TEXT: 1 MONSTER MENagERiE: ThREaTS fROM BEyONd
  
  2 MONSTER MENagERiE: ThREaTS fROM BEyONd
  fOREwORd
  W
  elcome to Threats From Beyond, the twelfth in our line of Monster Menagerie monster 
  books. Each volume in this line presents a small set of monsters tied to a single theme, 
  but spread over a range of CRs. For the Threats From Beyond, that theme is outsiders. 
  Rather than just present another set of pitchfork-toting fiends, author Sam Hing has put together 
  an awesome set of outsider oddities to fill the corners and crevices of your extraplanar encounters.
  The idea of Threats From Beyond is to expand a campaign’s option for outsider encounters, since 
  anything as vast as other planes of existence should have vast and varied creatures dwelling within 
  them. In many cases these threats can be easily added to traditional plotlines centered on devils 
  or demons, but a few other plots can also be presented using these outsider entities. When dealing 
  with creatures as alien as natives to another plane not all the threats come from a desire to do evil 
  (through a prismatic couatl can certainly make life difficult for the agents of a kingdom that prides 
  itself on law-and-order), nor are they all things players are most likely to encounters in combat 
  (though a shax’s presence in a village may result in more casualties than an open fight).
  Your players may have a handle on brigands, dragons, and other foes they can understand, but 
  things just took a turn for the cosmic. The black chargers are lining up for a cavalry charge, the 
  karkinides have begun to swarm, and there’s very little time left to cut a deal with a traveler to make 
  good your escape. It’s time to deal with the Threats From Beyond!
  Owen K.C. Stephens
  Fall 2012
  
  3 MONSTER MENagERiE: ThREaTS fROM BEyONd
  MONSTER MENagERiE: ThREaTS fROM BEyONd 3 
  Black dOg
  A thick-framed jet black dog of indeterminate species growls 
  menacingly, its eyes glowing a burning red. As its growl deepens, 
  it swells to the size of a pony.
  Black Dog 
  CR 8
  XP 2,400
  NE Medium outsider (native) –[Large]
  Init +1; Senses darkvision 100 ft., scent; Perception +14
  Defense
  AC 20 –[18]; touch 11, flat-footed 19 (+1 Dex, +9 natural)
  hp 84 (8d10+40)
  Fort +11, Ref +3, Will +9
  DR 5/magic; Immune poison; Resist cold 5, fire 10
  Offense 
  Speed 40 ft.
  Melee bite +12 (2d6+6/19-20) –[+12 (2d8+7/19-20)]
  Special Attacks cursed fangs, nameless dread
  Spell-Like Abilities (CL 8; concentration +13) 
  At Will-darkness, fear (DC 19)
  2/day-bestow curse (DC 19), dismissal (DC 20)
  1/day-gaseous form, phantasmal killer (DC 19)
  Statistics
  Str 18 –[20], Dex 12 –[10], Con 21, Int 14, Wis 17, Cha 20
  Base Atk +8; CMB 11; CMD 22
  Feats Alertness, Intimidating Prowess, Step Up, Vital Strike
  Skills Acrobatics +12, Intimidate +20, Knowledge (history, 
  local, planes) +13, Perception +14, Sense Motive +14, Stealth +12
  Languages telepathy 100 ft.
  SQ Enlarge self 3/day
  Ecology
  Environment any land
  Organization solitary
  Treasure standard
  Special Abilities
  Enlarge Self (Sp): Three times per day as 
  a swift action a black dog can grow to 
  be one size larger. This ability works as 
  enlarge person (only on the black dog, and 
  ignoring the spell’s normal requirement 
  for humanoid targets) cast on the black 
  dog, using its hit dice as the ability’s caster 
  level. The changes in the black dog’s statistics 
  when enlarged are included for convenience -[in brackets].
  Cursed Fangs (Su): As a full-round action, a black dog may bite 
  one target and (if the attack hits) also cast one of its two bestow 
  curse spell-like abilities for the day on the same target. This 
  use of bestow curse does not provoke an attack of opportunity.
  Nameless Dread (Su): Any creature with an Intelligence 
  of at least 2 must make a DC 19 Will save when they 
  first encounter a black dog or suffer a -2 penalty to Will 
  saves, skill checks and attack rolls. This penalty cannot be 
  dispelled (though disjunction works on it), and lasts until 
  removed by a remove curse, miracle, or similar magic.
  Black dogs are mysterious creatures that haunt or guard lonely 
  roads and cursed towns. While they are evil to the core, they 
  are bound to the area in which they dwell; this may be as 
  small as a square mile, or the size of a small city. Sometimes 
  they act as harbingers of ill omen, appearing before some 
  dark event before fading into the darkness. Other times they 
  actively seem to guard an area, or more rarely a person or 
  family, warning off any who threaten their charge.
  Black dogs prefer to create fear and drive off their foes rather 
  than attacking, but fearlessly charge into combat when faced 
  with persistent foes. Their bite is unnaturally massive, causing 
  grievous wounds. They typically start combat with their spell-
  like abilities, enlarging themselves before tearing into their prey.
  No one knows the origin of black dogs. Some say they 
  are fell spirits bound to the material world by some ancient 
  pact. Others say they are the spirits of evil mortals, returned 
  to guard over the lands they plagued. They sometimes are 
  called choosers of the, slain, with those that view them fated 
  to die within a year. Rarely a black dog will go on a violent 
  rampage, killing as many creatures as it can for hours before 
  disappearing. Legend says such attacks are harbingers of 
  even greater calamity sure to befall the area. Many believe 
  that the dogs are truly immortal; fated to reappear in time.
  Black dogs and rakshasas share an instinctive and 
  mutual hate for one another, and never work together.
  
  4 MONSTER MENagERiE: ThREaTS fROM BEyONd
  cOuaTl,PRiSMaTic
  This long, colorful snake soars on massive prismatic wings of 
  translucent energy. Its eyes gleam with amusement as it looks about.
  Prismatic Couatl 
  CR 8
  XP 4,800
  CG Large outsider (native)
  Init +6; Senses darkvision 60 ft., detect chaos/evil/ good/
  law; Perception +15
  Defense
  AC 21; touch 12, flat-footed 18 (+2 Dex, +1 Dodge, +9 natural, -1 size)
  hp 95 (10d10+40)
  Fort +9, Ref +9, Will +10
  Offense
  Speed 20 ft., fly 50 ft. (good)
  Melee bite +14 (1d6+7 plus grab and poison) Special Attacks 
  constrict (1d6+7), poison, shower of scales
  Spell-Like Abilities (CL 8, Concentration +11)
  Constant: detect chaos, detect evil, detect good, detect law
  At will: detect thoughts (DC 16), ethereal jaunt (CL 14), 
  invisibility, plane shift (DC 19)
  Spells Known (CL 9th)
  5th baleful polymorph (DC 19)
  4th charm monster (DC 18), poison (DC 18)
  3rd call lightning (DC 17), greater magic fang, heroism, 
  twilight knife*
  2nd burning gaze* (DC 16), bull’s strength, cat’s grace, cure 
  moderate wounds, vomit swarm*
  1st cure light wounds, faerie fire, hypnotism (DC 15), magic 
  fang, sleep (DC 15)
  0 dancing lights, guidance, read magic, spark* (DC 14) 
  * Advanced Player’s Guide
  Statistics
  Str 20, Dex 15, Con 18, Int 17, Wis 17, Cha 18
  Base Atk +10; CMB 15, +19 grapple; CMD 27 (can’t be tripped)
  Feats Arcane Strike, Dodge, Eschew MaterialsB, Great 
  Fortitude, Improved Initiative, Quicken Spell
  Skills Acrobatics +14, Bluff +16, Fly +14, Knowledge (nature, 
  planes) +15, Perception +15, Sense Motive +15, Stealth +10, 
  Use Magic Device +16
  Languages Celestial, Common, Draconic; telepathy 100 ft.
  Ecology
  Environment warm forests
  Organization solitary, pair, or kaleidoscope (3-7)
  Treasure standard
  Special Abilities  
  Poison (Ex): Bite-injury, save Fort DC 19; frequency 1/ round 
  for 10 rounds; effect 1d2 Wis, cure 2 consecutive saves. A 
  creature reduced to 0 Wisdom with this poison must make 
  an additional DC 19 Will save or have its alignment move 
  one step toward chaotic good. If the creature’s alignment 
  does change, its Wisdom is fully restored immediately.
  Shower of Scales (Su): Three times per day, a prismatic 
  couatl can release a shower of iridescent, mildly 
  hallucinogenic scales from its wings and body. The 
  scales create a cloud 10 ft. in diameter, centered on the 
  couatl. Creatures other then couatls within the cloud are 
  affected by both confusion and glitterdust, with a DC 19 Will 
  save to resist the effects. The cloud lasts for 1d4 rounds, and 
  a moderate or greater wind disperses it in a single round.
  Spells: Prismatic couatls cast spells as a 9th level witch, and 
  can cast spells from the druid list as well as those normally 
  available to a witch. Druidic spells are considered arcane 
  spells for a Prismatic couatl.
  Whimsical freedom fighters, prismatic couatl are a 
  rare offshoot from the couatl race. They are on good 
  terms with their more lawful brothers, although 
  the feathered serpents rapidly grow tired of the 
  
  5 MONSTER MENagERiE: ThREaTS fROM BEyONd
  MONSTER MENagERiE: ThREaTS fROM BEyONd 5 
  prismatic’s lack of discipline and pranks. While they enjoy 
  a good joke and seem to take most of life in stride, prismatic 
  couatls are deadly serious when it comes to battling evil 
  creatures and defending the freedoms of goodly races.
  Prismatic couatls are clever foes, taking every advantage 
  possible, and often taunting foes into near madness. 
  They typically begin combat with their shower of scales 
  ability, then targeting those foes that seem unaffected by 
  the hallucinogenic nature of their scales. They freely flee 
  if outmatched, using hit and run tactics and recruiting 
  powerful allies to hound their enemies.
  Prismatic couatls use the belief that they are divine far 
  more than their lawful brethren, allowing themselves to be 
  worshiped and guiding their chosen people wisely. They 
  typically request offerings of strong mead or wine and boars 
  from visitors, seeing how far they can push before they 
  offend potential allies. Despite this, they are freely generous 
  with their aid, be it a magic item they possess, help from 
  allies under their influence, or simple wisdom and healing.
  Those that truly impress the couatl may be granted 1d4 
  large scales from its wings. These scales may be used to 
  cast a color spray (DC 19), crumbling to dust after being 
  used, or may be used as an additional component in a 
  planar ally spell, summoning the prismatic couatl that 
  granted the scales without further payment, as long as 
  the couatl approves of the spellcaster’s request.
  Though they are unwilling to harm individuals 
  for their own advancement, prismatic couatls do 
  often work against the long-term stability of powerful 
  kingdoms and institutions, if those institutions have 
  rigid control over a large population. While prismatic 
  couatls understand and accept the need to punish 
  evildoers, they do not accept the need for prisons 
  (insisting that punishments must fit the crime and that 
  locking away a criminal never results in it being a better 
  citizen), dislike large armies (as a result of the stifling 
  nature of military discipline), and actively work against 
  laws that limit free speech, free assembly, free artistic 
  expression, and the right to dispose of one’s possessions as 
  each individual sees fit. As a result, prismatic couatls often 
  come into conflict with neutral (and less often even good-
  aligned) Lawful kingdoms, finding their inflexible nature 
  no less offensive than the immoral acts of evil societies.
  daEMON, Shax
  The creature swinging through the rafters seems to be an 
  unholy mix of monkey and goblin. Its arms are long and 
  powerful, and its flat face leers out with eyes that glow 
  a sickly yellow color.
  Shax Daemon 
  CR 4
  XP 1,200
  NE Small outsider (daemon, evil, extraplanar) 
  Init +4; Senses darkvision 60 ft. detect good; Perception +10
  Defense  
  AC 18; touch 15, flat-footed 13 (+4 Dex, +1 Dodge, +2 
  natural, +1 size)
  hp 32 (5d10+5), fast healing 2
  Fort +2, Ref +8, Will +6
  DR 5/good and silver; Immune acid, death effects, disease, 
  poison; Resist cold 10, electricity 10, fire 10
  Offense  
  Speed 20 ft., climb 30 ft.
  Melee 2 claws +7 (1d4+2), and bite +2 (1d6+2)
  Special Attacks suicide gaze
  Spell-Like Abilities (CL 5; concentration +11 
  Constant-detect good
  At Will-dancing lights, darkness, ghost sound (DC 15)
  3/day-grease, silent image (DC 16)
  2/day-animate rope, augury, expeditious retreat
  1/day-divination, scare (DC 17)
  Statistics
  Str 15, Dex 18, Con 13, Int 10, Wis 14, Cha 17
  Base Atk +5; CMB 7; CMD 21
  Feats Ability Focus (gaze), Combat 
  Expertise, Dodge
  Skills Acrobatics +12, Bluff +11, Climb 
  +10, Intimidate +11, Perception +10, 
  Stealth +12
  Languages Abyssal, Infernal; 
  telepathy 100 ft.
  
  6 MONSTER MENagERiE: ThREaTS fROM BEyONd
  Shax avoid combat, preferring to stay out of reach but 
  within range of their gaze. While their claws and fangs 
  are dangerous, they take far less pleasure in killing prey 
  directly. They taunt their targets without mercy, both 
  before and during combat. If a group of assailants have all 
  resisted a shax’s gaze it is likely to retreat and attack them 
  again the next day.
  A shax can make a surprisingly charming “imaginary 
  friend” to a lonely child, “fay guide” to the patriarch of a 
  troubled family, or “financial guide” to a busy merchant. The 
  shax may offer good advice to such confidants initially, using 
  their divination powers to find reasonable routes through the 
  subject’s more minor troubles. But then, once they are trusted, 
  the shax begin to twist their advice, offering only short-term 
  solutions that ultimately make things worse for the subject, 
  its close friends, or both. They are willing to wait, whispering 
  hopeless thoughts to their victim, as they slowly bring the 
  victim’s entire family to ruin. Only then do they reveal their 
  true, twisted nature to their “master and point out how the 
  master’s acctions have led to great suffering for all his allies.
  dEMON, kaRkiNidE
  This creature looks like a huge crab, mounted on four humanoid 
  legs. A pair of human-like arms grasp weapons, dwarfed by its 
  snapping pincers. It has shining black eyes and a slavering mouth 
  on both sides of its armored body.
  Karkinide Demon 
  CR 6
  XP 2,400
  CE Medium outsider (aquatic, chaotic, demon, 
  evil, extraplanar)
  Init +5; Senses darkvision 60 ft., all-around 
  vision; Perception +14
  Defense
  AC 22; touch 11, flat-footed 21 (+1 Dex, +1 
  shield, +10 natural)
  hp 50 (4d10+28)
  Fort +7, Ref +5, Will +8
  DR 15/cold iron and good; Immune 
  electricity, fire, poison; Resist acid 10, cold 10
  SR 15
  Offense  
  Speed 40 ft., swim 30 ft.
  Melee 2 pincers +10 (1d6+5 plus grab), or trident +9 
  (1d8+5) and 2 pincers +4 (1d6+2 plus grab)
  Special Attacks constrict (1d6+5)
  Spell-Like Abilities (CL 4; concentration +10) 
  Continual-ant haul*
  3/day-fog cloud
  2/day-aqueous orb* (DC 16), control water
  1/day-summon (level 3, 1-2 karkinide dem 50%)
  *Advanced Player’s Guide
  Ecology
  Environment Abaddon (any land)
  Organization solitary or pair
  Treasure standard
  Special Abilities
  Suicide Gaze (Su): Any living creature that meets the gaze 
  of a shax must make a DC 15 Will save or make a coup 
  de grace attempt against itself with its next action. The 
  target need not make the attempt with a weapon; jumping 
  off a nearby cliff, imbibing a deadly poison, or other self-
  destructive behavior is possible if an affected character 
  is used to dealing damage in ways other than weapon 
  attacks. The daemon often keeps a horde of equipment 
  nearby to “assist”, usually nooses, shortswords, or other 
  deadly items. A creature can only be forced to save against 
  this effect once per day. The save DC is Cha- based.
  Shax are sadistic little daemons, easily summoned but 
  difficult to control. They greatly enjoy playing pranks, 
  such as poisoning wells, turning out a farmer’s livestock, 
  and leading people into dangerous areas. Their primary 
  goal is driving mortals to kill themselves by any means 
  necessary, often employing madness, despair, or their 
  deadly gaze.
  
  7 MONSTER MENagERiE: ThREaTS fROM BEyONd
  MONSTER MENagERiE: ThREaTS fROM BEyONd 7 
  Statistics
  Str 20, Dex 12, Con 22, Int 10, Wis 14, Cha 16
  Base Atk +4; CMB +9; CMD 20
  Feats Improved InitiativeB, Iron Will, LungeB, Weapon 
  Focus (pincers) Skills Climb +15, Intimidate +13, Knowledge 
  (planes) +10, Perception +12, Sense Motive +12, Stealth +11, 
  Survival +12, Swim +23
  Languages Abyssal, Aquan; telepathy 100 ft.
  SQ Overpowering horde
  Ecology
  Environment Abyss (any aquatic)
  Organization solitary, pair, cast (3-15)
  Treasure standard
  Special Abilities
  Overpowering 
  Horde 
  (Ex): 
  Karkinides 
  instinctively work well together, driving foes 
  toward the attacks of fellow crab demons and 
  using their neighbor fiends to cover any weak 
  spots in their own armor. A karkinide demon 
  gains a +1 bonus to melee attack and damage 
  rolls for each karkinide demon adjacent to 
  it. A karkinide demon with at least one other 
  karkinide adjacent is never flat- footed or helpless.
  Karkinides, or “crab demons,” haunt the fetid 
  waters of the Abyss, attacking whatever they think 
  they can overpower. Despite their thick armor (which 
  grants them both natural armor and shield bonuses to AC), 
  they are surprisingly swift and nimble. They are aggressive 
  in numbers, swarming over even larger demons. When 
  alone, they tend to flee from powerful foes, and bow 
  down to any more powerful fiends. While they are 
  not stupid creatures, they give little thought 
  to tactics beyond attacking foes in as large a 
  swarm as they can muster.
  Karkinide demons attack with their 
  powerful pincers, squeezing foes that are 
  their size or smaller to death. They typically 
  use whatever weapons or shields that they 
  can scavenge in their human sized arms. 
  They use their spell-like abilities to slow 
  down and separate their victims.
  A typical karkinide stands nearly seven 
  feet tall, and is five feet wide. The demons never 
  stop growing, and truly monstrous specimens 
  have been reported by those that brave the deepest 
  demonic waterways and return to tell the tale.
  dEvil, Black chaRgER
  This fiend looks like an infernal centaur; it has deep red flesh and 
  jet black hair. Its face is darkly handsome, marred by a mouth full 
  of fangs and curving, spiky ram’s horns. Its hands end in long, 
  curving claws. A stinger tipped tail arcs over its back.
  Black Charger 
  CR 14
  XP 38,400
  LE Large outsider (devil, evil, extraplanar, lawful) 
  Init +5; Senses darkvision 60 ft., see in darkness; 
  Perception +25
  Defense
  AC 26; touch 14, flat-footed 21 (+5 Dex, +12 natural, -1 size)
  hp 218 (19d10+114)
  Fort +18, Ref +16, Will +8
  DR 10/good; Immune fire, poison; Resist acid 10, cold 10; 
  SR 25
  
  8 MONSTER MENagERiE: ThREaTS fROM BEyONd
  Offense
  Speed 50 ft.; sprint
  Melee 2 claws +25 (1d6+7 plus claw lock), and gore +26 
  (2d4+7), and sting +20 (1d6+3 plus poison)
  Special Attacks breath weapon, claw lock, poison, 
  powerful charge (gore 4d4+14), skullcracker 
  Spell-Like Abilities (CL 7; concentration +10)
  At Will-burning hands (DC 14), dispel chaos (DC 18), 
  greater teleport (self plus 50 lbs of objects only)
  3/day-fire shield, fireball (DC 16), vampiric touch
  2/day-dread bolt* (DC 15), wall of fire
  1/day-flamestrike (DC 18), summon (level 4, 1 black 
  charger, 50%)
  *Ultimate Magic
  Statistics
  Str 24, Dex 21, Con 24, Int 15, Wis 14, Cha 19
  Base Atk +19; CMB 27, +31 bull rush, grapple, +29 overrun; 
  CMD 42, 44 vs. bull rush, grapple, overrun
  Feats Bleeding Critical, Critical Focus, Disruptive, Greater 
  Bull Rush, Greater Grapple, Improved Bull Rush, Improved 
  Grapple, Improved Overrun, Power Attack, Weapon 
  Focus (gore)
  Skills Bluff +27, Intimidate +27, Knowledge (planes) +25, 
  Perception +25, Sense Motive +25, Stealth +24, Survival +25, 
  Swim +30
  Languages Celestial, Common, Infernal; telepathy 100 ft.
  Ecology
  Environment any (Hell)
  Organization solitary, pair, charge (3-25)
  Treasure standard
  Special Abilities  
  Breath Weapon (Su): Once every 1d4 rounds a black charger 
  can spit a 20 ft. line of flaming acid, dealing 8d4 points of 
  damage, half of which is acid, the other half fire.
  Claw Lock (Ex): On a successful claw attack, a black charger 
  can lock its claw onto the target. The target is considered 
  grappled, although the black charger does not gain the 
  grappled condition. The black charger may make gore 
  attacks against the locked target as a touch attack, and 
  cannot make attacks with that claw. If the victim makes a 
  successful grapple attack to free itself from the claw lock, 
  it takes damage as if it had been struck by the claw attack.
  Poison (Ex): Sting-injury, save Fortitude DC 26; frequency 
  1/round for 8 rounds; effect 1d2 Str and 1d2 Con, cure 2 
  consecutive saves.
  Skullcracker (Ex): A black charger’s gore attack causes both 
  bludgeoning and piercing damage. Any creature that 
  takes a critical hit from a gore attack must make a DC 
  26 Fortitude save or be stunned for 1d4 rounds. A black 
  charger’s gore attack has a critical range of 18-20 against a 
  target that is locked within its claws.
  Black chargers are a major component of Hell’s cavalry. They 
  tend to lead attacks against opposing armies, shattering 
  formations with their horned heads. When not on active duty, 
  they spend their time drinking infernal ales, tormenting lost 
  souls, and seeking new types of outsiders to battle.
  A black charger is an intelligent foe, targeting its weakest 
  enemies with its attacks. Despite the aggressive nature of 
  their abilities, they never enter battle recklessly and will 
  turn on any leader that gives them foolish or unnecessarily 
  dangerous orders. Senior black charger officers often have 
  levels of cavalier. (Black charger cavaliers receive a bonus 
  feat in place of the mount class feature, and are automatically 
  considered mounted for purposes of the cavalier charge, 
  mighty charge, and supreme charge features.)
  Black chargers enjoy being summoned as it gives them 
  opportunities to fight new things (although they view 
  spellcasters as weak and unworthy, always testing the 
  bounds of their bindings). Any assignment that leads them 
  into battle is gleefully taken, as is any chance to slay their 
  summoner. They grant grudging respect to any mortal that 
  can match them in combat, and will seem to befriend such 
  an individual, plying them with praise, drink, and treasure. 
  A devil’s friendship is never true; the charger always has 
  one eye on making their “friend” a hellbound soul.
  haTE SPiRiT
  A mangy humanoid wolf with vulture wings stands before you. Its 
  eyes are hollow black pits, from which a black mist constantly seeps.
  Hate Spirit 
  CR 10
  XP 9,600
  NE Medium outsider (evil, extraplanar, incorporeal) 
  Init +7; Senses darkvision 60 ft., detect evil/good, see in 
  darkness; Perception +19
  Defense
  AC 19; touch 19, flat-footed 16 (+3 Dex, +6 deflection)
  hp 126 (12d10+60)
  Fort +9, Ref +11, Will +14
  Immune disease, emotion affecting effects, poison
  SR 21
   Offense
  Speed 30 ft., fly 30 ft. (good)
  Melee 2 claws +12 touch (curse), and bite +7 touch (curse)
  Special Attacks channel energy (5d6, DC 22, 9/day), curse, 
  domain
  Spell-Like Abilities (CL 12); Concentration +18 
  At Will-plane shift (self only)
  Statistics
  Str -, Dex 16, Con 20, Int 18, Wis 23, Cha 23
  Base Atk +12; CMB 12; CMD 25
  Feats Alignment Channel, Channel Smite, Combat 
  Reflexes, Critical Focus, Selective Channel
  
  9 MONSTER MENagERiE: ThREaTS fROM BEyONd
  MONSTER MENagERiE: ThREaTS fROM BEyONd 9 
  Skills Bluff +19, Fly +18 Intimidate +18 Knowledge (planes, 
  religion) +17 Perception +19, Sense Motive +19, Spellcraft 
  +14, Stealth +17, Use Magic Device +19 Languages Abyssal, 
  Celestial, Common, Infernal; telepathy 100 ft.
  SQ uncursed
  Ecology 
  Environment Any
  Organization solitary
  Treasure standard
  Special Abilities
  Channel Energy (Su): Hate spirits channel negative energy 
  as if they were evil clerics with a level equal to its hit dice. If 
  a hate spirit expends two daily uses of its channel energy, 
  it may channel as a swift action.
  Curse (Su): The claws and bite of a hate spirit do not inflict 
  any physical damage. Instead they create powerful and 
  deadly curses on their victims. These curses add a +3 to 
  the caster level check to remove them. When a victim is 
  struck by a hate spirit’s attack, roll on the following table:
   
  1. Fleshworm infestation* (DC 21)
   
  2. Contagion (DC 20)
   
  3. Inflict serious wounds (DC 20)
   
  4. Bestow curse (DC 20)
   
  5. Eyebite (DC 22)
   
  6. Baleful polymorph (DC 21)
  Some hate spirits may have other spells that affect a 
  single target on their list of curses. All spells inflicted by 
  a hate spirit’s touch are considered curses 
  for the purpose of spells, effect, 
  and 
  immunities 
  that 
  effect curses.
  * Ultimate Magic
  Domain (Su): 
  Hate spirits 
  have the 
  domain 
  abilities and 
  spells of a 
  cleric of equal 
  level to their hit 
  dice. They may 
  choose from the 
  domains of Death, 
  Destruction, or Evil.
  Uncursed (Su): Hate spirits 
  are immune to any spell or 
  effect that is considered a curse. 
  In addition they take 1d6/ caster 
  level points of damage from remove 
  curse spells that target them, (10d6 
  maximum).
  Hate spirits embody their name, loathing every other 
  creature in creation. They travel the planes, seemingly at 
  random, attacking creatures that they come across that 
  they think they can overcome. It is thought that they feed 
  through the curses they inflict, for they have never been 
  seen to imbibe any other sustenance. Hate spirits are 
  created when a powerful creature of worship (such as a 
  major outsider or deity) is destroyed while feeling strong 
  hate. The emotion survives the death of the being, and 
  forms into sentient manifestations of pure hate.
  Hate spirits attack openly, striking at as many targets 
  as they can. They appear to have no control over the harm 
  their touch inflicts. They concentrate their attacks on foes 
  that are able to do them harm. 
  Hate spirits have no allies, anywhere, though they 
  are not above working in concert with mindless threats 
  (constructs, traps, and undead) to further their goals. 
  Many hate spirits “haunt” a dangerous and damaging 
  location, waiting to attack those who are placed in danger 
  by threats within the location. Powerful spellcasters 
  can bind the creatures into service for a short time, but 
  the spirit attempts to destroy the spellcaster as soon 
  as it can. They can be bribed into service for a limited 
  time with magic items that incorporeal creatures can 
  use, or a steady stream of intelligent victims. 
  Hate spirits are sometimes found 
  bound within ancient tombs, 
  suggesting forgotten magics 
  that have powerful effects on 
  the creatures.
  
  10 MONSTER MENagERiE: ThREaTS fROM BEyONd
  hOuNd Of aBaddON
  A mastiff the size of a small bear stands on a rocky outcropping. 
  Where its head should be floats a massive pair of jaws. Although 
  it seemingly has no sensory organs, it swings its head toward 
  every sound and movement, clearly aware of its surroundings.
  Hound of Abaddon 
  CR 5
  XP 1,600
  NE Large outsider (evil, extraplanar)
  Init +2; Senses blind sight 60 ft., scent, see invisible; Perception +14
  Aura hopelessness (30 ft., DC 17)
  Defense  
  AC 18; touch 11, flat-footed 16 (+2 Dex, +7 natural, -1 size)
  hp 51 (6d10+18)
  Fort +8, Ref +4, Will +7
  Resist cold 5, electricity 5, fire 5
  Offense  
  Speed 30 ft.
  Melee bite +8 (1d8+4 plus 
  fearful bite and trip)
  Special Attacks fearful 
  bite, hopelessness, 
  howl
  Statistics  
  Str 16, Dex 14, Con 16, Int 7, Wis 15, Cha 19
  Base Atk +6; CMB 10; CMD 22 (+26 vs trip) 
  Feats Lunge, Power Attack, Skill Focus (Stealth) 
  Skills Perception +11, Stealth +7, Survival +11
  Ecology
  Environment Abaddon (any land)
  Organization solitary, pair, or pack (5-35)
  Treasure incidental
  Special Abilities  
  Fearful Bite (Su): Living creatures bitten by a hound of 
  Abaddon must make a DC 17 Will save or be panicked for 
  2d6 rounds. This is a mind-affecting fear effect.
  Hopelessness (Su): A hound of Abaddon is surrounded by a 
  nimbus of dark energy, reflecting the very hopelessness of 
  its home. All creatures other than other hounds within the 
  area must make a DC 17 Will save or take -4 to attack rolls, 
  skill checks, and Will saves while within the aura. Creatures 
  that successfully save take a -2 instead. A creature receives a 
  new save every time it enter the aura, but once it has made a 
  save it need not make one again for 24 hours.
  Howl (Su): Once per day, as a standard action a hound of 
  Abaddon may lift its jaws to the sky and howl. Creatures within 
  50-ft. of the hound are affected by unholy blight, DC 17. In 
  addition, all other hounds that hear the howl know the 
  location and roughly the type of prey the howling 
  hound is attacking, and will move to the location 
  at their maximum movement rate. The howl is 
  audible for a mile under normal conditions.
  Spirit Sight (Su): The senses of a hound of 
  Abaddon are extremely keen. It can see invisible 
  (as the spell) at all times, and gains a bonus to 
  perception checks equal to half its hit dice.
  Hounds of Abbadon are a common sight on their 
  native plain, hunting creatures weaker then 
  themselves. They avoid the native daemons, 
  although some packs act as hunting dogs for 
  the fiends. The hounds seem to feed on the fear 
  and hopelessness that they create; although they 
  will tear at the corpses of the dead, the hunks of 
  flesh simply fade away once within their jaws.
  Hounds of Abaddon rove the landscape 
  alone, howling to summon the rest of the pack 
  once they have sighted prey. They work together 
  like a pack of wolves, although they will at times 
  cruelly draw out the chase so that their prey feels 
  more fear. The largest of packs will even attack 
  demons or other powerful interlopers. They are 
  rarely summoned to the world on purpose, 
  and are more frequently accidentally called 
  and escape. Once freed, they rampage across 
  the world indiscriminately until destroyed.
  10 MONSTER MENagERiE: ThREaTS fROM BEyONd
  
  11 MONSTER MENagERiE: ThREaTS fROM BEyONd
  MONSTER MENagERiE: ThREaTS fROM BEyONd 11 
  Good, or Lawful descriptor in regards to overcoming 
  damage reduction. A traveler’s attacks are always 
  considered magic weapons.
  Constrict (Ex): A traveler may constrict one Huge creature, 
  two Large creatures, four Medium creatures, eight Small 
  creatures, sixteen Tiny creatures, thirty-two Diminutive 
  creatures, or sixty-four Fine creatures. A traveler’s constrict 
  attack deals slashing damage, as the creature’s wire-thin 
  body cuts into the victim.
  TRavElER
  A massive multihued creature floats high in the air. Its body is 
  ribbon-like, paper-thin and mere inches wide, but extremely long. It 
  swirls and spins in great looping curls and knots to cover a vast area. 
  Countless spindly claws and eyestalks grow from its slender form.
  Traveler 
  CR 12
  XP 19,200
  LN Huge outsider (extraplanar)
  Init +10; Senses darkvision 60 ft., detect evil/ good, see in 
  darkness; Perception +24
  Defense
  AC 26; touch 16 flat-footed 16 (+10 Dex, +10 natural, -4 size)
  hp 120 (16d10+32)
  Fort +7, Ref +20, Will +10
  Resist cold 10, fire 10
  SR 23
  Offense
  Speed 10 ft., fly 90 ft. (perfect)
  Melee 6 claws +14 (1d6 plus grab), or 6 sickles +14 (1d8)
  Special Attacks align attacks, constrict (1d12 plus 4 points 
  of bleed)
  Spell-Like Abilities (CL 16; Concentration +23) 
  Constant-detect evil, detect good, fly
  10/day-dimensional anchor, dimension door, dismissal (DC 
  21), greater teleport (self plus one ton)
  2/day-plane shift, teleport object
  1/day-astral projection, etherealness, mislead (DC 22), 
  teleport circle
  Statistics
  Base Atk +16; CMB 26, +30 disarm and trip; CMD 36, +38 
  vs disarm, can’t be tripped
  Feats Acrobatic, Agile Maneuvers, Combat Expertise, 
  Combat Reflexes, Greater Disarm, Greater 
  Trip, Improved Disarm, Improved Trip
  Skills Acrobatics +31, Appraise +19 Bluff 
  +25, Diplomacy +25, Disable Device+26, Fly 
  +35, Knowledge (planes) +23, Perception +24, 
  Sense Motive +24, Spellcraft +19, Stealth +21, 
  Use Magic Device +25
  Languages 
  Abyssal, 
  Celestial, 
  Common, 
  Infernal; 
  telepathy 100 ft.
  SQ ferry, many eyes, razor thin, undersized weapons
  Ecology
  Environment Any
  Organization solitary, pair
  Treasure double standard
  Special Abilities 
  Align Attacks (Su): Travelers can grant their natural attacks 
  and the attacks of any weapon it holds the Chaotic, Evil, 
  
  12 MONSTER MENagERiE: ThREaTS fROM BEyONd
  Ferry (Su): A traveler cannot activate its abilities of traveling 
  the planes for creatures other than itself without using the 
  life-force of another being. At the moment of travel, all 
  creatures other than the traveler that wish to be carried 
  along must sacrifice 10% of their maximum hit point total. 
  This amount is added to the traveler as temporary hit 
  points, lasting a maximum of 24 hours.
  A traveler may use its plane shift ability to travel to any 
  plane, without having visited it first or having anything 
  attuned to that plane.
  Many Eyes (Ex): Travelers have dozens of eyes, peering in 
  all directions at once and ensuring the traveler is never 
  caught off-guard or suffers a lucky wound. They cannot be 
  flanked or affected by sneak attacks or critical hits.
  Razor Thin (Su): The body of a traveler is both supernaturally 
  strong and thin. Any creature striking a traveler with an 
  unarmed or natural attack takes 1d6 points of damage, plus 
  2 points of bleed. Nonmagic metal weapons take 1d4 points 
  of damage every time they strike a traveler; nonmagic 
  weapons made of wood or other substances softer then 
  metal take 1d8 points of damage. Magical weapons receive 
  a DC 20 Fortitude save to resist the damage. Any ranged 
  attack has a 50% chance of missing the string thin body of 
  the traveler, as if it always had total concealment against 
  ranged attacks (though its exact location is always obvious).
  Undersized Weapons (Ex): Although travelers are Huge 
  creatures, their arms are the size of a Large creature. As a 
  result, they wield weapons as if they were one size category 
  smaller than their true size.
  Travelers are peaceful, enterprising creatures that ferry 
  others throughout the planes. They are known for being 
  strictly honest, and following the letter of their word in the 
  most absolute terms. As such, their preferred customers 
  are lawful beings, angels, devils, and inevitables. They 
  actively distrust demons for their chaotic natures, but are 
  willing to ferry any being willing to pay their price. Few 
  fiends are willing to use a traveler’s services more than 
  once; they are well aware that their kin watch them with 
  hungry eyes, judging when they can move in for the kill.
  Travelers are well aware that they are incapable of 
  standing up in combat against most of the creatures 
  that would seek them out, and avoid combat at all costs 
  by teleporting themselves away (or, if facing extraplanar 
  threats, using dismissal to send their foes home). The most 
  wealthy travelers have hordes of well-paid bodyguards 
  at their sides at all times, as well as potent weapons and 
  magic items clutched in their many hands. Once their 
  services are bought, however, a traveler remains loyal to 
  its employ until its own existence is threatened. Traveler 
  contracts never include requiring the travel (or its guards) 
  to fight for the employer’s cause, but a foe with a long-
  term contract with a traveler has significant advantages of 
  mobility against enemies that lack such allies.
  Travelers are at once envied, despised, and feared. 
  Their ability to freely travel between the planes is 
  something most evil outsiders would give anything for, 
  and that good outsiders fear. An embittered traveler could 
  seed the known worlds with the most powerful of fiends 
  in a matter of days. There has never been an account of a 
  traveler practicing anything but strict neutrality, however. 
  Some beings speculate that they are incapable of feeling 
  the emotions needed to act for good or evil.
  
  13 MONSTER MENagERiE: ThREaTS fROM BEyONd
  MONSTER MENagERiE: ThREaTS fROM BEyONd 13 
  gO ROguE!!
  cREdiTS
  Designer:
  Sam Hing
  Developer:
  Owen K.C. Stephens
  Editor:
  Jeremy Miller
  Cover Art:
  Jacob E. Blackmon
  Interior Art:
  Jacob E. Blackmon
  Graphic Design and Typesetting:
  Hyrum Savage and Lj Stephens
  Project Manager:
  Lj Stephens
  Creative Director:
  Stan!
  Produced by:
  Rogue Genius Games
  www.roguegeniusgames.com
  Contents Copyright ©2013 Rogue Genius Games
  For more information about 
  Rogue Genius Games, and our upcoming products, follow us on  
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  Twitter: Owen: @Owen_Stephens, 
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  Published Under the SRD, OGL, and d20 (v 3) License ©2000, 
  Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires  
  the Pathfinder Roleplaying Game from Paizo Publishing, LLC.  
  See http://Paizo.com/PathfinderRPG for more information 
  on the Pathfinder Roleplaying Game.  
  Paizo Publishing, LLC does not guarantee compatibility, 
  and does not endorse this product.
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  DECLARATION OF OPEN CONTENT:
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Reference Document. Copyright 2011, Paizo Publishing, LLC; Author: Paizo 
  Publishing, LLC.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder RPG GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang 
  Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, 
  Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason 
  Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, 
  Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff.
  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 Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason 
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  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard 
  A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Monster Menagerie: Threats From Beyond. Copyright 2013, Rogue Genius Games, LLC; Author: Sam 
  Hing.
  
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