breathe each 
  line in a different direction. Each creature caught in a line 
  of electricity must succeed at a DC 41 Reflex save or take 
  20d6 points of electricity damage and be staggered for 
  1d4 rounds. A successful saving throw halves the damage 
  and negates the staggered effect. A creature struck by both 
  breath weapons simultaneously must attempt separate 
  saving throws against each breath weapon, but takes a 
  –4 penalty on both—the damage and staggered condition 
  duration stack with each other. A creature wearing medium 
  or heavy metal armor or a creature composed mostly 
  of metal that fails its saving throw is also stunned for 1 
  round. A creature slain by Agyra’s breath weapon remains 
  electrified for 2d4 rounds after death—any creature 
  that touches the body automatically takes 3d6 points of 
  electricity damage. The save DC is Constitution-based.
  Electrified Corpse (Su) If Agyra is slain, her corpse crackles 
  and flashes with pulses of electrical light if she has not 
  used her rebirth ability that year. Any creature that touches 
  her corpse takes 3d6 points of electricity damage. Even if 
  Agyra’s body is destroyed, the site of her death continues 
  to carry this electrical charge for 1 minute, or until Agyra is 
  reborn, whichever comes first.
  Hurricane (Sp) Once per day, Agyra can create a 
  supernatural hurricane surrounding herself. This effect 
  functions as control weather, save that it affects an area 
  with a 4-mile radius, lasts for 24 hours, and can only 
  be used to create hurricane-force winds. The hurricane 
  created is static, and features a calm eye at the center 
  with a 500-foot radius.
  Rebirth (Su) Agyra remains dead for only 1 minute before she 
  come back to life, as if via a true resurrection spell. Agyra 
  rises from the exact same position she occupied when she 
  died, and typically takes advantage of this second chance 
  to use her swift flight to escape as soon as possible. Agyra 
  can only be reborn in this manner once per year; if she is 
  slain a second time before a year has passed, her death is 
  permanent and her corpse does not become electrified. This 
  ability replaces Agyra’s ability to immediately heal damage 
  that would normally kill her, granted by her recovery ability, 
  but does not replace the other defenses granted by recovery.
  Storm Flier (Ex) Agyra does not take penalties on Fly checks 
  when flying in strong or more powerful winds.
  Swift Flight (Su) As a standard action once per hour, Agyra 
  can fly in a straight line at an incredible speed. She may 
  travel up to 1 mile in this manner—doing so does not 
  provoke attacks of opportunity. When Agyra activates 
  this ability, her thunderous blast ability is automatically 
  triggered from the swift flight’s point of origin.
  Thunderous Blast (Su) When Agyra uses her swift flight, 
  she creates a thunderous sonic boom. This devastating 
  explosion of sound occurs at her location when she 
  activates swift flight, filling an area equal to her space 
  and her reach combined—resulting in a 100-foot-diameter 
  burst of sonic energy. All creatures in this area of effect 
  166
  166
  
  take 20d10 points of sonic damage, are 
  permanently deafened, are knocked prone, and 
  are stunned for 1 round. A successful DC 41 Reflex save 
  halves the damage, reduces the deafened condition to 1d4 
  rounds, and negates the knocked prone and stun effects 
  entirely. The save DC is Constitution-based. 
  Agyra, the Forever Storm, is believed by many cultures to 
  be the cause of seasonal typhoons or other great storms—
  such tempests being a manifestation of Agyra’s monstrous 
  breaths as she exhales during her long slumber every 
  season. While this kaiju is not in fact responsible for the 
  world’s storms, her powers over wind and lightning are 
  significant, and when she is vexed to rampage, the effects 
  of her hurricanes can be as devastating to a region as her 
  more direct attacks.
  Agyra has the appearance of a primeval, two-headed 
  flying reptile with a wingspan of over 150 feet. Her tail is 
  perhaps the most fearsome of her aspects. This lengthy 
  and flailing appendage is covered with razor-sharp 
  blades and wickedly barbed spines capable of slashing 
  through buildings and tearing through armor with great 
  force and from great distances.
  Agyra dwells on the upper slopes of a long-dormant 
  volcano that sits on a remote tropical island beyond the 
  main shipping lanes and the scope of most explorers’ 
  travels. As with many kaiju, she spends the bulk of her 
  time in deep and peaceful slumber. She is ferociously 
  protective of the strange peoples who dwell on the shores 
  of this island, and has been known to rouse herself to come 
  to their defense against slavers, pirates, or other external 
  threats to their way of life. Despite this strange protective 
  streak, Agyra is not a kindly creature—and none know 
  this more plainly than those who share her island. Her 
  responses to intrusions to the island may simply be 
  defenses of her perceived territories, for certainly the 
  villages of the locals suffer significant damage during 
  her local rampages. She’s been known to take wing to 
  travel to distant cities as 
  well, often as a result of some of 
  her island’s inhabitants being 
  taken from the shores as slaves. 
  Yet the devastation she wreaks upon 
  the slavers’ destination cities pays 
  no regard to the safety of the slaves 
  themselves—they are in as much 
  danger as anyone else from the kaiju’s 
  vengeful wrath in this situation. 
  There are rumors that certain 
  shamans on the isle conceal sacred 
  words or some ancient ritual to waken 
  and command Agyra, and that many of 
  her rampages are not the result of the 
  kaiju being territorial or protective, but 
  simply due to an ancient bargain the natives’ 
  ancestors forged with the mighty beast in 
  some forgotten era. Some speculate that such 
  rituals require the sacrifice of trespassers, but 
  this may be nothing more than fearful superstition or 
  rumors spread by shamans to persuade foreigners to stay 
  clear of their island. 
  Agyra has a particular hatred of the kaiju Mogaru, and 
  often leaves her volcanic lair to fly west to the remote 
  jungle lake that serves as Mogaru’s home to clash with 
  her nemesis. Mogaru’s penchant for attacking coastal 
  cities often results in a devastating escalation when Agyra 
  arrives to do battle with the land-bound kaiju. Sometimes, 
  methods of conjuring Agyra are used to deliberately lure 
  the kaiju to a city besieged by Mogaru, but just as often her 
  arrival seems to be driven by self-interest. Agyra typically 
  manages to weaken Mogaru enough to drive him off, but 
  is often slain herself in these battles, resurrecting and 
  returning to her home at the same time Mogaru returns 
  to his. The nature of this rivalry is unclear, but kaiju 
  scholars believe that the two monsters have been enemies 
  for longer than humanity has existed.
  167
  167
  Kaiju, Agyra
  Kaiju, Agyra
  Illustration by Jim Nelson
  
  Kaiju, Bezravnis 
  The armored plates of this immense, three-tailed scorpion are 
  fiery red, and its stingers glow with molten heat.
  BEZRAVNIS	
  CR	26
  XP	2,457,600
  CN Colossal magical beast (earth, kaiju)
  Init +9; Senses darkvision 600 ft., low-light vision, tremorsense 
  600 ft.; Perception +37
  DEFENSE
  AC 44, touch 7, flat-footed 39 (+5 Dex, +37 natural, –8 size)
  hp 615 (30d10+450); fast healing 30
  Fort +32, Ref +24, Will +20
  Defensive	Abilities ferocity, recovery; DR 20/epic; Immune 
  ability damage, ability drain, death effects, disease, energy 
  drain, fear, fire; Resist acid 30, cold 30, electricity 30, 
  negative energy 30, sonic 30
  OFFENSE
  Speed 100 ft., burrow 100 ft.
  Melee 2 claws +40 (4d6+18/19–20 plus grab), 3 stings +40 
  (3d6+18/19–20 plus 2d6 fire and poison)
  Space 50 ft.; Reach 50 ft.
  Special	Attacks burrowing charge, constrict (4d6+27), heat 
  beam, hurl foe, poison, trample (2d8+27, DC 43), web (+27 
  ranged, DC 40, 30 hp)
  STATISTICS
  Str 47, Dex 20, Con 40, Int 3, Wis 26, Cha 23
  Base	Atk +30; CMB +56 (+60 bull rush, +60 grapple); CMD 71 
  (73 vs. bull rush, 83 vs. trip)
  Feats Combat Reflexes, Critical Focus, Greater Bull Rush, Greater 
  Vital Strike, Improved Bull Rush, Improved Critical (claw), 
  Improved Critical (sting), Improved Initiative, Improved 
  Lightning Reflexes, Improved Vital Strike, Iron Will, Lightning 
  Reflexes, Power Attack, Staggering Critical, Vital Strike
  Skills Climb +31, Perception +37, Stealth +2 (+32 when 
  burrowing); Racial	Modifiers +16 Perception, +30 Stealth 
  when burrowing
  Languages Terran (can’t speak)
  SQ massive, no breath
  ECOLOGY
  Environment warm deserts
  Organization solitary (unique)
  Treasure incidental
  SPECIAL	ABILITIES
  Burrowing	Charge	(Ex) Once per minute, Bezravnis can 
  make a charge attack while burrowing through loose 
  earth, sand, mud, or magma, or through any other loosely 
  packed earth or stone. When Bezaravnis reaches the 
  target, it erupts from the ground as part of its attack. 
  If Bezravnis hits the target of its burrowing charge 
  attack, it deals double damage with its attack. Any 
  creatures standing in or flying less than 50 feet above the 
  space Bezravnis occupies at the end of this charge are 
  immediately subjected to Bezravnis’s trample attack. Any 
  buildings entirely within this space take double damage 
  from the trample attack (4d8+54 points)—this damage 
  bypasses hardness. In addition, Huge or smaller creatures 
  must succeed at a DC 40 Reflex save or be buried in earth, 
  as if by a cave-in or collapse. This bury zone extends into 
  all squares affected by Bezravnis’s reach. 
  Heat	Beam	(Su) Once every 4 rounds, Bezravnis can fire beams 
  of searing heat and fire from one of its three stingers. Each 
  stinger’s heat beam is a separate attack with its own 4-round 
  recharge period. The kaiju may fire one heat beam from 
  a stinger as a move action, two heat beams as a standard 
  action, or all three as a full-round action. Each heat beam is 
  a 1,200-foot-long line that deals 20d6 points of fire damage 
  to everything in its path (Reflex DC 40 half). If Bezravnis fires 
  more than one heat beam, it can direct them in different 
  directions. The save DC is Constitution-based.
  Poison	(Su) Sting—injury; save Fort DC 40; frequency 1/round 
  for 6 rounds; effect staggered for 1 round plus loss of fire 
  immunity and resistance; cure 3 consecutive saves. As long 
  as a creature suffers the effects of Bezravnis’s poison, it 
  loses all racial resistances and immunities to fire. Any spell 
  or spell-like effects active when the target fails its initial 
  saving throw against this poison are suppressed as long 
  as it continues to be staggered by the poison. New effects 
  of this nature that become active after that initial failed 
  saving throw function normally if the caster succeeds at a 
  DC 35 caster level check; otherwise, the spell effects are 
  suppressed until the victim is no longer staggered.
  Web	(Ex) Bezravnis’s webs are immune to fire damage. In 
  addition, these webs are semi-living things that continue to 
  crush and squeeze those entangled by them. If a creature is 
  entangled in the webs, at the start of each turn during which 
  it is entangled, it takes 2d6+6 points of bludgeoning damage 
  as the webs crush and constrict it. This ability otherwise 
  functions the same as the universal monster ability.
  Bezravnis, known also as the Inferno Below, dwells in the 
  sands of a sparsely inhabited high-altitude desert found 
  in the shadow of the world’s largest mountain range. There, 
  the 130-foot-long beast slumbers the centuries away until 
  its cycle of wakefulness rouses it from its torpor and causes 
  it to emerge from the sands in an eruption of fire and ash. 
  The Inferno Below then begins its rampage, traveling in a 
  straight line toward a heavily populated region bordering 
  the great desert. Typically, the Inferno Below’s rampage is 
  limited to a single city, and never the same one twice in a 
  row. After destroying no less than two-thirds of the city, it 
  retreats back to the vast desert, burrows deep, and settles 
  into a new sleep of ages.
  The reason for the Inferno Below’s cyclic rampages 
  is not well understood, but the cycle of these rampages 
  168
  168
  
  functions like clockwork—they take place every 273 years 
  with little deviation. As there seems to be no pattern to 
  the kaiju’s attacks themselves, with a different city being 
  targeted each cycle, the cities of the bordering nations do 
  their best to prepare for the monster’s attack. The nations 
  themselves have little love for each other, and attempts to 
  generate lures to direct the kaiju’s march toward an enemy 
  city are common—yet these lures have yet to work, and in 
  fact they seem to result in the kaiju attacking a city in the 
  luring nation more often than not. Other cities spare no 
  expense during a so-called “Inferno Season,” and send 
  huge armies of scouts into the desert to watch for signs of 
  the kaiju’s emergence or traces of its burrowing passage 
  through the sands, in hopes of determining the direction 
  of the beast’s travel and warning likely target cities (or, 
  in the case of a trajectory that leads it to an enemy city, 
  working to silence warnings).
  Kaiju scholars have correlated Bezravnis’s appearance 
  with the passage of a singular red comet in the skies above 
  the world—an astronomical event known as the Inferno 
  Star. As the comet nears the world, Bezravnis emerges, 
  and as the comet vanishes from the sky, the kaiju turns 
  its back and returns to the desert. Confirmation of this 
  correlation has given rise to numerous theories. Some 
  believe that Bezravnis first fell to the world from the 
  Inferno Star, and its advent wakens within the beast a 
  bewildered longing for home that drives it into a frenzy. 
  Others hold that the kaiju exists as a guardian against 
  an even more deadly occupant of the Inferno Star, 
  and that by displaying its power by destroying 
  a city, Bezravnis is in fact protecting the world 
  by driving the Inferno Star back into the 
  depths of space.
  But Bezravnis doesn’t always have the luxury of waiting 
  for the Inferno Star to draw near before waking. At several 
  points in the past, lunatics, cults, and accidents have 
  woken the kaiju before its appointed time. Some mad, 
  apocalyptic-minded spellcasters use powerful magic to 
  cause great explosions above the sands where the kaiju 
  slumbers. Earthquakes, severe weather phenomena, and 
  similar natural events have been known to waken the 
  monster early as well. When Bezravnis wakens off-cycle 
  like this, the monster is particularly foul-tempered. It’s 
  rampage does not follow a straight line—instead, its 
  travels are erratic as it pursues the perceived cause of 
  its wakening with single-minded ferocity and tenacity. 
  In this way, cults have accomplished what the border 
  nations have not—leading the kaiju to attack an enemy. 
  Of course, such tactics are dangerous and often backfire, 
  for Bezravnis is fast and destructive, and it has been 
  known to follow such tormenters.
  Bezravnis doesn’t seem to be particularly vexed by the 
  presence of other kaiju, and ignores them unless it is 
  attacked first. Once attacked, however, the Inferno Below 
  becomes singularly focused and deviates from its path to 
  fight the target creature as long as it remains visible or 
  alive. Smaller foes can sometimes distract the kaiju from 
  its path in this manner if they can deal enough damage 
  upon the creature to bait it into directing its furious rage 
  on them.
  169
  169
  Kaiju, Bezravnis
  Kaiju, Bezravnis
  Illustration by Jim Nelson
  
  Kaiju, Mogaru 
  This towering saurian lumbers on its hind legs, its twin tails 
  thrashing and the spines on its back glowing with red energy.
  MOGARU	
  CR	28
  XP	4,915,200
  CN Colossal magical beast (kaiju, water)
  Init +9; Senses darkvision 600 ft., low-light vision, see 
  invisibility, sense kaiju; Perception +45
  DEFENSE
  AC 47, touch 7, flat-footed 42 (+5 Dex, +40 natural, –8 size)
  hp 697 (34d10+510); fast healing 30
  Fort +34, Ref +24, Will +23
  Defensive	Abilities absorb energy, ferocity, recovery; DR 20/
  epic; Immune ability damage, ability drain, death effects, 
  disease, energy drain, fire, and fear; Resist acid 30, cold 30, 
  electricity 30, negative energy 30, sonic 30
  Weaknesses susceptible to song
  OFFENSE
  Speed 100 ft., swim 100 ft.
  Melee bite +46 (8d6+20/19–20 plus grab), 2 claws +46 
  (4d8+20/19–20), 2 tail slaps +44 (6d6+10/19–20)
  Ranged firebolts +31 touch (damage variable; see below)
  Space 60 ft.; Reach 60 ft.
  Special	Attacks breath weapon, ferocity, fast swallow, hurl 
  foe, reflexive breath, swallow whole (10d6 bludgeoning and 
  10d6 fire damage, AC 30, 69 hp), trample (4d8+30, DC 47)
  STATISTICS
  Str 50, Dex 21, Con 41, Int 3, Wis 30, Cha 26
  Base	Atk +34; CMB +62 (+66 bull rush, +66 grapple, +66 sunder); 
  CMD 79 (81 vs. bull rush, 81 vs. sunder)
  Feats Combat Reflexes, Critical Focus, Greater Bull Rush, 
  Greater Sunder, Greater Vital Strike, Improved Bull Rush, 
  Improved Critical (bite), Improved Critical (claw), Improved 
  Initiative, Improved Iron Will, Improved Sunder, Improved 
  Vital Strike, Iron Will, Multiattack, Power Attack, Staggering 
  Critical, Vital Strike
  Skills Perception +45, Swim +49; Racial	Modifiers +16 Perception
  Languages Aquan (can’t speak)
  SQ	massive
  ECOLOGY
  Environment warm forests or water
  Organization solitary (unique)
  Treasure incidental
  SPECIAL	ABILITIES
  Absorb	Energy	(Ex) Mogaru absorbs energy attacks that 
  damage him, including negative energy attacks. Damage 
  blocked by one of his resistances or immunities instead 
  heals him an amount equal to the damage dealt. He 
  may absorb only one kind of energy in this manner in a 
  round. The first type of energy that affects him in a round 
  (whether or not it penetrates his immunities or resistance 
  to actually damage him) sets the type of energy he 
  absorbs for that round. Hit points gained in excess of his 
  normal maximum are lost. Mogaru cannot gain healing 
  from energy effects generated by himself.
  Breath	Weapon	(Su) Once every 4 rounds, Mogaru can 
  breathe out a beam of fiery red force. When Mogaru uses 
  this attack, he can choose to focus the breath weapon into 
  a single 1,200-foot-long line, or he can shorten the range 
  and turn his head and body while breathing, effectively 
  affecting a 600-foot-long cone. All creatures caught in this 
  area of effect take 20d6 points of fire damage, 20d6 points 
  of force damage, and are staggered for 1d6 rounds from 
  the devastating energy (Reflex DC 42 halves the damage 
  and prevents the staggered effect). A creature slain by 
  this effect is disintegrated, whether the saving throw 
  was successful or not. This breath weapon is particularly 
  effective at blasting through cover—cover does not grant 
  any bonuses on Reflex saves against Mogaru’s breath 
  weapon. The save DC is Constitution-based.
  Firebolts	(Su) As a standard action on any round 
  immediately following the use of his breath weapon, 
  Mogaru can fire bolts of red energy from the glowing 
  spines along his back. These bolts are ranged touch 
  attacks with a range of 1,200 feet. When Mogaru uses 
  this ability, he must choose between firing one firebolt, 
  three firebolts, or six firebolts. If he fires one, it deals 
  20d6 points of damage on a hit. If he fires three bolts, 
  each deals 8d6 points of damage on a hit. If he fires six 
  bolts, each deals 5d6 points of damage on a hit. Half of 
  the damage caused by any one firebolt is fire damage, 
  the other half is force damage. Firebolts deal full damage 
  against objects, and ignore the first 10 points of hardness 
  possessed by an object.
  Reflexive	Breath	(Ex) The first time in any round that 
  Mogaru can make an attack of opportunity, he can choose 
  to use a diminished version of his breath weapon instead 
  of making a physical attack. This reflexive breath weapon 
  attack only targets the creature that provoked the attack 
  of opportunity, but otherwise causes the same damage 
  and effects his breath weapon normally inflicts (Reflex DC 
  32 halves the damage and negates the staggered effect). 
  Use of his breath weapon in this way does not affect the 
  recharge rate of the regular breath weapon. The save DC 
  is Constitution-based, and includes a –10 penalty to reflect 
  the fact that the reflexive breath is a shorter (but no less 
  intense) blast of energy than the kaiju’s typical breath 
  weapon attack.
  Sense	Kaiju	(Su) Mogaru can sense the location of the 
  nearest active kaiju, as if using discern location, at will.
  Susceptible	to	Song	(Ex) Mogaru’s actions can be 
  influenced by song, provided the kaiju notices the 
  singing. If the kaiju is not currently engaged in battle, 
  he automatically hears any song within 100 feet that is 
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  170
  
  directed at him in an attempt to influence him, but when 
  he is in combat, there’s only a cumulative 20% chance 
  per round of sustained singing that he notices the song. 
  In order to influence Mogaru, the singer must make a DC 
  35 Perform (sing) check (this check cannot be bolstered 
  by the aid another action, and the singer cannot take 10 
  or 20 on the check). The result of this check sets the DC 
  of the Will save Mogaru must make in order to not be 
  influenced by the song. The singer can choose to influence 
  Mogaru as if she had successfully cast suggestion on the 
  kaiju (CL = the singer’s ranks in Perform [sing]). If Mogaru 
  succeeds at a Will save (DC = the singer’s ranks in Perform 
  [sing] + the singer’s Charisma modifier), the effects of the 
  influence last for a maximum of 1d4 rounds; otherwise, 
  the effects last as long as a suggestion spell would 
  normally last. Mogaru cannot use his recovery ability 
  to recover from song influence, and a single singer may 
  influence Mogaru only once per day.
  Mogaru, known as the Final King to kaiju scholars, or 
  simply as King Mogaru, is one of the most destructive 
  of his kind. Although not the most powerful kaiju (a 
  sobering thought in and of itself), Mogaru is certainly 
  the most active of the known kaiju. Additionally, Mogaru 
  seems to be as eager to rampage through the works of 
  humanity as he is to attack and kill other kaiju, making 
  him something of a mixed blessing to kaiju-threatened 
  cities. While the prospect of an attack by Mogaru is the 
  stuff of nightmares, the possibility of his intervention 
  during a different kaiju attack is the stuff 
  of hope, though the damage dealt to 
  a city during its defense may be 
  significant. Mogaru appears 
  as a towering dinosaur 
  with twin tails, spines 
  that glow red as he uses 
  his breath weapon, 
  and 
  two 
  powerful 
  clawed forearms. 
  King Mogaru dwells 
  in the depths of a tropical 
  jungle, sleeping silently at 
  the bottom of an unusually 
  deep lake until roused. Legends 
  hold that Mogaru was born of the 
  world itself, either formed from the 
  spirits of countless plants and animals 
  resulting from ages of hunting and predation by 
  humanoids for food or sport, or formed from the souls 
  of the countless slain in an ancient apocalypse or war 
  that devastated one of the first of the world’s empires. 
  Regardless of the actual cause, the birth of Mogaru 
  in these legends seems to be the same—soon after 
  another kaiju, Lord Varklops, emerged from an erupting 
  volcano, Mogaru rose to oppose the Thrice-Headed Fiend 
  in a vast battle that nearly slew Varklops while devastating 
  an entire nation in the process. Mogaru is also rumored 
  to have slain no fewer than a dozen other kaiju, including 
  Agmazar the Star Titan, now believed to be the only 
  undead kaiju in existence.
  Of particular note is the curious fact that Mogaru 
  exhibits a particularly unique interest in song. Legends of 
  skilled singers being able to save their cities with a single 
  mournful paean to the kaiju, or of vengeful bards using 
  their craft to waken the monster from his lair to send him 
  on a rampage are common along coastal regions with a 
  history of kaiju attacks, and in such regions renowned 
  singers are well respected for this ability to influence 
  one of the world’s most destructive creatures. Kaiju 
  scholars suspect that song manages to penetrate Mogaru’s 
  memories of some primeval event, but the reasons for the 
  kaiju’s reaction to the song are its own.
  Mogaru stands 140 feet high and weighs 
  20,000 tons, and is nearly 300 feet 
  long from nose to tail.
  171171
  Illustration by Jim Nelson
  Kaiju, Mogaru
  Kaiju, Mogaru
  
  Kapre
  Roots and branches twist across this oddly proportioned creature 
  to form knots of muscle. Its eyes burn like embers.
  KAPRE	
  CR	10
  XP	9,600
  CN Huge plant 
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +22
  Aura confounding (100 ft., DC 21) 
  DEFENSE
  AC 24, touch 10, flat-footed 22 (+2 Dex, +14 natural, –2 size)
  hp 127 (15d8+60)
  Fort +12, Ref +9, Will +9
  DR 10/slashing; Immune plant traits
  OFFENSE
  Speed 50 ft., climb 30 ft.
  Melee 2 slams +17 (2d6+12)
  Space 15 ft.; Reach 15 ft.
  Special	Attacks blow smoke
  Spell-Like	Abilities (CL 14th; concentration +18)
  Constant—speak with plants
  At will—invisibility
  STATISTICS
  Str 26, Dex 15, Con 17, Int 12, Wis 15, Cha 18
  Base	Atk +11; CMB +21; CMD 33
  Feats Alertness, Combat Reflexes, Diehard, Endurance, Iron Will, 
  Lightning Reflexes, Power Attack, Toughness
  Skills Climb +20, Disable Device +11, Perception +22, Sense 
  Motive +9, Stealth +18, Survival +9; Racial	Modifiers  
  +8 Perception, +8 Stealth
  Languages Common; speak with plants
  SQ tree meld
  ECOLOGY
  Environment warm or temperate forests
  Organization solitary
  Treasure none
  SPECIAL	ABILITIES
  Blow	Smoke	(Su) Smoke constantly drifts from a kapre’s 
  mouth, and as a standard action it can exhale a 30-foot cone 
  of smoke. Any creature in the area must succeed at a DC 20 
  Fortitude save or be nauseated for 1 round. This is a poison 
  effect, and the save DC is Constitution-based.
  Confounding	Aura	(Su) A magical aura surrounds a kapre, 
  confusing and distracting its foes. Within a kapre’s aura, the 
  DC of all Survival checks is increased by 15, and creatures 
  trained in Survival are no longer able to automatically 
  determine true north. On top of this, any creature within a 
  kapre’s aura must succeed at a DC 21 Will saving throw when 
  it enters the area or take a –4 penalty on concentration 
  checks, initiative checks, and skill checks. A 
  kapre can suppress this aura at will. 
  Tree	Meld	(Su) A kapre can meld with 
  any tree, similar to how the spell meld 
  with stone functions. It can remain 
  melded with a tree as long as it wishes.
  Vehement defenders of the unusual 
  locations of the natural world, kapres 
  have a complicated relationship with the 
  “civilized” races. Formed of dense tree matter, 
  they are as much part of the forest as their 
  botanical brethren. Their intimidating physical 
  size, territorial nature, and unusual approach 
  to friendship often bring them into conflict with 
  local tribes and aggressive explorers. With slender 
  limbs and thick, gnarled torsos, kapres are 
  awkwardly humanoid in appearance, and 
  if not for the soft glow of their eyes they 
  could be mistaken for treants.
  Exceedingly secretive and wary, kapres 
  prefer to avoid conflict, using their imposing 
  size and confounding auras 
  to intimidate any would-
  be invaders. Leaning out 
  of huge trees, they blow 
  smoke onto lost explorers, 
  persuading them to flee.
  172172
  Illustration by Dave Allsop
  
  Karkinoi
  This hulking mix of ogre and crab has one huge pincer that snaps 
  menacingly, while its other arm is a twisted, humanlike hand.
  KARKINOI	
  CR	6	
  XP	2,400
  CE Large monstrous humanoid (aquatic)
  Init +0; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
  hp 76 (8d10+32)
  Fort +6, Ref +6, Will +6
  OFFENSE
  Speed 30 ft., swim 40 ft.; sideways scuttle
  Melee claw +13 (1d10+9/19–20 plus grab), slam +13 (1d6+6)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks constrict 1d10+6
  STATISTICS
  Str 22, Dex 10, Con 16, Int 6, Wis 10, Cha 7
  Base	Atk +8; CMB +15 (+19 grapple); CMD 25
  Feats Combat Reflexes, Improved Critical (claw), Power Attack, 
  Vital Strike
  Skills Intimidate +9, Perception +11, Swim +21
  Languages Aquan 
  SQ water dependency
  ECOLOGY
  Environment any water
  Organization solitary, gang (2–6), or tribe 
  (3–18)
  Treasure standard
  SPECIAL	ABILITIES
  Sideways	Scuttle	(Ex) When 
  a karkinoi takes a 5-foot 
  step, it can move up to 10 
  feet instead of 5 feet 
  as long as it does 
  so in a straight 
  line. It can do 
  this whether 
  it is walking or 
  swimming.
  Water	Dependency	(Ex) 
  A karkinoi can survive 
  out of the water for 
  1 hour per point 
  of Constitution. 
  Beyond this 
  limit, it runs 
  the risk of 
  suffocation, 
  as if it were 
  drowning.
  Monstrous hunters and bullies of the ocean depths, 
  karkinoi live only to destroy creatures that dare cross 
  their path and then feed on the corpses of the vanquished. 
  Though not mindless, they have no inclination to build 
  civilizations or even settlements, living in roving gangs 
  or nomadic tribes. The tools they use in their more 
  humanoid appendages are always scavenged, usually 
  from victims, and are discarded when broken or of no 
  more immediate use. Pursuits such as crafting, learning, 
  and diplomacy are a waste to them; they see these as the 
  activities of food-creatures not strong enough to see 
  the world as it is—a stage for domination, feeding, and 
  spawning. Even when these brutes band together, it is 
  usually to spawn or to face sources of food that are too 
  strong for only one or two karkinoi alone. 
  Large hordes of karkinoi come together to hunt 
  inhabitants of coastal settlements. Striking at night, they 
  do as much damage as possible before dragging their 
  meals into the sea. They make such attacks night after 
  night until the settlement is destroyed or the resistance 
  becomes too fierce, at which point the horde disbands and 
  each karkinoi makes its own way in the sea. While karkinoi 
  can walk on land, they do not enjoy long periods away from 
  the sea, as they dry out, crack, and eventually suffocate.
  Coastal raids are part of the 
  karkinoi breeding cycle. The 
  corpses that they drag 
  off into the ocean 
  are 
  tethered 
  to 
  masses 
  of eggs, and 
  serve as food 
  for 
  karkinoi 
  spawn. The spawn develop a 
  taste for land-meat and crave it, ensuring the 
  next generation of hungry raiders.
  While karkinoi rarely ally with other creatures, 
  they are easily swayed by aboleths promising 
  destruction and raw power. In return, 
  the aboleths gain expendable, fast-
  breeding shock troops and 
  guardians. Some scholars 
  believe this race was 
  actually 
  created 
  by 
  aboleths 
  in 
  ancient 
  times, but were later 
  turned loose in the 
  ocean because skum 
  made more reliable 
  slaves than karkinoi 
  brutes.
  173
  173
  Illustration by Tyler Walpole
  Kapre–Karkinoi
  Kapre–Karkinoi
  
  Kasatha
  This strange, four-armed humanoid is sleek and muscled, with 
  two spiked blades raised to strike. 
  KASATHA	
  CR	1/2
  XP	200
  Male kasatha monk 1
  LN Medium humanoid (kasatha)
  Init +3; Senses Perception +3
  DEFENSE
  AC 18, touch 18, flat-footed 13 (+3 Dex, +2 dodge, +3 Wis)
  hp 10 (1d8+2)
  Fort +3, Ref +5, Will +5
  OFFENSE
  Speed 30 ft.
  Melee sai +3 (1d4+1) or  
  unarmed strike +3 (1d6+1) or  
  flurry of blows +2/+2 (1d6+1)
  Special	Attacks flurry of blows, stunning fist (1/day, DC 13)
  STATISTICS
  Str 13, Dex 17, Con 12, Int 10, Wis 16, Cha 8
  Base	Atk +0; CMB +1; CMD 19
  Feats Combat Reflexes, Improved Unarmed Strike, Stunning Fist, 
  Weapon Finesse
  Skills Acrobatics +7, Climb +5, Escape Artist +7, Survival +4
  Languages Common, Kasatha 
  SQ desert runner, desert stride, jumper, multi-armed, stalker
  ECOLOGY
  Environment warm deserts
  Organization solitary, band (2–6), sect (2–20), or tribe (20–60)
  Treasure NPC gear (sais [2], other treasure)
  SPECIAL	ABILITIES
  Desert	Runner	(Ex) A kasatha has a +4 racial bonus on 
  Constitution checks and Fortitude saves to avoid fatigue, 
  exhaustion, and other ill effects from running, forced marches, 
  starvation, thirst, and hot or cold environments. 
  Desert	Stride	(Ex) A kasatha moves through 
  nonmagical difficult terrain in desert 
  environments at normal speed.
  Jumper	(Ex) A kasatha is always 
  considered to have a running 
  start when attempting 
  Acrobatics checks to jump.
  Multi-Armed	(Ex) A kasatha has four arms. One 
  hand is considered its primary hand; all others are 
  considered off hands. It can use any of its hands for other 
  purposes that require free hands.
  Stalker	(Ex) Perception and Stealth are class skills for a kasatha.
  Exiles from an arid world circling a red star, modern 
  kasathas have no idea how they left their home 
  or how to return, but they keep searching 
  for a way back. A clannish and secretive people, they have 
  a matriarchal society, but other races have difficulty 
  recognizing any physical difference between females and 
  males. Kasathas keep their mouths hidden behind clothing, 
  and don’t remove this clothing in the presence of other 
  races. They are omnivores, but prefer meat and salty foods.
  Upon reaching adulthood, many kasathas leave their 
  clans to search the world for adventure, treasure, and ways 
  to return to their homeworld. 
  KASATHA CHARACTERS
  Kasathas are defined by their class levels—they do not 
  possess racial Hit Dice. They have the following racial traits.
  +2 Dexterity, +2 Wisdom: Kasathas are nimble and perceptive.
  Defensive Training (Ex): Kasathas have a +2 dodge bonus 
  to Armor Class.
  Desert Runner (Ex): See the stat block above.
  Desert Stride (Ex): See the stat block above.
  Jumper (Ex): See the stat block above.
  Multi-Armed (Ex): See the stat block above.
  Stalker (Ex): See the stat block above.
  Languages: Kasathas speak Common and Kasatha. A 
  kasatha with a high Intelligence score can choose from the 
  following: Dwarven, Draconic, Gnoll, Orc, and Sphinx.
  174
  174
  Illustration by Emiliano Petrozzi
  
  Kitsune
  This elegantly dressed woman has the head and bushy tail of 
  well-groomed fox.
  KITSUNE	
  CR	1/2
  XP	200
  Female kitsune sorcerer 1
  N Medium humanoid (kitsune, shapechanger)
  Init +2; Senses low-light vision; Perception +3
  DEFENSE
  AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge) 
  hp 5 (1d6–1)
  Fort –1, Ref +2, Will +4 
  OFFENSE
  Speed 30 ft.
  Melee bite –1 (1d4–1), mwk quarterstaff –5 (1d6–1)
  Kitsune	Spell-Like	Abilities (CL 1st; concentration +4)
  3/day—dancing lights
  Bloodline Spell-Like	Abilities (CL 1st; concentration +4)
  6/day—laughing touch
  Sorcerer	Spells	Known (CL 1st; concentration +4)
  1st (4/day)—charm person (DC 15), sleep (DC 17)
  0 (at will)—daze, detect magic, prestidigitation, 
  read magic
  Bloodline fey
  STATISTICS
  Str 8, Dex 15, Con 8, Int 12, Wis 14, Cha 17
  Base	Atk +0; CMB –1; CMD 12
  Feats Dodge, Eschew Materials
  Skills Acrobatics +4, Bluff +7, Perception +3, 
  Spellcraft +5, Stealth +3; Racial	
  Modifiers +2 Acrobatics
  Languages Common, Elven, Sylvan
  SQ bloodline arcana (+2 DC for 
  compulsion spells), change 
  shape, kitsune magic
  ECOLOGY
  Environment temperate forests, 
  hills, or mountains
  Organization solitary, pair, or gang (3–8)
  Treasure NPC gear (potion of cure light 
  wounds, mwk quarterstaff, other treasure)
  SPECIAL	ABILITIES
  Change	Shape	(Su) A kitsune can assume 
  the appearance of a specific single human 
  form of the same sex. The kitsune always 
  takes this specific form when she uses 
  this ability. A kitsune in human form 
  cannot use her bite attack, but gains a +10 
  racial bonus on Disguise checks made to appear 
  human. This ability otherwise functions as alter self, 
  except that the kitsune does not adjust her ability scores.
  Kitsune	Magic	(Ex/Sp) Kitsune add 1 to the DC of any saving 
  throws of enchantment spells they cast. Kitsune with a 
  Charisma score of 11 or higher gain the following spell-like 
  ability: 3/day—dancing lights.
  Wily but noble, kitsune are a race of shapechanging fox-
  folk. Each Kitsune has two shapes—a slender and attractive 
  human form and its true form of an anthropomorphic 
  fox. In either form, it displays physical grace and natural 
  beauty. Most kitsune have ruddy, auburn fur and salient 
  amber or pale blue eyes, though some are born with black, 
  gray, or even white fur. White-furred kitsune are revered 
  for their close connection to their spirit ancestors and 
  typically raised as oracles.
  Quick-witted and nimble, kitsune delight in the creative 
  arts, particularly riddles, storytelling, pranks, and tall 
  tales, and have garnered a well-deserved reputation and 
  duplicitous tricksters. They are a good-natured folk and 
  greatly value friendship.
  When encountered outside human settlements, kitsune 
  tend to live in small and remote villages run by elders of 
  ancestral clans. In human settlements, kitsune usually 
  remain in human form to avoid conflict. 
  KITSUNE CHARACTERS
  Kitsune are defined by class levels—they do not 
  possess racial Hit Dice. Kitsune have 
  the following racial traits.
  +2 Dexterity, +2 Charisma, –2 Strength: 
  Kitsune are agile and companionable, 
  but tend to be physically weak.
  Medium: Kitsune are Medium 
  creatures and have no bonuses 
  or penalties due to their size.
  Normal Speed: Kitsune have 
  a base speed of 30 feet.
  Low-Light Vision (Ex): Kitsune  
  can see twice as far as humans 
  in dim light.
  Agile (Ex): Kitsune receive a 
  +2 racial bonus on Acrobatics 
  checks.
  Change Shape (Su): See the 
  stat block above.
  Kitsune Magic (Ex/Sp): See the 
  stat block above.
  Natural Weapons (Ex): In her natural 
  form, a kitsune has a bite attack that deals 
  1d4 points of damage.
  Languages: Kitsune begin play speaking 
  Common and Sylvan. Kitsune with high 
  Intelligence scores can choose from the following: any 
  human language, Aklo, Celestial, Elven, Gnome, and Tengu.
  175
  175
  Kasatha–Kitsune
  Kasatha–Kitsune
  Illustration by Eric Belisle
  
  Kyton, Ostiarius
  Cloaked in shadows, every curve and sculpted muscle of this 
  creature suggests some new gasping pleasure or titillating torture.
  OSTIARIUS	
  CR	5
  XP	1,600
  LE Medium outsider (evil, extraplanar, kyton, lawful)
  Init +6; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 18, touch 12, flat-footed 16 (+2 Dex, +2 natural, +4 shield)
  hp 52 (7d10+14); regeneration 2 (good weapons and spells)
  Fort +7, Ref +4, Will +11
  Immune cold, magic missile
  OFFENSE
  Speed 30 ft.
  Melee 2 touches +2 (1 plus bleed) 
  Special	Attacks bleed (1d6), compel courage, unnerving gaze 
  (30 ft., DC 19)
  Spell-Like	Abilities (CL 7th; concentration +11)
  Constant—shield
  At will—calm emotions (DC 16), darkness, enthrall 
  (DC 16), major image (DC 17)
  3/day—crushing despair (DC 17), 
  shadow walk, silence (DC 16)
  1/day—plane shift (DC 21; to the 
  Material Plane and the Plane 
  of Shadow only, lawful evil 
  creatures only), shout 
  (DC 18)
  STATISTICS
  Str 10, Dex 15, Con 14,  
  Int 19, Wis 18, Cha 19
  Base	Atk +7; CMB +7; 
  CMD 19
  Feats Alertness, Blind-
  Fight, Improved 
  Initiative, Iron Will
  Skills Bluff +14, 
  Diplomacy +14, 
  Escape Artist +9, 
  Heal +14,  
  Intimidate +14, 
  Knowledge 
  (planes) +14, 
  Perception +16,  
  Perform (oratory) +14, 
  Sense Motive +16, 
  Stealth +12
  Languages Common, 
  Infernal; telepathy 
  100 ft.
  SQ shadow traveler
  ECOLOGY
  Environment any (Plane of Shadow)
  Organization solitary, pair, or synod (5–9)
  Treasure standard
  SPECIAL	ABILITIES
  Compel	Courage	(Ex) An ostiarius can inspire courage as a 5th-
  level bard using bardic performance, granting a +2 morale 
  bonus on saving throws against charm and fear effects and 
  a +2 competence bonus on attack and weapon damage rolls. 
  This ability has a range of 50 feet and affects those creatures 
  the ostiarius chooses who also willingly accept the benefits 
  of the effect (no saving throw required). The ostiarius’s 
  performance compels creatures to perform at dangerous 
  extremes. Any living non-outsider that benefits from this 
  ability takes 1 point of bleed damage. A creature that 
  accepts these benefits for multiple consecutive rounds gains 
  additional points of bleed damage that stack with one another 
  (to a maximum of 5). This is an audible, mind-affecting effect 
  and can be countered by a bard’s countersong class feature.
  Shadow	Traveler	(Ex) When an ostiarius uses 
  plane shift to travel to the Plane of Shadow, 
  it arrives at its intended destination with 
  complete accuracy. When an ostiarius uses 
  shadow walk, it moves at 100 miles per hour.
  Unnerving	Gaze	(Ex) A creature that 
  succumbs to an ostiarius’s unnerving 
  gaze becomes sickened for 1d4 rounds. 
  This is a mind-affecting fear effect. The 
  save DC is Charisma-based.
  Ostiariuses mind the gate 
  between the world of 
  mortals and the delights 
  of the Plane of Shadow. 
  Their role is twofold: 
  admitting their brethren 
  onto the Material Plane 
  and—more insidiously—
  convincing mortals to 
  willingly journey with 
  them to their shadowed 
  homeland. They are the 
  emissaries of their race, 
  encouraging susceptible 
  mortals to abandon their 
  tired philosophies and 
  embrace the possibilities 
  of a realm of inscrutable 
  darkness. Most proudly 
  stand over 6 feet tall, 
  though their weights 
  range from exceedingly 
  light to grossly heavy.
  176
  176
  Illustration by Dave Allsop
  
  Kyton, Sacristan
  Chains and piercings torture this being’s bloodless flesh. The 
  greatest violations invade its face and mouth.
  SACRISTAN	
  CR	10
  XP	9,600
  LE Medium outsider (evil, extraplanar, kyton, lawful)
  Init +3; Senses darkvision 60 ft.; Perception +17
  DEFENSE
  AC 22, touch 13, flat-footed 19 (+3 Dex, +9 natural)
  hp 126 (12d10+60); regeneration 5 (good spells and 
  weapons, silver)
  Fort +13, Ref +7, Will +10
  DR 10/silver or good; Immune cold; SR 21
  OFFENSE
  Speed 30 ft.
  Melee mwk spiked chain +18/+13/+8 (2d4+7) or 
  2 claws +17 (1d4+5)
  Space 5 ft.; Reach 5 ft. (10 ft. with spiked chain)
  Special	Attacks shadow scream, unnerving gaze (30 ft., DC 18)
  STATISTICS
  Str 20, Dex 16, Con 21, Int 13, Wis 14, Cha 15
  Base	Atk +12; CMB +17 (+19 bull rush); CMD 30 (32 vs. 
  bull rush)
  Feats Bleeding Critical, Cleave, Critical Focus,  
  Great Cleave, Improved Bull Rush, Power Attack
  Skills Acrobatics +15, Bluff +17, Climb +17, 
  Intimidate +17, Perception +17, Sense Motive 
  +17, Stealth +18
  Languages Common, Infernal
  ECOLOGY
  Environment any (Plane of Shadow)
  Organization solitary, pair, bodyguard (1d4 
  plus 1 kyton of lower CR [usually an 
  ostiarius]), or entourage (2d6 plus 1 kyton 
  of higher CR)
  Treasure standard
  SPECIAL	ABILITIES
  Shadow	Scream	(Su) Once per hour as a 
  standard action, a sacristan can burst the bonds 
  sealing its mouth and unleash a cacophony of 
  darkness and soul-shaking howls from the pits 
  of the Shadow Plane. The area within 25 feet of 
  the sacristan is affected by deeper darkness. 
  All creatures within the area are deafened 
  for as long as they remain in the area and 
  must succeed at a DC 18 Will save or be 
  confused. The confusion effect lasts 
  for as long as the creature is in the 
  shadow scream’s area of effect 
  and for 1d4 rounds 
  after leaving.  
  Any creature that falls unconscious while under the effects of 
  this confusion effect must succeed at an additional DC 18 Will 
  save or be afflicted by a random insanity—roll on the insanity 
  table on page 250 of the Pathfinder RPG GameMastery Guide 
  to determine which. A sacristan’s shadow scream lasts for 3 
  rounds and remains centered on the kyton even if it moves. 
  The sacristan can end the shadow scream at will. The scream 
  also ends if the sacristan is killed or is affected by the spell 
  dimensional lock, which prevents this ability’s use for as long 
  as the spell in effect. The save DCs are Charisma-based.
  Unnerving	Gaze	(Ex) A creature that succumbs to an augur’s 
  unnerving gaze becomes staggered for 1 round.
  Every kyton considers itself some manner of artiste, 
  working and reworking its avant-garde visions in various 
  mediums—flesh, minds, darkness, and others both natural 
  and fragile. But for every masterpiece, there are countless 
  failures. Sacristans number among the most useful 
  failures of the kyton race.
  Born from scraps of imperfect flesh, bent 
  chain, and scarred minds, sacristans are bound 
  together by kyton sculptor-surgeons. They 
  lack the burden of free will, and their 
  minds are etched with the ability to serve, 
  making them utterly obedient to other 
  kytons. While much more than 
  automatons, sacristans are a potent 
  slave caste, one manufactured to 
  take ecstatic pleasure from serving their 
  brethren. Their other blessing is a 
  miniature, permanent portal 
  to the Shadow Plane sealed 
  within their mouths. Kept 
  restrained, 
  this 
  portal 
  endlessly howls the music 
  of the kytons’ realms of 
  shadowed 
  torture 
  and 
  veiled 
  delights. 
  When 
  threatened, 
  sacristans 
  burst open their mouths 
  and allow the song of their 
  collective race to seduce 
  their foes in a way these 
  brutes never could.
  Sacristans 
  vary 
  in 
  their 
  appearance, 
  but 
  always look like tortured 
  and maimed humanoids, 
  often 
  with 
  redundant 
  or absent features. They 
  typically stand between 6 and  
  8 feet tall and weigh from 
  80 to 160 pounds.
  177
  177
  Kyton, Ostiarius–Kyton, Sacristan
  Kyton, Ostiarius–Kyton, Sacristan
  Illustration by Emiliano Petrozzi
  
  Lampad
  Tears stream from this beautiful but sullen creature’s eyes, 
  forming a puddle beneath her delicate feet.
  LAMPAD	
  CR	5
  XP	1,600
  CN Medium fey 
  Init +5; Senses darkvision 90 ft., low-light vision; Perception +15
  Aura insane beauty (30 ft.)
  DEFENSE
  AC 20, touch 20, flat-footed 15 (+5 deflection, +5 Dex)
  hp 52 (7d6+28)
  Fort +6, Ref +10, Will +8
  DR 5/cold iron
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +9 (1d4/19–20)
  Ranged mwk sling +9 (1d4)
  Special	Attacks weep
  Spell-Like	Abilities (CL 7th; concentration +12)
  At will—meld into stone, stone tell
  Druid	Spells	Prepared (CL 5th; concentration +8)
  3rd—stone shape
  2nd—spider climb, stone callAPG
  1st—cure light wounds, faerie fire, magic stone 
  0—detect magic, detect poison, light, mending 
  STATISTICS
  Str 10, Dex 21, Con 18, Int 14, Wis 17, Cha 21
  Base	Atk +3; CMB +3; CMD 23
  Feats Alertness, Combat Casting, Point-Blank Shot,  
  Weapon Finesse
  Skills Diplomacy +13, Knowledge (dungeoneering) +9, 
  Knowledge (nature) +12, Linguistics +3, Perception +15, 
  Perform (sing) +9, Sense Motive +15, Spellcraft +9, Stealth +15, 
  Use Magic Device +15
  Languages Aklo, Common, Undercommon
  SQ guarded
  ECOLOGY
  Environment any underground
  Organization solitary
  Treasure standard (masterwork dagger, masterwork sling, 
  other treasure)
  SPECIAL	ABILITIES
  Guarded	(Su) A lampad adds her Charisma modifier as a 
  deflection bonus to her Armor Class.
  Insane	Beauty	(Su) This ability affects all humanoids within 30 
  feet who are viewing a lampad in conditions brighter than 
  dim light. Those who look directly upon the lampad must 
  succeed at a DC 18 Will save or gain the confused condition 
  for 1d6 rounds. A creature that succeeds at the save is 
  immune to the same lampad’s insane beauty for 24 hours. A 
  lampad can suppress or resume this ability as a free action. 
  The save DC is Charisma-based.
  Spells A lampad casts spells as a 5th-level druid, but can’t 
  swap out prepared spells to cast summon spells.
  Weep	(Su) As a standard action, a lampad can unsettle those 
  near her when she cries. Any creature within 30 feet who 
  can hear a lampad weeping becomes shaken unless it 
  succeeds at a DC 18 Will saving throw. This ability can’t cause 
  a creature to become frightened or panicked. This is a mind-
  affecting fear effect that relies on audible components. The 
  save DC is Charisma-based.
  Dark and moody cousins to nymphs, lampads sulk along 
  natural caverns and dank tunnels, their weeping 
  cries echoing through the darkness. These creatures 
  are often found carrying light in caverns and 
  dungeons, drawing creatures to them like 
  moths to f lame. Though they prefer the 
  darkness, they know that exposing their 
  forms under bright conditions gives them 
  an edge over creatures viewing them.
  Just as nymphs guard nature’s purest places 
  and dryads protect their sacred trees, lampads 
  watch over the dark places of the world. They speak 
  to the stone that forms their murky world, and 
  their forlorn cries ring out through the belly 
  of the earth.
  178
  178
  Illustration by Damien Mammoliti
  
  Leaf Ray
  This creature looks like a broad leaf with whiskers like a catfish 
  and a dangerous stinger trailing behind it.
  LEAF	RAY	
  CR	1
  XP	400
  N Small plant 
  Init +3; Senses low-light vision; Perception +5
  DEFENSE
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 15 (2d8+6)
  Fort +6, Ref +3, Will +1
  Immune plant traits
  OFFENSE
  Speed 5 ft., fly 40 ft. (average)
  Melee stinger +3 (1d4+1 plus poison)
  Special	Attacks poison, seed
  STATISTICS
  Str 12, Dex 16, Con 17, Int 1, Wis 13, Cha 4
  Base	Atk +1; CMB +1; CMD 14 (can’t be tripped)
  Feats Flyby Attack
  Skills Fly +9, Perception +5
  ECOLOGY
  Environment temperate or warm forests
  Organization solitary or rustle (2–20)
  Treasure none
  SPECIAL	ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 14; frequency 
  1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
  Seed	(Ex) Once per day, a leaf ray can implant 
  a seed into a helpless target with its stinger. 
  As a full-round action, the leaf ray stings its 
  victim, depositing a seed into the victim’s flesh. 
  This process deals 1 hit point of damage to the 
  victim, but the implanted creature isn’t subject 
  to the leaf ray’s poison in this process. The 
  seed germinates inside the victim, making it 
  sickened while it harbors the leaf ray seed, and 
  dealing 1d2 points of Constitution damage to the 
  victim each day the seed grows within. This damage is 
  negated with a successful DC 14 Fortitude save. The seed 
  feeds off the victim’s body and only grows into a new leaf 
  ray tree when the victim dies from Constitution damage. 
  Removing an implanted seed requires a successful DC 20 
  Heal check (a full-round action); each attempt deals 1 hit 
  point of damage. Although immunity to disease offers no 
  special protection against a leaf ray seed’s implantation, 
  remove disease, heal, or similar effects automatically 
  destroy any implanted seeds.
  Growing in the upper canopies of massive trees, leaf rays 
  fly through the air in search of food. Barely sentient, leaf 
  rays have just enough intelligence to find nourishment 
  and pick out creatures suitable for harboring their 
  seeds. These creatures are hardly picky in their quest for 
  either, merely requiring a warm-blooded living creature, 
  preferably mammalian, for each purpose. 
  Leaf rays begin their lives as buds in the tops of deciduous 
  trees, and form a symbiotic relationship with these trees, 
  often leaving the husks of their victims under their host 
  trees to decay and fertilize the soil. During its budding 
  stage, a leaf ray spends its time flexing its body in reaction 
  to blowing winds in order to prepare itself for flight. Once 
  a leaf ray has matured, it can separate its stingerlike stem 
  from the parent tree and soar through the air. A leaf ray 
  measures 3 feet across and weighs only 2 pounds.
  VARIANT LEAF RAYS
  Leaf rays change color in depending on the season, 
  but they do not die off during winter. The stats above 
  represent a leaf ray in the spring and summer. The 
  following variations follow the changing seasons.
  Fall: A leaf ray turns shades of yellow and red in the fall, 
  and its poison’s purpose shifts to deal Strength damage 
  instead of Dexterity damage.
  Winter: A leaf ray in the winter turns 
  a dull range of browns and grays, 
  and its poison deals Constitution 
  damage instead of Dexterity 
  damage. Because of this, few 
  leaf rays are successful in 
  implanting their seeds 
  during this season.
  179
  179
  Lampad–Leaf Ray
  Lampad–Leaf Ray
  Illustration by David Melvin
  
  Leanan Sidhe
  This serene woman has pointed ears and flowing crimson hair, 
  and wears an elegant dress and a crown of twigs.
  LEANAN	SIDHE	
  CR	9/MR	3
  XP	6,400
  CN Medium fey (mythic)
  Init +7M; Senses low-light vision; Perception +19
  DEFENSE
  AC 25, touch 19, flat-footed 21 (+5 deflection, +3 Dex, +1 dodge, 
  +6 natural)
  hp 100 (11d6+62)
  Fort +12, Ref +15, Will +13
  DR 10/cold iron and epic
  OFFENSE
  Speed 30 ft., fly 30 ft. (good)
  Melee dagger +5 (1d4/19–20) or  
  touch +5 (1d4 Cha damage)
  Special	Attacks life drain, mythic power (3/day, surge +1d6)
  Spell-Like	Abilities (CL 10th; concentration +12)
  At will—calm emotions (DC 18), crushing despair (DC 20), 
  dimension door (self plus 50 lbs. of objects only)
  3/day—animal trance (DC 18), quickened charm person (DC 17)
  STATISTICS
  Str 10, Dex 17, Con 18, Int 13, Wis 12, Cha 21
  Base	Atk +5; CMB +5; CMD 24
  Feats Alertness, Combat Casting, Dodge, Improved InitiativeM, 
  PersuasiveM, Quicken Spell-Like Ability (charm person), Spell 
  Focus (enchantment)
  Skills Bluff +19, Diplomacy +25, Fly +7, Intimidate +22, 
  Knowledge (arcana) +12, Knowledge (nobility) +7, 
  Perception +19, Sense Motive +19, Spellcraft +6
  Languages Sylvan; tongues
  SQ change shape (any female humanoid), skill blessing, spell 
  blessing, unearthly grace
  ECOLOGY
  Environment any land
  Organization solitary or retinue (1 plus 3–7 guards and 
  sycophants of 1st–3rd level)
  Treasure double (dagger, other treasure)
  SPECIAL	ABILITIES
  Life	Drain	(Ex) A leanan sidhe immediately knows if a creature 
  uses her skill blessing or spell blessing. As a standard action at 
  any range, she can expend one use of mythic power to drain 
  1 point of Constitution from that creature. The leanan sidhe 
  heals 5 hit points or gains 5 temporary hit points for 1 hour 
  (up to a maximum number of temporary hit points equal to 
  her full normal hit points) each time she uses this ability.
  Skill	Blessing	(Su) As a standard action, a leanan sidhe can 
  create a special token that takes the form of a masterwork 
  artisan’s tool for one Craft or Perform skill. The intended 
  recipient of this tool gains a +4 bonus on skill checks made 
  with the token. Like with a cursed item, the recipient prefers 
  to use the token, refuses to get rid of it, and finds that it 
  returns if stolen or discarded. The leanan sidhe can destroy 
  the token as a standard action at any range. She can have a 
  number of tokens in existence equal to her mythic rank.
  Spell	Blessing	(Su) A leanan sidhe may enhance the magic of a 
  willing humanoid spellcaster by touching him for 1 full round. 
  The blessing allows the target to recall a number of spell 
  levels each day equal to twice the leanan sidhe’s mythic rank. 
  This recalling works like a pearl of power, except it works 
  for spellcasters of any class (spontaneous casters recover 
  spent spell slots). The leanan sidhe can end this blessing as a 
  standard action at any range. The number of blessed creatures 
  she can have at the same time is equal to her mythic rank.
  Unearthly	Grace	(Su) A leanan sidhe adds her Charisma 
  modifier as a racial bonus on all her saving throws and as a 
  deflection bonus to her AC.
  Leanan sidhe are regal fey who pride themselves as patrons 
  of the arts. By establishing a magical link with a talented 
  mortal performer or artist, the leanan sidhe enhances her 
  target’s skill, but slowly feeds on his life energy. Many tragic 
  stories of talented artists who have a creative burst and then 
  fall into obscurity or suddenly die can be attributed to the 
  influence of these creatures. A leanan sidhe prefers to avoid 
  direct combat and relies on her minions and devotees to 
  protect her—all of whom hope to become her next special 
  project, despite the cost of this arrangement.
  180
  180
  Illustration by Diana Martinez
  
  Living Topiary
  This lumbering topiary has the rough shape of an elephant, 
  complete with brambly limbs and tusks.
  LIVING	TOPIARY	
  CR	4
  XP	1,200
  N Medium plant 
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +6
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
  hp 42 (5d8+20)
  Fort +10, Ref +3, Will +1
  DR 5/slashing; Immune plant traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +6 (1d6+4)
  Spell-Like	Abilities (CL 5th; concentration +4)
  Constant—pass without trace
  3/day—hedge stride
  STATISTICS
  Str 17, Dex 14, Con 19, Int 6, Wis 10, Cha 9
  Base	Atk +3; CMB +6; CMD 18 (22 vs. trip)
  Feats Great Fortitude, Improved Initiative, Power Attack
  Skills Escape Artist +10, Perception +6, Stealth +9 (+15 in 
  undergrowth); Racial	Modifiers +8 Escape Artist, +2 Stealth 
  (+8 in undergrowth)
  Languages Common, Sylvan (can’t speak any language)
  SQ assimilate, move through hedges, sculpt shape
  ECOLOGY
  Environment any land
  Organization solitary, garden (2–4), or boscage (5–7)
  Treasure none
  SPECIAL	ABILITIES
  Assimilate	(Ex) As a full-round action, a living topiary 
  can consume undergrowth or 
  bushy plant matter it’s currently 
  touching and incorporate that 
  material into its form. It can 
  do this at a rate of 5 cubic 
  feet per round, healing 1d8 
  points of damage each time. 
  If the topiary is at maximum hit 
  points, this ability has no effect.
  Hedge	Stride	(Sp) This ability functions 
  as tree stride, but rather than allowing for 
  teleportation from tree to tree, it permits the living topiary 
  to teleport from one area of brush or hedges to another 
  area of similar vegetation within 1,500 feet. 
  Move	through	Hedges	(Ex) A living topiary may move through 
  any mass of brambles or other dense plant growth without 
  penalty. It must begin and end its turn outside of the mass. 
  Sculpt	Shape	(Ex)	As a standard action, a living topiary can 
  alter itself to take on the basic form of any creature. The 
  change is purely cosmetic, and does not change its size, 
  grant it any special powers, or alter its abilities.
  Part plant and part beast, living topiaries are moving flora 
  that look like decorative lawn ornaments used to adorn 
  gardens and groves, though their bestial nature and aloof 
  demeanor prove they are far from mere decorations.
  Some theorize that the living topiaries originally 
  came from the primal land of fey, where odd phenomena 
  such as animal-shaped flora are not unheard of. Living 
  topiaries wander the lands to fulfill their single purpose: 
  searching for more plants to consume, which enables 
  them to grow ever larger.
  Though somewhat delicate, living topiaries can thrive 
  for decades by constantly refreshing their bodies with new 
  plant matter. Though living topiaries will not willingly go 
  to such places on their own, sometimes one accidentally 
  finds itself in an area void of adequate additional 
  shrubbery or water, like a vast plain or desert. In such 
  situations, an individual deprived of nutrients quickly 
  dries out and shrivels over the course of several days.
  Living topiaries range in height from shrubs only a 
  couple feet off the ground to towering hedges. The average 
  specimen is about 4 feet tall and weighs 200 pounds.
  181181
  Leanan Sidhe–Living Topiary
  Leanan Sidhe–Living Topiary
  Illustration by Alexandur Alexandrov
  
  Living Wall
  This gruesome wall is made stacked corpses mortared together into 
  an unyielding mass of grasping limbs, topped with a dragon skull.
  LIVING	WALL	
  CR	4
  XP	1,200
  N Large construct 
  Init –4; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 12, touch 5, flat-footed 12 (–4 Dex, +7 natural, –1 size)
  hp 46 (3d10+30); fast healing 1
  Fort +1, Ref –3, Will +1
  DR 5/slashing; Immune construct traits; Resist acid 5, cold 5, 
  fire 5
  OFFENSE
  Speed 10 ft.
  Melee 2 slams +6 (1d8+4 plus grab)
  Space 10 ft.; Reach 5 ft.
  Special	Attacks crushing push, push (slam, 5 ft.)
  STATISTICS
  Str 18, Dex 3, Con —, Int —, Wis 11, Cha 1
  Base	Atk +3; CMB +8 (+10 bull rush, +12 grapple); CMD 14 
  (16 vs. bull rush)
  Feats Improved Bull RushB
  SQ fleshy link
  ECOLOGY
  Environment any ruins 
  or underground
  Organization solitary or 
  pack (2–8)
  Treasure incidental
  SPECIAL	ABILITIES
  Crushing	Push	(Ex) A living wall 
  adjacent to a creature that 
  is also adjacent to a 
  barrier (such as 
  a dungeon wall, 
  gate, or another 
  living wall) can 
  spend a standard action to 
  crush that creature against 
  the barrier, dealing 1d8+6 
  points of damage. If the 
  living wall is grappling the 
  target, as part of this attack 
  it can attempt a free combat 
  maneuver check to pin the target.
  Fleshy	Link	(Ex) A living wall that is adjacent 
  to another living wall automatically links with 
  it, forming an impassible solid barrier. Linked 
  living walls coordinate their attacks and move as 
  one creature. Any linked wall can unlink itself as a 
  free action. Any damage to one linked living wall is divided 
  evenly among all linked living walls (for example, if three 
  walls are linked and one takes 15 points of damage, each 
  wall instead takes 5 points of damage). Two or three linked 
  living walls count as a Huge creature for the purpose of 
  effects affected or limited by size (such as bull rush), four or 
  five count as Gargantuan, and six or more count as Colossal.
  A living wall is a construct built out of the bodies of many 
  creatures and mortared together with liquefied flesh. Like 
  a gelatinous cube, it fills an entire 10-foot square, allowing 
  it to completely block a hallway. Several living walls placed 
  next to one another can obstruct an entire room. Its 
  normal method of attack is to creep into range to make 
  slam attacks, then push opponents against other walls and 
  crush them to death. Living walls follow basic orders and 
  are normally used to block access to certain parts of their 
  creator’s lair—to get through a living wall, it must be killed 
  and hacked apart to create a space other creatures can pass 
  through. Living walls can be ordered to stack themselves 
  on top of each other to reach higher ceilings, but this 
  requires a ramp to allow one to climb onto the other. 
  A living wall rises 8 to 10 feet high and weighs 4,000 
  pounds. The appearance of each one varies wildly 
  depending on the creatures used to make up its 
  constituent parts.
  CONSTRUCTION
  The pieces of a living wall must 
  come from normal humanoid 
  corpses that have not decayed 
  significantly. The wall must also 
  include at least one skull of a 
  Large or larger creature (not 
  necessarily 
  a 
  humanoid). 
  Assembly requires at 
  least 20 different full 
  bodies. Special flesh-
  dissolving acids worth 
  500 gp are also required to 
  cement the pieces together. 
  Note that creating a living 
  wall requires casting a 
  spell with the evil descriptor.
  LIVING	WALL
  CL 12th; Price 18,500 gp
  CONSTRUCTION
  Requirements	Craft Construct, 
  animate dead, geas/quest, 
  limited wish, creator must be caster 
  level 8th; Skill Craft (leather) or Heal DC 13; 
  Cost 9,500 gp
  182
  182
  Illustration by Vincent Devault
  
  Locust, Giant
  The mandibles of this enormous grasshopper churn and grind as 
  it quests for food.
  GIANT	LOCUST	
  CR	3
  XP	800
  N Medium vermin 
  Init +2; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
  hp 22 (4d8+4)
  Fort +5, Ref +3, Will +1
  Immune mind-affecting effects; Resist acid 5
  OFFENSE
  Speed 20 ft., climb 20 ft., fly 60 ft. (average)
  Melee bite +6 (1d8+4)
  Ranged spit +5 touch (1d3 acid) 
  Special	Attacks voracious
  STATISTICS
  Str 16, Dex 15, Con 13, Int —, Wis 10, Cha 7
  Base	Atk +3; CMB +6; CMD 18 (26 vs. trip)
  Skills Acrobatics +2 (+20 jumping), Climb +11; Racial	Modifiers 
  +18 Acrobatics while jumping
  SQ leap
  ECOLOGY
  Environment temperate or warm 
  deserts or plains
  Organization solitary, pair, gang 
  (3–8), or colony (5–20)
  Treasure none
  SPECIAL	ABILITIES
  Leap	(Ex) A giant locust 
  can take 10 on Acrobatics 
  checks to jump even if 
  distracted or in danger. 
  Spit	(Ex) A giant locust can spit 
  a brown jet of acid and partially 
  digested food up to 30 feet with 
  no range increment. 
  Voracious	(Ex) A giant locust’s 
  bite attack deals double 
  damage to creatures with the 
  plant subtype and to objects 
  made of paper, wood, or 
  other plant materials.
  Giant locusts have a hunger 
  akin to their smaller cousins, but 
  only rarely do they gather in the 
  endless numbers of their tiny kin. 
  A mature giant locust measures just 
  over 4 feet long and weighs 50 pounds.
  Locust Swarm
  Thousands upon thousands of locusts dance and drone in a dark 
  and ravenous cloud.
  LOCUST	SWARM	
  CR	2
  XP	600
  N Fine vermin (swarm)
  Init +2; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 20, touch 20, flat-footed 18 (+2 Dex, +8 size)
  hp 18 (4d8)
  Fort +4, Ref +3, Will +1
  Defensive	Abilities swarm traits; Immune mind-affecting effects
  OFFENSE
  Speed 10 ft., climb 10 ft., fly 30 ft. (average)
  Melee swarm (1d6)
  Space 10 ft.; Reach 0 ft.
  Special	Attacks devour, distraction (DC 12), voracious (see 
  giant locust)
  STATISTICS
  Str 1, Dex 15, Con 10, Int —, Wis 11, Cha 2
  Base	Atk +3; CMB —; CMD —
  Skills Climb +3, Fly +10
  ECOLOGY
  Environment temperate or warm deserts or plains
  Organization solitary, pair, cloud (3–20), or 
  plague (21–100 or more)
  Treasure none
  SPECIAL	ABILITIES
  Devour	(Ex) A locust swarm causes damage to 
  unattended objects in its space each round 
  as though they were creatures. It even 
  damages inedible objects.
  Under crowded conditions, these 
  normally inoffensive relatives 
  of the grasshopper change 
  color, breed uncontrollably, 
  ravenously consume any 
  available vegetation, and 
  wreak vast destruction to 
  farms and settlements.
  The largest swarms, 
  known as plagues, can 
  include billions of locusts 
  and cover hundreds of square 
  miles. Locusts in these swarms 
  are larger and more aggressive 
  than common ones, making the 
  swarm a true danger to everything 
  edible in their path and even to inedible 
  objects as well.
  183
  183
  Living Wall–Locust
  Living Wall–Locust
  Illustration by Dean Spencer
  
  Lorelei
  This strange creature appears to be a gigantic human head carved 
  from stone, with thick tentacles sprouting from its scalp.
  LORELEI	
  CR	12
  XP	19,200
  NE Large aberration (aquatic)
  Init +5; Senses darkvision 60 ft.; Perception +24
  DEFENSE
  AC 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, –1 size)
  hp 162 (12d8+108)
  Fort +13, Ref +5, Will +13
  Immune sonic; Resist cold 10
  OFFENSE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee 4 tentacles +18 (1d8+9 plus poison)
  Space 10 ft.; Reach 15 ft.
  Special	Attacks murmur, poison, vortex
  Spell-Like	Abilities (CL 12th; concentration +17)
  At will—ghost sound (DC 15), speak with dead (DC 18), 
  ventriloquism (DC 16), whispering wind
  3/day—command undead (DC 17), control water, fog cloud
  STATISTICS
  Str 28, Dex 13, Con 29, Int 11, Wis 16, Cha 20
  Base	Atk +9; CMB +19; CMD 30 (can’t be tripped)
  Feats Improved Initiative, Iron Will, Power Attack, Skill Focus 
  (Perception), Skill Focus (Stealth), Weapon Focus (tentacle)
  Skills Bluff +15, Climb +21, Perception +24, Sense Motive +15, 
  Stealth +18 (+26 in rocky areas), Swim +21; Racial	
  Modifiers +8 Stealth in rocky areas
  Languages Aquan, Common
  SQ freeze, water dependency 
  ECOLOGY
  Environment any 
  coastlines
  Organization 
  solitary
  Treasure none
  SPECIAL	ABILITIES
  Murmur	(Su) A 
  lorelei’s murmur 
  has the power to 
  infect the minds of 
  those that hear it. This 
  effect even influences 
  undead creatures despite 
  their usual immunity to mind-
  affecting effects. When a 
  lorelei murmurs, all 
  creatures aside 
  from other 
  lorelei within a 
  300-foot spread must succeed on a DC 20 Will saving throw or 
  become captivated. A creature that successfully saves is not 
  subject to the same lorelei’s song for 24 hours. A victim under 
  the effects of the murmur moves toward the lorelei using the 
  most direct means available. If the path leads them into a 
  dangerous area such as through fire or off a cliff, that creature 
  receives a second saving throw to end the effect before 
  moving into peril. Affected creatures can take no actions 
  other than to defend themselves. A victim within 5 feet of the 
  lorelei simply stands and offers no resistance to its attacks. 
  This effect continues for as long as the lorelei murmurs and for 
  1 round thereafter. This is a sonic mind-affecting charm effect. 
  The save DC is Charisma-based.
  Poison	(Ex) Tentacle—injury; save Fort DC 25; frequency 1/
  round for 4 rounds; effect 1d4 Str; cure 2 consecutive saves. 
  Vortex	(Su) A lorelei can create a whirlpool as a standard action, 
  at will. This ability functions identically to the whirlwind 
  special attack (Pathfinder RPG Bestiary 306), but can form 
  only underwater and cannot leave the water. A creature must 
  succeed at a DC 25 Reflex save or be snared by the churning 
  waters. The vortex is 20 feet across and 80 feet deep, and deals 
  2d8+9 points of damage. The save DC is Constitution-based.
  A lorelei resembles an enormous, stony sea anemone with a 
  humanlike face covering much of its body. Noted for their 
  magical murmurs that entrance sailors, the creatures lurk 
  near rocky shoals barely concealed by crashing waves or 
  rushing rivers, eager to lure humanoids to their deaths.
  Also known as a “murmur stone” for its rocklike 
  natural camouflage, a lorelei is a solitary creature that 
  shuns peaceful contact with other 
  living things. It broods in the 
  shadows of seaside cliffs and 
  ocean trenches, emerging only 
  to torment the living. When 
  not pursuing complicated 
  schemes, a lorelei is 
  fond of wrecking ships 
  on rocks and luring 
  sailors beneath the surface 
  to drown.
  Some scholars claim that 
  these creatures were once a 
  species of beautiful fey cursed 
  by foul forces. This claim is backed 
  by the fact that they behave much like 
  nereids, nixies, and sirens. A lorelei 
  stands 9 feet tall, 
  not counting the 
  mess of tentacles atop 
  its body, and weighs 
  around 2,000 
  pounds.
  184
  184
  Illustration by Andrew Hou
  
  Lunarma
  This monstrous crablike creature hovers in midair, its three 
  clawed tentacles snapping aggressively. 
  LUNARMA	
  CR	6
  XP	2,400
  N Medium aberration 
  Init +5; Senses all-around vision, darkvision 60 ft.; Perception +10
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
  hp 76 (9d8+36)
  Fort +9, Ref +4, Will +9
  Defensive	Abilities barbed carapace; Immune cold, poison; 
  Resist electricity 5, fire 5
  OFFENSE
  Speed 0 ft., fly 60 ft. (good)
  Melee 3 claws +9 (1d8+3 plus grab), bite +10 (1d6+3)
  Space 5 ft.; Reach 5 ft. (10 ft. with claws)
  Special	Attacks breath weapon (30-ft. line, 2d6 acid damage 
  plus recurring damage, Reflex DC 18 half, usable every 1d4 
  rounds), constrict (1d8+3), implant eggs
  STATISTICS
  Str 16, Dex 12, Con 19, Int 5, Wis 12, Cha 10
  Base	Atk +6; CMB +9 (+13 grapple); CMD 20
  Feats Great Fortitude, Hover, Improved 
  Initiative, Iron Will, Weapon  
  Focus (bite)
  Skills Fly +5, Perception +10, 
  Stealth +7
  Languages Common (can’t 
  speak); telepathy 120 ft. 
  (other lunarma only)
  SQ no breath
  ECOLOGY
  Environment any 
  underground
  Organization solitary, pair, 
  or hive (3–16)
  Treasure none
  SPECIAL	ABILITIES
  Barbed	Carapace	(Ex) 
  A lunarma’s carapace 
  is covered in jagged 
  barbs. Any creature that 
  grapples a lunarma or attacks 
  it with unarmed strikes or natural 
  weapons takes 1d4 points of 
  damage from the vicious barbs. 
  Using a reach weapon does not 
  endanger the attacker this way. 
  Breath	Weapon	(Su) The acid from a lunarma’s 
  breath weapon lasts for 1d4 additional rounds, 
  dealing 2d6 points of acid damage on its turn to any 
  creature that took damage from the breath weapon. 
  Washing off the acid with water or other liquid is a full-
  round action that ends the continuing damage.
  Implant	Eggs	(Ex) As a full-round action, a lunarma can lay 
  2d6 eggs in a helpless creature. The eggs hatch after 24 
  hours and each deals 1 point of Con damage per hour as they 
  feed on the host. After 1d2 days of eating, the larvae crawl 
  out and find a safe place to mature into adults. A remove 
  disease spell rids a creature of all implanted eggs or larvae, 
  or they can be removed one at a time by using the Heal skill 
  to treat deadly wounds.
  Lunarmas are mysterious crablike creatures that come 
  from space. They move by floating through the air and 
  can eat flesh, wood, bone, and certain kinds of sand and 
  dust. Highly aggressive, they attack by dropping on prey 
  from above and grabbing it with their limbs, using their 
  breath weapon to injure multiple creatures for easier 
  capture, feeding, and implantation.
  Efficient in its digestion and reproduction, a single 
  lunarma can depopulate a village in a few days, 
  spawning dozens of offspring that scatter in 
  search of more prey. Fortunately, an 
  adult lunarma lives no longer than a 
  year. During this time, it seeks 
  to eat and find living prey in 
  which to lay its eggs.
  A newly spawned lunarma 
  forms a cocoon in which 
  it metamorphoses into a 
  preadult, emerging when 
  it senses food. It can 
  remain dormant in its 
  cocoon for centuries, and 
  clusters of eggs have been 
  found in sealed caverns 
  beneath icy surfaces, as 
  well as on cold moons and 
  drifting asteroids—as if placed 
  there by an intelligent creature.
  Though lunarmas are able to 
  communicate among themselves 
  telepathically, they’re only barely 
  intelligent, and their thoughts are 
  primitive. They have no known 
  culture, and their desires are limited 
  to feeding and procreation. The only 
  instinct they seem to have beyond that is 
  a violent aversion to flumphs, which they 
  attack on sight.
  An adult lunarma is nearly 5 feet across 
  and weighs 400 pounds.
  185
  185
  Lorelei–Lunarma
  Lorelei–Lunarma
  Illustration by Tyler Walpole
  
  Lurking Ray
  Lurking rays are a whole family of creatures that infest 
  the dark corners of the world, feeding on the weak and 
  unwary. The infant form, known as the executioner’s hood, 
  is an unnerving but relatively mild threat for experienced 
  adventurers, while its parents, the male lurker above and 
  female trapper, are far more dangerous. All three types 
  of lurking rays are ambush hunters with similar tactics, 
  wrapping themselves thoroughly around their victims and 
  choking the life from their prey before feeding.
  Though somewhat similar in appearance to stingrays 
  or manta rays, lurking rays in fact represent their 
  own unique branch of subterranean evolution—
  or arcane experimentation. Executioner’s 
  hoods are roughly a foot long and weigh 5 
  pounds, whereas adult lurkers above and 
  trappers can grow to be 15 feet wide, with 
  males weighing 500 pounds and females up to four 
  times that.
  EXECUTIONER’S	HOOD	
  CR	2
  XP	600
  N Tiny aberration 
  Init +1; Senses blindsense 10 ft., darkvision 60 ft., scent; 
  Perception +8
  DEFENSE
  AC 16, touch 13, flat-footed 15 (+1 Dex, +3 natural, +2 size)
  hp 11 (2d8+2)
  Fort +1, Ref +1, Will +4
  Defensive	Abilities amorphous; Immune sleep effects
  Weaknesses light sensitivity, susceptible to alcohol
  OFFENSE
  Speed 10 ft., climb 5 ft.
  Melee slam +3 (1d4 plus grab)
  Space 2-1/2 ft.; Reach 0 ft.
  Special	Attacks constrict (1d4), engulfing drop, strangle
  STATISTICS
  Str 10, Dex 12, Con 12, Int 3, Wis 13, Cha 9
  Base	Atk +1; CMB +0 (+4 grapple); CMD 10 (can’t be tripped)
  Feats	Skill Focus (Perception)
  Skills Climb +8, Perception +8, Stealth +13
  ECOLOGY
  Environment any underground
  Organization solitary
  Treasure standard
  SPECIAL	ABILITIES
  Engulfing	Drop	(Ex)	Though it is a Tiny monster, the hood 
  can drop onto the head of a Medium or smaller creature 
  and make a slam attack as a standard action. If the hood’s 
  attack succeeds, it can immediately attempt a grapple check 
  against the target, and if successful, the executioner’s hood 
  can constrict. 
  Strangle	(Ex)	A grappling executioner’s hood entirely covers 
  its opponent’s head with an airtight grip. A creature that is 
  grappled by the hood cannot speak or cast spells with verbal 
  components and must hold its breath (see Suffocation, 
  Pathfinder RPG Core Rulebook 445), unless it doesn’t speak 
  or breathe through its head. Any attacks against the hood 
  deal half damage to the hood and the other half to the 
  creature that it’s strangling.
  Susceptible	to	Alcohol	(Ex)	Strong alcohol harms the hood. 
  Every quart poured on it deals 1 point of damage. Four 
  quarts of alcohol incapacitates it and forces it to release a 
  grappled target.
  These young rays are shaped roughly like hoods (hence 
  their name), and drag themselves awkwardly about with 
  their thin tentacles. Once an executioner’s hood finds a 
  suitable hunting ground, usually a cavern or dungeon 
  room, it hauls itself up to a high perch and hangs 
  there, disguising itself as an irregular stone formation 
  or a strange bit of masonry on a dungeon wall. When 
  suitable prey walks beneath it, the young lurking ray 
  drops, attempting to engulf the creature’s head and 
  suffocate it, after which the ray can slowly dissolve the 
  meat at its leisure.
  Executioner’s hoods are hatched from eggs laid by 
  trappers. They stay with the mother for a month, then 
  leave to hunt for themselves. 
  186
  186
  Illustration by Mike Corriero
  
  LURKER	ABOVE	
  CR	7
  XP	3,200
  N Huge aberration 
  Init +5; Senses blindsense 10 ft., darkvision 60 ft., scent; 
  Perception +5
  DEFENSE
  AC 19, touch 9, flat-footed 18 (+1 Dex, +10 natural, –2 size)
  hp 85 (10d8+40)
  Fort +7, Ref +4, Will +9
  Defensive	Abilities amorphous; DR 10/piercing or slashing; 
  Resist cold 10, fire 10
  Weaknesses light sensitivity
  OFFENSE
  Speed 10 ft., climb 5 ft., fly 40 ft. (poor)
  Melee slam +15 (3d6+15 plus grab)
  Space 15 ft.; Reach 10 ft.
  Special	Attacks constrict (3d6+15), smother
  STATISTICS
  Str 30, Dex 12, Con 19, Int 2, Wis 15, Cha 9
  Base	Atk +7; CMB +19 (+23 grapple); CMD 30 (can’t be tripped)
  Feats Blind-Fight, Combat Reflexes, Improved Initiative, Skill 
  Focus (Perception), Skill Focus (Stealth)
  Skills Climb +18, Fly +1, Perception +5, Stealth +8 (+16 in rocky 
  areas); Racial	Modifiers +4 Stealth (+12 in rocky areas)
  ECOLOGY
  Environment any underground
  Organization solitary
  Treasure standard
  SPECIAL	ABILITIES
  Smother	(Ex)	When a lurker above grapples a target, it 
  forms an airtight seal around its prey. A grappled target 
  cannot speak or cast spells with verbal components, and 
  must hold its breath (see Suffocation, Pathfinder RPG Core 
  Rulebook 445).
  Lurkers above are the nearly mindless males of the species, 
  and follow much the same tactics as executioner’s hoods, 
  save that they gain the ability to stretch themselves wide, 
  glide with both speed and silence, and can even fly by 
  awkwardly flapping their flesh. They typically hide on 
  cavern ceilings, shifting their coloration and texture to 
  match the surrounding terrain.
  Like all lurking rays, lurkers above are carnivorous, 
  preferring the tang of living flesh—though they can 
  subsist for a time on the minerals they absorb from 
  rocky surfaces through their tentacles. Males are less 
  able to subsist on minerals, however, and hence hunt 
  more actively. While lurkers above are poor fliers, they’re 
  excellent gliders, able drop off a ceiling and silently float 
  more than 100 feet horizontally over the course of a 5- or 
  6-foot drop.
  Lurkers above can grow to be 15 feet from tip to tip, 
  and weigh nearly 500 pounds when fully fed.
  TRAPPER	
  CR	8
  XP	4,800
  N Huge aberration 
  Init +5; Senses blindsense 10 ft., darkvision 60 ft., scent; 
  Perception +25
  DEFENSE
  AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
  hp 123 (13d8+65)
  Fort +10, Ref +5, Will +11
  Defensive	Abilities amorphous; DR 10/piercing or slashing; 
  Resist cold 10, fire 10
  Weaknesses light sensitivity
  OFFENSE
  Speed 10 ft., climb 5 ft.
  Melee slam +17 (3d6+15 plus grab)
  Space 15 ft.; Reach 10 ft.
  Special	Attacks constrict (3d6+15), smother (see lurker above)
  STATISTICS
  Str 30, Dex 12, Con 19, Int 14, Wis 17, Cha 13
  Base	Atk +9; CMB +21 (+25 grapple); CMD 32 (can’t be tripped)
  Feats Blind-Fight, Combat Reflexes, Great Fortitude, 
  Improved Initiative, Skill Focus (Perception), Skill Focus 
  (Stealth), Toughness
  Skills Climb +18, Knowledge (dungeoneering) +15, Perception 
  +25, Sense Motive +16, Sleight of Hand +14, Stealth +19 (+27 
  in rocky areas), Survival +15; Racial	Modifiers +4 Stealth 
  (+12 in rocky areas)
  Languages Aklo, Common, Undercommon
  ECOLOGY
  Environment any underground
  Organization solitary or batch (1 plus 20–30 executioner’s hoods)
  Treasure standard
  Female lurking rays, known as trappers, are the 
  masterminds of their race. Too large to f ly (and often 
  gravid with wriggling young), the intelligent trappers 
  scrape themselves out depressions in the f loor of 
  regularly traveled chambers and then lie in them, 
  changing their coloration and texture perfectly to blend 
  with the rest of the f loor, and sometimes even creating 
  protrusions in the shape of items they know to be 
  valuable to their prey creatures. When a lulled individual 
  steps onto the trapper’s surface, the ray twists itself up 
  around it, smothering and beating its victim senseless 
  before drawing it into its maw for slow digestion.
  Though quite intelligent even by human standards, 
  trappers devote almost all of their mental faculties to 
  perfectly remembering every sensory detail about their 
  surroundings in order to make their chameleon-like 
  disguises all the more cunning and difficult for their 
  prey to resist.
  Trappers can grow to be 15 feet from tip to tip, and 
  weigh nearly 2,000 pounds when fully fed.
  187
  187
  Lurking Ray
  Lurking Ray
  
  Lycanthrope, Werebat
  This furred humanoid has protruding fangs and thin membranes 
  of tissue connecting its arms to its sides.
  WEREBAT	(HUMAN	FORM)	
  CR	3
  XP	800
  Human natural werebat rogue 3
  NE Medium humanoid (human, shapechanger)
  Init +2; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
  hp 23 (3d8+6)
  Fort +3, Ref +5 (+1 vs. traps), Will +3
  Defensive	Abilities	evasion, trap sense +1
  OFFENSE
  Speed 30 ft.
  Melee mwk short sword +6 (1d6+2/19–20)
  Ranged mwk shortbow +5 (1d6/×3)
  Special	Attacks	sneak attack +2d6
  STATISTICS
  Str 14, Dex 15, Con 15, Int 10, Wis 14, Cha 6
  Base	Atk +2; CMB +4; CMD 16
  Feats Agile Maneuvers, Combat Reflexes, Weapon 
  Focus (short sword)
  Skills Acrobatics +8, Climb +8, Disable Device +8, 
  Disguise +4, Handle Animal +1, Intimidate +4, Perception +8, 
  Sense Motive +8, Sleight of Hand +8, Stealth +8
  Languages Common
  SQ change shape (human, hybrid, and bat; polymorph), 
  lycanthropic empathy (bats and dire bats), rogue talents 
  (ledge walker), trapfinding +1
  ECOLOGY
  Environment temperate forests or hills
  Organization solitary, pair, or gang (3–5)
  Treasure NPC gear (leather armor, mwk shortbow with 20 
  arrows, mwk short sword, other treasure)
  WEREBAT	(HYBRID	FORM)	
  NE Medium humanoid (human, shapechanger)
  Init +2; Senses low-light vision, scent; Perception +8
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
  hp 26 (3d8+9)
  Fort +4, Ref +5 (+1 vs. traps), Will +3
  Defensive	Abilities	evasion, trap sense +1; DR 10/silver
  OFFENSE
  Speed 30 ft., fly 40 ft. (average)
  Melee bite +5 (1d6+3), 2 claws +5 (1d4+3)
  Special	Attacks curse of lycanthropy, sneak attack +2d6
  STATISTICS
  Str 16, Dex 15, Con 17, Int 10, Wis 14, Cha 6
  Base	Atk	+2; CMB +4; CMD 17
  Feats Agile Maneuvers, Combat Reflexes, 
  Weapon Focus (short sword)
  Skills Acrobatics +8, Climb +9, 
  Disable Device +8, Disguise +4, 
  Handle Animal +1, Intimidate +4, 
  Perception +8, Sense Motive +8, 
  Sleight of Hand +8, Stealth +8
  Languages Common
  SQ change shape (human, hybrid, 
  and bat; polymorph), lycanthropic empathy (bats and dire 
  bats), rogue talents (ledge walker), trapfinding +1
  Werebats are hybrids of vampiric bats and humanoids, 
  possessed of a ravenous bloodlust. As opposed to 
  vampires, with which werebats are often confused, these 
  lycanthropes are often more savage and less calculating 
  than the shapeshifting undead. As though to prove a point, 
  some werebats go out of their way to take down powerful 
  vampire lords and commandeer the vampires’ positions—
  though many also become slaves to such undead after 
  underestimating their prowess. 
  Natural werebats typically look like normal members of 
  their humanoid parent race, though they often have dark 
  hair, lithe frames, severe features, and slightly pointed 
  ears. They typically stand taller than normal for their race, 
  but weigh significantly less.
  188
  188
  Illustration by Alexandur Alexandrov
  
  Lycanthrope, 
  Werecrocodile
  Standing taller than a man, this humanoid figure wears filth-
  covered rags over its scaly form.
  WERECROCODILE	(HUMAN	FORM)	 CR	3
  XP	800
  Human natural werecrocodile fighter 3
  NE Medium humanoid (human, shapechanger)
  Init +5; Senses low-light vision, scent; Perception +4
  DEFENSE
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 27 (3d10+6)
  Fort +7, Ref +2, Will +2 (+1 vs. fear)
  Defensive	Abilities bravery +1
  OFFENSE
  Speed 30 ft.
  Melee mwk battleaxe +7 (1d8+3/×3)
  STATISTICS
  Str 17, Dex 13, Con 14, Int 12, Wis 12, Cha 6
  Base	Atk +3; CMB +6; CMD 17
  Feats Cleave, Great Fortitude, Improved Initiative, Power 
  Attack, Run
  Skills Intimidate +4, Perception +4, Stealth +5, Survival +7, 
  Swim +11
  Languages Common
  SQ armor training 1, change shape (human, hybrid, and 
  crocodile; polymorph), lycanthropic empathy (crocodiles and 
  dire crocodiles)
  ECOLOGY
  Environment warm rivers or marshes
  Organization solitary, pair, or colony (3–12)
  Treasure NPC gear (mwk battleaxe, other treasure)
  WERECROCODILE	(HYBRID	FORM)	
  NE Medium humanoid (human, shapechanger)
  Init +5; Senses low-light vision, scent; Perception +4
  DEFENSE
  AC 23, touch 11, flat-footed 16 
  (+1 Dex, +6 natural)
  hp 30 (3d10+9)
  Fort +8, Ref +2, Will +2;  
  +1 vs. fear
  Defensive	Abilities bravery 
  +1; DR 10/silver
  OFFENSE
  Speed 30 ft., swim 20 ft.; sprint
  Melee bite +7 (1d8+4 plus grab and  
  curse of lycanthropy), tail slap 
  +2 (1d12+2)
  Special	Attacks curse of lycanthropy, death roll (1d8+4 plus 
  trip), grab
  STATISTICS
  Str 19, Dex 13, Con 16, Int 12, Wis 12, Cha 6
  Base	Atk +3; CMB +7 (+11 grapple); CMD 18
  Feats Cleave, Great Fortitude, Improved Initiative, Power 
  Attack, Run
  Skills Intimidate +4, Perception +4, Stealth +5, Survival +7, 
  Swim +19
  Languages Common
  SQ armor training 1, change shape (human, hybrid, and 
  crocodile; polymorph), hold breath, lycanthropic empathy 
  (crocodiles and dire crocodiles), sprint
  SPECIAL	ABILITIES
  Death	Roll	(Ex) When grappling a foe of its size or smaller, 
  a werecrocodile can perform a death roll upon making 
  a successful grapple check. As it clings to its foe, the 
  werecrocodile deals its bite damage, knocks the creature 
  prone, and maintains the grapple.
  Sprint	(Ex) Once per minute, a werecrocodile can increase its 
  land speed to 60 feet for 1 round.
  Werecrocodiles merge the ruthless determination of 
  a crocodile with the intelligence and adaptability of a 
  humanoid. This fusion creates a maliciously cunning 
  creature with no doubt of its own martial superiority.
  189
  189
  Illustration by Dave Allsop
  Lycanthrope, Werebat–Lycanthrope, Werecrocodile
  Lycanthrope, Werebat–Lycanthrope, Werecrocodile
  
  Lycanthrope, Wereshark
  This muscular creature has a human body, but the head of a 
  ravenous shark, complete with jet-black eyes and razorlike teeth.
  WERESHARK	(HUMAN	FORM)	
  CR	3
  XP	800
  Human natural wereshark fighter 3
  CE Medium humanoid (human, shapechanger)
  Init +1; Senses low-light vision, scent; Perception +2
  DEFENSE
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 33 (3d10+12)
  Fort +5, Ref +2, Will +3 (+1 vs. fear)
  Defensive	Abilities bravery +1
  OFFENSE
  Speed 30 ft.
  Melee mwk trident +9 (1d8+3)
  STATISTICS
  Str 17, Dex 12, Con 14, Int 8, Wis 15, 
  Cha 8
  Base	Atk +3; CMB +6; CMD 17
  Feats Cleave, Great Cleave, Power Attack, 
  Toughness, Weapon Focus (trident)
  Skills Survival +8, Swim +10
  Languages Common
  SQ armor training 1, change shape 
  (human, hybrid, and shark; polymorph), 
  lycanthropic empathy (sharks and dire 
  sharks) 
  ECOLOGY
  Environment any oceans or coastlines
  Organization solitary, pair, or shiver (3–6)
  Treasure NPC gear (mwk trident, other treasure)
  WERESHARK	(HYBRID	FORM)	
  CE Medium humanoid (human, shapechanger)
  Init +1; Senses blindsense 30 ft., low-light vision, keen scent; 
  Perception +2
  DEFENSE
  AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural) 
  hp 36 (3d10+15)
  Fort +6, Ref +2, Will +3 (+1 vs. fear)
  Defensive Abilities bravery +1; DR 10/silver
  OFFENSE
  Speed 30 ft.
  Melee mwk trident +9 (1d8+4), bite +2 (1d8+2 plus curse of 
  lycanthropy)
  STATISTICS
  Str 19, Dex 12, Con 16, Int 8, Wis 15, Cha 8
  Base	Atk +3; CMB +7; CMD 18
  Feats Cleave, Great Cleave, Power Attack, Toughness, Weapon 
  Focus (trident)
  Skills Survival +8, Swim +11
  Languages Common
  SQ armor training 1, change shape (human, hybrid, and shark; 
  polymorph), lycanthropic empathy (sharks and dire sharks) 
  In either humanoid or hybrid form, a wereshark is 
  generally burly, has a mouth full of unusually large teeth, 
  and typically has a personality that is both crude and 
  bullying. They’re bloodthirsty and are very easy to anger. 
  They will jump into fights they have no stake in just to 
  snap bones and draw blood.
  Weresharks prefer life at sea or in port settlements 
  commonly frequented by seagoing merchants and pirates. 
  They can be found leading pirate gangs or loitering at 
  seaside taverns accompanied by crowds of toadies. Since 
  they get into fights so often, they try to stick close to the 
  sea so they can escape into the water if they bite off more 
  than they can chew. The other members of a wereshark’s 
  crew learn quickly that the boss is bound to skip out 
  without much notice once a bigger fish comes along.
  190
  190
  Illustration by Eric Belisle
  
  Maenad
  This wild-looking woman is covered in spattered blood. Her 
  wicked smile reveals sharp teeth and her eyes suggest insanity.
  MAENAD	
  CR	8
  XP	4,800
  CE Medium monstrous humanoid 
  Init +8; Senses darkvision 60 ft.; Perception +15
  DEFENSE
  AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
  hp 94 (9d10+45)
  Fort +8, Ref +10, Will +9; +4 vs. mind-affecting effects
  Immune calm emotions; Resist fire 10; SR 19
  OFFENSE
  Speed 30 ft.
  Melee bite +13 (1d6+4 plus poison), 2 claws +13 (1d4+4/19–20 
  plus poison)
  Special	Attacks infectious dance, poison
  Spell-Like	Abilities (CL 12th; concentration +17)
  At will—murderous command UM (DC 16), 
  polypurpose panaceaUM, rage
  3/day—bull’s strength, charm monster (DC 19), 
  mad hallucinationUM (DC 17), vampiric touch
  STATISTICS
  Str 19, Dex 18, Con 20, Int 13, Wis 16, Cha 21
  Base Atk +9; CMB +13; CMD 28
  Feats Dodge, Improved Critical (claw), Improved 
  Initiative, Persuasive, Power Attack
  Skills Bluff +14, Diplomacy +13, Disguise +11, 
  Intimidate +19, Perception +15, Sense Motive +9
  Languages Common, Sylvan
  SQ mad feast
  ECOLOGY
  Environment temperate forests or plains
  Organization solitary, pair, or revel (3–12)
  Treasure standard
  SPECIAL	ABILITIES
  Infectious	Dance	(Su) Any creature viewing a 
  dancing maenad from within 60 feet of her must 
  succeed at a DC 19 Will save or be affected as if 
  by confusion for 1 hour. For every four creatures 
  affected by this ability, the maenad gains 1d10 
  temporary hit points and her Charisma score increases 
  by 1; these benefits end if the affected creatures break free 
  of the dance.
  Mad	Feast	(Su) As a full-round action, a maenad can conjure a 
  supernatural feast. Creatures eating from this feast gain a +2 
  bonus to Strength and Constitution, 1d8 temporary hit points, 
  and a +4 morale bonus on fear saves for 12 hours. Creatures 
  affected also take a –4 penalty on Will saving throws (this 
  penalty does not apply on saves against fear), and find it more 
  compelling to engage in debauchery, excess, and violence.
  Poison	(Ex) Bite—injury; save Fort DC 19; frequency 1/round 
  for 6 rounds; effect 1d3 Con; cure 2 consecutive saves.
  Creatures of unbridled violence and decadence, maenads 
  roam the world inviting others to join in on their debased 
  revels. Though they can otherwise pass for humans, 
  maenads appear bestial when raging or engaging in a 
  bloody revel. They consume massive amounts of wine and 
  food, cause fights, and tear their foes limb from limb. They 
  control people’s minds, subconsciously inviting them to 
  engage in their bloody festivities and fostering urges that 
  lead to excesses of hunger, lust, anger, and violence.
  Maenads can live for thousands of years. They insinuate 
  themselves into normal society before attempting to 
  influence the community. They travel their entire lives in 
  search of creatures to inf luence into 
  debauchery, cannibalism, and gluttony.
  191191
  Lycanthrope, Wereshark–Maenad
  Lycanthrope, Wereshark–Maenad
  Illustration by Emiliano Petrozzi
  
  Manitou
  An invisible presence suggests the shape of a giant-sized person, 
  surrounded by a rhythm of subtle noises from the natural world.
  MANITOU	
  CR	15
  XP	51,200
  NG Huge outsider (native)
  Init +10; Senses darkvision 60 ft., detect evil, true seeing; 
  Perception +34
  Aura positive energy (10 ft.) 
  DEFENSE
  AC 29, touch 18, flat-footed 22 (+3 deflection, +6 Dex, +1 dodge, 
  +11 natural, –2 size)
  hp 237 (19d10+133); fast healing 5
  Fort +18, Ref +12, Will +17
  Defensive	Abilities freedom of movement, greater 
  invisibility; DR 10/cold iron and evil; Immune acid, cold; 
  Resist electricity 30, fire 30; SR 26
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +30 (4d10+12)
  Space 15 ft.; Reach 15 ft.
  Special	Attacks spirit stampede
  Spell-Like	Abilities (CL 19th; concentration +26)
  Constant—detect evil, freedom of movement, greater invisibility, 
  pass without trace, speak with animals, true seeing
  3/day—heal, neutralize poison, restoration, summon 
  nature’s ally VIII
  1/day—earthquake
  STATISTICS
  Str 34, Dex 23, Con 24, Int 19, Wis 22, Cha 25
  Base	Atk +19; CMB +33 (+35 bull rush); 
  CMD 53 (55 vs. bull rush)
  Feats Awesome Blow, Cleave, Combat 
  Reflexes, Dodge, Improved Bull Rush, 
  Improved Initiative, Power Attack, Skill 
  Focus (Perception), Skill Focus (Stealth), 
  Weapon Focus (slam)
  Skills Climb +22, Diplomacy +20, Heal +16, 
  Intimidate +10, Knowledge (arcana, 
  geography, history, religion) +14, 
  Knowledge (local, planes) +17, Knowledge 
  (nature) +26, Perception +34, Sense 
  Motive +19, Spellcraft +14, Stealth +17, 
  Survival +28, Swim +22
  Languages Celestial, Common, Sylvan; 
  speak with animals
  SQ token of fortune
  ECOLOGY
  Environment any plains or forests
  Organization solitary
  Treasure standard
  SPECIAL	ABILITIES
  Positive	Energy	Aura	(Su) Living creatures within the 
  manitou’s aura heal 5 hit points on its turn each round. A 
  manitou can exclude a number of creatures equal to its 
  Charisma modifier (typically 7) from the aura’s effect, and 
  can cease or resume the aura as a free action.
  Spirit	Stampede	(Su) Every 1d4 rounds, a manitou can call 
  upon animal spirits to attack, affecting a 60-foot cone 
  and dealing 10d6 points of force damage (Reflex DC 26 
  half). Using this ability temporarily weakens the manitou’s 
  connection with the natural world, halting its positive energy 
  aura until the stampede is ready to be used again.
  Token	of	Fortune	(Su) A manitou can imbue an small object, 
  such as a stone or necklace, with its blessing. The object’s 
  bearer and any allies within 10 feet gain a +2 luck bonus on 
  saving throws. The manitou can use scrying on the token at 
  will. The manitou can teleport to it (without error) once per 
  day as a swift action. These abilities are lost if the token 
  leaves the manitou’s territory. A manitou may only have one 
  token active at a time. 
  A manitou is a powerful, benevolent spirit of nature that 
  safeguards entire regions from danger, heals the sick and 
  wounded, and preserves the balance among all creatures. 
  When not invisible, a manitou looks like a powerfully 
  built, long-haired humanoid with skin made of tree bark 
  and rose quartz. A manitou stands 20 feet tall and weighs 
  over 5,000 pounds. 
  192
  192
  Illustration by Vincent Devault
  
  Mi-Go
  This unnaturally graceful creature has a bulbous fungoid lump for 
  a head, spiny insectoid wings, and a tangle of spiky, clawed legs.
  MI-GO	
  CR	6
  XP	2,400
  NE Medium plant 
  Init +5; Senses blindsight 30 ft., low-light vision; 
  Perception +12
  DEFENSE
  AC 20, touch 16, flat-footed 14 (+5 Dex, +1 dodge, +4 natural)
  hp 66 (7d8+35)
  Fort +10, Ref +7, Will +4
  DR 5/slashing; Immune cold, plant traits; Resist electricity 10, 
  fire 10
  OFFENSE
  Speed 30 ft., fly 50 ft. (good)
  Melee 4 claws +10 (1d4+3 plus grab) 
  Special	Attacks evisceration, grab, sneak attack +2d6
  STATISTICS
  Str 16, Dex 20, Con 21, Int 25, Wis 14, Cha 15
  Base	Atk	+5;	CMB	+8 (+12 grapple);	CMD	24 (32 vs. trip)
  Feats Combat Reflexes, Deceitful, Dodge, Weapon Finesse
  Skills Bluff +18, Disable Device +12, Disguise +18, Fly +9,  
  Heal +9, Knowledge (arcana, geography) +14, Perception +12, 
  Spellcraft +14, Stealth +15; Racial	Modifiers +4 Bluff, +4 Disguise
  Languages Aklo, Common, Mi-Go 
  SQ deceptive, item creation, no breath, starflight
  ECOLOGY
  Environment any
  Organization solitary, pair, scouting party (3–9), or invasion (9–16)
  Treasure double
  SPECIAL	ABILITIES
  Deceptive	(Ex) A mi-go is a master of deception. It gains a 
  +4 racial bonus on Bluff and Disguise checks. Bluff and 
  Disguise are always class skills for a mi-go. 
  Evisceration	(Ex) A mi-go’s claws are capable of swiftly and 
  painfully performing surgical operations upon helpless 
  creatures or those it has grappled. When a mi-go makes a 
  successful grapple check, in addition to any other effects 
  caused by a successful grapple, it deals sneak attack 
  damage to the victim. A creature that takes this damage 
  must succeed at a DC 18 Fortitude save or take 1d4 points 
  of ability damage from the invasive surgery (the type of 
  ability damage dealt is chosen by the mi-go at the time the 
  evisceration occurs). The save DC is Dexterity-based.
  Item	Creation	(Ex) A mi-go possesses the ability to create 
  strange items that blur the line between magic and 
  technology, given time and resources. This ability allows a 
  mi-go to ignore all of the Item Creation feat requirements 
  and spellcasting requirements for creating a magic item; 
  the resulting item is always mi-go technology. A mi-go 
  can use the Heal skill to craft mi-go technology. When 
  a mi-go uses this ability to craft an item, it must use a 
  larger amount of strange ingredients and expendable 
  resources—this effectively doubles the gp cost to create 
  the item.
  Starflight	(Su) A mi-go can survive in the void of outer 
  space. It flies through space at incredible speeds. Although 
  exact travel times vary, a trip within a single solar system 
  normally takes 3d20 months, while a trip beyond normally 
  takes 3d20 years (or more, at the GM’s discretion)—provided 
  the mi-go knows the way to its destination.
  Mi-go are both scientists and colonists—extraterrestrial 
  travelers from deep space who view the universe as a 
  canvas to be mastered and controlled. Their numbers 
  on any particular planet can vary, but taken on a galactic 
  scale, are mind-numbing in scope.
  Although a mi-go’s shape might suggest it is an 
  arthropod, the creature is in fact a highly evolved form 
  of extraterrestrial fungus. Mi-go communicate via a 
  combination of clicking pincers and subtle shifts in the 
  coloration of their bulbous heads.
  A typical mi-go is roughly the size of a human, but 
  weighs only 90 pounds.
  193
  193
  Manitou–Mi-Go
  Manitou–Mi-Go
  Illustration by Scott Purdy
  
  Mindslaver Mold
  A thick sheet of filthy green fungus grows in twisting patterns 
  across the shoulders and back of this feral-looking man.
  MINDSLAVER	MOLD	
  CR	3
  XP	800
  NE Small plant 
  Init +7; Senses low-light vision; Perception +8
  DEFENSE
  AC 15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size)
  hp 30 (4d8+12); fast healing 2
  Fort +7, Ref +4, Will +2
  Defensive	Abilities avoidance; Immune cold, plant traits; 
  Resist acid 10; SR 14
  OFFENSE
  Speed 5 ft., climb 5 ft.
  Ranged spore pod +7 touch (spores)
  Special	Attacks infestation, spores
  Spell-Like	Abilities (CL 8th; 
  concentration +9)
  1/day—dominate person 
  (DC 16)
  STATISTICS
  Str 2, Dex 17, Con 17, Int 14, 
  Wis 12, Cha 13
  Base	Atk +3; CMB –2; CMD 12 
  (can’t be tripped)
  Feats Dodge, Improved Initiative
  Skills Climb +8, Escape Artist +7, 
  Perception +8, Stealth +14
  Languages Aklo, Common, Sylvan 
  (can’t speak any language); mold 
  mindlink
  ECOLOGY
  Environment any
  Organization solitary or 
  infestation (2–10)
  Treasure incidental
  SPECIAL	ABILITIES
  Avoidance	(Ex) When a 
  mindslaver mold is infesting a 
  living or undead creature and 
  would be hit by an attack, it 
  can make a Reflex save as an 
  immediate action. If the mold 
  succeeds, the attack doesn’t harm 
  it and instead harms the infested 
  creature—the mold effectively 
  slithers out of the way of the 
  incoming attack so that the 
  blow strikes the creature it 
  controls. The mindslaver 
  mold must choose to attempt avoidance after the attack roll 
  is resolved but before damage is rolled.
  Infestation	(Su) A mindslaver mold can climb onto and attach 
  itself to a willing or helpless host as a standard action. As long 
  as the mold infests its host, the mold shares the same 5-foot 
  square with its host’s space; this does not negatively impact 
  the host or the mold. As long as a mindslaver mold infests 
  a host, the host takes a –4 penalty on Will saves against the 
  mindslaver mold’s dominate person spell-like ability, and 
  the duration of that spell-like ability on the host becomes 
  permanent as long as the mold remains attached. Each day, 
  an attached mindslaver mold deals 1d4 points of damage to 
  its host as it feeds on the host’s blood and other bodily fluids. 
  A mindslaver mold can be torn free of a host with a successful 
  DC 15 Strength check as a standard action—doing so deals 2d6 
  points of damage to the host as the mold’s tendrils tear free. 
  A dead mindslaver mold deals no damage in this way.
  Mold	Mindlink	(Su) A mindslaver mold can communicate 
  telepathically with any other mindslaver mold within 10 
  miles, and knows the condition of all other mindslaver 
  molds in this area as if it had a status spell in effect on all 
  other molds.
  Spore	Pod	(Ex) A mindslaver mold’s sole physical 
  attack is to launch a spore pod the size of a sling 
  bullet. This is a ranged touch attack that has a 
  range increment of 20 feet.
  Spores	(Su) Whenever a mindslaver mold hits 
  a creature with its spore pod, or whenever a 
  creature touches a mindslaver mold (including 
  when a creature hits the mold with a touch 
  attack, unarmed strike, or natural attack), the 
  creature must succeed at a DC 15 Fortitude 
  save or take 1d4 points of Wisdom damage 
  as the mold’s spores swiftly drain away the 
  victim’s willpower and sense of self. The 
  save DC is Constitution-based.
  Mindslaver mold is an infestation 
  from the primal world of fey that 
  is particularly common in remote 
  forests, islands, and mountain 
  valleys where it is sometimes 
  worshiped as a strange god 
  by isolated, primitive tribes. 
  The mold is joined together 
  by a single consciousness, 
  though individual patches 
  retain their own goals. It 
  seeks 
  humanoid 
  hosts, 
  parasitizing them and 
  forcing them to serve 
  as its bodyguards 
  and protectors.
  194
  194
  Illustration by Dmitry Burmak
  
  Mudlord
  This fluid creature’s roughly humanoid form is composed entirely 
  of thick gobbets of soggy, brown mud.
  MUDLORD	
  CR	6
  XP	2,400
  N Medium outsider (earth, elemental, water)
  Init +7; Senses darkvision 60 ft., tremorsense 30 ft.;  
  Perception +13
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 67 (9d10+18)
  Fort +8, Ref +9, Will +4
  Defensive	Abilities amorphous, DR 10/magic; Immune 
  elemental traits; SR 17
  Weaknesses vulnerable to magic
  OFFENSE
  Speed 30 ft., swim 40 ft.
  Melee 2 slams +13 (2d6+3 plus grab)
  Ranged mudball +12 touch (blindness)
  Special	Attacks engulf (DC 17, 1d6+3 bludgeoning and 
  smother), smother
  STATISTICS
  Str 17, Dex 16, Con 14, Int 10, Wis 13, Cha 7
  Base	Atk +9; CMB +12; CMD 25 (can’t be tripped)
  Feats Combat Reflexes, Improved 
  Initiative, Lunge, Skill Focus (Stealth), 
  Weapon Focus (slam)
  Skills Acrobatics +15, Climb +9, Escape 
  Artist +15, Intimidate +10, Knowledge (planes) +6, 
  Perception +13, Stealth +18, Swim +17
  Languages Terran
  SQ compression, freeze (mud puddle)
  ECOLOGY
  Environment temperate or warm marshes  
  or underground
  Organization solitary, pair, or gang (3–12)
  Treasure standard
  SPECIAL	ABILITIES
  Engulf	(Su) A mudlord can engulf no 
  more than one Medium or two Small 
  or smaller creatures at a time.
  Mudball	(Ex) A mudlord can throw 
  a ball of sticky mud up to 30 
  feet at an opponent’s face 
  as a ranged touch attack. It 
  if hits, the target is blinded. 
  Each round on its turn, the 
  target can attempt a DC 16 
  Reflex save as a free action; 
  if successful, the target 
  shakes off the mud. 
  The target or an adjacent creature can wipe off the mud as a 
  standard action. The save DC is Constitution-based.
  Vulnerable	to	Magic	(Ex) A transmute mud to rock spell deals 
  1d6 points of damage per caster level to any mudlord in the 
  area and automatically staggers it for 2d6 rounds.
  Mudlords are agile creatures made of living mud. Some 
  are natural elemental creatures, and others were created 
  by long-term mixing of earth and magical water, such 
  as by an enchanted fountain or pool leaking into the 
  surrounding soil.
  Regardless of their origin, mudlords are xenophobic 
  and highly territorial. They avoid contact with humanoid 
  creatures, and go to great lengths to ensure their mud-
  filled lairs are far from any humanoid settlements. 
  If a group of humanoids settles too close to a mudlord 
  enclave, the mudlords aggressively attempt to eradicate 
  the humanoid infestation from their lands.
  Because its natural form is a loose pile of mud and it can 
  flatten itself even further, a common mudlord tactic is to 
  blend in with a swamp, quicksand, or other depression 
  in the earth (using its freeze ability to resemble a mud 
  puddle) and wait for intruders to approach.
  Among their own kind, mudlords are rambunctious 
  and playful, engaging in wrestling matches, mud-
  throwing contests, and races. They have been known to 
  ally with earth, mud, and water elementals, but consider 
  themselves the superiors in these alliances because of 
  their greater intelligence. Exceptional mudlords 
  often become druids, oracles, or rangers, 
  and are more tolerant of humanoids, 
  often accepting tribute from tribes 
  of boggards, goblins, or lizardfolk 
  in exchange for truces. Some arise 
  from contaminated sources (such 
  as a demon imprisoned in water) 
  and these might ally themselves 
  with fiends, slimes, or other 
  strange creatures.
  A 
  typical 
  mudlord 
  stands 7 feet tall and 
  weighs 250 pounds.
  195
  195
  Mindslaver Mold–Mudlord
  Mindslaver Mold–Mudlord
  Illustration by Tyler Walpole
  
  Mummified Creature
  Wrapped in strips of linen, this creature with tattered wings looks 
  like it used to have the hindquarters of a lion and a woman’s face. 
  MUMMIFIED	GYNOSPHINX	
  CR	9
  XP	6,400
  NE Large undead (augmented magical beast)
  Init +5; Senses darkvision 60 ft., detect magic, low-light vision, 
  see invisibility; Perception +21
  Aura frightful presence (30 ft., DC 20, 1d6 rounds)
  DEFENSE
  AC 25, touch 10, flat-footed 24 (+1 Dex, +15 natural, –1 size)
  hp 114 (12d8+60)
  Fort +12, Ref +9, Will +10
  DR 5/—; Immune undead traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 30 ft., fly 50 ft. (clumsy)
  Melee 2 claws +19 (3d6+8/19–20)
  Space 10 ft.; Reach 5 ft.
  Special	Attacks burst of vengeance, dust stroke, pounce, rake 
  (2 claws +19, 3d6+8/19–20)
  Spell-Like	Abilities (CL 12th; concentration +16)
  Constant—comprehend languages, detect magic, read 
  magic, see invisibility
  3/day—clairaudience/clairvoyance
  1/day—dispel magic, legend lore, locate object, remove curse
  1/week—any one of the following, with a maximum 
  duration of 1 week: symbol of fear (DC 20), symbol of 
  pain (DC 19), symbol of persuasion (DC 20), symbol of 
  sleep (DC 19), symbol of stunning (DC 21)
  STATISTICS
  Str 26, Dex 13, Con —, Int 16, Wis 19, Cha 19
  Base	Atk +12; CMB +21; CMD 32 (36 vs. trip)
  Feats Alertness, Combat Casting, Hover, Improved Critical 
  (claw), Improved Initiative, Improved Natural AttackB (claw), 
  Iron Will, ToughnessB
  Skills Bluff +12, Diplomacy +12, Fly +2, Intimidate +12, Knowledge 
  (history) +5, Knowledge (religion) +5, Perception +21,  
  Sense Motive +18, Spellcraft +11, Stealth +12; Racial	
  Modifiers +4 Stealth
  Languages Common, Draconic, Sphinx; comprehend languages
  ECOLOGY
  Environment warm ruins
  Organization solitary
  Treasure double
  Many ancient cultures mummify their dead, preserving 
  the bodies of the deceased through lengthy and complex 
  funerary and embalming processes. While the vast 
  majority of these corpses are mummified simply to 
  preserve the bodies in the tombs where they are interred, 
  some are mummified with the help of magic to live on after 
  death as mummified creatures. A mummified creature 
  appears much as other mummies do—a dusty corpse, 
  desiccated and withered, swathed in a funeral shroud of 
  linen wrappings adorned with hieroglyphs—but a spark of 
  malign intelligence gleams in its unliving eyes.
  Mummified creatures differ from the standard 
  mummy presented in the Pathfinder RPG Bestiary with 
  regard to how and why they are created. Most standard 
  mummies are created as simple tomb guardians; they 
  gain abilities such as an aura of despair and mummy 
  rot, but they usually lose their free will, much of their 
  intelligence, and the abilities they possessed in life. 
  A mummified creature, on the other hand, retains its 
  intelligence, memories, and many of its other abilities. A 
  mummified creature does not spread the curse of mummy 
  rot, nor does the sight of it paralyze the living with fear, 
  but its touch can reduce a living creature to dust and its 
  very presence is frightening. Though slow and clumsy in 
  undeath, a mummified creature is nonetheless capable 
  of surprising bursts of speed and ferocity. Because of 
  its creation process, however, a mummified creature is 
  susceptible to energy damage, though determining an 
  individual mummified creature’s vulnerability is not 
  always easy.
  Many mummified creatures are created to guard 
  the tombs of important figures, but some powerful 
  beings—rulers, high priests, mighty wizards, or even 
  wealthy aristocrats—arrange to be transformed into 
  mummified creatures upon their deaths. Unwilling to 
  give up their lives and knowledge to the whims of fate, 
  these people bind their souls to the dried husks of their 
  dead bodies, trading oblivion for endless centuries of 
  unlife. The truly wealthy sometimes arrange for their 
  most favored spouses, concubines, servants, or guards to 
  be mummified with them, enabling them to hold court 
  in dusty tombs in an undead mockery of their old lives 
  centuries after they perished.
  To create a mummified creature, a corpse must be 
  prepared through embalming, with its internal organs 
  replaced with dried herbs and flowers and its dead skin 
  preserved through the application of sacred oils. Unlike 
  with standard mummies, a mummified creature’s brain 
  is not removed from its skull after death. Injected with 
  strange chemicals and tattooed with mystical hieroglyphs, 
  a mummified creature’s brain retains the base creature’s 
  mind and abilities, though the process does result in 
  the loss of some mental faculties. Once this process is 
  complete, the body is wrapped in special purified linens 
  marked with hieroglyphs that grant the mummified 
  creature its new abilities (as well as its weakness). Finally, 
  the creator must cast a create greater undead spell to give the 
  mummified creature its unlife.
  196
  196
  
  CREATING A MUMMIFIED CREATURE
  “Mummified creature” is an acquired template that can be 
  added to any living corporeal creature (hereafter referred 
  to as the base creature). A mummified creature uses all of 
  the base creature’s statistics except as noted here.
  CR: Same as the base creature +1.
  Alignment: Any evil.
  Type: The creature’s type changes to undead 
  (augmented). It retains any other subtypes as well, except 
  for alignment subtypes and subtypes that indicate kind. 
  Do not recalculate class HD, BAB, saves, or skill points.
  Senses: A mummified creature gains darkvision 60 feet.
  Aura: A mummified creature gains a frightful presence 
  aura with a range of 30 feet and a duration of 1d6 rounds.
  Armor Class: Natural armor improves by +4.
  Hit Dice: Change all racial Hit Dice to d8s. Class Hit 
  Dice are unaffected. As an undead, a mummified creature 
  uses its Charisma modifier to determine bonus hit points 
  (instead of Constitution).
  Defensive Abilities: A mummified creature gains DR 
  5/— and the defensive abilities granted by the undead type.
  Weaknesses: The mummification process leaves a 
  mummified creature vulnerable to a single energy type. 
  Choose or determine randomly from the following list.
  d10	
  Energy
  1 
  Electricity
  2–3 
  Acid
  4–7 
  Fire
  8–9  
  Cold
  10 
  Sonic
  As a fail-safe in case of rebellion, a mummified creature 
  is subtly marked during the ritual process with a hieroglyph 
  someplace inconspicuous on its body or wrappings 
  that identifies the particular energy type to which it is 
  vulnerable. A successful DC 20 Perception check is needed 
  to find the mark, but a successful DC 25 Linguistics check 
  is still required to decipher the hieroglyph’s meaning.
  Speed: Decrease all speeds by 10 feet (to a minimum 
  of 5 feet). If the base creature has a flight speed, its 
  maneuverability changes to clumsy.
  Attacks: The mummification process hardens 
  the mummified creature’s bones to a stone-like 
  density, granting the mummified creature a 
  powerful slam attack if the base creature has 
  no other natural attacks. This slam attack deals 
  damage based on the mummified creature’s size 
  (Bestiary 302), treating the creature as if it were one 
  size category larger.
  Special Attacks: A mummified creature gains the 
  following special attacks.
  Burst of Vengeance (Su): Despite its slow, lumbering 
  nature, a mummified creature is capable of lurching 
  forward to attack with a short but surprising explosion 
  of speed. Twice per day as a swift action, a mummified 
  creature may act as if affected by a haste spell for 1 round.
  Dust Stroke (Su): A creature killed by a mummified 
  creature’s natural attack or slam attack is disintegrated into 
  a cloud of dust and ash, completely destroying the victim’s 
  body (as disintegrate).
  Abilities: Str +4, Int –2 (minimum 1). As an undead 
  creature, a mummified creature has no Constitution score.
  Feats: A mummified creature gains Toughness as a 
  bonus feat, and Improved Natural Attack as a bonus feat 
  for each of the base creature’s natural attacks.
  Skills: A mummified creature gains a +4 racial bonus 
  on Stealth checks.
  197
  197
  Mummified Creature
  Mummified Creature
  Illustration by Shreya Shetty
  
  Myrmecoleon
  This towering beetle-like horror has thick carapace segments and 
  massive mandibles that leak sizzling acid.
  MYRMECOLEON	
  CR	10/MR	3
  XP	9,600
  N Huge magical beast (mythic)
  Init –2; Senses darkvision 60 ft., low-light vision; Perception +9
  DEFENSE
  AC 24, touch 6, flat-footed 24 (–2 Dex, +18 natural, –2 size) 
  hp 135 (10d10+80) 
  Fort +12, Ref +7, Will +4
  Defensive	Abilities	ferocity; DR 5/epic; Immune acid
  OFFENSE
  Speed 30 ft., burrow 20 ft., climb 20 ft.
  Melee mandibles +14 (4d8+9/19–20 plus grab) 
  Space 15 ft.; Reach 15 ft.
  Special	Attacks blood drain (1d2 Con), constrict (4d8+9), 
  death throes, mythic power (3/day, surge +1d6), scalding 
  spray, trample (2d8+9, DC 21)
  STATISTICS
  Str 23, Dex 6, Con 20, Int 2, Wis 13, Cha 5
  Base	Atk	+10; CMB +18 (+22 grapple); CMD 24 (28 vs. grapple, 
  32 vs. trip)
  Feats Improved Critical (mandibles), Lightning Reflexes, Power 
  AttackM, Shatter Defenses, Weapon FocusM (mandibles)
  Skills Climb +22, Perception +9
  ECOLOGY
  Environment temperate plains or hills
  Organization solitary
  Treasure none
  SPECIAL	ABILITIES
  Death	Throes	(Ex)	When a 
  myrmecoleon is slain, its 
  body explodes, releasing 
  the acids that churn within 
  it. All creatures within a 
  20-foot-radius burst take 
  4d8 acid damage (Reflex 
  DC 20 half). The save DC 
  is Constitution-based.
  Scalding	Spray	(Ex) Once 
  every 1d4 rounds, 
  a myrmecoleon can 
  eject a 60-foot cone 
  of acidic chemicals 
  from its mouth. 
  Creatures caught 
  in the blast take 
  8d6 points of acid 
  damage and 
  are blinded 
  for 10 minutes (Reflex DC 20 half damage and negates 
  blindness). Following the initial blast, the chemicals 
  vaporize into a thick and noxious cloud 20 feet high with 
  a 40-foot radius. Within the cloud, all sight is obscured 
  beyond 5 feet. Furthermore, any living creature within the 
  area of effect must succeed at a DC 20 Fortitude save or 
  become nauseated for as long as it remains in the cloud 
  and for 1d4+1 rounds after it leaves the cloud. Any creature 
  that succeeds at its save but remains in the cloud must 
  continue to save each round on the myrmecoleon’s turn. 
  This is a poison effect. The save DCs for this ability are 
  Constitution-based.
  This monstrous, insectlike beast resembles a huge 
  beetle with gleaming black armored plates. Around its 
  head and neck the chitin forms a great mane of jagged 
  spikes. Its insides swirl with acidic juices.
  Myrmecoleons live in remote areas where they claim 
  large territories of wilderness as their hunting grounds. 
  They’re often drawn to far-f lung ancient ruins and 
  sites of mythic power, and sometimes act as guardians 
  of such places. This has led some sages to theorize that 
  some myrmecoleons aren’t born but are spontaneously 
  created by sites thrumming with mythic power.
  These creatures only rarely interact with others 
  of their kind—and these interactions usually end in 
  brutal and destructive death matches. Myrmecoleons 
  are cannibals and readily eat those they defeat. When 
  fighting, these insects put on great displays to 
  intimidate rivals or other threats.
  Myrmecoleons are known to roll in the 
  corpses of their prey, impaling the bodies 
  upon their carapaces and leaving 
  them there to rot. Why they 
  perform this gruesome act 
  remains unknown. Those 
  who have studied 
  the creature to 
  understand 
  its  
  r ud i me nt a r y 
  i nte l l i gence 
  hypothesize 
  that it might 
  be some sort 
  of a display 
  to 
  showcase 
  its strength 
  to 
  others 
  of its kind, 
  or even be 
  one part of 
  an elaborate 
  mating ritual.
  198
  198
  Illustration by Mattias Fahlberg
  
  Nagaji
  This dark-scaled reptilian humanoid has lidless eyes, and a 
  serpentine tongue that flickers from a fanged, lipless mouth. 
  NAGAJI	
  CR	1/2
  XP	200
  Male nagaji fighter 1
  LN Medium humanoid (reptilian)
  Init +2; Senses	low-light vision; Perception +4
  DEFENSE
  AC	15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 natural) 
  hp	10 (1d10) 
  Fort	+1, Ref	+2, Will +1; +2 vs. mind-affecting effects and poison 
  OFFENSE
  Speed 30 ft.
  Melee naginataUC +5 (1d8+4/×4) or 
  claw +4 (1d4+4) 
  Ranged longbow +3 (1d8/×3)
  Space 5 ft.; Reach 5 ft. (10 ft. with naginata)
  STATISTICS
  Str	17, Dex	14, Con 8, Int 10, Wis 13, Cha 12
  Base	Atk +1; CMB +4; CMD 16
  Feats Power Attack, Weapon Focus (naginata)
  Skills Handle Animal +3, Perception +4, Survival +5; Racial	
  Modifiers +2 Handle Animal, +2 Perception
  Languages Common, Draconic
  ECOLOGY
  Environment warm forests or hills
  Organization	solitary, war band (2–12), or 
  clan (12–24)
  Treasure	NPC gear (leather armor, longbow with 
  20 arrows, naginata, other treasure)
  The nagaji are a race of ophidian humanoids created 
  by true nagas to serve as slaves. Vaguely humanlike in 
  appearance, with scaled skin that mimics the colors 
  and patterns of various true nagas, nagaji have forked 
  tongues and lidless eyes, giving them an unblinking gaze 
  that most other races find unnerving. Nagaji venerate 
  nagas as their creators, even going so far as to deify them. 
  Despite the influence of their creators, nagaji maintain 
  their own distinct cultures containing elements borrowed 
  from those of both nagas and humans. They prefer warm 
  to tropical regions and settle in wild, isolated regions 
  such as steaming jungles, vast swamps, or volcanic 
  mountains where they erect large temples in honor 
  of their naga creators. These magnificent temples are 
  surrounded by dozens of simple mud daub huts and 
  clay brick structures, which serve as the nagaji’s homes 
  and public buildings.
  Nagaji typically stand between 5-1/2 and 6 feet tall 
  and weigh about 175 pounds.
  NAGAJI CHARACTERS
  Nagaji are defined by class levels—they do not possess 
  racial Hit Dice. Nagaji have the following racial traits.
  +2 Strength, +2 Charisma, –2 Intelligence: Nagaji have 
  strong bodies and personalities, but disdain intellectualism.
  Medium: Nagaji are Medium creatures and have no 
  bonuses or penalties due to their size.
  Normal Speed: Nagaji have a base speed of 30 feet.
  Low-Light Vision: Nagaji can see twice as far as 
  humans in conditions of dim light.
  Armored Scales: Nagaji have a +1 natural armor bonus 
  due to their scaly flesh.
  Resistant (Ex): Nagaji receive a +2 racial saving throw 
  bonus against mind-affecting effects and poison.
  Serpent’s Sense (Ex): Nagaji receive a +2 racial bonus 
  on Handle Animal checks against reptiles, and a +2 racial 
  bonus on Perception checks.
  Languages: Nagaji begin play speaking Common and 
  Draconic. Nagaji with high Intelligence scores can choose 
  from the following: any human language, Abyssal, Aklo, 
  Celestial, Draconic, Giant, Infernal, and Sylvan.
  199
  199
  Myrmecoleon–Nagaji
  Myrmecoleon–Nagaji
  Illustration by Eva Widermann
  
  Necrocraft
  Thick muscle and jutting bone from multiple corpses fused 
  together form a winged, humanlike predator.
  NECROCRAFT	
  CR	3
  XP	800
  NE Medium undead 
  Init +1; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 26 (4d8+8)
  Fort +2, Ref +2, Will +4
  Immune undead traits
  OFFENSE
  Speed 30 ft., fly 30 ft. (clumsy)
  Melee 2 claws +5 (1d4+2), bite +5 (1d6+2)
  STATISTICS
  Str 15, Dex 13, Con —, Int —, Wis 10, Cha 13
  Base	Atk +3; CMB +5; CMD 16
  Feats ToughnessB
  SQ Construction Points (additional movement [fly], extra 
  attack [bite])
  ECOLOGY
  Environment any land or underground
  Organization solitary, pair, or gang (3–6)
  Treasure none
  SPECIAL	ABILITIES
  Construction	Points Necrocrafts have a number of 
  Construction Points (CP) used to purchase abilities and 
  defenses. A Medium necrocraft has 2 CP; differently sized 
  necrocrafts have CP totals as detailed on the size chart on 
  page 201. If a necrocraft is built with more CP than its size 
  category would allow, its CR increases by 1 (minimum of 
  +1) for every 2 additional CP spent. Unless otherwise stated, 
  each of these abilities can be purchased only once. The stats 
  presented here are for a Medium necrocraft (with 2 CP spent 
  on additional movement [fly] and extra attack [bite]).
  Additional Movement (Ex, 1 CP): The necrocraft gains a 
  new mode of movement (burrow, climb, fly [clumsy], or 
  swim) at a speed equal to its base speed.
  All-Around Vision (Ex, 2 CP): The necrocraft has an 
  additional head facing in the opposite direction from its main 
  head, or has extra eyes grafted at various points around its 
  body. The necrocraft gains all-around vision.
  Blade Fists (Ex, 1 CP): Up to two of the necrocraft’s claw 
  attacks are replaced with sharpened bones or metal blades. 
  These attacks deal 1d4 points of bleed damage. This ability can 
  be selected multiple times, applying it to more claw attacks.
  Bone Armor (Ex, 1 CP): Fortified with extra bone (perhaps 
  including bones fused to its outer surface like armor), the 
  necrocraft increases its natural armor bonus by 2. This ability 
  can be selected up to three times.
  Cannibalize (Ex, 1 CP): If the necrocraft is left near the 
  corpse of a Medium or larger creature with discernible 
  anatomy, it eats the corpse or tears off parts to repair its own 
  substance. An undead creature consumed in this fashion heals 
  the necrocraft 5 hit points plus 5 hit points per size category 
  above Medium; any other type of creature restores only 1/5 
  this amount. Feeding takes 1 hour; any interruption (such as 
  combat) requires it to start again.
  Constrict (Ex, 1 CP): The necrocraft’s claw attacks gain the 
  constrict ability. It must have grab before this ability can be 
  selected.
  Disease (Su, 1 CP): One of the necrocraft’s natural attacks is 
  grafted with ghoul mouthparts, exposing a creature it hits to 
  ghoul fever. Ghoul Fever: Bite, claw, or slam—injury; save Fort 
  DC 13; onset 1 day; frequency 1/day; effect 1d3 Con damage 
  and 1d3 Dex damage; cure 2 consecutive saves. The save DC 
  is Charisma-based. A humanoid who dies of ghoul fever rises 
  as a ghoul at the next midnight. A humanoid who becomes 
  a ghoul in this way retains none of the abilities it possessed 
  in life. It is not under the control of any other ghouls, but it 
  hungers for the flesh of the living and behaves like a normal 
  ghoul in all respects. A humanoid of 4 Hit Dice or more rises 
  as a ghast.
  Extra Attack (Ex, 1 CP): The necrocraft gains an additional 
  bite attack or claw attack. This ability can be selected 
  multiple times.
  Extra Legs (Ex, 1 CP): The necrocraft gains two more legs, 
  increasing its base speed by 5 feet and increasing its CMD 
  against overrun and trip attempts by 4. This ability can be 
  selected multiple times.
  Extra Strength (Ex, 1 CP): The necrocraft’s Strength 
  increases by 2 but its Dexterity decreases by 2. This ability 
  can be selected twice.
  Faster (Ex, 1 CP): The necrocraft’s base, burrow, climb, fly, 
  or swim speed increases by 10 ft.
  Grab (Ex, 1 CP): The necrocraft gains the grab ability with 
  its natural attacks.
  Metal Armor (Ex, 2 CP): Metal plates are bolted to or fused 
  with the necrocraft, serving as armor and granting it a +4 
  armor bonus to AC.
  Mostly Skeletons (Ex, 1 CP): Most of the necrocraft’s parts 
  come from undead skeletons. The necrocraft gains DR 5/
  bludgeoning and resist cold 5. This ability can’t be added to a 
  necrocraft with the mostly zombies ability.
  Mostly Zombies (Ex, 1 CP): Most of the necrocraft’s parts 
  come from zombies. The necrocraft gains DR 5/slashing 
  and 5 additional hit points. This ability can’t be added to a 
  necrocraft with the mostly skeletons ability.
  Paralysis (Su, 2 CP): Up to three of necrocraft’s natural 
  attacks gain the paralysis ability (1d4+1 rounds, DC 13, elves 
  are immune to this effect). This graft requires the body of 
  at least 1 ghoul. For an additional Construction Point, the 
  paralysis ability can affect elves.
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  Reach Attacks (Ex, 1 CP): Up to two of the necrocraft’s 
  natural attacks increase their natural reach by 5 feet. This 
  ability can be selected multiple times.
  Rending Claws (Ex, 2 CP): The necrocraft gains the rend 
  ability, activating when both claws hit and dealing additional 
  damage equal to the damage dice for one claw plus 1-1/2 
  times the necrocraft’s Strength bonus.
  Rotting Flesh (Ex, 2 CP): Two of the necrocraft’s bite or 
  claw attacks are poisonous. Poison: bite or claw—injury; 
  save Fort DC 15; frequency 1/round for 2 rounds; effect 1d3 
  Constitution damage; cure 1 save.
  Stench (Ex, 2 CP): The necrocraft has the stench ability (10-
  foot radius, Fort DC 15 negates, sickened for 1d6+4 minutes). 
  This graft requires the body of at least one ghoul. 
  Trample (Ex, 2 CP): The necrocraft gains the trample 
  universal monster ability as a special attack.
  A necrocraft is a medley of undead body parts and 
  corpses grafted together with dark magic to 
  create a single animated undead creature with 
  abilities based on its component pieces and the 
  surgical and necromantic talents of its creator. 
  Necrocrafts are better suited for brute force than 
  delicate manipulation, and most creators build 
  larger hulks rather than smaller, more agile 
  (and fragile) necrocrafts. Though necrocrafts 
  can be of virtually any size and can be made 
  up of undead bodies or parts of any size, a 
  typical Medium specimen is 7 feet tall 
  and weighs 250 pounds.
  The details of the ritual 
  to create a necrocraft vary 
  greatly, and depend on the 
  particular undead parts 
  used and the intended size 
  of the resulting creature. 
  The final anatomy of the 
  creation largely depends on 
  the master’s artistry, creativity, 
  and personal preferences—as well  
  as any specific goals it has in mind 
  for the creature. For example, a 
  necrocraft’s “teeth” could actually be 
  dozens of clawed ghoul talons, or its eyes 
  and mouth might be located in its chest 
  rather than in a distinct head. 
  CREATING A NECROCRAFT
  In order to create a necrocraft, a spellcaster must use 
  at least five undead creatures (or their corpses), all of 
  which must be under the creator’s control, helpless, or 
  slain. A larger undead or corpse can be used in place of 
  two that are one size smaller. The creator must stitch, 
  glue, or otherwise bind the parts together in the desired 
  configuration, then cast animate dead and make whole 
  to complete the construction (the material component 
  cost of animate dead is 50 gp per Hit Die of the final 
  necrocraft). The creator can’t create a necrocraft with 
  more Hit Dice than her caster level. As with animate 
  dead, the necrocraft is under the creator’s control when 
  created. Note that creating a necrocraft requires casting 
  a spell with the evil descriptor.
  	
  	
  	
  	
  Number	of		
  Size	
  HD	
  CP	
  CR	
  Undead	Required
  Medium 
  4d8 
  2 
  3 
  5
  Large 
  7d8 
  3 
  5 
  10
  Huge 
  10d8 
  4 
  7 
  25
  Gargantuan 
  14d8 
  5 
  9 
  50
  Colossal 
  18d8 
  6 
  11 
  100
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  Illustration by Roberto Pitturru
  Necrocraft
  Necrocraft
  
  Nependis
  Resembling a bestial ogre with great tusks and thick, bristly hair, 
  this brute seems quite nimble despite its cloven hooves.
  NEPENDIS	
  CR	9
  XP	6,400
  CE Large monstrous humanoid 
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +15
  DEFENSE
  AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
  hp 114 (12d10+48)
  Fort +10, Ref +10, Will +11
  Defensive	Abilities ferocity
  OFFENSE
  Speed 40 ft., climb 30 ft.
  Melee 2 claws +21 (1d6+10 plus grab), gore +21 (2d6+10)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks abduct, roar
  STATISTICS
  Str 31, Dex 15, Con 18, Int 7, Wis 12, Cha 6
  Base	Atk +12; CMB +23 (+27 grapple); CMD 35
  Feats Great Fortitude, Improved Initiative, Iron Will, Lunge, 
  MobilityB, Power Attack, Skill Focus (Stealth)
  Skills Acrobatics +3 (+11 when jumping), Climb +18, 
  Perception +15, Stealth +17, Survival +6; Racial	Modifiers 
  +8 Acrobatics (when jumping)
  Languages Giant
  ECOLOGY
  Environment temperate forests
  Organization solitary, pair, or troop (3–6)
  Treasure none
  SPECIAL	ABILITIES
  Abduct	(Ex) When a nependis successfully grabs a Medium or 
  smaller opponent, on that turn it can spend a swift action 
  to move up to its speed. This movement provokes attacks of 
  opportunity as normal. A nependis that succeeds at a second 
  grapple check against the opponent can move up to its full 
  speed as a swift action instead of up to half its speed.
  Roar	(Su) A nependis can let out a savage roar. Nependises within 
  60 feet gain a +2 morale bonus on attack rolls, saving throws, 
  and weapon damage rolls for 1d4 rounds. All other creatures 
  other within range of the roar become shaken for 1d4 rounds 
  (Will DC 14 negates); this is a mind-affecting sonic fear effect. 
  The save DC is Charisma-based.
  Fiercely territorial, the brutish nependises drive away 
  any other large predators from their hunting grounds, 
  even others of their kind. Only mated pairs caring for a 
  litter tolerate each other, and even they separate once 
  the offspring are old enough to fend for themselves. 
  Nependises favors intelligent prey, fey in particular, both 
  for the taste and the thrill of the hunt. They ambush 
  opponents by jumping down from trees, grabbing the 
  creatures, then retreating to find a safe place to eat. When 
  challenged in its territory, a nependis drops from the 
  trees, roars, then fights on foot. A nependis’s sharp hooves 
  allow it to climb trees as well as a great cat, leaving telltale 
  scars in the bark.
  While nependises appear as hybrids of apes and boars, 
  they aren’t related to either. Some ascribe the origins of 
  these creatures to a clan of ogres cursed into monstrous 
  forms, or guardians bred and raised by the fey who later 
  turned upon their former masters.
  A full-grown nependis stands 9 feet tall and weighs 
  600 pounds. A newborn nependis takes 4 years to reach 
  maturity. Nependises rarely die from natural causes, and 
  they live as long as 80 years.
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  Illustration by Jorge Fares
  
  Nightgaunt
  This lanky ebon humanoid has batlike wings, horns, and a long 
  prehensile tail, but lacks a face.
  NIGHTGAUNT	
  CR	4
  XP	1,200
  CN Medium monstrous humanoid (extraplanar)
  Init +6; Senses all-around vision, blindsight 60 ft., darkvision 
  60 ft.; Perception +6
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural)
  hp 37 (5d10+10)
  Fort +3, Ref +8, Will +6
  Defensive	Abilities faceless; Immune cold, gaze attacks, 
  inhaled poison, scent-based attacks
  OFFENSE
  Speed 30 ft., fly 40 ft. (average)
  Melee 2 claws +9 (1d6+4 plus grab)
  Special	Attacks clutches, tickle
  STATISTICS
  Str 18, Dex 15, Con 14, Int 5, Wis 14, Cha 11
  Base	Atk +5; CMB +9 (+17 grapple); CMD 22
  Feats Dodge, Improved Initiative, Lightning Reflexes
  Skills Fly +7, Perception +6, Stealth +11; Racial	Modifiers +4 Stealth
  Languages Aklo (can’t speak)
  SQ no breath
  ECOLOGY
  Environment any mountains (Dimension of Dreams)
  Organization single, pair, flight (3–12), or colony
  Treasure none
  SPECIAL	ABILITIES
  Clutches	(Ex) A nightgaunt has a +4 racial 
  bonus on grapple combat maneuver 
  checks. If a nightgaunt uses its fly 
  speed to move itself and a grappled 
  target, it can fly at full speed.
  Faceless	(Ex) A nightgaunt has no 
  face, but can still see in all 
  directions as if its 
  entire body were 
  an eye. It is immune 
  to gaze attacks, but 
  not to illusions that rely upon 
  vision to function. It has no need to 
  breathe, and is immune to all inhaled 
  and scent-based effects.
  Tickle	(Ex) As a swift action, a nightgaunt 
  can use its tail to tickle a grappled or 
  helpless foe with horrible efficiency. 
  The target must succeed at a DC 14 
  Fortitude save or be nauseated for 1 round. 
  The save DC is Dexterity-based.
  Nightgaunts haunt the deepest and darkest chasms 
  of dreams. They lurk in the shadows that loom at the 
  edges of sane slumber, but are ready at any moment to 
  snatch a blithe dreamer away, carrying it off into realms 
  of endless nightmare and tickling it terribly all the 
  way. They appear as stooped, emaciated humanoids, yet 
  possess a remarkable strength in their sinewy limbs. 
  With inky black skin, batlike wings, a long spiny tail, and 
  demonic horns protruding from its skull, a nightgaunt is 
  a fearsome foe—yet the lack of any facial features is what 
  makes it truly nightmarish.
  A typical nightgaunt would stand 7 feet tall if fully 
  upright, and weighs 175 pounds.
  Nightgaunts feed on emotions, preferring despair, 
  horror, and nervous laughter. They enjoy carrying their 
  prey high over the mountains, tickling their prey to create 
  a mix of emotions, and finally dropping their victims in 
  remote areas where other monsters can stalk and kill them. 
  Some creatures pay nightgaunts to serve as guardians or 
  carry them from place to place, though the nightgaunts 
  are prone to turn on their employers at the smallest slight.
  Most nightgaunts have little interest in anything 
  other than sating their hunger on sleepers, and gather 
  in colonies to entertain each other by sharing emotion-
  memories through strange caresses. They sometimes war 
  with the other creatures found in their desolate realms.
  203
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  Illustration by Scott Purdy
  Nependis–Nightgaunt
  Nependis–Nightgaunt
  
  Nightmare Creature
  This strange humanoid looks like a gangly, distorted caricature of 
  an ettercap, with spiderlike fingers and an enormous wicked grin.
  NIGHTMARE	ETTERCAP	
  CR	4
  XP	1,200
  NE Medium aberration 
  Init +9; Senses darkvision 120 ft., low-light vision; Perception +9
  Aura fear (60 ft., DC 13), frightful presence (30 ft., DC 13) 
  DEFENSE
  AC 17, touch 15, flat-footed 12 (+5 Dex, +2 natural)
  hp 30 (4d8+12); regeneration 5 (good spells and weapons, silver)
  Fort +6, Ref +6, Will +6
  Defensive	Abilities illusion resistance, protection from good; 
  DR 5/good or silver
  OFFENSE
  Speed 30 ft., climb 30 ft., fly 10 ft. (perfect)
  Melee bite +5 (1d6+2 plus poison), 2 claws +5 (1d4+2)
  Special	Attacks night terrors (DC 13), poison, traps, web  
  (+8 ranged, DC 15, 4 hp)
  Spell-Like	Abilities (CL 4th; concentration +5)
  Constant—protection from good
  3/day—detect thoughts (DC 13), dream (DC 16), nightmare 
  (DC 16), suggestion (DC 14)
  1/day—shadow walk
  STATISTICS
  Str 14, Dex 21, Con 17, Int 8, Wis 15, Cha 12
  Base	Atk +3; CMB +5; CMD 20
  Feats Great Fortitude, Improved Initiative
  Skills Climb +14, Craft (trapmaking) +11, Fly +13, Intimidate +5,  
  Perception +9, Stealth +15; Racial	Modifiers +8 Craft 
  (trapmaking), +4 Intimidate, +4 Stealth
  Languages Common
  SQ feign death (DC 13), spider empathy +7
  ECOLOGY
  Environment temperate forests
  Organization solitary, pair, or nests (3–6 plus 2–6 giant spiders)
  Treasure standard
  SPECIAL	ABILITIES
  Poison	(Ex) Bite—injury; save Fort DC 15; frequency 1/round for 
  10 rounds; effect 1d2 Dex; cure 2 consecutive saves. The save 
  DC is Constitution-based.
  Spider	Empathy	(Ex) This ability functions as a druid’s 
  wild empathy, except that an ettercap can only use this 
  ability on spiders. An ettercap gains a +4 racial bonus 
  on this check. Spiders are mindless, but this empathic 
  communication imparts to them a modicum of implanted 
  intelligence, allowing ettercaps to train giant spiders and 
  use them as guardians.
  Traps	(Ex) An ettercap is particularly skilled at crafting cunning 
  traps with its webs. Deadfalls, nooses, and spear traps are 
  the most common traps ettercaps build with their webs. 
  An ettercap doesn’t require gold to build its traps, merely 
  time. Rules for crafting traps can be found in Chapter 13 of 
  the Pathfinder RPG Core Rulebook. Ettercap traps can be 
  found on page 129 of the Pathfinder RPG Bestiary.
  Nightmare creatures have an unnatural link to the most 
  terrifying parts of the Dimension of Dreams, allowing 
  them to turn others’ dreams into nightmares and sow 
  fear even in the waking world. Corrupted by their power, 
  they become evil and use their abilities to torment their 
  enemies and abuse creatures weaker than themselves. 
  Eventually this dream connection corrupts the creature’s 
  appearance into a bizarre caricature of its original form.
  A nightmare creature uses its ability to control dreams to 
  confuse and frighten its target with horrendous imagery—
  visions of failure or betrayal and horrific scenes of murder 
  and death. A nightmare creature may even allow the target 
  to think it is in control of the dream or has awakened from a 
  nightmare, only to snatch away that hope and send its target 
  into a downward spiral of misery and self-doubt. The most 
  wicked nightmare creatures tend to become ghosts if slain, 
  returning again and again to haunt their chosen victims.
  CREATING A NIGHTMARE CREATURE
  “Nightmare creature” is an acquired or inherited template 
  that can be added to any creature with Intelligence and 
  Charisma scores of at least 6 (referred to hereafter as 
  the base creature). Most nightmare creatures were once 
  aberrations, fey, humanoids, or outsiders. A nightmare 
  creature uses the base creature’s statistics and abilities 
  except as noted here. If the base creature has 10 or more 
  Hit Dice, it instead becomes a nightmare lord (see below).
  CR: Same as the base creature +1.
  Alignment: Any evil.
  Type: If the base creature is an outsider, it gains the 
  evil subtype.
  Senses: A nightmare creature gains darkvision 120 feet.
  Defensive Abilities: A nightmare creature gains DR 5/
  good or silver and the following defensive abilities.
  Feign Death (Ex): Whenever a nightmare creature is 
  unconscious, it appears dead. A conscious nightmare 
  creature can also make itself appear dead as an immediate 
  action. Any creature that physically interacts with a 
  nightmare creature feigning death must succeed at a Heal 
  check or Will saving throw (DC 10 + 1/2 the nightmare 
  creature’s Hit Dice + the nightmare creature’s Intelligence 
  or Charisma modifier, whichever is higher) to recognize it 
  is actually alive. 
  Illusion Resistance (Ex): A nightmare creature automatically 
  disbelieves illusions (no saving throw required) and has a 
  +4 bonus on saving throws to resist illusion effects.
  Regeneration 5 (Ex): Good-aligned weapons, silver 
  weapons, and spells with the good descriptor cause a 
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  nightmare creature’s regeneration to stop functioning 
  for 1 round.
  Speed: Same as the base creature. If the base creature does 
  not have a fly speed, the nightmare creature gains a fly speed 
  of 10 (perfect maneuverability) as a supernatural ability.
  Special Attacks: A nightmare creature gains several 
  special attacks. Save DCs are equal to 10 + 1/2 the 
  nightmare creature’s Hit Dice + its Charisma modifier 
  unless otherwise noted. The nightmare creature’s caster 
  level is equal to its total Hit Dice (or the caster level of the 
  base creature’s spell-like abilities, whichever is higher).
  Fear Aura (Su): All creatures within a 60-foot radius that 
  see or hear a nightmare creature must succeed at a Will 
  save or be shaken for as long as they are within the aura. 
  Whether or not the save is successful, that creature cannot 
  be affected again by the same nightmare creature’s fear aura 
  for 24 hours. This is a mind-affecting fear affect.
  Frightful Presence (Su): This ability activates 
  when the nightmare creature charges, attacks 
  during a surprise round, or succeeds at a DC 
  15 Intimidate or Perform check. Its frightful 
  presence has a range of 30 feet.
  Night Terrors (Su): Once a nightmare 
  creature enters a target’s mind with its 
  dream or nightmare spell-like ability, it can 
  attempt to control the target’s dream. If the 
  target fails a Will saving throw, it remains 
  asleep and trapped in the dream world 
  with the nightmare creature. Thereafter, 
  the nightmare creature controls all aspects 
  of the dream. Each hour that passes, the 
  target can attempt another saving throw to 
  try to awaken (it automatically awakens after 
  8 hours or if the nightmare creature releases 
  it). The target takes 1d4 points of Charisma 
  damage each hour it is trapped in the dream; 
  if it takes any Charisma damage, it is fatigued 
  and unable to regain arcane spells for the next 
  24 hours. The target dies if this Charisma damage 
  equals or exceeds its actual Charisma score.
  Spell-Like Abilities: A nightmare creature gains the 
  following spell-like abilities: Constant—protection 
  from good; 3/day—detect thoughts, dream, nightmare, 
  suggestion; 1/day—shadow walk.
  Ability Scores: Dex +4, Int +2, Cha +4.
  Skills: A nightmare creature gains a +4 racial 
  bonus on Intimidate and Stealth checks.
  NIGHTMARE LORDS
  Nightmare lords are especially powerful nightmare 
  creatures who live in the Dimension of Dreams. They 
  rule over lesser nightmare creatures in bizarre 
  puppet courts staffed by the maddened and 
  soul-shriveled husks of kidnapped dreamers. They have 
  all the abilities of nightmare creatures, plus the following.
  Special Attacks: A nightmare lord gains several special 
  attacks.
  Dream Slave (Su): Instead of killing a target with its night 
  terror ability, a nightmare lord may instead enslave it with 
  a permanent dominate monster effect. The enslaved creature 
  is healed of all Charisma damage taken from night terrors.
  Nightmare Magic (Su): The nightmare lord gains a +4 
  bonus to the DCs of its spells and spell-like abilities of 
  the phantasm and shadow subschools.
  Spell-Like Abilities: A nightmare lord gains the following 
  spell-like abilities: 3/day—deep slumber, invisibility, plane 
  shift (from the Material Plane to the Dimension of Dreams 
  or back again), shadow walk; 1/day—feeblemind, modify 
  memory, shadow conjuration, shadow evocation.
  Ability Scores: Dex +2, Int +2, Cha +2.
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  Illustration by Emiliano Petrozzi
  Nightmare Creature
  Nightmare Creature
  
  Ningyo
  This dog-sized creature combines the upper half of a deformed 
  monkey with the lower half of a thrashing fish.
  NINGYO	
  CR	1
  XP	400
  NE Small monstrous humanoid (aquatic)
  Init +1; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
  hp 13 (2d10+2)
  Fort +1, Ref +4, Will +5
  Defensive Abilities poison flesh
  OFFENSE
  Speed 20 ft., swim 40 ft.
  Melee 2 claws +2 (1d3–1), bite +2 (1d4–1)
  Special Attacks group grappler, startle, swarming
  STATISTICS
  Str 8, Dex 13, Con 12, Int 6, Wis 15, Cha 11
  Base	Atk +2; CMB +2; CMD 11 (can’t be tripped)
  Feats Step Up
  Skills Stealth +10, Swim +12
  Languages Aquan
  SQ amphibious, nocturnal undeath
  ECOLOGY
  Environment warm oceans
  Organization solitary, pair, or shoal (3–22)
  Treasure standard
  SPECIAL	ABILITIES
  Group	Grappler	(Ex) A ningyo has a +2 racial bonus on combat 
  maneuver checks. When two or more ningyos are grappling 
  the same creature, each gains a +1 bonus on grapple combat 
  maneuver checks and a +1 bonus on grapple damage rolls.
  Nocturnal	Undeath	(Su)	The body of a ningyo never rests 
  peacefully. Every night, an hour after sundown, an intact 
  ningyo corpse animates; its type changes to undead (aquatic), 
  and it gains undead immunities, bonus hit points based on 
  its Charisma instead of Constitution, and the startle ability. At 
  dawn, the undead ningyo becomes a corpse again. An undead 
  ningyo knows when the dawn is coming and attempts to find 
  shelter so it is not discovered as a corpse. A ningyo missing 
  a limb, head, or tail does not animate at night, but can do so 
  if reunited with its missing body part. A ningyo corpse that is 
  burned or torn apart and its pieces scattered does not rise as 
  an undead.
  Poison	Flesh	(Ex) Any creature that bites a ningyo or swallows 
  any part of it becomes poisoned. 
  Ningyo Flesh: Ingested; save Fort DC 12; onset 1 minute; 
  frequency 1/minute for 4 minutes; effect 1d2 Int damage; 
  cure 2 saves.
  Startle	(Su) If an undead ningyo attacks in the surprise round, its 
  target must attempt a DC 11 Will save. Success means 
  the target is shaken for 1 round; failure means it is 
  frightened for 1d4 rounds. The target can only be affected 
  by that ningyo’s startle once every 24 hours. Creatures with 
  6 or more Hit Dice are immune to this ability. This is a 
  mind-affecting fear effect. The save DC is Charisma-based.
  Swarming	(Ex) Up to two ningyos can share the same 
  square at the same time. If two ningyos in the same square 
  attack the same foe, they are considered to be flanking that 
  foe as if they were in two opposite squares.
  The bane of fishermen and divers, ningyos lurk in tropical 
  waters, gorging themselves on fish and attacking anything 
  they can sink their tiny fangs into. Primitive, miniature 
  mer-monsters, ningyos are frightening bogeymen of the 
  sea, often attacking seagoers, ships, and fishing tackle out 
  of blind hunger. These terrors swarm by night and can 
  easily drag opponents down to drown amid a swarm of 
  claws and needling teeth.
  A slain ningyo always returns to life by night, adopting 
  old habits or searching for its killer, and reverting to a 
  corpse at dawn. Sometimes its corpse washes up on shore 
  as a gruesome and fascinating curiosity, animating the 
  next night to attack its would-be collector.
  A ningyo measures approximately 2 to 2-1/2 feet long 
  from head to tail, and weighs 6 to 9 pounds.
  206
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  Illustration by Mark Molnar
  
  Nycar
  This cruel-looking serpent is about the size of a housecat, with 
  two forearms and dangerous-looking fangs.
  NYCAR	
  CR	2
  XP	600
  CN Tiny dragon (aquatic)
  Init +3; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +5
  DEFENSE
  AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
  hp 22 (3d12+3); regeneration 1 (cold iron)
  Fort +4, Ref +6, Will +3
  Defensive	Abilities ferocity, DR 5/cold iron; Immune 
  paralysis, sleep; Resist acid 5
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee bite +8 (1d4+1 plus poison)
  Space 2-1/2 ft.; Reach 0 ft.
  Special	Attacks poison
  STATISTICS
  Str 13, Dex 16, Con 12, Int 5, Wis 10, Cha 9
  Base	Atk +3; CMB +4; CMD 15 (can’t  
  be tripped)
  Feats Skill Focus (Stealth),  
  Weapon Finesse
  Skills Escape Artist +13, 
  Fly +11, Perception +5, 
  Stealth +20, Swim +13; 
  Racial	Modifiers +8 
  Escape Artist
  Languages Draconic 
  (can’t speak)
  SQ amphibious, elusive
  ECOLOGY
  Environment cold marshes
  Organization solitary, pair, or clutch (3–8)
  Treasure standard
  SPECIAL	ABILITIES
  Elusive	(Ex) A nycar can make an Escape Artist check as a 
  swift action.
  Poison	(Ex) Bite—injury; save Fort DC 12; frequency  
  1/round for 6 rounds; effect 1d4 acid and 1 Con damage; 
  cure 2 consecutive saves.
  These diminutive serpentine creatures are distant 
  cousins to powerful linnorms. Nycars live in the 
  frigid, desolate moors and marshes of colder climates 
  where their cruel and savage activities often escape 
  unnoticed. A nycar relishes the hunt and often 
  stalks a creature for hours before finally 
  inf licting a single savage bite, then 
  withdraws to safety to wait for its prey to sicken and die. 
  Nycars often kill wastefully, attacking creatures much 
  larger than they can eat. The opportunity to eat a human 
  or other intelligent creature is a rare treat, as a nycar’s 
  uninviting habitat usually prevents much interaction 
  with all but the most isolated people. 
  A nycar keeps a small subterranean lair, often accessed 
  from an underwater entrance similar to the entrance to a 
  beaver’s den. Like a linnorm, it seeks treasure and hoards 
  it in its lair. Much of its treasure is worthless trinkets and 
  shiny baubles of little value, but by random chance one may 
  discover a few valuable items over the course of its lifetime. 
  A nycar usually sets simple traps and snares to protect its 
  lair and treasure hoard while it is away or sleeping.
  A nycar is about 2–1/2 feet long with two diminutive 
  legs that it uses to pull its serpentine body along with 
  deceptive speed. Nycars are jealous creatures and usually 
  hunt alone, although a mated pair may stay together 
  until the female lays her eggs. Nycar eggs are black and 
  about the size of an adult human’s fist; a female will 
  feed and look after hatchlings for up to a year, so long 
  as they remain in her territory. Upon reaching 
  adulthood, a nycar weighs about 12 pounds, 
  and can live up to 90 years.
  Nycars have been known to partner 
  with humans or other intelligent 
  creatures, provided they are offered 
  easy kills and the occasional 
  shiny bauble. A chaotic 
  neutral spellcaster with 
  the Improved Familiar 
  feat can gain a nycar as a 
  familiar at 7th level.
  207
  207
  Ningyo–Nycar
  Ningyo–Nycar
  Illustration by David Melvin
  
  Oceanid
  This beautiful woman is clad only in sea foam and her long, 
  white hair, which cascades over her body.
  OCEANID	
  CR	7
  XP	3,200
  CN Medium fey (water)
  Init +8; Senses darkvision 120 ft., low-light vision, tremorsense 
  30 ft. (in water only); Perception +16
  DEFENSE
  AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural)
  hp 76 (9d6+45); fast healing 10 (in salt water only)
  Fort +8, Ref +10, Will +10
  DR 10/cold iron; Immune acid; Resist cold 30
  Weaknesses vulnerable to fire, water dependency, water magic
  OFFENSE
  Speed 20 ft., swim 80 ft.
  Melee slam +6 (1d4+3)
  Ranged waterspout +8 (7d6)
  Special	Attacks water telekinesis
  Spell-Like	Abilities (CL 9th; concentration +14)
  Constant—speak with animals (sea creatures only)
  At will—control water, create water, purify food 
  and drink (water only), water breathing 
  (up to 9 creatures at a time)
  3/day—control winds, summon 
  nature’s ally V (sea creatures or 
  water elementals only)
  1/day—control weather
  STATISTICS
  Str 14, Dex 19, Con 20, Int 14, Wis 19, 
  Cha 21
  Base	Atk +4; CMB +6; CMD 26
  Feats Combat Casting, Defensive Combat 
  Training, Dodge, Improved Initiative, 
  Mobility
  Skills Diplomacy +17, Handle Animal +14, 
  Intimidate +14, Knowledge 
  (nature) +14, Perception +16, 
  Sense Motive +16, Stealth +16, 
  Swim +22
  Languages Aquan, Common, 
  Sylvan; speak with animals 
  (sea creatures only)
  SQ waveglide
  ECOLOGY
  Environment any oceans
  Organization solitary
  Treasure standard
  SPECIAL	ABILITIES
  Water	Dependency	
  (Ex) An oceanid can 
  survive out of the water for 1 hour per point of Constitution. 
  After this limit, she takes 1 point of Constitution damage each 
  hour until immersed in salt water.
  Water	Magic	(Su) An oceanid can use her spell-like abilities only 
  when she is in the ocean or within 1 mile of the ocean.
  Water	Telekinesis	(Su) When immersed in water, an oceanid 
  can manipulate water to affect creatures and objects within 
  500 feet that are in contact with the same body of water. This 
  functions as the combat maneuver form of the telekinesis 
  spell (caster level 9th, combat maneuver bonus +14), 
  including the need to maintain concentration. This ability also 
  allows her to create a small waterspout as a standard action 
  once per round, striking an opponent within 100 feet with 
  a blast of water as a ranged attack that deals 7d6 points of 
  bludgeoning damage.
  Waveglide	(Su) An oceanid can create waves and currents to 
  double or halve the speed of creatures or objects traveling 
  on the surface of the water, affecting up to 100 contiguous 
  5-foot squares in a shapeable area (typically enough for one 
  warship or two small sailing ships). This ability has a range 
  of 1,000 feet, requires line of effect to some part of the area, 
  and lasts as long as the oceanid concentrates. An unwilling 
  target can ignore the effect for 1 round by 
  succeeding at a DC 19 Will saving throw. The 
  save DC is Charisma-based.
  Aquatic kin of nymphs and dryads, 
  oceanids are fey bound to the sea. They 
  can live in lakes, rivers, or oceans, but 
  truly thrive only in salt water. The 
  mood of an oceanid can change with 
  little warning—they are quick to love 
  and even quicker to anger.
  An oceanid can be quite helpful 
  toward mortals and their vessels—
  particularly if the mortals indulge 
  her extreme vanity. Though silver-
  tongued people skilled at flattery 
  might earn her help, they might 
  also be lured away to join the 
  oceanid under the sea until 
  she grows bored with them.
  When an oceanid is in 
  the water, the lower half of 
  her body transforms into a 
  pillar of water, allowing her 
  to swim at incredible speed. 
  When she leaves the water, 
  this water pillar transforms 
  into humanoid legs. However, 
  most oceanids consider 
  walking a chore, and 
  avoid it when possible.
  208
  208
  Illustration by Diana Martinez
  
  Oma 
  This whale-like creature floats ponderously, arcs of brilliant 
  energy filling its mouth and rolling down its body.
  OMA	
  CR	16
  XP	76,800
  N Colossal magical beast 
  Init –2; Senses darkvision 60 ft., low-light vision; Perception +24
  DEFENSE
  AC 30, touch 0, flat-footed 30 (–2 Dex, +30 natural, –8 size)
  hp 290 (20d10+180)
  Fort +23, Ref +10, Will +7
  Immune cold, electricity, fire
  OFFENSE
  Speed fly 200 ft. (average)
  Melee bite +33 (4d6+21 plus 2d6 electricity and grab), tail 
  slap +28 (4d6+10)
  Space 30 ft.; Reach 30 ft.
  Special Attacks capsize, swallow whole (6d6 acid damage,  
  AC 25, 29 hp)
  STATISTICS
  Str 52, Dex 7, Con 29, Int 2, Wis 12, Cha 5
  Base	Atk +20; CMB +49 (+51 bull rush, +53 grapple); CMD 57 
  (59 vs. bull rush, can’t be tripped)
  Feats Awesome Blow, Critical Focus, Diehard, Endurance, Flyby 
  Attack, Great Fortitude, Improved Bull Rush, Power Attack, 
  Staggering Critical, Vital Strike
  Skills Fly –10, Perception +24
  SQ carrier, no breath, starflight
  ECOLOGY
  Environment gas giants  
  or vacuum
  Organization solitary, pair, or 
  pod (3–6)
  Treasure incidental
  SPECIAL	ABILITIES
  Capsize	(Ex) An oma 
  can attempt to 
  capsize a ship or 
  other vehicle by 
  ramming it as a charge 
  attack and attempting a 
  combat maneuver check. The 
  DC of this check is 25, or 
  the result of the captain’s 
  Profession (sailor) check, 
  whichever is 
  higher. For each size category the ship is larger than the 
  oma, the oma takes a cumulative –10 penalty on this combat 
  maneuver check.
  Carrier	(Ex) A creature swallowed whole by an oma can forgo 
  attempts to cut itself out and instead attempt a DC 20 Reflex 
  save on its turn. Success allows the creature to move into the 
  creature’s larger second stomach, where it can ride safely 
  for an indefinite period without taking damage. When a 
  passenger wishes to leave, it can cut its way free using the 
  normal rules, or attempt an additional DC 20 Reflex save to 
  be safely excreted in a square adjacent to the oma. An oma’s 
  carrier stomach can hold up to one Gargantuan creature 
  (or twice as many creatures of the next smallest size: two 
  Huge creatures, four Large, and so on). At its option, an oma 
  can choose to forgo the normal bite damage of swallowing 
  whole, but not the acid damage of the first stomach.
  Starflight	(Ex) An oma can survive in the void of outer space, 
  and soars through vacuum at incredible speed. Although exact 
  travel times vary, a trip between two planets within a solar 
  system should take 3d20 days, while one to another system 
  should take 3d20 weeks (or more, at the GM’s discretion), 
  provided the oma knows the way to its destination.
  Oma soar through gas giants and the vast gulfs between 
  planets on magical electromagnetic fields, feeding on 
  cosmic materials strained from planetary rings and 
  atmospheres with their energy baleen. 
  Anything ingested by an oma is 
  eventually 
  sequestered 
  in 
  a 
  surprisingly habitable second 
  stomach 
  before 
  being 
  excreted, and some alien 
  creatures use oma as 
  living starships, using 
  telepathy to guide 
  the colossi through 
  the void.
  A typical oma 
  is 150 feet long 
  and 
  weighs 
  250 tons.
  209
  209
  Oceanid–Oma
  Oceanid–Oma
  Illustration by Jean-Baptiste Reynaud
  
  Owb
  This thing looks like a skeletal human torso coated in liquid 
  shadow, obscuring its bones but clearly revealing its shape.
  OWB	
  CR	6
  XP	2,400
  NE Medium outsider (extraplanar)
  Init +10; Senses darkvision 60 ft., see in darkness;  
  Perception +13
  DEFENSE
  AC 17, touch 17, flat-footed 10 (+6 Dex, +1 dodge)
  hp 76 (8d10+32); fast healing 2
  Fort +10, Ref +8, Will +8
  Immune cold
  Weaknesses light sensitivity
  OFFENSE
  Speed 5 ft., fly 60 ft. (perfect)
  Melee 2 claws +12 (1d8+4 plus 1d6 cold)
  Ranged burning cold +14 touch  
  (3d6 cold)
  Special	Attacks burning cold, curse  
  of darkness
  Spell-Like	Abilities (CL 8th; 
  concentration +11)
  Constant—blur
  At will—deeper darkness, 
  detect thoughts, dust of 
  twillightAPG (DC 15)
  5/day—shadow stepUM
  1/day—plane shift (self 
  only, to or from the 
  Shadow Plane only)
  STATISTICS
  Str 18, Dex 22, Con 19, Int 11, Wis 15, Cha 16
  Base	Atk +8; CMB +12; CMD 29
  Feats Dodge, Flyby Attack, Improved Initiative,  
  Point-Blank Shot
  Skills Bluff +12, Diplomacy +11, Fly +18, Knowledge (planes) +11, 
  Perception +13, Sense Motive +13, Spellcraft +7, Stealth +17
  Languages Dark Folk (can’t speak); telepathy 100 ft.
  ECOLOGY
  Environment any land or underground (Plane of Shadow)
  Organization solitary or cabal (2–4)
  Treasure none
  SPECIAL	ABILITIES
  Burning	Cold	(Su) As a standard action, an owb can conjure 
  a ball of flickering flames and hurl it at an opponent. The 
  flames can be thrown as a ranged touch attack at a range 
  of 120 feet with no range increment, and deal 3d6 points 
  of cold damage.
  Curse	of	Darkness	(Su) With a touch, an owb can make 
  bright light unbearable to the victim. Any creature touched 
  must succeed at a DC 17 Fortitude save or gain the light 
  blindness weakness. This ability also robs the victim of 
  its coloration, leaving the creature and its equipment in 
  washed-out shades of gray. This effect can be removed 
  with break enchantment or remove curse, unless the target 
  has the dark folk subtype, in which case the effect can 
  only be removed by wish or similar magic. The save DC is 
  Charisma-based.
  An owb is a sinister visitor from the Shadow Plane, a 
  creature resembling a humanoid torso draped in 
  darkness. Alien in nature, this mysterious shade 
  never speaks audible words, but it constantly uses 
  its telepathy to project mumbles of curses and 
  threats into the minds of those it encounters.
  The race’s closest relationship is with the 
  dark folk, who worship owbs as proxies to 
  gods of the shadows. Most dark folk 
  believe the first of their kind were 
  created by owbs—or more powerful 
  owb-like beings.
  An owb despises any light other 
  than the dim flicker created by its 
  burning cold ability, and shrinks 
  from its presence. It often seeks 
  to destroy those who bring light 
  near it, relentlessly attacking 
  the perpetrators until its 
  enemies flee or die. 
  An owb usually keeps 
  its presence hidden from 
  mortals. Lurking nearby, 
  the shadowy creature listens 
  in on nearby thoughts, always 
  searching for a collection of fears 
  and worries it can capitalize on for its 
  own machinations. It may serve as an intermediary 
  between doppelgangers on the surface world and 
  dark folk in subterranean lands. An owb associated 
  with a tribe of dark folk may scrutinize newborns and tune 
  the children’s connection to the Shadow Plane so they 
  eventually grow into a different type of dark folk than the 
  type they were born (allowing a dark creeper to become a 
  dark stalker, and so on).
  An owb loves manipulation and runs conspiratorial 
  plots involving denizens of the Shadow Plane and those of 
  the Material Plane. An owb or cabal of owbs may control 
  entire clans of dark folk, and use them as spies and pawns 
  in some inscrutable plan.
  Though most of an owb’s form measures only 3-1/2 feet 
  tall, it typically floats so its head is level with that of a 
  Medium humanoid. Deceptively light, an owb weighs only 
  20 pounds.
  210
  210
  Illustration by Alberto Dal Lago
  
  Pard
  This brightly-colored feline blur resembles a cheetah with longer 
  fur and lynx-like ears, and seems to scorch the air as it moves.
  PARD	
  CR	3
  XP	800
  CN Medium magical beast 
  Init +7; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +6
  DEFENSE
  AC 20, touch 18, flat-footed 12 (+7 Dex, +1 dodge, +2 natural) 
  hp 26 (4d10+4)
  Fort +5, Ref +11, Will +2; +4 vs. poison
  Defensive	Abilities evasion, improved uncanny dodge, 
  uncanny dodge; DR 5/magic; Resist electricity 10, fire 10
  OFFENSE
  Speed 120 ft.
  Melee bite +12 (1d6+2), 2 claws +7 (1d4+1)
  Special	Attacks phasing attack
  STATISTICS
  Str 15, Dex 24, Con 12, Int 4, Wis 13, Cha 11
  Base	Atk +4; CMB +6; CMD 24 (28 vs. trip)
  Feats Dodge, MobilityB, Spring AttackB, Weapon Finesse, 
  Wind StanceB
  Skills Acrobatics +15 (+27 when jumping), Perception +6, 
  Stealth +15; Racial	Modifiers +4 Acrobatics (+16 when 
  jumping), +4 Stealth
  Languages telepathy (empathy) 60 ft.
  ECOLOGY
  Environment temperate or warm 
  forests or plains
  Organization solitary, pair, or 
  den (1–2 adults and  
  1–4 cubs)
  Treasure incidental
  SPECIAL	ABILITIES
  Empathy	(Su) Pards 
  can transmit complex 
  emotions and basic 
  ideas to other pards. When 
  interacting with other kinds of 
  creatures, they can only convey simple 
  emotions such as anger, fear, and curiosity. 
  Phasing	Attack	(Su) As a full-round action, a pard 
  can shift itself partially out of phase, damaging 
  any creature it moves through. This works like the 
  overrun combat maneuver, but the pard must move at 
  least 30 feet and it gains a +4 bonus on the check. If it 
  succeeds, the target takes 2d6 points of fire damage. If it 
  exceeds a creature’s CMD by 5 or more, it stuns the creature 
  for 1 round instead of knocking it prone. The target can 
  make an attack of opportunity, but at a –4 penalty. If the 
  target forgoes an attack of opportunity provoked by this 
  maneuver, it can try to avoid the pard by attempting a DC 
  19 Reflex save; if successful, it takes only half damage. 
  The pard can only deal phasing attack damage to each 
  target once per round, no matter how many times its 
  movement takes it over a target creature. When using this 
  ability, the pard can move through up to 5 feet of any solid 
  object, barrier, or difficult terrain as if it were a normal 
  open square. The pard cannot end its movement inside a 
  creature or solid barrier. This ability counts as trample for 
  the purposes of effects that enhance or protect against 
  trample. The save DC is Dexterity-based.
  Pards are alien catlike creatures known for their 
  unnatural swiftness. They have sleek, short-furred bodies 
  and long legs built for speed. Their color and markings 
  vary widely, even among members of the same family, 
  ranging through every color imaginable, with some 
  bearing stripes, others spots, and a few solid-colored 
  coats. Adult pards are 6 feet long and weigh 100 pounds.
  Pards are carnivores and usually hunt small game and 
  larger birds (such as swans), though many have developed a 
  fondness for the flesh of gnomes and quicklings. Smarter 
  than common beasts, pards are semi-intelligent, mate 
  for life, and have a complex social structure. Pards also 
  possess a form of telepathy they use to communicate 
  amongst themselves, and can use this on a limited basis to 
  confront intruders or create mutually beneficial alliances.
  211211
  Owb–Pard
  Owb–Pard
  Illustration by Shreya Shetty
  
  Peluda 
  This long-necked dragon has steamy breath, a lashing tail, and a 
  back covered in hundreds of quills.
  PELUDA	
  CR	10
  XP	9,600
  NE Large dragon 
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +16
  DEFENSE
  AC 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, –1 size)
  hp 126 (11d12+55)
  Fort +14, Ref +8, Will +11
  Defensive	Abilities ferocity, quills DR 5/magic; Immune fire, 
  paralysis, sleep; SR 21
  Weaknesses vulnerable tail
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee bite +18 (2d6+8), 2 claws +18 (1d6+8), tail slap +13 
  (3d6+4 plus poison)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks breath weapon (50-ft. line, 6d6 fire damage, Reflex 
  DC 20 half, usable every 1d4 rounds), poison, quill barrage
  STATISTICS
  Str 27, Dex 12, Con 21, Int 6, Wis 15, Cha 12
  Base	Atk +11; CMB +20 (+22 bull rush); CMD 31 (33 
  vs. bull rush, 35 vs. trip)
  Feats Awesome Blow, 
  Great Fortitude, 
  Improved Bull Rush, 
  Improved Initiative, Iron 
  Will, Power Attack
  Skills Climb +12, Intimidate +15, Perception +16, Stealth +10, 
  Swim +30
  Languages Draconic
  ECOLOGY
  Environment temperate marshes or plains
  Organization solitary or pair
  Treasure double
  SPECIAL	ABILITIES
  Poison (Ex) Quill—injury; save Fort DC 20; frequency 1/round 
  for 6 rounds; effect 1d4 Con damage; cure 2 consecutive 
  saves. The save DC is Constitution-based.
  Quill	Barrage	(Ex) Three times per day, a peluda can fire 
  dozens of spearlike barbs in all directions. All creatures 
  within 15 feet take 6d6 points of piercing damage (Reflex 
  DC 20 half) and are subject to its poison quills. The save DC 
  is Constitution-based.
  Quills	(Ex) A peluda’s back and tail are covered in sharp black 
  quills. A creature that strikes a peluda with a melee weapon, 
  an unarmed attack, or a natural weapon takes 1d6 points 
  of piercing damage from the peluda’s quills and risks being 
  poisoned. Weapons with reach do not endanger an attacker 
  in this way. Any creature that grapples a peluda takes 3d6 
  points of piercing damage and risks being poisoned on its 
  turn each round.
  Vulnerable	Tail	(Su) A peluda is vulnerable to attacks against 
  its tail. Any attack that is not an attempt to sever the 
  peluda’s tail (including area attacks or attacks that cause 
  piercing or bludgeoning damage) affects its 
  body. To sever the tail, an opponent must 
  target the tail and attempt a sunder combat 
  maneuver with a slashing weapon. The tail is 
  considered a separate weapon with hardness 
  5 and hit points equal to the peluda’s HD. The 
  opponent must deal enough damage on a 
  single blow to reduce the tail’s hit points to 
  0 or fewer. If the tail is severed, the 
  peluda can no longer attack with 
  it and takes 2d6 points of bleed 
  damage each round.
  Peludas loathe all weak, 
  fragile 
  creatures 
  smaller 
  than themselves, especially 
  humanoids. Some hunt in 
  nearby 
  farmlands 
  before 
  returning to their own lairs. 
  Some are worshipped as gods 
  by lizardfolk or other swamp 
  creatures, though a peluda’s 
  short temper means it may eat 
  its devotees if affronted.
  A typical peluda is 15 feet long and 
  weighs 300 pounds. 
  212212
  Illustration by Alexandur Alexandrov
  
  Phantom Armor
  This suit of armor moves with a warrior’s deadly skill despite 
  obviously being empty.
  GUARDIAN	PHANTOM	ARMOR	
  CR	2
  XP	600
  NE Medium undead 
  Init +5; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 21, touch 11, flat-footed 20 (+9 armor, +1 Dex, +1 shield)
  hp 13 (3d8)
  Fort +1, Ref +2, Will +3
  Defensive	Abilities channel resistance +2; Immune undead traits
  OFFENSE
  Speed 30 ft.
  Melee mwk longsword +5 (1d8+2/19–20) or
  2 slams +4 (1d4+2)
  STATISTICS
  Str 14, Dex 13, Con —, Int 7, Wis 11, Cha 10
  Base	Atk +2; CMB +4; CMD 15
  Feats Improved Initiative, Power Attack
  Skills Perception +6, Stealth +7
  Languages Common (can’t speak)
  SQ freeze (suit of armor)
  ECOLOGY
  Environment any
  Organization solitary or pair
  Treasure none 
  Created from 
  blood-spattered armor 
  infused with the souls  
  of betrayed knights or  
  fallen soldiers, phantom armors  
  appear as suits of damaged but 
  animate armor that move with deadly 
  purpose and lethal precision.
  GIANT	PHANTOM	ARMOR	
  CR	4
  XP	1,200
  NE Large undead 
  Init +4; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 18, touch 9, flat-footed 18 (+9 armor, –1 size)
  hp 37 (5d8+15)
  Fort +3, Ref +1, Will +4
  Defensive	Abilities channel resistance +4; Immune 
  undead traits
  OFFENSE
  Speed 20 ft.
  Melee heavy flail +7 (2d8+7/19–20)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 20, Dex 11, Con —, Int 7, Wis 11, Cha 15
  Base	Atk +3; CMB +9; CMD 19
  Feats Improved Initiative, Power Attack, Toughness
  Skills Perception +8, Stealth +4
  Languages Common (can’t speak)
  SQ freeze (suit of armor)
  ECOLOGY
  Environment any
  Organization solitary or pair
  Treasure none 
  Arising from the armored remains of towering humanoids, 
  these suits are particularly fearsome, though slower than 
  guardian phantom armors. 
  CREATING PHANTOM ARMORS
  Phantom armors are created using the spell create undead. 
  Creating a phantom armor requires a corpse wearing 
  a suit of heavy armor. The corpse is destroyed in the 
  phantom armor’s creation. A magic-user must be at least 
  caster level 12th to create a guardian phantom armor 
  and at least caster level 15th to create a giant 
  phantom armor. 
  213
  213
  Peluda–Phantom Armor
  Peluda–Phantom Armor
  Illustration by Dave Allsop
  
  Pickled Punk
  Barely contained in thick glass, this deformed humanoid creature 
  wriggles in its jar.
  PICKLED	PUNK	
  CR	1
  XP	400
  NE Tiny undead 
  Init +1; Senses darkvision 60 ft.; Perception +1
  DEFENSE
  AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
  hp 11 (2d8+2)
  Fort +1, Ref +1, Will +4
  DR 5/bludgeoning; Immune undead traits
  OFFENSE
  Speed 15 ft.
  Melee bite +4 (1d3–4 plus attach)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks attach, death throes, irritant
  STATISTICS
  Str 3, Dex 13, Con —, Int 4, Wis 12, Cha 13
  Base Atk +1; CMB +0; CMD 6
  Feats Weapon Finesse
  Skills Bluff +2 (+10 when playing dead), Stealth +13; Racial 
  Modifiers +8 Bluff when playing dead
  Languages Common 
  SQ opportune
  ECOLOGY
  Environment any
  Organization solitary
  Treasure none
  SPECIAL	ABILITIES
  Attach	(Ex)	When a pickled 
  punk hits with a bite attack, 
  it automatically grapples its 
  foe, though the target is not considered to be grappling the 
  punk. Each round the pickled punk is grappling its foe, it 
  automatically deals bite damage each round.
  Death	Throes	(Ex) When a pickled punk is destroyed, it 
  discorporates into a fleshy sludge. Any creatures adjacent to 
  a pickled punk when it is destroyed must succeed at a DC 12 
  Fortitude save or be nauseated for 1 round.
  Irritant	(Ex) The water in a pickled punk’s jar is highly irritating 
  to all living creatures. A creature damaged by a pickled 
  punk’s bite that deals damage to pickled punk with a natural 
  weapon or unarmed attack, or that otherwise comes into 
  contact with a pickled punk or the water in its jar, must 
  succeed at a DC 12 Fortitude save or break out in an itching 
  rash. A creature affected by this rash takes a –2 penalty 
  to Dexterity and Charisma for 24 hours (multiple allergic 
  reactions do not stack). Remove disease or any magical 
  healing removes the rash instantly. This is a disease effect. 
  The save DC is Charisma-based.
  Opportune	(Ex) Though Tiny, a pickled punk can extend its 
  deformed limbs to make attacks of opportunity as if it had 
  a reach of 5 feet. This ability doesn’t allow a pickled punk to 
  attack adjacent creatures as if it truly had a reach of 5 feet.
  Grotesque curiosities, pickled punks are deformed, 
  often-humanoid fetuses raised by necromancers and 
  stored in jars of embalming f luid. Every pickled 
  punk is different and the level of deformity spans a 
  spectrum between the mildly lopsided to the utterly 
  unfathomable. Though they seem harmless at first—
  even laughable—pickled punks are hungry creatures 
  that attack without provocation when freed from their 
  jars. Some pickled punks rock and wriggle in their jars 
  in hopes of falling off a shelf or table and shattering 
  their glass prison (such jars typically have hardness 1 
  and 2 hit points). Once freed, a pickled punk pulls itself 
  across the ground with its malformed limbs in search 
  of sustenance. Unless weaned from its taste for blood or 
  constantly controlled, pickled punks become a danger 
  to their creators.
  Some necromancers (especially those on the edge of 
  sanity) and some intelligent undead cultivate a fondness 
  for pickled punks and regard them as their children. 
  They talk to their various jars in cooing tones and are 
  known to even carry around favored specimens on 
  outings and social calls, often granting them names and 
  imagined personalities.
  214
  214
  Illustration by Joshua Meehan
  
  Pipefox
  This furry, minute serpent has a foxlike head and tiny eyes that 
  glitter with intelligence. 
  PIPEFOX	
  CR	2	
  XP	600
  N Diminutive magical beast 
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +5
  DEFENSE
  AC 17, touch 17, flat-footed 13 (+3 Dex, +4 size)
  hp 13 (3d10–3)
  Fort +2, Ref +6, Will +1
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee bite +10 (1d2–5) 
  Space 1 ft.; Reach 0 ft.
  Spell-Like	Abilities (CL 3rd; concentration +5)
  Constant—comprehend languages
  3/day—augury, vanishAPG
  1/day—detect thoughts (DC 14), divination, greater invisibility 
  (self only)
  STATISTICS
  Str 1, Dex 16, Con 9, Int 14, Wis 11, Cha 14
  Base	Atk +3; CMB +2; CMD 8
  Feats Improved Initiative, Weapon Finesse
  Skills Climb +7, Knowledge (arcana) +5, Knowledge (religion) +5, 
  Perception +5, Sense Motive +2, Stealth +19
  Languages Common, Draconic; comprehend languages
  SQ compression
  ECOLOGY
  Environment any
  Organization solitary
  Treasure standard
  A pipefox is a foot-long, furry, magical snake with the head 
  of a fox. Often found either climbing in trees or snaking 
  around pipes, these curious and stealthy creatures prefer 
  to skulk about to observe and learn. Neither malicious nor 
  particularly beneficial, pipefoxes love to gather knowledge 
  and sometimes disseminate what they’ve acquired to those 
  they find worthy. 
  Desirous of knowledge, no matter how obscure, these 
  creatures only see other like-minded creatures worthy 
  of their interaction. Though they might become curious 
  about a tribe of barbarians, take sudden interest in 
  learning the cant of a local group of thieves, or even study 
  the method of distribution for the local brewery, they 
  watch such things from a distance, never interacting with 
  such “lesser minds.” But if a pipefox finds a creature that 
  loves knowledge as much as it does, it becomes intrigued, 
  and after spending a period of time observing such a 
  creature, will eventually muster up the courage to make 
  the relationship more personal. Many pipefoxes are 
  especially intrigued by spellcasters, and sometimes they 
  offer to serve them as either familiars or confidants.
  Pipefoxes are secretive by nature, and even when they 
  make themselves known, they can be shy and evasive, both 
  physically and intellectually. They often see knowledge as 
  a type of spiritual currency, and are hesitant to give their 
  knowledge away unless they gain something in return.
  Some believe pipefoxes are the spirits of legendary 
  scribes and lore masters given new form. Others believe 
  the creatures are related to kami, and serve to preserve 
  the world’s knowledge.
  A spellcaster of at least 7th level who has the Improved 
  Familiar feat may select the pipefox as a familiar, but 
  only after the pipefox has agreed to pledge its services to  
  the spellcaster.
  215
  215
  Pickled Punk–Pipefox
  Pickled Punk–Pipefox
  Illustration by Brynn Metheney
  
  Pooka
  This creature combines the features of a sprightly girl and a black 
  rabbit. A wicked, whimsical grin gleams on her face.
  POOKA	
  CR	2
  XP	600
  CN Tiny fey 
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +8
  DEFENSE
  AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
  hp 18 (4d6+4); fast healing 2
  Fort +2, Ref +7, Will +5
  DR 5/cold iron or silver; SR 13
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee dagger +7 (1d2/19–20)
  Space 2-1/2 ft.; Reach 0 ft.
  Special	Attacks poison
  Spell-Like	Abilities (CL 6th; concentration +7)
  At will—detect magic, invisibility (self only)
  3/day—minor image (DC 13), sleep (DC 12)
  1/day—suggestion (DC 13)
  STATISTICS
  Str 10, Dex 16, Con 13, Int 11, Wis 12, Cha 13
  Base	Atk +2; CMB +3; CMD 13
  Feats Improved Initiative, Weapon Finesse
  Skills Bluff +8, Diplomacy +8, Fly +18, 
  Perception +8, Sense Motive +6, Stealth +18, 
  Use Magic Device +6
  Languages Common, Sylvan; telepathy (by  
  touch only)
  SQ change shape (2 of the following forms: cat, 
  goat, rabbit [use stats for raccoon], or raven; 
  polymorph)
  ECOLOGY
  Environment any
  Organization solitary, pair, or ruse (3–9)
  Treasure standard
  SPECIAL	ABILITIES
  Poison	(Su) As a standard action, a pooka can 
  blow across her palm and create a 5-foot-
  diameter cloud of intoxicating dust. The pooka 
  decides when she uses this ability whether 
  the dust acts as an inhaled poison or a mild 
  intoxicant (equivalent to 1–2 glasses of beer).
  Pooka Dust (Su): Inhaled; save Fort DC 
  13; frequency 1/round for 6 rounds; effect 
  1d2 Wis and 1d2 Cha (or intoxication); cure 2 
  consecutive saves.
  Capricious in nature, pookas are always in 
  search of fun, though they don’t often care 
  who they inconvenience with their antics—they’re just in 
  it for the whimsy. Always chaotic in nature, some pookas 
  are cruel, some are good-natured, and others are slightly 
  unhinged. There’s no way to tell which kind one is just 
  by looking at it; only by interacting with a pooka does its 
  nature become clear.
  However, having a conversation with a pooka isn’t easy. 
  Though they’re intelligent, pookas speak in choppy, simple 
  sentences filled with obscure metaphors and nonsensical 
  references. Most creatures who converse with a pooka 
  usually misunderstand it the first time and have to ask 
  the creature to repeat itself. Even their telepathy is filled 
  with strange images and references, such as representing 
  the word “elf” with the face of an elf it knew long ago, 
  colloquialisms that only make sense to native speakers of 
  Sylvan, and so on.
  Pookas thrive when in the company of others, 
  and they frequently find companionship in a 
  particular individual whether the camaraderie 
  is wanted or not. Pookas prefer creatures of 
  chaotic alignments, don’t trust those with lawful 
  alignments, and find most people with neutral 
  alignments boring.
  Pookas pull pranks to get to know a person 
  and stay near them to observe the results, invisibly 
  perched on a shoulder or clinging to an article of 
  clothing. As they usually communicate with their 
  unlucky target (whom they call “friend”) using 
  telepathy, the person’s erratic reactions to the unseen 
  pooka’s pranks and mental “voice” can make 
  the target appear insane. The pooka doesn’t 
  mind a little rough retaliation, but flees any 
  attempts to kill it.
  Some pookas can be helpful, and farmers 
  often leave a portion of their harvest behind as 
  a tribute for any resident pookas. A pooka who 
  is satisfied with such a gift may leave that 
  farmer alone for an entire year, while 
  a pooka who feels slighted by the 
  offering may relentlessly mock 
  the farmer and cause minor 
  accidents on the farm.
  A pooka measures 1 
  to 2 feet from eartips 
  to tail and weighs  
  up to 15 pounds.
  A 
  non-lawful 
  spellcaster of at  
  least 
  7th 
  level  
  who 
  takes 
  the 
  Improved Familiar 
  feat can select a pooka 
  as a familiar.
  216
  216
  Illustration by Alexandur Alexandrov
  
  Psychopomp
  All life has its beginning and its end. From the moment 
  of birth, everything that shrieks and struggles upon 
  the Material Plane crawls toward a singular finale, that 
  fatal climax that grants passage into the unimaginable 
  infinities of the afterlife. As the spirits of the deceased 
  flow from the confusion of mortality to their ultimate 
  fates, they are each judged by the gods of death, who 
  assure that all who die reach their prescribed afterlife. 
  Yet with all the worlds of the Material Plane, the 
  countless faces and exceptions of mortality, and all those 
  who would turn fate and finality to their own devices, 
  death as a system and institution requires more agents 
  than a single deity or pantheon to uphold. These agents 
  are the psychopomps—denizens of Purgatory and the 
  dispassionate stewards, chroniclers, and guides of all 
  that die.
  Psychopomps preside over the flow of life. Their 
  primary concerns focus upon souls in the vulnerable 
  transition between death and their final destinations 
  upon the planes. Psychopomps carry out their duties with 
  the dispassion of veterans and cynics. In terms of service 
  measuring in ages, psychopomps meet countless souls 
  from innumerable worlds, and soon nearly every story, 
  fate, plea, and exception becomes all too familiar. They 
  care little for the histories or personalities of the souls that 
  pass them by, concerned only for the efficient and unvaried 
  processing of each spirit to its final unremarkable eternity. 
  Damnation and paradise are the same to them, as are 
  heroes and villains, and no psychopomp cares one jot for 
  great deeds left undone, other fates hanging in the balance, 
  or bribes worth even a world’s ransom. But while drudgery 
  is the lot of many psychopomps—interrupted only by the 
  diversions they sometimes create for themselves—their 
  system is not without flaws. There are creatures who 
  would seek to deny the natural order of death—fiends 
  that prey upon souls, spirits lost in their migration, and 
  undead abominations. To counter such abnormalities 
  and preserve the flow of souls as the multiverse requires, 
  numerous specialized psychopomps exist to protect the 
  dead and counter any who would seek to pervert the state 
  of death to their own ends.
   Noteworthy among psychopomps are their masks. 
  Many who have dealings with the living wear some 
  manner of grim face covering or funerary mask. While 
  these masks are not part of a psychopomp’s body 
  and grant them no special abilities, the legends of 
  numerous cultures suggest that for a living creature 
  to see a psychopomp’s unmasked countenance invites 
  a premature death. Those psychopomps who deal 
  predominately with the dead typically eschew such 
  marks of station except as a formality.
   As psychopomps help convey souls to all of the Outer 
  Planes, and thus provide petitioners equally to each of 
  those realms, they enjoy a special status among many 
  planar races as respected neutrals. As such, most other 
  planar races grant them a wide berth, with even archons 
  and demons going out of their ways to avoid interfering 
  with death’s emissaries. Soul-hungry daemons and 
  reality-violating qlippoth are among the only races that 
  actively oppose psychopomps. Consequently, the deadlier 
  classes of psychopomps watch for and hunt disruptive 
  members of these races, seeking to expunge the paths 
  between the planes of any that would impede the certain 
  cycle of death.
  The death gods create the weakest psychopomps out 
  of mortal souls, usually those who served Purgatory in 
  life or worshiped deities of judgment. The gods may 
  transform psychopomps which perform exemplary 
  service into greater members of their kind, though 
  rarely an exceptional hero or champion of Purgatory 
  may become a superior psychopomp when she dies. 
  There is little competitiveness or jealousy among the 
  ranks of these creatures, as their primary motivation 
  is fulfillment of their eternal duties, and there is little 
  point in coveting another’s rewards and responsibilities.
  The following are the most common types of 
  psychopomps. Other varieties exist, tasked with more 
  obscure duties for the gods of death, or responsible for 
  alien worlds where the native creatures have radically 
  different life cycles and outlooks compared to humanoids.
  Psychopomp Ushers
  Beings ancient and dispassionate rise above the psychopomp 
  droves, emissaries of death who have presided over the 
  dooms of whole nations, races, and worlds. These eldest and 
  most efficient servants of death hold great respect for the gods 
  of death, but are not necessarily their minions, striving to fulfill 
  their own visions of death’s ultimate purpose and process over 
  all other objectives.
  Atropos the Last Sister
  Barzahk the Passage
  Ceyanan the Shepherd
  Dammar the Denied
  Imot the Symbol of Doom
  Mother Vulture
  Mrtyu, Death’s Consort
  Narakaas the Cleansing Sentence
  The Pale Horse
  Phlegyas, Consoler of Atheists
  Saloc, Minder of Immortals
  Teshallas the Primordial Poison
  Vale the Court of Ancestors
  217217
  Pooka–Psychopomp
  Pooka–Psychopomp
  
  Psychopomp, Catrina
  With lengthy curling hair, a dancer’s dress, and a bouquet of 
  flowers, this woman remains beautiful, despite having no flesh. 
  CATRINA	
  CR	5
  XP	1,600
  N Medium outsider (extraplanar, psychopomp)
  Init +7; Senses darkvision 60 ft., low-light vision, spiritsense; 
  Perception +11
  Aura calm emotions (30 ft., DC 17)
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 51 (6d10+18)
  Fort +5, Ref +8, Will +9
  DR 5/adamantine; Immune death effects, disease, poison; 
  Resist cold 10, electricity 10; SR 16
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +6 (1d8)
  Special Attacks compel condemned, kiss of death
  Spell-Like	Abilities (CL 6th; concentration +10)
  At will—dancing lights, death watch, greater 
  teleport (self plus 50 lbs. of objects only), 
  invisibility (self only), speak with dead
  3/day—major image (DC 20)
  STATISTICS
  Str 10, Dex 17, Con 16, Int 13, Wis 14, Cha 19
  Base	Atk +6; CMB +6; CMD 19
  Feats Combat Expertise, Improved Initiative, Iron Will
  Skills Diplomacy +13, Heal +8, Knowledge (planes) +10, 
  Knowledge (religion) +10, Perception +11, Stealth +12, 
  Use Magic Device +10
  Languages Abyssal, Celestial, Common, Infernal; tongues, 
  telepathy 100 ft.
  SQ spirit touch
  ECOLOGY
  Environment any (Purgatory)
  Organization solitary, pair, or reception (3–10)
  Treasure standard
  SPECIAL	ABILITIES
  Calm	Emotions	Aura	(Su) A catrina’s aura acts like a calm 
  emotions spell with a radius of 30 feet. A creature 
  that succeeds at its save is immune to that catrina’s 
  aura for 24 hours. The save DC is Charisma-based.
  Compel	Condemned	(Su) As a standard action, a 
  catrina can force one humanoid within 30 feet 
  to make a DC 17 Will save or be affected as 
  per the spell dominate person. This ability 
  functions exactly as that spell, but the 
  catrina can only command an affected 
  creature to approach and kiss her. 
  This action is not considered to be 
  against the target’s nature or self-destructive. Any damage 
  taken by the target (other than damage the catrina deals) 
  immediately ends this effect.
  Kiss	of	Death	(Su) A catrina can kill a grappled, helpless, or 
  willing target with a long, passionate kiss. The target must 
  succeed at a DC 17 Fortitude save or take 5d6 points of 
  damage. Any creature damaged by the same catrina’s kiss 
  for three consecutive rounds instantly dies, regardless of 
  how many hit points it has remaining. Creatures of the old 
  age category take a –2 penalty on saving throws to resist 
  this ability, while those in the venerable age category 
  take a –4 penalty. This is a death effect. The save DCs are 
  Charisma-based.
  Catrinas welcome the dead into the afterlife, doing what 
  they can to lessen the shock and terror experienced 
  by mortals who haven’t accepted their own deaths 
  or who still grieve for themselves. Eschewing the 
  funereal themes and colors preferred by most other 
  psychopomps, catrinas dress in festive shades, 
  surrounding themselves with light and color to 
  dispel a measure of death’s gloom. However, they 
  don’t disguise their skeletal bodies, for despite 
  any gilding they might put on the moment, 
  they don’t seek to disguise the finality of death.
  A catrina’s motivation for easing the 
  transition from life to death has more to do 
  with making the soul’s progression calm 
  than compassion for the soul—after 
  all, screaming and outrage disrupts 
  the processing of the dead.
  Catrinas rarely ever visit the 
  Material Plane, but when they do 
  so it’s typically at the command of a 
  more powerful psychopomp or deity 
  of death who seeks to ease the passing of 
  a mortal of singular importance—such as 
  a high-ranking priest of a death goddess. In such 
  instances they serve as companions and ushers into 
  the realm of the dead, not executioners. However, 
  they’re capable of serving in both capacities, 
  especially if misguided mortals try to keep them 
  from their duty, using their deadly but painless 
  kisses to end a life in an instant. 
  Catrinas always appear as festively dressed 
  skeletons—usually in women’s garb but sometimes 
  in colorful men’s formal wear, and usually 
  decorated with or carrying flowers. They do 
  not have true genders, but an individual 
  catrina may have a more masculine or 
  feminine voice and personality. They 
  typically stand between 5 and 6 feet 
  tall and weigh about 20 to 30 pounds.
  218
  218
  Illustration by Dmitry Prosvirnin
  
  Psychopomp, Morrigna
  This beautiful woman wears a mask and is completely wrapped 
  in spider silk. Magical fetishes adorn her clothing and staff.
  MORRIGNA	
  CR	13
  XP	25,600
  N Medium outsider (extraplanar, psychopomp)
  Init +8; Senses darkvision 60 ft., low-light vision, spiritsense; 
  Perception +28
  DEFENSE
  AC 28, touch 13, flat-footed 25 (+8 armor, +3 Dex, +5 natural, 
  +2 shield)
  hp 171 (18d10+72); regeneration 5 (acid or fire)
  Fort +10, Ref +15, Will +16
  DR 10/adamantine; Immune death effects, disease, poison; 
  Resist cold 10, electricity 10; SR 24
  OFFENSE
  Speed 40 ft. (30 ft. in armor), climb 15 ft.
  Melee 2 slams +24 (2d6+6), 2 wrappings +19 (1d6+3 plus grab)
  Space 5 ft.; Reach 5 ft. (10 ft. with wrappings)
  Special	Attacks wrappings
  Spell-Like	Abilities (CL 12th; concentration +15)
  At will—detect undead, stone tell
  5/day—speak with dead
  3/day—summon (level 7, 1d4 giant tarantulas [Pathfinder 
  RPG Bestiary 2 256] 75% or 1d4 spider swarms 100%)
  Inquisitor	Spells	Known (CL 12th; concentration +15)
  4th (3)—cure critical wounds, divination, freedom of 
  movement, spell immunity
  3rd (5)—blood biographyAPG (DC 16), dimensional anchor, 
  dispel magic, halt undead (DC 16)
  2nd (6)—confessAPG (DC 15), detect thoughts (DC 15), hold 
  person (DC 15), invisibility, see invisibility
  1st (6)—bane (DC 14), command (DC 14), comprehend 
  languages, expeditious retreat, sanctuary (DC 14), wrathAPG
  0—bleed (DC 13), detect magic, disrupt undead, read magic, 
  siftAPG, stabilize
  STATISTICS
  Str 22, Dex 19, Con 18, Int 13, Wis 17, Cha 16
  Base	Atk +18; CMB +24 (+28 grapple); CMD 38
  Feats Alertness, Combat Expertise, Combat Reflexes, Deflect 
  ArrowsB, Eschew MaterialsB, Following StepAPG, Improved 
  Initiative, Iron Will, Persuasive, Step Up, Step Up and StrikeAPG
  Skills Bluff +15, Climb +11, Diplomacy +25, Disguise +15, Intimidate 
  +17, Knowledge (planes) +13, Perception +28, Sense Motive +25, 
  Sleight of Hand +10, Stealth +22, Survival +15, Swim +6
  Languages Abyssal, Celestial, Infernal; speak with animals 
  (including vermin), tongues
  SQ change shape (any animal or humanoid), spirit touch
  ECOLOGY
  Environment any (Purgatory)
  Organization solitary of group (3–15)
  Treasure standard (+2 glamered breastplate, other treasure)
  SPECIAL	ABILITIES
  Spells A morrigna casts spells as a 12th-level inquisitor.
  Spider	Sight	(Su) A morrigna can see through the eyes of a spider 
  swarm she summons as though it were the sensor of an arcane 
  eye spell. She does not have to concentrate to use this ability.
  Wrappings	(Su) A morrigna’s web wrappings grant her a +2 
  shield bonus to AC and can make secondary natural attacks.
  Morrignas are Purgatory’s investigators, bounty hunters, 
  and assassins, tracking down those who flout the natural 
  cycle of death and judgment. They stand 7 to 8 feet tall and 
  weigh 200 to 250 pounds.
  Many morrignas prefer to assume the appearances of 
  those who have died. They ensure the smooth operation of 
  death’s bureaucratic machine by eliminating complications, 
  dedicating their existence to wiping 
  out any forces that circumvent or 
  corrupt the natural cycle of 
  death and judgment.
  219
  219
  Illustration by Chris Seaman
  Psychopomp, Catrina–Psychopomp, Morrigna
  Psychopomp, Catrina–Psychopomp, Morrigna
  
  Psychopomp, Nosoi
  This strange black bird wears a leather long-nosed mask like a 
  plague doctor.
  NOSOI	
  CR	2
  XP	600
  N Tiny outsider (extraplanar, psychopomp)
  Init +3; Senses darkvision 60 ft., low-light vision, spiritsense; 
  Perception +9
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 19 (3d10+3)
  Fort +2, Ref +6, Will +4
  DR	2/adamantine; Immune death effects, disease, poison; 
  Resist cold 10, electricity 10
  OFFENSE
  Speed 20 ft., fly 50 ft. (good)
  Melee bite +8 (1d3–1)
  Space 2-1/2 ft.; Reach 0 ft.
  Special	Attacks haunting melody
  Spell-Like	Abilities (CL 3rd; concentration +6)
  At will—invisibility (self only)
  3/day—speak with dead (6 questions, CL 12th)
  1/day—hide from undead (DC 14), sound burst (DC 15)
  STATISTICS
  Str 8, Dex 16, Con 12, Int 11, Wis 13, Cha 16
  Base	Atk +3; CMB +4; CMD 13
  Feats Alertness, Weapon Finesse
  Skills Fly +17, Knowledge (history) +6, Knowledge (planes) +6, 
  Perception +9, Profession (scribe) +7, Sense Motive +3, 
  Stealth +17
  Languages Abyssal, Celestial, Infernal
  SQ change shape (raven or songbird [same statistics], beast 
  shape II), spirit touch
  ECOLOGY
  Environment any (Purgatory)
  Organization solitary, pair, or group (3–15)
  Treasure standard
  SPECIAL	ABILITIES
  Haunting	Melody	(Su) A nosoi’s song has the power to grip the 
  spirits of those that hear it. All living and undead creatures 
  within a 60-foot spread must succeed at a DC 14 Will saving 
  throw or be fascinated. A creature that successfully saves is not 
  subject to that nosoi’s song for 24 hours. This effect continues 
  for as long as the nosoi sings and for 1 round thereafter. A nosoi 
  can sing for a number or rounds per day equal to twice its Hit 
  Dice. This is a sonic mind-affecting charm effect. This ability 
  can affect undead creatures, even though the undead subtype 
  makes such creatures immune to mind-affecting effects 
  (though undead creatures with immunity to mind-affecting 
  effects from a source other than their creature type are still 
  immune). The save DC is Charisma-based.
  Nosois eagerly fill the roles of clerks, scribes, and 
  messengers in Purgatory’s bureaucracy. They record the 
  circumstances of each mortal’s death, any judgments for 
  and against its soul, and its final destination among the 
  Outer Planes. A noisoi looks like a songbird—usually 
  a crow, sparrow, or whippoorwill—though it wears a 
  funerary mask that accentuates its beak. Many nosois 
  craft decorative artificial tails from grave goods and 
  other decorations that trail behind them as they fly. A 
  nosoi typically measures about 1 foot in length but is 
  deceptively heavy, weighing between 10 and 15 pounds. It 
  can use drawing and writing tools suitable for Small or 
  Medium creatures without penalty.
  Nosois serve within the libraries and scriptoriums of 
  Purgatory, tirelessly scribbling away without rest. Being 
  social creatures, they frequently chatter or sing with 
  one another. A nosoi considers eating a rare treat, and 
  sometimes shares the information it knows if given a 
  suitable tasty bribe.
  A nosoi’s primary duties are to record happenings 
  within Purgatory, conduct souls to and from their 
  appointed destinations, and carry messages from 
  Purgatory to agents in other planes. Most outsiders 
  respect the couriers’ neutrality and allow them safe 
  passage. Many also serve as assistants to more powerful 
  psychopomps or even to mortals with particularly 
  morbid concerns or important fates. Nosois take pride in 
  knowing that their trivial tasks aid in keeping one of the 
  multiverse’s most important systems functioning with 
  general reliability. 
  A true neutral spellcaster can gain a nosoi as a familiar 
  at 7th level by taking the Improved Familiar feat. A 
  nosoi familiar grants its master a +2 bonus on skill 
  checks made to scribe scrolls. A 
  nosoi immediately leaves the 
  service of any master who 
  creates or permanently 
  becomes an undead. 
  220
  220
  Illustration by Jim Nelson
  
  Psychopomp, Vanth
  This humanoid skeleton has black raven wings, a long tail, and 
  a polished vulture-like mask where its face should be.
  VANTH	
  CR	7
  XP	3,200
  N Medium outsider (extraplanar, psychopomp)
  Init +3; Senses darkvision 60 ft., low-light vision, spiritsense; 
  Perception +16
  Aura fear (30 ft., DC 17)
  DEFENSE
  AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
  hp 76 (9d10+27)
  Fort +11, Ref +6, Will +10
  DR 10/adamantine; 
  Immune death 
  effects, disease, poison; 
  Resist cold 10, 
  electricity 10; SR 18
  OFFENSE
  Speed 30 ft., fly 50 ft. (average)
  Melee +1 adamantine scythe 
  +14/+9 (2d4+7/×4) or
  2 claws +13 (1d6+4)
  Spell-Like	Abilities (CL 10th; 
  concentration +13)
  At will—deathwatch, greater 
  teleport (self plus 50 lbs. 
  of objects only), invisibility 
  (self only)
  3/day—bestow curse (DC 17), 
  locate creature, searing light
  STATISTICS
  Str 18, Dex 16, Con 17, Int 13, Wis 19, Cha 17
  Base	Atk +9; CMB +13; CMD 26
  Feats Cleave, Great Fortitude, Hover, Power 
  Attack, Vital Strike
  Skills Acrobatics +9, Fly +11, Intimidate +11, Knowledge 
  (history) +9, Knowledge (planes) +13, Knowledge 
  (religion) +13, Perception +16, Sense Motive +16, Stealth +15
  Languages Abyssal, Celestial, Infernal
  SQ reaper’s scythe, spirit touch
  ECOLOGY
  Environment any (Purgatory)
  Organization solitary, pair, or flock (2–12)
  Treasure double (adamantine scythe)
  SPECIAL	ABILITIES
  Fear	Aura	(Su) A creature of fewer than 10 Hit Dice that fails its 
  save (DC 17) against the vanth’s fear aura is shaken for as long 
  as it remains within the aura. A creature that succeeds at its 
  save is immune to that vanth’s aura for 24 hours. The save DC 
  is Charisma-based.
  Reaper’s	Scythe	(Su) Every vanth carries a distinctive 
  adamantine scythe as both a weapon and a symbol 
  of its duty. When the vanth wields its own scythe, the 
  weapon gains a +1 enhancement bonus on attack rolls and 
  damage rolls. As a free action, the vanth can summon its 
  weapon from a personal demiplane or any other location 
  and have it appear in its hands instantly. It can also 
  dismiss its scythe back to its personal demiplane as a free 
  action. If a vanth’s scythe is destroyed, it can summon a 
  new one in 24 hours.
  Stern, silent, and cloaked in ragged black wings, vanth 
  psychopomps serve as stoic guardians of Purgatory and 
  watchers along the routes of the 
  dead. A vanth looks like a black 
  skeleton with ravenlike wings 
  and a mask resembling a 
  vulture’s skull.
  Also 
  known 
  as 
  reapers, 
  angels 
  of 
  death, or amzranei, 
  vanths protect the 
  departed 
  from 
  those wishing to 
  eat or steal their 
  mortal 
  souls, 
  recapture escaped 
  souls 
  trying 
  to 
  flee 
  their 
  assigned 
  fates, and are death’s foot 
  soldiers against whatever 
  would disrupt the natural 
  cycle of mortality. They 
  may also guard the dead 
  and death’s assets, such 
  as 
  forgotten 
  cemeteries, 
  unattended mausoleums, and 
  sacred groves.
  A vanth weighs 400 pounds and 
  stands 8 feet tall, though its slumped posture means it 
  can look most adult humanoids in the eye. Vanths are 
  ancient creatures, perhaps predating the current gods of 
  death, and are rumored to be ascended souls of a distant 
  world of death-worshiping soldiers. They rarely speak or 
  show emotion and their hollow voices carry unnaturally 
  far. A vanth’s scythe is a badge of its station, reflecting 
  its role as a harvester of souls. It features symbols in 
  a language that was already lost when the death gods 
  claimed Purgatory.
  Most outsiders scorn vanths, as the psychopomps have 
  no concern for law, rightfulness, or personal gain—
  only duty. Vanths view any outsider visiting Purgatory as a 
  potential threat, and stalk angels and demons alike.
  221221
  Illustration by Dave Allsop
  Psychopomp, Nosoi–Psychopomp, Vanth
  Psychopomp, Nosoi–Psychopomp, Vanth
  
  Psychopomp, Yamaraj
  The head of this winged, dragonlike beast is crowned with long 
  spines. Sooty feathers cover its body.
  YAMARAJ	
  CR	20
  XP	307,200
  N Huge outsider (extraplanar, psychopomp)
  Init +16; Senses darkvision 60 ft., detect thoughts, low-light 
  vision, spiritsense, true seeing; Perception +37
  Aura fear (30 ft., DC 32)
  DEFENSE
  AC 40, touch 21, flat-footed 27 (+4 armor, +12 Dex, +1 dodge, 
  +15 natural, –2 size)
  hp 337 (25d10+200); fast healing 10
  Fort +22, Ref +20, Will +25
  Defensive	Abilities lightning drinker; DR 15/adamantine; 
  Immune cold, electricity, death effects, disease, poison; 
  SR 31
  OFFENSE
  Speed 40 ft., fly 60 ft. (good), swim 40 ft.
  Melee bite +32 (2d6+9/19–20 plus grab and poison), 2 claws 
  +32 (2d6+9), tail slap +30 (2d6+4), 2 wings +30 (1d8+4)
  Space 15 ft.; Reach 15 ft.
  Special	Attacks breath weapon (60-ft. cone, 20d6 cold, Reflex 
  DC 30 half, usable every 1d4 rounds; or beetles), poison
  Spell-Like	Abilities (CL 20th; concentration +30)
  Constant—detect thoughts (DC 22), mage armor, true seeing
  At will—greater dispel magic, greater teleport (self plus 50 
  lbs. of objects only), reincarnate, rest eternalAPG, scrying, 
  share languageAPG, telekinesis (DC 25), tongues
  3/day—circle of death (DC 26), forcecage (DC 27), miracle 
  (DC 29) (see final judgment), quickened lightning bolt (DC 
  23), undeath to death (DC 26)
  1/day—soul bind, summon (level 9, any one CR 19 or lower 
  psychopomp 100%), wail of the banshee (DC 29)
  STATISTICS
  Str 28, Dex 35, Con 27, Int 24, Wis 28, Cha 31
  Base	Atk +25; CMB +36 (+38 bull rush, +40 grapple); CMD 59 
  (61 vs. bull rush, 63 vs. trip)
  Feats Combat Reflexes, Dodge, Hover, Improved Bull Rush, 
  Improved Critical (bite), Improved Initiative, Iron Will, 
  Mobility, Multiattack, Power Attack, Quicken Spell-Like 
  Ability (lightning bolt), Spell Penetration, Wind Stance
  Skills Acrobatics +37 (+41 when jumping), Bluff +38, Diplomacy 
  +35, Fly +40, Intimidate +35, Knowledge (arcana) +32, 
  Knowledge (planes) +35, Knowledge (religion) +32, 
  Perception +37, Sense Motive +37, Spellcraft +32, Stealth +32, 
  Swim +42; Racial	Modifiers +4 Acrobatics when jumping
  Languages Abyssal, Aklo, Celestial, Common, Draconic, Infernal
  SQ final judgment, spirit touch
  ECOLOGY
  Environment any (Purgatory)
  Organization solitary
  Treasure standard
  SPECIAL	ABILITIES
  Breath	Weapon	(Su) In addition to its cold breath weapon, 
  a yamaraj can breath a 60-foot cone of beetles and other 
  insectile scavengers. Creatures in the breath weapon’s area 
  take 16d6 points of slashing damage and are nauseated for 
  1d4 rounds (Reflex 30 halves damage and negates nausea). 
  The scavengers persist as a swarm around the affected 
  creature that is closest to the breath weapon’s point of 
  origin; this swarm has the same statistics as an army ant 
  swarm, but its distraction DC is the same as the yamaraj’s 
  breath weapon DC. The save DC is Constitution-based.
  Final	Judgment	(Su) A yamaraj can only use its miracle spell-
  like ability to restore a slain outsider to life or to reproduce 
  the following spell effects: banishment, dimensional anchor, 
  greater restoration, plane shift, true resurrection.
  Lightning	Drinker	(Su) A yamaraj absorbs electricity to 
  strengthen itself. If struck by an electrical attack, it heals 1 
  hit point per 3 points of electricity damage the attack would 
  otherwise deal. If the amount of healing would cause the 
  yamaraj to exceed its full normal hit points, it gains any 
  excess as temporary hit points (up to a maximum of 100), 
  which last up to 1 hour.
  Poison	(Ex) Bite—injury; save Fort DC 30; frequency 1/round 
  for 6 rounds; effect 1d4 Dex drain; cure 3 consecutive saves.
  Equal parts regal and horrifying to mortal sensibilities, 
  yamarajes preside as judges of death and dispensers of 
  ultimate justice. Superstitions of the living call them by 
  many names—the final judges, the grave magistrates, 
  the dragons who eat men’s souls—but all agree that these 
  nobles of death wither even the stoutest hearts. The grave 
  magistrates glide with authority throughout Purgatory, 
  commanding flocks of lesser psychopomps, tolerating 
  the ministrations of devils and angels bickering for 
  souls of note, and ordering the endless procession of 
  petitioners. Many also serve as diplomats or military 
  commanders to maintain Purgatory’s neutrality, but any 
  such role is secondary to maintaining the flow of souls 
  and the balance of the multiverse. Though in theory each 
  yamaraj answers to the gods of death, in practice each is 
  unquestioned within its own courtroom. 
  Yamarajes vaguely resemble black dragons, though 
  they are easily distinguished once one realizes the 
  gigantic creatures are cloaked in feathers rather than 
  scales. Each yamaraj measures at least 30 feet in length 
  and weighs 4 tons. Despite their massive size and largely 
  sedentary duties, yamarajes show astounding grace when 
  they move. 
  Impossibly old, yamarajes are outsiders forged from 
  lesser psychopomps or the souls of legendary mortals. As 
  with other outsiders, they need not eat, drink, or sleep 
  222
  222
  Illustration by Eric Belisle
  
  to survive, and the grave magistrates normally remain 
  perched upon Purgatory’s ruins for months at a time, 
  overseeing the smooth organization of their realm. Hard 
  work wears at their immortal drive, and like living lords, 
  they eagerly indulge in exquisite banquets during their 
  infrequent personal time. These bacchanals make for 
  strange bedfellows among outsiders, as solars and pit 
  fiends may hobnob alongside one another, vying for the 
  attention of a yamaraj to help organize the release of 
  judged souls and attempting to win future favors. 
  When called into physical action, all yamarajes can 
  breathe raw decay in the form of clouds of carrion-eating 
  insects, and their venom saps the youth and vitality from 
  living creatures.
  Yamarajes serve as lower judges and lords of Purgatory, 
  directing the activities of other outsiders there, presiding 
  over the dead, pre-sorting souls destined for ultimate 
  judgment by the death gods, and seeing to the efficiency 
  and safety of the plane’s infinite inhabitants. As the 
  highest order of psychopomps, they are simultaneously the 
  most dedicated to their role as shepherds of the dead and 
  the most prone to impressing their own opinions on their 
  work in the form of overturning precedents, rambling 
  speeches, and extensive opinions attached to rulings. Such 
  flexibility is necessary when making immortal decisions 
  based on the ever-changing actions of the living, but 
  frustrates more absolute outsiders to no end. 
  Unsurprisingly, yamarajes tend to vary greatly from 
  one individual to the next. Most develop deep interests 
  in various worldly subjects that determine the sorts 
  of mortals they ultimately choose to watch over. A 
  given yamaraj might go out of its way to seek out 
  artisans, followers of specific deities, or thieves, 
  depending on its studies or whatever has 
  come to interest it during that eon. 
  Yamarajes might seek to guard 
  such pet souls, ensuring 
  their safe travels through 
  Purgatory, learning more 
  from the souls as they 
  journey 
  together, 
  and 
  ultimately 
  advocating 
  that 
  the 
  death 
  gods 
  grant 
  a 
  more 
  peaceful 
  judgment. Others 
  act 
  in 
  reverse, 
  finding 
  certain 
  sorts 
  of 
  mortals 
  truly 
  disgusting, 
  tormenting 
  their 
  souls through their 
  procession 
  to 
  the 
  goddess’s throne, and even suggesting that the spirits 
  should 
  face 
  particularly 
  monstrous 
  damnations. 
  How a yamaraj reacts to an individual thus proves 
  unpredictable, depending on its changeable tastes. Such 
  idiosyncrasies vary between individual yamarajes, and 
  might change over the course of centuries. 
  Just as many yamarajes become fascinated with 
  souls possessing specific experiences or from certain 
  backgrounds, some of the psychopomps go out of their 
  way to judge beings from specific worlds, collecting 
  bits of information and insight with every creature 
  that passes them by. Thus, some become experts on one 
  or multiple worlds, having spent eternities ferreting 
  out the histories and secrets of worlds from firsthand 
  accounts over millennia of inquiries. Many yamarajes 
  welcome the opportunity to share the details of their 
  investigations, though they sometimes see inquiries into 
  their worlds of expertise as opportunities to conscript 
  new allies to aid the psychopomps’ cause. Standing at 
  the pinnacle of their race, yamarajes are well informed 
  as to the challenges and goals of many subservient 
  psychopomps, and might only negotiate with mortals 
  who perform a service in aid of their underlings. 
  223
  223
  Psychopomp, Yamaraj
  Psychopomp, Yamaraj
  Illustration by Jorge Fares
  
  Qallupilluk
  This hag’s lumpy hide, tangled black hair, and ragged garments 
  drip with icy water, though she has a curiously sweet smell.
  QALLUPILLUK	
  CR	7
  XP	3,200
  LE Medium monstrous humanoid (aquatic)
  Init +2; Senses darkvision 60 ft.; Perception +13
  Aura cloying scent (15 ft.)
  DEFENSE
  AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
  hp 76 (8d10+32)
  Fort +6, Ref +10, Will +8
  DR 5/cold iron; Resist cold 10, fire 10
  OFFENSE
  Speed 30 ft., swim 40 ft.
  Melee bite +13 (1d6+5), 2 claws +13 (1d6+5  
  plus grab)
  Ranged javelin +10 (1d6+4)
  Special	Attacks curse of scales
  Spell-Like	Abilities (CL 8th; 
  concentration +10)
  At will—water breathing
  3/day—charm animal (DC 13), 
  charm person (DC 13), chill metal 
  (DC 14), sleet storm 
  1/day—commune with  
  nature, divination 
  STATISTICS
  Str 20, Dex 14, Con 19, Int 13, 
  Wis 15, Cha 14
  Base	Atk +8; CMB +13  
  (+17 grapple); CMD 25
  Feats Blind-Fight, Combat 
  Reflexes, Lightning Reflexes, 
  Stand Still
  Skills Knowledge (nature) +9, 
  Perception +13,  
  Stealth +13, Survival +13, 
  Swim +23
  Languages Aklo, 
  Aquan, Common, 
  Giant
  SQ amphibious
  ECOLOGY
  Environment 
  cold oceans
  Organization 
  solitary, family 
  (2–6 plus 1–4 
  aquatic monsters) 
  Treasure standard
  SPECIAL	ABILITIES
  Cloying	Scent	(Su) Qallupilluks exude a vaguely sweet and 
  unexpectedly pleasant briny scent. This smell comforts and 
  distracts humanoids and animals that come within 15 feet of 
  the qallupilluk, causing such creatures to take a –2 penalty 
  on saves against mind-affecting effects.
  Curse	of	Scales	(Su) If a qallupilluk grapples a Medium or Small 
  humanoid opponent, her target begins transforming into 
  an aquatic monster. Starting on the third consecutive round 
  of grappling, the grappled target must succeed at a DC 18 
  Fortitude save every round or fully transform into a grindylow 
  (Pathfinder RPG Bestiary 2 148), reefclaw (Bestiary 2 234), 
  bunyip (Bestiary 2 50), merrow (Bestiary 2 189), or scrag 
  (Pathfinder RPG Bestiary 268). Once fully transformed, the 
  creature is slavishly devoted to the qallupilluk that created 
  it. If the qallupilluk is slain, the creature loses this devotion 
  but remains transformed. The transformation ends after 1 
  hour or if the creature is slain. A qallupilluk can make 
  this transformation permanent by performing a 
  ritual that takes 10 minutes and deals 30 points 
  of damage to the qallupilluk. This is a curse 
  and polymorph effect. The save DC is 
  Constitution-based.
  A qallupilluk is a sinister and much-
  dreaded haglike denizen of cold 
  seas. An ambush predator, she 
  waits near gaps and weak points in 
  the ice and listens for the footsteps 
  of creatures above, sometimes 
  humming or tapping on the 
  ice like a trapped seal in 
  the hope of drawing the 
  curious within range 
  of her alluring scent.
  When one grabs a 
  victim, she either 
  drowns her prey,  
  saving the body  
  to eat later, 
  or transforms her prey into a 
  monstrous servant that she treats 
  as her own child—and eventually, 
  as a mate. All qallupilluks are female, 
  but they can reproduce with other 
  aquatic monsters. Their offspring 
  are always qallupilluks.
  Qallupilluks may craft hovels or 
  lodges from stone or coral on the 
  seabed. A few craft semipermanent 
  homes in the submerged recesses of 
  icebergs. They often know fragments of 
  ancient and obscure natural secrets.
  224
  224
  Illustration by Eva Widermann
  
  Rat King
  Squeaks and chittering cries rise from a tangle of diseased rats 
  with their tails knotted together.
  RAT	KING	
  CR	5
  XP	1,600
  N Small magical beast 
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +11
  DEFENSE
  AC 18, touch 16, flat-footed 13 (+4 Dex, +1 dodge, +2 natural, 
  +1 size)
  hp 57 (6d10+24)
  Fort +9, Ref +9, Will +4
  Defensive	Abilities critical hits, flanking, effects that target a 
  specific number of creatures
  OFFENSE
  Speed 30 ft., climb 15 ft., swim 15 ft.
  Melee 5 bites +11 (1d4+1 plus disease)
  Special	Attacks disease, plaguebringer
  STATISTICS
  Str 12, Dex 19, Con 18, Int 5, Wis 14, Cha 11
  Base	Atk +6; CMB +6; CMD 21 (can’t be tripped)
  Feats Dodge, Skill Focus (Perception), Weapon Finesse
  Skills Climb +9, Diplomacy +0 (+4 when influencing rats), 
  Knowledge (local) –2, Perception +11, Stealth +13, Swim +9; 
  Racial	Modifiers +4 Diplomacy when influencing rats
  SQ compression, speak with rats
  ECOLOGY
  Environment any urban or underground
  Organization solitary, pack (2–4), or infestation (5–12)
  Treasure standard
  SPECIAL	ABILITIES
  Disease	(Ex) Bubonic plague: Inhaled or bite—injury; save 
  Fort DC 19; onset 1d3 days; frequency 1/day; effect 1d4 Str 
  damage, 1 Cha damage, and fatigue; cure 2 consecutive 
  saves. The save DC is Constitution-based and includes the +2 
  from the rat king’s plaguebringer ability.
  Plaguebringer	(Ex) A rat king increases the disease DC of 
  rats (including rat kings, rat swarms, and dire rats) 
  within 100 feet by +2.
  Speak	with	Rats	(Ex) A rat king can communicate 
  with normal rats (including rat swarms and dire rats) 
  as if using speak with animals. It can use Diplomacy 
  to alter a rat’s attitude, and when so doing gains a 
  +4 racial bonus on the check. Any ability that allows 
  a creature to communicate with rats (such as speak 
  with animals or a wererat’s rat empathy) allows for 
  communication with a rat king.
  Often found in city sewers, rat kings squirm 
  through the muck and darkness, spreading disease 
  and searching for food. Composed of no fewer than 
  half a dozen rats knotted together at the tail, a rat king 
  has one consciousness rather than many, increasing its 
  intellect beyond that of a normal rat, and granting the 
  rat king a cunning that allows it to stalk its prey and use 
  improved tactics against its enemies and rivals.
  Known by subterranean creatures for being plague 
  carriers, rat kings are shunned by most creatures other 
  than rats. Some humanoids that live beneath cities (such 
  as morlocks, derros, and mites) use rat kings in their 
  lairs as protectors or as a way to increase the deadliness 
  of the dire rats they use for protection. City-dwellers see 
  rat kings as a bad omen and fear that encountering the 
  terrifying creatures will bring sickness and death to the 
  entire settlement. The mere sighting of a rat king may 
  result in the quarantine of multiple city blocks.
  Some students of monster lore believe that a rat king 
  begins as a group of normal rats that nested in too 
  cramped a warren, their tails entwined and hopelessly 
  knotted with filth and eventually growing together, and 
  that this strange bond leads to a cooperative existence 
  and fused mind. Naturalists studying creatures like this 
  postulate that there could be other species of creatures 
  susceptible to this phenomenon. Others argue that 
  an outside influence is the only explanation for 
  the creature’s existence, perhaps as a result of 
  derro experimentation or the work of a mad 
  ratfolk or wererat alchemist.
  A rat king is approximately 3 feet 
  across and weighs 15 pounds.
  225
  225
  Qallupilluk–Rat King
  Qallupilluk–Rat King
  Illustration by Dean Spencer
  
  Ratling
  This ratlike creature has tiny human hands in place of its front 
  paws, and an unnerving human face with a toothy mouth.
  RATLING	
  CR	2
  XP	600
  CE Tiny magical beast 
  Init +2; Senses darkvision 60 ft., detect magic, low-light vision; 
  Perception +6
  DEFENSE
  AC 16, touch 15, flat-footed 13 (+2 Dex, +1 dodge, +1 natural, 
  +2 size)
  hp 19 (3d10+3)
  Fort +4, Ref +5, Will +1
  Defensive	Abilities evasion; Immune disease, poison
  OFFENSE
  Speed 30 ft., burrow 10 ft., climb 20 ft., swim 30 ft.
  Melee bite +3 (1d3–2 plus bleed 1)
  Space 2-1/2 ft.; Reach 0 ft.
  Special	Attacks sneak attack +1d6
  Spell-Like	Abilities (CL 6th; concentration +7)
  Constant—detect magic, read magic, speak with animals 
  (rodents only), spider climb, tongues
  3/day—cause fear (DC 12), dimension door, invisibility 
  (self only)
  1/day—summon swarm (rat swarm only)
  1/week—commune (only when serving as a familiar;  
  6 questions, CL 12th)
  STATISTICS
  Str 6, Dex 15, Con 13, Int 12, Wis 10, Cha 13
  Base	Atk +3; CMB +3; CMD 12 (16 vs. trip)
  Feats Dodge, Mobility
  Skills Climb +6, Knowledge (planes) +4, Perception +6,  
  Stealth +16, Swim +6
  Languages Aklo; speak with animals (rodents only), tongues
  SQ scroll use
  ECOLOGY
  Environment any urban
  Organization solitary or conclave (2–20 plus 2–12 dire rats and 
  1–4 rat swarms)
  Treasure standard
  SPECIAL	ABILITIES
  Scroll	Use	(Ex) A ratling can cast spells from any magic scroll as 
  if it had the spell on its spell list.
  The ratling is a hideous amalgamation of rat and human: 
  a long-haired rodent with handlike front paws and a face 
  reminiscent of the face of a leering old man. Within the 
  ratling’s humanoid mouth are long, yellow incisors more 
  akin to those one might find in the jaws of a rat.
  Ratlings are carnivores. While they can subsist on 
  grubs, other rodents, and carrion, they prefer living food 
  and fresh blood, particularly that of humanoid children 
  and elderly folk. They also have a sense for magic, and 
  lurk around temples and universities searching for scraps 
  of knowledge or overlooked books and scrolls to steal.
  Ratlings associate with common rats and even mate 
  with them, producing anything from large, aggressive 
  rats (often with vestigial humanlike features or other 
  sickening deformities) to infant ratlings to deformed 
  rats. In a mixed litter, the infant ratling usually kills and 
  eats its siblings, then arranges the dismembered and 
  disemboweled corpses in semi-occult patterns.
  Elder ratlings often gain the advanced simple template 
  or levels in cleric, oracle, witch, or wizard (a rare few gain 
  rogue levels, especially if they associate with a thieves’ guild 
  or wererats). These elders often become leaders of their 
  own kind, creating cabals organized like the universities 
  they frequently inhabit. If the ratling can gain a familiar, 
  it usually chooses a rat—an association that often 
  brings with it more than mere supernatural 
  companionship. Ratlings can never select 
  another ratling as a familiar. 
  A chaotic evil spellcaster can gain a 
  ratling as a familiar at 7th level by taking 
  the Improved Familiar feat. A ratling 
  familiar gains commune once per week as 
  a spell-like ability, which it can use on its 
  master’s behalf. The master usually allows the 
  familiar to drink her blood at least once per week.
  A ratling measures just over 2 feet long 
  (although half that length is its long, 
  ratty tail) and weighs 10 pounds. 
  226
  226
  Illustration by Miroslav Petrov
  
  Rokurokubi
  This peasant woman sprouts a grotesquely long neck that coils 
  about like a snake, with razor-sharp teeth filling her gaping maw.
  ROKUROKUBI	
  CR	14
  XP	38,400
  LE Medium monstrous humanoid 
  Init +10; Senses darkvision 60 ft.; Perception +21
  Aura nightfall (15 ft.)
  DEFENSE
  AC 28, touch 16, flat-footed 22 (+6 Dex, +12 natural)
  hp 195 (17d10+102)
  Fort +11, Ref +16, Will +13
  DR 5/cold iron; Immune sleep; SR 25
  OFFENSE
  Speed 30 ft.
  Melee bite +24 (2d6+4/19–20 plus rokurokubi’s 
  curse), 2 claws +23 (1d6+4)
  Space 5 ft.; Reach 5 ft. (20 ft. with bite)
  Special	Attacks elongate neck, rokurokubi’s curse
  Sorcerer	Spells	Known (CL 12th; concentration +17)
  6th (3)—permanent image (DC 21)
  5th (6)—feeblemind (DC 20), nightmare (DC 20)
  4th (7)—charm monster (DC 19), confusion 
  (DC 19), locate creature
  3rd (7)—dispel magic, fly, keen edge, wind wall
  2nd (7)—ghoul touch (DC 17), invisibility, knock, 
  touch of idiocy
  1st (8)—charm person (DC 16), disguise self, obscuring 
  mist, shocking grasp, sleep (DC 16)
  0 (at will)—arcane mark, detect magic, detect 
  poison, ghost sound (DC 15), mage hand, message, 
  open/close, prestidigitation, read magic
  STATISTICS
  Str 18, Dex 23, Con 22, Int 15, Wis 12, Cha 21
  Base	Atk +17; CMB +21; CMD 37
  Feats Combat Casting, Combat Expertise, Combat 
  Reflexes, Deceitful, Improved Critical (bite), Improved 
  Initiative, Iron Will, Weapon Finesse, Weapon Focus (bite)
  Skills Bluff +26, Climb +24, Disguise +26, Intimidate +25, 
  Perception +21, Stealth +26
  Languages Aklo, Common
  SQ no sleep
  ECOLOGY
  Environment any ruins
  Organization solitary, pair, or harem (3–6)
  Treasure standard
  SPECIAL	ABILITIES
  Elongate	Neck	(Ex) A rokurokubi can stretch her 
  neck from a normal human length up to 20 
  feet, giving her reach with her bite attack and 
  threatening all squares within that range.
  Nightfall	Aura	(Su) A rokurokubi can create an aura of 
  darkness and silence (CL 12th) with a radius of 15 feet. The 
  rokurokubi is immune to the effects of her aura, and can 
  activate or suppress this ability as a free action. These aura 
  effects can be dispelled as if they were spells.
  No	Sleep	(Ex) A rokurokubi does not need to sleep and is 
  immune to all sleep effects.
  Rokurokubi’s	Curse	(Su) Bite—injury; save Will DC 23; 
  frequency 1 day; effect 1 Cha damage and permanently 
  silenced after 4 Cha damage. Fully healing the Cha damage 
  cures the silence. The save DC is Charisma-based.
  Spells A rokurokubi casts spells as a 12th-level sorcerer.
  A rokurokubi is an evil hag-like creature who seeks 
  to spread as much mayhem and despair as 
  possible. Her skin ranges in hue from 
  pale blue to muted green, so to disguise 
  herself she must cover up her flesh 
  with makeup and clothing, and retract 
  her neck so it is no longer than a human’s.
  A rokurokubi can mate with almost any 
  male humanoid, monstrous humanoid, 
  or 
  humanoid-shaped 
  creature. 
  Her 
  offspring is always a rokurokubi. The 
  mate is usually devoured once the 
  rokurokubi tires of his presence.
  227
  227
  Ratling–Rokurokubi
  Ratling–Rokurokubi
  Illustration by Chris Seaman
  
  Rukh
  This gigantic two-headed vulture has greasy, night-black wings 
  and sharp talons.
  RUKH	
  CR	10
  XP	9,600
  N Gargantuan magical beast
  Init +2; Senses low-light vision; Perception +32
  DEFENSE
  AC 23, touch 8, flat-footed 21 (+2 Dex, +15 natural, –4 size)
  hp 147 (14d10+70)
  Fort +14, Ref +11, Will +7
  OFFENSE
  Speed 40 ft., fly 80 ft. (average)
  Melee 2 bites +23 (2d8+12 plus grab), 2 talons +23 (2d6+12)
  Space 20 ft.; Reach 15 ft.
  Special	Attacks swallow whole (2d8+12 bludgeoning and 
  1d6 acid damage, AC 17, 14 hp)
  STATISTICS
  Str 34, Dex 15, Con 20, Int 2, Wis 13, Cha 11
  Base	Atk +14; CMB +30 (+34 
  grapple); CMD 38
  Feats Flyby Attack, Iron Will, Skill Focus (Perception), Snatch, 
  Weapon Focus (bite), Weapon Focus (talon), Wingover
  Skills Fly –4, Perception +32; Racial	Modifiers +8 Perception
  ECOLOGY
  Environment warm deserts or mountains
  Organization solitary, pair, or nest (2 adults and 1d4 juveniles)
  Treasure incidental
  JUVENILE	RUKH	
  CR	3
  XP	800
  N Large magical beast
  Init +2; Senses low-light vision; Perception +17
  DEFENSE
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
  hp 37 (5d10+10)
  Fort +6, Ref +6, Will +2
  OFFENSE
  Speed 20 ft., fly 40 ft. (poor)
  Melee 2 bites +7 (1d8+2), 2 talons +6 (1d6+2)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 14, Dex 15, Con 14, Int 2, Wis 13, 
  Cha 11
  Base	Atk +5; CMB +8; CMD 20
  Feats Flyby Attack, Snatch, Weapon  
  Focus (bite)
  Skills Fly –4, Perception +17; Racial	Modifiers  
  +8 Perception
  ECOLOGY
  Environment warm mountains or 
  deserts
  Organization pair or flock (3d4)
  Treasure incidental
  Rukhs are foul-tempered creatures related to 
  rocs, except they resemble two-headed vultures 
  instead of raptors. They hunt live prey and carrion, 
  typically gliding high above the desert in search 
  of things to eat. They avoid creatures of their size 
  or larger, preferring easier prey—horses, camels, and 
  humanoids for adult rukhs, or Medium and Small 
  creatures for juveniles. They nest on mountains and 
  in cliffside caves, as they are too large to roost in trees. 
  Few young rukhs reach adulthood, as many tribes and 
  caravans hunt them for meat, often using a lone, weak-
  looking scout to lure a hungry juvenile into striking 
  distance for an ambush.
  A typical adult rukh stands nearly 35 feet tall and has a 
  wingspan of more than 60 feet. Most are scrawny due to 
  hunger. Coupled with their lightweight bones for easier 
  flying, they rarely top 800 pounds. Juvenile rukhs usually 
  stand about 10 feet tall, with a relatively small wingspan 
  of nearly 18 feet, and weigh about 200 pounds.
  228
  228
  Illustration by Dean Spencer
  
  Saguaroi
  This humanoid plant creature has the prickly hide of a cactus, 
  and smaller cactuses seemingly sprout from its flesh.
  SAGUAROI	
  CR	5
  XP	1,600
  N Medium plant 
  Init +8; Senses low-light vision; Perception +10
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
  hp 59 (7d8+28); regeneration 5 (fire)
  Fort +9, Ref +8, Will +4
  Defensive	Abilities	needle hide; 
  Immune plant traits
  OFFENSE
  Speed 40 ft.
  Melee 2 slams +10 (1d6+5)
  Special	Attacks needle cone
  STATISTICS
  Str 20, Dex 18, Con 18, Int 7, Wis 15, 
  Cha 11
  Base	Atk +5; CMB +10; CMD 24
  Feats Alertness, Combat Reflexes, 
  Improved Initiative,  
  Lightning Reflexes
  Skills Perception +10, Sense 
  Motive +5, Survival +5
  Languages Sylvan
  SQ freeze, produce water
  ECOLOGY
  Environment warm deserts
  Organization solitary, pair, party 
  (3–9), or tribe (10–20) 
  Treasure standard
  SPECIAL	ABILITIES
  Needle	Cone	(Ex) Three times 
  per day, as a standard action a 
  saguaroi can eject a barrage of 
  needles from its body. This effect 
  creates a 15-foot-cone burst of 
  needles that deals 4d6 points 
  of piercing damage to all 
  creatures in the area (Reflex 
  DC 20 for half). The save DC 
  is Constitution-based.
  Needle	Hide	(Ex) A saguaroi 
  is covered with needles 
  and spines, and its slam 
  attacks deal both bludgeoning 
  and piercing damage. Any 
  creature grappling a saguaroi or 
  attacking it with a natural attack 
  or unarmed strike takes 1d4 points of piercing damage 
  (manufactured weapons with the reach special feature do 
  not endanger the user this way). A creature grappling a 
  saguaroi takes this damage each round of the grapple.
  Produce	Water	(Ex) As a standard action once per hour, a 
  saguaroi can cut itself (taking 1 point of damage) to produce 
  1 gallon of water. After producing 4 gallons, it becomes 
  fatigued. After producing 8 gallons, it becomes exhausted 
  and cannot produce more water for 24 hours.
  Saguarois, also called cactusfolk by desert-dwelling 
  humanoids, make their homes in rocky badlands, hot 
  scrublands on the edge of vast deserts, and sandy 
  dunes baked by the sun. They are generous but 
  territorial, offering aid to travelers who brave 
  the blistering deserts—often in the form of 
  their own watery blood—but don’t tolerate 
  guests who overstay their welcome. 
  Civilization rarely attempts to push 
  far into the deserts, leaving these 
  creatures relatively isolated from 
  other intelligent races. In cases 
  where 
  belligerent 
  settlements 
  threaten the way of life for 
  tribes of saguarois, however, 
  the cactusfolk respond with 
  terrifying violence.
  Saguarois live in small 
  nomadic tribes, traveling 
  under the life-giving sun by 
  day and rooting themselves 
  each night in places where 
  they can draw minerals from 
  the pebbly and sandy soil and absorb water. 
  Saguarois produce flowers once a year that go 
  to seed and grow into young saguarois if the 
  adult creatures properly care for them. If 
  planted, a seed must be attended by one 
  or more saguarois over the course of a 
  year before the infant saguaroi sprouts. 
  After sprouting, it takes 4 years before 
  the infant saguaroi can uproot itself and 
  move about, and decades more to reach 
  maturity. Some saguarois have lived for 
  hundreds of years, and these old cactusfolk 
  often sprout additional limbs or strange 
  twisting growths stretching out from their 
  cylindrical torsos. Usually these additional 
  limbs and growths are nonfunctional, 
  but significantly advanced saguarois 
  have been known to learn how to 
  use them as if they were their 
  primary arms and legs.
  229
  229
  Rukh–Saguaroi
  Rukh–Saguaroi
  Illustration by David Melvin
  
  Samsaran
  This serene-looking slender young man has pale blue skin and 
  solid black eyes, and is dressed in simple robes.
  SAMSARAN	
  CR	1/2
  XP	200
  Male samsaran oracleAPG 1
  N Medium humanoid (samsaran)
  Init +2; Senses low-light vision; Perception +8
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex) 
  hp 11 (1d8+3)
  Fort +0, Ref +2, Will +4; +2 vs. death effects, negative energy 
  effects, negative levels
  OFFENSE
  Speed 30 ft.
  Melee spear –1 (1d6–1)
  Ranged sling +2 (1d4–1)
  Spell-Like	Abilities (CL 1st; concentration +3)
  1/day—comprehend languages,  
  deathwatch, stabilize
  Oracle	Spells	Known (CL 1st; 
  concentration +3)
  1st (4/day)—command  
  (DC 13), cure light wounds, 
  sanctuary (DC 13)
  0 (at will)—ghost sound 
  (DC 12), guidance, light, 
  mage hand, read  
  magic, resistance
  Mystery lore
  STATISTICS
  Str 8, Dex 14, Con 11, Int 12, Wis 
  14, Cha 15
  Base	Atk +0; CMB –1; CMD 11
  Feats Toughness
  Skills Diplomacy +6, Disable Device 
  +7, Heal +6, Knowledge (religion) 
  +5, Perception +8, Spellcraft +5; 
  Racial	Modifiers +2 Disable Device, 
  +2 Perception
  Languages Celestial, Common, 
  Draconic, Samsaran
  SQ lifebound, oracle’s curse (haunted), 
  revelations (think on it), shards of the 
  past (Disable Device, Perception)
  ECOLOGY
  Environment any land
  Organization solitary or clan (3–12)
  Treasure NPC gear (studded leather, spear, 
  sling with 10 bullets, thieves’ tools, 
  other treasure)
  Samsarans are a race of humanoids whose spirits 
  naturally reincarnate into another samsaran upon death. 
  They have dark hair, pale bluish skin, and eyes with no 
  visible pupil or iris. A samsaran’s blood is clear like water.
  Each samsaran is born with the knowledge that it 
  has lived before, and shall continue onward after death 
  through the cycle of reincarnation. When a samsaran 
  dies, its body fades from sight, and another samsaran 
  child appears somewhere and matures at the normal rate. 
  Samsarans can reproduce with humans and produce true 
  human offspring.
  Typical samsarans pursue simple, ascetic lives apart 
  from mainstream society. They live in small isolated 
  farming communities as individuals or couples, with 
  older samsarans adopting newly manifested children. 
  Some work as consultants, mediators, prophets, or seers. 
  SAMSARAN CHARACTERS
  Samsarans are defined by class levels—they do not have 
  racial Hit Dice. Samsarans have the following racial 
  traits.
  +2 Intelligence, +2 Wisdom, –2 Constitution: 
  Samsarans are insightful and strong-minded, but 
  their bodies tend to be frail.
  Medium: Samsarans are Medium creatures 
  and have no bonuses or penalties due to 
  their size.
  Normal Speed: Samsarans have a base 
  speed of 30 feet.
  Low-Light Vision (Ex): Samsarans can 
  see twice as far as humans in conditions 
  of dim light.
  Lifebound (Ex): Samsarans 
  gain a +2 racial bonus on 
  saving 
  throws 
  against 
  death 
  effects, negative energy effects, 
  saves to remove negative levels, and Con 
  checks to stabilize.
  Spell-Like Abilities (Sp): Samsarans 
  with a Charisma score of 11 or higher gain 
  the following: 1/day—comprehend languages, 
  deathwatch, stabilize. The caster level is equal 
  to the samsaran’s character level.
  Shards of the Past (Ex): A samsaran 
  gains a +2 bonus on any two skills 
  and these become class skills.
  Languages: Samsarans begin 
  play speaking Common and 
  Samsaran. Those with high 
  Intelligence scores can choose 
  from the following: any human 
  language, Abyssal, Aquan, Auran, Celestial, 
  Draconic, Giant, Ignan, Infernal, and Terran.
  230
  230
  Illustration by Alexandur Alexandrov
  
  Sayona
  This revolting withered corpse of a woman is dressed in revealing 
  clothes, its bare skin wet with fresh blood.
  SAYONA	
  CR	12
  XP	19,200
  CE Medium undead 
  Init +5; Senses darkvision 60 ft., lifesense; Perception +21
  DEFENSE
  AC 26, touch 16, flat-footed 20 (+5 Dex, +1 dodge,  
  +10 natural)
  hp 161 (17d8+85); fast healing 5 (see living form)
  Fort +10, Ref +12, Will +13
  Defensive	Abilities ; channel resistance +4; Immune 
  undead traits; Resist cold 30
  OFFENSE
  Speed 30 ft.
  Melee bite +18 (2d6+1 plus bleed and paralysis), 2 claws 
  +18 (2d6+1 plus bleed and paralysis)
  Special	Attacks absorb blood, blood drain (1d4 Con), 
  fear cone (60 ft., DC 23), paralysis (1d4 rounds, DC 
  23), staggering gaze
  Spell-Like	Abilities (CL 12th; concentration +17)
  3/day—command undead (DC 17), dominate person 
  (DC 20), fog cloud, gaseous form, invisibility
  STATISTICS
  Str 13, Dex 20, Con —, Int 11, Wis 12, Cha 21
  Base	Atk +12; CMB +13; CMD 29
  Feats Dodge, Iron Will, Lightning Reflexes, Mobility, Spring 
  Attack, Vital Strike, Weapon Finesse, Weapon Focus 
  (bite), Weapon Focus (claw)
  Skills Bluff +14, Diplomacy +14, Disguise +17, 
  Knowledge (nobility) +8, Perception +21, Sense 
  Motive +12, Stealth +16
  Languages Abyssal, Common, Infernal
  SQ create spawn, living form
  ECOLOGY
  Environment any land or underground
  Organization solitary or retinue (1d3 plus 2d6 spawn)
  Treasure standard
  SPECIAL	ABILITIES
  Absorb	Blood	(Su) A sayona adjacent to a 
  bleeding creature automatically accelerates 
  the bleeding, dealing 1 point of Con damage 
  to that creature once per round on its turn 
  and absorbing the blood through its skin.
  Create	Spawn	(Su) When a sayona kills a 
  humanoid or fey of Medium or Small 
  size with its absorb blood or blood 
  drain ability, the victim rises 
  24 hours later as 
  a ghoul 
  with the advanced creature simple template and the blood 
  drain ability. The spawn is the sayona’s slave until its master 
  is destroyed.
  Living	Form	(Su) As a standard action, a sayona can transform 
  into a young, beautiful person for 24 hours. It can only 
  use this ability if it has absorbed or drained blood in the 
  past hour. In this form, the sayona has the aura of a living 
  creature instead of an undead (for the purpose of detect 
  undead and similar effects), its fast healing increases to 
  10, positive energy attacks (such as channel energy) 
  deal half damage to it, and it cannot use its fear cone 
  or gaze attack. Exposure to holy water or positive 
  energy attacks in this form reduces the duration of 
  this transformation by 1d4 hours.
  Staggering	Gaze	(Su) Staggered for 1d4 
  rounds, 30 feet, Fortitude DC 23 negates. 
  This is a mind-affecting effect. The save 
  DC is Charisma-based.
  Occasionally called “weeping vampires” 
  for their ability to cry tears of blood, 
  sayonas are powerful and intelligent 
  undead creatures that hunt mortals to steal 
  from them what they envy most: the ability 
  to exist within living flesh. While they 
  aren’t true vampires, similarity between 
  these two creatures creates substantial 
  confusion to those unfamiliar with 
  sayonas. While sayonas and vampires 
  sustain themselves off mortal blood, 
  sayonas don’t consume the blood, but rather 
  absorb it through their skin (even when 
  using blood drain), using it to transform 
  their twisted forms back into some semblance 
  of the beauty they had—or believe they had—
  in life.
  Above all else, sayonas covet youth. 
  Stories of their origins claim that the first 
  sayona was a vain woman who grew old 
  and whose lover left her for a younger 
  paramour; the woman avenged herself 
  by bathing in the blood of her lover’s 
  children, then killed herself. Doomed 
  to undeath, she wanders the world 
  crying tears of blood and preying on 
  beautiful young women—slaying 
  them, stealing their beauty, and 
  transforming them into ghastly 
  undead fiends to forever share 
  her fate.
  231
  231
  Samsaran–Sayona
  Samsaran–Sayona
  Illustration by Shreya Shetty
  
  Scorpion, Giant Emperor
  This massive scorpion erupts from the sand, its giant pincers 
  snapping and its tail stinger swaying threateningly. 
  GIANT EMPEROR SCORPION 
  CR 11
  XP 12,800
  N Gargantuan vermin 
  Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +5
  DEFENSE
  AC 24, touch 7, flat-footed 23 (+1 Dex, +17 natural, –4 size)
  hp 142 (15d8+75)
  Fort +14, Ref +6, Will +6
  Defensive Ability ferocity; Immune mind-affecting effects
  OFFENSE
  Speed 50 ft., burrow 10 ft.
  Melee 2 claws +18 (2d6+11 plus grab), sting +18 (2d6+11 
  plus poison)
  Space 20 ft.; Reach 20 ft.
  Special Attacks ambush pit, constrict (2d6+11), poison, pounce
  STATISTICS
  Str 33, Dex 13, Con 20, Int —, Wis 12, Cha 2
  Base Atk +11; CMB +26 (+30 grapple); CMD 37 (49 vs. trip)
  Skills Climb +15, Perception +5, Stealth –3 (+1 in deserts); Racial 
  Modifiers +4 Climb, +4 Perception, +8 Stealth (+12 in deserts)
  ECOLOGY
  Environment warm deserts
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Ambush Pit (Ex) A giant emperor 
  scorpion can spend 1 minute 
  digging itself into the soil or 
  other ground debris. It then 
  waits for its tremorsense to 
  detect prey. When a creature 
  comes within range, it can 
  erupt from the ground as 
  a free action as part of a 
  charge, allowing it to use its 
  pounce ability. When dug in, 
  the scorpion has improved 
  cover granting it a +10 bonus 
  on Stealth checks.
  Poison (Ex) Sting—injury; save 
  Fort DC 22; frequency 1/round 
  for 6 rounds; effect 1d4 Str and 
  1d4 Dex; cure 1 save. The save 
  DC is Constitution-based. 
  A giant emperor scorpion is an 
  ambush predator, burying itself in  
  soil or sand until prey approaches.
  Scorpion, Greensting
  Though its pincers seem too small to harm anything larger than 
  an insect, this scorpion’s stinger still appears dangerous.
  GREENSTING SCORPION 
  CR 1/4
  XP 100
  N Tiny vermin 
  Init +3; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
  hp 4 (1d8)
  Fort +2, Ref +3, Will +0
  Immune mind-affecting effects
  OFFENSE
  Speed 30 ft.
  Melee sting +5 (1d2–4 plus poison)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks poison
  STATISTICS
  Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
  Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
  Feats Weapon FinesseB
  Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers 
  +4 Climb, +4 Perception, +4 Stealth
  ECOLOGY
  Environment warm or temperate forests
  Organization solitary, pair, or colony (3–6)
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 10; 
  frequency 1/round for 6 rounds; effect 
  sickened for 1 round; cure 1 save. The save 
  DC is Constitution-based.
  Deadly greensting scorpions 
  normally live in forests, 
  though they can survive 
  nearly anywhere.
  A 
  greensting 
  scorpion 
  familiar 
  grants a +4 bonus 
  on 
  Initiative 
  checks 
  so 
  long 
  as the familiar is 
  within 1 mile of 
  the spellcaster. A 
  greensting scorpion 
  familiar 
  loses 
  the 
  mindless 
  trait 
  and 
  has 
  an 
  Intelligence 
  score appropriate for its 
  master’s level.
  232
  232
  Illustration by Dean Spencer
  
  Sea Cat
  This fierce creature merges the front half of a great cat with the 
  tail and other characteristics of a giant fish.
  SEA CAT 
  CR 4
  XP 1,200
  N Large magical beast
  Init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +10
  DEFENSE
  AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
  hp 45 (6d10+12)
  Fort +7, Ref +6, Will +5
  OFFENSE
  Speed 10 ft., swim 40 ft.
  Melee bite +8 (1d8+3), 2 claws +9 (1d4+3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks rend (2 claws, 1d4+4)
  STATISTICS
  Str 19, Dex 12, Con 15, Int 2, Wis 13, Cha 10
  Base Atk +6; CMB +10; CMD 21 (can’t be tripped)
  Feats Iron Will, Skill Focus (Perception), Weapon 
  Focus (claw)
  Skills Perception +10, Swim +17
  SQ hold breath
  ECOLOGY
  Environment warm 
  coastlines
  Organization solitary, pair, 
  or pride (3–15)
  Treasure none
  The feral sea cat (sometimes referred 
  to as the sea lion, sea tiger, or 
  sea leopard) is among the most 
  vicious and ubiquitous of coastal 
  predators in tropical oceans. 
  The upper body of a sea cat is 
  that of a typical great cat—a 
  lion, tiger, leopard, or cheetah—complete with a pair 
  of clawed paws capable of rending the flesh from its prey. 
  In place of back legs, however, the sea cat has a sleek and 
  powerful tail that allows it to move quickly and silently 
  through the water.
  While only the back half of a sea cat looks fishlike, 
  its entire body from the neck down is covered in fine 
  scales and fins. Among individual sea cats, these scales 
  vary greatly in color and pattern, often influenced by the 
  primary habitat of a given specimen; the most common 
  sea cats, have bright coloration in striped or spotted 
  patterns. A typical sea cat is 12 feet long and weighs 
  upward of 800 pounds.
  Sea cats can survive in both fresh and salt water, 
  though most live in the ocean, where they can hunt a 
  varied and consistent supply of food. A sea cat’s diet 
  typically consists of fish, crustaceans, and aquatic 
  mammals (including seals and otters), but the creature’s 
  overpowering predatory and territorial instincts often 
  lead it to attack ocean birds, humanoids, and even other 
  aquatic predators like sharks and crocodiles. Coastal 
  fishermen in areas where sea cats are known to dwell 
  watch vigilantly for the predators, because the beasts 
  have learned that netted or hooked prey is easier to kill 
  and steal from the line.
  Sea cats breathe air, not water. When not hunting they 
  can be found on coastal rocks, coral islands, or even 
  isolated beaches sunning themselves and digesting their 
  most recent meals. Whether hunting or protecting its 
  territory, a sea cat generally attacks immediately upon 
  discovering a target, even when faced with a much larger 
  or more dangerous foe.
  The sea cat’s low intelligence and high level of ferocity 
  make it incredibly difficult to train or domesticate, 
  though pirates and aquatic races have been known to try, 
  with limited success.
  233
  233
  Scorpion–Sea Cat
  Scorpion–Sea Cat
  Illustration by Jim Nelson
  
  Seahorse, Giant
  This sea creature resembles a cross between fish and horse; it has 
  small fins on its flanks and a gracefully curled tail.
  GIANT SEAHORSE 
  CR 3
  XP 800
  N Large animal (aquatic)
  Init +2; Senses low-light vision; Perception +11
  DEFENSE
  AC 15, touch 11, flat-footed 13 (+4 armor, +2 Dex, –1 size)
  hp 30 (4d8+12)
  Fort +7, Ref +6, Will +2
  Defensive Abilities anchor
  OFFENSE
  Speed swim 30 ft.
  Melee slam +7 (1d6+7)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 20, Dex 14, Con 17, Int 1, Wis 12, Cha 7
  Base Atk +3; CMB +9; CMD 21
  Feats Endurance, Skill Focus (Perception)
  Skills Perception +11, Swim +13
  ECOLOGY
  Environment any oceans
  Organization solitary, 
  pair, or school (3–20)
  Treasure none
  SPECIAL ABILITIES
  Anchor (Ex) As a move action, 
  a seahorse can wrap its tail around 
  a stationary object. The seahorse remains 
  anchored to the object until it releases its 
  grip (a free action) or is forcibly moved. An 
  anchored seahorse gains a +4 bonus to 
  its combat maneuver defense and on 
  checks and saving throws against effects 
  that would move it against its will.
  Giant seahorses are bear-sized 
  versions of the common, harmless 
  seahorse. Naturally docile and 
  skittish, 
  seahorses 
  are 
  easily 
  trained to be mounts but are 
  difficult to train for combat. They 
  provide a smoother but slower ride 
  than sharks or hippocampi.
  A giant seahorse is considered 
  a quadruped for the purpose of 
  carrying capacity. A light load for a 
  giant seahorse is up to 500 pounds, a medium 
  load is 1,000 pounds, and a heavy load is 
  1,600 pounds. It can drag 8,000 pounds.
  Seahorse, Killer
  This elephant-sized sea creature resembles a horse crossed with a 
  fish, with crazed whirling eyes.
  KILLER SEAHORSE 
  CR 5
  XP 1,600
  N Huge animal (aquatic)
  Init +1; Senses low-light vision; Perception +13
  DEFENSE
  AC 17, touch 9, flat-footed 16 (+8 armor, +1 Dex, –2 size)
  hp 63 (6d8+36)
  Fort +10, Ref +6, Will +3
  Defensive Abilities anchor (see giant seahorse)
  OFFENSE
  Speed swim 40 ft.
  Melee bite +10 (1d8+8 plus bleed), tail slap +5 (1d6+4 plus grab)
  Space 15 ft.; Reach 10 ft.
  Special Attacks bleed 1d6, constrict (1d6+8)
  STATISTICS
  Str 26, Dex 12, Con 21, Int 1, Wis 12, Cha 7
  Base Atk +4; CMB +14; CMD 25
  Feats Endurance, Skill Focus (Perception), Toughness
  Skills Perception +13, Swim +16
  ECOLOGY
  Environment any oceans
  Organization solitary, pair, or school (3–8)
  Treasure none
  These specially bred offshoots of the 
  giant seahorse are used by aquatic 
  creatures as guard animals. Vicious 
  and territorial, they prefer larger 
  prey and have been known to eat 
  giant crabs and careless handlers. 
  Killer seahorses are too unruly for 
  use as mounts and only accept riders or 
  baggage if magically controlled.
  Killer seahorses have been known 
  to crush other creatures into a 
  bloody pulp just before giving 
  birth, ensuring a good meal for 
  their newborns (called “fry”). 
  A killer seahorse fry is the size of a 
  human hand and is an aggressive 
  swarm feeder, like a piranha.
  A light load for a killer 
  seahorse 
  is 
  up 
  to 
  2,500 
  pounds, a medium load is 
  4,900 pounds, and a heavy 
  load is 7,400 pounds. A 
  killer seahorse can drag 
  36,800 pounds.
  234
  234
  Illustration by Brynn Metheney
  
  Seaweed Siren
  This creature’s three singing heads sway atop serpentine necks 
  that extend from a bulbous body split by a wide, toothy mouth.
  SEAWEED SIREN 
  CR 13
  XP 25,600
  CN Large magical beast (aquatic)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +17
  Aura cacophony (100 ft., DC 22)
  DEFENSE
  AC 26, touch 11, flat-footed 24 (+2 Dex, +15 natural, –1 size)
  hp 184 (16d10+96)
  Fort +16, Ref +12, Will +8
  Immune mind-affecting effects; Resist fire 10, sonic 10
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee bite +25 (4d6+15/19–20)
  Ranged 3 sonic beams +17 (5d6 sonic)
  Space 10 ft.; Reach 5 ft.
  Special Attacks staggering gaze, trample (1d10+15, DC 28)
  Spell-Like Abilities (CL 16th; concentration +19)
  At will—shatter (DC 16)
  3/day—charm monster (DC 18), quickened confusion (DC 18)
  1/day—bestow curse (DC 18, ranged touch attack, 30 ft.)
  STATISTICS
  Str 30, Dex 15, Con 22, Int 11, Wis 16, Cha 19
  Base Atk +16; CMB +27; CMD 39 (47 vs. trip)
  Feats Blind-Fight, Critical Focus, Deafening Critical, Improved 
  Critical (bite), Point-Blank Shot, Power Attack, Quicken Spell-
  Like Ability (confusion), Skill Focus (Perception)
  Skills Bluff +12, Perception +17, Stealth +17 (+21 in water), 
  Swim +18; Racial Modifiers +4 Stealth in water
  Languages Aklo; tongues
  SQ false heads, water dependency
  ECOLOGY
  Environment any coastlines
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Cacophony (Su) A seaweed siren’s noises disrupt 
  spellcasting; casting within 100 feet of a seaweed siren 
  requires a concentration check (DC 15 + the level of the 
  spell being cast). All other concentration checks and 
  Perception checks involving hearing made inside the aura 
  have their DCs increased by 5. A siren can begin or end 
  this ability as a free action. This is a sonic effect.
  False Heads (Ex) A seaweed siren’s false heads can be 
  severed. To sever a head, an opponent must make a 
  sunder attempt with a slashing weapon targeting the 
  head. A head is considered a separate weapon with 
  hardness 0 and hit points equal to the siren’s Hit Dice 
  (typically 16 hp). To sever a head, an opponent 
  must deal enough damage to reduce the head’s hit points to 0 
  or fewer. Severing a head deals an amount of damage to the 
  siren’s body equal to the siren’s Hit Dice. A siren can’t attack 
  with a severed head. A siren with no remaining heads can’t 
  use its cacophony ability or its spell-like abilities.
  Sonic Beams (Su) Each of the siren’s false heads can fire a beam 
  at a range of 60 feet, dealing 4d6 points of sonic damage.
  Staggering Gaze (Su) Staggered 1d6 rounds, 30 feet, Will 
  DC 22 negates. This is a mind-affecting effect. The save DC 
  is Charisma-based.
  Water Dependency (Ex) A seaweed siren can survive out of the 
  water for 1 hour per point of Constitution (typically 22 rounds). 
  Beyond this limit, a seaweed siren begins to suffocate.
  A seaweed siren is a predator that uses false humanlike 
  heads on its upper appendages in order to lure prey. The 
  heads babble nonsense words and fragments of overheard 
  sentences. If spoken to, they respond with words from 
  a similar language. This behavior allows the seaweed 
  siren to creep about under the water with only the heads 
  showing, pretending to be swimming humanoids until it 
  is ready to attack.
  235
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  Illustration by Dave Allsop
  Seahorse–Seaweed Siren
  Seahorse–Seaweed Siren
  
  Selkie
  This sleek, aquatic creature has short gray fur, webbed hands 
  ending in sharp claws, and a mouth full of pointed teeth.
  SELKIE 
  CR 5
  XP 1,600
  CN Medium monstrous humanoid (aquatic, shapechanger)
  Init +7; Senses darkvision 60 ft., scent; Perception +9
  DEFENSE
  AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
  hp 45 (6d10+12)
  Fort +4, Ref +8, Will +5
  Resist cold 10
  OFFENSE
  Speed 20 ft., swim 50 ft.
  Melee bite +10 (1d8+6), 2 claws +10 (1d6+4)
  Special Attacks powerful blows (bite), shake
  STATISTICS
  Str 18, Dex 17, Con 14, Int 13, Wis 10, Cha 19
  Base Atk +6; CMB +10; CMD 23 (can’t be tripped)
  Feats Combat Reflexes, Deceitful, Improved CriticalB (bite), 
  Improved Initiative
  Skills Bluff +12, Disguise +10, Perception +9, Sense Motive +4, 
  Stealth +10, Swim +21
  Languages Aquan, Common
  SQ change shape (any Small or Medium humanoid; alter self), 
  echo of reason, hold breath
  ECOLOGY
  Environment cold oceans
  Organization solitary, pair, or pack (3–14)
  Treasure standard
  SPECIAL ABILITIES
  Echo of Reason (Su) A selkie can instinctively alter the 
  intonation of its voice to make anything it says sound more 
  pleasing to those who understand it. When using the Bluff 
  skill, a selkie treats its lies as one step more believable for 
  the purposes of bonuses or penalties on the check.
  Shake (Ex) On a successful critical hit with its bite attack, a 
  selkie automatically violently shakes a Large or smaller 
  target. The target must succeed at a DC 15 Fortitude save or 
  it is dazed for 1 round. Even on a successful save, the target 
  still takes a –2 penalty on all attack rolls and skill checks for 
  the next 2 rounds. The save DC is Constitution-based.
  Selkies are clever and brutal seal-like creatures. Although 
  capable predators, selkies are best known for their 
  shapechanging ability, which allows them to come ashore 
  in the guise of land dwellers and even live among other 
  races before luring their prey beneath the waves to drown. 
  In its natural form, a selkie has webbed, clawed hands and a 
  muscular trunk ending in broad flippers. A selkie’s head is 
  a blend of human and seal, with large eyes and a mouth full 
  of curved teeth. Selkies grow to a length of 6-1/2 feet, but can 
  weigh up to 300 pounds. Selkies typically live up to 75 years. 
  Most selkies use their shapechanging abilities for 
  mischief. A favorite selkie tactic is to take the shape of a 
  young woman or child and then pretend to be drowning, 
  reverting to its natural form when a person approaches.
  Selkies are solitary for most of their lives. Males and 
  females come together briefly during their spring mating 
  season, and thereafter each female finds a secluded cave or 
  beach to birth a single pup, which is abandoned after 2 to 3 
  years. Younger selkies then form packs with others of their 
  kind until they can strike out on their own. Some selkies 
  live among humanoids to assuage their loneliness, and 
  may marry land dwellers. Offspring from these marriages 
  resemble their non-selkie parents but have a yearning for 
  the sea.
  236
  236
  Illustration by Steve Ellis
  
  Seps
  This giant armored snake has large fangs, dripping with venom 
  that hisses when it spatters on the ground.
  SEPS 
  CR 11
  XP 12,800
  N Huge magical beast 
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +17
  DEFENSE
  AC 26, touch 10, flat-footed 24 (+2 Dex, +16 natural, –2 size)
  hp 147 (14d10+70)
  Fort +14, Ref +11, Will +6
  Defensive Abilities acid blood; Immune acid, poison
  OFFENSE
  Speed 30 ft.
  Melee bite +23 (3d8+15/19–20 plus poison)
  Space 15 ft.; Reach 15 ft.
  Special Attacks poison
  STATISTICS
  Str 30, Dex 14, Con 21, Int 2, Wis 11, Cha 11
  Base Atk +14; CMB +26; CMD 38 (can’t be tripped)
  Feats Improved Critical (bite), Improved Initiative, Iron Will, 
  Power Attack, Skill Focus (Perception), Skill Focus (Stealth), 
  Weapon Focus (bite)
  Skills Perception +17, Stealth +11; Racial Modifiers +4 Perception, 
  +4 Stealth
  SQ liquefaction
  ECOLOGY
  Environment temperate or warm deserts or forests
  Organization solitary or nest (2–5)
  Treasure incidental (acid-proof items)
  SPECIAL ABILITIES
  Acid Blood (Ex) A metal, wooden, or natural weapon that deals 
  piercing or slashing damage to a seps takes 4d6 points of 
  acid damage unless the weapon’s wielder succeeds at a DC 
  22 Reflex save at the listed DC. The DC is Constitution-based.
  Liquefaction (Su) Any creature killed by seps poison dissolves 
  into an acidic liquid that deals 2d6 points of acid damage 
  per round to anything in its square (including the dead 
  creature’s equipment).
  Poison (Ex) Bite—injury; save Fort DC 22; frequency  
  1/round for 10 rounds; effect 1d8 acid damage and 
  1d4 Con drain; cure 2 consecutive saves.
  A seps is an exotic snake-like 
  creature 
  whose 
  powerful 
  jaws contain acidic venom 
  so potent that it quickly 
  dissolves prey into liquid.
  An adult seps is 30 feet long 
  and weighs 1,500 pounds.
  Seps, Juvenile
  This venomous snake is heavily armored and has unusually 
  large fangs.
  JUVENILE SEPS 
  CR 2
  XP 600
  N Medium magical beast 
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +9
  DEFENSE
  AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
  hp 22 (3d10+6)
  Fort +5, Ref +4, Will +2
  OFFENSE
  Speed 20 ft.
  Melee bite +4 (1d6–1 plus poison)
  Special Attacks acid blood (2d6, DC 13; see seps), poison
  STATISTICS
  Str 8, Dex 13, Con 14, Int 1, Wis 13, Cha 6
  Base Atk +3; CMB +2; CMD 13 (can’t be tripped)
  Feats Improved Initiative, Weapon Finesse
  Skills Perception +9, Stealth +10; Racial Modifiers 
  +4 Perception, +4 Stealth
  SQ liquefaction (see seps)
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round 
  for 10 rounds; effect 1d4 acid and 1d2 Con damage; cure  
  2 consecutive saves.
  Sepses are born live. A hatchling soon grows up to 7 feet 
  long and weighs 10 pounds.
  237
  237
  Illustration by Joshua Meehan
  Selkie–Seps
  Selkie–Seps
  
  Shadow Creature
  A tentacled horror that seems to shift in and out of the shadows, 
  this bizarre beast is an amalgamation of darkness and menace.
  SHADOW ROPER 
  CR 13
  XP 25,600
  CE Large outsider (augmented aberration)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +24
  DEFENSE
  AC 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, –1 size)
  hp 162 (12d8+108)
  Fort +13, Ref +5, Will +13
  Defensive Abilities shadow blend; DR 10/magic; Immune 
  electricity; Resist cold 15; SR 27
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 10 ft.
  Melee bite +20 (4d8+18/19–20)
  Ranged 6 strands +10 touch (1d6 Str)
  Space 10 ft.; Reach 10 ft.
  Special Attacks pull (strands, 5 ft.), strands
  STATISTICS
  Str 34, Dex 13, Con 29, Int 13, Wis 16, Cha 12
  Base Atk +9; CMB +22; CMD 33 (can’t be tripped)
  Feats Improved Critical (bite), Improved Initiative, Iron Will, 
  Skill Focus (Perception), Skill Focus (Stealth), Weapon  
  Focus (strand)
  Skills Climb +27, Knowledge (dungeoneering) +13, Knowledge 
  (religion) +13, Perception +24, Stealth +18 (+44 in icy or stony 
  areas); Racial Modifiers +26 Stealth in icy or stony areas
  Languages Aklo, Common
  ECOLOGY
  Environment any underground
  Organization solitary, pair, or cluster (3–6)
  Treasure standard
  SPECIAL ABILITIES
  Strands (Ex) A shadow roper can extend up to six thin, 
  sticky strands from its body at a time, launching them to a 
  maximum range of 50 feet. A shadow roper’s attacks with 
  its strands resolve as ranged touch attacks. These strands 
  are quite strong, but can be severed by any amount of 
  slashing damage; each strand has an AC of 20. A creature 
  struck by a strand is numbed and weakened by the 
  strange material, and must succeed at a DC 25 Fortitude 
  save or take 1d6 points of Strength damage. The save DC 
  is Constitution-based. 
  When a Material Plane creature is trapped on or chooses 
  to remain on the Shadow Plane, it often finds that its 
  offspring take on some of the eerie qualities of its new 
  home dimension. Those who are born in that place become 
  weird mockeries of their kin on the Material Plane.
  Their colorings become jet-black (or at best a hazy gray), 
  their features become more menacing, and their eyes glow 
  white, a dulled crimson, a dark green, or a strange violet. 
  The variety of shadow creatures is as vast as that on the 
  Material Plane, creating dangers that are similar but have 
  additional defenses and abilities characteristic of creatures 
  truly native to the Shadow Plane’s perpetual gloom.
  Shadow creatures on the Material Plane will produce 
  offspring, giving rise to shadow creature enclaves in dark 
  corners of the world. Stranger still, a burgeoning ecology 
  of shadow creatures that forms a colony on the Material 
  Plane seems to create a small blighted realm of shadow 
  where they dwell. As such, areas grow more and more 
  overcast. Shadows become unnaturally deeper, darker, 
  and more cloying until the land itself seems to assume 
  the landscape and terrain of the Shadow Plane. As part of 
  this transformation process, one of the more intelligent 
  shadow creatures in the area becomes a shadow lord—a 
  dread agent of shadow that controls powerful shadow 
  abilities and works to expand its alien domain.
  CREATING A SHADOW CREATURE
  “Shadow creature” is an inherited template that can be 
  added to any living creature, referred to hereafter as the 
  base creature. A shadow creature retains all the base 
  creature’s statistics and abilities except as noted here.
  Challenge Rating: Same as the base creature +1.
  Alignment: Any (usually nongood). 
  Type: The base creature’s type changes to outsider, and 
  it gains the augmented subtype. Do not recalculate BAB, 
  saves, or skill ranks. 
  Senses: As the base creature plus darkvision 60 feet 
  and low-light vision. 
  Defensive Abilities: A shadow creature gains DR and 
  resistance to cold and electricity based on its Hit Dice, as 
  noted on the following table. 
  Hit Dice  Resist Cold and Electricity 
  DR
  1–4 
  5 
  —
  5–10 
  10 
  5/magic
  11+ 
  15 
  10/magic
  Shadow Blend (Su): In any illumination other than bright 
  light, a shadow creature blends into the shadows, giving 
  it concealment (20% miss chance). A shadow creature can 
  suspend or resume this ability as a free action.
  Spell Resistance (Ex): A shadow creature gains spell 
  resistance equal to the base creature’s CR + 6. 
  CREATING A SHADOW LORD
  “Shadow lord” is an acquired template that can be added 
  to any shadow creature with 5 or more Hit Dice (referred 
  to hereafter as the base creature). Most shadow lords were 
  238
  238
  
  originally humanoids. A shadow lord retains all the base 
  creature’s statistics and abilities (including those granted 
  by the shadow creature template) except as noted here.
  Challenge Rating: Same as the base creature +2.
  Alignment: Any evil. 
  Senses: A shadow lord gains the see in darkness ability.
  Armor Class: Same as the base creature (see also the 
  incorporeal step ability).
  Defensive Abilities: A shadow lord gains the following 
  defensive abilities.
  Energy Resistance and Damage Reduction (Su): A shadow 
  lord gains damage reduction and resistance to cold and 
  electricity based on its Hit Dice, as noted on the table 
  below. This replaces the energy resistance and damage 
  reduction granted by the shadow creature template. 
  Hit Dice  Resist Cold and Electricity 
  DR
  5–10 
  15 
  10/magic
  11–15 
  20 
  15/magic
  16+ 
  30 
  20/magic
  Incorporeal Step (Su): When a shadow lord moves, it 
  gains the incorporeal subtype and quality, including a 
  deflection bonus to AC equal to its Charisma bonus. It 
  loses the incorporeal subtype and special ability when it 
  stops moving.
  Attacks: A shadow lord gains a melee 
  touch attack that deals 1d6 points of 
  damage (Fortitude negates). The save 
  DC is equal to 10 + 1/2 the shadow 
  lord’s Hit Dice + the shadow 
  lord’s Charisma modifier. On 
  a critical hit, the shadow lord’s 
  touch attack also deals 1 point 
  of Constitution damage (also 
  negated by the saving throw).
  Special Attacks: A shadow lord gains 
  the following special attacks. Their 
  saving throw DCs for these attacks 
  are equal to 10 + 1/2 the shadow 
  lord’s Hit Dice + the shadow 
  lord’s 
  Charisma 
  modifier, 
  unless otherwise noted.
  Cloying Gloom Blast (Su): Three 
  times per day, the shadow lord 
  can unleash a 30-foot cone 
  of cloying gloom. On a failed 
  Fortitude saving throw, creatures 
  in the cone are affected by a slow 
  spell (caster level equal to the 
  shadow lord’s Hit Dice) and 
  are blinded for the duration 
  of the slow effect. 
  Spell-Like Abilities: A shadow lord gains the following 
  spell-like abilities, with a caster level equal to its Hit 
  Dice: at will—ray of sickeningUM; 3/day—shadow conjuration, 
  shadow stepUM; 1/day—greater shadow conjuration (if the 
  shadow lord has 11 or more Hit Dice), shadow walk.
  A creature created with shadow conjuration or greater 
  shadow conjuration that would normally have a celestial 
  or fiendish template (such as a bear) instead gains the 
  shadow creature template.
  Special Qualities: A shadow lord gains the following 
  special quality.
  Planar Thinning (Su): Once per day as a full-round 
  action, a shadow lord can thin the barriers between the 
  Material Plane and Shadow Plane, making it considerably 
  easier for creatures to cross between the two. This 
  functions like the planar travel aspect of the gate spell 
  (caster level equal to the shadow lord’s Hit Dice). This 
  planar thinning is immediately dispelled if in an area of 
  normal or bright light.
  Ability Scores: Dex +4, Cha +4. 
  Skills: A shadow lord gains a +8 racial bonus on all 
  Stealth checks.
  239
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  Shadow Creature
  Shadow Creature
  Illustration by Vincent Devault
  
  Shard Slag
  This smoldering mass of metal-encrusted goo sports half a dozen 
  pseudopods, each tipped with a burning-hot sword blade.
  SHARD SLAG 
  CR 8 
  XP 4,800
  N Huge ooze (fire)
  Init –2; Senses blindsight 60 ft., tremorsense 60 ft.; Perception –5
  Aura molten form (5 ft., 1d6 fire damage)
  DEFENSE
  AC 20, touch 6, flat-footed 20 (–2 Dex, +14 natural, –2 size)
  hp 126 (12d8+72)
  Fort +10, Ref +2, Will –1
  DR 5/magic; Immune acid, electricity, fire, ooze traits
  Weaknesses vulnerable to cold and water
  OFFENSE
  Speed 30 ft., burrow 20 ft.
  Melee 1d4+2 slag blades +13 (1d8+6/19–20 plus 2d6 fire)
  Space 15 ft.; Reach 15 ft.
  Special Attacks excruciating burn (DC 16), molten form,  
  slag blades
  STATISTICS
  Str 22, Dex 6, Con 23, Int —, Wis 1, Cha 1
  Base Atk +9; CMB +17; CMD 25 (can’t be tripped)
  SQ no breath
  ECOLOGY
  Environment any volcanoes or underground
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Burrow (Ex) A shard slag can burrow 
  through solid stone at half its normal 
  burrow speed.
  Excruciating Burn (Ex) A living 
  creature that takes fire 
  damage from a shard 
  slag must succeed at a 
  DC 16 Fortitude save or be 
  staggered for 1 round. This 
  is a fire effect. The save 
  DC is Constitution-based.
  Molten Form (Ex) 
  A shard slag’s 
  molten metal body is 
  hot enough to melt stone. 
  Creatures that begin their 
  turn within 5 feet 
  of a shard slag 
  take 1d6 points of 
  fire damage. Anyone 
  striking a shard slag 
  with a natural weapon or 
  unarmed strike takes 2d6 points of fire damage. A creature 
  that grapples a shard slag or is grappled by one takes 3d6 
  points of fire damage each round the grapple persists. A 
  creature that strikes a shard slag with a weapon can attempt 
  a DC 22 Reflex save; if it fails, it’s unable to pull the weapon 
  away from the shard slag’s molten body quickly enough, and 
  the weapon takes 2d6 points of fire damage. Unattended 
  objects in contact with a shard slag take 2d6 points of 
  fire damage per round. Damage caused to weapons and 
  unattended objects is not halved, and ignores the first 5 
  points of hardness. The save DC is Constitution-based.
  Slag Blades (Ex) Each round, a shard slag manipulates its 
  molten metal form to create 1d4+2 blade-like protrusions 
  it can extend to attack prey. The slag blades each strike as 
  Medium longswords that deal an additional 2d6 points of fire 
  damage. Additionally, the slag blades are natural weapons, 
  so a shard slag can use them to attack creatures it grapples. 
  Due to a shard slag’s constantly roiling molten body, the slag 
  blades melt away at the end of the shard slag’s turn each 
  round to be immediately replaced by 1d4+2 new slag blades.
  Vulnerable to Water (Ex) If a significant amount of water—
  such as the contents of a large bucket, the liquid created by 
  a create water spell, or a blow from a water elemental—
  strikes a shard slag, the creature must succeed at a DC 20 
  Fortitude save or be staggered for 1d6 rounds. A shard slag 
  that is immersed in water is automatically staggered and 
  must succeed at a DC 20 Fortitude save each round (this 
  DC increases by 1 each subsequent round) or be petrified, 
  reverting to its molten metal form once the water is gone.
  Shard slags are living mounds of magic-
  infused iron. They dwell within 
  the iron-rich molten 
  cores of worlds, the 
  hearts of active volcanoes, 
  or any location where the 
  borders of the Material Plane 
  and the Plane of Fire are thin. 
  Though they’re not 
  sentient, shard slags 
  are skilled hunters and 
  have developed a bizarre 
  method of hunting and 
  defending themselves. When 
  a creature is near, a shard slag 
  spontaneously alters its 
  molten body to produce 
  a number of razor-sharp 
  blades. The shard slag 
  then mindlessly attacks 
  until the other creature 
  is stabbed, burned, and 
  then consumed.
  240
  240
  Illustration by Damien Mammoliti
  
  Shark, Bull
  This sleek, gray predator weaves back and forth through the water 
  with savage grace. 
  BULL SHARK 
  CR 2
  XP 600
  N Medium animal (aquatic)
  Init +6; Senses blindsense 30 ft., keen scent, low-light vision; 
  Perception +6
  DEFENSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 11 (2d8+2)
  Fort +4, Ref +5, Will +1
  OFFENSE
  Speed swim 60 ft.
  Melee bite +3 (2d8+3)
  STATISTICS
  Str 15, Dex 14, Con 13, Int 1, Wis 12, Cha 2
  Base Atk +1; CMB +3; CMD 15 (can’t be tripped)
  Feats Improved Initiative
  Skills Perception +6, Swim +10
  ECOLOGY
  Environment any oceans
  Organization solitary, pair, or school (3–6)
  Treasure none
  This shark is named for its stocky shape, 
  flat snout, and aggressively territorial 
  behavior. Its natural environment 
  brings it close to humanoid 
  prey, and it has been known 
  to attack fishers, swimmers, 
  rafts, and canoes. Though 
  it prefers salt water, it 
  can tolerate fresh 
  water, and can leap 
  over obstacles like low 
  rapids. These qualities 
  make it a terrifying 
  aquatic predator that 
  can travel dozens 
  of miles up rivers 
  in search of prey, 
  striking in secluded 
  swimming holes and  
  placid lakes.
  A bull shark is 
  over 7 feet long and 
  weighs roughly 250 
  pounds. Female bull 
  sharks are slightly larger 
  than males.
  Shark, Great White
  This immense silvery beast is a majestic specimen, its gigantic 
  jaws lined with rows of serrated teeth.
  GREAT WHITE SHARK 
  CR 4
  XP 1,200
  N Huge animal (aquatic)
  Init +6; Senses blindsense 30 ft., keen scent, low-light vision; 
  Perception +11
  DEFENSE
  AC 19, touch 10, flat-footed 17 (+2 Dex, +9 natural, –2 size)
  hp 42 (5d8+20)
  Fort +10, Ref +6, Will +4
  OFFENSE
  Speed swim 60 ft.
  Melee bite +9 (2d8+10 plus bleed)
  Space 15 ft.; Reach 10 ft.
  Special Attacks bleed (1d6)
  STATISTICS
  Str 25, Dex 14, Con 19, Int 1, Wis 16, Cha 4
  Base Atk +3; CMB +12; CMD 24 (can’t be tripped)
  Feats Great Fortitude, 
  Improved Initiative, 
  Weapon Focus (bite)
  Skills Perception +11, 
  Swim +15
  ECOLOGY
  Environment any oceans
  Organization solitary, pair, 
  school (3–6), or pack (7–13)
  Treasure none
  The great white shark is one 
  of the largest predatory fish 
  in the ocean, and preys on 
  seals, small whales, seabirds, 
  dolphins, and turtles. Its 
  strength and speed even 
  allow it to leap out of 
  the water to reach prey 
  on land, rafts, or boats.
  Though fierce and 
  ruthless, great white 
  sharks are often careful 
  when they encounter a 
  new type of prey. They 
  make many biting passes 
  to evaluate the threat 
  their quarry poses.
  An adult great white 
  shark is 20 feet long and 
  weighs 5,000 pounds.
  241
  241
  Shard Slag–Shark
  Shard Slag–Shark
  Illustration by Dean Spencer
  
  Shobhad
  This gray-skinned goliath is lean and muscled. Its four powerful 
  arms carry weapons, and it wears a leather chest harness.
  SHOBHAD 
  CR 4
  XP 1,200
  N Large monstrous humanoid 
  Init +5; Senses darkvision 60 ft.; Perception +8
  DEFENSE
  AC 18, touch 10, flat-footed 17 (+4 armor, +1 Dex, +4 natural, 
  –1 size)
  hp 47 (5d10+20)
  Fort +5, Ref +5, Will +4
  Defensive Abilities ferocity; Resist cold 5
  OFFENSE
  Speed 40 ft. (30 ft. in armor)
  Melee longsword +5 (2d6+5/19–20), longsword +5 
  (2d6+2/19–20), 2 slams +4 (1d6+2)
  Ranged shobhad longrifle +6 (2d6/×4) or 
  2 javelins +5 (1d8+5)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 20, Dex 13, 
  Con 18, Int 10, 
  Wis 11, Cha 13
  Base Atk +5;  
  CMB +11; CMD 22
  Feats Combat Reflexes, 
  Improved Initiative, 
  Multiweapon Fighting, 
  Weapon FocusB (shobhad 
  longrifle)
  Skills Intimidate +9, Perception +8, 
  Stealth +2, Survival +8
  Languages Giant
  ECOLOGY
  Environment cold deserts or mountains
  Organization solitary, pair, raiding party 
  (3–19), or clan (20 or more plus 1 sergeant 
  of 3rd–4th level per 10 adults and 1 leader of 
  5th–7th level), plus mounts (use statistics for 
  ankylosaurus, Pathfinder RPG Bestiary 83).
  Treasure NPC gear (hide armor,  
  2 longswords, 2 javelins, shobhad longrifle 
  with 20 bullets, other treasure)
  These fabled four-armed giants are 
  native to a low-gravity planet and 
  renowned across several worlds 
  for their ferocity in battle. 
  Most shobhads are born 
  and come of age in fierce 
  tribal clans known collectively as the Shobhad-neh, and 
  disdain the “soft living” practiced by many other humanoid 
  races—they believe the abandonment of nomadic culture 
  is a slippery slope that leads away from individual honor 
  and into marginalization. Whether with flashing swords 
  and lances or mysterious longrifles capable of picking off 
  targets on faraway horizons, the clans of the Shobhad-
  neh constantly vie for resources in the hard deserts and 
  mountains where they live, their need to survive trumped 
  only by a still greater desire for honor.
  Though considered barbaric by many, the Shobhad-neh 
  operate under strict codes of conduct that dictate how a 
  warrior may gain status via ritualistic challenges or daring 
  coups in territorial squabbles. Unfortunately for other races, 
  these rules almost always apply exclusively to interactions 
  with other shobhads, and the Shobhad-neh see “lesser” 
  races as little more than sheep to be culled.
  Typical shobhad warriors stand 12 feet tall and 
  weigh 500 pounds, and their lean bodies are 
  corded with ropes of muscle. Most shobhads 
  prefer to go naked save for loincloths and 
  the leather harnesses that crisscross their 
  chests and secure their weapons in 
  place. When they wear clothing, 
  its either practical such as hide 
  armor and wrappings that protect 
  against biting sandstorms, or 
  ceremonial like the brightly 
  colored 
  skins 
  and 
  feathers 
  chieftains 
  and shamans wear.
  Though shobhads can be 
  found on occasion working 
  as lone mercenaries in cities, 
  such urban individuals are the 
  exception rather than the rule. 
  Shobhad shamans preach that 
  in human cities, an individual 
  is little more than a faceless cog 
  in a machine, remembered by no 
  one. Yet a shobhad warrior who rides 
  heroically into battle atop her armored 
  reptilian steed is never forgotten—neither 
  by her own kin, nor by the families of those 
  she defeats. Thus, in battle, a shobhad is made 
  truly immortal.
  SHOBHAD LONGRIFLE
  A shobhad longrif le is treated as a 
  Large rif le (Pathfinder RPG Ultimate 
  Equipment 46) with a range increment 
  of 200 feet, but it functions only 
  on low-gravity worlds.
  242
  242
  Illustration by Mattias Fahlberg
  
  Shredskin
  This floating creature looks like an orc’s animate, hollow skin. Its 
  upper half is intact, but its lower half is in tatters.
  SHREDSKIN 
  CR 2
  XP 600
  NE Small undead 
  Init +2; Senses darkvision 60 ft., detect undead; Perception +7
  DEFENSE
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
  hp 22 (4d8+4)
  Fort +2, Ref +3, Will +4
  Defensive Abilities amorphous; Immune undead traits
  OFFENSE
  Speed fly 40 ft. (average)
  Melee bite +6 (1d4), 2 claws +6 (1d4 plus grab)
  Special Attacks constrict (1d4), control body, enshroud,  
  grab (Medium)
  Spell-Like Abilities (CL 3rd; concentration +4)
  Constant—detect undead
  1/day—command undead (DC 13)
  STATISTICS
  Str 10, Dex 15, Con —, Int 6, Wis 10, Cha 13
  Base Atk +3; CMB +4 (+8 grapple); CMD 14 (can’t be tripped)
  Feats Agile Maneuvers, Weapon Finesse
  Skills Fly +4, Perception +7, Stealth +13
  Languages Common (can’t speak)
  SQ compression
  ECOLOGY
  Environment any land
  Organization solitary or pack (2–5)
  Treasure incidental
  SPECIAL ABILITIES
  Control Body (Su) A shredskin can wrap itself around a corpse 
  (or a corporeal undead it controls using command undead). 
  When wrapping a host body in this way, the shredskin 
  gains Strength 14 or the host body’s Strength, whichever 
  is higher, but cannot use its grab or enshroud abilities 
  which doing so. Attacks targeted at the shredskin deal 
  half damage to it and half damage to the host body; area 
  attacks deal normal damage to both the shredskin and its 
  host. If the host is destroyed, the shredskin unwraps itself 
  as a free action on its next turn. A typical Medium corpse 
  has 15 hit points for this purpose, while a Small corpse 
  has 10 hit points. A shredskin can only use this ability on a 
  generally humanoid-shaped creature (two arms, one head, 
  humanoid torso) of Medium or Small size.
  Enshroud (Ex) A shredskin that successfully pins a creature 
  can wrap itself around that target like a shirt. The target 
  gains the pinned condition, but the shredskin has neither 
  the grappled or pinned condition, and can move itself 
  and the target as if it controlled the target’s body. The 
  shredskin deals constrict damage to the target on its turn 
  each round (no combat maneuver check needed). Attacking 
  the shredskin while it’s using this ability damages both it 
  and the target as described in the control body ability. The 
  shredskin can release the target as a free action.
  A shredskin is a wretched undead creature created 
  either when a humanoid is skinned alive to be preserved 
  as a trophy or otherwise killed in a terrifying way that 
  leaves much of its upper half unharmed, such as being 
  dissolved feet-first in acid. A fragment of the creature’s 
  soul animates the skin and seeks vengeance on those who 
  created it, all the while trying to find a comfortable body 
  for it to use as it did when it was alive. A shredskin may 
  attack on its own and try to squeeze the life out of a living 
  humanoid to use it as a body, or it might control another 
  undead such as a skeleton, zombie, or ghoul, covering 
  it like a morbid costume. In either case, it abandons 
  its borrowed body if it finds a better one or the old one 
  is destroyed. A shredskin is usually recognizable by 
  creatures who knew it in life.
  Because it lacks a lower half, a shredskin is 3–4 feet tall 
  and weighs only 10–15 pounds.
  243
  243
  Shobhad–Shredskin
  Shobhad–Shredskin
  Illustration by Dave Allsop
  
  Shriezyx
  An oversized, eight-legged monstrosity stares ravenously from its 
  three beady eyes, its gaping maw dripping with green venom.
  SHRIEZYX  
  CR 4
  XP 1,200
  CE Medium aberration 
  Init +7; Senses darkvision 60 ft., tremorsense 60 ft.;  
  Perception +12
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
  hp 38 (7d8+7); regeneration 3 (fire)
  Fort +5, Ref +5, Will +6
  Defensive Abilities ferocity; Immune mind-affecting effects
  Weaknesses fear of fire, vulnerable to fire
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +8 (1d6+1 plus poison), 4 claws +8 (1d4+1)
  Special Attacks slowing toxin, web (+8 ranged, DC 14, 7 hp)
  STATISTICS
  Str 13, Dex 17, Con 12, Int 3, Wis 12, Cha 2
  Base Atk +5; CMB +6; CMD 19 (31 vs. trip)
  Feats Great Fortitude, Improved Initiative, Step Up, Weapon 
  Finesse
  Skills Climb +15, Perception +12; Racial Modifiers +4 Perception
  Languages Aklo
  ECOLOGY
  Environment any
  Organization solitary, pair, or hive (3–12) 
  Treasure incidental
  SPECIAL ABILITIES
  Fear of Fire (Ex) A shriezyx within 30 feet of a fire 
  the size of a torch or larger becomes shaken as 
  long as it remains within that range. If damaged 
  by fire, a shriezyx must make a successful 
  Will save (DC equals the amount of fire 
  damage dealt) or become frightened for 
  1 round.
  Poison (Ex) Bite—injury; save Fort DC 14;  
  frequency 1/round for 6 rounds; 
  effect 1d2 Str; cure 1 save.
  Slowing Toxin (Su) A 
  shriezyx’s web is 
  coated with a 
  supernatural 
  toxin that  
   
   
   
   
  numbs and deadens the nerves on contact. Any creature 
  struck by a shriezyx’s web must succeed at a DC 14 
  Fortitude save or become slowed (as the slow spell) for 
  1 minute. Each round, a victim may attempt a new DC 14 
  Fortitude save to end the effect early. This toxin fades 
  quickly from spun webs—it can only affect targets on the 
  round the web is spun. Existing webs remain sticky and 
  tangled, but do not have this slowing effect. The save DC is 
  Constitution-based.
  Devised by a cabal of ancient wizards to serve as 
  guardians for monuments and laboratories, shriezyx are 
  horrific spiderlike aberrations created in arcane vats out 
  of the flesh of many different creatures. Having outlived 
  their creators, they continue to lurk in ruins, caves, and 
  the deep places of the world, spreading far beyond the 
  original city where they were created.
  Shriezyx have no natural place in the ecology, but 
  easily fill the niche of any predator of comparable 
  strength. They can subsist on rats and other vermin 
  for long periods of time, but relish the opportunity 
  for a more substantial meal. Derros, drow, and other 
  subterranean races sometimes use them as guards or 
  mounts, or subject them to torturous experimentation. 
  These races use bribes of food and the threat of fire to 
  keep the creatures in line.
  Shriezyx can reproduce with their own kind or lay 
  unfertilized eggs that hatch into identical copies of 
  their parent. Eggs remain viable for years, hatching after 
  exposure to water, fresh air, or consistent warmth. A 
  typical shriezyx is 3 feet tall and weighs 300 pounds.
  244
  244
  Illustration by Eric Belisle
  Illustration by Helge C. Balzer
  
  Shulsaga
  Jagged scales cover this lean humanoid’s sculpted skin, glinting as 
  it soars upon a disk of radiant energy.
  SHULSAGA 
  CR 3
  XP 800
  N Medium outsider (extraplanar)
  Init +8; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 16, touch 14, flat-footed 12 (+4 Dex, +2 natural)
  hp 22 (4d10)
  Fort +1, Ref +8, Will +7
  OFFENSE
  Speed 30 ft., fly 60 ft. (perfect)
  Melee mwk trident +6 (1d8+1)
  Ranged mwk longbow +9 (1d8/×3)
  Special Attacks astral recoil
  Spell-Like Abilities (CL 3rd; concentration +1)
  3/day—floating disk (see below), shield, spiritual weapon
  STATISTICS
  Str 12, Dex 19, Con 10, Int 13, Wis 16, Cha 13
  Base Atk +4; CMB +5; CMD 19
  Feats Improved Initiative, Point Blank Shot
  Skills Acrobatics +11, Fly +19, Knowledge (planes) +8, 
  Perception +10, Ride +11, Stealth +11, Survival +10
  Languages Auran
  SQ disk rider, sense rift
  ECOLOGY
  Environment any (Astral Plane)
  Organization solitary, pair, hunting party (3−6), warband (7−22)
  Treasure standard (mwk longbow, mwk trident, other treasure)
  SPECIAL ABILITIES
  Astral Recoil (Su) As a full-round action, a shulsaga that 
  touches a silver cord (such as that created by the spell astral 
  projection) can cause the cord to recoil. The astral projecting 
  creature must succeed at a DC 15 Will saving throw or be 
  snapped back to its body, ending the spell effect but not 
  harming the spellcaster. The save DC is Wisdom-based.
  Disk Rider (Su) A shulsaga can only use its fly speed in tandem 
  with its floating disk spell-like ability. A shulsaga that casts 
  floating disk can use the spell to its normal effect, or step 
  upon it and use it to fly for the duration of the spell. 
  The disk can support its creator and the creator’s 
  equipment (even if this exceeds the load a floating 
  disk can normally bear), but nothing else. Only 
  the disk’s caster can ride it in this way. A 
  floating disk cast by a shulsaga is dismissible.
  Sense Rift (Su) As a standard action, a shulsaga 
  can detect any planar rift within 20 miles, 
  automatically learning its direction and 
  distance. This includes natural portals, non-instantaneous 
  planar spells such as gate, and other tears in reality.
  Natives of the Astral Plane, shulsagas wish only to be left 
  in peace to ride and hunt the wild voids. Life is rarely so 
  easy, though, as predatory outsiders, mortal travelers, and 
  souls making their passage to the Outer Planes constantly 
  trespass upon the shulsagas’ home plane. Proud and 
  territorial, the disk-riders use their intimate understanding 
  of astral forces to drive interlopers from their territory.
  Shulsagas live in a simple but far from primitive hunter 
  society, based around drifting villages that float upon stray 
  chunks of elemental detritus and astral protomatter. They 
  often train the massive beasts of their native plane (such as 
  astral leviathans) to pull and defend their unfettered homes. 
  Because shulsagas endlessly face the deadly beings that 
  travel the Astral Plane, most communities attack strangers 
  rather than risking their lives trying to distinguish friends 
  from foes. Shulsagas speak a raspy dialect of Auran.
  A shulsaga is born genderless. It reaches maturity when 
  it’s a century old, and can then 
  will its body toward a gender 
  it will have for the rest of its 
  life. Shulsagas can live to be 
  over 500 years old, but most 
  die earlier in hunts or planar 
  upheavals. They average 
  7 feet in height and 
  weigh 
  about 
  240 
  pounds. Many have 
  levels in ranger or 
  summoner.
  245
  245
  Shriezyx–Shulsaga
  Shriezyx–Shulsaga
  Illustration by Mark Molnar
  
  Skinstitch
  This hulking thing is a patchwork of rotten cloth and grotesque 
  skin, with stray bits of straw poking out the seams. 
  SKINSTITCH 
  CR 5
  XP 1,600
  N Large construct 
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
  hp 52 (4d10+30)
  Fort +1, Ref +1, Will +1
  DR 5/slashing; Immune construct traits; Resist cold 10, 
  electricity 10
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 30 ft.
  Melee longsword +7 (2d6+4/19–20), slam +2 (2d6+4)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 19, Dex 10, Con —, Int —, Wis 11, Cha 1
  Base Atk +4; CMB +9; CMD 19
  SQ nest, repair
  ECOLOGY
  Environment any land
  Organization solitary, hive (1 plus 1 swarm), or gang (2–4)
  Treasure none
  SPECIAL ABILITIES
  Nest (Su) A skinstitch’s body is a haven for a 
  swarm of snakes, spiders, and wasps. Any 
  swarm that shares a space with a skinstitch gains 
  fast healing equal to the swarm’s Hit Dice.
  Repair (Ex) A skinstitch can repair itself by sewing 
  additional fabric, leather, or hide to its body. 
  Doing so requires at least 1 square foot of 
  material and a full-round action, which restores  
  1 hit point to the skinstitch. 
  A skinstitch is a crude construct made of cloth, 
  leather, hides, and skins sewn together into a roughly 
  ogre-like shape and stuffed with hay. Skinstitches 
  are usually created by a spellcaster lacking the power, 
  talent, or gold to craft a flesh golem. 
  A skinstitch’s stuffing juts out of gaps in the sewing 
  and the mouths and eye-holes of its component 
  faces, giving it a horrifying, ragged look. Swarms 
  of vermin and other creatures often find refuge 
  within the straw, and the magic of this construct 
  grants swarms nesting within its body amazing 
  regenerative powers. Despite its appearance, a 
  skinstitch is strong, tough, and agile, though 
  its components make it susceptible to fire.
  VARIANT SKINSTITCHES
  A skinstitch created with material from specific creatures, 
  such as dragons or fire giants, may gain additional 
  abilities appropriate to that creature.
  Enhanced Skinstitch (CR +1): An enhanced skinstitch 
  has a natural armor bonus 5 greater than normal, a +5 
  bonus on Stealth checks, and fire resistance 10.
  Resilient Skinstitch (CR +1): A resilient skinstitch  
  loses its fire vulnerability and gains fire resistance 10 
  and DR 5/magic.
  CONSTRUCTION
  A skinstitch’s body is made from leather and cloth costing 
  at least 500 gp.
  SKINSTITCH
  CL 8th; Price 6,500 gp
  CONSTRUCTION
  Requirements Craft Construct, creator must be caster level 10 
  Skill Craft (leather); Cost 3,500 gp
  246
  246
  Illustration by Emiliano Petrozzi
  
  Snallygaster
  This lean, scaly beast has broad wings, horns, a single eye, and 
  writhing tentacles within its sharp, toothy beak.
  SNALLYGASTER 
  CR 3
  XP 800
  CE Medium aberration 
  Init +2; Senses darkvision 60 ft., scent; Perception +7
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 30 (4d8+12)
  Fort +4, Ref +3, Will +6
  OFFENSE
  Speed 20 ft., fly 60 ft. (good)
  Melee bite +6 (1d8+3/×3 plus bleed), 2 claws +6 (1d4+3), 
  sucking tentacles +1 (1d4+1 plus grab)
  Special Attacks aerial charge, bleed (1d6), sucking tentacles
  STATISTICS
  Str 17, Dex 15, Con 16, Int 5, Wis 14, Cha 9
  Base Atk +3; CMB +6 (+10 grapple); CMD 18 (22 vs. trip)
  Feats Flyby Attack, Skill Focus (Stealth)
  Skills Fly +10, Perception +7, Stealth +9 (+13 in forests); Racial 
  Modifiers +4 Stealth in forests
  Languages Aklo (can’t speak)
  ECOLOGY
  Environment temperate forests or mountains
  Organization solitary or pair
  Treasure none
  SPECIAL ABILITIES
  Aerial Charge (Ex) When a snallygaster charges downward 
  at an angle of 45 degrees or more, its bite attack deals 
  double damage (or triple damage on a critical hit). 
  Bleed damage is not multiplied for this attack.
  Sucking Tentacles (Ex) A snallygaster uses its 
  retractable tentacles to suck blood from its victim’s 
  bleeding wounds. If a target has a bleed effect and 
  the snallygaster grabs it with tentacles or maintains a 
  grapple against it, the target takes double the normal 
  bleed damage at the beginning of its next turn. When 
  the snallygaster is using its tentacles, it cannot make 
  bite attacks.
  The snallygaster is a hideous amalgamation of lizard 
  and bird that preys on unwary travelers. Its claws and beak 
  have an almost metallic sheen to them, hinting at their 
  sharpness and strength. Black stripes run the length of its 
  scaly blue hide all the way to the tip of its long, sinuous 
  tail. The snallygaster’s serpentine neck terminates at a 
  small, birdlike head with a single eye set in the center of 
  the forehead. In place of a tongue, its long throat contains 
  a slobbering mass of tentacles that twist and squirm 
  grotesquely whenever the creature extends them.
  A typical snallygaster measures 9 feet from the tip of its 
  tail to the point of its beak, with a wingspan of 15 feet and 
  a weight of approximately 200 pounds.
  The snallygaster is an ambush predator, attacking its prey 
  from above. Once it spots a potential victim, it dives toward 
  its unsuspecting foe, using the fall to build up momentum. 
  Once its foe lies dead or unconscious, the snallygaster 
  uses its tonguelike tentacles to slurp up the victim’s blood. 
  The only thing a snallygaster craves more than blood is 
  alcohol, and it spends much of each autumn scouring its 
  territory for fermenting fruit, on which it gorges itself 
  until thoroughly inebriated. Intoxicated snallygasters are 
  extremely aggressive.
  Snallygasters prefer to nest in wooded, mountainous 
  regions. They are primarily active during the day, which 
  they spend searching for food or scaring off rivals. Whether 
  or not a female snallygaster finds a mate, it lays one to two 
  eggs per year.
  247
  247
  Skinstitch–Snallygaster
  Skinstitch–Snallygaster
  Illustration by Rayph Beisner
  
  Soulbound Mannequin
  This strange construct is shaped like a masked humanoid made 
  of wood and porcelain. 
  SOULBOUND MANNEQUIN 
  CR 7
  XP 3,200
  N (but see below) Medium construct 
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +10
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
  hp 85 (10d10+30)
  Fort +3, Ref +6, Will +3
  DR 5/magic; Immune construct traits
  Weaknesses susceptible to mind-affecting effects
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +15 (1d8+4 plus grab)
  Special Attacks constrict (1d8+4)
  Spell-Like Abilities (CL 10th; concentration +9)
  At will—detect poison, light, mage hand,  
  open/close, prestidigitation
  3/day—alarm, feather fall, hold portal
  1/day—disguise self (see below), levitate, one 
  additional ability based on alignment (see below)
  STATISTICS
  Str 18, Dex 16, Con —, Int 11, Wis 10, Cha 9
  Base Atk +10; CMB +14 (+18 grapple); CMD 27
  Feats Improved Initiative, Martial Weapon 
  Proficiency (any one), Throw Anything, 
  Toughness, Weapon Focus (claw)
  Skills Intimidate +9, Perception +10
  Languages Common
  SQ alignment variation, soul focus
  ECOLOGY
  Environment any land
  Organization solitary, pair, or family (3–12)
  Treasure standard
  SPECIAL ABILITIES
  Alignment Variation (Ex) Soulbound 
  mannequins are at least partially 
  neutral in alignment, although they 
  can also be chaotic, evil, good, or lawful. 
  They have an alignment-dependent 
  spell-like ability usable once per day as 
  listed below.
  • Chaotic Neutral: confusion (DC 13)
  • Lawful Neutral: fear (DC 13)
  • Neutral: hold monster (DC 13)
  • Neutral Evil: enervation
  • Neutral Good: greater invisibility
  Disguise Self (Sp) The soulbound 
  mannequin can only disguise 
  itself as the living person it used to be at approximately 
  the age it was when its soul was used to make the 
  mannequin (this allows it to take the appearance of 
  another creature type).
  Soul Focus (Su) The soul bound to the mannequin lives within 
  a focus integrated into the doll or its apparel, typically a 
  carved mask. As long as this soul focus remains intact, it 
  can be used to animate another mannequin, at the same 
  cost as creating a new soulbound mannequin. The new 
  mannequin retains its personality and memories. A soul 
  focus has hardness 8, 12 hit points, and a break DC of 20.
  Susceptible to Mind-Affecting Effects (Ex) Unlike most 
  constructs, a soulbound mannequin is not immune to 
  mind-affecting effects.
  A soulbound mannequin is a human-sized improvement 
  on the soulbound doll (Pathfinder RPG Bestiary 2 255). The 
  binding process is sophisticated enough to leave much of 
  the soul’s personality intact. Most are crafted to allow 
  a faithful servant to remain with a prestigious 
  family or to allow a dying loved one to 
  remain among the living in a limited 
  way. Because the mannequin’s face 
  is expressionless and its voice has little 
  inflection, it carries several masks that it 
  uses to convey emotions. It often serves 
  its creator as a bodyguard, companion, 
  servant, sentry, or even paramour.
  CONSTRUCTION
  A soulbound mannequin is made 
  from wood or porcelain, with 
  one expertly carved mask worth 
  at least 500 gp to serve as the soul 
  focus. Creation requires a soul 
  fragment from a creature who dies at 
  some point during the creation of the 
  mannequin (this doesn’t prevent the 
  rest of the soul from continuing 
  on to the afterlife or prevent 
  the body from later being 
  revived). An unwilling soul 
  can resist the procedure with 
  a successful DC 20 Will save. 
  SOULBOUND MANNEQUIN
  CL 7th; Price 16,500 gp
  CONSTRUCTION
  Requirements Craft Construct, disguise 
  self, false life, lesser geas, magic jar, minor 
  creation, soul of a living creature who dies or 
  is slain during the creation process; Skill Craft 
  (sculptures); Cost 8,500 gp
  248
  248
  Illustration by Dave Allsop
  
  Soulbound Shell
  This white statue of a bald human is marbled with glowing green 
  veins of energy.
  SOULBOUND SHELL 
  CR 12
  XP 19,200
  N Medium construct 
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +15
  DEFENSE
  AC 26, touch 11, flat-footed 25 (+4 armor, +1 Dex, +11 natural)
  hp 132 (15d10+50)
  Fort +5, Ref +6, Will +7
  DR 10/adamantine and magic; Immune construct traits; SR 23
  Weaknesses cemented mind, susceptible to mind-affecting effects
  OFFENSE
  Speed 30 ft.
  Melee mwk dagger +17/+12/+7 (1d4+1/19–20)
  Wizard Spells Prepared (CL 12th; concentration +17)
  6th—beast shape IV, disintegrate (DC 21)
  5th—cloudkill (2, DC 22), dominate person (DC 21), passwall
  4th—black tentacles (2), fire shield, shout (DC 19)
  3rd—fly, lightning bolt (2, DC 18), stinking cloud (2, DC 20)
  2nd—false life (already cast), glitterdust (DC 19), hideous 
  laughter (DC 18), make whole, mirror image
  1st—charm person (2, DC 17), expeditious retreat, grease 
  (DC 18), mage armor (already cast), unseen servant
  0—acid splash, detect magic, mage hand, read magic
  STATISTICS
  Str 13, Dex 13, Con —, Int 20, Wis 10, Cha 13
  Base Atk +15; CMB +16; CMD 27
  Feats Combat Casting, Craft ConstructB, Greater Spell 
  Focus (conjuration), Improved Iron Will, Iron Will, Skill 
  Focus (Spellcraft), Spell Focus (conjuration), Spell Focus 
  (enchantment), Toughness
  Skills Craft (sculptures) +20, Disguise +16, Knowledge 
  (arcana) +20, Knowledge (engineering) +20, Perception +15, 
  Spellcraft +26, Use Magic Device +16
  Languages Aklo, Common, Draconic
  SQ soul focus
  ECOLOGY
  Environment any land
  Organization solitary or workshop (1 plus 2–8 other 
  constructs)
  Treasure standard (mwk dagger, other treasure)
  SPECIAL ABILITIES
  Cemented Mind (Ex) A soulbound shell can never 
  change its known or prepared spells.
  Soul Focus (Su) The soul bound to the shell lives within 
  a gem inside its chest. As long as this soul focus 
  remains intact, it can be used to animate 
  another shell, at the same cost as 
  creating a new soulbound shell, 
  and retains its personality and memories. A soul focus has 
  hardness 8, 12 hit points, and a break DC of 20.
  Spells A spellbound shell casts spells as a 12th-level cleric, 
  witch, or wizard, but does not gain any other class abilities.
  Susceptible to Mind-Affecting Effects (Ex) A soulbound shell 
  is not immune to mind-affecting effects.
  A soulbound shell is the perfected version of a soulbound 
  mannequin, allowing the soul to retain its spellcasting.
  CONSTRUCTION
  A soulbound shell is constructed from marble, a 5,000 gp 
  gem for the soul focus, and the soul of a willing spellcaster 
  of at least 12th level who dies at the culmination of the 
  creation process and animates the stone shell.
  SOULBOUND SHELL
  CL 12th; Price 115,000 gp
  CONSTRUCTION
  Requirements Craft Construct, false life, magic jar, make 
  whole, mnemonic enhancer, stoneskin; 
  Skill Craft (sculpture); Cost 60,000 gp
  249
  249
  Illustration by Dave Allsop
  Soulbound Mannequin–Soulbound Shell
  Soulbound Mannequin–Soulbound Shell
  
  Soulsliver
  This smooth-featured, humanoid creature appears to have skin 
  made entirely of mirrored glass.
  SOULSLIVER 
  CR 2
  XP 600
  NE Medium outsider (extraplanar, shapechanger)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +7
  DEFENSE
  AC 15, touch 14, flat-footed 11 (+3 Dex, +1 dodge, +1 natural)
  hp 19 (3d10+3); fast healing 1
  Fort +4, Ref +6, Will +2
  Resist acid 5, fire 5
  Weaknesses vulnerable to sonic
  OFFENSE
  Speed 40 ft.
  Melee 2 slams +5 (1d4+2)
  Special Attacks death throes
  Spell-Like Abilities (CL 3rd; concentration +4)
  3/day—mage hand, open/close, silent image
  1/day—mirror image
  STATISTICS
  Str 14, Dex 17, Con 12, Int 11, Wis 12, Cha 13
  Base Atk +3; CMB +5; CMD 19
  Feats Dodge, Improved Initiative
  Skills Acrobatics +9 (+13 when jumping), Bluff +7, Disguise +7 
  (+11 when using change shape), Perception +7, Sense Motive +7, 
  Stealth +9; Racial Modifiers +4 Acrobatics when jumping, 
  +4 Disguise when using change shape
  Languages Aklo, Common
  SQ change shape (any humanoid, alter self), compression, 
  mirror travel, perfect copy, sound mimicry (voices) 
  ECOLOGY
  Environment any land (extraplanar)
  Organization solitary or gang (2–5)
  Treasure incidental
  SPECIAL ABILITIES
  Death Throes (Su) When a soulsliver is killed, its body explodes 
  into jagged glass shards that deal 2d6 points of piercing and 
  slashing damage to creatures within a 20-foot-radius burst 
  (Reflex DC 12 half). The save DC is Constitution-based.
  Mirror Travel (Su) At will as a standard action, a soulsliver can 
  crawl into any mirror as if it were a door or window, instantly 
  transporting itself to another mirror within 500 feet as if 
  using dimension door (caster level 7th). It can remain within 
  that mirror indefinitely, or on its next turn crawl out or use 
  this ability again. Its compression ability allows it 
  to enter or exit Diminutive or larger mirrors. It can 
  only exit a mirror if it is using change shape to take 
  a specific creature’s form.
  Perfect Copy (Su) When a soulsliver uses change 
  shape, it can assume the appearance of a specific 
  individual. However, it is always the mirror image 
  of the person it copies, which might give away that 
  something is wrong.
  A soulsliver is an extradimensional shapechanger that 
  lurks in the half-dimensions behind mirrors. It watches 
  creatures on the Material Plane through reflective 
  surfaces, assumes their likeness, then crawls through the 
  mirror to kill and feast upon its prey. Whether they are 
  bizarre offshoots of the doppelganger race or originate 
  from some aberrant magic used to create a demiplane, 
  soulslivers are responsible for many unsolved murders, 
  and their mirror travel makes them hard to catch.
  A soulsliver causes trouble for a short while in its 
  assumed form, then retreats through the mirror to its 
  home plane. Its native plane is an aspect of the Plane of 
  Shadow, with reversed and grossly distorted creatures 
  and scenery from the Material Plane.
  250
  250
  Illustration by Xia Taptara
  
  Spawn of Yog-Sothoth
  The shape of this creature gives the impression of a squirming 
  mass accompanied by an indescribable monstrous stench.
  SPAWN OF YOG-SOTHOTH 
  CR 10
  XP 9,600
  CE Large aberration (extraplanar)
  Init +6; Senses blindsight 30 ft., darkvision 60 ft.; Perception +20
  Aura stench (30 ft., DC 22, 10 rounds)
  DEFENSE
  AC 24, touch 11, flat-footed 22 (+2 Dex, +13 natural, –1 size)
  hp 133 (14d8+70)
  Fort +9, Ref +8, Will +12
  Defensive Abilities tenuous natural invisibility; DR 10/magic; 
  Immune cold, fire; Resist sonic 10; SR 21
  OFFENSE
  Speed 30 ft., climb 30 ft.
  Melee bite +17 (1d8+8/19–20/×3), 4 tentacles +16 (1d6+4  
  plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks blood drain (1d4 Con), devastation
  STATISTICS
  Str 26, Dex 15, Con 21, Int 17, Wis 17, Cha 20
  Base Atk +10; CMB +19; CMD 30 (38 vs. trip)
  Feats Combat Reflexes, Improved Critical (bite), Improved 
  Initiative, Lightning Reflexes, Multiattack, Vital Strike, 
  Weapon Focus (tentacle)
  Skills Climb +33, Escape Artist +19, Intimidate +22, Knowledge 
  (arcana) +20, Perception +20, Spellcraft +20, Stealth +15
  Languages Aklo
  ECOLOGY
  Environment temperate hills
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Devastation (Ex) As a full-round action, the spawn 
  can assault a structure, dealing 4d6+16 points of 
  damage to the structure in that round.
  Tenuous Natural Invisibility (Ex) This functions like 
  natural invisibility, except it is subject to invisibility 
  purge and effects that outline invisible creatures (such 
  as glitterdust and faerie fire). It cannot be dispelled.
  The spawn of Yog-Sothoth are begotten upon the 
  world as the results of vile rituals in which cultists 
  call down the essence of Yog-Sothoth, an Outer God 
  from beyond the stars (see page 135) to impregnate 
  a humanoid creature. The Outer God is not of 
  this dimension or world; only by incorporating 
  flesh and bone of a mortal can its spawn exist. 
  Upon death, a spawn’s flesh rapidly melts until nothing 
  remains but a crusty stain. Although the spawn of 
  Yog-Sothoth are naturally invisible, they exude a hideous, 
  unforgettable stench that alerts others to their presence.
  Ancient legend holds that the spawn of Yog-Sothoth 
  are inflicted upon a world to clear it of all sane life and to 
  prepare the way for the return of the Great Old Ones. But 
  it’s just as likely that the carnage and mayhem it brings 
  upon the world is due to its ravenous and constant hunger 
  for blood as any agenda from masters beyond the stars.
  A spawn of Yog-Sothoth grows quickly to Large size, 
  but if it continues to feed, it also continues to grow, albeit 
  at a lesser rate. A truly ancient spawn of Yog-Sothoth can 
  be the size of a barn or even a small hill.
  Not all spawn of Yog-Sothoth are massive or inhuman. 
  Some (often twins to their more monstrous kin) remain 
  roughly humanoid in shape and size, although their 
  deformities still require them to wear disguises or layers 
  of baggy clothing if they want to walk unchallenged in 
  civilized regions. These sinister creatures have a wide 
  range of strange and unusual abilities and appearances, 
  and are usually spellcasters—typically oracles with the 
  dark tapestry mystery (Pathfinder RPG Ultimate Magic 54) 
  or sorcerers with the aberrant bloodline.
  251
  251
  Illustration by Tyler Walpole
  Soulsliver–Spawn of Yog-Sothoth
  Soulsliver–Spawn of Yog-Sothoth
  
  Spider, Goliath
  This massive brown-and-green tarantula is the size of a large 
  house and has huge, razor-sharp fangs.
  GOLIATH SPIDER 
  CR 11
  XP 12,800
  N Colossal vermin 
  Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DEFENSE
  AC 25, touch 3, flat-footed 24 (+1 Dex, +22 natural, –8 size)
  hp 147 (14d8+84)
  Fort +15, Ref +5, Will +4
  Immune mind-affecting effects
  OFFENSE
  Speed 40 ft., climb 20 ft.
  Melee bite +17 (6d8+22 plus poison)
  Space 30 ft.; Reach 30 ft.
  Special Attacks poison, poisoned web (+13 ranged, DC 23, 
  14 hp), trample (4d8+22, DC 32)
  STATISTICS
  Str 41, Dex 13, Con 22, Int —, Wis 10, Cha 2
  Base Atk +10; CMB +33; CMD 44 (56 vs. trip)
  Skills Climb +23, Perception +4, Stealth –7 (+1 in forests); Racial 
  Modifiers +8 Climb, +4 Perception, +8 Stealth (+16 in forests)
  ECOLOGY
  Environment any forests or swamps
  Organization solitary, pair, or colony (3–6)
  Treasure incidental
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 23; frequency 1/round 
  for 6 rounds; effect 1d6 Str and paralysis 1 round; 
  cure 2 consecutive saves.
  Poisoned Web (Ex) This ability works 
  like the web ability, but affects all 
  creatures in a 10-foot-radius 
  burst. In addition, any 
  creature hit by the web 
  must save against the 
  spider’s poison.
  Goliath spiders are giant 
  hunting 
  spiders 
  that 
  most often prey on large 
  creatures such as giant 
  scorpions, 
  snakes, 
  and 
  younger dragons, but sometimes 
  catch and paralyze smaller prey 
  to eat later. Camouflaged by their 
  hairs and coloration, they prowl 
  atop the forest canopy, dropping upon 
  unsuspecting creatures. Females often 
  cannibalize their mates.
  Spider, Scarlet
  This bright red spider has eight dexterous black legs, and can 
  move with amazing speed for its size. 
  SCARLET SPIDER 
  CR 1/4
  XP 100
  N Tiny vermin 
  Init +5; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 18, touch 17, flat-footed 13 (+5 Dex, +1 natural, +2 size)
  hp 4 (1d8)
  Fort +2, Ref +5, Will +0
  Immune mind-affecting effects
  OFFENSE
  Speed 30 ft.
  Melee bite +7 (1d3–4 plus poison)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks poison
  STATISTICS
  Str 3, Dex 21, Con 10, Int —, Wis 10, Cha 2
  Base Atk +0; CMB +3; CMD 9 (21 vs. trip)
  Feats Weapon FinesseB
  Skills Acrobatics +13, Climb +21, Perception +4, Stealth +17; 
  Racial Modifiers +8 Acrobatics, +8 Climb, +4 Perception,  
  +4 Stealth
  ECOLOGY
  Environment any land
  Organization solitary, pair, or colony (3–8)
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 10; frequency  
  1/round for 4 rounds; effect 1 Str; cure 1 save.
  Scarlet spiders are small arachnids with bright 
  red bodies and black legs. Scarlet spiders 
  don’t have web attacks. Though they 
  can be found in any terrain, scarlet 
  spiders are more common in 
  environments where they 
  can hunt large insects and 
  small mammals.
  A 
  spellcaster 
  who 
  selects a scarlet spider 
  as a familiar gains a 
  +3 bonus on Climb 
  checks as long as  
  the familiar remains 
  within 1 mile of her; a 
  scarlet spider familiar loses 
  the mindless trait and has an 
  Intelligence score appropriate for its 
  master’s level.
  252
  252
  Illustration by Vincent Devault
  
  Spring-Heeled Jack
  With jet-black skin and a small but menacing pair of horns, this 
  goateed, impish creature wields a bloody knife and a wicked grin.
  SPRING-HEELED JACK 
  CR 3
  XP 800
  CE Small fey 
  Init +5; Senses low-light vision; Perception +7
  DEFENSE
  AC 16, touch 16, flat-footed 11 (+5 Dex, +1 size)
  hp 26 (4d6+12)
  Fort +3, Ref +9, Will +4
  OFFENSE
  Speed 40 ft.
  Melee mwk dagger +9 (1d3+2/19–20)
  Special Attacks breath weapon (15-ft. cone, 2d6 fire damage, 
  Reflex DC 14 half, usable every 2d4 rounds), frightening 
  gaze, vault, sneak attack +1d6
  Spell-Like Abilities (CL 4th; concentration +5)
  Constant—feather fall, pass without trace
  1/day—passwall
  STATISTICS
  Str 15, Dex 21, Con 14, Int 10, Wis 10, Cha 13
  Base Atk +2; CMB +3; CMD 18
  Feats Toughness, Weapon Finesse
  Skills Acrobatics +12 (+16 when jumping), Bluff +6, Climb +9,  
  Escape Artist +12, Perception +7, Sleight of Hand +10, 
  Stealth +16; Racial Modifiers +4 Acrobatics when jumping
  Languages Common, Sylvan
  ECOLOGY
  Environment any land
  Organization solitary
  Treasure double (mwk dagger, other treasure)
  SPECIAL ABILITIES
  Frightening Gaze (Su) Any creature within a 10-ft. radius 
  upon whom Spring-Heeled Jack’s gaze falls is panicked for 
  1d6 rounds. A successful DC 13 Will save negates. The save 
  DC is Charisma-based.
  Vault (Su) Spring-Heeled Jack can jump up to 20 feet (vertically 
  or horizontally in any combination) as a move action without 
  provoking attacks of opportunity.
  This cruel-eyed night terror is infamous for his love of 
  trickery and spontaneous bursts of violence. Spring-Heeled 
  Jack stands about 4 feet tall and weighs about 80 pounds.
  Spring-Heeled Jack keeps up a reputation for gruesome 
  killing sprees and tends to flee the crime scene by leaping 
  onto buildings. He subsists on raw animal meat, from deer 
  to house rat to beetle. His knife is often his only company, 
  and after years of self-inflicted solitude Spring-Heeled 
  Jack considers it his best and only friend, and has taken to 
  calling it “Love.” The finely wrought knife has no special 
  properties, but is clearly of otherworldly origin and leaves 
  strange scars that are impossible to reproduce.
  Chaotic and spontaneous, Spring-Heeled Jack at times 
  lets his prey live to spread his legend. Though he doesn’t 
  commit his heinous crimes for notoriety alone, he revels in 
  the reputation he has earned and the fear that registers in 
  people’s eyes as he pounces upon them.
  It is widely thought that Spring-Heeled Jack was at 
  one point human, but lost his humanity in exchange for 
  fiendish powers. The truth is that “he” is a fey creature—
  the best known of a race of fey creatures related to 
  quicklings (Pathfinder RPG Bestiary 2 227). These fey are fond 
  of traveling to the Material Plane, where their mayhem is 
  more feared and appreciated. To add to the mystery, they all 
  use the same name among mortals and pretend to be the 
  same individual.
  253
  253
  Illustration by Jean-Baptiste Reynaud
  Spider–Spring-Heeled Jack
  Spider–Spring-Heeled Jack
  
  Star-Spawn of Cthulhu
  A mountainous form, this hideous creature is humanoid in 
  general shape, but its hateful face is a writhing mass of tentacles.
  STAR-SPAWN OF CTHULHU 
  CR 20
  XP 307,200
  CE Huge aberration
  Init +5; Senses blindsight 30 ft., darkvision 60 ft.; Perception +37
  Aura frightful presence (150 ft., DC 29)
  DEFENSE
  AC 36, touch 9, flat-footed 35 (+1 Dex, +27 natural, –2 size)
  hp 362 (25d8+250); regeneration 15 (fire)
  Fort +18, Ref +9, Will +25; +8 vs. divination and mind-affecting
  Defensive Abilities immortality, overwhelming mind; 
  Immune cold, disease, poison; SR 31
  OFFENSE
  Speed 40 ft., fly 60 ft. (average), swim 40 ft.
  Melee 2 claws +32 (2d6+16/19–20), 6 tentacles +27  
  (1d8+8/19–20 plus grab)
  Space 15 ft.; Reach 30 ft.
  Special Attacks constrict (1d8+8), overwhelming mind
  Spell-Like Abilities (CL 20th; concentration +27)
  Constant—mind blank
  At will—dream, insanity (DC 24), nightmare (DC 22), sending
  3/day—demand (DC 25)
  1/day—gate
  STATISTICS
  Str 42, Dex 13, Con 30, Int 23, Wis 29, Cha 24
  Base Atk +18; CMB +36 (+38 bull rush, +40 grapple); CMD 47 
  (49 vs. bull rush)
  Feats Awesome Blow, Critical Focus, Greater Vital Strike, 
  Improved Bull Rush, Improved Critical (claw), Improved 
  Critical (tentacle), Improved Initiative, Improved Iron Will, 
  Improved Vital Strike, Iron Will, Power Attack, Staggering 
  Critical, Vital Strike
  Skills Fly +25, Intimidate +35, Knowledge (arcana, geography, 
  planes) +31, Perception +37, Sense Motive +34, Spellcraft +34, 
  Swim +52, Use Magic Device +32
  Languages Aklo; telepathy 300 ft.
  SQ compression, limited starflight, no breath
  ECOLOGY
  Environment any
  Organization solitary, pair, or cult (3–6)
  Treasure standard
  SPECIAL ABILITIES
  Immortality (Ex) A star-spawn of Cthulhu does not age, nor 
  does it need to eat or breathe. Only violence can bring about 
  the death of one of these creatures.
  Limited Starflight (Ex) A star-spawn of Cthulhu can survive 
  in the void of outer space, and its wings allow it to use its 
  fly speed in outer space despite the lack of air. Unlike full 
  starflight (like that of the mi-go; see page 193), a star-spawn 
  of Cthulhu’s ability to fly in outer space does not allow it 
  to reach unusual speeds. When it wishes to fly to another 
  world, the creature relies entirely upon its immortality and 
  patience to complete the journey. When speed is required, it 
  instead uses its gate ability to make the journey quickly.
  Overwhelming Mind (Ex) A star-spawn of Cthulhu’s mind 
  is overwhelming in its power and alien structure. The first 
  time a creature other than an outsider (excluding native 
  outsiders) or aberration makes mental contact with a 
  star-spawn of Cthulhu, it must succeed at a DC 29 Will 
  save or be stunned for 1d4 rounds. On a successful save, 
  the creature is merely staggered for 1 round. This effect 
  can occur whether the star-spawn of Cthulhu initiates 
  mental contact (such as via a demand, dream, nightmare, 
  or sending spell-like ability, or once per round merely by 
  telepathic communication) or another creature attempts to 
  do so (such as via detect thoughts or dominate monster). 
  Once a creature is exposed to a specific star-spawn of 
  Cthulhu’s overwhelming mind, it is immune to this effect 
  from all star-spawn of Cthulhu for 24 hours. This is a mind-
  affecting effect. The save DC is Charisma-based.
  Of all the strange and malefic denizens of the void 
  between the stars, few cause the same terror as this titanic 
  race. They hail from a mad star whose light cannot be 
  seen by conventional telescopes, and the smallest of these 
  behemoths stand nearly 30 feet in height. Humanoid 
  in shape, their immense bodies have rubbery flesh that 
  seems to wriggle and seethe like a half-solidified ooze. 
  Tremendous draconic wings, murderous taloned hands, 
  and a tentacled visage that evokes the alien gaze of an 
  octopus complete the being’s monstrous shape. This 
  malevolent race has a name, yet it is no name known to 
  the sane. Among mortal scholars, they are known merely 
  by the name of their greatest priest—they are the star-
  spawn of Cthulhu. 
  The star-spawn of Cthulhu have a strange, mutable 
  anatomy—their form is not fixed. They can absorb parts 
  of their bodies or enlarge others at will, a trait they often 
  use on their claws or tentacles to dramatically extend 
  their reach in combat beyond what might normally be 
  possible for a creature of the same shape and size. Despite 
  this mutable shape, the star-spawn’s forms generally 
  don’t deviate far from that of an octopus-headed, winged 
  humanoid, likely because of the powerful links their 
  otherworldly minds have to their overlord and master, who 
  lies dead but dreaming in the lost city of R’lyeh. 
  Although they typically appear as immense humanoid 
  creatures with rubbery hides and octopoid heads, the 
  star-spawn of Cthulhu are not any more aquatic in nature 
  than they are terrestrial—that they’re often associated 
  with a planet’s oceans lies more in the simple fact that 
  oceans often cover the majority of a planet’s surface. The 
  254
  254
  
  creatures themselves, being equally at home on land, 
  at sea, or in the depths of space, make no real distinction 
  between such regions, choosing them as the sites of their 
  cities and temples for purposes only they can know. 
  Servants of the alien gods of the void, they work upon the 
  worlds they invade to wipe them clean of indigenous life 
  in preparation for the eventual time when the deep void 
  expands to replace all that exists with its strange realities. 
  The star-spawn of Cthulhu hold little malice toward 
  indigenous life—they simply can’t proceed with their 
  plans for a world while such life exists. Just as a human 
  might move into a house thinking it to be abandoned, only 
  to discover colonies of ants dwelling within the building’s 
  walls, the star-spawn work to eradicate indigenous 
  infestations. Their methods seldom vary from world to 
  world—those whose intellects they can influence via 
  dreams and nightmares they besiege as the victims sleep, 
  seeding the growth of destructive cults and societies. These 
  groups in turn further the star-spawn’s agenda, preparing 
  the world and bringing it to the brink of destruction. 
  When such worlds are poised to tear themselves apart 
  from within through unrest, civil war, excessive 
  pollution, or genocide, the star-spawn mobilize their 
  cults to end all things. The only reward such cults 
  may receive for their (sometimes unwitting) aid is 
  the dubious honor of being among the final few 
  to be eradicated, for the star-spawn have no interest 
  in and feel no responsibility toward their pawns.
  The fact that the star-spawn’s plans to 
  bring about the eradication 
  of life span centuries or 
  even millennia should 
  not be mistaken for sloth or 
  lassitude—the star-spawn are 
  inhumanly patient, and the 
  preparation of the universe’s 
  worlds must precisely follow 
  an unknowable schedule, 
  for only when the exact cosmic 
  convergences are in place and 
  the stars are right can they 
  make their final moves to end 
  all things. This time frame does 
  give some worlds a chance 
  to discover the star-spawn’s 
  influence and to delay or even 
  defeat their world’s star-
  spawned doom, but such 
  tales of triumph are rare in the 
  face of the void’s relentless tides.
  The star-spawn of Cthulhu 
  war with many other strange races out 
  of time and space, including elder things 
  (see page 85) and the servitors of other Great Old Ones 
  (see page  135). They have also been known to use these 
  creatures—and other races such as the mi-go—as pawns, 
  slaves, or minions to promote their immortal agenda.
  Though the star-spawn themselves hail from a distant 
  world deep in the void and can be found on countless 
  other realms as gods and monsters, their lord Cthulhu 
  (see page 138) dwells upon a distant planet far removed 
  from any commonly visited world. Yet while Cthulhu lies 
  imprisoned in the corpse-city of R’lyeh deep under a great 
  ocean, his dreams resonate still in the minds of his star-
  spawn, and from there touch upon the dreams of many 
  slumbering poets and philosophers on countless worlds. 
  Guided by their knowledge of their master’s great plan, 
  and updated by his far-reaching dreams, the star-spawn of 
  Cthulhu proceed inevitably toward their goals.
  255
  255
  Star-Spawn of Cthulhu
  Star-Spawn of Cthulhu
  Illustration by Scott Purdy
  
  Svartalfar
  This hairless, black-skinned elflike creature has an expressionless 
  face and wields an eerie ebon sword. 
  SVARTALFAR 
  CR 8
  XP 4,800
  LE Medium fey (extraplanar)
  Init +5; Senses darkvision 120 ft., low-light vision; Perception +18
  DEFENSE
  AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
  hp 84 (13d6+39)
  Fort +6, Ref +13, Will +12
  DR 10/cold iron; Resist cold 10, electricity 10; SR 19
  Weaknesses light blindness
  OFFENSE
  Speed 40 ft.
  Melee +1 longsword +9/+6 (1d8+4/19–20)
  Special Attacks bane, quickened spell strike, sneak attack +3d6
  Spell-Like Abilities (CL 13th; concentration +18)
  At will—chill touch (DC 16), corrosive touchUM
  3/day—frigid touchUM, shadow stepUM, vanishAPG
  1/day—force punchUM (DC 18), greater invisibility,  
  ray of exhaustion (DC 18)
  STATISTICS
  Str 12, Dex 21, Con 17, Int 18, Wis 14, Cha 21
  Base Atk +6; CMB +11; CMD 22
  Feats Agile Maneuvers, Combat Casting, 
  Iron Will, Skill Focus (Stealth), 
  Stealthy, Vital Strike, Weapon 
  Focus (longsword)
  Skills Acrobatics +21 
  (+25 when jumping), 
  Bluff +21, Escape Artist 
  +25, Intimidate +18, 
  Knowledge (nature) 
  +20, Knowledge (planes) 
  +17, Perception +18, Sense 
  Motive +18, Sleight of 
  Hand +21, Stealth +31; 
  Racial Modifiers 
  +4 Acrobatics  
  when jumping
  Languages Aklo, 
  Common, Elven, 
  Sylvan
  ECOLOGY
  Environment any 
  (Shadow Plane)
  Organization solitary, pair, cabal 
  (3–12), or clan (10–30)
  Treasure NPC gear (+1 longsword,  
  other treasure)
  SPECIAL ABILITIES
  Bane (Su) Once per day as a swift action, a svartalfar can 
  imbue one of its weapons with the bane weapon special 
  ability. It must select one creature type (and subtype, if 
  choosing humanoid or outsider) when it uses this ability. 
  This lasts for 1 hour. This ability only functions while the 
  svartalfar wields the weapon.
  Quickened Spell Strike (Su) Three times per day as a free action 
  after hitting with a melee weapon, a svartalfar can cast and 
  deliver one of the following of its spell-like abilities through 
  the weapon: chill touch, corrosive touch, force punch, frigid 
  touch, or ray of exhaustion. If the attack is a critical hit and 
  the spell-like ability deals damage, it deals double damage.
  The ancestors of the svartalfars were exiled from their 
  primordial home for grave crimes that no fey will speak 
  of. Fleeing to the Shadow Plane, they formed assassin 
  clans, and now they hire their services to any who pay 
  them. Their payment must be in secrets, bits of occult 
  science, and obscure information to add to their huge, 
  dark libraries in underground warrens hidden away 
  on the Shadow Plane. Svartalfars are extremely 
  interested in knowledge about the realm of the fey. 
  Many fear the svartalfars are searching for a way 
  to finally take their revenge upon those who 
  expelled them.
  These cold, calculating killers  
  are not swayed by whimsy or 
  deeper passions. They pride 
  themselves on their pitilessness and 
  inability to be bribed or dissuaded 
  from ending a target’s life once 
  they’ve been contracted to do so. 
  Once an assassination is paid for, 
  it’s the duty of all the svartalfars 
  of a clan or cabal to make sure 
  it gets done. If a clan or cabal 
  fails, another one will finish 
  the job.
  Svartalfars seem to  
  feel no love or real 
  friendship. All of their 
  actions are committed for 
  practical reasons—political 
  gain, procreation, or relieving 
  boredom. Focused and utterly 
  unyielding, they are considered 
  by many to be the perfect killers, 
  and their tenacity and mastery 
  over magic and shadows are a 
  death sentence for anyone who 
  has been marked as 
  their quarry.
  256
  256
  Illustration by Shreya Shetty
  
  Swan Maiden
  This tall, regal woman is clad in a long cloak of pristine white 
  swan feathers and silvery armor with a winged helm.
  SWAN MAIDEN 
  CR 6
  XP 2,400
  CG Medium fey (shapechanger)
  Init +5; Senses low-light vision; Perception +14
  DEFENSE
  AC 20, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 dodge, 
  +1 natural)
  hp 55 (10d6+20)
  Fort +5, Ref +12, Will +8
  DR 5/cold iron; Resist cold 10, electricity 10; SR 17
  OFFENSE
  Speed 30 ft., fly 40 ft. (good)
  Melee mwk rapier +11 (1d6+1/18–20)
  Ranged longbow +10 (1d8/×3)
  Spell-Like Abilities (CL 10th; concentration +12)
  At will—dancing lights
  1/day—confusion (DC 16), deep slumber (DC 15), entangle 
  (DC 13), glitterdust (DC 14), major image (DC 15)
  STATISTICS
  Str 13, Dex 20, Con 15, Int 10, Wis 12, Cha 15
  Base Atk +5; CMB +10; CMD 22
  Feats Agile Maneuvers, Dodge, Flyby Attack, Skill Focus 
  (Perception), Weapon Finesse
  Skills Acrobatics +11, Bluff +10, Fly +20, Knowledge (nature) +8, 
  Perception +14, Sense Motive +9, Stealth +20; Racial 
  Modifiers +4 Stealth
  Languages Common, Sylvan
  SQ change shape (trumpeter swan, beast shape I), feather cloak, 
  trackless step, transformation ritual
  ECOLOGY
  Environment temperate lakes or swamps
  Organization solitary, pair, or flock (3–10)
  Treasure standard (chain shirt, mwk longsword, longbow with 
  20 arrows, other treasure)
  SPECIAL ABILITIES
  Feather Cloak (Su) Without her feather cloak, a swan maiden 
  can’t use her change shape ability.
  Transformation Ritual (Su) A swan maiden can transform a 
  willing good female humanoid into a swan maiden via a 
  ritual that takes 24 hours. The humanoid loses her class and 
  racial abilities.
  Swan maidens are fey shapechangers who vow to protect 
  unspoiled wilds from the encroachment of civilization or 
  evil. They live in small flocks along secluded lakeshores. 
  Because stealing a swan maiden’s cloak robs her of her 
  shapechanging ability, most maidens avoid humanoids 
  and take up armor and weapons to defend themselves.
  Swan, Trumpeter
  This large waterfowl has a wide wingspan, all-white feathers, a 
  black bill, and a long, curving neck.
  TRUMPETER SWAN 
  CR 1/3
  XP 135
  N Small animal 
  Init +2; Senses low-light vision; Perception +8
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 5 (1d8+1)
  Fort +3, Ref +4, Will +1
  OFFENSE
  Speed 10 ft., fly 100 ft. (average)
  Melee bite +1 (1d4), 2 wings –4 (1d3)
  STATISTICS
  Str 10, Dex 15, Con 12, Int 2, Wis 13, Cha 5
  Base Atk +0; CMB –1; CMD 11
  Feats Skill Focus (Perception)
  Skills Fly +4, Perception +8
  ECOLOGY
  Environment temperate lakes or swamps
  Organization solitary, pair, or flock (3–10)
  Treasure none
  Swans are large and aggressive waterfowl. The average 
  adult trumpeter swan is 5 feet long and weighs around 
  25 pounds.
  257
  257
  Svartalfar–Swan Trumpeter
  Svartalfar–Swan Trumpeter
  Illustration by Diana Martinez
  
  Taniniver
  This legless, winged, white-eyed dragon is covered in patches of 
  diseased flesh, squirming with maggots and oozing pus.
  TANINIVER 
  CR 18
  XP 153,600
  NE Huge dragon 
  Init +4; Senses darkvision 120 ft., deathwatch; Perception +26
  Aura frightful presence (180 ft., DC 25)
  DEFENSE
  AC 33, touch 8, flat-footed 33 (+25 natural, –2 size)
  hp 270 (20d12+140)
  Fort +21, Ref +12, Will +15
  Defensive Abilities negative energy affinity; DR 15/good and 
  magic; Immune paralysis, sleep, visual effects; Resist acid 30, 
  cold 30, electricity 30, fire 30; SR 29
  OFFENSE
  Speed 30 ft., fly 200 ft. (clumsy)
  Melee bite +30 (4d6+11 plus disease), 2 claws +30 (2d8+11 plus 
  disease), tail slap +24 (2d8+5 plus disease)
  Space 15 ft.; Reach 10 ft. (15 ft. with bite)
  Special Attacks breath weapon (60-ft. cone, 1d6 Str drain plus 
  mummy rot, Fortitude DC 27 negates, usable every  
  1d4 rounds)
  Spell-Like Abilities (CL 20th; concentration +25)
  Constant—deathwatch
  3/day—animate dead, inflict serious wounds (DC 18)
  1/day—eyebite (DC 21), horrid wilting (DC 23), symbol of 
  pain (DC 20)
  STATISTICS
  Str 33, Dex 11, Con 25, Int 18, Wis 17, Cha 20
  Base Atk +20; CMB +33; CMD 43 (can’t be tripped)
  Feats Cleave, Combat Reflexes, Critical Focus, Great Fortitude, 
  Improved Initiative, Power Attack, Sickening Critical, Vital 
  Strike, Weapon Focus (bite), Weapon Focus (claw)
  Skills Bluff +28, Fly –12, Heal +26, Intimidate +28, Knowledge 
  (arcana) +27, Knowledge (religion) +27, Perception +26, Sense 
  Motive +26, Spellcraft +27, Stealth +15, Use Magic Device +28
  Languages Common, Draconic, Undercommon
  ECOLOGY
  Environment any land or underground
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Breath Weapon (Ex) A taniniver’s breath weapon is a 
  hideous gray cloud of disease particles. Any creature in the 
  area must succeed at a DC 27 Fortitude save or contract 
  mummy rot (Pathfinder RPG Bestiary 210). The disease is 
  contracted immediately (the onset period does not apply) 
  and is an instantaneous effect. Ongoing saving throws 
  against the disease use the dragon’s breath weapon DC. 
  The save DC is Constitution-based.
  Disease (Ex) A taniniver’s natural attacks infect its 
  opponent with a random disease from the following 
  list: blinding sickness, bubonic plague, cackle fever, 
  leprosy, mindfire, or shakes. The initial saving throw 
  against these diseases uses the breath weapon’s DC.
  Taninivers are a degenerate race of diseased 
  dragons. A taniniver’s body is 
  alive but constantly rotting. 
  Wracked by never-ending 
  pain, with the stench 
  of its own decaying 
  f lesh so strong it 
  nearly overwhelms 
  the vile creature’s 
  enhanced senses, 
  the foul taniniver 
  spends most of its 
  time in magical 
  research to reverse 
  the progression of 
  its diseases or, failing 
  that, to stave off further 
  deterioration. Taninivers 
  often ally with cults of undeath 
  or dragonkind.
  258
  258
  Illustration by Tyler Walpole
  
  Tiberolith
  A bizarre thrum echoes from somewhere deep within this towering 
  stone hulk, and blue liquid runs down its shuddering body.
  TIBEROLITH 
  CR 10
  XP 9,600
  N Huge construct 
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 24, touch 8, flat-footed 24 (+16 natural, –2 size)
  hp 111 (13d10+40)
  Fort +4, Ref +4, Will +4
  Defensive Abilities spell trap; DR 10/adamantine and 
  bludgeoning; Immune acid, construct traits; Resist 
  electricity 30; SR 24
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +19 (3d8+8)
  Space 15 ft.; Reach 15 ft.
  Special Attacks corrosive strikes, shockwave
  STATISTICS
  Str 26, Dex 11, Con —, Int —, Wis 11, Cha 1
  Base Atk +13; CMB +23; CMD 33
  ECOLOGY
  Environment any coastlines or water
  Organization solitary, pair, or squad (3–4)
  Treasure standard
  SPECIAL ABILITIES
  Corrosive Strikes (Ex) A tiberolith reduced to 30 or fewer hit 
  points leaks acid, and deals an additional 1d6 points of acid 
  damage with its slam attacks.
  Shockwave (Su) Three times per day, a tiberolith can unleash a 
  burst of electricity. This blast deals 12d6 points of electricity 
  damage to all creatures within 30 feet (Reflex DC 16 half). 
  A tiberolith is immune to its shockwave and that of other 
  tiberoliths. The save DC is Constitution-based.
  Spell Trap (Su) When a tiberolith is targeted by a spell that 
  allows spell resistance and its spell resistance fails to protect 
  it against that spell, the spell instead becomes trapped in the 
  tiberolith’s magical runes. The runes can only trap one spell 
  at a time; if a second spell would become trapped, the first 
  spell affects the tiberolith normally (including 
  allowing a saving throw, if appropriate) 
  and the second spell is trapped. A trapped 
  spell dissipates harmlessly after 24 hours.
  Tiberoliths are magical constructs 
  with primitive internal mechanical 
  components, held together with sinew 
  and plant matter. Created by a 
  vicious lost civilization to protect 
  its citadels, villages, and treasures, 
  tiberoliths are found in submerged ruins and remain 
  immobile unless attacked or approached by unauthorized 
  intruders. Each is covered in a unique pattern of markings 
  that glow blue when it moves. When active, it makes an 
  unmistakable high-pitched whirring sound. A tiberolith 
  typically stands 18 feet tall and weighs 7,000 pounds. 
  Its stone body is filled with an acidic blue alchemical 
  liquid that channels electricity from its mechanisms. 
  In addition to this fluid, its hollow interior spaces have 
  puzzlebox-like devices anchored within them, though how 
  these relate to the creature’s movement is unknown. 
  CONSTRUCTION
  A tiberolith is created from three stone slabs (2,500 pounds 
  each). They’re bound with plant matter or sinew treated 
  with unguents costing at least 7,000 gp.
  TIBEROLITH
  CL 12th; Price 48,000 gp
  CONSTRUCTION
  Requirements Craft Construct, acid fog, limited wish, stone 
  shape, creator must be at least caster level 11th; Skill Craft 
  (sculptures) or Craft (stonemasonry) DC 18; Cost 24,000 gp
  259
  259
  Taniniver–Tiberolith
  Taniniver–Tiberolith
  Illustration by Dave Allsop
  
  Tikbalang
  Merging the features of a horse and human, this monstrosity has an 
  equine snout, sharp fangs, and long forelimbs with clawed fingers. 
  TIKBALANG 
  CR 9
  XP 6,400
  CE Large monstrous humanoid 
  Init +3; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +18
  DEFENSE
  AC 22, touch 13, flat-footed 18 (+3 Dex, +1 dodge, +9 natural, 
  –1 size)
  hp 114 (12d10+48)
  Fort +10, Ref +11, Will +11
  OFFENSE
  Speed 40 ft.
  Melee bite +18 (2d4+7/19–20), 2 hooves +13 (1d8+10)
  Ranged 4 spines +14 (1d6+8)
  Space 10 ft.; Reach 10 ft.
  Special Attacks pounce, spines, trample (1d8+10, DC 23)
  Spell-Like Abilities (CL 12th; concentration +16)
  Constant—spider climb
  At will—ventriloquism (DC 15), invisibility
  3/day—major image (DC 17)
  1/day—fly (self only), mirage arcana (DC 19)
  1/week—maze
  STATISTICS
  Str 24, Dex 16, Con 19, Int 11, Wis 16, Cha 19
  Base Atk +12; CMB +20; CMD 34
  Feats Combat Reflexes, Deceitful, Dodge, Great 
  Fortitude, Improved Critical (bite), Power Attack
  Skills Bluff +20, Disguise +6, Perception +18, Sense 
  Motive +9, Stealth +14, Survival +12
  Languages Common, Sylvan
  SQ change shape (Small or Medium humanoid, alter 
  self), powerful blows (hooves), sound mimicry (sounds 
  and voices)
  ECOLOGY
  Environment warm jungles or forests
  Organization solitary, pair, or gang (3–5)
  Treasure standard
  SPECIAL ABILITIES
  Spines (Ex) As a standard action, a tikbalang can launch 
  four spines from its mane, each dealing 1d6 
  points of damage plus its Strength bonus. This 
  attack has a range of 120 feet with no range 
  increment. All targets must be within 30 feet 
  of each other. A tikbalang can launch only 24 
  spines in any 24-hour period.
  Dangerous protectors of deep forests and lush jungles, 
  tikbalangs are malicious creatures that enjoy 
  leading travelers astray. Tikbalangs mimic sounds to lure 
  explorers off their determined path, even separating a 
  single traveler from his group and kidnapping him. They 
  use their magical abilities to make the forest confusing 
  to those passing through, often weaving illusions around 
  a path to hide important turns or cloaking the entire 
  jungle in an unfamiliar appearance.
  Sometimes a tikbalang stalks intruders, spying on 
  them from afar or from within the canopies of trees 
  to learn more about its visitors. It then uses its change 
  shape ability to appear as someone familiar to its first 
  victim (such as another member of the group) and leads 
  that person deeper into the woods to become lost. Once 
  the victim is out of hearing range, the tikbalang drags it 
  into a high tree, wraps it in vines, and packs its mouth 
  with leaves and moss to stifle its screams. The tikbalang 
  may eat its prisoner, offer to release it if the other 
  intruders leave, or leave its corpse as a grisly warning to 
  other travelers.
  Though sinister and always looking to bring ruin 
  to explorers, tikbalangs can be bribed or mollified 
  into allowing safe passage with offerings or the 
  performance of strange rituals, such as singing 
  a song, wearing a shirt inside out, or giving 
  the monster bread and honey. The 
  exact bribe is different each 
  day, and the tikbalang never 
  explains what it wants. 
  260
  260
  Illustration by Eric Belisle
  Illustration by David Melvin
  
  Titan, Fomorian 
  This godlike giant wears armor made of thick plates of blackened 
  iron and wields a great bladed mace.
  FOMORIAN TITAN 
  CR 22/MR 8
  XP 614,400
  CE Colossal outsider (chaotic, evil, extraplanar, mythic)
  Init +1; Senses darkvision 60 ft., divine spell perception; 
  Perception +26
  Aura frightful presence (60 ft., DC 27)
  DEFENSE
  AC 41, touch 3, flat-footed 40 (+14 armor, +1 Dex, +24 natural, 
  –8 size; +4 deflection vs. divine)
  hp 413 (18d10+314); regeneration 15 (good artifacts, effects, 
  and spells)
  Fort +24, Ref +9, Will +18; +8 vs. mind–affecting, +4 vs. divine
  Defensive Abilities fortification (50%); DR 15/epic and lawful; 
  Immune aging, death effects, disease; Resist electricity 30, 
  fire 30; SR 33
  OFFENSE
  Speed 30 ft., (40 ft. base), air walk
  Melee +3 speed wounding heavy mace 
  +29/+29/+24/+19/+14 (6d6+19/19–20/×3 plus bleed 
  and push), slam +26 (2d8+24 plus push)
  Space 30 ft.; Reach 30 ft.
  Special Attacks bleed (4d6), blood rage, mythic 
  power (8/day, surge +1d10), push (heavy 
  mace or slam, 10 ft.), rock throwing (100 ft.), 
  trample (2d8+24, DC 35)
  Spell-Like Abilities (CL 20th; concentration +28)
  Constant—air walk, mind blank, true seeing
  At will—break enchantment, divination, greater 
  dispel magic, sending
  3/day—disintegrate (DC 24), greater scrying 
  (DC 25), heal, mass suggestion (DC 24)
  1/day—cursed earthUM, greater planar 
  ally, mage’s disjunction (DC 27), spell 
  turning, wish
  STATISTICS
  Str 42, Dex 12, Con 37, Int 29, Wis 20, 
  Cha 27
  Base Atk +18; CMB +42 (+44 bull rush); CMD 53 (55 vs. bull rush)
  Feats Awesome Blow, Critical Focus, Improved Bull Rush, 
  Improved CriticalM (heavy mace), Iron WillM, Lightning 
  Reflexes, Power AttackM, Staggering Critical, Vital StrikeM
  Skills Acrobatics +14, Bluff +29, Craft (any one) +30, 
  Diplomacy +20, Heal +23, Intimidate +29, Knowledge 
  (arcana, history) +21, Knowledge (planes, religion) +30, 
  Perception +26, Sense Motive +26, Spellcraft +30, 
  Survival +23, Swim +29, Use Magic Device +29
  Languages Abyssal, Celestial, Common; 
  telepathy 300 ft.
  ECOLOGY
  Environment any (Abyss)
  Organization solitary, pair, or war band (3–6)
  Treasure double (+3 speed wounding heavy mace, +4 
  moderate fortification full plate, other treasure)
  SPECIAL ABILITIES
  Divine Resistance (Su) A fomorian titan gains a +4 deflection 
  bonus to Armor Class and a +4 bonus on saving throws 
  against attacks and effects from deities, outsiders who serve 
  a deity, and divine spellcasters.
  Divine Spell Perception (Su) A fomorian titan automatically 
  notices divine spellcasting within 60 feet. It automatically 
  pinpoints the location of the caster, identifies the spell being 
  cast, and knows the intended target or area of the spell.
  Fomorian titans were the first titans created by the gods. 
  In their pride, the titans intruded on the domain of their 
  masters and created life of their own, so they too might be 
  worshiped. The gods were forced to battle their creations, 
  and though they won, they could not bring themselves to 
  destroy the fomorians, and instead shackled 
  the titans in armor that hid their beauty and 
  imprisoned them in secret prisons across 
  the multiverse.
  261
  261
  Tikbalang–Titan, Fomorian
  Tikbalang–Titan, Fomorian
  Illustration by Alexandur Alexandrov
  
  Tooth Fairy
  This gaunt fairy has tattered ears, black eyes, and a huge mouth 
  filled with mismatched teeth. It carries an oversized pair of pliers.
  TOOTH FAIRY 
  CR 1/4
  XP 100
  CE Diminutive fey (extraplanar)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +7
  DEFENSE
  AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
  hp 5 (2d6–2)
  Fort –1, Ref +5, Will +5
  DR 2/cold iron
  OFFENSE
  Speed 15 ft., fly 60 ft. 
  (perfect)
  Melee +1 pliers +8 (1d4–2/ 
  19–20/×2), bite +7 (1d4–3 
  plus paralysis)
  Space 1 ft.; Reach 0 ft. (5 ft. 
  with pliers)
  Special Attacks death throes, 
  paralysis (1d3 rounds, DC 11), 
  pliers, tricky thief
  Spell-Like Abilities (CL 5th; 
  concentration +7)
  At will—mage hand, open/close
  1/day—invisibility (self only), 
  sleep (DC 13)
  STATISTICS
  Str 5, Dex 14, Con 9, Int 8, Wis 15, 
  Cha 14
  Base Atk +1; CMB –1 (+3 dirty 
  trick, +7 steal); CMD 6 (8 vs. 
  steal)
  Feats Weapon Finesse, Improved StealB, APG,  
  Greater StealB, APG
  Skills Acrobatics +7 (+3 when jumping), Escape Artist +7, 
  Fly +16, Perception +7, Sense Motive +7, Stealth +19; Racial 
  Modifiers –4 Acrobatics when jumping
  Languages Sylvan
  ECOLOGY
  Environment any urban or plains
  Organization solitary, pair, or gang (3–12)
  Treasure standard
  SPECIAL ABILITIES
  Death Throes (Su) When killed, a tooth fairy explodes into a 
  cloud of sparkling white fairy dust that clings to creatures 
  within 5 feet. This glittery substance has a stench so foul 
  that it sickens any creature coated by it for 1d4 rounds 
  (Fortitude DC 10 negates). This is a poison effect. The save 
  DC is Constitution-based.
  Pliers (Su) Each tooth fairy owns a pair of pliers it uses 
  to torment its victims. In the hands of a tooth fairy, the 
  pliers deal damage as a +1 dagger wielded by a Medium 
  creature. The pliers have hardness 10 and 3 hit points. If its 
  pliers are destroyed, a tooth fairy is stunned for 1 round. If 
  the tooth fairy is killed, the pliers rust away into worthless 
  splinters 1d4 rounds later. A tooth fairy can create a new 
  pair of pliers by spending one hour crafting (no materials 
  required), which destroys the previous pair. The pliers grant 
  the tooth fairy the Greater Dirty TrickAPG feat and a +4 bonus 
  on dirty trick and steal combat maneuvers.
  Tricky Thief (Su) A tooth fairy can use a dirty trick combat 
  maneuver with its pliers to pinch an opponent’s fingers, 
  or a steal combat maneuver to steal an opponent’s tooth. 
  A finger pinch deals 1 point of Dexterity damage. Stealing 
  a tooth deals 1 point of Charisma damage and 1 point of 
  bleed damage. If the stolen tooth is reattached within 
  10 minutes and the character 
  receives any amount of 
  magical healing, the 
  tooth reattaches, the 
  bleed damage ends, 
  and the Charisma 
  damage is cured.
  Tooth fairies are fey created 
  when a willful child’s tooth (or, 
  rarely, a whole child) is buried in 
  a place with strong connections 
  to the mysterious realm of the fey. 
  Wicked and capricious, tooth fairies 
  delight in spreading fear and pain, and 
  have a perverse need to steal the teeth of 
  humanoid creatures.
  Each night, gangs of tooth fairies 
  stalk humanoid settlements, using their 
  magic to confuse and distract their victims, 
  and reveling in the looks of horror on their 
  victims’ faces as the fey suddenly appear out of 
  the darkness with their dirty, bloody pliers. The 
  fairies then lull their targets to sleep and get to work at 
  claiming their prizes. Some cautious fairies bite their 
  targets to paralyze them and ensure the victims can’t 
  wriggle away from the fairy’s grasping pliers; others enjoy 
  the sounds of creatures awakening to their own screams as 
  the fairy torments them with harsh pinches and painful 
  tugs on fingers, teeth, or eyelids.
  Tooth fairies use stolen teeth either to replace their 
  own lost teeth (if the stolen teeth are small) or to decorate 
  their dwellings, which usually lie inside abandoned 
  buildings or knotholes in trees. Used as stools, carved 
  into minuscule sculptures, or worn as crowns, the prized 
  teeth serves as trophies of their successful raids.
  262
  262
  Illustration by Damien Mammoliti
  
  Tortoise, Giant
  This tortoise is half the height of a human, and has a domed shell, 
  leathery skin, and a long neck.
  GIANT TORTOISE 
  CR 1
  XP 400
  N Medium animal 
  Init –2; Senses low-light vision; Perception +7
  DEFENSE
  AC 16, touch 8, flat-footed 16 (–2 Dex, +8 natural)
  hp 22 (3d8+9)
  Fort +8, Ref +1, Will +2
  OFFENSE
  Speed 10 ft.
  Melee bite +4 (1d6+3)
  STATISTICS
  Str 14, Dex 7, Con 16, Int 2, Wis 13, Cha 9
  Base Atk +2; CMB +4; CMD 12 (16 vs. trip)
  Feats Endurance, Great Fortitude
  Skills Perception +7 (+3 for sound–based checks); Racial 
  Modifiers –4 Perception for sound–based checks
  SQ buoyant, shell, slow and steady
  ECOLOGY
  Environment warm deserts or islands
  Organization solitary, pair, or herd (6–12)
  Treasure none
  SPECIAL ABILITIES
  Buoyant (Ex) A tortoise that fails a Swim check by 5 or more 
  does not sink.
  Shell (Ex) As a move action, a tortoise can pull its extremities 
  and head into its shell. It can’t move or attack as long as it 
  remains in this state, but its armor bonus from natural armor 
  increases by 4 as long as it does. It may end this state as 
  a move action.
  Slow and Steady (Ex) A tortoise’s speed is 
  never modified by armor or encumbrance.
  Giant tortoises typically live on tropical 
  islands without large predators. Despite 
  their impressive shells, their slow speed 
  makes them easy prey, especially for 
  vermin and other creatures that 
  consume their eggs. Tortoises are 
  herbivores, and can survive for 
  months or even years without food or 
  water. Despite being poor swimmers, 
  their buoyancy and long necks 
  capable mean they can survive for 
  significant periods at sea.
  A typical giant tortoise is 3-1/2 
  feet tall to the top of the shell and 
  weighs 500 pounds.
  Tortoise, Immense
  Plants and even trees grow atop the shell of this massive tortoise, 
  which gazes about with dull, placid eyes.
  IMMENSE TORTOISE 
  CR 8
  XP 4,800
  N Colossal animal 
  Init –2; Senses low-light vision; Perception +14
  DEFENSE
  AC 25, touch 0, flat-footed 25 (–2 Dex, +25 natural, –8 size)
  hp 126 (11d8+77)
  Fort +16, Ref +5, Will +3
  OFFENSE
  Speed 20 ft.
  Melee bite +15 (4d6+22/19–20)
  Space 30 ft.; Reach 30 ft.
  Special Attacks trample (2d8 + 22, DC 30)
  STATISTICS
  Str 40, Dex 7, Con 24, Int 2, Wis 11, Cha 9
  Base Atk +8; CMB +31; CMD 39 (43 vs. trip)
  Feats Critical Focus, Endurance, Great Fortitude, Improved 
  Critical (bite), Improved Great Fortitude, Power Attack
  Skills Perception +14 (+10 for sound–based checks); Racial 
  Modifiers –4 Perception for sound–based checks
  SQ buoyant, shell, slow and steady (see giant tortoise)
  ECOLOGY
  Environment warm islands
  Organization solitary
  Treasure none
  These immense, ancient tortoises never stop growing.
  263
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  Tooth Fairy–Tortoise
  Tooth Fairy–Tortoise
  Illustration by Rudy Rodriguez
  
  Trox
  This hulking juggernaut has two massively muscled arms and a 
  group of four smaller ones that jut from under its rib cage.
  TROX	
  CR	2
  XP	600
  Trox barbarian 1
  CN Large monstrous humanoid 
  Init +1; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 10, touch 8, flat-footed 9 (+2 armor, +1 Dex, –2 rage, –1 size)
  hp 17 (1d12+5)
  Fort +6, Ref +1, Will +2
  OFFENSE
  Speed 40 ft., burrow 20 ft.
  Melee warhammer +7 (2d6+7/×3)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks frenzy, rage (6 rounds/day)
  TACTICS
  Base	Statistics When not raging, the trox’s statistics are AC 12, 
  touch 10, flat-footed 11; hp 15; Fort +4, Will +0; warhammer +5 
  (2d6+5/×3); Str 21, Con 14; CMB +7, CMD 18; Skills Climb +9.
  STATISTICS
  Str 25, Dex 13, Con 18, Int 8, Wis 10, Cha 6
  Base	Atk +1; CMB +9 (+11 grapple); CMD 18 (20 vs. grapple)
  Feats Improved GrappleB, Power Attack
  Skills Climb +11, Intimidate +2, Survival +4
  Languages Terran 
  SQ fast movement, grabbing appendages
  ECOLOGY
  Environment tropical deserts
  Organization solitary, band (2–8), or clan (9–20)
  Treasure NPC gear (leather armor, 
  warhammer, other treasure)
  SPECIAL	ABILITIES
  Frenzy	(Ex): Once per day when a trox takes damage, it 
  flies into a frenzy for 1 minute, gaining a +2 racial bonus to 
  Constitution and Strength, but a –2 penalty to AC.
  Grabbing	Appendages	(Ex): A trox’s smaller arms are useful 
  for little more than aiding grappling. Trox gain Improved 
  Grapple as a bonus feat, and can maintain a grapple and still 
  make attacks with their main arms.
  Trox were once members of a much smaller and more 
  docile race of subterranean burrowers, but were long 
  ago enslaved by the duergar and bred into useful brutes. 
  Eventually, several clans of trox were able to escape their 
  slavers and reach the surface world, though they found the 
  creatures above were just as eager to enslave them. Most 
  trox still live a life of servitude. A free trox tends to be loyal 
  to its true friends and inquisitive, though it can harbor 
  deep grudges and resentments.
  TROX CHARACTERS
  Trox are defined by their class levels—they do not possess 
  racial Hit Dice. Despite having no racial Hit Dice, trox are 
  powerful creatures and their CR is 2 higher than a human 
  of the same level. All trox have the following racial traits. 
  +6 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma: 
  Trox are very strong, but they can be dim, unreceptive, and 
  inhospitable. 
  Normal Speed: Trox have a base speed of 30 feet.
  Large: Trox are Large and take a –1 size penalty to AC, 
  take a –4 size penalty on Stealth checks, and gain a +1 
  size bonus on combat maneuver checks and to combat 
  maneuver defense.
  Darkvision 60 ft.: Trox can see in the dark up to 60 feet.
  Burrow: Trox have a burrow speed of 20 feet.
  Frenzy: See stat block above.
  Grabbing Appendages: See stat block above.
  Languages: Terran. A Trox with a high Intelligence score 
  can choose from the following: Common, Dwarven, Giant, 
  Orc, and Undercommon.
  264
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  Illustration by Eric Belisle
  
  Tunche
  Standing on three legs, this creature is a mix of dangerous jungle 
  animals and plants fused into one deadly predator.
  TUNCHE	
  CR	17
  XP	102,400
  CN Huge fey 
  Init +9; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +33
  DEFENSE
  AC 31, touch 13, flat-footed 26 (+5 Dex, +18 natural, –2 size)
  hp 262 (25d6+175)
  Fort +15, Ref +19, Will +19
  DR 15/cold iron and slashing
  OFFENSE
  Speed 50 ft., climb 20 ft., swim 20 ft.; feather step
  Melee bite +22 (2d8+11/19–20 plus poison), 4 claws +22 (3d6+11)
  Space 15 ft.; Reach 15 ft.
  Special	Attacks poison,  
  rend (2 claws, 3d6+16)
  Spell-Like	Abilities (CL 20th; 
  concentration +27)
  Constant—speak with 
  plants, tongues
  At will—burst of nettlesUM  
  (DC 20), entangle (DC 18), 
  tree shape, tree stride, 
  ventriloquism, warp 
  wood (DC 19)
  7/day—diminish plants, 
  plant growth, wall 
  of thorns
  3/day—control 
  plants (DC 25), 
  move earth,  
  true seeing
  STATISTICS
  Str 33, Dex 21,  
  Con 24, Int 12,  
  Wis 20, Cha 25
  Base	Atk +12; CMB +25 
  (+27 bull rush); CMD 40 
  (42 vs. bull rush, 42 vs. trip)
  Feats Awesome Blow, 
  Blind-Fight, Cleave, 
  Combat Reflexes, Great 
  Cleave, Improved Bull 
  Rush, Improved Critical 
  (bite), Improved Initiative, 
  Improved Vital Strike, Power 
  Attack, Vital Strike, Weapon 
  Focus (bite), Weapon Focus (claw)
  Skills Acrobatics +21 (+29 when jumping), Bluff +22, Climb +19, 
  Intimidate +32, Knowledge (geography) +29, Knowledge 
  (nature) +29, Perception +33, Sense Motive +33, Stealth +25 
  (+33 in forests), Swim +19; Racial	Modifiers +8 Acrobatics 
  when jumping, +8 Stealth in forests
  Languages Aklo, Sylvan; speak with plants, tongues
  SQ change shape (Small or Medium humanoid; alter self), 
  sound mimicry (sounds and voices)
  ECOLOGY
  Environment warm forests
  Organization solitary
  Treasure standard
  SPECIAL	ABILITIES
  Feather	Step	(Su) A tunche in a forest ignores the adverse 
  movement effects of difficult terrain, and can even take 
  5-foot steps in difficult terrain.
  Poison	(Ex) Bite—injury; save Fort DC 29; frequency 1/round 
  for 6 rounds; effect 1d4 Con and 1d4 Wis plus nauseated for 
  1 round; cure 2 consecutive saves.
  A tunche is a bizarre forest creature 
  with twisted feline legs, a dense body 
  resembling jungle undergrowth, clawed 
  arms like those of a praying mantis, 
  and a head resembling a cross between 
  a monstrous spider’s head and a jungle 
  orchid. Although it has plant and animal 
  features, a tunche is neither plant nor 
  animal and is immune to effects that 
  specifically 
  target 
  such 
  creatures. 
  Considering itself the ultimate protector 
  of the jungle, a tunche prowls its domain 
  in search of any who might despoil 
  this vibrant and lush environment. If a 
  tunche encounters travelers who treat 
  the jungle with proper respect, 
  it might simply observe them 
  or demand an offering in 
  exchange for allowing them to 
  pass through its territory.
  A tunche especially 
  enjoys toying with its 
  victims, using its magic 
  to confuse and mislead its 
  opponents. A tunche rarely 
  kills a foe without toying 
  with it first, unless the 
  target is actively harming 
  plants or animals.
  A tunche stands 20 
  feet tall and weighs 
  4,000 pounds.
  265
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  Trox–Tunche
  Trox–Tunche
  Illustration by Shreya Shetty
  
  Tyrant Jelly
  This amber-colored ooze contains the preserved larva of a giant 
  insect, almost like a monstrous brain.
  TYRANT	JELLY	
  CR	9/MR	3
  XP	6,400
  N Large ooze (mythic)
  Init +2M; Senses blindsight 60 ft.; Perception +11
  DEFENSE
  AC 23, touch 4, flat-footed 23 (–5 Dex, +29 natural, –1 size)
  hp 129 (10d8+84); fast healing 5
  Fort +11, Ref –2, Will +6
  DR 5/epic; Immune electricity, ooze traits, piercing damage, 
  slashing damage
  OFFENSE
  Speed 20 ft., climb 10 ft.
  Melee slam +12 (6d6+6 plus 1d6 acid plus grab and poison)
  Space 10 ft.; Reach 5 ft.
  Special	Attacks constrict (6d6+4 plus 1d6 acid plus grab and 
  poison), mythic power (3/day, surge +1d6), poison
  Spell-Like	Abilities (CL 10th; concentration +11)
  3/day—charm monster (vermin only), giant vermin, hold 
  monster (vermin only), dominate monster (vermin only)
  STATISTICS
  Str 18, Dex 1, Con 22, Int 5, Wis 12, Cha 13
  Base	Atk +7; CMB +12 (+16 grapple); CMD 17 (can’t be tripped)
  Feats Great Fortitude, Improved InitiativeM, Iron Will, Step Up, 
  Weapon FocusM (slam)
  Skills Climb +12, Perception +11
  SQ compression, control vermin, create spawn, vermin empathy
  ECOLOGY
  Environment any underground
  Organization solitary or nest (1 plus 7–19 giant wasps)
  Treasure standard
  SPECIAL	ABILITIES
  Control	Vermin	(Ex) A tyrant jelly’s spell-like abilities work on 
  mindless vermin that have exoskeletons (bees, centipedes, 
  crabs, flies, wasps, and so on), but not soft-bodied creatures 
  such as leeches, slugs, or worms.
  Create	Spawn	(Ex) Slashing weapons, piercing weapons, and 
  electricity attacks deal no damage to a tyrant jelly. Instead, 
  part of the creature splits off into an ochre jelly. This new jelly 
  has 30 hit points and fast healing 5; the tyrant jelly loses 30 hit 
  points when it splits off. The new jelly is under the control of 
  the tyrant jelly. A tyrant jelly with 30 hit points or fewer can’t 
  split again, and dies if reduced to 0 hit points. A tyrant jelly can 
  reabsorb an adjacent spawn as a full-round action, destroying 
  the spawn and adding the spawn’s current hit points to its own.
  Poison	(Ex) Slam—injury; save Fort DC 21; frequency 1/round 
  for 4 rounds; effect 1d4 Con; cure 2 consecutive saves.
  Vermin	Empathy	(Su) A tyrant jelly can improve the attitude of 
  vermin as a druid can with animals. Vermin have a starting 
  attitude of unfriendly.
  When an ochre jelly infiltrates a colony of giant bees or wasps 
  and consumes a queen egg, a strange reaction sometimes 
  occurs between the jelly’s fluids and the egg, resulting in a 
  tyrant jelly—an intelligent ooze using an immature insect 
  as a primitive brain. The tyrant jelly has unusual powers 
  over vermin, and quickly takes control of the colony, sending 
  its drones to gather food to sate its unnatural hunger. Other 
  vermin are attracted to the scent of these creatures, and then 
  fall under the tyrant’s sway—a colony often has giant bees, 
  centipedes, spiders, and wasps working together.
  A tyrant jelly’s primary interests are food and survival. 
  Magic or telepathy might allow a creature to bargain with 
  it, exchanging food for its cooperation. Some insect cults 
  hunt tyrant jellies, believing their strange substance has 
  properties similar to a giant bee’s royal jelly (Pathfinder RPG 
  Bestiary 2 43) or can increase the intelligence of other vermin.
  266
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  Illustration by Dave Allsop
  
  Udaeus
  This armored humanoid has skin resembling white bone, carved 
  with images of weapons and dragons.
  UDAEUS	
  CR	4/MR	1
  XP	1,200
  N Medium humanoid (mythic, udaeus)
  Init +1; Senses low-light vision; Perception +5
  DEFENSE
  AC 22, touch 11, flat-footed 21 (+7 armor, +1 Dex, +1 natural,  
  +3 shield)
  hp 38 (4d8+20); fast healing 1
  Fort +7, Ref +2, Will +2
  Resist fire 30 (see energy resistance below)
  OFFENSE
  Speed 20 ft.
  Melee +1 shortspear +9 (1d6+6)
  Ranged mwk javelin +5 (1d6+3)
  Special	Attacks infuse arms and armor, mythic 
  power (1/day, surge +1d6)
  Spell-Like	Abilities (CL 4th; concentration +3)
  1/day—barkskin, true strike
  STATISTICS
  Str 17, Dex 13, Con 16, Int 10,  
  Wis 12, Cha 9
  Base	Atk +3; CMB +6; CMD 17
  Feats EnduranceB, Weapon 
  FocusM (shortspear), 
  Weapon Specialization 
  (shortspear)
  Skills Intimidate +3, 
  Perception +5
  Languages Celestial, Common
  SQ armor and weapon training, 
  fighter training
  ECOLOGY
  Environment any land or urban
  Organization solitary, pair, or 
  squadron (3–12)
  Treasure NPC gear (mwk shortspear, mwk 
  breastplate, mwk heavy steel shield,  
  4 javelins, other treasure)
  SPECIAL	ABILITIES
  Armor	and	Weapon	Training	(Ex) Udaeoi 
  are proficient with simple weapons, martial 
  weapons, light armor, medium armor, heavy 
  armor, and shields (including tower shields).
  Energy	Resistance	(Ex) An udaeus has 
  resistance 30 against one type of energy. 
  By performing a ritual that takes one 
  day, an udaeus can change 
  its energy resistance to a 
  different energy type (either acid, cold, electricity, or fire). 
  Most udaeoi choose fire resistance unless they expect to fight 
  a creature using a specific energy type.
  Fighter	Training	(Ex) An udaeus counts its racial Hit Dice as 
  fighter levels for the purpose of qualifying for feats. If it has 
  levels in fighter, these HIt Dice stack.
  Infuse	Arms	and	Armor	(Ex) Any improvised weapon an 
  udaeus wields is treated as a comparable normal weapon. 
  Any normal weapon an udaeus wields is treated as a 
  masterwork weapon. Any masterwork weapon it wields is 
  treated as a weapon with a magical +1 enhancement bonus. 
  Any weapon with a magical enhancement bonus it wields 
  is treated as though its enhancement bonus were 1 higher 
  than its actual value (to a maximum 
  of +6). This ability also applies 
  to armor and shields (normal is 
  treated as masterwork, masterwork 
  is treated as +1, and +1 or higher is 
  treated as 1 higher than actual).
  An udaeus (plural udaeoi) is a 
  fierce humanoid who’s obsessed 
  with perfecting its skills at war. 
  The first udaeoi were obedient 
  warriors created by a deity out 
  of dragon teeth, but now they 
  are a distinct race and capable 
  of reproducing on their own. 
  Though an udaeus loves combat 
  and is eager to demonstrate its 
  abilities, it is violent only when 
  it’s in an honorable battle; only a 
  desperate or manipulated udaeus 
  would resort to thuggery.
  Udaeoi resemble tall, athletic 
  humans with bone-white skin and 
  black hair. They mark themselves 
  with tattoos or brands, usually of 
  weapons, dragons, or battle scenes. 
  When an udaeus hardens its 
  flesh with its innate magic, these 
  markings look like carvings and 
  cracks in a marble statue. Udaeoi 
  might hire themselves out as 
  mercenaries or serve as soldiers 
  in a local army. Udaeoi prefer 
  to fight alongside their own 
  kind, and a squadron usually 
  comprises members of the 
  same fighting company 
  or family unit.
  267
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  Illustration by Emiliano Petrozzi
  Tyrant Jelly–Udaeus
  Tyrant Jelly–Udaeus
  
  Vampire, Nosferatu
  This somberly dressed but feral-looking gaunt man has yellowed, 
  ratlike fangs and ragged, clawed fingers.
  NOSFERATU	
  CR	10	
  XP	9,600
  Male human nosferatu rogue 9
  NE Medium undead (augmented humanoid, human)
  Init +11; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +28
  DEFENSE
  AC 30, touch 18, flat-footed 23 (+4 armor, +1 deflection, +6 Dex, 
  +1 dodge, +8 natural)
  hp 71 (9d8+27); fast healing 5
  Fort +7, Ref +16, Will +7; +3 vs. traps
  Defensive	Abilities channel resistance +4, evasion, improved 
  uncanny dodge, trap sense +3; DR 5/wood and piercing; 
  Immune undead traits; Resist cold 10, electricity 10,  
  sonic 10
  Weaknesses vampire weaknesses
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +14 (1d6+3)
  Special	Attacks blood drain (1d4 Con and 1d4 Wis), dominate 
  (DC 17), sneak attack +5d6, telekinesis (DC 17)
  STATISTICS
  Str 16, Dex 24, Con —, Int 16, Wis 16, Cha 16
  Base	Atk +6; CMB +9; CMD 28
  Feats AlertnessB, Dodge, Improved InitiativeB, Lightning 
  ReflexesB, Mobility, Power Attack, Skill FocusB (Perception), 
  Skill FocusB (Stealth), Spring Attack, Weapon Finesse, Weapon 
  Focus (claw)
  Skills Acrobatics +19, Bluff +15, Climb +15, Intimidate +15, 
  Knowledge (dungeoneering) +15, Knowledge (history) +12, 
  Knowledge (local) +15, Knowledge (religion) +12, Perception 
  +28, Sense Motive +13, Stealth +30, Survival +12, Swim +15, 
  Use Magic Device +15; Racial	Modifiers +8 Perception, +8 
  Sense Motive, +8 Stealth
  Languages Aklo, Common; telepathy 60 ft.
  SQ rogue talents (bleeding attack +5, fast stealth, stand up, 
  surprise attack), spider climb, swarm form, trapfinding +4
  ECOLOGY
  Environment any urban or ruins
  Organization solitary
  Treasure NPC gear (wand of scorching ray [10 charges],  
  +2 leather armor, belt of incredible dexterity +2, cloak of 
  resistance +1, ring of protection +1, other treasure)
  Nosferatu are savage undead who may be the progenitors 
  of the common, more refined vampires. The curse of 
  the nosferatu lacks the elegance and romance of its 
  modern form, harkening to a forgotten age of verminous 
  hunger and eerie powers. Granted immortal life but not 
  immortal youth, nosferatu are withered, embittered 
  creatures unable to create others of their kind, as they 
  somehow lost that ability long ago.
  Their ancient sensibilities still reflect the cruelty of 
  epochs past, and their age-spanning plots are untethered 
  by the modern affliction of morality. Nosferatu resent 
  common vampires (which they call “moroi,” an ancient 
  term from a lost language) for their beauty, whereas those 
  vampires scorn the nosferatu as bestial relics of an earlier 
  age, best hidden away in remote ruins so as not to sully 
  the charismatic reputation of “true” vampires.
  Because nosferatu can’t create spawn, any nosferatu in 
  existence are very old—created long ago in a time before 
  they lost the ability to infect others with their undead 
  curse. Most nosferatu live in isolated places with few 
  visitors, and a nosferatu could be a thousand years old 
  and yet have fewer than a dozen character levels because 
  it lacks sufficient foes to challenge it or the initiative to 
  train itself.
  CREATING A NOSFERATU
  “Nosferatu” is an acquired template that can be added to any 
  living creature with 5 or more Hit Dice (referred to hereafter 
  as the base creature). Most nosferatu were once humanoids, 
  fey, or monstrous humanoids. A nosferatu uses the base 
  creature’s stats and abilities except as noted here.
  CR: Same as the base creature +2.
  AL: Any evil.
  Type: The creature’s type changes to undead (augmented). 
  Do not recalculate class Hit Dice, BAB, or saves.
  Senses: A nosferatu gains darkvision 60 ft., low-light 
  vision, and scent.
  Armor Class: Natural armor improves by 8.
  Hit Dice: Change all racial Hit Dice to d8s. Class Hit 
  Dice are unaffected. As an undead, a nosferatu uses its 
  Charisma modifier to determine its bonus hit points 
  (instead of Constitution).
  Defensive Abilities: A nosferatu gains channel 
  resistance +4 and DR 5/wood and piercing (this includes 
  all wood-shafted weapons such as arrows, crossbow bolts, 
  spears, and javelins, even if the weapon’s actual head is 
  made of another material). It also gains resistance 10 to 
  cold, electricity, and sonic.
  A nosferatu gains fast healing 5. If reduced to 0 hit 
  points in combat, a nosferatu assumes its swarm form 
  (see below) and attempts to escape. It must reach its coffin 
  within 1 hour or be utterly destroyed. (In swarm form, it 
  can normally travel up to 5 miles in 1 hour.) Additional 
  damage dealt to a nosferatu forced into swarm form has 
  no effect. Once at rest, the nosferatu is helpless. It regains 
  1 hit point after 1 hour, then is no longer helpless and 
  resumes healing at the rate of 5 hit points per round.
  268
  268
  
  Weaknesses: A nosferatu can’t tolerate the strong odor 
  of garlic, and won’t enter an area laced with it. Similarly, 
  it recoils from mirrors or strongly presented holy 
  symbols. These things don’t harm the nosferatu—they 
  merely keep it at bay. A recoiling nosferatu must stay 
  at least 5 feet away from the mirror or holy symbol and 
  can’t touch or make melee attacks against that creature. 
  Holding a nosferatu at bay takes a standard action. After 
  1 round, a nosferatu can overcome its revulsion of the 
  object and function normally each round it succeeds at a 
  DC 25 Will save.
  A nosferatu cannot enter a private home or 
  dwelling unless invited in by someone with the 
  authority to do so.
  Reducing a nosferatu’s hit points to 0 
  incapacitates it but doesn’t always destroy it 
  (see fast healing). However, certain attacks can 
  slay nosferatu. Exposing any nosferatu to direct 
  sunlight staggers it on the first round of 
  exposure and destroys it utterly on the 
  second consecutive round of exposure 
  if it does not escape. Each round of 
  immersion in running water deals 
  an amount of damage to a nosferatu 
  equal to one-third of its full normal 
  hit points—a nosferatu reduced 
  to 0 hit points in this manner 
  is destroyed. Driving a wooden 
  stake through a helpless nosferatu’s 
  heart instantly slays it (this is a full-round 
  action). However, it returns to life if the 
  stake is removed, unless its head is also 
  severed and anointed with holy water.
  Speed: Same as the base creature. If 
  the base creature has a swim speed, the 
  nosferatu is not harmed by running water.
  Melee: A nosferatu gains two claw 
  attacks if the base creature didn’t have 
  any (1d4 points of damage for a Small 
  nosferatu, 1d6 points of damage for a 
  Medium one).
  Special Attacks: A nosferatu gains 
  several special attacks. Its save DCs are 
  equal to 10 + 1/2 the nosferatu’s Hit Dice 
  + the nosferatu’s Cha modifier unless 
  otherwise noted.
  Blood Drain (Ex): A nosferatu can 
  suck blood from a helpless, willing, or 
  grappled living victim with its fangs 
  by making a successful grapple check. 
  If it pins the foe, it drains blood, 
  draining 1d4 points of Constitution 
  and Wisdom each round 
  the pin is maintained. On each round it drains blood, the 
  nosferatu gains 5 temporary hit points that last for 1 hour 
  (up to a maximum number of temporary hit points equal 
  to its full normal hit points).
  Dominate (Su): A nosferatu can crush a humanoid 
  opponent’s will as a standard action. Anyone the 
  nosferatu targets must succeed at a Will save or fall 
  instantly under the nosferatu’s inf luence, as though by a 
  dominate person spell (caster level 12th). This ability has a 
  range of 30 feet. At the GM’s discretion, some nosferatu 
  (such as a very old one or with an unusually strong 
  bloodline) might be able to affect different creature 
  types with this power.
  Telekinesis (Su): As a standard action, a nosferatu 
  can use telekinesis (caster level 12th).
  Special Qualities: A nosferatu gains the following.
  Spider Climb (Ex): A nosferatu can climb sheer 
  surfaces as though under the effects of a spider 
  climb spell.
  Swarm Form (Su): As a standard action, 
  a nosferatu can change into a bat swarm, 
  centipede swarm, rat swarm, or spider 
  swarm. 
  The 
  nosferatu 
  gains 
  the 
  natural weapons and extraordinary 
  special attacks of the swarm it has 
  transformed into. The swarm has 
  the same number of hit points as the 
  nosferatu. While in swarm form, a 
  nosferatu can’t use its claw attacks 
  or any of its special attacks. It retains 
  the defensive abilities, weaknesses, and 
  special qualities it gains from being a nosferatu, 
  counts as an undead creature, and can use 
  any of the swarm’s abilities and defenses. It 
  can remain in swarm form until it assumes 
  another form or until the next sunrise.
  Telepathy (Su): A nosferatu can communicate 
  telepathically with any creature within 60 
  feet that speaks the same language it does. 
  In addition, a nosferatu can use this ability 
  to communicate with any animal, magical 
  beast, or vermin.
  Ability Scores: Str +2, Dex +4, Int +2, 
  Wis +6, Cha +4. As an undead creature, 
  a nosferatu has no Constitution score.
  Skills: A nosferatu gains a +8 racial 
  bonus on Perception, Sense Motive, 
  and Stealth checks.
  Feats: A nosferatu gains Alertness, 
  Improved Initiative, Lightning 
  Reflexes, and Skill Focus (in two 
  different skills) as 
  bonus feats.
  269
  269
  Illustration by Alberto Dal Lago
  Vampire, Nosferatu
  Vampire, Nosferatu
  
  Vouivre
  One half of this creature is a nude woman, and the other is the 
  front end of a slithering, winged dragon.
  VOUIVRE	
  CR	12
  XP	19,200
  CE Large monstrous humanoid (aquatic)
  Init +5; Senses darkvision 60 ft.; Perception +17
  DEFENSE
  AC 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, –1 size)
  hp 152 (16d10+64)
  Fort +9, Ref +11, Will +14; +4 vs. mind-affecting effects
  Defensive	Abilities unwavering mind; Immune cold; Resist 
  fire 10, sonic 10
  OFFENSE
  Speed 30 ft., fly 40 ft. (poor), swim 50 ft.
  Melee bite +20 (3d6+4 plus grab), 2 claws +20 (2d6+4/19–20),  
  2 wings +14 (1d8+2)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks breath weapon (30-ft. cone, 8d6 fire, Reflex 
  DC 22 half, usable every 1d4 rounds)
  Spell-Like	Abilities (CL 13th; concentration +17)
  At will—charm person (DC 15), comprehend languages, 
  ghost sound (DC 14), speak with animals (snakes only)
  1/day—charm animal (DC 15, snakes only), shout 
  (DC 18), song of discord (DC 19)
  STATISTICS
  Str 19, Dex 13, Con 18, Int 11, Wis 14, Cha 18
  Base	Atk +16; CMB +21 (+25 grapple); CMD 32 
  (can’t be tripped)
  Feats Critical Focus, Deafening Critical, Great 
  Fortitude, Improved Critical (claw), Improved 
  Initiative, Iron Will, Weapon Focus (bite), 
  Weapon Focus (claw)
  Skills Bluff +20, Fly +6, Intimidate +15, Perception +17, 
  Sense Motive +10, Stealth +12, Swim +12
  Languages Common, Sylvan
  SQ amphibious, snake empathy
  ECOLOGY
  Environment temperate forests, lakes, or rivers
  Organization solitary or harem (1 plus 4–10 snakes)
  Treasure standard
  SPECIAL	ABILITIES
  Snake	Empathy	(Ex)	A vouivre can 
  communicate and empathize with 
  snakes. It can use Diplomacy to alter 
  such an animal’s attitude, and 
  when doing so gains a +4 racial 
  bonus on the check.
  Unwavering	Mind	(Ex) A vouivre 
  gains a +4 bonus on saving throws 
  to resist mind-affecting effects.
  A vouivre is a deceptive and monstrous predator that 
  looks like a humanoid woman from the waist up and 
  the front end of a green-scaled dragon from the waist 
  down. It shuns the company of its own kind, preferring 
  evil fey (particularly water-dwelling ones such as nixies) 
  for intelligent conversation and mundane snakes for 
  companionship. A vouivre is 12 feet long from head to 
  head, weighs 500 pounds, and can live 200 years.
  Vouivres make their homes in small caves near calm 
  waters. They like to decorate their lairs with shiny coins, 
  jewelry, and bright silks. One might place some of its 
  treasure in the water outside to lure in curious humanoids, 
  and bathe in these waters as a further enticement, hiding its 
  reptilian half until prey is within striking distance. Because 
  a vouivre can breathe water or air (from either head), it often 
  grabs a creature, then retreats underwater to wait for the 
  opponent to drown. It prefers humanoid flesh, but will 
  feed on any available warm-blooded prey. Vouivres have an 
  affinity for music, and their magic is often accompanied by 
  singing or subtle musical vibrations from their scales.
  When a vouivre dies, its dragon head disgorges a 
  2-foot-diameter glassy egg. After around 6 weeks, the egg 
  hatches into one or two vouivres, which take 7 years to 
  reach maturity. These offspring resemble humanoids the 
  mother has eaten, so it prefers to feast on attractive and 
  strong victims. The young also adapt to the appearance of 
  nearby reptilian creatures.
  270
  270
  Illustration by Dave Allsop
  
  Walrus
  Two long tusks jut from the mouth of this bulky, bewhiskered 
  creature. It walks clumsily on flippers instead of feet.
  WALRUS	
  CR	3
  XP	800
  N Large animal 
  Init +0; Senses low-light vision; Perception +7
  DEFENSE
  AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
  hp 30 (4d8+12)
  Fort +7, Ref +4, Will +2
  OFFENSE
  Speed 10 ft., swim 40 ft.
  Melee bite +8 (1d8+7)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 21, Dex 11, Con 16, Int 2, Wis 13, Cha 6
  Base	Atk +3; CMB +9; CMD 19 (can’t be tripped)
  Feats Endurance, Weapon Focus (bite)
  Skills Perception +7, Swim +17
  SQ hold breath
  ECOLOGY
  Environment cold oceans
  Organization solitary, pair, or herd (3–24)
  Treasure none
  Walruses normally have gray or brown hides, fading to 
  nearly white when immersed in cold water, and 
  turning pink from increased blood flow 
  when basking in the sun. A thick layer 
  of blubber serves as protection from 
  both predators and cold.
  A typical male walrus weighs 
  1 to 2 tons and measures 10 feet in 
  length, with females about a third 
  lighter and about 9 feet long. Both 
  sexes have tusks up to 3 feet long, 
  and stiff whiskers used to feel out the 
  hiding places of shellfish. A walrus 
  lives up to 40 years.
  Owing 
  to 
  their 
  fearsome 
  tusks, prodigious strength, and 
  willingness to fight as a herd, 
  only the most aggressive or 
  hungry polar predators risk 
  attacking an adult walrus. 
  People hunt walruses for meat 
  and for their tusks, valued 
  for their worth as ivory and 
  as impressive trophies in their 
  own right.
  Walrus, Emperor
  Thick folds of skin protect this massive sea mammal like fleshy 
  armor. Tusks as tall as humans jut from its whiskered face.
  EMPEROR	WALRUS	
  CR	8
  XP	4,800
  N Gargantuan animal 
  Init –1; Senses low-light vision; Perception +16
  DEFENSE
  AC 20, touch 5, flat-footed 20 (–1 Dex, +15 natural, –4 size)
  hp 126 (12d8+72)
  Fort +14, Ref +7, Will +8
  OFFENSE
  Speed 20 ft., swim 60 ft.
  Melee bite +16 (4d6+15/19–20) or  
  slam +15 (2d6+15 plus trip)
  Space 20 ft.; Reach 15 ft.
  STATISTICS
  Str 31, Dex 9, Con 22, Int 2, Wis 15, Cha 6
  Base	Atk +9; CMB +23; CMD 32 (can’t be tripped)
  Feats Diehard, Endurance, Improved Critical (bite), Iron Will, 
  Vital Strike, Weapon Focus (bite)
  Skills Perception +16, Swim +22
  SQ hold breath
  ECOLOGY
  Environment cold oceans
  Organization solitary, pair, or herd (1–3 and 5–20 walruses)
  Treasure none
  Towering over common walruses, emperor walruses live 
  in only the most secluded arctic areas. They might 
  be throwbacks to an earlier age of giant animals 
  or bred by druids to be superior arctic 
  predators. They often live in the company 
  of common walruses, but are far more 
  aggressive, driving off or killing 
  any potential threats to the herd. 
  Emperor walruses have a similar 
  diet to common walruses, but may 
  also eat giant crabs, seals, large 
  fish, and seabirds.
  A full-grown male 
  emperor 
  walrus 
  measures 20 
  feet in length 
  and weighs 
  around 
  16 
  tons, 
  with 
  tusks up to 
  6 feet long. It 
  can live up to 
  80 years.
  271271
  Vouivre–Walrus
  Vouivre–Walrus
  Illustration by Dean Spencer
  
  Warsworn
  An enormous, animate mass of armed and armored corpses 
  undulates forth, like a siege tower of steel-girded flesh.
  WARSWORN	
  CR	16
  XP	76,800
  NE Gargantuan undead 
  Init +3; Senses darkvision 60 ft.; Perception +27
  Aura frightful presence (60 ft., DC 26)
  DEFENSE
  AC 29, touch 9, flat-footed 26 (+3 Dex, +20 natural, –4 size)
  hp 207 (18d8+126)
  Fort +13, Ref +9, Will +17
  Defensive	Abilities channel resistance +4; DR 10/bludgeoning 
  and magic; Immune undead traits
  OFFENSE
  Speed 40 ft.
  Melee 4 slams +21 (2d6+12 plus energy drain)
  Ranged 1 scrap ball +12 (2d6+12)
  Space 20 ft.; Reach 5 ft.
  Special	Attacks absorb dying creature, energy drain (1 level, 
  DC 26), trample (2d6+18, DC 31)
  Spell-Like	Abilities (CL 18th; concentration +25)
  3/day—extended animate objects (7 Medium weapons 
  only), telekinesis (violent thrust, heavy armor only)
  STATISTICS
  Str 34, Dex 17, Con —, Int 9, Wis 22, Cha 25
  Base	Atk +13; CMB +29; CMD 42 (can’t be tripped)
  Feats Awesome Blow, Blind-Fight, Greater Overrun, Improved 
  Bull Rush, Improved Overrun, Lightning Reflexes, Power 
  Attack, Step Up, Strike Back
  Skills Climb +33, Perception +27, Swim +30
  Languages Common (can’t speak)
  SQ profane magic
  ECOLOGY
  Environment any
  Organization solitary
  Treasure double standard (nonmagical armor and weapons)
  SPECIAL	ABILITIES
  Absorb	Dying	Creature	(Su) A warsworn can consume 
  any dying creature by moving into the same space. This 
  immediately kills the creature, absorbs the corpse into the 
  warsworn, and heals the warsworn by an amount equal to 
  the creature’s Constitution score. Absorbed corpses can’t be 
  resurrected by any effect short of a miracle or wish until the 
  warsworn that consumed them is destroyed.
  Profane	Magic	(Su) Protection from evil blocks attacks from 
  a warsworn’s spell-like abilities. Weapons animated by the 
  warsworn are damaged by channeled energy as if undead.
  Scrap	Ball	(Ex) The warsworn can throw a mass of broken 
  weapons and armor. This deals an amount of damage equal 
  to 2d6 + the warsworn’s Strength modifier, and has a range 
  increment of 20 feet.
  Warsworns are massive undead amalgams, their ever-
  shifting, chaotic bodies composed of countless slain 
  soldiers and their armor and weapons. The 
  shambling, serpentine form of a warsworn 
  creates a grotesque, metallic cacophony as 
  the weapons and armor of countless souls clash as 
  though still in the throes of a never-ending battle.
  A warsworn forms by the will of a god or goddess of 
  undeath or war, or spontaneously from the bloodlust and 
  wrath of a battlefield of dead soldiers. Once created, a 
  warsworn exists to spread the rage of war, ravage the land, 
  and spread the carnage of battle.
  A typical warsworn weighs several tons and 
  can reach a height of up to 25 feet. A newly 
  formed one is much smaller, but quickly 
  consumes nearby corpses from a battlefield 
  or mass grave and swells to its full size. It 
  is always hungry for more dying bodies. It 
  prefers to absorb warriors and soldiers, but 
  willingly consumes any suitable humanoid. Its 
  constant grinding motion breaks its component 
  parts, giving it plenty of scrap to hurl at distant foes.
  272
  272
  Illustration by Branko Bistrovic
  
  Water Strider, Giant
  This bug has long, fuzzy legs that support it on the water’s surface 
  as if the creature stands on solid ground.
  GIANT	WATER	STRIDER	
  CR	1
  XP	400
  N Large vermin 
  Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DEFENSE
  AC 12, touch 10, flat-footed 11 (+1 Dex, +2 natural, –1 size)
  hp 19 (3d8+6)
  Fort +5, Ref +2, Will +1
  Immune mind-affecting effects
  OFFENSE
  Speed 30 ft., fly 20 ft. (poor)
  Melee 2 claws +2 (1d4+1), bite +2 (1d2+1)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 13, Dex 13, Con 14, Int —, Wis 10, Cha 2
  Base	Atk +2; CMB +4; CMD 16 (24 vs. trip)
  Skills Fly –5, Perception +4, Swim +5; Racial	Modifiers  
  +4 Perception, +4 Swim
  SQ	water skating
  ECOLOGY
  Environment any water
  Organization solitary or colony (2–9)
  Treasure incidental
  SPECIAL	ABILITIES
  Tremorsense	(Ex) A water strider’s 
  tremorsense functions only when 
  the creature is in contact with the 
  water’s surface.
  Water	Skating	(Ex) A water strider can 
  move on the surface of water as if it were 
  on land. A water strider swimming at the 
  water’s surface can pull itself onto the water 
  with a successful Swim check.
  A giant water strider is a long-legged 
  insect with the ability to walk on water. 
  It feeds on fish and birds. Water striders 
  use their weak flight only to escape 
  predators or for seasonal migrations 
  to new breeding areas. They are 
  sometimes kept as mounts by coast-
  dwelling humanoids. A giant 
  water strider lives 1–2 years.
  Carrying more than a 
  light load (200 pounds) 
  prevents a giant water 
  strider from using its 
  water skating ability.
  Water Strider, Nymph
  These small, immature water insects are easily supported by the 
  water’s surface tension. 
  NYMPH	WATER	STRIDER	
  CR	1/4
  XP	100
  N Small vermin 
  Init +2; Senses darkvision 60 ft., tremorsense 60 ft. (see giant 
  water strider); Perception +4
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 4 (1d8)
  Fort +2, Ref +2, Will +0
  Immune mind-affecting effects
  OFFENSE
  Speed 30 ft., fly 20 ft. (poor)
  Melee 2 claw –1 (1d3–2), bite –1 (1d2–2)
  STATISTICS
  Str 7, Dex 15, Con 10, Int —, Wis 10, Cha 2
  Base	Atk +0; CMB –3; CMD 9 (17 vs. trip)
  Skills Fly +0, Perception +4, Swim +2; Racial	Modifiers  
  +4 Perception, +4 Swim
  SQ	water skating (see giant water strider)
  ECOLOGY
  Environment any water
  Organization solitary or colony (2–9)
  Treasure incidental
  A nymph water strider is an immature specimen of the 
  giant water strider—more mature than a caterpillar but 
  not yet an adult. Over the next several months it eats and 
  molts, increasing in size with each molt until it becomes 
  Large and is fully adult. These creatures are shy and 
  more skittish than adults. 
  Lizardfolk hunt wild nymph water striders, and  
  consider them a wonderful delicacy. Boggards 
  and gripplis raise them as food 
  animals, but something about the 
  domestication process makes such 
  nymphs unappealing to lizardfolk. 
  In the wild they frantically flee 
  other creatures that approach 
  them, making them difficult to 
  hunt or corral. Many boggard, 
  lizardfolk, and grippli tribes 
  consider capturing a live 
  nymph a rite of passage 
  to adulthood. 
  A 
  nymph 
  water 
  strider isn’t suitable as 
  a mount for any Large 
  or smaller creature.
  273
  273
  Warsworn–Water Strider
  Warsworn–Water Strider
  Illustration by Mark Molnar
  
  Wayang
  Spiralling patterns cover this shadowy humanoid’s skin, and its 
  black hair trails away in wisps.
  WAYANG	
  CR	1/2
  XP	200
  Male wayang illusionist 1
  CN Small humanoid (wayang)
  Init +3; Senses darkvision 60 ft.; Perception +2
  DEFENSE
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 8 (1d6+2)
  Fort +1, Ref +3, Will +1; +2 vs. shadow spells
  OFFENSE
  Speed 20 ft.
  Melee dagger +0 (1d3–1/19–20)
  Ranged blowgun +4 (1)
  Wayang	Spell-Like	Abilities (CL 1st; concentration +2)
  1/day—ghost sound (DC 11), pass without trace, 
  ventriloquism (DC 12)
  Arcane	School	Spell-Like	Abilities (CL 1st; concentration +4)
  6/day—blinding ray
  Illusionist Spells	Prepared (CL 1st; concentration +4)
  1st—hypnotism (DC 14), silent image (DC 14), vanishAPG
  0 (at will)—detect magic, ghost sound (DC 13), read magic
  Opposition	Schools necromancy, transmutation
  STATISTICS
  Str 8, Dex 16, Con 12, Int 17, Wis 8, Cha 13
  Base	Atk +0; CMB –2; CMD 11
  Feats Combat Casting, Scribe Scroll
  Skills Craft (alchemy) +7, Knowledge (arcana) +7, Perception +2, 
  Spellcraft +7, Stealth +10; Racial	Modifiers +2 Perception, +2 Stealth
  Languages Abyssal, Common, Draconic, Goblin, Wayang
  SQ arcane bond (amulet), extended illusions +1 round, light and 
  dark, shadow magic
  ECOLOGY
  Environment temperate forests
  Organization solitary, pair, tribe (3–24)
  Treasure NPC gear (blowgun with 20 darts, dagger, 
  other treasure)
  SPECIAL	ABILITIES
  Light	and	Dark	(Su) Once per day as an immediate 
  action, a wayang can choose to be affected by 
  positive and negative energy effects as 
  if it were an undead creature, taking 
  damage from positive energy and 
  healing damage from negative energy. 
  This ability lasts for 1 minute.
  Originating from the Shadow Plane, wayangs are pixie-
  like in stature with extremely gangly limbs and skin the 
  color of deep shadow. They follow a philosophy known 
  as “The Dissolution,” which teaches that in passing they 
  again merge into shadow.
  WAYANG CHARACTERS 
  Wayangs are defined by class levels—they don’t have 
  racial Hit Dice. Wayangs have the following racial traits.
  +2 Dexterity, +2 Intelligence, –2 Wisdom: Wayangs are 
  nimble and cagey, but their worldview is strange.
  Small: Wayangs are Small creatures and gain a +1 size 
  bonus to AC, a +1 size bonus on attack rolls, a –1 penalty on 
  combat maneuver checks and to CMD, and a +4 size bonus 
  on Stealth checks.
  Slow Speed: Wayangs have a base speed of 20 feet.
  Darkvision: Wayangs can see in the dark up to 60 feet.
  Light and Dark (Su): See stat block above.
  Lurker: Wayangs gain a +2 racial bonus on Perception 
  and Stealth checks.
  Shadow Magic: Wayangs add +1 to the save DC of shadow 
  subschool spells they cast. Wayangs with a Charisma score 
  of 11 or higher gain the following spell-like abilities: 1/
  day—ghost sound, pass without trace, ventriloquism (caster level 
  equals the wayang’s level, saves are Charisma-based).
  Shadow Resistance: Wayangs get a +2 racial bonus on 
  saves against spells of the shadow subschool.
  Languages: Wayangs begin play speaking 
  Common and Wayang. Those with 
  high Intelligence scores can 
  choose from the following: any 
  human language, Abyssal, 
  Aklo, Draconic, Goblin, 
  and Infernal.
  274
  274
  Illustration by Ben Wootten
  
  Weasel, Dire
  This bear-sized predator is long and low-slung. Its soft fur and 
  intelligent expression contrast with its glistening fangs.
  DIRE	WEASEL	
  CR	3
  XP	800
  N Large animal 
  Init +3; Senses low-light vision, scent; Perception +11
  DEFENSE
  AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, –1 size)
  hp 32 (5d8+10)
  Fort +6, Ref +7, Will +2
  OFFENSE
  Speed 40 ft.
  Melee bite +8 (1d8+7 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special	Attacks blood drain (1d4+1 Con), blood rage, grab
  STATISTICS
  Str 21, Dex 16, Con 14, Int 2, Wis 13, Cha 11
  Base	Atk +3; CMB +9 (+13 grapple); CMD 22 (26 vs. trip)
  Feats Combat Reflexes, Skill Focus (Perception), Weapon Focus 
  (bite)
  Skills Climb +9, Perception +11, Stealth +10, Swim +11; Racial	
  Modifiers +4 Climb, +2 Perception, +6 Stealth, +2 Swim
  SQ compression
  ECOLOGY
  Environment any land
  Organization solitary, pair, or den (3–6)
  Treasure incidental
  Common in a variety of environments and climates, dire 
  weasels are larger relatives of normal weasels. They’re 
  relentless predators known for their fearless nature and 
  killing frenzies, and are dangerous to farmsteads 
  and settlements—they not only prey on 
  cattle and horses, but also target 
  humanoids. Those that do 
  often become obsessed 
  with the taste of that 
  flesh and hunt such 
  prey exclusively. 
  Sometimes, dire 
  weasels are trained 
  to be mounts by 
  evil 
  humanoids—
  usually by bugbears 
  or hobgoblins.
  Measuring 12 feet 
  long, a dire weasel 
  stands 4 feet tall at 
  the shoulder and weighs 
  around 900 pounds. 
  Weasel, Giant
  The predatory nature of this wolf-sized creature is revealed by its 
  long teeth, sleekly muscular body, and belligerent hiss.
  GIANT	WEASEL	
  CR	1
  XP	400
  N Medium animal 
  Init +4; Senses low-light vision, scent; Perception +7
  DEFENSE
  AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
  hp 9 (2d8)
  Fort +3, Ref +7, Will +1
  OFFENSE
  Speed 40 ft.
  Melee bite +5 (1d6+3 plus grab)
  Special	Attacks blood drain (1d2 Con), grab
  STATISTICS
  Str 14, Dex 19, Con 10, Int 2, Wis 13, Cha 11
  Base	Atk +1; CMB +3 (+7 grapple); CMD 17 (21 vs. trip)
  Feats Weapon Finesse
  Skills Climb +6, Perception +7, Stealth +10, Swim +8; Racial	
  Modifiers +4 Climb, +2 Perception, +6 Stealth, +2 Swim
  SQ compression
  ECOLOGY
  Environment any land
  Organization solitary, pair, or den (3–6)
  Treasure incidental
  Like their smaller cousins, giant weasels have long, 
  slender bodies and short legs, and come in a variety 
  of colors from reddish brown to snowy white. Giant 
  weasels are active and tenacious predators, and have 
  a reputation for being as clever as they are quick. Both 
  highly aggressive and extremely territorial, 
  they frequently attack creatures 
  that are much larger than 
  they are.
  Giant weasels are 
  often trained to 
  serve as guards 
  and mounts by 
  various Small 
  hu m a noid s . 
  Adult 
  giant 
  weasels 
  can 
  grow 
  to 
  be 
  5 
  feet 
  long, 
  stand as high 
  as 2-1/2 feet tall 
  at the shoulder, 
  and weigh up to 
  150 pounds.
  275
  275
  Wayang–Weasel
  Wayang–Weasel
  Illustration by Brynn Metheney
  
  Weedwhip
  This strange, vibrant plant slowly but dangerously whips about 
  its trio of tendrils with spiked heads.
  WEEDWHIP	
  CR	2
  XP	600
  N Medium plant 
  Init +7; Senses blindsight 30 ft., low-light vision; Perception +1
  Aura stench (DC 12, 1 minute)
  DEFENSE
  AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
  hp 16 (3d8+3)
  Fort +4, Ref +4, Will +2
  Defensive	Abilities dig in, poisonous; Immune plant traits
  Weaknesses	languid whips
  OFFENSE
  Speed 10 ft.
  Melee 3 tentacles +5 (1d4 plus poison)
  Space 5 ft.; Reach 15 ft.
  Special	Attacks poison
  STATISTICS
  Str 10, Dex 17, Con 12, Int —, Wis 13, Cha 5
  Base	Atk +2; CMB +2; CMD 15 (27 vs. trip)
  Feats Improved InitiativeB, Weapon FinesseB
  SQ camouflage
  ECOLOGY
  Environment temperate or warm forests
  Organization solitary, pair, or patch (3–6)
  Treasure incidental
  SPECIAL	ABILITIES
  Camouflage	(Ex) Since a weedwhip looks like a normal plant 
  when at rest, a successful DC 15 Perception check is required 
  to notice it before it attacks for the first time. Anyone with 
  ranks in Survival or Knowledge (nature) can use either of 
  those skills instead of Perception to notice the plant.
  Dig	In	(Ex) A weedwhip can bury its central bulb in earth or sand 
  as a move action, granting it partial cover against all attacks 
  (Pathfinder RPG Core Rulebook 196), but preventing it from 
  moving. It can extract itself from the ground as a move action.
  Languid	Whips	(Ex) A weedwhip’s tentacles don’t threaten any 
  squares, and doesn’t make attacks of opportunity. 
  Poison	(Ex) Tentacle—contact; save Fort DC 12; frequency  
  1/round for 6 rounds; effect nauseated 1 round; cure  
  2 consecutive saves. The save DC is Constitution-based.
  Poisonous	(Ex) Any creature that attacks a weedwhip 
  with a natural piercing or slashing weapon is exposed to 
  its poison.
  A weedwhip is an animate plant that rarely attacks 
  unless provoked. Its unpleasant smell (reminiscent of 
  decomposing fish) and tendency to sprout in any passable 
  soil makes it a nuisance to farmers and settlers. Those who 
  don’t know of the weedwhip’s dangers quickly fall prey to 
  this plant once they target it for culling. Farmers have to 
  deal with it in croplands and orchards, groundskeepers 
  find it climbing walls like ivy, druids spot it 
  encroaching on sacred groves, and even cave 
  dwellers find it growing in dung heaps. 
  Animals don’t eat it because of its stench 
  and poison, and fire is a risky way to 
  destroy it because the weed mixes 
  with other plants or wraps around 
  trees or buildings.
  A mature plant consists of a torso-
  sized bulb with small, ambulatory roots and three large, 
  lashing vines, each as long as a whip, with blade-like thorns 
  that secrete an irritating toxin. When the weedwhip is 
  blooming, the bulb is crowned with a large flower and its 
  scent is especially strong, often attracting pollinating flies.
  In rocky areas lacking suitable soil, a weedwhip can root 
  itself in a corpse, leading some adventurers to think it 
  prefers feeding on dead bodies or plants seeds in its kills, 
  but it does so only in extreme circumstances. 
  276
  276
  Illustration by David Melvin
  
  Wickerman
  This humanoid-shaped colossus is a towering fury of burning 
  wicker and wood.
  WICKERMAN	
  CR	13
  XP	25,600
  N Colossal construct (fire)
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 20, touch 5, flat-footed 17 (+3 Dex, +15 natural, –8 size)
  hp 157 (14d10+80); fast healing 1
  Fort +4, Ref +7, Will +4
  Defensive	Abilities fire healing, hardness 5; Immune 
  construct traits, fire
  Weaknesses vulnerable to cold 
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +19 (2d8+13 plus burn and grab)
  Ranged burning brand +9 (4d6+13 plus burn)
  Space 30 ft.; Reach 30 ft.
  Special	Attacks burn (1d6 fire, DC 17), wicker cage
  STATISTICS
  Str 37, Dex 16, Con —, Int —, Wis 10, Cha 7
  Base	Atk +14; CMB +35 (+39 grapple); CMD 48
  SQ constant blaze
  ECOLOGY
  Environment any land
  Organization solitary
  Treasure none
  SPECIAL	ABILITIES
  Burning	Brand	(Ex) Once per round, a wickerman can draw 
  forth pieces of its own body and throw them as a ranged 
  attack with a range increment of 60 feet.
  Constant	Blaze	(Su) A wickerman constantly burns but is 
  never consumed. Its flames are magical. Immersion 
  in water only suppresses the flames, and only for 
  as long as the wickerman is immersed. While its 
  flames are suppressed, the wickerman loses its burn 
  ability, and its wicker cage ability doesn’t deal fire 
  damage or cause creatures to catch on fire.
  Fire	Healing	(Ex) A magical attack that deals fire damage 
  heals the wickerman 1 point of damage for every 3 
  points of damage the attack would otherwise deal. 
  Wicker	Cage	(Su) If a wickerman successfully grapples a 
  creature, as a move action it can shove the grabbed 
  creature into the cage built into its chest. This works 
  like swallow whole (4d6 fire damage plus the target 
  automatically catches on fire [Pathfinder RPG Core 
  Rulebook 444], AC 17, 15 hp). The DC to put out this fire 
  is 17. If a creature cuts its way free, the wickerman can’t 
  use this ability again until it is fully healed. The save DC is 
  Constitution-based.
  A wickerman is a towering wicker statue with a cage in its 
  chest. Inanimate ones are used for sacrifices to gods or 
  nature faiths, and the constructs to terrify a faith’s enemies. 
  CONSTRUCTION
  A wickerman is created from 12,000 pounds of wicker and 
  rare wood costing 10,000 gp. Activating the wickerman 
  requires sacrificing a living humanoid inside its chest 
  cage. Sacrificing a creature is an evil act.
  WICKERMAN
  CL 14th; Price 110,000 gp
  CONSTRUCTION
  Requirements Craft Construct, fire seeds, wall of fire, 
  warp wood, creator must be caster level 12th; Skill Craft 
  (carpentry) or Craft (sculptures) DC 15; Cost 60,000 gp
  277
  277
  Weedwhip–Wickerman
  Weedwhip–Wickerman
  Illustration by Eric Belisle
  
  Wikkawak
  This thick-bodied, white-furred bugbear wears bearskins and 
  carries an axe made of ice and bone.
  WIKKAWAK	
  CR	4
  XP	1,200
  CE Medium humanoid (goblinoid)
  Init +3; Senses darkvision 60 ft., scent; Perception +11
  DEFENSE
  AC 19, touch 13, flat-footed 16 (+3 armor, +3 Dex, +3 natural)
  hp 39 (6d8+12)
  Fort +4, Ref +8, Will +3
  Resist cold 5
  OFFENSE
  Speed 30 ft.
  Melee battleaxe +9 (1d8+7/×3)
  Ranged javelin +7 (1d6+5)
  Spell-Like	Abilities (CL 4th; concentration +5)
  3/day—quench
  STATISTICS
  Str 20, Dex 17, Con 15, Int 12, Wis 13, Cha 12
  Base	Atk +4; CMB +9; CMD 22
  Feats Martial Weapon Proficiency (battleaxe), Nimble Moves, 
  Power Attack
  Skills Climb +11, Intimidate +11, Perception +11, Stealth +16, 
  Survival +7; Racial	Modifiers +4 Intimidate, +4 Perception, 
  +4 Stealth
  Languages Common, Giant, Goblin
  SQ thuggery, trackless step
  ECOLOGY
  Environment cold mountains
  Organization solitary, pair, gang (3–6), or warband (7–12 plus 
  3 warriors of 1st level and 1 chieftain of 3rd–5th level)
  Treasure NPC gear (mwk studded leather armor, battleaxe, 
  3 javelins, other treasure)
  SPECIAL	ABILITIES
  Thuggery	(Ex) Intimidate and Perception are class skills  
  for wikkawaks.
  The goblinoid race of bugbears infests all 
  regions of the world, and these cruel creatures 
  have adapted to the various climes where they 
  make their homes. In the icy wastes, a race of albino 
  bugbears called wikkawaks stalk the windswept glaciers 
  and frozen mountaintops.
  Well adapted to the cold, wikkawaks are masters of 
  stealth and arctic survival, and they have the ability to 
  quell lanterns, torches, and campfires with a thought. 
  Wikkawaks leave no trail in even the heaviest of snows, 
  though salt sprinkled on snow can supposedly reveal 
  a wikkawak’s tracks. Of course, by the time one has 
  discovered a wikkawak’s trail, it could already be too late.
  Like most bugbears, wikkawaks normally lead a solitary 
  existence, preying on isolated settlers and hunters like 
  pale arctic serial killers. Their powerful noses can sniff 
  out a humanoid or animal over great distances. The rank 
  smell of fear is a powerful stimulant to wikkawaks, and 
  an individual wikkawak hunter might stalk and terrorize 
  a potential victim for several nights, “steeping” its prey 
  in dread and terror before finally pouncing. Wikkawaks 
  consider humanoid flesh a great delicacy, and one might 
  freeze a dead humanoid in a remote area, only to return 
  to its grisly cache again and again to savor the taste of 
  the victim for weeks on end. Wikkawaks enjoy keeping 
  mementos of their victims, and prefer fingers as trophies.
  Wikkawaks occasionally congregate in larger groups, 
  either to find mates or to better terrorize a large 
  settlement. Wikkawak pairings seldom last longer than 
  a winter, and young wikkawaks are pushed out into the 
  cold to fend for themselves as soon as they’ve grown 
  their fur. Wikkawaks don’t enjoy the company of other 
  goblinoids, and are just as likely to kill and eat a tribe of 
  snow goblins as they are to rule their lesser kin.
  A wikkawak is covered in a thick pelt of insulating white 
  fur, and its beady eyes are a dead white color. A typical 
  wikkawak stands just over 7 feet tall and weighs around 
  450 pounds.
  278
  278
  Illustration by David Melvin
  
  Winter Hag
  This woman has black, frostbitten skin, white hair, and a black 
  ice staff decorated with bones and gems.
  WINTER	HAG	
  CR	7
  XP	3,200
  CE Medium monstrous humanoid (cold)
  Init +1; Senses darkvision 60 ft., see invisibility, snow vision; 
  Perception +18
  DEFENSE
  AC 20, touch 11, flat-footed 19 (+1 Dex, +9 natural)
  hp 85 (10d10+30)
  Fort +8, Ref +8, Will +8
  DR 10/magic; Immune cold; SR 18
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 30 ft.
  Melee +2 frost quarterstaff +15/+10 
  (1d6+6 plus 1d6 cold) or
  2 claws +13 (1d4+3)
  Special	Attacks breath weapon (30-ft. 
  cone, 4d6 cold and blinded for 
  1d6 rounds, Reflex DC 18 partial, 
  usable every 1d4 round)
  Spell-Like	Abilities (CL 10th; 
  concentration +14)
  Constant—pass without trace,  
  see invisibility
  At will—chill metal (DC 16),  
  detect magic, fog cloud, 
  frostbiteUM, whispering wind
  3/day—alter self, charm monster  
  (DC 18), invisibility (self only), major 
  image (DC 17)
  1/day—cone of cold (DC 19; see ice 
  staff), control weather (windy or cold 
  weather only), wall of ice (DC 18), 
  waves of fatigue
  STATISTICS
  Str 17, Dex 13, Con 16, Int 16, Wis 13, Cha 18
  Base	Atk +10; CMB +13; CMD 24
  Feats Alertness, Blind-Fight, Combat Casting, 
  Deceitful, Great Fortitude
  Skills Bluff +18, Craft (alchemy) +11, Diplomacy +9,  
  Disguise +11, Intimidate +17, Knowledge (arcana) 
  +8, Perception +18, Ride +9, Sense Motive +8, 
  Spellcraft +8, Stealth +9 (+13 in snow); Racial	
  Modifiers +4 Stealth in snow
  Languages Aklo, Common, Giant
  SQ ice staff, icewalking
  ECOLOGY
  Environment cold forests or plains
  Organization solitary, patrol (1 plus 1 winter wolf), or coven 
  (3 hags of any type)
  Treasure standard
  SPECIAL	ABILITIES
  Breath	Weapon	(Su) A creature that successfully saves against 
  the hag’s breath weapon takes half damage and is not blinded.
  Ice	Staff	(Su) Once per week, a winter hag can perform an 
  hour-long ritual to create a staff made of black ice that is 
  as hard as steel and functions as a +2 frost quarterstaff. A 
  winter hag holding her ice staff can use cone of cold once 
  per day as a spell-like ability. The staff melts after 1 week.
  Icewalking	(Ex) This ability works like the spider climb spell, 
  but the surfaces the hag climbs must be icy. The hag can 
  move across icy surfaces without penalty and doesn’t need 
  to make Acrobatics checks to run or charge on ice.
  Snow	Vision	(Ex) A winter hag can see perfectly well in 
  snowy conditions and doesn’t take any penalties on 
  Perception checks while in snow.
  Winter hags are sadistic crones who 
  haunt winter-blasted plains and 
  rime-covered forests. They’re 
  exceptionally arrogant, and  
  often use their magic to 
  subjugate entire tribes of evil  
  humanoids so they can rule 
  over them as queens. These 
  arrangements rarely last more 
  than a few seasons, because no 
  creature is truly safe from a winter 
  hag’s irrepressible appetite for 
  warm, raw flesh. An ambitious 
  winter hag might extort a village 
  by causing constant snowfall until 
  they give her children to eat or 
  adults to become her slaves.
  A typical winter hag stands 
  between 5 and 6 feet tall and 
  weighs 100 pounds.
  When a winter hag 
  joins a coven, the coven 
  adds sculpt simulacrum 
  and simulacrum to its 
  spell-like abilities, and 
  any member within 
  1 
  mile 
  of 
  the 
  winter hag gains 
  icewalking and 
  snow vision.
  279
  279
  Wikkawak–Winter Hag
  Wikkawak–Winter Hag
  Illustration by Diana Martinez
  
  Wyrwood
  Though obviously a wooden construct, this small, nimble creature 
  moves fluidly and purposefully. 
  WYRWOOD	
  CR	1/2
  XP	200
  Wyrwood rogue 1
  N Small construct 
  Init +3; Senses darkvision 60 ft., low-light vision; Perception +5
  DEFENSE
  AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
  hp 18 (1d8+10)
  Fort +0, Ref +5 (+1 vs. traps), Will +1
  Immune construct traits
  OFFENSE
  Speed 30 ft.
  Melee dagger +3 (1d3+2/19–20)
  Ranged dagger +4 (1d3+2/19–20)
  Special	Attacks sneak attack +1d6
  STATISTICS
  Str 14, Dex 17, Con —, Int 15, Wis 12, Cha 6
  Base	Atk +0; CMB +1; CMD 14
  Feats Deft Hands
  Skills Acrobatics +7, Appraise +6, Climb +6, Craft (alchemy) +6,  
  Disable Device +9, Escape Artist +7, 
  Knowledge (dungeoneering) +6, 
  Perception +5, Sleight of Hand +9,  
  Stealth +11, Use Magic 
  Device +2
  Languages Common 
  SQ trapfinding +1
  ECOLOGY
  Environment any ruins or underground
  Organization solitary or cabal (2–8)
  Treasure NPC gear (daggers [2], leather armor, thieves’ tools, 
  other treasure)
  This relatively young race was created by a cabal of wizards 
  who needed nimble and skilled construct servants to do 
  their dirty work. This cabal was interested in creating 
  magical machines, so they built their tools to be small, 
  agile, and clever. Over time, the cabal pushed the limits 
  too far and created minions with free will, and these first 
  wyrwoods began to question why they were involved in 
  their masters’ petty intrigues. When the wizards forced 
  the wyrwoods to fight each other as proxies for the 
  wizards themselves, the constructs instead killed their 
  creators and stole the notes on how to create more of their 
  kind, allowing them to perpetuate their race.
  Wyrwoods are secretive and somewhat xenophobic, 
  and can seem cold and calculating to others—a trait that 
  could earn respect or enmity, depending on the audience. 
  Purely rational and unemotional, wyrwoods see the 
  survival of their race as their primary goal. Even the rare 
  wyrwood who understands the point of empathy and 
  altruism sees such concepts as mere tools to help ensure 
  its own survival or that of its people. All wyrwoods know 
  how to create more of their kind, and they keep the details 
  of their construction process secret from other creatures 
  to make sure their race is never again enslaved.
  Most wyrwoods are wizards or rogues. The few who 
  are inclined to worship tend to revere lawful deities with 
  strict codes of behavior, which they follow to the letter 
  rather than the spirit.
  WYRWOOD CHARACTERS
  Wyrwood are defined by their class levels—they do 
  not possess racial Hit Dice. All wyrwoods have the 
  following racial traits. 
  +2 Dexterity, +2 Intelligence, –2 Charisma: 
  Wyrwoods are quick and calculating. As constructs, 
  wyrwoods do not have a Constitution score.
  Normal Speed: Wyrwoods have a base speed of 30 feet.
  Small: Wyrwoods are Small creatures and gain a +1 size 
  bonus on attack rolls, a –1 penalty on combat maneuver 
  checks and to combat maneuver defense, a +2 bonus on 
  Fly checks, and a +4 size bonus on Stealth checks.
  Darkvision 60 ft.: Wyrwoods can see in the dark up 
  to 60 feet.
  Low-Light Vision: Wyrwoods have low-light vision.
  Languages: Wyrwoods speak Common. A wyrwood 
  with a high Intelligence score can choose from the 
  following: Draconic, Dwarven, Elven, Gnome, Goblin, 
  or Orc. 
  280
  280
  Illustration by Emiliano Petrozzi
  
  Wyvaran
  This dragonlike humanoid brandishes its spear, spreads its wings, 
  and shows its fangs in a angry snarl. 
  WYVARAN	
  CR	1/2
  XP	200
  Female wyvaran inquisitorAPG 1
  LN Medium dragon 
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +7
  DEFENSE
  AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
  hp 10 (1d8+2)
  Fort +3, Ref +2, Will +5
  Immune paralysis, sleep
  OFFENSE
  Speed 30 ft., fly 30 ft. (clumsy) (20 ft., fly 20 ft. [clumsy] in armor)
  Melee shortspear +1 (1d6) or
  slapping tail +0 (1d8; attacks of opportunity only)
  Domain	Spell-Like	Abilities	(CL 1st; concentration +3)
  6/day—lightning arc (1d6 electricity)
  Inquisitor	Spells	Known (CL 1st; concentration +3)
  1st (2/day)—cause fear (DC 15), shield of faith
  0 (at will)—acid splash, daze (DC 14), disrupt undead, guidance
  Domain Air
  STATISTICS
  Str 10, Dex 14, Con 13, Int 6, Wis 17, Cha 14
  Base	Atk +0; CMB +0; CMD 12
  Feats Weapon Focus (shortspear)
  Skills Fly –6, Intimidate +6, Knowledge (religion) +2, 
  Perception +7
  Languages Common, Draconic 
  SQ judgment 1/day, monster lore +3, stern gaze
  ECOLOGY
  Environment temperate mountains
  Organization solitary, wing (2–8), or flight (4–12)
  Treasure NPC gear (spear, scale mail, holy symbol,  
  other treasure)
  These creatures are the result of magical draconic 
  experiments at crossbreeding wyverns and kobolds. 
  Wyvarans are fiercely territorial creatures loyal to their 
  kin and tribe, and allow no interlopers into their lands 
  without good reason or proper tribute. Each defends its 
  personal property, and seeks revenge on any who dare steal 
  from it. Most evil and neutral wyvarans primarily concern 
  themselves with expanding their territory and wealth.
  Many civilized races dismiss wyvarans as fast, dumb, 
  selfish brutes. However, a creature who respects the 
  wyvarans’ rules about their property finds that they make 
  steadfast and loyal allies. Adventuring wyvarans often 
  view their companions as clutchmates, and are willing to 
  take great risks to protect them.
  WYVARAN CHARACTERS
  Wyvarans are defined by their class levels—they don’t 
  have racial Hit Dice. All wyvarans have the following 
  racial traits.
  +2 Dexterity, –2 Intelligence, +2 Wisdom: Wyvarans 
  have a reptilian grace and a strong will, but they tend to 
  be a little dimwitted.
  Normal Speed: Wyvarans have a base speed of 30 feet.
  Flight: Wyvarans have dragonlike wings that grant 
  them a fly speed of 30 feet with clumsy maneuverability.
  Slapping Tail (Ex): Wyvarans have a tail attack they 
  can only use when making attacks of opportunity. This 
  slapping tail attack deals 1d8 points of damage plus the 
  wyvaran’s Strength modifier.
  Darkvision 60 ft.: Wyvarans can see in the dark up to 
  60 feet.
  Low-Light Vision: Wyvarans have low-light vision.
  Languages: Wyvarans speak Common and Draconic. A 
  wyvaran with a high Intelligence score can choose from 
  the following: Dwarven, Elven, Gnome, Goblin, and Orc.
  281
  281
  Wyrwood–Wyvaran
  Wyrwood–Wyvaran
  Illustration by Xia Taptara
  
  Xanthos
  This elephant-sized equine creature has bright red skin, fangs, six 
  eyes, and armored plates on its head, neck, and back.
  XANTHOS	
  CR	14
  XP	38,400
  N Huge magical beast 
  Init +6; Senses darkvision 120 ft., low-light vision; Perception +23
  DEFENSE
  AC 31, touch 11, flat-footed 28 (+2 Dex, +1 dodge, +20 natural, 
  –2 size)
  hp 195 (17d10+102)
  Fort +15, Ref +12, Will +10
  Immune cold; Resist electricity 30, fire 30; SR 25
  OFFENSE
  Speed 60 ft.
  Melee bite +23 (2d6+8), 2 hooves +21 (1d8+4), tail slap +21 
  (2d6+4)
  Space 15 ft.; Reach 10 ft.
  Spell-Like	Abilities (CL 15th; concentration +16)
  5/day—know direction, locate creature, purify food and 
  drink, teleport
  STATISTICS
  Str 26, Dex 15, Con 21, Int 12, Wis 16, Cha 13
  Base	Atk +17; CMB +27; CMD 40 (44 vs. trip)
  Feats Blind-Fight, Combat Casting, Dodge, 
  Endurance, Improved Initiative, Iron 
  Will, Mobility, Multiattack, Toughness, 
  Wind Stance
  Skills Climb +19, Intimidate +10,  
  Knowledge (any one) +10,  
  Perception +23,  
  Swim +19
  Languages Aklo; 
  telepathy 5 ft.
  SQ exploit stellar conjunction, hold breath
  ECOLOGY
  Environment any land
  Organization solitary or gang (2–5)
  Treasure none
  SPECIAL	ABILITIES
  Exploit	Stellar	Conjunction	(Su) A xanthos can sense the 
  alignment of stellar objects (planets, comets, asteroids, 
  and so on) and when they form conjunctions that allow 
  it to use its magic for interplanetary travel. During these 
  conjunctions, the xanthos can use its teleport spell-like 
  ability as interplanetary teleportUM to reach any other world 
  in its current solar system, or as plane shift to reach any 
  known plane. A conjunction remains viable for only 10d10 
  hours, after which it could be days, weeks, or even months 
  before another conjunction occurs that would once again 
  allow travel between those two locations.
  A xanthos is a strange creature, part equine, part reptile. 
  Bred as mounts by a long-dead race of alien plane-jumping 
  explorers, xanthoi have a remarkable intelligence and the 
  ability to teleport themselves and their riders over long 
  distances. The race that created xanthoi has since died off 
  or left for remote destinations, and the remaining xanthoi 
  have lost many of their former powers, but they still have 
  a driving need to explore worlds and planes. 
  Xanthoi are omnivores but can survive on 
  vegetable matter.
  A xanthos memorizes geography, 
  flora, and fauna in case its lost masters 
  ever return. In its travels, it may 
  seek out powerful adventurers to 
  form a mutual alliance of curiosity 
  and friendship, and continue its 
  explorations in their company. 
  Each 
  xanthos 
  has 
  a 
  specific 
  interest, and its desire to examine 
  and catalog might be inconvenient or 
  irrelevant to an adventurer’s desires. 
  Xanthoi avoid using their abilities 
  to interfere or help with wars, planar 
  invasions, and natural disasters, as they 
  believe doing so violates an ancient 
  code limiting their actions to observation and 
  memorization rather than influencing events. They 
  are more likely to flee than to fight unless fleeing 
  would leave their friends stranded or in danger.
  A xanthos is 13 feet tall at the shoulder and weighs 15,000 
  pounds. Its sloping, armored back is not particularly 
  comfortable for humanoids to sit on, but is well suited 
  for bearing a howdah that can hold up to four Medium 
  or Small creatures. It may accept a howdah, but doesn’t 
  tolerate being treated as a beast of burden.
  282
  282
  Illustration by David Melvin
  
  Xenopterid
  What appears to be this creature’s cloak unfurls into bug wings, 
  and its apparently human face is merely patterns on its head.
  XENOPTERID	
  CR	7
  XP	3,200
  N Medium vermin 
  Init +3; Senses darkvision 60 ft., lifesense; Perception +1
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
  hp 93 (11d8+44)
  Fort +11, Ref +6, Will +4
  Defensive	Abilities ferocity; Immune mind-affecting effects
  OFFENSE
  Speed 40 ft., climb 20 ft., fly 20 ft. (clumsy)
  Melee 2 claws +13 (1d6+5 plus grab), bite +13 (1d6+5 plus poison)
  Special	Attacks blood drain (1d2 Constitution), poison
  STATISTICS
  Str 20, Dex 17, Con 19, Int —, Wis 12, Cha 7
  Base	Atk +8; CMB +13 (+17 grapple); CMD 26 (34 vs. trip)
  Feats Improved CriticalB (claw)
  Skills Climb +13, Disguise +6 (+14 when disguised as a 
  humanoid), Fly –5, Stealth +11; Racial	Modifiers +8 Disguise 
  (+16 when disguised as a humanoid), +8 Stealth
  SQ entangling slime
  ECOLOGY
  Environment any land or underground
  Organization solitary, pair, or hive (3–30)
  Treasure none
  SPECIAL	ABILITIES
  Entangling	Slime	(Ex) A xenopterid can produce a sticky, 
  slimy secretion it uses to protect its territory and eggs. The 
  xenopterid can slime up to a 10-foot-square area per day at 
  a rate of 1 square foot per minute. For 1 week thereafter, 
  any creature coming in direct contact with the slime must 
  succeed at a DC 19 Strength check or be entangled and glued 
  to it as if it had failed its save against a tanglefoot bag. The 
  save DC is Constitution-based.
  Poison	(Ex) Bite—injury; save Fort DC 19; frequency 1/round 
  for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves. The 
  save DC is Constitution-based.
  Xenopterids are human-sized predatory insects with 
  the insidious ability to mimic the form of their favorite 
  prey—humanoids. Xenopterids can be encountered 
  nearly anywhere they can find food, quickly adapting 
  their mimicry to resemble whatever humanoids are most 
  common in a particular region. They can bend their wings 
  to form cowls and cloaks, and they can fold their limbs 
  to imitate humanoids’ weapons and armor. A xenopterid’s 
  eeriest feature is its mouth—a crude chitinous beak 
  that, when closed, resembles a human face. Up close, 
  the xenopterid’s unsettling nature is obvious, but from 
  a distance or in dim light, the creature easily passes 
  for its prey. Because their mimicking abilities require 
  concealment, xenopterids commonly hunt their prey 
  at night. Once a xenopterid captures and kills a victim, 
  it liquefies the creature’s remains in order to bring the 
  putrid slurry back to the hive where it stuffs this substance 
  into small spherical capsules the creatures use as food. 
  Some evil races prize these capsules, and make gruesome 
  liquors by fermenting the contents.
  Xenopterids live in colonies in abandoned ruins, old 
  castles, decrepit farmsteads, and similarly abandoned human 
  structures. A colony typically consists of 19 to 28 sterile drones 
  and a fertile hive king and hive queen (xenopterids with the 
  advanced creature simple template). Each colony has only one 
  fertile male, so xenopterids reproduce slowly. Still, the only 
  way to destroy a xenopterid colony is to kill both the king 
  and the queen, and neither one of them ever leaves the safety 
  of the hive. Xenopterid drones become fiercely aggressive 
  when defending the hive against invaders.
   
  283
  283
  Illustration by Mark Molnar
  Xanthos–Xenopterid
  Xanthos–Xenopterid
  
  Yaoguai
  This creature is a mix of different animals fused together, with a 
  bear’s torso and head, clawed ape legs, and a furred tentacle arm.
  YAOGUAI	
  CR	7
  XP	3,200
  N Huge magical beast 
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +7
  DEFENSE
  AC 18, touch 8, flat-footed 18 (+10 natural, –2 size)
  hp 84 (8d10+40); fast healing 5
  Fort +11, Ref +6, Will +4; +4 vs. mind-affecting effects
  Defensive	Abilities fortification (50%); DR 5/—; Immune 
  nauseated, sickened; SR 18
  Weaknesses polymorph susceptibility
  OFFENSE
  Speed 40 ft.
  Melee bite +12 (2d6+6), claw +12 (1d8+6), tentacle +12 
  (1d8+6 plus grab)
  Space 15 ft.; Reach 10 ft.
  Special	Attacks constrict (1d6+6)
  STATISTICS
  Str 23, Dex 10, Con 21, Int 2, Wis 11, Cha 8
  Base	Atk +8; CMB +16; CMD 26
  Feats Blind-Fight, Cleave, Iron Will, Power Attack
  Skills Climb +11, Perception +7, Swim +11
  SQ maker’s gift (grab and constrict)
  ECOLOGY
  Environment any land
  Organization solitary
  Treasure none
  SPECIAL	ABILITIES
  Maker’s	Gift	(Ex) Each yaoguai 
  gains one additional ability 
  that is based on its specific 
  form. Typical additional 
  yaoguai abilities include 
  the following.
  Flight: The yaoguai 
  gains a fly speed of 30 
  feet (clumsy).
  Grab and Constrict: 
  The yaoguai’s tentacle attack 
  gains grab and constrict. The 
  creature’s constrict damage is equal to 
  its slam damage plus its Strength bonus.
  Poison: One claw or tentacle attack is 
  replaced with a sting attack (same damage 
  as the replaced attack) plus poison. Poison Sting—
  injury; save Fort DC 19; frequency 1/round for 6 rounds; 
  effect 1d2 Strength damage; cure 1 save. The save DC is 
  Constitution-based.
  Pounce and Rake: The yaoguai gains pounce and rake (2 
  claws +14, 1d8+7).
  Quills: A creature attacking the yaoguai with a melee 
  weapon, an unarmed strike, or a natural weapon takes 1d8+7 
  points of piercing damage from the yaoguai’s quills. Melee 
  weapons with reach do not endanger their users in this way.
  Trample: The yaoguai gains a trample attack that deals 
  an amount of damage equal to its claw damage plus 1-1/2 
  times its Strength modifier.
  Polymorph	Susceptibility	(Su) A yaoguai is immune to 
  polymorph effects or effects that otherwise change its 
  shape, but the attempt to alter its shape causes it great pain 
  and it must attempt a saving throw if the effect allows it. 
  If it fails its save or the effect doesn’t allow a saving throw, 
  the yaoguai is staggered and loses its damage reduction and 
  fast healing for 1d4 rounds.
  A yaoguai is a monstrosity born of unnatural magic that 
  combines several creatures into one body, creating a 
  deformed, mismatched monster that slays and escapes its 
  creator as soon as possible. No two yaoguai look the same, 
  but most have similar abilities. Invariably, the torment 
  of its genesis and the ongoing pain of its existence leave 
  a yaoguai violently insane and prone to attacking at the 
  slightest provocation.
  284
  284
  Illustration by Tyler Walpole
  
  Ypotryll
  This ugly creature’s porcine head features multiple horns and 
  tusks. Its muscular body ripples with raw power. 
  YPOTRYLL	
  CR	15
  XP	51,200
  N Huge magical beast 
  Init –1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +12
  DEFENSE
  AC 29, touch 7, flat-footed 29 (–1 Dex, +22 natural, –2 size)
  hp 253 (22d10+132)
  Fort +21, Ref +12, Will +9; +6 vs. charms and compulsions
  DR 5/—
  OFFENSE
  Speed 60 ft.
  Melee gore +31 (4d8+16 plus push), 2 hooves +29 (2d8+11), tail 
  slap +29 (2d6+5 plus push)
  Space 10 ft.; Reach 15 ft. (15 ft. with tail slap)
  Special	Attacks	destructive charge, push (gore, tail slap, 10 ft.), 
  thundering path, trample (2d8+16), unstoppable force
  STATISTICS
  Str 32, Dex 9, Con 21, Int 2, Wis 10, Cha 7
  Base	Atk +22; CMB +35 (+37 bull rush, +39 overrun); CMD 44 
  (46 vs. bull rush, 46 vs. overrun)
  Feats Charge ThroughAPG, Endurance, Great Fortitude, 
  Greater Overrun, Improved Bull Rush, Improved 
  Overrun, Iron Will, Multiattack, Power Attack, 
  Run, Toughness
  Skills Acrobatics +6 (+18 when jumping), 
  Perception +12, Survival +4, Swim +23; 
  Racial	Modifiers +12 Acrobatics when 
  jumping, +4 Swim
  SQ bloody-minded
  ECOLOGY
  Environment temperate marshes, hills, or coasts
  Organization solitary, pair, herd (3–16)
  Treasure none
  SPECIAL	ABILITIES
  Bloody-Minded	(Ex) A ypotryll is not easily swayed from its 
  bloody business. It gains a +6 bonus on saves against 
  charm and compulsion effects. 
  Destructive	Charge	(Ex) A ypotryll’s charge attack 
  ignores up to 1 point of a target object’s hardness for 
  each 5 feet charged.
  Thundering	Path	(Ex) A ypotryll’s charge shakes the ground it 
  crosses. The path of its charge is considered difficult terrain 
  until the start of the ypotryll’s next turn, and creatures 
  with tremorsense that are within 100 feet of the end of the 
  ypotryll’s charge are blinded for that same amount of time.
  Unstoppable	Force	(Ex) A ypotryll’s bonus on a charge 
  attack is +4, and it may add this bonus on overrun combat 
  maneuver checks attempted using Charge Through. A 
  ypotryll may charge over difficult terrain, provided the 
  terrain does not cost more than 2 squares to enter.
  For those unfortunate enough to get in an ypotryll’s 
  way, the thundering rhythm of its hooves is the sound of 
  doom. These creatures are pure savagery and destruction 
  incarnate. A bulk of muscle and hate, a charging ypotryll 
  can be slowed by few things. Bodies and viscera are 
  strewed about when this powerful boarlike juggernaut hits 
  a shield wall, and pikes splinter on its armored plates as 
  if they were twigs. Given enough momentum, a charging 
  ypotryll can rip apart a drawbridge or even the crash 
  through a keep’s walls. Powerful savage tribes corral these 
  beasts and unleash their carnage on the battlefield. Giants 
  and powerful troll chiefs prize ypotrylls, and spend much 
  time and resources to break them, though ypotrylls’ volatile 
  nature ensures such domestication is rare. When it does 
  happen, they make truly frightening steeds. 
  In the wild, ypotrylls spend their time roaming 
  their territory looking for enough food to support their 
  massive bodies. While they prefer meat, these creatures 
  are omnivores and will eat almost anything. Ypotrylls 
  are especially fond of the scraps they can find in the 
  trash heaps of civilized races, which can mean disaster 
  for a settlement.
  285
  285
  Illustration by Eric Belisle
  Yaoguai–Ypotryll
  Yaoguai–Ypotryll
  
  Zombie Lord
  Gore stains this creature’s tattered clothes, grimly appropriate 
  garments for the rotting corpse inside.
  ZOMBIE	LORD	
  CR	3
  XP	800
  Female human monk 3
  LE Medium undead 
  Init +3; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 18, touch 16, flat-footed 14 (+3 Dex, +1 dodge, +2 Wis,  
  +2 natural)
  hp 30 (5d8+8)
  Fort +3, Ref +6, Will +8; +2 vs. enchantments
  Defensive	Abilities evasion; channel resistance +4;  
  DR 5/slashing; Immune undead traits
  OFFENSE
  Speed 40 ft.
  Melee unarmed strike +6 (1d6+3) or  
  flurry of blows +5/+5 (1d6+3)
  Special	Attacks flurry of blows, stunning fist (3/day, DC 13)
  STATISTICS
  Str 17, Dex 16, Con —, Int 12, Wis 15, Cha 10
  Base	Atk +3; CMB +7; CMD 22
  Feats Combat Reflexes, Deflect Arrows, Dodge, Improved 
  Unarmed Strike, Nimble Moves, Power Attack, Step Up, 
  Stunning Fist, ToughnessB
  Skills Acrobatics +11, Climb +11, Intimidate +8, Knowledge 
  (religion) +6, Perception +10, Sense Motive +8, Stealth +11
  Languages Abyssal, Common
  SQ fast movement, maneuver training
  ECOLOGY
  Environment any
  Organization solitary, pair, or cult (3–6)
  Treasure NPC gear
  Zombie lords are the fleshy counterparts of skeletal 
  champions—intelligent, 
  cunning, 
  and 
  envious 
  of 
  creatures whose bodies aren’t rotting away. Despite their 
  decaying flesh, they are not slow like common zombies, 
  and can easily pursue fleeing prey. Zombie lords are 
  more powerful than common zombies and retain their 
  class levels.
  CREATING A ZOMBIE LORD
  “Zombie lord” is an acquired template that can be added 
  to any corporeal creature (other than undead) that has a 
  minimum Intelligence of 3. This corporeal creature is 
  referred to hereafter as the base creature.
  CR: A zombie lord’s CR is 1 higher than that of a normal 
  zombie with the same Hit Dice, plus the normal CR 
  increase for class levels (if any).
  Type: The creature’s type becomes undead. It keeps 
  subtypes except for alignment subtypes and subtypes 
  that indicate kind.
  Alignment: Any evil.
  Armor Class: Natural armor as per zombie (Pathfinder 
  RPG Bestiary 288).
  Hit Dice: Change all of the creature’s racial Hit Dice 
  to d8s, then add 2 racial Hit Dice to this total (creatures 
  without racial HD gain 2 undead HD). Hit Dice from class 
  levels are unchanged.
  Saving Throws: Base save bonuses for racial Hit Dice 
  are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.
  Defensive Abilities: A zombie lord gains DR 5/slashing 
  and channel resistance +4, in addition to undead traits.
  Speed: As zombie (Bestiary 288).
  Attacks: As zombie (Bestiary 289).
  Abilities: Str +2, Dex +2. As an 
  undead, it has no Constitution score.
  BAB: A zombie lord’s BAB for its 
  racial HD is equal to 3/4 its HD.
  Skills: A zombie lord gains skill 
  ranks per racial Hit Die equal to 4 
  + its Int modifier (class skills 
  as the undead type). Skills 
  gained from class levels 
  remain unchanged.
  Feats: A zombie lord gains 
  Toughness as a bonus feat.
  Special Qualities: Unlike a 
  common zombie, a zombie 
  lord does not gain the 
  staggered special quality.
  286
  286
  Illustration by Kieran Yanner
  
  Zomok
  At first glance, this creature resembles a dragon, but its body is 
  entirely made of plants and soil, and it exhales clouds of dirt.
  ZOMOK	
  CR	16
  XP	76,800
  N Gargantuan plant (extraplanar)
  Init +4; Senses darkvision 120 ft., low-light vision, tremorsense 
  60 ft.; Perception +26
  DEFENSE
  AC 33, touch 6, flat-footed 33 (+27 natural, –4 size)
  hp 246 (17d8+170)
  Fort +20, Ref +7, Will +13
  Immune sonic, plant traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 40 ft., fly 100 ft. (poor); forest step
  Melee bite +20 (2d8+12), 2 claws +20 (2d6+12), tail slap +15 
  (2d8+6), 2 wings +15 (2d6+6)
  Space 20 ft.; Reach 15 ft. (20 ft. with tail)
  Special	Attacks breath weapon (60-ft. cone, 18d6 bludgeoning 
  plus entangle, Reflex DC 28 partial, usable every 1d4 
  rounds), swallow whole (6d6 bludgeoning damage, AC 23, 
  24 hp), trample (2d8+18, DC 30)
  Spell-Like	Abilities (CL 16th; concentration +24)
  Constant—pass without trace
  At will—command plants (DC 22), plant growth, quench (DC 21)
  3/day—entangle (DC 19), liveoak, transmute mud to rock, 
  transmute rock to mud, wall of thorns
  1/day—shambler
  STATISTICS
  Str 35, Dex 11, Con 30, Int 16, Wis 22, Cha 26
  Base	Atk +12; CMB +28 (+30 sunder); CMD 40 (42 vs. sunder, 
  44 vs. trip)
  Feats Awesome Blow, Cleave, Improved Bull Rush, Improved 
  Initiative, Improved Sunder, Iron Will, Lightning Reflexes, 
  Power Attack, Snatch
  Skills Fly +10, Knowledge (nature) +20, Perception +26, 
  Stealth +8, Survival +23
  Languages Common, Sylvan, Terran
  ECOLOGY
  Environment any forests (primal land of fey)
  Organization solitary
  Treasure standard
  SPECIAL	ABILITIES
  Breath	Weapon	(Su) A zomok’s breath 
  weapon is a cone of flying dirt, bark, stones, 
  and moss, which takes root as soon as it 
  touches the ground. Creatures may attempt 
  a saving throw for half damage. Any creature 
  that fails its save and is touching the ground is 
  entangled for 1d6 rounds by this material. A creature 
  can break free with a DC 28 Strength or Escape Artist check. 
  The save DC is Constitution-based.
  Forest	Step	(Su) A zomok in a forest area may teleport up 
  to 120 feet by moving the essence of its being to another 
  forested area. The zomok is cured of 60 points of damage 
  when it does this. It may use this ability once every 1d6+1 
  rounds but no more than three times per day. If the zomok 
  has swallowed a foe, the foe is left behind when the 
  zomok teleports.
  Zomoks are dragonlike creatures made out of 
  animate plant matter. Native to the realm 
  of the fey, they are guardians of mystic 
  forests. Some travel to the Material 
  Plane and adapt to its woodlands, 
  defending them against massive 
  destruction—forest fires, logging,  
  undead armies, and so on—and 
  use their abilities to heal and 
  regrow damaged areas.
  Rather than having a distinct 
  physical body, a zomok is 
  more like a spirit animating a 
  collective mass of vegetation, 
  and over time it sheds and 
  acquires new material from 
  its environment, changing its 
  appearance to match its current 
  location. Zomoks do not need 
  to eat, and any creature they 
  swallow is usually left behind 
  as a mashed corpse to decay and 
  provide nutrition for plants.
  A typical zomok is about 18 
  feet tall and 30 feet long, and 
  weighs 30 tons.
  287
  287
  Zombie Lord–Zomok
  Zombie Lord–Zomok
  Illustration by Damien Mammoliti
  
  Celestial Creature Defenses
  Hit Dice 
  Resist Acid, Cold, and Electricity 
  DR
  1–4	
  5	
  —
  5–10	
  10	
  5/evil
  11+	
  15	
  10/evil
  Entropic Creature Defenses
  Hit Dice 
  Resist Acid and Fire 
  DR
  1–4	
  5	
  —
  5–10	
  10	
  5/lawful
  11+	
  15	
  10/lawful
  Fiendish Creature Defenses
  Hit Dice 
  Resist Cold and Fire 
  DR
  1–4	
  5	
  —
  5–10	
  10	
  5/good
  11+	
  15	
  10/good
  Resolute Creature Defenses
  Hit Dice 
  Resist Acid, Cold, and Fire 
  DR
  1–4	
  5	
  —
  5–10	
  10	
  5/chaotic
  11+	
  15	
  10/chaotic
  APPENDIX 1: MONSTER CREATION
  Pathfinder RPG Bestiary 4 provides all the information you 
  need to use and quickly modify the monsters presented in 
  this book. For information on creating new monsters, see 
  the Pathfinder RPG Bestiary. Table 1–1: Monster Statistics 
  by CR on the following page is an expanded (up to CR 30) 
  version of the table presented in the original Bestiary. 
  APPENDIX 2: MONSTER ADVANCEMENT
  The following rules allow you to adjust monsters, 
  increasing (or even decreasing) their statistics and abilities 
  while still creating a balanced and fun encounter.
  TEMPLATES
  A template is a set of rules that you apply to a monster 
  to transform it into a different monster. It gives precise 
  directions on how to change the original monster’s 
  statistics to transform it into the new monster.
  Acquired Templates: This kind of template is added to 
  a creature well after its birth or creation.
  Inherited Templates: This kind of template is part of 
  a creature from the beginning of its existence. Creatures 
  are born or created with these templates already in place, 
  and have never known life without them.
  SIMPLE TEMPLATES
  Simple templates can be applied during the game with 
  minimal effort. The “quick rules” present a fast way to 
  modify die rolls made in play to simulate the template’s 
  effects without actually rebuilding the stat block. The 
  “rebuild rules” list the exact changes you make to the base 
  stat block if you have the time to completely rebuild it. The 
  two methods result in creatures of similar, if not identical, 
  abilities. For some simple templates, the quick and rebuild 
  rules are exactly the same.
  Advanced Creature (CR +1)
  Creatures with the advanced template are fiercer and 
  more powerful than their ordinary cousins. 
  Quick Rules: +2 on all rolls (including damage rolls) 
  and to special ability DCs; +4 to AC and CMD; +2 hp/HD.
  Rebuild Rules: AC increase natural armor by 2; Ability 
  Scores +4 to all ability scores.
  Celestial Creature (CR +0 or +1)
  Celestial creatures dwell in the higher planes. A celestial 
  creature’s CR increases by 1 only if the base creature has 
  5 or more HD.
  Quick Rules/Rebuild Rules: Senses darkvision 60 ft.; 
  Defensive Abilities DR and energy resistance as noted on the 
  table; SR SR equal to new CR +5; Special Attacks smite evil 
  1/day as a swift action (adds Cha bonus on attack rolls and 
  damage bonus equal to HD against evil foes; smite persists 
  until the target is dead or the celestial creature rests).
  Entropic Creature (CR +0 or +1)
  Creatures with the entropic template live in planes where 
  chaos is paramount. An entropic creature’s CR increases 
  by 1 only if the base creature has 5 or more HD.
  Quick Rules/Rebuild Rules: Senses darkvision 60 ft.; 
  Defensive Abilities DR and energy resistance as noted 
  on the table; SR SR equal to new CR +5; Special Attacks 
  smite law 1/day as a swift action (adds Cha bonus on attack 
  rolls and damage bonus equal to HD against lawful foes; 
  smite persists until the target is dead or the entropic 
  creature rests).
  Fiendish Creature (CR +0 or +1)
  Creatures with the fiendish template live in the  
  Lower Planes, such as the Abyss and Hell. A fiendish 
  creature’s CR increases by 1 only if the base creature has 
  5 or more HD.
  Quick Rules/Rebuild Rules: Senses darkvision 60 ft.; 
  Defensive Abilities DR and energy resistance as noted on 
  the table; SR SR equal to new CR +5; Special Attacks smite 
  good 1/day as a swift action (adds Cha bonus on attack rolls 
  and damage bonus equal to HD against good foes; smite 
  persists until target is dead or the fiendish creature rests).
  288
  288
  
  Table 1–1: Monster Statistics by CR
   
  Hit 
  Armor 
  High 
  Low 
  Average Damage 
  Primary 
  Secondary 
  Good 
  Poor
  CR 
  Points 
  Class 
  Attack 
  Attack 
  High 
  Low 
  Ability DC 
  Ability DC 
  Save 
  Save
  1/2	
  10	
  11	
  1	
  0	
  4	
  3	
  11	
  8	
  3	
  0
  1	
  15	
  12	
  2	
  1	
  7	
  5	
  12	
  9	
  4	
  1
  2	
  20	
  14	
  4	
  3	
  10	
  7	
  13	
  9	
  5	
  1
  3	
  30	
  15	
  6	
  4	
  13	
  9	
  14	
  10	
  6	
  2
  4	
  40	
  17	
  8	
  6	
  16	
  12	
  15	
  10	
  7	
  3
  5	
  55	
  18	
  10	
  7	
  20	
  15	
  15	
  11	
  8	
  4
  6	
  70	
  19	
  12	
  8	
  25	
  18	
  16	
  11	
  9	
  5
  7	
  85	
  20	
  13	
  10	
  30	
  22	
  17	
  12	
  10	
  6
  8	
  100	
  21	
  15	
  11	
  35	
  26	
  18	
  12	
  11	
  7
  9	
  115	
  23	
  17	
  12	
  40	
  30	
  18	
  13	
  12	
  8
  10	
  130	
  24	
  18	
  13	
  45	
  33	
  19	
  13	
  13	
  9
  11	
  145	
  25	
  19	
  14	
  50	
  37	
  20	
  14	
  14	
  10
  12	
  160	
  27	
  21	
  15	
  55	
  41	
  21	
  15	
  15	
  11
  13	
  180	
  28	
  22	
  16	
  60	
  45	
  21	
  15	
  16	
  12
  14	
  200	
  29	
  23	
  17	
  65	
  48	
  22	
  16	
  17	
  12
  15	
  220	
  30	
  24	
  18	
  70	
  52	
  23	
  16	
  18	
  13
  16	
  240	
  31	
  26	
  19	
  80	
  60	
  24	
  17	
  19	
  14
  17	
  270	
  32	
  27	
  20	
  90	
  67	
  24	
  18	
  20	
  15
  18	
  300	
  33	
  28	
  21	
  100	
  75	
  25	
  18	
  20	
  16
  19	
  330	
  34	
  29	
  22	
  110	
  82	
  26	
  19	
  21	
  16
  20	
  370	
  36	
  30	
  23	
  120	
  90	
  27	
  20	
  22	
  17
  21	
  400	
  37	
  31	
  24	
  130	
  98	
  27	
  20	
  23	
  18
  22	
  440	
  39	
  32	
  25	
  140	
  105	
  28	
  21	
  23	
  18
  23	
  480	
  40	
  33	
  26	
  150	
  113	
  29	
  22	
  24	
  19
  24	
  520	
  42	
  35	
  27	
  165	
  124	
  30	
  23	
  25	
  20
  25	
  560	
  43	
  36	
  28	
  180	
  135	
  30	
  24	
  26	
  21
  26	
  600	
  44	
  37	
  29	
  195	
  145	
  31	
  25	
  27	
  22
  27	
  640	
  45	
  38	
  30	
  210	
  155	
  32	
  26	
  28	
  23
  28	
  680	
  46	
  39	
  31	
  225	
  165	
  33	
  27	
  29	
  24
  29	
  720	
  47	
  40	
  32	
  240	
  175	
  34	
  28	
  30	
  25
  30	
  760	
  48	
  41	
  33	
  255	
  185	
  35	
  29	
  31	
  26
  Giant Creature (+1)
  Creatures with the giant template are larger and stronger 
  than their normal-sized kin. This template cannot be 
  applied to creatures that are Colossal.
  Quick Rules: +2 on all rolls based on Str or Con, +2 hp/
  HD, –1 penalty on all rolls based on Dex.
  Rebuild Rules: Size increase by one category; AC increase 
  natural armor by 3; Attacks increase dice rolled by 1 step; 
  Ability Scores +4 size bonus to Str and Con, –2 Dex.
  Resolute Creature (CR +0 or +1)
  Creatures with the resolute template live in planes where 
  law is paramount. A resolute creature’s CR increases by 1 
  only if the base creature has 5 or more HD.
  Quick Rules/Rebuild Rules: Senses darkvision 60 ft.; 
  Defensive Abilities DR and energy resistance as noted on 
  the table; SR SR equal to new CR +5; Special Attacks smite 
  chaos 1/day as a swift action (adds Cha bonus on attack 
  rolls and damage bonus equal to HD against chaotic 
  foes; smite persists until target is dead or the resolute 
  creature rests).
  Young Creature (CR –1)
  Creatures with the young template are immature 
  specimens of the base creature. You can also use this 
  simple template to easily create a smaller variant of a 
  monster, such as the runt of a litter. This template cannot 
  be applied to Fine creatures or those that increase in 
  power through aging (such as dragons) or feeding (such 
  as barghests).
  Quick Rules: +2 on all Dex-based rolls, –2 on all other 
  rolls, –2 hp/HD.
  Rebuild Rules: Size decrease by one category; AC reduce 
  natural armor by –2 (minimum +0); Attacks decrease 
  damage dice by 1 step; Ability Scores –4 Strength, –4 Con, 
  +4 size bonus to Dex.
  289
  289
  Appendices
  Appendices
  
  APPENDIX 3: GLOSSARY
  This appendix includes the Universal Monster Rules, 
  Creature Types, and Creature Subtypes.
  UNIVERSAL MONSTER RULES
  The following rules are standard and are referenced (but 
  not repeated) in monster stat blocks. Each rule includes a 
  format guide for how it appears in a monster’s stat listing 
  and its location on the stat block. Some mythic abilities 
  from Pathfinder RPG Mythic Adventures are presented here 
  for your convenience, although they are not universal 
  monster rules; these are indicated with a superscript “MA.”
  Ability Damage and Drain (Ex or Su) Some attacks or 
  special abilities cause ability damage or drain, reducing 
  the designated ability score by the listed amount. While 
  ability damage can be healed naturally, ability drain is 
  permanent and can only be restored through magic.
  Format: 1d4 Str drain; Location: Special Attacks and 
  individual attacks.
  All-Around Vision (Ex) The creature sees in all 
  directions at once. It cannot be flanked.
  Format: all-around vision; Location: senses.
  Amazing InitiativeMA (Ex) The creature has a bonus 
  on initiative checks equal to its mythic rank. As a free 
  action on its turn, it can expend one use of mythic power 
  to take an additional standard action during that turn. 
  This additional standard action can’t be used to cast a 
  spell. It can’t gain an extra action in this way more than 
  once per round.
  Format: amazing initiative; Location: Special Attacks.
  Amorphous (Ex) The creature’s body is malleable and 
  shapeless. It is immune to precision damage (like sneak 
  attacks) and critical hits.
  Format: amorphous; Location: Defensive Abilities.
  Amphibious (Ex) Creatures with this special quality 
  have the aquatic subtype, but they can survive indefinitely 
  on land.
  Format: amphibious; Location: SQ.
  Attach (Ex) The creature automatically latches onto its 
  target when it successfully makes the listed attack. The 
  creature is considered grappling, but the target is not. 
  The target can attack or grapple the creature as normal, 
  or break the attach with a successful grapple or Escape 
  Artist check. Most creatures with this ability have a racial 
  bonus to maintain a grapple (listed in its CMB entry).
  Format: attach; Location: individual attacks.
  Bleed (Ex) A creature with this ability causes wounds 
  that continue to bleed, dealing additional damage each 
  round at the start of the affected creature’s turn. This 
  bleeding can be stopped by a successful DC 15 Heal skill 
  check or through the application of any magical healing. 
  The amount of damage each round is determined in the 
  creature’s entry.
  Format: bleed (2d6); Location: Special Attacks and 
  individual attacks.
  Blindsense (Ex) Using nonvisual senses, such as acute 
  smell or hearing, a creature with blindsense notices 
  things it cannot see. The creature usually does not need 
  to succeed at Perception checks to pinpoint the location of 
  a creature within range of its blindsense ability, provided 
  that it has line of effect to that creature. Any opponent the 
  creature cannot see still has total concealment against 
  the creature with blindsense, and the creature still has 
  the normal miss chance when attacking foes that have 
  concealment. Visibility still affects the movement of a 
  creature with blindsense. A creature with blindsense is 
  still denied its Dexterity bonus to Armor Class against 
  attacks from creatures it cannot see.
  Format: blindsense 60 ft.; Location: Senses.
  Blindsight (Ex) This ability is similar to blindsense, 
  but is far more discerning. Using nonvisual senses, such 
  as sensitivity to vibrations, keen smell, acute hearing, or 
  echolocation, a creature with blindsight maneuvers and 
  fights as well as a sighted creature. Invisibility, darkness, 
  and most kinds of concealment are irrelevant, though the 
  creature must have line of effect to a creature or object 
  to discern that creature or object. The ability’s range is 
  specified in the creature’s descriptive text. The creature 
  usually does not need to succeed at Perception checks to 
  notice creatures within range of its blindsight ability. 
  Unless noted otherwise, blindsight is continuous, and 
  the creature need do nothing to use it. Some forms of 
  blindsight, however, must be triggered as a free action. If 
  so, this is noted in the creature’s description. If a creature 
  must trigger its blindsight ability, the creature gains the 
  benefits of blindsight only during its turn.
  Format: blindsight 60 ft.; Location: Senses.
  Blood Drain (Ex) The creature drains blood at the end of 
  its turn if it grapples a foe, dealing Constitution damage.
  Format: blood drain (1d2 Constitution); Location: 
  Special Attacks.
  Blood Rage (Ex) When the creature takes damage in 
  combat, on its next turn it can fly into a rage as a free 
  action. It gains +2 Constitution and +2 Strength, but 
  takes a –2 penalty to its AC. The rage lasts as long as the 
  battle or 1 minute, whichever is shorter. It cannot end its 
  rage voluntarily.
  Format: blood rage; Location: Special Attacks.
  Breath Weapon (Su) Some creatures can exhale a cone, 
  line, or cloud of energy or other magical effects. A breath 
  weapon attack usually deals damage and is often based on 
  some type of energy. Breath weapons allow a Reflex save 
  for half damage (DC 10 + 1/2 breathing creature’s racial 
  HD + breathing creature’s Con modifier; the exact DC 
  is given in the creature’s descriptive text). A creature is 
  immune to its own breath weapon unless otherwise noted. 
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  Some breath weapons allow a Fortitude save or a Will save 
  instead of a Reflex save. Each breath weapon also includes 
  notes on how often it can be used, even if this number is 
  limited in times per day.
  Format: breath weapon (60-ft. cone, 8d6 fire damage, 
  Reflex DC 20 for half, usable every 1d4 rounds); Location: 
  Special Attacks; if the breath is more complicated than 
  damage, it also appears under Special Abilities with its 
  own entry.
  Burn (Ex) A creature with the burn special attack 
  deals fire damage in addition to damage dealt on a 
  successful hit in melee. Those affected by the burn 
  ability must also succeed on a Ref lex save or catch fire, 
  taking the listed damage for an additional 1d4 rounds at 
  the start of its turn (DC 10 + 1/2 burning creature’s racial 
  HD + burning creature’s Con modifier). A burning 
  creature can attempt a new save as a full-round action. 
  Dropping and rolling on the ground grants a +4 bonus 
  on this save. Creatures that hit a burning creature with 
  natural weapons or unarmed attacks take fire damage 
  as though hit by the burning creature and must succeed 
  at a Ref lex save to avoid catching on fire (Pathfinder RPG 
  Core Rulebook 444).
  Format: burn (2d6, DC 15); Location: Special Attacks and 
  individual attacks.
  Capsize (Ex) A creature with this special quality can 
  attempt to capsize a boat or a ship by ramming it as a 
  charge attack and making a combat maneuver check. 
  The DC of this check is 25, or the result of the captain’s 
  Profession (sailor) check, whichever is higher. For 
  each size category the ship is larger than the creature 
  attempting to capsize it, the creature attempting to 
  capsize the ship takes a cumulative –10 penalty on its 
  combat maneuver check.
  Format: capsize; Location: Special Attacks.
  Change Shape (Su) A creature with this special quality 
  has the ability to assume the appearance of a specific 
  creature or type of creature (usually a humanoid), but 
  retains most of its own physical qualities. A creature 
  cannot change shape to a form more than one size 
  category smaller or larger than its original form. This 
  ability functions as a polymorph spell, the type of which is 
  listed in the creature’s description, but the creature does 
  not adjust its ability scores (although it gains any other 
  abilities of the creature it mimics). Some creatures, such 
  as lycanthropes, can transform into unique forms with 
  special modifiers and abilities. These creatures do adjust 
  their ability scores, as noted in their description.
  Format: change shape (wolf, beast shape I); Location: SQ, 
  and in special abilities for creatures with a unique listing.
  Channel Resistance (Ex) A creature with this special 
  quality (usually an undead) is less easily affected by 
  channeled energy. A creature with channel resistance 
  adds the bonus listed for that creature to saves made to 
  resist the effects of channel energy, including effects that 
  rely on the use of channel energy (such as the Command 
  Undead feat).
  Format: channel resistance +4; Location: Defensive Abilities.
  Compression (Ex) The creature can move through an 
  area as small as one-quarter its space without squeezing 
  or one-eighth its space when squeezing.
  Format: compression; Location: SQ.
  Constrict (Ex) A creature with this special attack can 
  crush an opponent, dealing bludgeoning damage, when 
  it makes a successful grapple check (in addition to any 
  other effects caused by a successful check, including 
  additional damage). The amount of damage is given in 
  the creature’s entry and is typically equal to the amount 
  of damage caused by the creature’s melee attack.
  Format: constrict (1d8+6); Location: Special Attacks.
  Construct Traits (Ex) Constructs are immune to 
  death effects, disease, mind-affecting effects (charms, 
  compulsions, phantasms, patterns, and morale effects), 
  necromancy effects, paralysis, poison, sleep, stun, and 
  any effect that requires a Fortitude save (unless the effect 
  also works on objects, or is harmless). Constructs are 
  not subject to nonlethal damage, ability damage, ability 
  drain, fatigue, exhaustion, or energy drain. Constructs 
  are not at risk of death from massive damage.
  Format: construct traits; Location: Immune.
  Curse of Lycanthropy (Su) A natural lycanthrope’s bite 
  attack in animal or hybrid form infects a humanoid target 
  with lycanthropy (Fortitude DC 15 negates). If the victim’s 
  size is not within one size category of the lycanthrope’s 
  size, this ability has no effect.
  Format: curse of lycanthropy; Location: individual 
  attacks.
  Damage Reduction (Ex or Su) A creature with this 
  special quality ignores damage from most weapons and 
  natural attacks. Wounds heal immediately, or the weapon 
  bounces off harmlessly (in either case, the opponent 
  knows the attack was ineffective). The creature takes 
  normal damage from energy attacks (even nonmagical 
  ones), spells, spell-like abilities, and supernatural 
  abilities. A certain kind of weapon can sometimes damage 
  the creature normally, as noted below.
  The entry indicates the amount of damage ignored 
  (usually 5 to 15 points) and the type of weapon that negates 
  the ability.
  Some monsters are vulnerable to piercing, bludgeoning, 
  or slashing damage. Others are vulnerable to certain 
  materials, such as adamantine, alchemical silver, or cold- 
  forged iron. Attacks from weapons that are not of the 
  correct type or made of the correct material have their 
  damage reduced, although a high enhancement bonus 
  can overcome some forms of damage reduction.
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  Some monsters are vulnerable to magic weapons. Any 
  weapon with at least a +1 magical enhancement bonus on 
  attack and damage rolls overcomes the damage reduction 
  of these monsters. Such creatures’ natural weapons (but 
  not their attacks with weapons) are treated as magic 
  weapons for the purpose of overcoming damage reduction.
  A few very powerful monsters are vulnerable only to 
  epic weapons—that is, magic weapons with at least a +6 
  enhancement bonus. Such creatures’ natural weapons 
  are also treated as epic weapons for the purpose of 
  overcoming damage reduction.
  Some monsters are vulnerable to good-, evil-, 
  chaotically, or lawfully aligned weapons. When a cleric 
  casts align weapon, affected weapons might gain one or 
  more of these properties, and certain magic weapons 
  have these properties as well. A creature with an 
  alignment subtype (chaotic, evil, good, or lawful) can 
  overcome this type of damage reduction with its natural 
  weapons and weapons it wields as if the weapons or 
  natural weapons had an alignment (or alignments) that 
  matched the subtype(s) of the creature.
  When a damage reduction entry has a dash (—) after 
  the slash, no weapon negates the damage reduction.
  A few creatures are harmed by more than one kind 
  of weapon. A weapon that deals damage of either type 
  overcomes this damage reduction.
  A few other creatures require combinations of 
  different types of attacks to overcome their damage 
  reduction, and a weapon must be both types to overcome 
  this type of damage reduction. A weapon that is only one 
  type is still subject to damage reduction.
  Format: DR 5/silver; Location: Defensive Abilities.
  Darkvision (Ex or Su) A creature with darkvision 
  can see in total darkness, usually to a range of 60 feet. 
  Within this range, the creature can see as clearly as a 
  sighted creature could see in an area of bright light. 
  Darkvision is black and white only but is otherwise like 
  normal sight.
  Format: darkvision 60 ft.; Location: Senses.
  Demon Lord Traits (Ex, Sp, or Su) A demon lord is a 
  powerful, unique demon that rules a layer of the Abyss. 
  All demon lords are chaotic evil outsiders that are, at a 
  minimum, CR 26. Demon lords have a particular suite 
  of traits (unless otherwise noted in a creature’s entry) as 
  summarized here.
  •	 A	 demon	 lord	 can	 grant	 spells	 to	 its	 worshipers	
  as if it were a deity. A demon lord’s domains are 
  Chaos, Evil, and two other domains relevant to its 
  theme and interests. Like a deity, a demon lord has a  
  favored weapon.
  •	 A	demon	lord’s	natural	weapons,	as	well	as	any	weapons	
  it wields, are treated as chaotic, epic, and evil for the 
  purpose of overcoming damage reduction.
  •	 Abyssal Resurrection (Ex) A demon lord rules an Abyssal 
  realm, a vast world that not only serves as its home but 
  provides it with power. If a demon lord is slain, its body 
  rapidly melts into corruption (leaving behind any gear 
  it held or carried), its soul returns to a hidden location 
  within its realm, and it is immediately restored to life 
  (as true resurrection) at that location. Once this occurs, 
  a demon lord can’t use this ability again until a full 
  year has passed. A demon lord realizes it is vulnerable 
  during this time and usually doesn’t risk further 
  battles for the remainder of that year, relying on the 
  defenses of its realm and its legions of minions to 
  protect it. A demon lord that is slain again during this 
  year or is killed by unusual methods (such as by a true 
  deity or an artifact created for this purpose) is slain 
  forever—its remains appearing somewhere deep in the 
  Abyss among other dead demon lords from the ages. A 
  demon lord who does not control a domain does not 
  gain this ability.
  •	 Frightful Presence (Su) A demon lord can activate its 
  frightful presence as a free action as part of any attack, 
  spell-like ability, special attack, or by speaking aloud.
  •	 Immunity	 to	 ability	 damage,	 ability	 drain,	 charm	
  effects, compulsion effects, death effects, energy drain, 
  and petrification.
  •	 Regeneration (Ex) Only epic and good damage, or 
  damage from a creature of equal or greater power (such 
  as an archdevil, deity, demon lord, or protean lord) 
  interrupts a demon lord’s regeneration.
  •	 Resistance	to	acid	30,	cold	30,	and	fire	30.
  •	 Summon Demons (Sp) Three times per day as a swift 
  action, a demon lord can summon any demon or 
  combination of demons whose total combined CR is 
  20 or lower. This otherwise works like the summon 
  universal monster rule with a 100% chance of success, 
  and counts as a 9th-level spell effect.
  •	 Telepathy	300	feet.
  Disease (Ex or Su) A creature with this ability causes 
  disease in those it contacts. The effects of the disease, 
  including its save, frequency, and cure, are included in 
  the creature’s description. The saving throw to negate 
  the disease is usually a Fort save (DC 10 + 1/2 infecting 
  creature’s racial HD + the creature’s Con modifier; the 
  exact DC is given in the creature’s descriptive text). 
  Disease can be removed through remove disease and 
  similar effects.
  Format: Disease Name (Ex) Bite—injury; save Fort DC 
  15, onset 1d3 days, frequency 1 day, effect 1 Con damage, 
  cure 2 consecutive saves; Location: Special Attacks and 
  individual attacks.
  Display of StrengthMA (Su) As a free action, the creature 
  can expend one use of mythic power to attempt a feat 
  of Strength, gaining a +20 circumstance bonus on one 
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  Strength-based skill check or Strength ability check. 
  Alternatively, the creature can use this ability to apply 
  a +20 circumstance bonus to its Strength score for a 
  number of hours equal to its mythic rank for the purpose 
  of determining its carrying capacity.
  Format: display of strength; Location: SQ.
  Distraction (Ex) A creature with this ability can 
  nauseate the creatures that it damages. Any living 
  creature that takes damage from a creature with the 
  distraction ability is nauseated for 1 round; a Fortitude 
  save (DC 10 + 1/2 creature’s HD + creature’s Con modifier) 
  negates the effect.
  Format: distraction (DC 14); Location: Special Attacks.
  Dual InitiativeMA (Ex) The creature gets two turns 
  each round, one on its initiative count and another on 
  its initiative count – 20. For example, if the monster’s 
  initiative is 23, for its first turn it could make a full attack 
  (and take a 5 foot step) at initiative 23, and for its second 
  turn at initiative 3 it could take a move action and cast 
  a spell. This allows the monster to perform two actions 
  per round that normally take an entire round, such as 
  using a summon monster spell. For the purposes of spells 
  and effects that have a duration of a round or longer or 
  trigger at the beginning of the creature’s round or the 
  start of its turn (such as saving throws against ongoing 
  effects or taking bleed damage), only the creature’s first 
  turn each round counts toward such durations.
  Format: +21/+1; Location: Initiative.
  Empyreal Lord Traits (Ex, Sp, or Su) Empyreal lords 
  are the greatest members of the agathion, angel, archon, 
  and azata races, and are sometimes worshiped as if they 
  were deities. All empyreal lords are good outsiders that 
  are, at a minimum, CR 21. In addition to having agathion, 
  angel, archon, or azata traits, Empyreal lords have a 
  particular suite of traits (unless otherwise noted in a 
  creature’s entry) as summarized here.
  •	 A	 empyreal	 lord’s	 natural	 weapons,	 as	 well	 as	 any	
  weapons he or she wields, are treated as epic and good 
  for the purpose of overcoming damage reduction. If the 
  empyreal lord is chaotic or lawful, these attacks also 
  count as that alignment for the purpose of overcoming 
  damage reduction.
  •	 Agathion,	 angel,	 archon,	 or	 azata	 energy	 resistances	
  are increased to 30.
  •	 An	 empyreal	 lord	 can	 grant	 spells	 to	 its	 worshipers	
  as if it were a deity. An empyreal lord’s domains are 
  Chaos (if chaotic), Good, Law (if lawful), and two other 
  domains relevant to its theme and interests (or three 
  if it is neither chaotic nor lawful). Like a deity, an 
  empyreal lord has a favored weapon.
  •	 Blindsense	60	feet.
  •	 Greater Teleport (Sp) An empyreal lord can use greater 
  teleport at will (caster level 20th).
  •	 Immunity	 to	 ability	 damage,	 ability	 drain,	 charm	
  effects, compulsion effects, death effects, energy drain, 
  and petrification.
  •	 Primal Aura (Su) An aura of primeval power surrounds 
  every empyreal lord. The effects of this aura are unique 
  to each empyreal lord.
  •	 Regeneration (Ex) Only epic and evil damage, or damage 
  from a creature of equal or greater power (such as 
  an archdevil, deity, demon lord, or protean lord) 
  interrupts an empyreal lord’s regeneration.
  •	 Seed of Life (Sp) An empyreal lord can touch a willing 
  creature and imbue it with magical healing power. 
  The target radiates an aura of good as if it were an 
  outsider and gains a +2 insight bonus on all saving 
  throws against negative energy and death effects. As 
  a standard action, the target can release this energy, 
  turning it inward as a heal spell upon itself or outward 
  as a mass cure serious wounds spell on allies within 30 feet 
  (caster level 15th). If not released, the energy dissipates 
  harmlessly after 24 hours. The empyreal lord can use 
  this ability 5 times per day, but only on other creatures.
  Energy Drain (Su) This attack saps a living opponent’s vital 
  energy and happens automatically when a melee or ranged 
  attack hits. Each successful energy drain bestows one or more 
  negative levels (the creature’s description specifies how many). 
  If an attack that includes an energy drain scores a critical hit, 
  it bestows twice the listed number of negative levels. Unless 
  otherwise specified in the creature’s description, a draining 
  creature gains 5 temporary hit points for each negative level 
  it bestows on an opponent. These temporary hit points last 
  for a maximum of 1 hour. Negative levels remain until 24 
  hours have passed or until they are removed with a spell, 
  such as restoration. If a negative level is not removed before 
  24 hours have passed, the affected creature must attempt a 
  Fortitude save (DC 10 + 1/2 draining creature’s racial HD + 
  draining creature’s Cha modifier; the exact DC is given in 
  the creature’s descriptive text). On a success, the negative 
  level goes away with no harm to the creature. On a failure, the 
  negative level becomes permanent. A separate saving throw is 
  required for each negative level.
  Format: energy drain (2 levels, DC 18); Location: Special 
  Attacks and individual attacks.
  Engulf (Ex) The creature can engulf creatures in its 
  path as part of a standard action. It cannot make other 
  attacks during a round in which it engulfs. The creature 
  merely has to move over its opponents, affecting as many 
  as it can cover. Targeted creatures can make attacks of 
  opportunity against the creature, but if they do so, they 
  are not entitled to a saving throw against the engulf 
  attack. Those who do not attempt attacks of opportunity 
  can attempt a Reflex save to avoid being engulfed—on 
  a success, they are pushed back or aside (target’s choice) 
  as the creature moves forward. Engulfed opponents gain 
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  the pinned condition, are in danger of suffocating, are 
  trapped within the creature’s body until they are no 
  longer pinned, and may be subject to other special attacks 
  from the creature. The save DC is Strength-based.
  Format: engulf (DC 12, 1d6 acid and paralysis); Location: 
  Special Attacks.
  Fast Healing (Ex) A creature with the fast healing 
  special quality regains hit points at an exceptional rate, 
  usually 1 or more hit points per round, as given in the 
  creature’s entry. Except where noted here, fast healing is 
  just like natural healing. Fast healing does not restore 
  hit points lost from starvation, thirst, or suffocation, nor 
  does it allow a creature to regrow lost body parts. Unless 
  otherwise stated, it does not allow lost body parts to be 
  reattached. Fast healing continues to function (even at 
  negative hit points) until a creature dies, at which point 
  the effects of fast healing end immediately.
  Format: fast healing 5; Location: hp.
  Fast Swallow (Ex) The creature can use its swallow 
  whole ability as a free action at any time during its turn, 
  not just at the start of its turn.
  Format: fast swallow; Location: Special Attacks.
  Fear (Su or Sp) Fear attacks can have various effects.
  Fear Aura (Su) The use of this ability is a free action. The 
  aura can freeze an opponent (as in the case of a mummy’s 
  despair) or function like the fear spell. Other effects are 
  possible. A fear aura is an area effect. The descriptive text 
  gives the size and kind of the area.
  Fear Cone (Sp) and Ray (Su) These effects usually work 
  like the fear spell.
  If a fear effect allows a saving throw, it is a Will save 
  (DC 10 + 1/2 fearsome creature’s racial HD + creature’s Cha 
  modifier; the exact DC is given in the creature’s descriptive 
  text). All fear attacks are mind-affecting fear effects.
  Format: fear aura (30 ft., DC 17); Location: Aura.
  Format: fear cone (50 ft., DC 19); Location: Special Attacks.
  Ferocity (Ex) A creature with ferocity remains 
  conscious and can continue fighting even if its hit point 
  total is below 0. The creature is still staggered and looses 
  1 hit point each round. A creature with ferocity still dies 
  when its hit point total reaches a negative amount equal 
  to its Constitution score.
  Format: ferocity; Location: Defensive Abilities.
  Formian Traits (Ex or Su) Formians are a spacefaring race 
  of insectlike creatures from a forest world that aggressively 
  colonize other worlds. A formian possesses the following 
  traits (unless otherwise noted in a creature’s entry).
  •	 Darkvision	60	feet	and	blindsense	30	feet.
  •	 Hive Mind (Ex) Formians share a telepathic bond with 
  other members of their hive that enhances their hive 
  mates’ perception. As long as a formian is within 
  telepathic range of at least one hive mate, it gains a +4 
  racial bonus on initiative checks and Perception checks. 
  If at least one formian disbelieves an illusion, all 
  formians within its telepathic range are also considered 
  to disbelieve that illusion. If one formian is aware of 
  combatants, all other hive mates within the range of its 
  telepathy are also aware of those combatants.
  •	 Resistance	to	sonic	10.
  •	 Telepathic Caster (Ex) Due to a formian’s telepathic 
  nature, if it casts spells it does so as spell-like abilities.
  •	 Telepathy	60	ft.
  Fortification (Ex) The monster has an 50% chance to 
  treat any critical hit or sneak attack as a normal hit, as if 
  wearing moderate fortification armor.
  Format: fortification (50%); Location: Defensive Abilities.
  Freeze (Ex) The creature can hold itself so still it 
  appears to be an inanimate object of the appropriate 
  shape (a statue, patch of fungus, and so on). The creature 
  can take 20 on its Stealth check to hide in plain sight as 
  this kind of inanimate object. 
  Format: freeze; Location: SQ.
  Frightful Presence (Ex) This special quality makes a 
  creature’s very presence unsettling to foes. Activating this 
  ability is a free action that is usually part of an attack or 
  charge. Opponents within range who witness the action 
  may become frightened or shaken. The range is usually 30 
  feet, and the duration is usually 5d6 rounds. This ability 
  affects only opponents with fewer Hit Dice or levels than 
  the creature has. An affected opponent can resist the 
  effects with a successful Will save (DC 10 + 1/2 frightful 
  creature’s racial HD + frightful creature’s Cha modifier; 
  the exact DC is given in the creature’s descriptive text). 
  On a failed save, the opponent is shaken, or panicked if 
  4 Hit Dice or fewer. An opponent that succeeds on the 
  saving throw is immune to that same creature’s frightful 
  presence for 24 hours. Frightful presence is a mind-
  affecting fear effect.
  Format: frightful presence (60 ft., DC 21); Location: Aura.
  Gaze (Su) A gaze special attack takes effect when foes 
  look at the attacking creature’s eyes. The attack can 
  have any sort of effect: petrification, death, and charm 
  are common. The typical range is 30 feet, but check the 
  creature’s entry for details. The type of saving throw for 
  a gaze attack varies, but it is usually a Will or Fortitude 
  save (DC 10 + 1/2 gazing creature’s racial HD + gazing 
  creature’s Cha modifier; the exact DC is given in the 
  creature’s text). A successful saving throw negates the 
  effect. A monster’s gaze attack is described in abbreviated 
  form in its description. Each opponent within range of 
  a gaze attack must attempt a saving throw each round at 
  the beginning of his or her turn in the initiative order. 
  Only looking directly at a creature with a gaze attack 
  leaves an opponent vulnerable. Opponents can avoid the 
  need to attempt the saving throw by not looking at the 
  creature, in one of two ways.
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  Averting Eyes: The opponent avoids looking at the 
  creature’s face, instead looking at its body, watching its 
  shadow, tracking it in a reflective surface, etc. Each round, 
  the opponent has a 50% chance to avoid having to attempt 
  a saving throw against the gaze attack. The creature with 
  the gaze attack gains concealment against that opponent.
  Wearing a Blindfold: The foe cannot see the creature at 
  all (also possible to achieve by turning one’s back on the 
  creature or shutting one’s eyes). The creature with the 
  gaze attack gains total concealment against the opponent.
  A creature with a gaze attack can actively gaze as an attack 
  action by choosing a target within range. That opponent must 
  attempt a saving throw but can try to avoid this as described 
  above. Thus, it is possible for an opponent to save against a 
  creature’s gaze twice during the same round, once before the 
  opponent’s action and once during the creature’s turn.
  Gaze attacks can affect ethereal opponents. A creature 
  is immune to gaze attacks of others of its kind unless 
  otherwise noted. Allies of a creature with a gaze attack 
  might be affected. All the creature’s allies are considered 
  to be averting their eyes from the creature with the gaze 
  attack, and have a 50% chance to not need to attempt a 
  saving throw against the gaze attack each round. The 
  creature can also veil its eyes, thus negating its gaze ability.
  Format: gaze; Location: Special Attacks.
  Grab (Ex) If a creature with this special attack hits with 
  the indicated attack (usually a claw or bite attack), it deals 
  normal damage and attempts to start a grapple as a free 
  action without provoking an attack of opportunity. Unless 
  otherwise noted, grab works only against opponents at least 
  one size category smaller than the creature. The creature 
  has the option to conduct the grapple normally, or simply 
  use the part of its body it used in the grab to hold the 
  opponent. If it chooses to do the latter, it takes a –20 penalty 
  on its combat maneuver check to make and maintain the 
  grapple, but does not gain the grappled condition itself. 
  A successful hold does not deal any extra damage unless 
  the creature also has the constrict special attack. If the 
  creature does not constrict, each successful grapple check 
  it makes during successive rounds automatically deals 
  the damage indicated for the attack that established the 
  hold. Otherwise, it deals constriction damage as well (the 
  amount is given in the creature’s descriptive text).
  Creatures with the grab special attack receive a +4 
  bonus on combat maneuver checks made to start and 
  maintain a grapple.
  Format: grab; Location: individual attacks.
  Greensight (Su) The monster can see through thick 
  plant matter as though it were transparent, usually with a 
  range of 60 feet. Leaves, vines, greenery, and undergrowth 
  offer no concealment to the monster’s sight, though solid 
  wood still blocks its line of sight.
  Format: greensight 60 ft.; Location: Senses.
  Hold Breath (Ex) The creature can hold its breath for 
  a number of minutes equal to 6 times its Constitution 
  score before it risks drowning.
  Format: hold breath; Location: SQ.
  Immunity (Ex or Su) A creature with immunities takes 
  no damage from listed sources. Immunities can also apply 
  to afflictions, conditions, spells (based on school, level, 
  or save type), and other effects. A creature that is immune 
  does not suffer from these effects, or any secondary effects 
  that are triggered due to an immune effect.
  Format: 
  Immune 
  acid, 
  fire, 
  paralysis; 
  Location: 
  Defensive Abilities.
  Incorporeal (Ex) An incorporeal creature has no 
  physical body. It can be harmed only by other incorporeal 
  creatures, magic weapons or creatures that strike 
  as magic weapons, and spells, spell-like abilities, or 
  supernatural abilities. It is immune to all nonmagical 
  attack forms. Even when hit by spells or magic weapons, 
  it takes only half damage from a corporeal source. 
  Although it is not a magical attack, holy water can affect 
  incorporeal undead. Corporeal spells and effects that do 
  not cause damage only have a 50% chance of affecting an 
  incorporeal creature (except for channel energy). Force 
  spells and effects, such as from a magic missile, affect an 
  incorporeal creature normally.
  An incorporeal creature has no natural armor bonus 
  but has a deflection bonus equal to its Charisma bonus 
  (always at least +1, even if the creature’s Charisma score 
  does not normally provide a bonus).
  An incorporeal creature can enter or pass through solid 
  objects, but must remain adjacent to the object’s exterior, 
  and so cannot pass entirely through an object whose 
  space is larger than its own. It can sense the presence of 
  creatures or objects within a square adjacent to its current 
  location, but enemies have total concealment (50% miss 
  chance) from an incorporeal creature that is inside an 
  object. In order to see beyond the object it is in and attack 
  normally, the incorporeal creature must emerge. An 
  incorporeal creature inside an object has total cover, but 
  when it attacks a creature outside the object it only has 
  cover, so a creature outside with a readied action could 
  strike at it as it attacks. An incorporeal creature cannot 
  pass through a force effect.
  An incorporeal creature’s attacks pass through (ignore) 
  natural armor, armor, and shields, although deflection 
  bonuses and force effects (such as mage armor) work 
  normally against it. Incorporeal creatures pass through 
  and operate in water as easily as they do in air. Incorporeal 
  creatures cannot fall or take falling damage. Incorporeal 
  creatures cannot make trip or grapple attacks, nor can 
  they be tripped or grappled. In fact, they cannot take 
  any physical action that would move or manipulate an 
  opponent or its equipment, nor are they subject to such 
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  actions. Incorporeal creatures have no weight and do not 
  set off traps that are triggered by weight.
  An incorporeal creature moves silently and cannot 
  be heard with Perception checks if it doesn’t wish to 
  be. It has no Strength score, so its Dexterity modifier 
  applies to its melee attacks, ranged attacks, and CMB. 
  Nonvisual senses, such as scent and blindsight, are 
  either ineffective or only partly effective with regard 
  to incorporeal creatures. Incorporeal creatures have 
  an innate sense of direction and can move at full speed 
  even when they cannot see.
  Format: incorporeal; Location: Defensive Abilities.
  Keen Scent (Ex) The creature can notice other creatures 
  by scent in a 180-foot radius underwater and can detect 
  blood in the water at ranges of up to a mile.
  Format: keen senses; Location: Senses.
  Lifesense (Su) The creature notices and locates living 
  creatures within 60 feet, just as if it possessed the 
  blindsight ability.
  Format: lifesense; Location: Senses
  Light Blindness (Ex) Creatures with light blindness 
  are blinded for 1 round if exposed to bright light, such as 
  sunlight or the daylight spell. Such creatures are dazzled 
  as long as they remain in areas of bright light.
  Format: light blindness; Location: Weaknesses.
  Light Sensitivity (Ex) Creatures with light sensitivity 
  are dazzled in areas of bright sunlight or within the 
  radius of a daylight spell.
  Format: Weakness light sensitivity; Location: Weaknesses.
  Low-Light Vision (Ex) A creature with low-light 
  vision can see twice as far as a human in starlight, 
  moonlight, torchlight, and similar conditions of dim 
  light. It retains the ability to distinguish color and 
  detail under these conditions. Format: low-light vision; 
  Location: Senses.
  Lycanthropic Empathy (Ex) In any form, natural 
  lycanthropes can communicate and empathize with animals 
  related to their animal form. They can use Diplomacy to 
  alter such an animal’s attitude, and when so doing gain a +4 
  racial bonus on the check. Afflicted lycanthropes only gain 
  this ability in animal or hybrid form.
  Format: lycanthropic empathy (bears and dire bears); 
  Location: SQ.
  Mistsight (Ex) The monster can see through fog, mist, 
  and murky water as if they were perfectly clear, ignoring 
  the miss chance for these obstructions, up to its normal 
  range of vision.
  Format: mistsight; Location: Senses.
  Mythic ImmortalityMA (Su) If the creature is killed, it 
  returns to life 24 hours later, regardless of the condition 
  of its body or the means by which it was killed. When 
  it returns to life, it isn’t treated as if it had rested, and 
  doesn’t regain the use of abilities that recharge with rest 
  until it next rests. This ability doesn’t apply if it is killed 
  by a coup de grace or critical hit performed by either 
  a mythic creature (or creature of even greater power) 
  or a non-mythic creature wielding a weapon capable 
  of bypassing epic damage reduction. If the creature is 
  mythic rank 10, it can be killed only by a coup de grace 
  or critical hit made with an artifact. (This ability is 
  called “immortal” in Mythic Adventures.)
  Format: mythic immortality; Location: SQ.
  Mythic MagicMA (Su) Up to three times per day, when 
  the creature casts a spell, it can cast the mythic version 
  instead (as with all mythic spells, the creature must 
  expend mythic power to cast a mythic spell in this way).
  Format: mythic magic 3/day; Location: Special Attacks.
  Mythic PowerMA (Su) The mythic monster can draw 
  upon a wellspring of power to accomplish amazing deeds 
  and cheat fate. Each day, it can expend a number of uses of 
  mythic power equal to its mythic rank. This amount is its 
  maximum amount of mythic power. If an ability allows it 
  to regain mythic power, it can never gain more than this 
  amount. The monster automatically has the surge ability 
  (see page 300), and can use this mythic power to activate 
  it. It may have other abilities that rely on mythic power.
  Format: mythic power (3/day, surge +1d6); Location: 
  Special Attacks.
  Natural Attacks Most creatures possess one or more 
  natural attacks (attacks made without a weapon). These 
  attacks fall into one of two categories, primary and 
  secondary attacks. Primary attacks are made using the 
  creature’s full base attack bonus and add the creature’s 
  full Strength bonus on damage rolls. Secondary attacks 
  are made using the creature’s base attack bonus –5 and 
  add only 1/2 the creature’s Strength bonus on damage 
  rolls. If a creature has only one natural attack, it is always 
  made using the creature’s full base attack bonus and 
  adds 1-1/2 the creature’s Strength bonus on damage rolls. 
  This increase does not apply if the creature has multiple 
  attacks but only takes one. If a creature has only one 
  type of attack, but has multiple attacks per round, that 
  attack is treated as a primary attack, regardless of its type. 
  Table 3–1 lists some of the most common types of natural 
  attacks and their classifications.
  Some creatures treat one or more of their attacks 
  differently, such as dragons, which always receive 1-1/2 times 
  their Strength bonus on damage rolls with their bite attack. 
  These exceptions are noted in the creature’s description.
  Creatures with natural attacks and attacks made with 
  weapons can use both as part of a full attack action 
  (although often a creature must forgo one natural attack for 
  each weapon clutched in that limb, be it a claw, tentacle, or 
  slam). Such creatures attack with their weapons normally 
  but treat all of their natural attacks as secondary attacks 
  during that attack, regardless of the attack’s original type.
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  The Damage Type column refers to the sort of damage 
  that the natural attack typically deals: bludgeoning (B), 
  slashing (S), or piercing (P). Some attacks deal damage of 
  more than one type, depending on the creature. In such 
  cases all the damage is considered to be of all listed types 
  for the purpose of overcoming damage reduction.
  Some fey, humanoids, monstrous humanoids, and 
  outsiders do not possess natural attacks. These creatures 
  can make unarmed strikes, but treat them as weapons for 
  the purpose of determining attack bonuses, and they must 
  use the two-weapon fighting rules when making attacks 
  with both hands. See Table 3–1 for typical damage values 
  for natural attacks by creature size.
  Format: bite +5 (1d6+1), 2 claws +5 (1d4+2), 4 tentacles +0 
  (1d4+1); Location: Melee and Ranged
  Natural Invisibility (Ex or Su) This ability is constant—
  the creature remains invisible at all times, even when 
  attacking. As this ability is inherent, it is not subject to 
  the invisibility purge spell.
  Format: natural invisibility; Location: Defensive Abilities.
  Negative Energy Affinity (Ex) The creature alive, but 
  reacts to positive and negative energy as if it were undead—
  positive energy harms it, negative energy heals it.
  Format: negative energy affinity; Location: Defensive 
  Abilities.
  No Breath (Ex) The monster does not breathe, and 
  is immune to effects that require breathing (such as 
  inhaled poison). This does not give immunity to cloud or 
  gas attacks that do not require breathing.
  Format: no breath; Location: SQ.
  Paralysis (Ex or Su) This special attack renders the victim 
  immobile. Paralyzed creatures cannot move, speak, or take 
  any physical actions. The creature is rooted to the spot, 
  frozen and helpless. Paralysis works on the body, and a 
  character can usually resist it with a Fortitude saving throw 
  (DC 10 + 1/2 paralyzing creature’s racial HD + paralyzing 
  creature’s Con modifier; the DC is given in the creature’s 
  description). Unlike hold person and similar effects, a 
  paralysis effect does not allow a new save each round. 
  A winged creature flying in the air at the time that it is 
  paralyzed cannot flap its wings and falls. A swimmer can’t 
  swim and may drown. The duration of the paralysis varies 
  and is included in the creature’s description.
  Format: paralysis (1d4 rounds, DC 18); Location: Special 
  Attacks and individual attacks.
  Plant Traits (Ex) Plants are immune to all mind-
  affecting effects (charms, compulsions, morale effects, 
  patterns, and phantasms), paralysis, poison, polymorph, 
  sleep, and stun.
  Format: plant traits; Location: Immune.
  PlantbringerMA (Su) All plants within a 1-mile radius 
  of the creature grow at double their normal rate and 
  don’t suffer from any diseases or maladies. Allied plant 
  creatures within 30 feet of the creature gain fast healing 
  equal to the creature’s mythic rank. If the creature uses 
  plant shape or wild shape to take the form of a plant, it 
  gains this fast healing in plant form.
  Format: plantbringer; Location: SQ
  Poison (Ex or Su) A creature with this ability can poison 
  those it attacks. The effects of the poison, including its 
  save, frequency, and cure, are included in the creature’s 
  description. The saving throw to resist a poison is usually 
  a Fort save (DC 10 + 1/2 poisoning creature’s racial HD 
  + creature’s Con modifier; the exact DC is given in the 
  creature’s descriptive text). Poisons can be removed 
  through neutralize poison and similar effects.
  Format: Poison Name (Ex) Sting—injury; save Fort 
  DC 22, frequency 1/round for 6 rounds, effect 1d4 Con, 
  cure 2 consecutive saves; Location: Special Attacks and 
  individual attacks.
  Poisonous Blood (Ex) Any creature that confirms 
  a critical hit against the monster with a piercing or 
  slashing melee weapon is sprayed with poison. (Melee 
  weapons with reach don’t endanger their users in this 
  way.) The type of poison depends on the monster. Unless 
  otherwise stated, this poison uses the poison’s normal 
  DC, though some monsters might have a poison DC 
  that’s Constitution-based.
  Table 3–1: Natural Attacks by Size
   
  Base Damage by Size* 
  Damage 
  Attack
  Natural Attack 
  Fine 
  Dim. 
  Tiny 
  Small 
  Med. 
  Large 
  Huge 
  Garg. 
  Col. 
  Type 
  Type
  Bite	
  1	
  1d2	
  1d3	
  1d4	
  1d6	
  1d8	
  2d6	
  2d8	
  4d6	
  B,P,	and	S	
  Primary
  Claw	
  	—	
  1	
  1d2	
  1d3	
  1d4	
  1d6	
  1d8	
  2d6	
  2d8	
  B	and	S	
  Primary
  Gore	
  1	
  1d2	
  1d3	
  1d4	
  1d6	
  1d8	
  2d6	
  2d8	
  4d6	
  P	
  Primary
  Hoof,	tentacle,	wing	
  —	
  1	
  1d2	
  1d3	
  1d4	
  1d6	
  1d8	
  2d6	
  2d8	
  B	
  Secondary
  Pincers,	tail	slap	
  1	
  1d2	
  1d3	
  1d4	
  1d6	
  1d8	
  2d6	
  2d8	
  4d6	
  B	
  Secondary
  Slam	
  —	
  1	
  1d2	
  1d3	
  1d4	
  1d6	
  1d8	
  2d6	
  2d8	
  B	
  Primary
  Sting	
  —	
  1	
  1d2	
  1d3	
  1d4	
  1d6	
  1d8	
  2d6	
  2d8	
  P	
  Primary
  Talons	
  —	
  1	
  1d2	
  1d3	
  1d4	
  1d6	
  1d8	
  2d6	
  2d8	
  S	
  Primary
  Other	
  —	
  1	
  1d2	
  1d3	
  1d4	
  1d6	
  1d8	
  2d6	
  2d8	
  B,	P,	or	S	
  Secondary
  *	Individual	creatures	vary	from	this	value	as	appropriate.
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  Format: poisonous blood (dragon bile); Location: 
  Defensive Abilities.
  Pounce (Ex) When a creature with this special attack 
  makes a charge, it can make a full attack (including rake 
  attacks if the creature also has the rake ability).
  Format: pounce; Location: Special Attacks.
  Powerful Blows (Ex) The specified attack adds 1-1/2 
  times the creature’s Strength bonus to damage instead 
  of its normal Strength bonus or half its Strength bonus.
  Format: powerful blows (slam); Location: SQ.
  Powerful Charge (Ex) When a creature with this special 
  attack makes a charge, its attack deals extra damage in 
  addition to the normal benefits and hazards of a charge. 
  The attack and amount of damage from the attack is 
  given in the creature’s description.
  Format: powerful charge (gore, 4d8+24); Location: 
  Special Attacks.
  Pull (Ex) A creature with this ability can choose to 
  attempt a free combat maneuver check with a successful 
  attack. If successful, this check pulls a creature closer. 
  The distance pulled is set by this ability. The type of 
  attack that causes the pull and the distance pulled are 
  included in the creature’s description. This ability only 
  works on creatures of a size equal to or smaller than the 
  pulling creature. Creatures pulled in this way do not 
  provoke attacks of opportunity and stop if the pull would 
  move them into a solid object or creature.
  Format: pull (tentacle, 5 feet); Location: Special Attacks 
  and individual attacks.
  Push (Ex) A creature with the push ability can choose 
  to attempt a free combat maneuver check with a certain 
  successful attack (often a slam attack). If successful, this 
  check pushes a creature directly away as with a bull rush, 
  but the distance moved is set by this ability. The type of 
  attack that causes the push and the distance pushed are 
  included in the creature’s description. This ability only 
  works on creatures of a size equal to or smaller than 
  the pushing creature. Creatures pushed in this way do 
  not provoke attacks of opportunity and stop if the push 
  would move them into a solid object or creature.
  Format: push (slam, 10 feet); Location: Special Attacks 
  and individual attacks.
  Rake (Ex) A creature with this special attack gains extra 
  natural attacks under certain conditions, typically when 
  it grapples its foe. In addition to the options available to 
  all grapplers, a monster with the rake ability gains two 
  free claw attacks that it can use only against a grappled 
  foe. The bonus and damage caused by these attacks is 
  included in the creature’s description. A monster with 
  the rake ability must begin its turn already grappling 
  to use its rake—it can’t begin a grapple and rake in the 
  same turn.
  Format: rake (2 claws +8, 1d4+2); Location: Special Attacks.
  RecuperationMA (Ex) The creature is restored to full 
  hit points after 8 hours of rest so long as it isn’t dead. In 
  addition, by expending one use of mythic power and resting 
  for 1 hour, it regains a number of hit points equal to half 
  its full hit points (up to a maximum of its full hit points) 
  and regain the use of any class features that are limited to 
  a certain number of uses per day (such as barbarian rage, 
  bardic performance, spells per day, and so on). This rest 
  is treated as 8 hours of sleep for such abilities. This rest 
  doesn’t refresh uses of mythic power or any mythic abilities 
  that are limited to a number of times per day.
  Format: recuperation; Location: SQ.
  Regeneration (Ex) A creature with this ability is 
  difficult to kill. Creatures with regeneration heal damage 
  at a fixed rate, as with fast healing, but they cannot die as 
  long as their regeneration is still functioning (although 
  creatures with regeneration still fall unconscious when 
  their hit points are below 0). Certain attack forms, 
  typically fire and acid, cause a creature’s regeneration 
  to stop functioning on the round following the attack. 
  During this round, the creature does not heal any damage 
  and can die normally. The creature’s descriptive text 
  describes the types of damage that cause the regeneration 
  to cease functioning.
  Attack forms that don’t deal hit point damage are 
  not healed by regeneration. Regeneration also does 
  not restore hit points lost from starvation, thirst, or 
  suffocation. Regenerating creatures can regrow lost 
  portions of their bodies and can reattach severed limbs 
  or body parts if they are brought together within 1 hour 
  of severing. Severed parts that are not reattached wither 
  and die normally.
  A creature must have a Constitution score to have the 
  regeneration ability.
  Format: regeneration 5 (fire, acid); Location: hp.
  Rend (Ex) If it hits with two or more natural attacks in 
  1 round, a creature with the rend special attack can cause 
  tremendous damage by latching onto the opponent’s 
  body and tearing flesh. This attack deals an additional 
  amount of damage, but no more than once per round. The 
  type of attacks that must hit and the additional damage 
  are included in the creature’s description. The additional 
  damage is usually equal to the damage caused by one of 
  the attacks plus 1-1/2 the creature’s Strength bonus.
  Format: rend (2 claws, 1d8+9); Location: Special Attacks.
  Resistance (Ex) A creature with this special quality 
  ignores some damage of the indicated type each time 
  it takes damage of that kind (commonly acid, cold, 
  electricity, or fire). The entry indicates the amount and 
  type of damage ignored.
  Format: Resist acid 10; Location: Defensive Abilities.
  Rock Catching (Ex) The creature (which must be of at 
  least Large size) can catch Small, Medium, or Large rocks 
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  (or projectiles of similar shape). Once per round, a creature 
  that would normally be hit by a rock can attempt a Reflex 
  save to catch it as a free action. The DC is 15 for a Small 
  rock, 20 for a Medium one, and 25 for a Large one. (If the 
  projectile provides a magical bonus on attack rolls, the DC 
  increases by that amount.) The creature must be aware of 
  the attack in order to make a rock catching attempt.
  Format: rock catching; Location: Defensive Abilities.
  Rock Throwing (Ex) This creature is an accomplished 
  rock thrower and has a +1 racial bonus on attack rolls 
  with thrown rocks. A creature can hurl rocks up to two 
  categories smaller than its size; for example, a Large 
  hill giant can hurl Small rocks. A “rock” is any large, 
  bulky, and relatively regularly shaped object made of any 
  material with a hardness of at least 5. The creature can 
  hurl the rock up to five range increments. The size of the 
  range increment varies with the creature. Damage from 
  a thrown rock is generally twice the creature’s base slam 
  damage plus 1-1/2 its Strength bonus.
  Format: rock throwing (120 ft.); Location: Special Attacks 
  (damage is listed in Ranged attack).
  Scent (Ex) This special quality allows a creature to detect 
  approaching enemies, sniff out hidden foes, and track by 
  sense of smell. Creatures with the scent ability can identify 
  familiar odors just as humans do familiar sights.
  The creature can detect opponents within 30 feet by 
  sense of smell. If the opponent is upwind, the range 
  increases to 60 feet; if downwind, it drops to 15 feet. 
  Strong scents, such as smoke or rotting garbage, can be 
  detected at twice the ranges noted above. Overpowering 
  scents, such as skunk musk or troglodyte stench, can be 
  detected at triple normal range.
  When a creature detects a scent, the exact location of 
  the source is not revealed—only its presence somewhere 
  within range. The creature can take a move action to note 
  the direction of the scent. When the creature is within 5 
  feet of the source, it pinpoints the source’s location.
  A creature with the scent ability can follow tracks by 
  smell, making a Wisdom (or Survival) check to find or 
  follow a track. The typical DC for a fresh trail is 10 (no 
  matter what kind of surface holds the scent). This DC 
  increases or decreases depending on how strong the 
  quarry’s odor is, the number of creatures, and the age 
  of the trail. For each hour that the trail is cold, the DC 
  increases by 2. The ability otherwise follows the rules for 
  the Survival skill. Creatures tracking by scent ignore the 
  effects of surface conditions and poor visibility.
  Format: scent; Location: Senses.
  See in Darkness (Su) The creature can see perfectly in 
  darkness of any kind, including that created by deeper darkness.
  Format: see in darkness; Location: Senses.
  Smother (Ex) If the creature’s opponent is holding its 
  breath, the creature can reduce the time until the target 
  has to attempt suffocation checks. As a free action, the 
  creature can attempt a grapple combat maneuver against 
  the opponent. If it succeeds, the opponent reduces the 
  remaining duration it can hold its breath by 1d6 rounds.
  Format: smother; Location: Special Attacks.
  Sound Mimicry (Ex) The creature perfectly imitates 
  certain sounds or even specific voices. The creature 
  attempts a Bluff check opposed by the listener’s Sense 
  Motive check to recognize the mimicry, although if the 
  listener isn’t familiar with the person or type of creatures 
  mimicked, it takes a –8 penalty on its Sense Motive check. 
  The creature has a +8 racial bonus on its Bluff check to 
  mimic sounds (including accents and speech patterns, if a 
  voice mimic) it has listened to for at least 10 minutes. The 
  creature cannot duplicate the effects of magical abilities 
  (such as bardic performance or a harpy’s captivating 
  song), though it may be able to mimic the sound of those 
  abilities. This ability does not allow the creature to speak 
  or understand languages it doesn’t know.
  Format: sound mimicry (voices); Location: SQ.
  Spell Resistance (Ex) A creature with spell resistance 
  can avoid the effects of spells and spell-like abilities that 
  directly affect it. To determine if a spell or spell-like 
  ability works against a creature with spell resistance, 
  the caster must attempt a caster level check (1d20 + 
  caster level). If the result equals or exceeds the creature’s 
  spell resistance, the spell works normally, although the 
  creature is still allowed a saving throw.
  Format: SR 18; Location: Defensive Abilities.
  Spell-Like Abilities (Sp) Spell-like abilities are magical 
  and work just like spells (though they are not spells and so 
  have no verbal, somatic, focus, or material components). 
  They go away in an antimagic field and are subject to 
  spell resistance if the spell the ability is based on would 
  be subject to spell resistance.
  A spell-like ability usually has a limit on how often it 
  can be used. A constant spell-like ability or one that can 
  be used at will has no use limit. Reactivating a constant 
  spell-like ability is a swift action. Using all other spell-
  like abilities is a standard action unless noted otherwise, 
  and doing so provokes attacks of opportunity. It is possible 
  to attempt a concentration check to use a spell-like ability 
  defensively and avoid provoking an attack of opportunity, 
  just as when casting a spell. A spell-like ability can be 
  disrupted just as a spell can be. Spell-like abilities cannot 
  be used to counterspell, nor can they be counterspelled.
  For creatures with spell-like abilities, a designated 
  caster level defines how difficult it is to dispel their 
  spell-like effects and to define any level-dependent 
  variables (such as range and duration) the abilities might 
  have. The creature’s caster level never affects which 
  spell-like abilities the creature has; sometimes the given 
  caster level is lower than the level a spellcasting character 
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  would need to cast the spell of the same name. If no caster 
  level is specified, the caster level is equal to the creature’s 
  Hit Dice. The saving throw (if any) against a spell-like 
  ability is 10 + the level of the spell the ability resembles or 
  duplicates + the creature’s Charisma modifier.
  Some spell-like abilities duplicate spells that work 
  differently when cast by characters of different classes. 
  A monster’s spell-like abilities are presumed to be the 
  sorcerer/wizard versions. If the spell in question is not a 
  sorcerer/wizard spell, then default to cleric, druid, bard, 
  paladin, and ranger, in that order.
  Format: At will—burning hands (DC 13); Location: Spell- 
  Like Abilities.
  Spells: The creature is able to cast magical spells like 
  a member of a spellcasting class. The creature counts as 
  a member of that class for any effect or ability relating to 
  casting spells as that class. For example, it can use spell 
  completion and spell trigger items usable by that class or 
  use magic items that affect that class’s spellcasting (such 
  as incense of meditation or a pearl of power). If the creature 
  has any other abilities relating to that class (such as cleric 
  domains or a sorcerer bloodline), this is explained in 
  its entry. If the creature gains levels in that spellcasting 
  class, these abilities stack (for example, a spirit naga that 
  gains 3 sorcerer levels casts spells as a 10th-level sorcerer). 
  Some creatures may have unusual abilities unavailable to 
  spellcasters of that class (such as a spirit naga’s ability to 
  learn cleric spells with her sorcerer spells known).
  Stench (Ex) A creature with the stench special ability 
  secretes an oily chemical that nearly every other creature 
  finds offensive. All living creatures (except those with 
  the stench special ability) within 30 feet must succeed on 
  a Fortitude save (DC 10 + 1/2 stench creature’s racial HD 
  + stench creature’s Con modifier; the exact DC is given 
  in the creature’s descriptive text) or be sickened. The 
  duration of the sickened condition is given in the creature’s 
  descriptive text. Creatures that successfully save cannot be 
  affected by the same creature’s stench for 24 hours. A delay 
  poison or neutralize poison spell removes the effect from 
  the sickened creature. Creatures with immunity to poison 
  are unaffected, and creatures resistant to poison receive 
  their normal bonus on their saving throws.
  Format: stench (DC 15, 10 rounds); Location: Aura.
  Summon (Sp) A creature with the summon ability can 
  summon other specific creatures of its kind much as 
  though casting a summon monster spell, but it usually 
  has only a limited chance of success (as specified in the 
  creature’s entry). Roll d%: On a failure, no creature answers 
  the summons. Summoned creatures automatically return 
  whence they came after 1 hour. A creature summoned in this 
  way cannot use any spells or spell-like abilities that require 
  material components costing more than 1 gp unless those 
  components are supplied, nor can it use its own summon 
  ability for 1 hour. An appropriate spell level is given for each 
  summoning ability for purposes of Will saves, caster level 
  checks, and concentration checks. No experience points are 
  awarded for defeating summoned monsters.
  Format: 1/day—summon (level 4, 1 hezrou 35%); Location: 
  Spell-Like Abilities.
  Sunlight Powerlessness (Ex) If the creature is in 
  sunlight (but not in an area of daylight or similar spells), 
  it cannot attack and is staggered.
  Format: sunlight powerlessness; Location: Weaknesses.
  SurgeMA (Su) The creature can call upon its mythic 
  power to overcome difficult challenges. It can expend one 
  use of mythic power to increase any d20 roll it just made by 
  rolling a die and adding it to the result. Using this ability 
  is an immediate action taken after the original roll is 
  made and the results are revealed. The bonus die depends 
  on the creature’s mythic rank. The monster can use this 
  ability even if it’s mindless or of animal-level intelligence.
  Surge doesn’t have a separate entry in the monster stat 
  block—the surge die is listed in the mythic power ability.
  Swallow Whole (Ex) If a creature with this special attack 
  begins its turn with an opponent grappled in its mouth (see 
  Grab on page 295), it can attempt a new combat maneuver 
  check (as though attempting to pin the opponent). If it 
  succeeds, it swallows its prey, and the opponent takes bite 
  damage. Unless otherwise noted, the opponent can be up to 
  one size category smaller than the swallowing creature. Being 
  swallowed causes a creature to take damage each round. 
  The amount and type of damage varies and is given in the 
  creature’s statistics. A swallowed creature keeps the grappled 
  condition, while the creature that did the swallowing does 
  not. A swallowed creature can try to cut its way free with any 
  light slashing or piercing weapon (the amount of cutting 
  damage required to get free is equal to 1/10 the creature’s total 
  hit points), or it can just try to escape the grapple. The Armor 
  Class of the interior of a creature that swallows whole is 
  normally 10 + 1/2 its natural armor bonus, with no modifiers 
  for size or Dexterity. If a swallowed creature cuts its way out, 
  the swallowing creature cannot use swallow whole again 
  until the damage is healed. If the swallowed creature escapes 
  the grapple, success puts it back in the attacker’s mouth, 
  where it may be bitten or swallowed again.
  Format: swallow whole (5d6 acid damage, AC 15, 18 hp); 
  Location: Special Attacks.
  Telepathy (Su) The creature can mentally communicate 
  with any other creature within a certain range (specified 
  in the creature’s entry, usually 100 feet) that has a 
  language. It is possible to address multiple creatures at 
  once telepathically, although maintaining a telepathic 
  conversation with more than one creature at a time is just 
  as difficult as simultaneously speaking and listening to 
  multiple people at the same time.
  Format: telepathy 100 ft.; Location: Languages.
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  Trample (Ex) As a full-round action, a creature with 
  the trample ability can attempt to overrun any creature 
  that is at least one size category smaller than itself. This 
  works just like the overrun combat maneuver, but the 
  trampling creature does not need to attempt a check, it 
  merely has to move over opponents in its path. Targets 
  of a trample take an amount of damage equal to the 
  trampling creature’s slam damage + 1-1/2 times its Str 
  modifier. Targets of a trample can make an attack of 
  opportunity, but at a –4 penalty. If targets forgo an attack 
  of opportunity, they can attempt to avoid the trampling 
  creature and receive a Reflex save to take half damage. 
  The save DC against a creature’s trample attack is 10 + 
  1/2 creature’s HD + creature’s Str modifier (the exact DC 
  is given in the creature’s descriptive text). A trampling 
  creature can only deal trampling damage to each target 
  once per round, no matter how many times its movement 
  takes it over a target creature.
  Format: trample (2d6+9, DC 20); Location: Special Attacks.
  Tremorsense (Ex) A creature with tremorsense is 
  sensitive to vibrations in the ground and can automatically 
  pinpoint the location of anything that is in contact with 
  the ground. Aquatic creatures with tremorsense can also 
  sense the location of creatures moving through water. The 
  ability’s range is specified in the creature’s descriptive text.
  Format: tremorsense 60 ft.; Location: Senses.
  Undead Traits (Ex) Undead are immune to death effects, 
  disease, mind-affecting effects (charms, compulsions, 
  morale effects, phantasms, and patterns), paralysis, poison, 
  sleep, stun, and any effect that requires a Fortitude save 
  (unless the effect also works on objects or is harmless). 
  Undead are not subject to ability drain, energy drain, 
  or nonlethal damage. Undead are immune to damage 
  or penalties to their physical ability scores (Strength, 
  Dexterity, and Constitution), as well as to fatigue and 
  exhaustion effects. Undead are not at risk of death from 
  massive damage.
  Format: undead traits; Location: Immune.
  Undersized 
  Weapons 
  (Ex) 
  The 
  creature 
  uses 
  manufactured weapons as if it were one size category 
  smaller than the creature’s actual size.
  Format: undersized weapons; Location: SQ.
  Unnatural Aura (Su) Animals do not willingly approach 
  the creature unless the animal’s master succeeds at a DC 
  25 Handle Animal, Ride, or wild empathy check. 
  Format: unnatural aura (30 ft.); Location: Aura.
  UnstoppableMA (Ex) The creature can expend one use of 
  mythic power as a free action to immediately end any one 
  of the following conditions currently affecting it: bleed, 
  blind, confused, cowering, dazed, dazzled, deafened, 
  entangled, exhausted, fascinated, fatigued, frightened, 
  nauseated, 
  panicked, 
  paralyzed, 
  shaken, 
  sickened, 
  staggered, or stunned. All other conditions and effects 
  remain, even those resulting from the same spell or effect 
  that caused the selected condition. It can use this ability 
  at the start of its turn even if a condition would prevent it 
  from acting.
  Format: unstoppable; Location Defensive Abilities.
  Vulnerabilities (Ex or Su) A creature with vulnerabilities 
  takes half again as much damage (+50%) from a specific 
  energy type, regardless of whether a saving throw is 
  allowed or if the save is a success or failure. Creatures 
  with a vulnerability that is not an energy type instead 
  take a –4 penalty on saves against spells and effects 
  that cause or use the listed vulnerability (such as spells 
  with the light descriptor). Some creatures might suffer 
  additional effects, as noted in their descriptions.
  Format: vulnerability to fire; Location: Weaknesses.
  Water Dependency (Ex) A creature with this special 
  ability can survive out of water for 1 minute per point of 
  Constitution. Beyond this limit, this creature runs the 
  risk of suffocation, as if it were drowning.
  Format: water dependency; Location: SQ.
  Web (Ex) Creatures with the web ability can use webs 
  to support themselves and up to one additional creature 
  of the same size. In addition, such creatures can throw a 
  web up to eight times per day. This is similar to an attack 
  with a net but has a maximum range of 50 feet, with a 
  range increment of 10 feet, and is effective against targets 
  up to one size category larger than the web spinner. An 
  entangled creature can escape with a successful Escape 
  Artist check or burst the web with a Strength check. Both 
  are standard actions with a DC equal to 10 + 1/2 creature’s 
  HD + creature’s Con modifier. Attempts to burst a web by 
  those caught in it take a –4 penalty.
  Web spinners can create sheets of sticky webbing up to 
  three times their size. They usually position these sheets 
  to snare flying creatures but can also try to trap prey on the 
  ground. Approaching creatures must succeed on a DC 20 
  Perception check to notice a web; otherwise they stumble 
  into it and become trapped as though by a successful web 
  attack. Attempts to escape or burst the webbing gain a +5 
  bonus if the trapped creature has something to walk on 
  or grab while pulling free. Each 5-foot-square section of 
  web has a number of hit points equal to the Hit Dice of the 
  creature that created it and DR 5/—.
  A creature can move across its own web at its climb 
  speed and can pinpoint the location of any creature 
  touching its web.
  Format: web (+8 ranged, DC 16, 5 hp); Location: Special 
  Attacks.
  Whirlwind (Su) Some creatures can transform 
  themselves into whirlwinds and remain in that form for 
  up to 1 round for every 2 HD they have. If the creature has 
  a fly speed, it can continue to fly at that same speed while 
  in whirlwind form, otherwise it gains a fly speed equal 
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  to its base land speed (average maneuverability) while in 
  whirlwind form.
  The whirlwind is always 5 feet wide at its base, but its 
  height and width at the top vary from creature to creature 
  (minimum 10 feet high). A whirlwind’s width at its peak is 
  always equal to half of its height. The creature controls the 
  exact height, but it must be at least 10 feet high.
  The whirlwind form does not provoke attacks of 
  opportunity, even if the creature enters the space another 
  creature occupies. Another creature might be caught in 
  the whirlwind if it touches or enters the whirlwind, or if 
  the whirlwind moves into or through a creature’s space. 
  A creature in whirlwind form cannot make its normal 
  attacks and does not threaten the area around it.
  Creatures one or more size categories smaller than 
  the whirlwind might take damage when caught in the 
  whirlwind (generally damage equal to the monster’s 
  slam attack for a creature of its size) and may be lifted 
  into the air. An affected creature must succeed on a 
  Ref lex save (DC 10 + half monster’s HD + the monster’s 
  Strength modifier) when it comes into contact with 
  the whirlwind or take damage as if it were hit by the 
  whirlwind creature’s slam attack. It must also succeed 
  on a second Ref lex save or be picked up bodily and held 
  suspended in the powerful winds, automatically taking 
  the indicated damage each round.
  A creature that can f ly is allowed a Ref lex save each 
  round to escape the whirlwind. The creature still takes 
  damage but can leave if the save is successful.
  Creatures trapped in the whirlwind cannot move except 
  to go where the whirlwind carries them or to escape the 
  whirlwind. Trapped creatures can otherwise act normally, 
  but must succeed on a concentration check (DC 15 + spell 
  level) to cast a spell. Creatures caught in the whirlwind take 
  a –4 penalty to Dexterity and a –2 penalty on attack rolls. 
  The whirlwind can have only as many creatures trapped 
  inside at one time as will fit inside the whirlwind’s volume. 
  The whirlwind can eject any carried creatures whenever it 
  wishes as a free action, depositing them in its space.
  If the whirlwind’s base touches the ground, it creates 
  a swirling cloud of debris. This cloud is centered on the 
  creature and has a diameter equal to half the whirlwind’s 
  height. The cloud obscures all vision, including darkvision, 
  beyond 5 feet. Creatures 5 feet away have concealment, while 
  those farther away have total concealment. Those caught 
  in the cloud of debris must succeed on a concentration 
  check (DC 15 + spell level) to cast a spell.
  Format: whirlwind (3/day, 10–30 ft. high, 1d6+6 
  damage, DC 15); Location: Special Attacks.
  CREATURE TYPES
  Each creature has one type (such as “dragon” or “undead”), 
  which broadly defines its abilities. Some creatures also 
  have one or more subtypes, as described on pages 304–308. 
  A creature cannot violate the rules of its subtype without 
  a special ability or quality to explain the difference—
  templates can often change a creature’s type drastically. 
  For full information on creature types and subtypes 
  (such as for the purpose of advancing or creating new 
  monsters), see the Pathfinder RPG Bestiary.
  ABERRATION
  An	aberration	has	bizarre	anatomy,	strange	abilities,	an	
  alien	mindset,	or	any	combination	of	the	three.
  ANIMAL
  An	animal	is	a	living,	nonhuman	creature,	usually	a	
  vertebrate	with	no	magical	abilities	and	no	innate	capacity	
  for	language	or	culture. Animals	usually	have	additional	
  information	on	how	they	can	serve	as	companions.	An	
  animal	has	an	Intelligence	score	of	1	or	2	(no	creature	with	an	
  Intelligence	score	of	3	or	higher	can	be	an	animal).
  CONSTRUCT
  A	construct	is	an	animated	object	or	artificially	created	
  creature. A	construct	has	the	following	traits.
  •	 No	Constitution	score.	Any	DCs	or	other	statistics	that	rely	on	
  a	Constitution	score	treat	a	construct	as	having	a	score	of	10	
  (no	bonus	or	penalty).
  •	 Immunity	to	all	mind-affecting	effects	(charms,	compulsions,	
  morale	effects,	patterns,	and	phantasms).
  •	 Immunity	to	bleed,	disease,	death	effects,	necromancy	
  effects,	paralysis,	poison,	sleep	effects,	and	stunning.
  •	 Cannot	heal	damage	on	its	own,	but	often	can	be	repaired	
  via	exposure	to	a	certain	kind	of	effect	(see	the	creature’s	
  description	for	details)	or	through	the	use	of	the	Craft	
  Construct	feat.	Constructs	can	also	be	healed	through	spells	
  such	as	make whole.	A	construct	with	the	fast	healing	
  special	quality	still	benefits	from	that	quality.
  •	 Not	subject	to	ability	damage,	ability	drain,	energy	drain,	
  exhaustion,	fatigue,	or	nonlethal	damage.
  •	 Immunity	to	any	effect	that	requires	a	Fortitude	save	(unless	
  the	effect	also	works	on	objects,	or	is	harmless).
  •	 Not	at	risk	of	death	from	massive	damage,	but	is	immediately	
  destroyed	when	reduced	to	0	hit	points	or	fewer.
  •	 A	construct	cannot	be	raised	or	resurrected.
  •	 A	construct	is	hard	to	destroy,	and	gains	bonus	hit	points	
  based	on	its	size	(included	in	its	stat	block).
  •	 Constructs	do	not	breathe,	eat,	or	sleep.
  DRAGON
  A	dragon	is	a	reptile-like	creature,	usually	winged,	with	
  magical	or	unusual	abilities.
  FEY
  A	fey	is	a	creature	with	supernatural	abilities	and	
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  connections	to	nature	or	to	some	other	force	or	place.	Fey	are	
  usually	human-shaped.
  HUMANOID
  A	humanoid	usually	has	two	arms,	two	legs,	and	one	
  head,	or	a	humanlike	torso,	arms,	and	a	head.	Humanoids	have	
  few	or	no	supernatural	or	extraordinary	abilities,	but	most	can	
  speak	and	they	usually	have	well-developed	societies.	They	are	
  usually	Small	or	Medium	(with	the	exception	of	giants).	Every	
  humanoid	creature	also	has	a	specific	subtype	to	match	its	race,	
  such	as	human,	dark	folk,	or	goblinoid.
  Humanoids	with	1	Hit	Die	exchange	the	features	of	their	
  humanoid	Hit	Die	for	the	class	features	of	a	PC	or	NPC	class.	
  Humanoids	with	more	than	1	Hit	Die	(such	as	giants)	are	
  the	only	humanoids	who	make	use	of	the	features	of	the	
  humanoid	type.
  MAGICAL BEAST
  Magical	beasts	are	similar	to	animals	but	can	have	
  Intelligence	scores	higher	than	2	(in	which	case	the	creature	
  knows	at	least	one	language,	but	can’t	necessarily	speak).	
  Magical	beasts	usually	have	supernatural	or	extraordinary	
  abilities,	but	are	sometimes	merely	bizarre	in	their	
  appearance	or	habits.
  MONSTROUS HUMANOID
  Monstrous	humanoids	are	similar	to	humanoids,	but	
  with	monstrous	or	animalistic	features.	They	often	have	
  magical	abilities	as	well.	
  OOZE
  An	ooze	is	an	amorphous	or	mutable	creature,	usually	
  mindless.	An	ooze	has	the	following	traits.
  •	 Mindless:	No	Intelligence	score,	and	immunity	to	all	
  mind-affecting	effects	(charms,	compulsions,	phantasms,	
  patterns,	and	morale	effects).	Mindless	creatures	have	no	
  skills	or	feats.	An	ooze	with	an	Intelligence	score	loses	this	
  trait.
  •	 Blind	(but	have	the	blindsight	special	quality),	with	
  immunity	to	gaze	attacks,	illusions,	visual	effects,	and	other	
  attack	forms	that	rely	on	sight.
  •	 Immunity	to	paralysis,	poison,	polymorph,	sleep	effects,	and	
  stunning.
  •	 Oozes	eat	and	breathe,	but	do	not	sleep.
  OUTSIDER
  An	outsider	is	at	least	partially	composed	of	the	essence	
  (but	not	necessarily	the	material)	of	some	plane	other	than	the	
  Material	Plane.	An	outsider	has	the	following	traits.
  •	 Unlike	most	living	creatures,	an	outsider	does	not	have	
  a	dual	nature—its	soul	and	body	form	one	unit.	When	an	
  outsider	is	slain,	no	soul	is	set	loose.	Spells	that	restore	
  souls	to	their	bodies,	such	as	raise dead,	reincarnate,	
  and	resurrection,	don’t	work	on	an	outsider.	A	different	
  magical	effect,	such	as	limited wish,	wish,	miracle,	or	true 
  resurrection,	is	required	to	restore	it	to	life.	An	outsider	
  with	the	native	subtype	can	be	raised,	reincarnated,	or	
  resurrected	just	as	other	living	creatures	can	be.
  •	 Outsiders	breathe,	but	do	not	need	to	eat	or	sleep	(although	
  they	can	do	so	if	they	wish).	Native	outsiders	breathe,	eat,	
  and	sleep.	
  PLANT
  This	type	comprises	vegetable	creatures.	Note	that	
  regular	plants,	such	as	one	finds	growing	in	gardens	and	
  fields,	lack	Intelligence,	Wisdom,	and	Charisma	scores;	even	
  though	plants	are	alive,	they	are	objects,	not	creatures.	A	plant	
  creature	has	the	following	traits.
  •	 Immunity	to	all	mind-affecting	effects	(charms,	compulsions,	
  morale	effects,	patterns,	and	phantasms).
  •	 Immunity	to	paralysis,	poison,	polymorph,	sleep	effects,	and	
  stunning.
  •	 Plants	breathe	and	eat,	but	do	not	sleep.
  UNDEAD
  Undead	are	once-living	creatures	animated	by	
  spiritual	or	supernatural	forces.	An	undead	creature	has	the	
  following	traits.
  •	 No	Constitution	score.	Undead	use	their	Charisma	score	
  in	place	of	their	Constitution	score	when	calculating	
  hit	points,	Fortitude	saves,	and	any	special	ability	that	
  relies	on	Constitution	(such	as	when	calculating	a	breath	
  weapon’s	DC).
  •	 Immunity	to	all	mind-affecting	effects	(charms,	
  compulsions,	morale	effects,	patterns,	and	phantasms).
  •	 Immunity	to	bleed,	death	effects,	disease,	paralysis,	
  poison,	sleep	effects,	and	stunning.
  •	 Not	subject	to	nonlethal	damage,	ability	drain,	or	energy	
  drain.	Immunity	to	damage	to	its	physical	ability	scores	
  (Constitution,	Dexterity,	and	Strength),	as	well	as	to	
  exhaustion	and	fatigue	effects.
  •	 Cannot	heal	damage	on	its	own	(over	time)	if	it	has	no	
  Intelligence	score,	although	it	can	be	healed	by	others	
  (such	as	with	inflict	spells).	Negative	energy	(such	as	
  an	inflict spell)	can	heal	undead	creatures.	The	fast	
  healing	special	quality	works	regardless	of	the	creature’s	
  Intelligence	score.
  •	 Immunity	to	any	effect	that	requires	a	Fortitude	save	
  (unless	the	effect	also	works	on	objects	or	is	harmless).
  •	 Not	at	risk	of	death	from	massive	damage,	but	is	
  immediately	destroyed	when	reduced	to	0	hit	points.
  •	 Not	affected	by	raise dead and	reincarnate spells	or	abilities.	
  Resurrection and	true resurrection can	affect	undead	
  creatures.	These	spells	turn	undead	creatures	back	into	the	
  living	creatures	they	were	before	becoming	undead.
  •	 Undead	do	not	breathe,	eat,	or	sleep.
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  VERMIN
  This	type	includes	insects,	arachnids,	other	
  arthropods,	worms,	and	similar	invertebrates. Vermin	have	
  the	following	traits.
  •	 Mindless:	No	Intelligence	score,	and	immunity	to	all	mind-
  affecting	effects	(charms,	compulsions,	morale	effects,	
  patterns,	and	phantasms).	Mindless	creatures	have	no	feats	
  or	skills.	A	verminlike	creature	with	an	Intelligence	score	is	
  usually	either	an	animal	or	a	magical	beast,	depending	on	its	
  other	abilities.
  •	 Vermin	breathe,	eat,	and	sleep.
  CREATURE SUBTYPES
  Some creatures have one or more subtypes. Subtypes add 
  additional abilities and qualities to a creature.
  Agathion Subtype: Agathions are beast-aspect outsiders 
  native to Nirvana. They have the following traits.
  •	 +4	racial	bonus	on	saving	throws	against	poison.
  •	 Except	 where	 otherwise	 noted,	 agathions	 speak	
  Celestial, Infernal, and Draconic.
  •	 Immunity	to	electricity	and	petrification.
  •	 Lay	 on	 hands	 as	 a	 paladin	 whose	 level	 equals	 the	
  agathion’s Hit Dice.
  •	 Low-light	vision.
  •	 Resistance	to	cold	10	and	sonic	10.
  •	 Speak with Animals (Su) This ability works like speak with 
  animals (caster level equal to the agathion’s Hit Dice) 
  but is a free action and does not require sound.
  •	 Truespeech (Su) All agathions can speak with any 
  creature that has a language, as though using a tongues 
  spell (caster level equal to angel’s Hit Dice). This ability 
  is always active.
  Air Subtype: This subtype is usually used for outsiders 
  with a connection to the Plane of Air. Air creatures always 
  have fly speeds and usually have perfect maneuverability. 
  Air creatures treat Fly as a class skill.
  Angel Subtype: Angels are a race of celestials, or good 
  outsiders, native to the good-aligned outer planes. An 
  angel possesses the following traits (unless otherwise 
  noted in a creature’s entry).
  •	 +4	racial	bonus	on	saves	against	poison.
  •	 Darkvision	60	feet	and	low-light	vision.
  •	 Immunity	to	acid,	cold,	and	petrification.
  •	 Protective Aura (Su) Against attacks made or effects 
  created by evil creatures, this ability provides a +4 
  deflection bonus to AC and a +4 resistance bonus on 
  saving throws to anyone within 20 feet of the angel. 
  Otherwise, it functions as a magic circle against evil 
  effect and a lesser globe of invulnerability, both with 
  a radius of 20 feet (caster level equals angel’s HD). The 
  defensive benefits from the circle are not included in 
  an angel’s statistics block.
  •	 Resistance	to	electricity	10	and	fire	10.
  •	 Truespeech (Su) All angels can speak with any creature that 
  has a language, as though using a tongues spell (caster level 
  equal to angel’s Hit Dice). This ability is always active.
  Aquatic Subtype: These creatures always have swim 
  speeds and can move in water without making Swim 
  checks. An aquatic creature can breathe water. It cannot 
  breathe air unless it has the amphibious special quality. 
  Aquatic creatures always treat Swim as a class skill.
  Augmented Subtype: A creature receives this subtype 
  when something (usually a template) changes its original 
  type. Some creatures (those with an inherited template) 
  are born with this subtype; others acquire it when they 
  take on an acquired template. The augmented subtype is 
  always paired with the creature’s original type.
  Azata Subtype: Azatas are a race of celestials, or good 
  outsiders, native to chaotic good-aligned outer planes. 
  An azata possesses the following traits (unless otherwise 
  noted in a creature’s entry).
  •	 Darkvision	60	feet	and	low-light	vision.
  •	 Immunity	to	electricity	and	petrification.
  •	 Resistance	to	cold	10	and	fire	10.
  •	 Truespeech (Su) All azatas can speak with any creature 
  that has a language, as though using a tongues spell 
  (caster level 14th). This ability is always active.
  Changeling Subtype: This subtype is applied to the 
  hag-born humanoids called changelings.
  Chaotic Subtype: This subtype is usually applied to 
  outsiders native to the chaotically aligned outer planes. 
  Most creatures that have this subtype also have chaotic 
  alignments; however, if their alignments change they still 
  retain the subtype. Any effect that depends on alignment 
  affects a creature with this subtype as if the creature 
  had a chaotic alignment, no matter what its alignment 
  actually is. The creature also suffers effects according to 
  its actual alignment. A creature with the chaotic subtype 
  overcomes damage reduction as if its natural weapons 
  and any weapons it wields are chaotically aligned (see 
  Damage Reduction on page 291).
  Clockwork Subtype: Clockworks are constructs created 
  through a fusion of magic and technology. They have the 
  following traits unless otherwise noted.
  •	 Difficult to Create (Ex) The time and gp cost required 
  to create a clockwork is 150% of normal. Construction 
  requirements in individual clockwork monster entries 
  are already increased.
  •	 Swift Reactions (Ex) Clockwork constructs generally 
  react much more swiftly than other constructs. They 
  gain Improved Initiative and Lightning Reflexes as 
  bonus feats, and gain a +2 dodge bonus to AC.
  •	 Vulnerable to Electricity: Clockwork constructs take 150% 
  as much damage as normal from electricity attacks.
  •	 Winding (Ex) Clockwork constructs must be wound with 
  special keys in order to function. As a general rule, a 
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  fully wound clockwork can remain active for 1 day per 
  Hit Die, but shorter or longer durations are possible.
  Cold Subtype: A creature with the cold subtype has 
  immunity to cold and vulnerability to fire.
  Colossus Subtype: Colossi are mythic constructs of 
  Gargantuan size or larger. Unless otherwise noted in a 
  creature’s entry, colossi have the following traits.
  •	 Selective Antimagic Aura (Su) A colossus exudes a constant 
  antimagic field, as the spell, with a radius equal to its 
  reach. Typically, this field ignores specified schools of 
  magic or spell descriptors. A colossus’s own spell-like 
  abilities and supernatural abilities are not affected by 
  this aura. 
  •	 Alternate Form (Ex) Colossi have the ability to transform 
  themselves into some other shape. This transformation 
  is nonmagical, and is not revealed by true seeing or 
  similar magic.
  •	 Mythic Quickening (Sp) As a swift action, a colossus can 
  expend one use of mythic power to cast or activate one 
  of its spell-like abilities as a free action.
  •	 Pinning Stomp (Ex) When a colossus is in its normal 
  form, as a swift action it can make a single melee attack 
  at its highest base attack against a target three or more 
  size categories smaller than the colossus. This attack 
  deals an amount of damage equal to twice that of its 
  slam attack plus 1-1/2 times the colossus’s Strength 
  bonus. If the colossus hits with this attack, it can 
  attempt a grapple check as a free action. This grapple 
  doesn’t provoke attacks of opportunity. If the grapple is 
  successful, the target is pinned and takes an amount of 
  damage equal to that of the colossus’s slam attack each 
  round at the start of the colossus’s turn until either the 
  pinned creature frees itself or the colossus moves out 
  of the pinned creature’s space. The colossus doesn’t 
  need to attempt grapple checks to continue the pin, nor 
  can it attempt a check to move, further damage, or tie 
  up the grappled creature. A colossus can at most two 
  creatures pinned with this attack at one time.
  •	 Mythic Creation (Ex) A colossus can be created only by a 
  creator with a mythic tier or rank equal to or greater 
  than that of the colossus it is attempting to create.
  •	 Mythic Resilience (Ex) A colossus can expend one use 
  of mythic power as swift action to double its damage 
  resistance for 1 round.
  Dark Folk Subtype: Dark folk are reclusive subterranean 
  humanoids with an aversion to light.
  Demon Subtype: Demons are chaotic evil outsiders 
  that call the Abyss their home. Demons possess a 
  particular suite of traits (unless otherwise noted in a 
  creature’s entry) as summarized here.
  •	 A	demon’s	natural	weapons,	as	well	as	any	weapon	it	
  wields, is treated as chaotic and evil for the purpose of 
  resolving damage reduction.
  •	 Except	where	otherwise	noted,	demons	speak	Abyssal,	
  Celestial, and Draconic.
  •	 Immunity	to	electricity	and	poison.
  •	 Resistance	to	acid	10,	cold	10,	and	fire	10.
  •	 Summon (Sp) Demons share the ability to summon 
  others of their kind, typically another of their type or a 
  small number of less powerful demons.
  •	 Telepathy.
  Devil Subtype: Devils are lawful evil outsiders that hail 
  from the plane of Hell. Devils possess a particular suite 
  of traits (unless otherwise noted in a creature’s entry).
  •	 A	 devil’s	 natural	 weapons,	 as	 well	 as	 any	 weapons	 it	
  wields, are treated as lawful and evil for the purpose of 
  resolving damage reduction.
  •	 Except	 when	 otherwise	 noted,	 devils	 speak	 Celestial,	
  Draconic, and Infernal.
  •	 Immunity	to	fire	and	poison.
  •	 Resistance	to	acid	10	and	cold	10.
  •	 See in Darkness (Su) Some devils can see perfectly in 
  darkness of any kind, even that created by a deeper 
  darkness spell.
  •	 Summon (Sp) Devils share the ability to summon others 
  of their kind, typically another of their type or a small 
  number of less-powerful devils.
  •	 Telepathy.
  Earth Subtype: This subtype is usually used for 
  outsiders with a connection to the Plane of Earth. Earth 
  creatures usually have burrow speeds, and most earth 
  creatures can burrow through solid rock. Earth creatures 
  with a burrow speed have tremorsense.
  Elemental Subtype: An elemental is a being composed 
  entirely from one of the four classical elements: air, earth, 
  fire, or water. An elemental has the following features.
  •	 Elementals	do	not	breathe,	eat,	or	sleep.
  •	 Immunity	to	bleed,	paralysis,	poison,	sleep	effects,	and	
  stunning.
  •	 Not	subject	to	critical	hits	or	flanking.	Does	not	take	
  additional damage from precision-based attacks, such 
  as sneak attack.
  •	 Proficient	 with	 natural	 weapons	 only,	 unless	 generally	
  humanoid in form, in which case proficient with all 
  simple weapons and any weapons mentioned in its entry.
  •	 Proficient	with	whatever	type	of	armor	(light,	medium,	
  or heavy) it is described as wearing, as well as all lighter 
  types. Elementals not indicated as wearing armor are not 
  proficient with armor. Elementals are proficient with 
  shields if they are proficient with any form of armor.
  Evil Subtype: This subtype is usually applied to outsiders 
  native to the evil-aligned outer planes. Evil outsiders are 
  also called fiends. Most creatures that have this subtype 
  also have evil alignments; however, if their alignments 
  change, they still retain the subtype. Any effect that 
  depends on alignment affects a creature with this subtype 
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  as if the creature has an evil alignment, no matter what 
  its alignment actually is. The creature also suffers effects 
  according to its actual alignment. A creature with the evil 
  subtype overcomes damage reduction as if its natural 
  weapons and any weapons it wields are evil-aligned (see 
  Damage Reduction on page 291).
  Extraplanar Subtype: This subtype is applied to any 
  creature when it is on a plane other than its native plane. 
  A creature that travels the planes can gain or lose this 
  subtype as it goes from plane to plane. Monster entries 
  assume that encounters with creatures take place on the 
  Material Plane, and every creature whose native plane 
  is not the Material Plane has the extraplanar subtype 
  (but would not have it when on its home plane). Every 
  extraplanar creature in this book has a home plane 
  mentioned in its description. Creatures not labeled as 
  extraplanar are natives of the Material Plane, and they 
  gain the extraplanar subtype if they leave the Material 
  Plane. No creature has the extraplanar subtype when 
  it is on a transitive plane, such as the Astral Plane, the 
  Ethereal Plane, or the Shadow Plane.
  Fire Subtype: A creature with the fire subtype has 
  immunity to fire and vulnerability to cold.
  Giant Subtype: A giant is a humanoid creature of great 
  strength, usually of at least Large size. Giants have a number 
  of racial Hit Dice and never substitute such Hit Dice for 
  class levels like some humanoids. Giants have low-light 
  vision, and treat Intimidate and Perception as class skills.
  Goblinoid Subtype: Goblinoids are stealthy humanoids 
  who live by hunting and raiding and who all speak Goblin. 
  Goblinoids treat Stealth as a class skill.
  Good Subtype: This subtype is usually applied to 
  outsiders native to the good-aligned outer planes. 
  Most creatures that have this subtype also have good 
  alignments; however, if their alignments change, they 
  still retain the subtype. Any effect that depends on 
  alignment affects a creature with this subtype as if 
  the creature has a good alignment, no matter what its 
  alignment actually is. The creature also suffers effects 
  according to its actual alignment. A creature with the 
  good subtype overcomes damage reduction as if its 
  natural weapons and any weapons it wields are good-
  aligned (see Damage Reduction on page 291).
  Great Old One Subtype: A Great Old One is a powerful, 
  alien entity—a being from another world, from another 
  dimension, or even from the distant past or future. 
  All Great Old Ones are chaotic, and most of them are 
  also evil. They can be any creature type, but most are 
  aberrations or magical beasts. Great Old Ones have the 
  following traits.
  •	 A	 Great	 Old	 One’s	 natural	 weapons,	 as	 well	 as	 any	
  weapon it wields, are treated as chaotic, epic, and mythic 
  for the purpose of overcoming damage reduction.
  •	 Although	 Great	 Old	 Ones	 grant	 spells	 to	 their	
  worshipers, they don’t seem to be interested in their 
  worshipers beyond their own inscrutable ends—a Great 
  Old One is just as likely to destroy one of its cultists as 
  it is to destroy a nonbeliever. A Great Old One grants 
  access to four domains and four subdomains, and its 
  cults have a favored weapon—the exact details vary for 
  each Great Old One.
  •	 Immortality (Ex) A Great Old One does not need to eat, 
  drink, or breathe, nor does it age. A Great Old One 
  that is slain does not truly die—rather, it is forced into 
  an extended period of dormancy that can last years, 
  centuries, or longer. Exact details of this vary and are 
  described in individual creature entries. Methods to 
  permanently slay a Great Old One might exist, but 
  such methods have yet to be learned by mortals.
  •	 Immunity	to	ability	damage,	ability	drain,	aging,	cold,	
  death effects, disease, energy drain, mind-affecting 
  effects, paralysis, and petrification.
  •	 Insanity (Ex) Any creature that attempts to interact 
  directly with a Great Old One’s thoughts (such as via 
  detect thoughts or telepathy) must succeed at a Will save 
  or be driven permanently insane. The save DC is equal 
  to 10 + 1/2 the Great Old One’s Hit Dice + the Great Old 
  One’s Charisma modifier. This duplicates the effect of 
  the insanity spell, or the insanity rules in the Pathfinder 
  RPG GameMastery Guide (in which case the save DC is 
  also the ongoing insanity DC). A Great Old One using 
  its telepathy to communicate doesn’t activate this 
  ability unless it spends a standard action to focus its 
  mind on one opponent. This is a mind-affecting effect.
  •	 Mythic (Su) A Great Old One has mythic power (10/day, 
  surge +1d12) and counts as a 10th-rank mythic creature. 
  A Great Old One can use any of its spell-like abilities 
  as the mythic versions of those spells (if a mythic 
  version of that spell exists), expending mythic power 
  as normal. It can also expend mythic power to use the 
  augmented versions of these spell-like abilities.
  •	 Otherworldly Insight (Ex) All Great Old Ones gain a +10 
  insight bonus on Initiative checks and to AC.
  •	 Unspeakable Presence (Su) A Great Old One’s aura 
  inflicts intense mental anguish and torment upon 
  all creatures within 300 feet who can see and hear the 
  Great Old One. The exact effects caused by a Great Old 
  One’s unspeakable presence vary by type. A successful 
  Will save (DC 10 + 1/2 the Great Old One’s Hit Dice + 
  the Great Old One’s Charisma modifier) reduces or 
  negates the effect. This is a mind-affecting effect.
  Human Subtype: This subtype is applied to humans 
  and creatures related to humans.
  Incorporeal Subtype: An incorporeal creature has no 
  physical body. An incorporeal creature is immune to 
  critical hits and precision-based damage (such as sneak 
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  attack damage) unless the attacks are made using a 
  weapon with the ghost touch special weapon quality. In 
  addition, creatures with the incorporeal subtype gain the 
  incorporeal special quality (see page 295).
  Kaiju Subtype: These Colossal creatures inhabit 
  the most desolate places of a world. When they are not 
  slumbering, they roam the world, leaving destruction in 
  their wake. A kaiju possesses the following traits (unless 
  otherwise noted in a creature’s entry).
  •	 A	kaiju’s	natural	attacks	count	as	epic	and	magic	for	the	
  purpose of overcoming damage reduction. 
  •	 Damage	reduction	20/epic.
  •	 Darkvision	600	feet.
  •	 Fast	healing	30.
  •	 Ferocity (Ex) All kaiju possess the ferocity universal 
  monster ability.
  •	 Hurl Foe (Ex) When a kaiju damages a Huge or smaller 
  foe with one of its natural attacks, it can try to hurl 
  the foe as part of that attack by attempting a combat 
  maneuver check. On a successful check, the foe is 
  knocked back 10 feet in a direction of the kaiju’s choice 
  and falls prone. The distance the foe is hurled increases 
  by 10 feet for every 5 points by which the kaiju’s check 
  exceeds the foe’s CMD. If an obstacle stops the hurled 
  creature before it travels the whole distance, the hurled 
  foe and the obstacle struck each take 1d6 points of 
  damage per 10 feet of distance remaining and the foe 
  is knocked prone in the space adjacent to the obstacle.
  •	 Immunity	 to	 ability	 damage,	 ability	 drain,	 death	
  effects, disease, energy drain, and fear.
  •	 Massive (Ex) Because kaiju are so massive, uneven ground 
  and other terrain features that form difficult terrain 
  generally pose no significant hindrance to a kaiju’s 
  movement, though areas of forest or settlements 
  are considered difficult terrain to a kaiju. A Huge or 
  smaller creature can move through any square occupied 
  by a kaiju, or vice-versa. A kaiju can make attacks of 
  opportunity only against foes that are Huge or larger, and 
  can be flanked only by Huge or larger foes. A kaiju gains a 
  bonus for being on higher ground only if its entire space 
  is on higher ground than that of its target. It’s possible for a 
  Huge or smaller creature to climb a kaiju—this generally 
  requires a successful DC 30 check, and unlike the normal 
  rules about kaiju and attacks of opportunity, a Small or 
  larger creature that climbs on a kaiju’s body provokes an 
  attack of opportunity from the monster. 
  •	 Recovery (Ex) Whenever a kaiju fails a saving throw against 
  any mind-affecting, paralysis, petrification, polymorph, 
  or immobilizing effect (including binding and temporal 
  stasis but not including imprisonment), it can attempt a new 
  saving throw at the end of its turn to remove the effect. 
  Doing so takes no action. A kaiju can attempt a new save 
  to end the effect as often as it wishes, but can attempt to 
  remove only one such effect per round. Once per year, if 
  a kaiju takes an amount of damage that would normally 
  kill it by reducing its hit points to a negative amount 
  equal to its Constitution score, the damage instead 
  heals the kaiju of twice the amount of damage—but this 
  healing leaves the kaiju disoriented and demoralized. 
  At this point, the creature becomes nauseated and seeks 
  only to return to its lair. Any amount of damage dealt to 
  it by an external source before it reaches its lair, though, 
  immediately negates the nauseated effect and allows the 
  kaiju to end its retreat and attack.
  •	 Resistance	 30	 against	 acid,	 cold,	 electricity,	 fire,	
  negative energy, and sonic.
  Kasatha Subtype: A kasatha is a nimble four-armed 
  humanoid from another planet.
  Kitsune Subtype: A kitsune is a shapechanging 
  humanoid fox-person.
  Kyton Subtype: Kytons are a race of lawful evil outsiders 
  native to the Shadow Plane who feed on fear and pain. 
  Kytons possess the following traits (unless otherwise 
  noted in a creature’s entry).
  •	 Darkvision	60	feet.
  •	 Immunity	to	cold.
  •	 Regeneration (Ex) The extent of a kyton’s regeneration 
  varies according to type, and can be neutralized by 
  good weapons, good spells, and silver weapons.
  •	 Unnerving Gaze (Su) All kytons have a gaze attack that 
  manipulates the perceptions of those who look upon 
  them. An unnerving gaze has a range of 30 feet, and 
  can be negated by a Will save—the exact effects caused 
  by a particular kyton’s unnerving gaze depend on the 
  type of kyton. All kytons are immune to the unnerving 
  gazes of other kytons. Unnerving gaze is always a mind-
  affecting fear effect. The save DC is Charisma-based.
  Lawful Subtype: This subtype is usually applied to 
  outsiders native to the lawfully aligned outer planes. 
  Most creatures that have this subtype also have lawful 
  alignments; however, if their alignments change, they 
  still retain the subtype. Any effect that depends on 
  alignment affects a creature with this subtype as if the 
  creature had a lawful alignment, no matter what its 
  alignment actually is. The creature also suffers effects 
  according to its actual alignment. A creature with the 
  lawful subtype overcomes damage reduction as if its 
  natural weapons and any weapons it wields are lawfully 
  aligned (see Damage Reduction on page 291).
  Mythic Subtype: A creature with this subtype is 
  infused with mythic power and is capable of terrible and 
  awe-inspiring feats. Some mythic creatures are powerful 
  versions of existing monsters (such as minotaurs and 
  medusas), others are completely new creatures that do 
  not have a non-mythic equivalent (such as the argus and 
  drakainia). For more information on mythic creatures, 
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  see Mythic Adventures. Creatures with the mythic subtype 
  have the following abilities (these are already included in 
  the mythic monster stat blocks presented in this book).
  •	 Ability	score	increases,	depending	on	its	mythic	rank.
  •	 Additional	 hit	 points	 per	 mythic	 rank,	 based	 on	 the	
  type of Hit Dice it has (d6, d8, and so on).
  •	 DR	5/epic	if	the	creature	has	at	least	5	Hit	Dice.	If	the	
  creature already had DR, it adds epic to the qualities 
  needed to bypass that reduction.
  •	 Mythic	feats,	which	generally	are	improved	versions	of	
  standard feats. Mythic feats are indicated by an M.
  •	 Mythic Power (Su) The creature has the mythic power and 
  surge universal monster abilities (pages 296 and 300). 
  The effect of these abilities depend on its mythic rank.
  •	 Mythic	rank,	a	number	from	1	to	10,	representing	its	
  overall mythic power.
  •	 Natural	armor	increase	equal	to	its	mythic	rank.
  •	 Spell	 resistance	 increase	 (if	 it	 has	 spell	 resistance)	
  equal to its mythic rank.
  Native Subtype: This subtype is applied only to 
  outsiders. These creatures have mortal ancestors or 
  a strong connection to the Material Plane and can be 
  raised, reincarnated, or resurrected just as other living 
  creatures can be. Creatures with this subtype are native 
  to the Material Plane. Unlike true outsiders, native 
  outsiders need to eat and sleep.
  Psychopomp Subtype: Psychopomps are neutral outsiders 
  native to Purgatory. Psychopomps have the following traits 
  (unless otherwise noted in a creature’s entry).
  •	 Darkvision	60	feet	and	low-light	vision.
  •	 DR	5/adamantine.
  •	 Immunity	to	death	effects,	disease,	and	poison.
  •	 Resistance	to	cold	10	and	electricity	10.
  •	 Psychopomps	speak	Abyssal,	Celestial,	and	Infernal.
  •	 Spirit Touch (Ex) A psychopomp’s natural weapons, as 
  well as any weapon it wields, are treated as though they 
  had the ghost touch weapon special ability.
  •	 Spiritsense (Su) A psychopomp notices, locates, and 
  can distinguish between living and undead creatures 
  within 60 feet, just as if it had the blindsight ability. 
  This sense does not allow it to detect objects, but it does 
  allow it to notice living things that are not creatures 
  (such as normal trees).
  Reptilian Subtype: These creatures are scaly and 
  usually cold-blooded. This subtype is only used to 
  describe a set of humanoid races, not all animals and 
  monsters that are true reptiles.
  Samsaran Subtype: A samsaran is a humanoid creature 
  whose spirit always reincarnates into another samsaran.
  Shapechanger Subtype: A shapechanger has the 
  supernatural ability to assume one or more alternate 
  forms. Many magical effects allow some kind of 
  shapeshifting, and not every creature that can change 
  shapes has the shapechanger subtype. A shapechanger 
  possesses the following traits (unless otherwise noted in 
  a creature’s entry).
  •	 Proficient	 with	 its	 natural	 weapons,	 with	 simple	
  weapons, and with any weapons mentioned in the 
  creature’s description.
  •	 Proficient	with	any	armor	mentioned	in	the	creature’s	
  description, as well as all lighter forms. If no form of 
  armor is mentioned, the shapechanger is not proficient 
  with armor. A shapechanger is proficient with shields 
  if it is proficient with any type of armor.
  Udaeus Subtype: An udaeus is a member of a warlike 
  mythic humanoid race originally created from dragon teeth.
  Water Subtype: This subtype is usually used for outsiders 
  with a connection to the Plane of Water. Creatures with the 
  water subtype always have swim speeds and can move in 
  water without making Swim checks. A water creature can 
  breathe underwater and can usually breathe air as well. 
  Water creatures treat the Swim skill as a class skill.
  Wayang Subtype: A wayang is a gangly humanoid 
  originating from the Shadow Plane. 
  APPENDIX 4: MONSTERS AS PCS
  For simple rules on using monsters as player characters, 
  see page 313 of the Pathfinder RPG Bestiary.
  APPENDIX 5: MONSTER FEATS
  Most of the following feats apply specifically to monsters, 
  although some player characters might qualify for them 
  (particularly Craft Construct).
  Ability Focus
  One of this creature’s special attacks is particularly difficult 
  to resist. 
  Prerequisite: Special attack.
  Benefit: Choose one of the creature’s special attacks. 
  Add +2 to the DC on all saving throws against the special 
  attack on which the creature focuses.
  Special: A creature can gain this feat multiple times. 
  Its effects do not stack. Each time the creature takes the 
  feat, it applies to a different special attack.
  Awesome Blow (Combat)
  This creature can send opponents flying.
  Prerequisites: Str 25, Improved Bull Rush, Power 
  Attack, size Large or larger.
  Benefit: As a standard action, the creature may perform 
  an awesome blow combat maneuver. If the creature’s 
  maneuver succeeds against a corporeal opponent smaller 
  than itself, its opponent takes damage (typically slam 
  damage plus Strength bonus) and is knocked flying 10 feet 
  in a direction of the attacking creature’s choice and falls 
  prone. The attacking creature can only push the opponent 
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  in a straight line, and the opponent can’t move closer to 
  the attacking creature than the square it started in. If an 
  obstacle prevents the completion of the opponent’s move, 
  the opponent and the obstacle each take 1d6 points of 
  damage, and the opponent is knocked prone in the space 
  adjacent to the obstacle.
  Craft Construct (Item Creation)
  You can create construct creatures like golems.
  Prerequisites: Caster level 5th, Craft Magic Arms and 
  Armor, Craft Wondrous Item.
  Benefit: You can create any construct whose 
  prerequisites you meet. The act of animating a construct 
  takes 1 day for each 1,000 gp in its market price. To create 
  a construct, you must use raw materials costing half of 
  its base price, plus the full cost of the basic body created 
  for the construct. Each construct has a special section 
  that summarizes its costs and other prerequisites. A 
  newly created construct has average hit points for its 
  Hit Dice.
  Empower Spell-Like Ability
  One of this creature’s spell-like abilities is particularly 
  potent and powerful.
  Prerequisite: Spell-like ability at caster level 6th or higher.
  Benefit: Choose one of the creature’s spell-like abilities, 
  subject to the restrictions described in this feat. The 
  creature can use that spell-like ability as an empowered 
  spell-like ability three times per day (or fewer, if the ability 
  is normally usable only once or twice per day).
  When a creature uses an empowered spell-like ability, 
  all variable, numeric effects of the spell-like ability are 
  increased by half (+50%). Saving throws and opposed 
  rolls are not affected. Spell-like abilities without random 
  variables are not affected.
  The creature can only select a spell-like ability duplicating 
  a spell with a level less than or equal to 1/2 its caster level (round 
  down) – 2. For a summary, see the table in the description of 
  the Quicken Spell-Like Ability feat on page 310. 
  Special: This feat can be taken multiple times. Each 
  time it is taken, the creature can apply it to a different 
  spell-like ability.
  Flyby Attack
  This creature can make an attack during its move action 
  while flying.
  Prerequisite: Fly speed.
  Benefit: When flying, the creature can take a move 
  action and another standard action at any point during 
  the move. The creature cannot take a second move action 
  during a round when it makes a flyby attack.
  Normal: Without this feat, the creature takes a standard 
  action either before or after its move.
  Hover
  This creature can hover in place with ease and can kick 
  up clouds of dust and debris.
  Prerequisite: Fly speed.
  Benefit: A creature with this feat can halt its movement 
  while f lying, allowing it to hover without needing to 
  attempt a Fly skill check. 
  If a creature of size Large or larger with this feat hovers 
  within 20 feet of the ground in an area with lots of loose 
  debris, the draft from its wings creates a hemispherical 
  cloud with a radius of 60 feet.
  The winds generated can snuff torches, small 
  campfires, exposed lanterns, and other small, open 
  flames of nonmagical origin.
  Clear vision within the cloud is limited to 10 feet. 
  Creatures have concealment at 15 to 20 feet (20% 
  miss chance). At 25 feet or more, creatures have total 
  concealment (50% miss chance, and opponents cannot 
  use sight to locate the creature).
  Normal: Without this feat, a creature must succeed at 
  a Fly check to hover and the creature does not create a 
  cloud of debris while hovering.
  Improved Natural Armor
  This creature’s hide is tougher than most.
  Prerequisites: Natural armor, Con 13.
  Benefit: The creature’s natural armor bonus increases 
  by +1.
  Special: A creature can gain this feat multiple times. 
  Each time the creature takes the feat, its natural armor 
  bonus increases by an additional +1.
  Improved Natural Attack
  Attacks made by one of this creature’s natural attacks 
  leave vicious wounds.
  Prerequisites: Natural weapon, base attack bonus +4.
  Benefit: Choose one of the creature’s natural attack 
  forms (not an unarmed strike).The damage for this natural 
  attack increases by one step on the following list, as if the 
  creature’s size had increased by one category. Damage dice 
  increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 
  6d6, 8d6, 12d6. 
  A weapon or attack that deals 1d10 points of damage 
  increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
  Multiattack (Combat)
  This creature is particularly skilled at making attacks 
  with its natural weapons.
  Prerequisite: Three or more natural attacks.
  Benefit: The creature’s secondary attacks with natural 
  weapons take only a –2 penalty.
  Normal: Without this feat, the creature’s secondary 
  attacks with natural weapons take a –5 penalty.
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  Multiweapon Fighting (Combat)
  This multi-armed creature is skilled at making attacks 
  with multiple weapons.
  Prerequisites: Dex 13, three or more hands.
  Benefit: Penalties for fighting with multiple weapons are 
  reduced by –2 with the primary hand and by –6 with off hands.
  Normal: A creature without this feat takes a –6 penalty 
  on attacks made with its primary hand and a –10 penalty on 
  attacks made with all of its off hands. (It has one primary 
  hand, and all the others are off hands.) See Two-Weapon 
  Fighting in the Pathfinder RPG Core Rulebook.
  Special: This feat replaces the Two-Weapon Fighting 
  feat for creatures with more than two arms.
  Quicken Spell-Like Ability
  This creature can use one of its spell-like abilities with 
  next to no effort.
  Prerequisite: Spell-like ability at CL 10th or higher.
  Benefit: Choose one of the creature’s spell-like 
  abilities, subject to the restrictions described in this feat. 
  The creature can use that spell-like ability as a quickened 
  spell-like ability three times per day (or fewer, if the 
  ability is normally usable only once or twice per day).
  Using a quickened spell-like ability is a swift action that 
  does not provoke an attack of opportunity. The creature 
  can perform another action—including the use of another 
  spell-like ability (but not another swift action)—in the 
  same round that it uses a quickened spell-like ability. The 
  creature can only select a spell-like ability duplicating 
  a spell with a level less than or equal to 1/2 its caster level 
  (round down) – 4. For a summary, see the table below.
  A spell-like ability that duplicates a spell with a casting 
  time greater than 1 full round cannot be quickened.
  Normal: The use of a spell-like ability normally requires 
  a standard action (at the very least) and provokes an attack 
  of opportunity.
  Special: This feat can be taken multiple times. Each 
  time it is taken, the creature can apply it to a different 
  spell-like ability.
  Empowered and Quickened Spell-Like Abilities
  Spell 
  Caster Level 
  Caster Level
  Level 
  to Empower 
  to Quicken
  0	
  4th	
  8th
  1st	
  6th	
  10th
  2nd	
  8th	
  12th
  3rd	
  10th	
  14th
  4th	
  12th	
  16th
  5th	
  14th	
  18th
  6th	
  16th	
  20th
  7th	
  18th	
  —
  8th	
  20th	
  —
  9th	
  —	
  —
  Snatch
  This creature can grab other creatures with ease.
  Prerequisite: Size Huge or larger.
  Benefits: The creature can start a grapple when it hits 
  with a claw or bite attack, as though it had the grab ability. 
  If it grapples a creature three or more sizes smaller, it 
  squeezes each round for automatic bite or claw damage 
  with a successful grapple check. A snatched opponent 
  held in the creature’s mouth is not allowed a Reflex save 
  against the creature’s breath weapon, if it has one.
  The creature can drop a creature it has snatched as a 
  free action or use a standard action to fling it aside. A 
  flung creature travels 1d6 × 10 feet, and takes 1d6 points 
  of damage per 10 feet traveled. If the creature flings a 
  snatched opponent while flying, the opponent takes this 
  amount or falling damage, whichever is greater.
  Wingover
  This creature can make turns with ease while flying.
  Prerequisite: Fly speed.
  Benefits: Once per round, the creature can turn up to 
  180 degrees as a free action without making a Fly check. 
  This turn does not cost the creature any movement.
  Normal: A flying creature can turn up to 90 degrees by 
  making a DC 15 Fly check and expending 5 feet of movement. 
  A flying creature can turn up to 180 degrees by making a DC 
  20 Fly check and expending 10 feet of movement.
  APPENDIX 6: MONSTER COHORTS
  The Leadership feat (Pathfinder RPG Core Rulebook 129) 
  allows a character to gain a loyal cohort. With the GM’s 
  approval, this cohort can be a similarly aligned monster 
  rather than a member of the standard player races. The 
  monsters on the following list all work well as cohorts 
  (be they assassins, bodyguards, mounts, etc.)—their 
  effective cohort “level” corresponds to the level available 
  to the PC as afforded by his Leadership score. Use these 
  monsters as guidelines when determining cohort levels 
  for other monsters.
  For more information on monster cohorts, see page 316 
  of the Pathfinder RPG Bestiary.
  Monster Cohorts
  Monster 
  Level
  Blood	hag	
  16
  Contemplative	
  7
  Fossegrim	
  8
  Huldra	
  9
  Nependis	
  13
  Owb	
  11
  Phantom	armor,	giant	
  9
  Phantom	armor,	guardian	
  7
  Saguaroi	
  9
  310
  310
  
  Sea	cat	
  8
  Shobhad	
  8
  Shriezyx	
  7
  Shulsaga	
  7
  Snallygaster	
  7
  Svartalfar	
  12
  Swan	Maiden	
  10
  Vanth	(psychopomp)	
  13
  Xanthos	
  17
  APPENDIX 7: ANIMAL COMPANIONS
  The following list indexes all additional animal 
  companions found in this book, along with the page 
  numbers on which they can be located. Below the list are 
  the statistics for each animal companion. The rules for 
  choosing and progressing an animal companion can be 
  found on pages 51–53 of the Pathfinder RPG Core Rulebook.
  Animal Companions
  Animal 
  Page
  Dimorphodon	(dinosaur)	
  58
  Diplodocus	(dinosaur)	
  58
  Giraffe	(herd	animal)	
  150
  Seahorse,	giant	
  234
  Stag	(herd	animal)	
  150
  Styracosaurus	(dinosaur)	
  311
  Swan,	trumpeter	
  257
  Tortoise,	giant	
  263
  Velociraptor	(dinosaur)	
  59
  Walrus	
  271
  Weasel,	giant	
  275
  Dimorphodon Companions
  Starting Statistics: Size Small; Speed 10 ft., fly 80 ft. 
  (clumsy); AC +1 natural armor; Attack bite (1d4); Ability 
  Scores Str 8, Dex 15, Con 12, Int 2, Wis 14, Cha 6; SQ low-
  light vision, scent.
  4th-Level Advancement: Attack bite (1d6); Ability 
  Scores Str +2, Con +2; Special Attacks poison ( frequency 1 
  round (6); effect 1 Str damage; cure 1 save, Con-based DC).
  Diplodocus Companions
  Starting Statistics: Size Medium; Speed 30 ft.; AC +6 
  natural armor; Attack tail (1d8); Ability Scores Str 
  10, Dex 14, Con 10, Int 2, Wis 12, Cha 10; SQ low-light 
  vision, scent.
  7th-level Advancement: Size Large; AC +3 natural 
  armor; Attack tail (2d6); Ability Scores Str +6, Con +4; SQ 
  tail lash.
  Giant Weasel Companions
  Starting Statistics: Size Small; Speed 30 ft., climb 10 ft.; 
  AC +1 natural armor; Attack bite (1d4); Ability Scores Str 
  10, Dex 19, Con 13, Int 2, Wis 12, Cha 10; Special Attacks 
  blood drain (1 Con), grab; SQ low-light vision, scent.
  4th-Level Advancement: Size Medium; Attack bite 
  (1d6); Ability Scores Str +4, Dex –2, Con +2.
  Giraffe Companions
  Starting Statistics: Size Medium; Speed 50 ft., AC +2 
  natural armor; Attack 2 hooves (1d6); Ability Scores Str 16, 
  Dex 17, Con 12, Int 2, Wis 13, Cha 7; SQ low-light vision, 
  natural weapons.
  7th-level Advancement: Size Large; AC +2; Attack 2 hooves 
  (1d8), slam (1d8); Ability Scores Str +4, Dex –2, Con +4.
  Seahorse Companions
  Starting Statistics: Size Large; Speed swim 30 ft.; AC +4 
  natural armor; Attack bite (1d4); Ability Scores Str 16, Dex 13, 
  Con 15, Int 1, Wis 12, Cha 6; SQ low-light vision.
  4th-Level Advancement: Attack bite (1d6); Ability 
  Scores Str +2, Con +2; SQ anchor.
  Stag Companions
  Starting Statistics: Size Small; Attack gore (1d4); Ability 
  Scores Str 10, Dex 19, Con 14, Int 2, Wis 15, Cha 8; SQ low-
  light vision, scent.
  4th-Level Advancement: Size Medium; Attack gore 
  (1d6), 2 hooves (1d4); Ability Scores Str +2, Dex –2, Con +2.
  Styracosaurus Companions
  Starting Statistics: Size Medium; Speed 30 ft.; AC +6 natural 
  armor; Attack gore (1d8); Ability Scores Str 10, Dex 13, Con 11, 
  Int 2, Wis 12, Cha 7; SQ low-light vision, scent.
  7th-Level Advancement: Size Large, AC +3 natural 
  armor; Attack gore (2d6); Ability Scores Str +8, Dex –2, 
  Con +4; SQ ferocity, reflexive strike.
  Tortoise Animal Companions
  Starting Statistics: Size Medium; Speed 10 ft.; AC +6 
  natural; Attack bite (1d4); Ability Scores Str 14, Dex 8, Con 
  16, Int 2, Wis 13, Cha 9; SQ low-light vision
  7th-Level Advancement: Size Large; Speed 10 ft.; AC +8 
  natural; Attack bite (1d6); Ability Scores Str +4, Dex –2, 
  Con +2; Bonus Feat Great Fortitude
  Trumpeter Swan
  Starting Statistics: Size Small; Speed 10 ft., fly 80 ft. 
  (average); Attack bite (1d4), 2 wings (1d3); Ability Scores 
  Str 10, Dex 15, Con 12, Int 2, Wis 12, Cha 5; SQ low-light 
  vision.
  4th-Level Advancement: Ability Scores Str +2, Con +2.
  Velociraptor Companions
  Use the dinosaur (velociraptor) animal companion statistics 
  from the Core Rulebook.
  311311
  Appendices
  Appendices
  
  Walrus Companions
  Starting Statistics: Size Medium; Speed 10 ft., swim 40 
  ft.; AC +4 natural armor; Attack bite (1d6); Ability Scores 
  Str 12, Dex 13, Con 14, Int 2, Wis 13, Cha 6; SQ hold breath, 
  low-light vision.
  7th-Level Advancement: Size Large; AC +4 natural armor; 
  Attack bite (1d8); Ability Scores Str +8, Dex –2, Con +4.
  APPENDIX 8: MONSTERS BY TYPE
  Listed below are all of the monsters in this book, 
  organized alphabetically by type.
  Aberration:	argus,	brethedan,	Cthulhu,	dossenus,	drakainia,	elder	
  thing,	executioner’s	hood,	fachen,	fleshdreg,	flying	polyp,	
  ghonhatine,	grothlut,	halsora,	Hastur,	hyakume,	incutilis,	
  irnakurse,	lorelei,	lunarma,	lurker	above,	shriezyx,	snallygaster,	
  spawn	of	Yog-Sothoth,	star-spawn	of	Cthulhu,	trapper
  (Air):	Agyra,	flying	polyp,	mist	drake
  Animal:	archaeopteryx,	bull	shark,	dimorphodon,	diplodocus,	
  dire	weasel,	dodo,	emperor	walrus,	giraffe,	giant	seahorse,	
  giant	tortoise,	giant	weasel,	great	white	shark,	immense	
  tortoise,	killer	seahorse,	platypus,	sloth,	stag,	styracosaurus,	
  trumpeter	swan,	tuatara,	velociraptor,	walrus
  (Aquatic):	abaia,	alpluachra,	bakekujira,	Bokrug,	bull	shark,	
  elder	thing,	fossegrim,	galvo,	giant	seahorse,	great	white	
  shark,	guardian	dragon,	haniver,	incutilis,	julunggali,	
  karkinoi,	killer	seahorse,	lorelei,	ningyo,	nycar,	ocean	giant,	
  oceanid,	qallupilluk,	seaweed	siren,	selkie,	vouivre
  (Chaotic):	Great	Old	Ones
  (Cold):	freezing	flow,	shadow	drake,	winter	hag
  Construct:	blood	golem,	cephalophore,	clockwork	dragon,	
  clockwork	mage,	clockwork	steed,	colossi,	coral	golem,	
  juggernaut,	junk	golem,	living	wall,	skinstitch,	soulbound	
  mannequin,	soulbound	shell,	tiberolith,	wax	golem,	
  wickerman,	wyrwood
  Dragon:	guardian	dragon,	lava	drake,	lunar	dragon,	mist	drake,	
  nycar,	peluda,	shadow	drake,	solar	dragon,	spire	drake,	
  taniniver,	time	dragon,	void	dragon,	vortex	dragon,	wyvaran
  (Earth):	Bezravnis
  (Elemental):	comozant	wyrd,	mudlord
  (Evil):	Cthulhu,	graeae,	Hastur
  Fey:	alpluachra,	ankou,	chaneque,	erlking,	fossegrim,	gathlain,	
  gremlins,	hamadryad,	huldra,	ijiraq,	lampad,	leanan	sidhe,	
  oceanid,	pooka,	Spring-Heeled	Jack,	svartalfar,	swan	maiden,	
  tooth	fairy,	tunche
  (Fire):	lava	drake,	shard	slag,	solar	dragon,	vortex	dragon,	
  wickerman
  (Giant):	cliff	giant,	ocean	giant,	river	giant,	slag	giant
  Humanoid:	changeling,	cliff	giant,	dark	caller,	dark	dancer,	
  kasatha,	kitsune,	nagaji,	ocean	giant,	river	giant,	samsaran,	
  slag	giant,	trox,	udaeus,	wayang,	werebat,	werecrocodile,	
  wereshark,	wikkawak
  (Incorporeal):	aoandon,	colour	out	of	space,	comozant	wyrd,	
  festering	spirit,	geist
  Magical Beast:	abaia,	Agyra,	almiraj,	Bezravnis,	bhole,	Bokrug,	
  death	dog,	galvo,	julunggali,	Mogaru,	myrmecoleon,	oma,	
  pard,	pipefox,	rat	king,	ratling,	rukh,	sea	cat,	seaweed	siren,	
  seps,	xanthos,	yaoguai,	ypotryll
  Monstrous Humanoid:	blood	hag,	buggane,	contemplative,	
  formians,	graeae,	Grendel,	karkinoi,	maenad,	nependis,	
  nightgaunt,	ningyo,	qallupilluk,	rokurokubi,	selkie,	shobhad,	
  tikbalang,	vouivre,	winter	hag
  (Mythic):	apocalypse	locust,	argus,	chaneque,	colossi,	
  drakainia,	elohim,	fomorian	titan,	graeae,	Grendel,	
  guardian	dragon,	julunggali,	leanan	sidhe,	myrmecoleon,	
  tyrant	jelly,	udaeus
  Ooze:	boilborn,	colour	out	of	space,	freezing	flow,	hungry	flesh,	
  immortal	ichor,	shard	slag,	tyrant	jelly
  Outsider:	astral	leviathan,	einherji,	elohim,	hypnalis,	owb,	
  psychopomps,	shulsaga,	soulsliver
  Outsider (air):	comozant	wyrd,	Pazuzu
  Outsider (chaotic):	Cernunnos,	demon	lords,	fomorian	titan
  Outsider (cold):	Kostchtchie
  Outsider (earth):	mudlord
  Outsider (evil):	apocalypse	locust,	demon	lords,	devils,	
  dorvae,	fomorian	titan,	kytons
  Outsider (good):	empyreal	lords
  Outsider (lawful):	devils,	kytons,	Vildeis
  Outsider (native):	aoandon,	manitou
  Outsider (water):	Dagon,	mudlord
  Plant:	barometz,	bodythief,	irminsul,	jack-o’-lantern,	jinmenju,	
  kapre,	leaf	ray,	living	topiary,	mi-go,	mindslaver	mold,	
  saguaroi,	weedwhip,	zomok
  (Shapechanger):	blood	hag,	ijiraq,	julunggali,	kitsune,	selkie,	
  soulsliver,	swan	maiden,	werebat,	werecrocodile,	wereshark
  (Swarm):	locust	swarm
  Template:	broken	soul,	colour-blighted	creature,	devilbound	
  creature,	divine	guardian,	ectoplasmic	creature,	fungal	
  creature,	lycanthrope,	mummified	creature,	pod-spawned	
  creature,	nightmare	creature,	nosferatu	vampire,	shadow	
  creature,	zombie	lord
  Undead:	bakekujira,	beheaded,	festering	spirit,	gaki,	
  gallowdead,	gashadokuro,	gearghost,	geist,	gholdako,	
  harionago,	isitoq,	necrocraft,	phantom	armor,	pickled	punk,	
  sayona,	shredskin,	warsworn
  Vermin:	giant	emperor	scorpion,	giant	flea,	giant	locust,	goliath	
  spider,	greensting	scorpion,	locust	swarm,	mammoth	flea,	
  nymph	water	strider,	scarlet	spider,	water	strider,	xenopterid
  (Water):	freezing	flow,	Mogaru,	oceanid
  APPENDIX 9: MONSTERS BY CR
  The following section lists all monsters included in this 
  book, alphabetically by CR. Variant monsters (such as the 
  alternate versions of the boilborn and the shadow lord) 
  are not included in this list—an index of these monsters 
  appears instead in Appendix 11: Variant Monster Index 
  on page 316.
  312
  312
  
  CR 5
  brethedan,	buggane,	catrina,	dark	caller,	divine	guardian	hydra,	
  elder	thing,	fachen,	gearghost,	graeae	(MR	2),	hypnalis,	killer	
  seahorse,	lampad,	mist	drake,	ostiarius,	rat	king,	saguaroi,	
  selkie,	skinstitch,	styracosaurus
  CR 6
  apocalypse	locust	(MR	3),	blood	golem,	clockwork	steed,	host	
  devil,	karkinoi,	lunarma,	mi-go,	mudlord,	owb,	river	giant,	
  swan	maiden
  CR 7
  formian	taskmaster,	gaki,	halsora,	lurker	above,	oceanid,	
  qallupilluk,	slag	giant,	soulbound	mannequin,	spire	drake,	
  vanth,	winter	hag,	xenopterid,	yaoguai
  CR 8
  blood	hag,	cephalophore,	drowning	devil,	emperor	walrus,	
  festering	spirit,	fungal	nymph,	immense	tortoise,	maenad,	pod-
  spawned	guard	captain,	shard	slag,	svartalfar,	trapper
  CR 9
  broken	soul	lillend,	cliff	giant,	clockwork	mage,	coral	
  golem,	galvo,	geist,	ijiraq,	irnakurse,	lava	drake,	leanan	
  sidhe	(MR	3),	mummified	gynosphinx,	nependis,	tikbalang,	
  tyrant	jelly	(MR	3),	young	lunar	dragon,	young	solar	
  dragon,	young	void	dragon
  CR 10
  abaia,	colour	out	of	space,	einherji,	formian	myrmarch,	
  myrmecoleon	(MR	3),	gholdako,	ghonhatine,	kapre,	nosferatu,	
  peluda,	rukh,	sacristan,	spawn	of	Yog-Sothoth,	tiberolith,	young	
  vortex	dragon
  CR 11
  dorvae,	giant	emperor	scorpion,	goliath	spider,	harionago,	
  jinmenju,	juggernaut,	seps,	young	time	dragon
  CR 12
  aoandon,	diplodocus,	lorelei,	sayona,	soulbound	shell,	vouivre
  CR 13
  adult	lunar	dragon,	adult	solar	dragon,	adult	void	dragon,	argus	
  (MR	6),	devilbound	sorcerer,	gashadokuro,	morrigna,	seaweed	
  siren,	shadow	roper,	wickerman
  CR 14
  adult	vortex	dragon,	ankou,	bodythief,	flying	polyp,	ocean	
  giant,	rokurokubi,	xanthos
  CR 15
  adult	time	dragon,	barometz,	hamadryad,	hyakume,	manitou,	
  ypotryll
  In the case of templates, like fungal creatures and 
  nosferatu vampires, only the sample creature presented 
  with a full stat block at the start of the template’s entry in 
  this book is included.
  Creatures that are essentially toolboxes which GMs 
  might use to create their own creatures, such as beheaded, 
  also only see the example version presented in this section. 
  Similarly, for dragons, only those that have full stat blocks 
  presented in this book are listed on the following tables 
  (young, adult, and ancient dragons)—dragons of other age 
  categories are not included on these lists.
  A mythic creature’s mythic rank is noted in parentheses 
  after its listing.
  CR 1/6
  platypus
  CR 1/4
  archaeopteryx,	dodo,	greensting	scorpion,	nymph	water	strider,	
  scarlet	spider,	tooth	fairy,	tuatara
  CR 1/3
  beheaded,	grimple,	trumpeter	swan
  CR 1/2
  alpluachra,	changeling,	ectoplasmic	human,	giant	flea,	formian	
  worker,	gathlain,	haniver,	isitoq,	kasatha,	kitsune,	nagaji,	
  samsaran,	trox,	wayang,	wyrwood,	wyvaran
  CR 1
  almiraj,	boilborn,	chaneque	(MR	1),	dark	dancer,	dimorphodon,	
  dossenus,	fleshdreg,	giant	tortoise,	giant	water	strider,	giant	
  weasel,	jack-o’-lantern,	leaf	ray,	monaciello,	ningyo,	pickled	
  punk,	stag
  CR 2
  bull	shark,	contemplative,	death	dog,	executioner’s	hood,	
  guardian	phantom	armor,	incutilis,	juvenile	seps,	locust	
  swarm,	mammoth	flea,	nosoi,	nycar,	pipefox,	pooka,	ratling,	
  shadow	drake,	shredskin,	soulsliver,	velociraptor,	weedwhip
  CR 3
  dire	weasel,	formian	warrior,	giant	locust,	giant	seahorse,	
  giraffe,	grothlut,	hungry	flesh,	juvenile	rukh,	mindslaver	
  mold,	necrocraft,	pard,	shulsaga,	snallygaster,	Spring-Heeled	
  Jack,	walrus,	wax	golem,	werebat,	werecrocodile,	wereshark,	
  zombie	lord
  CR 4
  comozant	wyrd,	fossegrim,	freezing	flow,	giant	phantom	
  armor,	great	white	shark,	huldra,	junk	golem,	living	topiary,	
  living	wall,	nightgaunt,	nightmare	ettercap,	sea	cat,	shobhad,	
  shriezyx,	udaeus	(MR	1),	wikkawak
  313
  313
  Appendices
  Appendices
  
  CR 16
  clockwork	dragon,	flesh	colossus	(MR	6),	gallowdead,	oma,	
  warsworn,	zomok
  CR 17
  bakekujira,	bhole,	immortal	ichor,	irminsul	(MR	7),	iron	colossus	
  (MR	8),	formian	queen,	tunche
  CR 18
  ancient	lunar	dragon,	ancient	solar	dragon,	ancient	void	
  dragon,	astral	leviathan,	erlking,	nemesis	devil,	taniniver
  CR 19
  ancient	vortex	dragon,	Grendel	(MR	7),	stone	colossus	(MR	7)
  CR 20
  ancient	time	dragon,	yamaraj,	star-spawn	of	Cthulhu
  CR 21
  julunggali	(MR	8)
  CR 22
  fomorian	titan	(MR	8)
  CR 23
  elohim	(MR	6)
  CR 24
  guardian	dragon	(MR	10)
  CR 25
  drakainia	(MR	10)
  CR 26
  Bezravnis,	Korada,	Kostchtchie
  CR 27
  Agyra,	Bokrug
  CR 28
  Dagon,	Mogaru,	Vildeis
  CR 29
  Hastur
  CR 30
  Cernunnos,	Cthulhu,	Pazuzu
  APPENDIX 10: MONSTERS BY TERRAIN
  The following lists group all of the monsters in this 
  book into their respective terrains. Note that there 
  can be a certain amount of crossover on these lists, 
  especially between climate bands, similar terrains, or 
  a planar terrain and the Material Plane. For example, 
  although slag giants are normally encountered in warm 
  mountains, it’s certainly possible to encounter one in 
  temperate mountains (but much less likely to find one 
  in cold mountains). Likewise, while slag giants usually 
  prefer mountains, it wouldn’t be unusual to find one in 
  the hills.
  It also wouldn’t be unheard of to encounter one of 
  these creatures outside their usual habitat, but this 
  typically only happens when some need or event drives 
  them to leave the regions where they’re most comfortable. 
  Creatures listed under planar terrains can usually be 
  encountered anywhere on the Material Plane as well, but 
  are only very rarely encountered on planes other than the 
  one associated with them.
  In short, use these lists as a guide, not as shackles—
  if your adventure works better with a winter hag 
  encountered in temperate mountains, by all means, go 
  for it! Just keep in mind that you should probably come 
  up with an in-game reason to explain the monster’s 
  presence there, but that can lead to ideas for a great 
  adventure in its own right.
  ANY TERRAIN
  aoandon,	beheaded,	blood	golem,	boilborn,	brethedan,	
  broken	soul,	cephalophore,	changeling,	colour	out	of	space,	
  Cthulhu,	drakainia,	ectoplasmic	human,	einherji,	flying	polyp,	
  gallowdead,	gashadokuro,	geist,	graeae,	guardian	dragon,	
  Hastur,	irminsul,	isitoq,	juggernaut,	junk	golem,	mi-go,	
  mindslaver	mold,	phantom	armor,	pickled	punk,	pipefox,	
  pooka,	shadow	drake,	shriezyx,	star-spawn	of	Cthulhu,	
  warsworn,	wax	golem
  ANY LAND
  argus,	blood	hag,	clockwork	dragon,	clockwork	mage,	
  clockwork	steed,	dire	weasel,	festering	spirit,	flesh	colossus,	
  gaki,	giant	flea,	giant	weasel,	harionago,	hungry	flesh,	iron	
  colossus,	julunggali,	leanan	sidhe,	living	topiary,	necrocraft,	
  owb,	samsaran,	sayona,	scarlet	spider,	shredskin,	skinstitch,	
  soulbound	mannequin,	soulbound	shell,	soulsliver,	Spring-
  Heeled	Jack,	stag,	stone	colossus,	taniniver,	udaeus,	
  wickerman,	xanthos,	xenopterid,	yaoguai
  COASTLINES
  coral	golem,	dimorphodon,	dodo,	gholdako,	giant	tortoise,	
  haniver,	immense	tortoise,	lorelei,	mist	drake,	sea	cat,	seaweed	
  siren,	tiberolith,	tuatara,	wereshark,	ypotryll
  DESERTS (COLD)
  Kostchtchie,	shobhad
  DESERTS (TEMPERATE)
  cliff	giant,	formians,	giant	locust,	locust	swarm,	seps
  314
  314
  
  DESERTS (WARM)
  Bezravnis,	cliff	giant,	death	dog,	formians,	giant	emperor	
  scorpion,	giant	locust,	giant	tortoise,	kasatha,	locust	swarm,	
  rukh,	saguaroi,	seps,	trox
  FORESTS (COLD)
  freezing	flow,	huldra,	ijuraq,	Kostchtchie,	winter	hag
  FORESTS (TEMPERATE)
  almiraj,	alpluachra,	archaeopteryx,	barometz,	bodythief,	
  Cernunnos,	chaneque,	erlking,	formian	myrmarch,	formian	
  queen,	formian	taskmaster,	formian	warrior,	formian	worker,	
  gathlain,	goliath	spider,	greensting	scorpion,	hamadryad,	jack-
  o’-lantern,	kapre,	kitsune,	Korada,	leaf	ray,	maenad,	mammoth	
  flea,	manitou,	nependis,	nightmare	ettercap,	pard,	seps,	
  snallygaster,	vouivre,	wayang,	weedwhip,	werebat,	zomok
  FORESTS (WARM)
  archaeopteryx,	barometz,	bodythief,	Cernunnos,	chaneque,	
  dimorphodon,	formian	myrmarch,	formian	queen,	formian	
  taskmaster,	formian	warrior,	formian	worker,	gathlain,	goliath	
  spider,	greensting	scorpion,	kapre,	Korada,	lava	drake,	leaf	ray,	
  manitou,	Mogaru,	nagaji,	pard,	seps,	sloth,	tikbalang,	tunche,	
  velociraptor,	weedwhip,	zomok
  HILLS (COLD)
  freezing	flow,	Kostchtchie,	mist	drake,	spire	drake	
  HILLS (TEMPERATE)
  almiraj,	fachen,	formians,	jack-o’-lantern,	jinmenju,	kitsune,	
  mammoth	flea,	mist	drake,	myrmecoleon,	spawn	of	Yog-
  Sothoth,	spire	drake,	werebat,	ypotryll
  HILLS (WARM)
  formians,	lava	drake,	nagaji,	spire	drake
  MOUNTAINS (COLD)
  freezing	flow,	huldra,	Kostchtchie,	shobhad,	wikkawak
  MOUNTAINS (TEMPERATE)
  formians,	jinmenju,	kitsune,	Korada,	mammoth	flea,	
  nightgaunt,	snallygaster,	wyvaran
  MOUNTAINS (WARM)
  Agyra,	formians,	lava	drake,	rukh,	shard	slag,	slag	giant
  OCEANS (COLD)
  emperor	walrus,	freezing	flow,	ocean	giant,	oceanid,	
  qallupilluk,	selkie,	walrus,	wereshark
  OCEANS (TEMPERATE)
  bakekujira,	Bokrug,	bull	shark,	comozant	wyrd,	Dagon,	
  galvo,	giant	seahorse,	giant	water	strider,	great	white	shark,	
  incutilis,	julunggali,	karkinoi,	killer	seahorse,	nymph	water	
  strider,	ocean	giant,	oceanid,	tiberolith,	wereshark
  OCEANS (WARM)
  coral	golem,	Mogaru,	ningyo,	ocean	giant,	oceanid,	wereshark
  PLAINS (COLD)
  freezing	flow,	ijiraq,	Kostchtchie,	winter	hag
  PLAINS (TEMPERATE)
  almiraj,	Cernunnos,	cliff	giant,	fachen,	formian	myrmarch,	
  formian	queen,	formian	taskmaster,	formian	warrior,	formian	
  worker,	giant	locust,	jack-o’-lantern,	locust	swarm,	maenad,	
  mammoth	flea,	manitou,	myrmecoleon,	pard,	peluda,	tooth	
  fairy
  PLAINS (WARM)
  cliff	giant,	diplodocus,	formians,	giant	locust,	giraffe,	locust	
  swarm,	pard,	styracosaurus,	velociraptor
  PLANAR (ABADDON—NEUTRAL EVIL)
  apocalypse	locust,	dorvae
  PLANAR (ABYSS—CHAOTIC EVIL)
  apocalypse	locust,	Dagon,	dorvae,	fomorian	titan,	
  Kostchtchie,	Pazuzu
  PLANAR (ASTRAL)
  astral	leviathan,	shulsaga
  PLANAR (ELYSIUM—CHAOTIC GOOD)
  Cernunnos
  PLANAR (ETHEREAL)
  hypnalis
  PLANAR (HEAVEN—LAWFUL GOOD)
  Vildeis
  PLANAR (HELL—LAWFUL EVIL)
  apocalypse	locust,	dorvae,	devil
  PLANAR (NIRVANA—NEUTRAL GOOD)
  Korada
  PLANAR (SHADOW PLANE)
  kyton,	owb,	svartalfar
  PLANAR (PRIMAL LAND OF FEY)
  ankou,	zomok
  PLANAR (PURGATORY—NEUTRAL)
  catrina,	morrigna,	nosoi,	vanth,	yamaraj
  315
  315
  Appendices
  Appendices
  
  RIVERS/LAKES
  abaia,	alpluachra,	Bokrug,	fossegrim,	freezing	flow,	galvo,	
  giant	water	strider,	julunggali,	karkinoi,	Mogaru,	nymph	water	
  strider,	platypus,	river	giant,	tiberolith,	trumpeter	swan,	
  vouivre,	werecrocodile
  RUINS
  divine	guardian	hydra,	fleshdreg,	fungal	nymph,	immortal	
  ichor,	living	wall,	mummified	gynosphinx,	nosferatu,	
  rokurokubi,	wyrwood
  SWAMPS (COLD)
  freezing	flow,	Grendel,	Kostchtchie,	mist	drake,	nycar
  SWAMPS (TEMPERATE)
  formians,	goliath	spider,	mist	drake,	mudlord,	peluda,	
  trumpeter	swan,	ypotryll
  SWAMPS (WARM)
  mudlord,	werecrocodile
  UNDERGROUND
  bhole,	buggane,	dark	caller,	dark	dancer,	dossenus,	
  executioner’s	hood,	festering	spirit,	formian	myrmarch,	formian	
  queen,	formian	taskmaster,	formian	warrior,	formian	worker,	
  fungal	nymph,	gearghost,	giant	flea,	ghonhatine,	grothlut,	
  halsora,	hungry	flesh,	hyakume,	immortal	ichor,	irnakurse,	
  lampad,	living	wall,	lunarma,	lurker	above,	mudlord,	necrocraft,	
  nosferatu,	owb,	rat	king,	sayona,	shadow	roper,	shard	slag,	slag	
  giant,	taniniver,	trapper,	tyrant	jelly,	wyrwood,	xenopterid
  URBAN
  contemplative,	devilbound	sorcerer,	gearghost,	grimple,	
  monaciello,	rat	king,	ratling,	tooth	fairy,	udaeus
  VACUUM
  lunar	dragon,	oma,	solar	dragon,	time	dragon,	void	dragon,	
  vortex	dragon
  APPENDIX 11:  
  VARIANT MONSTER INDEX
  Not all of the monsters presented in this book have their 
  own stat blocks. Many of them are merely variants on a 
  theme, such as the various kinds of boilborn or alternate 
  versions of the skinstitch. Monster variants use the 
  standard monster’s stats but with specific changes, as 
  outlined in the text. The following list indexes all of the 
  monster variants in this book that are associated with 
  rules changes (creatures that are only mentioned in 
  passing, such as other kaiju, are not indexed here, nor 
  are pseudo-variants created by adding more abilities to 
  the standard creature, such as the variant beheaded and 
  clockwork dragons).
  Variant Monster 
  Page
  Abyssal	boilborn	
  22
  Blindborn	boilborn	
  22
  Clockwork	charger	
  33
  Death	worg	
  44
  Dread	gholdako	
  125
  Enhanced	skinstitch	
  246
  Infernal	boilborn	
  22
  Nightmare	lord	
  205
  Plagueborn	boilborn	
  22
  Resilient	skinstitch	
  246
  Shadow	lord	
  239
  APPENDIX 12: ABILITY INDEX
  The monsters detailed in this book have a wide range of 
  special attacks, defenses, and qualities—and only in the case 
  of relatively unique abilities are rules given in a monster’s 
  actual entry. Other abilities are detailed in the universal 
  monster rules, in shared abilities for that creature’s type, 
  or even as class abilities or other features detailed in the 
  Pathfinder RPG Core Rulebook. Use the ability index on the 
  next page to track down the full rules for monster abilities 
  not detailed in a particular monster’s entry.
  Note: Entries listed in bold are usually class abilities, 
  and thus the page number listed refers to a page in the 
  Pathfinder RPG Core Rulebook. Entries listed in italics are 
  class abilities from the Advanced Player’s Guide. All other 
  page number references point to pages in the Pathfinder 
  RPG Bestiary 4.
  APPENDIX 13: MONSTER ROLES
  The following lists categorize all of the monsters in 
  this book into specific roles. These roles indicate the 
  creatures’ general strengths and what types of character 
  classes are treated as key classes for each monster.
  Combat monsters are good at ranged and melee 
  combat. Spell monsters have an inherent ability to cast 
  magic spells. Skill monsters are particularly adept at 
  ambushing prey, use sneak attacks, or have bard-like 
  powers. Special monsters have no key classes—their 
  focus is on unique tactics and abilities.
  Creatures listed as having “Any Role” do not use special 
  rules when advancing via class level—they lack racial Hit 
  Dice, and thus advance in level normally, as detailed in 
  the Pathfinder RPG Core Rulebook. All of the PC races listed 
  in that book fit into this category as well.
  Creatures listed in the “No Role” category have no 
  key classes—these are generally any creatures that are 
  mindless or have an Intelligence score of 2 or lower. 
  Creatures in this category cannot gain class levels at all, 
  and must advance using other methods. If a creature in 
  this category gains an Intelligence score of 3 or higher, 
  the creature becomes a Combat Role monster.
  316
  316
  
  (Great	Old	One),	Dagon	(demon	lord),	drakainia,	drowning	
  devil,	einherji,	erlking,	fachen,	festering	spirit,	fomorian	
  titan,	formian	myrmarch,	formian	warrior,	formian	worker,	
  gallowdead,	galvo,	gholdako,	graeae,	Grendel,	guardian	
  dragon,	Hastur	(Great	Old	One),	host	devil,	huldra,	hyakume,	
  hypnalis,	julunggali,	kapre,	karkinoi,	Korada	(empyreal	lord),	
  Kostchtchie	(demon	lord),	lava	drake,	lunar	dragon,	lunarma,	
  maenad,	manitou,	mist	drake,	Mogaru	(kaiju),	morrigna	
  (psychopomp),	mudlord,	nemesis	devil,	ocean	giant,	oma,	
  Pazuzu	(demon	lord),	peluda,	phantom	armor,	river	giant,	
  sacristan	(kyton),	saguaroi,	sayona,	seps,	shadow	drake,	
  shobhad,	slag	giant,	solar	dragon,	soulbound	mannequin,	
  spawn	of	Yog-Sothoth,	spire	drake,	star-spawn	of	Cthulhu,	
  swan	maiden,	taniniver,	time	dragon,	tunche,	udaeus,	vanth	
  (psychopomp),	Vildeis	(empyreal	lord),	void	dragon,	vortex	
  dragon,	vouivre,	warsworn,	wikkawak,	winter	hag,	xanthos,	
  yamaraj	(psychopomp),	zomok
  Ability 
  Page
  ability	damage	
  290
  ability	drain	
  290
  all-around	vision	
  290
  amazing	initiative	
  290
  amorphous	
  290
  amphibious	
  290
  arcane bond 
  78
  armor training 
  55
  attach	
  290
  bleed	
  290
  blindsense	
  290
  blindsight	
  290
  blood	drain	
  290
  blood	rage	
  290
  bloodline  
  71
  bloodline arcana  
  73
  bravery  
  55
  breath	weapon	
  290
  burn	
  291
  capsize	
  291
  change	shape	
  291
  channel	resistance	
  291
  compression	
  291
  constrict	
  291
  construct	traits	
  291
  curse	of	lycanthropy	
  291
  damage	reduction	
  291
  darkvision	
  292
  demon	lord	traits	
  292
  disease	
  292
  display	of	strength	
  292
  distraction	
  293
  domain 
  40
  Ability 
  Page
  dual	initiative	
  293
  empyreal	lord	traits	
  293
  energy	drain	
  293
  evasion 
  68
  extend illusion 
  81
  fast	healing	
  294
  fast movement 
  31
  fast	swallow	
  294
  favored enemy 
  64
  fear	
  294
  ferocity	
  294
  flurry of blows 
  57
  formian	traits	
  294
  fortification	
  294
  freeze	
  294
  frightful	presence	
  294
  gaze	
  294
  grab	
  295
  greensight	
  295
  hide in plain sight 
  67
  hold	breath	
  295
  immunity	
  295
  improved uncanny dodge 69
  incorporeal	
  295
  judgment 
  38
  keen	scent	
  296
  lay on hands 
  61
  lifesense	
  296
  light	blindness	
  296
  light	sensitivity	
  296
  low-light	vision	
  296
  lycanthropic	empathy	
  296
  maneuver training 
  59
  Ability 
  Page
  mistsight	
  296
  monster lore  
  40
  mystery  
  43
  mythic	immortality	
  296
  mythic	magic	
  296
  mythic	power	
  296
  natural	attack	
  296
  natural	invisibility	
  297
  negative	energy	affinity	 297
  no	breath	
  297
  oracle’s curse  
  43
  paralysis	
  297
  plant	traits	
  297
  plantbringer	
  297
  poison	
  297
  poisonous	blood	
  297
  pounce	
  298
  powerful	blows	
  298
  powerful	charge	
  298
  pull	
  298
  push	
  298
  quivering palm  
  60
  rage  
  32
  rake	
  298
  recuperation	
  298
  regeneration	
  298
  rend	
  298
  resistance	
  298
  revelation  
  45
  rock	catching	
  298
  rock	throwing	
  299
  rogue talents  
  68
  scent	
  299
  Ability 
  Page
  see	in	darkness	
  299
  smite evil  
  60
  smother	
  299
  sneak attack  
  68
  sound	mimicry	
  299
  spell	resistance	
  299
  spell-like	abilities	
  299
  spells	
  300
  stench	
  300
  stern gaze  
  40
  stunning fist  
  59
  summon	
  300
  sunlight	powerlessness	 300
  surge	
  300
  swallow	whole	
  300
  telepathy	
  300
  trackless step  
  51
  trample	
  301
  trap sense  
  69
  trapfinding  
  58
  tremorsense	
  301
  undead	traits	
  301
  undersized	weapons	
  301
  unnatural	aura	
  301
  unstoppable	
  301
  vulnerabilities	
  301
  water	dependency	
  301
  weapon familiarity  
  22
  web	
  301
  whirlwind	
  301
  wild empathy  
  50
  Note that monster templates are not listed in this 
  appendix—a templated monster’s key class is the same as 
  the base creature’s key classes.
  If you add levels in a key class to a monster, increase 
  its CR by +1 for every level in a key class. For more 
  information on adding class levels to a monster, see 
  pages 296, 297, and 323 of the Pathfinder RPG Bestiary.
  ANY ROLE
  changeling,	gathlain,	kasatha,	kitsune,	nagaji,	samsaran,	trox,	
  wayang,	wyrwood,	wyvaran
  COMBAT ROLE
  abaia,	Agyra	(kaiju),	ankou,	apocalypse	locust,	argus,	
  Bezravnis	(kaiju),	blood	hag,	bodythief,	Bokrug	(Great	
  Old	One),	brethedan,	buggane,	catrina	(psychopomp),	
  Cernunnos	(empyreal	lord),	chaneque,	cliff	giant,	Cthulhu	
  Ability Index
  317
  317
  Appendices
  Appendices
  
  NO ROLE
  almiraj,	alpluachra,	archaeopteryx	(familiar),	astral	leviathan,	
  bakekujira,	barometz,	beheaded,	bhole,	blood	golem,	boilborn,	
  cephalophore,	clockwork	dragon,	clockwork	mage,	clockwork	
  steed,	coral	golem,	death	dog,	dimorphodon	(dinosaur),	
  diplodocus	(dinosaur),	dodo	(familiar),	dossenus,	flea,	flesh	
  colossus,	fleshdreg,	freezing	flow,	gaki,	gashadokuro,	ghonhatine	
  (fleshwarp),	giant	locust,	giraffe	(herd	animal),	grothlut	
  (fleshwarp),	halsora	(fleshwarp),	hungry	flesh,	irnakurse	
  (fleshwarp),	iron	colossus,	jack-o’-lantern,	juggernaut,	junk	
  golem,	leaf	ray,	living	topiary,	living	wall,	locust	swarm,	
  myrmecoleon,	necrocraft,	platypus	(familiar),	rukh,	scorpion,	
  sea	cat,	seahorse,	shard	slag,	shark,	shriezyx,	skinstitch,	
  sloth	(familiar),	spider,	stag	(herd	animal),	stone	colossus,	
  styracosaurus	(dinosaur),	tiberolith,	tortoise,	tuatara	(familiar),	
  tyrant	jelly,	velociraptor	(dinosaur),	walrus,	water	strider,	wax	
  golem,	weasel,	weedwhip,	wickerman,	yaoguai,	ypotryll
  SKILL ROLE
  dark	dancer,	executioner’s	hood	(lurking	ray),	formian	
  taskmaster,	fossegrim,	gearghost,	geist,	grimple	(gremlin),	
  haniver	(gremlin),	harionago,	ijiraq,	incutilis,	isitoq,	jinmenju,	
  lampad,	leanan	sidhe,	lorelei,	lurker	above	(lurking	ray),	mi-go,	
  mindslaver	mold,	monaciello	(gremlin),	nependis,	nightgaunt,	
  ningyo,	nosoi	(psychopomp),	nycar,	ostiarius	(kyton),	owb,	
  pard,	pickled	punk,	pipefox,	pooka,	qallupilluk,	rat	king,	ratling,	
  seaweed	siren,	selkie,	shredskin,	shulsaga,	snallygaster,	
  soulsliver,	Spring-Heeled	Jack,	svartalfar,	tikbalang,	tooth	fairy,	
  trapper	(lurking	ray),	vouivre,	xenopterid
  SPECIAL ROLE
  aoandon,	colour	out	of	space,	comozant	wyrd,	
  contemplative,	dark	caller,	dorvae,	elder	thing,	elohim,	
  flying	polyp,	formian	queen,	hamadryad,	immortal	ichor,	
  irminsul,	oceanid
  SPELL ROLE
  lampad,	lunar	dragon,	morrigna	(psychopomp),	rokurokubi,	
  solar	dragon,	soulbound	shell,	time	dragon,	void	dragon,	
  vortex	dragon
  APPENDIX 14: ADVANCED AWARDS
  Table 14–1 expands Table 12–2: Experience Point Awards 
  in the Pathfinder RPG Core Rulebook up to CR 30.
  Table 14–1: High CR Experience Point Awards
   
  Individual XP
  CR 
  Total XP 
  1–3 
  4–5 
  6+
  26	
  2,457,600	
  820,000	
  614,400	
  409,600
  27	
  3,276,800	
  1,092,000	
  819,200	
  546,000
  28	
  4,915,200	
  1,640,000	
  1,228,800	
  819,200
  29	
  6,553,600	
  2,184,000	
  1,638,400	
  1,092,000
  30	
  9,830,400	
  3,280,000	
  2,457,600	
  1,638,400
  Table 14–2 expands Table 12–5: Treasure Value Per 
  Encounter in the Core Rulebook up to CR 30.
  Table 14–2: High CR Treasure per Encounter
   
  Treasure Per Encounter
  CR 
  Slow 
  Medium 
  Fast
  21	
  55,000	gp	
  84,000	gp	
  125,000	gp
  22	
  69,000	gp	
  104,000	gp	
  155,000	gp
  23	
  85,000	gp	
  127,000	gp	
  190,000	gp
  24	
  102,000	gp	
  155,000	gp	
  230,000	gp
  25	
  125,000	gp	
  185,000	gp	
  275,000	gp
  26	
  150,000	gp	
  220,000	gp	
  330,000	gp
  27	
  175,000	gp	
  260,000	gp	
  390,000	gp
  28	
  205,000	gp	
  305,000	gp	
  460,000	gp
  29	
  240,000	gp	
  360,000	gp	
  540,000	gp
  30	
  280,000	gp	
  420,000	gp	
  630,000	gp
  APPENDIX 15: MYTHIC CREATURES
  The following lists categorize all of the mythic monsters 
  in this book, alphabetically by mythic rank. A creature’s 
  CR is noted in parentheses after its listing. This list 
  includes non-mythic creatures that can use mythic 
  power (even those who can only do so under certain 
  circumstances, such as a demon lord in its realm); all 
  such creatures in this book function as the equivalent of 
  10th-rank mythic creatures. 
  MR 1
  chaneque	(CR	1),	udaeus	(CR	4)
  MR 2
  graeae	(CR	5)
  MR 3
  apocalypse	locust	(CR	6),	leanan	sidhe	(CR	9),	myrmecoleon	(CR	
  10),	tyrant	jelly	(CR	9)
  MR 6
  argus	(CR	13),	elohim	(CR	23),	flesh	colossus	(CR	16)
  MR 7
  Grendel	(CR	19),	irminsul	(CR	17),	stone	colossus	(CR	19)
  MR 8
  fomorian	titan	(CR	22),	iron	colossus	(CR	17),	julunggali	(CR	21)
  MR 10
  drakainia	(CR	25),	guardian	dragon	(CR	24)
  MR 10 (EQUIVALENT)
  Bokrug	(CR	27),	Cernunnos	(CR	30),	Cthulhu	(CR	30),	Dagon	(CR	
  28),	Hastur	(CR	29),	Korada	(CR	26),	Kostchtchie	(CR	26),	Mogaru	
  (CR	28),	Pazuzu	(CR	30),	Vildeis	(CR	28)
  318
  318
  
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  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.
  Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Brian Cortijo, Adam Daigle, Mike Ferguson, 
  Joshua J. Frost, James Jacobs, Rob McCreary, Erik Mona, Sean K 
  Reynolds, F. Wesley Schneider, Lisa Stephens, James L. Sutter, and 
  Greg A. Vaughn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC; 
  Authors: Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, 
  Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James 
  Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik 
  Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC; 
  Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, 
  Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley 
  Schneider, James L. Sutter, and Russ Taylor, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross 
  Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt 
  James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-
  MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and 
  Russ Taylor.
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, 
  Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, 
  Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom 
  Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, 
  Russ Taylor, and Ray Vallese.
  Advanced Bestiary © 2004, Green Ronin Publishing, LLC; Author: 
  Matt Sernett.
  Death Dog from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc.; published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Underworld Oracle.
  Demon Lord, Kostchtchie from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc.; published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Gary Gygax.
  Demon Lord, Pazuzu from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc.; published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Gary Gygax. 
  Executioner’s Hood from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc.; published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Gary Gygax.
  Flumph from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc.; published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Ian McDowell and Douglas Naismith.
  Lurker Above from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc.; published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Gary Gygax.
  Trapper from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc.; published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Gary Gygax.
  319
  319
  Appendices
  Appendices
  
  paizo.com/pathﬁ nder
  Paizo, Paizo Publishing, LLC, the Paizo golem logo, and Pathﬁ nder are registered trademarks of Paizo Publishing, LLC, 
  and the Pathﬁ nder Roleplaying Game is a trademark of Paizo Publishing, LLC. © 2013 Paizo Publishing, LLC.
  Available Now!
  Mythic Adventures lets you play a hero that is a cut above the ordinary sellsword, more powerful 
  than your average hedge wizard, and able to take on challenges far beyond those of your ordinary 
  contemporaries. With powers and abilities beyond the reach of mere mortals, a mythic character 
  takes on the agents of deities and rushes headlong into the abyss. GO BE LEGENDARY.
  myTHIc
  adveNTUres
  myTHIc
  adveNTUres
  myTHIc
  adveNTUres
  FROM LEGENDARY DEEDS 
  COME LEGENDARY HEROES
  FROM 
  FROM LEGENDARY
  LEGENDARY DEEDS 
   DEEDS 
   DEEDS 
   DEEDS 
  COME 
  COME LEGENDARY
  LEGENDARY
  LEGENDARY HEROES
   HEROES
   HEROES
   HEROES
  FROM LEGENDARY DEEDS 
  COME LEGENDARY HEROES
  
  Printed in China. PZO1127
  paizo.com/pathfinder
  C
  onfront the creatures that go bump in the night! Bestiary 4 
  presents hundreds of new monsters for use in the Pathfinder 
  Roleplaying Game. Within this tome of terrors you’ll find pitiless 
  psychopomps and blood-drinking nosferatu, insectile formians and 
  faceless nightgaunts, and even unique mythological horrors like Spring-
  Heeled Jack and Grendel himself. Yet not every creature need be an 
  enemy, as mighty empyreal lords, primeval outer dragons, and valorous 
  swan maidens enlist you in their epic battles!
  Pathfinder RPG Bestiary 4 is the fourth indispensable volume of monsters 
  for use with the Pathfinder Roleplaying Game and serves as a 
  companion to the Pathfinder RPG Core Rulebook and Pathfinder 
  RPG Bestiary. This imaginative tabletop game builds upon more 
  than 10 years of system development and an Open Playtest 
  featuring more than 50,000 gamers to create a cutting-edge RPG 
  experience that brings the all-time best-selling set of fantasy rules 
  into the new millennium.
  Pathfinder RPG Bestiary 4 includes:
  ► More than 300 different monsters
  ► Creatures from classic horror literature and monster films, 
  including the colour out of space, elder things, and kaiju
  ► New player-friendly races like changelings, kitsune, and nagaji
  ► Entities of mythic might, from despotic demon lords and alien 
  elohim to terrifying Great Old Ones—including Cthulhu!
  ►  New creatures you can construct, like clockworks and juggernauts
  ► New familiars, animal companions, and other allies
  ► New templates to help you get more life out of classic monsters
  ► Appendices to help you find the right monster, including lists 
  by Challenge Rating, monster type, and habitat
  ► Expanded universal monster rules to simplify combat
  ► Challenges for every adventure and every level of play
  ► AND MUCH, MUCH MORE!
  Untold Horrors
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Core Rules/Bestiary 4.pdf