TEXT: Nick Herold's Creature Codex Vol 1: Monsters of Twilight
  
  Nick Herold's Creature Codex Vol 1: Monsters of Twilight
  TABLE OF CONTENTS
  Dweller in Darkness …………………………………... 1-3
  Fetch ……………………………………………………... 4
   
  Knocker ………………………………………………….. 5
  Nightgaunt ……………………………………………….. 6
  Twilight Unicorn ………………………………………… 7
  Copyrights………………………………………………... 8
   
  Product Identity: The following items are hereby defined as product 
  identity as defined by the Open Gaming License version 1.0a, Section 1(e) 
  and are not Open Content: the  title. (Elements that have previously been 
  designated as Open Game Content or are in the public domain and are not 
  included in this declaration.)
  All art used in this product belongs to the artist.
  Open Content: Except for material designated as Product Identity or 
  copyrighted to the artist, the matieral of this 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 Gaming 
  Content may be reproduced in any form without written permission.
  Nick Herold's Creature Codex Vol. 1: Monsters of Twilight ©2010, all rights 
  reserved, Nicholas Herold.
  All art used in this product ©2010, all rights reserved, Heather Frazier.
  Further creations by the artist can be found at 
  http://kajiblade.deviantart.com/
  Welcome! This is the first installment of what I hope will be a long-
  running series: the Creature Codices. Each volume will contain a 
  smattering of thematically linked monsters suitable for use in the 
  Pathfinder Roleplaying Game as well as a handful of additional rules 
  content. This first volume, Monsters of Twilight, is dedicated to the 
  author H. P. Lovecraft, without whom the world’s monster palette 
  would be a little drabber and my imagination would be significantly 
  less twisted. Now, on with the show! 
  Nick Herold 
  -October 2010
  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.
  Illustrations by Heather Frazier
  
  Nick Herold's Creature Codex Vol 1: Monsters of Twilight
  Dweller in Darkness (Mi-go)
  This horrible thing appears as a nightmarish hybrid of crustacean and 
  fungus. Its head is mostly crab-like elements with a hint of nautilus, all 
  tendrils and antennae before bulging, milky eyes. The body is roughly 
  barrel-shaped and asymmetrical, with cancerous lumps growing from 
  beneath cracks in its smooth grayish-red chitin. Six long legs with 
  myriad joints support it, each ending in three grooved claws. An 
  overlong tail tipped in a five pronged stylet coils around and behind it, 
  quivering with malign anticipation. Membranous wings fold over its 
  back and sickly phosphorescence exudes irregularly from its body.
  Dweller in Darkness (Mi-go) CR 2
  XP 600
  NE Medium Aberration
  Init +2; Senses blindsight 300 ft, darkvision 60ft, Perception +8
  Defenses
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 19 (3d8+6)
  Fort +3, Ref +3, Will +5
  Defensive Abilities internal derangement, no breath; Immune cold, fire, 
  inhaled gasses, diseases and poisons; Vulnerabilities light, light 
  sensitivity
  Offenses
  Spd 30 ft
  Melee 4 claws +4 melee (1d3-1), tail -1 (1d4-1)
  Spell-like Abilities CL 6th, concentration +12
  At will—detect thoughts (DC 14), hypnotism (DC 13)
  1/day—daze monster (DC 14), hypnotic pattern (DC 14), ray 
  of enfeeblement (DC 13), suggestion (DC 14)
  Statistics
  Str 9, Dex 15, Con 15, Int 18, Wis 15, Cha 14
  Base Attack +2; CMB +1; CMD 13 (17 against trip)
  Feats Combat Casting, Weapon Finesse
  Skills Bluff +8, Heal +8, Intimidate +8, Knowledge (arcana) +10, 
  Knowledge (religion) +10, Perception +8, Stealth +8, Use Magic Device 
  +8
  Languages Abyssal, Aklo, Common, Infernal, Mi-go, telepathy 100 ft
  SQ mad genius, shadow flight, skin suit
  Ecology
  Environment Any land or underground (Outer Space)
  Organization Solitary, team (2-4), flight (2-7 plus one spellcaster of at 
  least 3rd level), hive (4-40 plus one spellcaster of at least 3rd level per ten 
  dwellers in darkness and one overlord of at least 7th level, plus 1-3 mi-go 
  guardians)
  Treasure double standard
  Special Abilities
  Internal Derangement (Ex) Although a dweller in darkness has vital 
  organs, they correspond to those of no sane being. When a critical hit or 
  sneak attack is scored against a dweller in darkness, there is a 50% 
  chance that the critical hit or sneak attack is negated and the damage is 
  instead rolled normally. Dwellers in darkness are also immune to bleed.
  Mad Genius (Ex) Due to their elaborate training in deception and 
  higher learning, a dweller in darkness treats Bluff, Heal, all Knowledge 
  skills and Use Magic Device as class skills.
  No Breath (Ex) A dweller in darkness does not breathe and is therefore 
  immune to inhaled poisons, gases and diseases.
  Shadow Flight (Su) A dweller in darkness can, as a full-round action 
  that provokes attacks of opportunity, slip into the space between worlds 
  and fly from planet to planet. The duration of a shadow flight is one 
  week to reach the nearest planet, allowing it to traverse between distant 
  reaches of the solar system in a matter of months
  Skin Suit (Ex) Using their mastery of surgery, a dweller in darkness can 
  remove the skin of a Medium creature to form a disguise. Treating a skin 
  in this fashion requires a DC 20 Heal check, eight hours of work and 50 
  gp worth of alchemical preservatives. When wearing a skin suit, the dweller in 
  darkness gains a +10 bonus to all Disguise checks to impersonate the specific 
  individual whose skin is worn; this bonus decreases by two each day as the skin 
  suit begins to warp and decay. When the bonus to Disguise reaches +0, the skin 
  suit is destroyed.
  Vulnerability to Light (Ex) Searing light and light based spells deal damage to a 
  dweller in darkness as if it were undead. Light-based spells and effects that do not 
  do extra damage to the undead deal 150% damage to a dweller in darkness. 
  A cruel race of scientists and explorers, the monstrous dwellers in darkness 
  (known to themselves as mi-go) seek to exploit all in their path for the 
  advancement of forbidden knowledge. A mi-go stands about four feet tall with a 
  tail at least as long as their body, and weighs about 120 pounds. 
  Ecology
  The mi-go do not appear to require physical sustenance; the mere act of 
  accumulating knowledge seems to be all that they require. Although they are 
  telepathic, dwellers in darkness seem to pride themselves on being able to learn 
  the languages of men and monsters, speaking in tinny, buzzing voices. The mi-
  go’s own language is a sort of semaphore conducted via their phosphorescence. 
  Although the dwellers in darkness have wings, they do not function in real space, 
  being only useful for their long flights between worlds. All six of a mi-go’s feet 
  and the stylet on its tail are fully prehensile and are used interchangeably for 
  locomotion and manipulating objects. Mi-go seem invulnerable to the ravages of 
  age and might only be able to die by violence.
  Habitat and Society
  The dwellers in darkness are native to a realm they call “The Black”, which may 
  be another planet, another plane, or the darkness between the stars. They view 
  other worlds as merely laboratories, manipulating its denizens to glean 
  unknowable secrets before extracting their brains for further study. Lesser minds 
  are subject to both magical and mundane control, as the mi-go long ago learned 
  the effectiveness of bribery and promises of power. Those that the dwellers in 
  darkness consider worthy of study are pursued insatiably, subjected to physical 
  and psychological tortures before finally being slain and their skins and brains 
  harvested. The dwellers in darkness are generally cooperative among one another, 
  with all members of a team or flight deferring to the most intelligent member. 
  However, individual dwellers in darkness often have schemes of their own and 
  will not hesitate to betray their own to further an inscrutable agenda. Having no 
  need for air and immune to the most extreme heat and cold, the dwellers in 
  darkness often lair in remote and desolate places, such as mountaintops, inside of 
  active volcanoes or in the depths below the earth, emerging to gather test subjects 
  and manipulate events to their liking.
  Dweller in Darkness Characters
  The dwellers in darkness generally advance by character class, and prefer classes 
  that grant spell-casting. Many mi-go wizards are generalists, preferring to not 
  exclude any sphere of magic from their scrutiny, but mi-go enchanters are not 
  uncommon. Some dwellers in darkness also take levels in cleric, turning their 
  attention on the unspeakable gods of the Black. Dweller in darkness clerics have 
  access to the Destruction, Evil, Knowledge, Magic and Trickery domains. 
  Treasure
  The dwellers in darkness crave exotic magical and technological items, and will 
  collect them from charmed or slain foes to study. Mi-go wizards are also known 
  for their own mastery of magical craft, often creating items using magic of 
  multiple schools. Two items favored by the dwellers in darkness are detailed on 
  the next page.
  
  Nick Herold's Creature Codex Vol 1: Monsters of Twilight
  Mist Projector 
  Aura Moderate evocation; CL 10th
  Slot— Price 24,000 gp; Weight 10 lbs.
  Description
  This thick rod is about two feet long and made from transparent quartz. 
  A roiling column of purple gas is visible through the crystal. When 
  activated as a standard action, the mist projector fires a 120 ft line of 
  purple mist; all creatures in the area must make a DC 19 Reflex save or 
  take 5d6 points of cold damage and 5d6 points of acid damage; creatures 
  that save successfully take half damage. 
  A mist projector functions three times per day. It only works in the claws 
  of a dweller in darkness—any other creature that attempts to use it must 
  make a DC 25 Use Magic Device check.
  Construction
  Requirements Craft Rod, must be a dweller in darkness, acid arrow, 
  cone of cold
  Cost 12,000 gp
  Brain Canister
  Aura Moderate necromancy and divination; CL 9th
  Slot—; Price 7,500 gp; Weight 5 lbs.
  Description
  This item takes on the form of an opaque metal canister filled 
  with thick translucent syrup and labeled (when in use) with the 
  name and notes on the victim encased within it. The dwellers in 
  darkness use these canisters to hold the brain of a living creature 
  removed through surgery, which remain preserved as per a gentle repose 
  spell and alive forever. A brain in one of these canisters may take no 
  action, not even mental ones, but may be communicated with by any 
  creature with telepathy. The brain is in no way obligated to 
  cooperate, although skills and mind-influencing 
  effects may be used to foster communication. 
  Being encased in a brain canister is a 
  harrowing experience; a body returned to 
  its brain may be brought back to life with 
  a raise dead spell (regardless of the age 
  of the corpse), but the brain must make 
  a DC 19 Will save or be rendered 
  permanently insane 
  (as the spell). A brain canister 
  can be used but once—
  if the brain is removed, 
  the magic is 
  expended and the canister 
  becomes worthless.
  Construction
  Requirements 
  Brew Potion, 
  Craft Wondrous Item, 
  gentle repose, 
  telepathic bond
  Cost 3750 gp
  Illustrations by Heather Frazier
  
  Nick Herold's Creature Codex Vol 1: Monsters of Twilight
  Dweller in Darkness, Mi-go Guardian
  CR 8
  XP 4,800
  NE Large Aberration
  Init +7; Senses blindsight 300 ft, darkvision 60ft, Perception +16
  Aura sickly glow (10 ft., DC 19)
  Defenses
  AC 22, touch 14, flat-footed 18 (+3 Dex, +8 natural, +1 Dodge)
  hp 93 (11d8+44)
  Fort +7, Ref +6, Will +9
  Defensive Abilities internal derangement, no breath; Immune cold, fire, 
  inhaled gasses, diseases and poisons; Vulnerabilities light, light 
  sensitivity
  Offenses
  Spd 40 ft., fly 100 ft. (average) 
  Melee 4 claws +12 melee (1d6+5), tail +10 (2d4+2 plus grab)
  Space 10 ft.; Reach 5 ft. (10 ft. with tail)
  Special Attacks extract brain
  Spell-like Abilities CL 11th, concentration +19
  At will—detect thoughts (DC 15)
  1/day—mind fog (DC 18), nightmare (DC 18)
  Statistics
  Str 21, Dex 17, Con 19, Int 8, Wis 15, Cha 16
  Base Attack +8; CMB +14; CMD 27 (31 against trip)
  Feats Combat Casting, Dodge, Flyby Attack, Improved Initiative, 
  Multiattack, Wind Stance
  Skills Fly +15, Perception +16, Stealth +13
  Languages Aklo, Mi-go, telepathy 60 ft
  SQ shadow flight
  Ecology
  Environment Any land or underground (Dark Tapestry)
  Organization Solitary, gang (2-4), hive (1-3, plus 4-40 dwellers in 
  darkness plus one dweller in darkness spellcaster of at least 3rd level per 
  ten dwellers in darkness and one dweller in darkness overlord of at least 
  7th level)
  Treasure standard
  Special Abilities
  Extract Brain (Ex) A mi-go guardian can, as a standard action, remove 
  a pinned opponent’s brain. The pinned foe must make a DC 20 Fortitude 
  save or have its brain removed; on a successful save the victim takes 1d4 
  points of Intelligence drain from the trauma. A creature whose brain is 
  removed is slain unless it does not require a brain (such as an undead) or 
  has multiple heads. The brain itself is still horrifyingly alive; it is 
  engulfed by the mi-go guardian’s hollow tail and preserved in an oily 
  secretion for up to a week before it finally dies. The save DC is Strength 
  based.
  Internal Derangement (Ex) Although a mi-go guardian has vital 
  organs, they correspond to those of no sane being. When a critical hit or 
  sneak attack is scored against a mi-go guardian, there is a 50% chance 
  that the critical hit or sneak attack is negated and the damage is instead 
  rolled normally. Mi-go guardians are also immune to bleed.
  No Breath (Ex) A mi-go guardian does not breathe and is therefore 
  immune to inhaled poisons, gases and diseases.
  Sickly Glow (Su) The phosphorescent glow of a mi-go guardian wearies 
  the hearts of living creatures; all living creatures caught within a 10 ft 
  radius of a mi-go guardian must make a DC 19 Fortitude save or be 
  fatigued for one minute. A creature that successfully saves against this 
  effect is immune to the sickly glow of that mi-go guardian for 24 hours. 
  This glow generates no real illumination, but can be faintly seen even 
  through magical darkness. Dwellers in darkness are immune to this 
  effect. The save DC is Charisma based.
  Shadow Flight (Su) A mi-go guardian can, as a full-round action that 
  provokes attacks of opportunity, slip into the space between worlds and 
  fly from planet to planet. The duration of a shadow flight is one week to 
  reach the nearest planet, allowing it to traverse between distant reaches 
  of the solar system in a matter of months.
  Vulnerability to Light (Ex) Searing light and light based spells deal damage to a 
  mi-go guardian as if it were undead. Light-based spells and effects that do not do 
  extra damage to the undead deal 150% damage to a dweller in darkness. 
  The culmination of centuries of experiments conducted by the dwellers in 
  darkness, the mi-go guardian is the perfect research assistant—loyal, 
  unquestioning and powerful. A mi-go guardian stands nine feet tall with a tail 
  spanning an additional ten feet and weighs nearly 400 pounds.
  Ecology
  Mi-go guardians are a race of slaves bred by the mi-go from their own stock; 
  drugs, chemicals and transmutation magic are used to accelerate the growth of a 
  dweller in darkness larva while simultaneously stunting its higher cognitive 
  abilities. The result is a creature that resembles an ordinary dweller in darkness, 
  although it is twice the size, possesses a far stronger bioluminescence and is 
  powerfully muscled. Unlike their physically inferior kin, a mi-go guardian’s 
  wings are fully functional, making them excellent scouts and shock troops. This 
  strength and power comes at a price; mi-go guardians require food (usually the 
  meat of their victims), are sterile and have a lifespan of only ten years.
  Habitat and Society
  Without their masters the mi-go guardians have no society. Within a dweller in 
  darkness hive, mi-go guardians are the constant companions of the overlord, 
  defending him from both outside attacks and the schemes of his followers. If left 
  to its own devices, a mi-go guardian becomes violent and confused, lashing out at 
  any creature that crosses its path and collecting their brains even though it has no 
  use for them. These rogue mi-go guardians still possess their instinctively servile 
  nature and have been known to confuse creatures capable of casting mind-
  influencing spells as true mi-go. 
  
  Nick Herold's Creature Codex Vol 1: Monsters of Twilight
  Fetch
  The darkness moves. Within the black sphere you can barely make out 
  the outline of an immense ape-like creature, its body covered in a carpet 
  of lashing tendrils. Its head is a flat plate like a shield studded with a 
  dozen irregularly placed glowing red eyes.
  Fetch
  CR 4
  XP 1,200
  LE Large Outsider (evil, extraplanar)
  Init +2 Senses darkvision 120 ft; Perception +9
  Aura darkness (20 ft)
  Defense
  AC 16, touch 12, flat-footed 14 
  (-1 size, +2 Dex, +1 Dodge, +4 natural)
  hp 37 (5d10+10)
  Fort +6, Ref +6, Will +2
  Weakness light blindness
  Offense
  Spd 40 ft, climb 30 ft
  Melee 2 slams +8 (1d6+4 plus push)
  Space 10 ft; Reach 10 ft
  Special Attacks push (slam, 5 ft.)
  Statistics
  Str 18, Dex 15, Con 14, Int 7, Wis 13, Cha 8
  Base Atk +5; CMB +10; CMD 22
  Feats Combat Reflexes, Dodge, Power Attack
  Skills Acrobatics +10 (+14 jumping), Climb +20, 
  Escape Artist +18, Perception +9, Stealth +6; 
  Racial Modifiers +8 Escape Artist
  Languages understands Infernal
  SQ malleable
  Ecology
  Environment Plane of Shadow
  Organization Solitary, plane or band (3-10)
  Treasure special
  Special Abilities
  Darkness Aura (Su) A fetch radiates a constant aura 
  of darkness, as per the spell, to a 20 foot radius. 
  This ability is suppressed within the area of a 
  daylight spell. 
  Malleable (Ex) The flexible and fluid body of a fetch allows it to 
  squeeze through areas one size category smaller than itself without 
  penalty.
  Hulking brutes native to the Plane of Shadow, the fetch is a simple-
  minded creature concerned with little more than the spreading of pain. A 
  fetch stands about nine feet tall, although their knuckle-walking gait 
  hides some of that height, and weighs an average of 350 pounds.
  Ecology
  The fetches are composed of the very essence of shadowstuff—the only 
  truly solid part of a fetch is its iron-like skull. A fetch’s body is an oily 
  liquid that drinks in light, held into vaguely humanoid shape by a thick 
  membrane. This liquid surrounds the fetch with its characteristic aura of 
  shadows and allows them to fit through tight places with remarkable 
  ease. As a being of pure shadow, a fetch does not need food or drink. 
  They seem sustained, however, by the causing of pain, at which they 
  prove most proficient.
  Society
  Fetches live on the Plane of Shadow in strictly hierarchical organizations 
  somewhat like the associations of apes on the Material Plane. These fetch bands 
  patrol a territory, which they defend aggressively from intruders. The largest and 
  strongest fetch controls the group. Fetches have no language of their own, and are 
  indeed mute, but understand the Infernal tongue. This innate knowledge, 
  combined with their dim intellect and lawful tendencies, make them excellent 
  followers. The kytons of the Plane of Shadow often use fetches as slaves and 
  menial labor, and fetches make fashionable bodyguards among the elite of evil 
  churches. Any offering of a live victim for the fetch to torture grants a summoner 
  a +2 bonus on all Charisma checks to control a called fetch.
  The Shadowshield
  Although fetches carry little if any treasure, their iron-hard skulls can be useful in 
  the right hands. With one day of work and a DC 20 Craft (armorsmithing) check, 
  a fetch’s skull can be turned into a masterwork heavy steel shield. This shield 
  takes very well to magical enhancements—a shadowshield can be enhanced with 
  the slick or shadow armor special abilities, and only costs half as much as an 
  ordinary suit of armor to bestow with these abilities. A shadowshield is worth 800 
  gp. 
  Illustrations by Heather Frazier
  
  Nick Herold's Creature Codex Vol 1: Monsters of Twilight
  Knocker
  Skittering just at the edge of your vision is an odd little man. Its body is 
  disproportionate to its overlong limbs and large oval head. Its skin is a 
  uniform bluish-gray color and eyes that glitter like gems peer from an 
  otherwise featureless face. The creature clutches a large pick in its 
  clawed hands and smiles with wide, flat teeth.
  Knocker CR 3
  XP 800 
  CN Small Fey
  Init +3; Senses low-light vision, Perception +6, see in darkness, 
  tremorsense 30 ft
  Defense
  AC 17, touch 15, flat-footed 13 (+1 size, +3 Dex, +2 natural, +1 Dodge)
  hp 18 (4d6+4)
  Fort +4, Ref +7, Will +3; DR 5/cold iron; SR 14
  Offense
  Spd 30ft, burrow 20ft, earth glide
  Melee 2 claws +5 melee (1d3+2 plus chilling strike) or masterwork 
  heavy pick +6 (1d4+3/x4)
  Special Attacks chilling strike
  Spell-like Abilities CL 4th, concentration +7
  At will—dancing lights, ghost sound (DC 13), 
  prestidigitation, silent image (DC 14), ventriloquism (DC 14)
  3/day—darkness, scare (DC 15)
  Statistics
  Str 14, Dex 16, Con 13, Int 13, Wis 8, Cha 17
  Base Attack +2; CMB +3; CMD 16
  Feats Dodge, Great Fortitude
  Skills Appraise +9, Bluff +10, Craft (gemcutting or weaponsmithing) 
  +12, Intimidate +10, Perception +6, Sleight of Hand +7, Stealth +18; 
  Racial Modifiers +4 Appraise, +4 Craft, +4 Stealth
  Languages Common, Sylvan, Undercommon
  SQ martial training
  Ecology
  Environment Any underground
  Organization Solitary, pair, crew (3-6) or colony (4-24)
  Treasure masterwork heavy pick plus double standard
  Special Abilities
  Chilling Strike (Su) The claws of a knocker are infused with 
  supernatural cold. Any creature struck by a knocker’s claw attack takes 
  1d6 points of cold damage and must succeed a DC 15 Fortitude save or 
  take 1 point of Strength damage. The save DC is Charisma based.
  Martial Training (Ex) Due to their familiarity with mining tools, 
  knockers are proficient with all hammers and picks.
  Playful natives of the tunnels beneath the earth, the capricious fey 
  known as knockers simultaneously pull pranks on miners and keep them 
  from serious harm. A knocker stands about three feet tall and weighs no 
  more than sixty pounds.
  Ecology
  Much as dryads are to trees, knockers are guardians of the rich veins of 
  gems and precious metals that run through the earth. Although they are 
  not tied to any particular location of mineral wealth, knockers 
  congregate wherever such treasures are found to appreciate their beauty 
  and keep it for themselves. Jealous creatures, they do not feel that mortal 
  races are worthy of the riches of the land and thus do their best to 
  prevent miners from reaching their goals. Voices and sinister sounds in 
  the darkness, sudden extinguishing of light sources and a good old 
  fashioned surprise scare are among the tactics knockers use to repel 
  intruders. Particularly persistent miners, or those who prove to be good 
  sports, are often rewarded by being allowed access to gems or metals 
  (although not the best, of course). Knockers do not wish any particular harm on 
  their competition, and will often use lethal force against the subterranean 
  monsters that do. After all, if the miners were dead, who would the knockers have 
  to play with?
  Society
  Knockers are not particularly social creatures, but a particularly spectacular 
  mother-load might attract a number of the creatures to bask in its magnificence 
  and play pranks on each other. Due to their ability to swim through earth and 
  stone, knockers have little patience for architecture, requiring little more than a 
  pocket in which to keep favorite gems. Despite their physical appearance, 
  knockers bear no relation to goblinoids, and those demented humanoids often find 
  themselves on the receiving end of a knocker’s crueler pranks should they share 
  territory.
  
  Nick Herold's Creature Codex Vol 1: Monsters of Twilight
  Nightgaunt
  Soaring on silent wings is athin, muscular humanoid with long arms 
  and legs. Each limb ends in spindly clutching digits, and curving horns 
  and a long barbed tail give the creature a devilish mien. Most alarming 
  is the creature’s face—it doesn’t have one.
  Nightgaunt
  CR 6
  XP 2,400
  N Medium Outsider (extraplanar)
  Init +5; Senses blind, blindsight 60ft, Perception +20
  Defense
  AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
  hp 53 (7d10+15)
  Fort +5, Ref +10, Will +7
  DR 10/piercing; Defensive Abilities blind; Resist cold 10, fire 10
  Offense
  Spd 30ft, fly 90ft (good)
  Melee unarmed strike +12/+7 (1d4+5 lethal or nonlethal)
  Special Attacks tickle
  Statistics
  Str 20, Dex 21, Con 17, Int 13, Wis 15, Cha 15
  Base Atk +7; CMB +12 (+14 disarm, +16 grapple); CMD 27 (29 
  against grapple or disarm)
  Feats Combat Expertise, Flyby Attack, Greater Grapple, Improved 
  Disarm, Improved Grapple B, Improved Unarmed Strike B
  Skills Fly +19, Knowledge (geography) +11, Knowledge (planes) +11, 
  Perception +20, Sense Motive +12, Stealth +24, Survival +12; Racial 
  Modifiers +8 Perception, +8 Stealth
  Languages telepathy 60ft
  SQ expert grappler
  Ecology
  Environment Plane of Shadow
  Organization solitary, pair, wing (3-6) or flight (10-40)
  Treasure none
  Special Abilities
  Blind (Ex) A nightgaunt is immune to gaze attacks and to 
  visual figments, glamers and patterns. A nightgaunt does 
  not suffer penalties for being blind.
  Expert Grappler (Ex) A nightgaunt can carry up to its 
  medium load while grappling and fly without penalty. 
  A nightgaunt is also not rendered flat-footed while 
  grappling.
  Tickle (Ex) When grappling, nightgaunts probe and 
  caress their held victims, causing distracting discomfort. 
  Any creature that begins its turn grappled by a 
  nightgaunt must succeed a DC 18 Fortitude save or be 
  dazed for one round. The save DC is Dexterity-based.
  Odd guardians of the most remote places in the planes, 
  nightgaunts are silent, inscrutable creatures that defend their 
  charges by carrying intruders away. Nightgaunts are about the 
  size of a human being, although their long tails stretch up to 
  five feet behind them and their wingspan can reach twenty 
  feet or more. 
  Ecology
  Although nightgaunts are native to the farthest reaches of the Plane 
  of Shadow, they are often found on the Material Plane or other outer 
  planes as well, defending all manner of remote locations. Ancient 
  temples to forgotten gods, the prisons of powerful entities and the ruins 
  of cities toppled by their own hubris are all haunts favored by the nightgaunts. 
  Why this is is uncertain—perhaps the nightgaunts are set as protectors of these 
  sites by some greater power, or perhaps they are just drawn to desolate and 
  dangerous locales. When an intruder to its territory is sensed, a nightgaunt will 
  swoop upon them, disarm them, pick them up and gently set them down miles 
  away. Mountaintops, glaciers, in the bottom of canyons or beneath the earth—a 
  nightgaunt’s chosen destinations are generally hazardous but not immediately 
  lethal. 
  A nightgaunt’s entire body acts like a single sensory organ—millions of tiny hairs 
  pick up minute vibrations in the air around them. Their hearing and sense of touch 
  are remarkably acute. Although roughly humanoid, nightgaunts walk on all fours, 
  their arms and legs seemingly interchangeable for both travel and manipulating 
  objects.
  Society
  Nightgaunts dislike the attentions of other races, and attempts to parley with them 
  often end up with the hopeful negotiator taken to a hostile environment. However, 
  they seem to appreciate the company of other nightgaunts, cooperating closely to 
  carry off larger groups. Nightgaunts communicate among themselves via 
  telepathy, but rarely choose to use this ability when dealing with other intelligent 
  creatures. If a nightgaunt can be allied with, it proves to be a loyal companion.
  Although most nightgaunts are of a neutral, isolationist bent, nightgaunts of other 
  alignments are not unknown. Good aligned nightgaunts may take it upon 
  themselves to rescue travelers from dangerous monsters or natural disasters, 
  whereas evil nightgaunts may throw their victims into open volcanoes, portals to 
  other planes or simply drop them hundreds of feet to the ground below. 
  Illustrations by Heather Frazier
  
  Nick Herold's Creature Codex Vol 1: Monsters of Twilight
  Twilight Unicorn
  This powerful equine creature has a coat so black it seems to absorb the 
  light around it and its eyes gleam a sinister red. A single jet-colored 
  horn about two feet long grows from the center of its forehead. 
  Twilight Unicorn
  CR 4
  XP 1200
  LE Large magical beast
  Init +5; Senses darkvision 60 ft, low-light vision, Perception +10
  Aura negative energy (10 ft)
  Defenses
  AC 15, touch 10, flat-footed 14
  (-1 size, +1 Dex, +5 natural)
  hp 38 (4d10+16)
  Fort +10, Ref +7, Will +8
  Defensive Abilities hide in plain sight, tomb-tainted; Resist positive 
  energy 10; Vulnerable tomb-tainted
  Offense
  Spd 60 ft 
  Melee gore +9 melee (1d8+6) and 2 hooves +7 melee (1d4+3)
  Space 10ft; Reach 5ft
  Spell-like Abilities CL 9th, concentration +16
  At will—detect good (free action)
  3/day—inflict light wounds (DC 18)
  1/day—greater teleport (within home forest only), inflict 
  moderate wounds (DC 19), poison (DC 20)
  Special Attacks powerful charge (2d8+12)
  Statistics
  Str 22, Dex 13, Con 18, Int 10, Wis 21, Cha 24
  Feats Improved Initiative, Multiattack
  Skills Bluff +8, Diplomacy +8, Perception +10, Stealth +12; Racial 
  Modifiers +8 Stealth
  Base Attack +4; CMB +11; CMD 22 (26 vs. trip) 
  Languages Common, Infernal
  SQ magical strike
  Ecology
  Environment warm and temperate forests
  Organization solitary, pair, unkindness (3-6) or party (1-2 plus 2-12 
  skeletons or zombies)
  Treasure none
  Special Abilities
  Hide in Plain Sight (Su) A twilight unicorn can make a Hide check 
  even if it is being observed, so long as it is within 10 feet of 
  shadowy illumination.
  Magical Strike (Ex) A twilight unicorn’s gore attack is 
  treated as a magic evil weapon for the purposes of 
  overcoming damage reduction. A twilight unicorn can 
  hold the charge of any of its spell-like abilities in its 
  horn, causing enemies struck by the horn to also be 
  affected by the spell. 
  Negative Energy Aura (Su) A twilight unicorn 
  constantly radiates an aura of negative energy. To 
  living creatures, it does nothing more than create mild 
  discomfort (no game effects), but it empowers the undead. 
  The twilight unicorn and any undead creature within the aura gain a +2 
  bonus on all saving throws and resistance to positive energy 10. This 
  bonus is included above. The twilight unicorn cannot suppress this 
  effect, but a successful dispel magic or dispel evil against CL 9th 
  suppresses the negative energy aura for 1d4 rounds.
  Tomb-Tainted (Su) A twilight unicorn takes damage from positive 
  energy and is healed by negative energy. Unintelligent undead 
  do not recognize a twilight unicorn as a threat and will not attack it unless they 
  themselves are attacked.
  A grim reflection of the magnificent guardians of the forest, twilight unicorns 
  instead seek corruption and the spread of their cruel philosophy of suffering. 
  Unlike their exclusive, snobbish kin, twilight unicorns will consort with any and 
  all creatures, although they prefer the company of the undead, evil outsiders and 
  the servants of evil gods. Twilight unicorns are the size of horses, although they 
  tend to reflect sturdy, muscle-bound breeds.
  Ecology
  Twilight unicorns are omnivorous, consuming plant matter and flesh in roughly 
  equal proportion. Due to their love of inflicting pain, however, they often kill far 
  more than they eat, littering their forests with rotting flesh and throwing 
  ecosystems out of equilibrium. A forest inhabited by a twilight unicorn will soon 
  become twisted and overgrown, with many of the native animals having fled or 
  been slain. For this reason, even evil druids tend to oppose the workings of 
  twilight unicorns.
  Habitat and Society
  Native to all manner of forests, twilight unicorns prefer to establish themselves in 
  lands that are already tainted by a history of evil. Former battlefields, temples to 
  dark gods and woods used as hiding places for escaped criminals and madmen are 
  soothing to the twilight unicorns. Most twilight unicorns are solitary or live in a 
  mated pair—for all their wickedness, twilight unicorns mate for life and form 
  strong bonds with their partners. Unintelligent undead are strangely attracted to 
  the aura of negative energy exuded by a twilight unicorn, and a twilight unicorn 
  might be followed by a small army of skeletons and zombies. Twilight 
  unicorns are smart enough to take advantage of this 
  phenomenon, using their mindless minions as 
  cannon fodder to soften up travelers 
  before striking. Due to their great 
  wisdom, aspiring tyrants and 
  despots often seek twilight 
  unicorns for advice on their 
  schemes; the prices asked by 
  the unicorns for this service 
  no doubt draw these aspirants 
  further into evil’s service.  
  
  Nick Herold's Creature Codex Vol 1: Monsters of Twilight
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  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
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  Illustrations by Heather Frazier
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Nick Herold's Creature Codex, Vol. 1 - Monsters of Twilight.pdf