TEXT: Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents    
  101 Not So  
  Simple Monster Templates 
   
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
  By 
  By 
  By 
  By Steven D. Russell
  Steven D. Russell
  Steven D. Russell
  Steven D. Russell    
  
   
  Rite Publishing Presents: 
  101 Not So Simple 
  Monster Templates  
   
  Our Monsters are Different
  Our Monsters are Different
  Our Monsters are Different
  Our Monsters are Different    (Designer): Steven D. Russell 
  Our 
  Our 
  Our 
  Our Banshees are Louder
  Banshees are Louder
  Banshees are Louder
  Banshees are Louder (Editor): David Paul 
  Our G
  Our G
  Our G
  Our Ghouls are Creepier
  houls are Creepier
  houls are Creepier
  houls are Creepier    (Cover Artist): Joe Calkins 
  Our 
  Our 
  Our 
  Our Ogres are 
  Ogres are 
  Ogres are 
  Ogres are Hungrier
  Hungrier
  Hungrier
  Hungrier    (Interior Artwork): 
  Hugo Solis, John Wigley, Grey Thornberry, Amanda Web, Mark Hyzer,  
  Joe Calkins, Rick Hershey, Bradley McDevitt, Toby Gregory, Jeff Preston, 
  Frank Wall, Tamás Baranya, Arthur Rackham, Shaman Stock Art , 
  and Viktor Vasnetsov 
  Our
  Our
  Our
  Our    Constructs are Nonstandard
  Constructs are Nonstandard
  Constructs are Nonstandard
  Constructs are Nonstandard (Layout and Publisher): Steven D. Russell 
   
  Dedication: To Owen K.C. Stephens 
  —for his guidance through dark and troubled waters.    
   
   
   
  Special Thanks to Will McCardell, Ben McFarland, Bill Collins,  
  and Michael Tumey.  
   
   
   
  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. 
   
  101 Not So Simple Monster Tempaltes © 2011 Steven D. Russell, Open Gaming License Copyright © 2007   
  Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the 
  Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game 
  Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. The Jeff Preston artwork 
  is licensed under the Creative Commons Attribution 3.0 Unported License. To view a copy of this license, visit 
  http://creativecommons.org/licenses/by/3.0/   
  
  1 
  The original title of this project was 101 Simple Monster 
  Templates, but after a conversation with my rules 
  maven Will McCardell (The Secrets of Tactical 
  Archetypes), I realized that I had left the path of what 
  one could realistically call “simple.”  The templates in 
  this product range from the apex predator which simple 
  adds a few bonuses to the walking fortress creature 
  template, which has its foundation in a simple idea: 
  Make a creature colossal and then put a fortress on its 
  back. However, the execution of that idea is slightly 
  more complex. Yet in the end, I attempted to stick with 
  simple fundamental concepts even if the design is not so 
  simple. All of the templates presented here are in the 
  format used by the simple template as found in the 
  Pathfinder Bestiary.   
   
  Steven D. Russell 
    
  Accelerated
  Accelerated
  Accelerated
  Accelerated    Creature
  Creature
  Creature
  Creature    (CR
  (CR
  (CR
  (CR    ++++1)1)1)1)    
  The power of speed and alacrity infuse the very nature of 
  this creature. 
  Quick Rules: +8 bonus to initiative, +6 dodge bonus to 
  AC, CMD, and Reflex saves, +4 bonus to Dex-based 
  skills; Speed all modes increase by 30 feet; 
  Special Attacks when making a full attack action, 
  may make one extra attack at full BAB; once per 
  round may make an additional move action after it 
  has moved. 
  Rebuild Rules: Spell-Like Abilities (CL equal to 
  HD) continuous – haste; SQ once per round it may 
  make an additional move action after it has moved; 
  Ability Scores +8 Dex; Feats Combat Reflexes, 
  Dodge, 
  Improved 
  Initiative, 
  Mobility, 
  Spring 
  Attack. 
   
  Adaptable
  Adaptable
  Adaptable
  Adaptable    Creature
  Creature
  Creature
  Creature    (CR
  (CR
  (CR
  (CR    ++++3)3)3)3)    
  The ultimate in magical evolution, these creatures can 
  adapt 
  to 
  eventually 
  overcome 
  nearly 
  any 
  environment or threat. Its quick rules are the same 
  as its rebuild rules. 
  Rebuild Rules: Ability Scores +4 Con. 
  Adaptable attack (Su): An adaptable creature’s attack 
  can be changed to a different type at will for the 
  purpose 
  of 
  bypassing 
  damage 
  reduction 
  or 
  overcoming resistance or immunity after its attack 
  has been reduced, resisted, or been rendered 
  infective once. 
  Environmental Adaptation (Ex): This grants the 
  adaptable creature immunity to all harmful 
  environmental effects, including such hazards as 
  toxicity, extreme temperatures, and lack of air. 
  Additionally, it gains energy resistance 20 to a 
  single energy type most prevalent in the current 
  environment. 
  Learned Immunity (Su): If an adaptable creature is 
  affected by a physical attack, spell, or effect used by 
  a particular creature, the ability thereafter grants 
  immunity to that physical attack, spell, or effect 
  when used by that same creature. 
   
      
   
  Adaptable Goblin 
      
  Adhesive
  Adhesive
  Adhesive
  Adhesive    Creature
  Creature
  Creature
  Creature    (CR
  (CR
  (CR
  (CR    ++++1)1)1)1)    
  This creature is the embodiment of glue, sap, gum and 
  resin. An adhesive creature’s rebuild rules are the 
  same as its quick rules. 
  Rebuild Rules: Special Attack adhesive; Ability 
  Scores +4 Str. 
  Adhesive (Ex): As an immediate action, an adhesive 
  creature can exude a thick slime that acts as a 
  powerful adhesive, holding fast any creatures or 
  items that touch it. A slime-covered adhesive 
  creature automatically grapples any creature it hits 
  with its natural attacks. Opponents so grappled 
  cannot get free while the adhesive creature is alive 
  without removing the adhesive first. The adhesive 
  creature can remove the bonding agent at will as a 
  free action. A weapon that strikes an adhesive 
  creature is stuck fast unless the wielder makes a 
  successful Reflex save (DC 10 + 1/2 the adhesive 
  creature’s Hit Dice + its Strength modifier). A 
  successful Strength check (same DC) is needed to 
  pry off a stuck weapon. Strong alcohol or universal 
  solvent dissolves the adhesive, but the adhesive 
  creature can still grapple normally. An adhesive 
  creature can dissolve its adhesive at will, and the 
  substance breaks down 5 rounds after the creature 
  dies. This adhesive automatically dispels freedom of 
  movement but the warded creature is not stuck (a 
  magic item that grants freedom of movement is 
  suppressed for 1d4 rounds). 
   
  Afflicted Creature (CR 
  Afflicted Creature (CR 
  Afflicted Creature (CR 
  Afflicted Creature (CR ----3)3)3)3)    
  This creature is the victim of some horrible curse, 
  disease, or poison that has left the creature as a 
  shattered husk of its former self. 
  
  2 
  Quick Rules: -4 on all rolls (including damage rolls, 
  minimum 1 point of damage) and special ability 
  DCs; -8 to AC and CMD; -4 hp/HD (minimum 1 per 
  HD). 
  Rebuild Rules: AC decrease natural armor by 4; 
  Ability Scores: -8 to all ability scores. 
   
  Anathema
  Anathema
  Anathema
  Anathema    Creature
  Creature
  Creature
  Creature    (CR 
  (CR 
  (CR 
  (CR ++++1)1)1)1)    
  This creature has the ability to curse any creature it 
  touches or that touches it. 
  Quick Rules: Spell-Like Abilities (CL equal to base 
  creature’s HD) at will—bestow curse, add +2 to the 
  DC of the save. 
  Rebuild Rules: Special Attacks wounding curse*; 
  Abilities +4 Cha. 
  Wounding Curse (Su): Natural attack, touch, and melee 
  hit—contact; save Will (DC 10 + 1/2 the anathema 
  creature’s HD + its Cha modifier), frequency 
  permanent, effect 50% hit chance; opponents must 
  make a saving throw if they perform a successful 
  melee attack against an anathema creature. The 
  victim gains a 50% hit chance: half of the attacks 
  targeting the creature that normally would miss it 
  now hit it instead. This curse negates the effect of 
  any other miss chance. The curse bestowed by this 
  effect cannot be dispelled, but it can be removed 
  with a break enchantment, limited wish, miracle, 
  remove curse, or wish spell. 
  *You could replace this curse with any other spell with 
  the curse descriptor (See Pathfinder Roleplaying 
  Game: Ultimate Magic). 
   
  Apex
  Apex
  Apex
  Apex    Predator
  Predator
  Predator
  Predator    Creature
  Creature
  Creature
  Creature    (CR
  (CR
  (CR
  (CR    ++++2)2)2)2)    
  This creature is the most formidable hunter in a group. 
  Quick Rules: +4 on all rolls (including damage rolls) 
  and special ability DCs; +8 to AC and CMD; +4 
  hp/HD. 
  Rebuild Rules: AC increase natural armor by +4; 
  Ability Scores +8 to all ability scores. 
   
  Ashen Remains Creature (CR 
  Ashen Remains Creature (CR 
  Ashen Remains Creature (CR 
  Ashen Remains Creature (CR ++++2)2)2)2)    
  This undead creature is the animated ashes after a 
  cremation. An ashen remains creature’s rebuild 
  rules are the same as its quick rules. 
  Rebuild Rules: Type undead, augmented and fire 
  subtype; Senses lifesense 60 ft.; Hit Dice change 
  all of the creature's racial Hit Dice to d8s; all hit 
  dice derived from class levels remain unchanged 
  (ashen remains creatures use their Charisma 
  modifiers 
  to 
  determine 
  bonus 
  hit 
  points); 
  Defensive Abilities swarm traits (as if it were a 
  Fine creature), undead traits; Speed ashen remains 
  creatures lose their previous speeds and gain a fly 
  speed of 30 feet (perfect), unless the base creature 
  has a higher fly speed; Special Attack burn 
  (swarm and engulf, 1d6 per 3 HD), choke, engulf; 
  SQ ashes to ashes; Ability Scores loses Str and 
  Con, +4 Cha. 
  Ashes to Ashes (Su): any ability the base creature or 
  ashen remains creature possesses that is normally  
   
   
  Apex Predator Gargoyle 
  
  3 
  modified by Strength or Constitution is instead 
  modified by the ashen remains creature’s Charisma 
  (such as burn and engulf). 
  Choke (Ex): An ashen remains creature automatically 
  attempts to smother any creature it engulfs. It must 
  make a successful Combat Maneuver check 
  modified by Charisma rather than Strength (see 
  ashes to ashes). If its Combat Maneuver check is 
  successful, it deals its burn damage, this burns the 
  air out of its opponent’s lungs and so the opponent 
  cannot hold its breath and must make a DC 10 
  Constitution check. The Constitution check must be 
  repeated each round the creature is engulfed, with 
  the DC increasing by +1 for each previous check. If 
  the victim fails one of these Constitution checks, she 
  begins to suffocate. In the first round, she falls 
  unconscious (0 hit points). In the following round, 
  she drops to –1 hit points and is dying. In the third 
  round, she suffocates and dies. 
   
  Banshee Creature (CR 
  Banshee Creature (CR 
  Banshee Creature (CR 
  Banshee Creature (CR ++++2)2)2)2)    
  This undead creature is the enraged spirit of a female 
  who either betrayed those she loved or was herself 
  betrayed. Its quick rules are the same as its rebuild 
  rules.  
  Rebuild 
  Rules: 
  Type 
  undead 
  (augmented, 
  incorporeal); Senses darkvision 60 ft. hear 
  heartbeat; AC a banshee creature gains a deflection 
  bonus equal to its Charisma modifier. It loses the 
  base creature's natural armor bonus, as well as all 
  armor and shield bonuses not from force effects or 
  ghost touch items; Hit Dice change all of the 
  creature's racial Hit Dice to d8s, all Hit Dice derived 
  from class levels remain unchanged, it uses its 
  Charisma modifier to determine bonus hit points. 
  Defensive Abilities incorporeal, undead traits; 
  Speed a banshee creature loses its previous speeds 
  and gains a fly speed of 30 feet (perfect), unless the 
  base creature has a higher fly speed; Melee and 
  Ranged Attacks a banshee creature loses all of the 
  base creature's attacks, if it could wield weapons in 
  life, it can wield ghost touch weapons; Melee 
  incorporeal touch (1d6 + 1d6/CR negative energy 
  damage plus terror); Special Attack terror, wail; 
  Ability Scores loses Str and Con scores, +15 Dex, , 
  -4 Int, +6 Wis and Cha. 
  Hear Heartbeat (Ex): A banshee can sense the beating 
  hearts of living creatures within 60 feet, as if it had 
  the blindsight ability. 
  Terror (Su): A creature damaged by the banshee’s touch 
  attack must make a successful Will save (DC 10 + 
  1/2 her Hit Dice + half her Charisma modifier) or 
  cower in fear for 1d3 rounds. If a target is protected 
  against fear by a dispellable effect (such as heroes’ 
  feast or mind blank), the banshee’s touch attempts 
  to dispel one such effect with greater dispel magic 
  (CL 14th). Negative energy damage caused by a 
  banshee’s touch can only harm the living; it cannot 
  heal undead. This is a mind-affecting fear effect. 
  The save DC is Charisma-based. 
  Wail (Su): Once per minute, a banshee may wail as a 
  full-round action. The wail lasts until the beginning  
   
   
  Banshee 
   
  of her next turn. All creatures within 40 feet of the 
  banshee when she begins her wail, as well as all 
  creatures that end their turn within that radius, 
  must make a Fortitude save (DC 10 + 1/2 her Hit 
  Dice + half her Charisma modifier, this save is only 
  required once per wail). Creatures under the effects 
  of a fear effect take a –4 penalty on this save. 
  Creatures that make their save are sickened for 1d6 
  rounds. Those that fail take 10 points of damage/CR 
  (as if affected by a wail of the banshee with a caster 
  level equal to the banshee creature’s CR). If a 
  wailing banshee is damaged during a wail, she must 
  make a Will save (DC 15 + damage taken) to 
  maintain the wail; otherwise it ends. This is a sonic 
  death effect. Banshee wails are supernaturally 
  powerful, and penetrate the effect of any spell of 3rd 
  level or lower that creates silence. The save DC is 
  Charisma-based. 
  
  4 
  Beyondling
  Beyondling
  Beyondling
  Beyondling    Creature
  Creature
  Creature
  Creature    (CR
  (CR
  (CR
  (CR    ++++2)2)2)2)    
  This creature has been corrupted by the powers of the 
  planer maelstrom and the great beyond. 
  Quick Rules: +2 bonus to Fort, +4 hp/HD; Special 
  Attacks 1d6 acid damage to all attacks; Immune 
  critical hits, mind-affecting effects and sneak 
  attacks. 
  Rebuild Rules: Ability Scores +4 Con and Cha. 
  Abhorrent Existence (Ex): A beyondling’s biological 
  nature has been so radically changed that it is 
  immune to critical hits and sneak attacks. In 
  addition, contact with a beyondling causes 1d6 
  points of acid damage to whatever touches the 
  beyondling. This additional damage includes all the 
  beyondling’s attacks and includes every time 
  anything attacks the beyondling. Whenever this 
  creature is attacked by a manufactured weapon, 
  that weapon suffers this damage as well (though the 
  damage does not ignore hardness). When the 
  beyondling is hit with a natural attack or unarmed 
  strike, this damage is dealt to the attacking 
  creature. In addition, if a non-bludgeoning physical 
  attack deals damage to a beyondling, creatures 
  within a 5-ft. radius must make a successful Reflex 
  save DC 10 +1/2 the beyondling’s HD + its 
  Constitution modifier or suffer the same damage. 
  Repugnant Mind (Ex): A beyondling’s mind is repulsive 
  in its alien nature. The first time a creature other 
  than an outsider (excluding native outsiders) or 
  aberration makes mental contact with a beyondling, 
  that creature must make a make a successful Will 
  save (DC 10 + 1/2 the beyondling’s HD + its 
  Charisma modifier) to avoid being staggered for a 
  number of rounds equal to the beyondling’s Hit 
  Dice. On a successful save, the creature is merely 
  dazzled for 1 round. This effect can even occur if the 
  beyondling initiates mental contact (such as via a 
  dream, nightmare, sending, or demand spell or 
  effect, or merely by telepathic communication) or 
  another creature attempts to do so (as if via detect 
  thoughts or dominate monster). Once a creature is 
  exposed to a specific beyondling’s repugnant mind, 
  it is immune to this effect from all beyondling 
  creatures for 24 hours. This is a mind-affecting 
  effect. 
   
  Blind
  Blind
  Blind
  Blind    Seer
  Seer
  Seer
  Seer    Creature
  Creature
  Creature
  Creature    ((((CR 
  CR 
  CR 
  CR ++++2)2)2)2)    
  This being is an oracle of the future and the 
  supernatural. 
  Quick Rules: +4 insight bonus to AC, Will saves, and 
  skill checks; Immune gaze attacks; Spell-Like 
  Abilities at will—augury, sanctuary, shield of 
  faith; 5/day—speak with dead, speak with plants, 
  divination; 1/day—true seeing, scrying; 1/month—
  commune, commune with nature, find the path, 
  lesser planar ally. CL equal to HD 
  Rebuild Rules: AC insight bonus to AC equal to one-
  third base creature’s HD (+1 minimum); Immune 
  to gaze attacks; Spell-Like Abilities at will—
  augury, sanctuary, shield of faith; 5/day—speak 
  with dead, speak with plants, divination; 1/day— 
   
   
  Blind Seer 
   
  true 
  seeing, 
  scrying; 
  1/month—commune, 
  commune with nature, find the path, lesser planar 
  ally. CL equal to HD; Ability Scores +4 Int, +6 
  Cha; Skills Bonus ranks in one Knowledge skill 
  equal to HD, all Knowledge skills are treated as 
  class skills. 
   
  Blinded Creature (CR 
  Blinded Creature (CR 
  Blinded Creature (CR 
  Blinded Creature (CR ----2)2)2)2)    
  This creature was born blind or some affliction has 
  caused it to become blind. 
  Quick Rules: subject gains the blinded condition. 
  Rebuild Rules: subject gains the blinded condition; 
  Immune gaze attacks; Weakness illiteracy 
  (unless Braille has been invented); Feat Blind 
  Fighting; Skills +4 racial bonus to non-sight-based 
  Perception checks. 
   
  Bloodshackle Creature (
  Bloodshackle Creature (
  Bloodshackle Creature (
  Bloodshackle Creature (CR 
  CR 
  CR 
  CR ++++2)2)2)2)    
  This creature can gain utter control over a creature via a 
  special ceremony involving the creature’s blood. 
  Quick Rules: Spell-Like Abilities (CL equal to base 
  creature’s HD) 1/day dominate monster (casting 
  time 1 hour, requires base creature to have dealt 
  slashing or piercing damage to the target creature). 
  Rebuild Rules: Special Attacks blood domination; 
  Ability Scores +4 Cha; SQ eyes of blood. 
  Blood Domination (Sp): This process involves an hour-
  long ceremony, in which the victim must be 
  helpless. First, the bloodshackle creature cuts the 
  victim and allows a small amount of blood to drop 
  
  5 
  onto her (usually into the creature’s palm, paw, 
  tentacle, or pseudopod). It then proceeds with a 
  ceremony of uninterrupted meditation within 30 ft. 
  of the helpless victim, creating a magical bond 
  between itself and the victim. At the end of this 
  time, the victim must succeed on a Will save (DC 10 
  +1/2 the bloodshackle creature’s Hit Dice + its Cha 
  modifier) or be under the bloodshackle creature’s 
  control. This functions as a dominate monster spell. 
  It can then also use the eyes of blood ability through 
  the victim. The spell is permanent and lasts until 
  removed, and it requires no further attention from 
  the 
  bloodshackle 
  creature. 
  The 
  bloodshackle 
  creature can end the blood domination voluntarily, 
  or a successful dispel magic (CL equals the 
  bloodshackle creature’s hit dice) or remove curse 
  spell can end the effect. 
  Eyes of Blood (Su): The bloodshackle creature needs 
  only concentrate to use one of its minion’s senses as 
  long as it is within 25 miles of her current location. 
  While using the minion’s senses, the bloodshackle 
  creature gets sensory input as if it were actually in 
  the same place as the minion. It can only borrow 
  the senses of a single minion at once, and it is only 
  vaguely aware of its own surroundings while it is 
  doing so. If attacked in this state, it is considered 
  flat-footed, and she takes 1d4 rounds to come out of 
  her trance before she can attack. She defends 
  normally. 
   
   
  Using The 
  Bloodshackle Creature Template 
  A bloodshackle creature is not designed to be used 
  against PCs, it is designed to create a The Puppet 
  Masters or Invasion of The Body Snatchers type of 
  encounter where the PCs start seeing the results of a 
  bloodshackle creature taking over a community, and 
  being forced to fight innocent victims, allies, enemies, 
  etc. It’s not about fighting the bloodshackle creature, it’s 
  about fighting all the creatures it controls. 
   
   
  Broken
  Broken
  Broken
  Broken    Construct
  Construct
  Construct
  Construct    Creature
  Creature
  Creature
  Creature    (CR
  (CR
  (CR
  (CR    ----2)2)2)2)    
  This construct has been severely damaged or has 
  degraded over time, even if repaired there is still 
  something fundamentally wrong with it. A broken 
  construct has no rebuild rules. 
  Quick Rules: -2 penalty to all rolls (including damage 
  rolls); AC natural armor bonus is reduced by half, 
  HP total is halved. Construct suffers from the 
  Confused condition (even if normally immune to 
  such a condition). 
   
  Burned Out Creature (CR 
  Burned Out Creature (CR 
  Burned Out Creature (CR 
  Burned Out Creature (CR ----1)1)1)1)    
  This creature suffers from chronically incurable fatigue. 
  This template can only be applied to creatures that 
  require sleep and are not immune to sleep, fatigue 
  or exhaustion (such as a dragon). Its quick rules are 
  the same as its rebuild rules. 
   
   
  Broken Construct Iron Golem 
   
  Rebuild Rules: Speed reduce by half, a burned out 
  creature cannot run or charge; Weakness sleep 
  vulnerability; Ability Scores: –6 Str and Dex. 
  Sleep Vulnerability (Ex): A burned out creature suffers 
  a -4 penalty to sleep, fatigue, and exhaustion spells 
  or effects, and if it fails its save against such an 
  effect or does something that would normally cause 
  fatigue or exhaustion it falls asleep (unconscious 
  condition) and cannot be roused for 2 hours. 
   
  Carcass Creature (CR 
  Carcass Creature (CR 
  Carcass Creature (CR 
  Carcass Creature (CR ++++1)1)1)1)    
  These undead creatures are the animated remains of a 
  bloated, liquefied corpse. A carcass creature’s 
  rebuild rules are the same as its quick rules. 
  Rebuild Rules: Type undead; Senses darkvision 60 
  ft.; Hit Dice change all of the creature's racial Hit 
  Dice to d8s, all Hit Dice derived from class levels 
  remain unchanged, (use their Charisma modifiers 
  
  6 
  to determine bonus hit points); Defensive 
  Abilities ooze traits, undead traits; Special 
  Attack engulf (disease and paralysis); SQ bloated 
  rot; Ability Scores loses Con, +4 Cha. 
  Bloated Rot (Ex) Curse and disease—engulf; save Fort 
  DC (10 + 1/2 carcass creature’s Hit Dice + its 
  Charisma modifier); onset 1 minute; frequency 
  1/day; effect 1d8 Con; cure —. Bloated rot is both a 
  curse and disease and can only be cured if the curse 
  is first removed, at which point the disease can be 
  magically removed. Even after the curse element of 
  bloated rot is lifted, a creature suffering from it 
  cannot recover naturally over time. Anyone casting 
  a conjuration (healing) spell on the afflicted 
  creature must succeed on a caster level check (DC 
  10 + the carcass creature’s CR), or the spell is 
  wasted and the healing has no effect. Anyone who 
  dies from bloated rot turns into a carcass creature 
  immediately. 
   
  CCCCharming Creature (CR 
  harming Creature (CR 
  harming Creature (CR 
  harming Creature (CR ++++1)1)1)1)    
  Some creatures are able to convince people that they are 
  their best friend in the world. Its quick rules are the 
  same as its rebuild rules. 
  Rebuild Rules: Special Attack enthrall creature; 
  Ability Scores +4 Cha. 
  Enthrall Creature (Su): A charming creature can use a 
  permanent charm monster (DC 10 + 1/2 the 
  charming creature’s Hit Dice + its Charisma 
  modifier) effect at will, but it can only have one 
  enthralled creature at a time. If a charming creature 
  attempts to use enthrall creature against a new 
  target, the charm monster effect on the first 
  creature is automatically dismissed. The charm 
  monster effect has a caster level equal to CR of the 
  charming creature. 
   
  Collapsing
  Collapsing
  Collapsing
  Collapsing    Creature
  Creature
  Creature
  Creature    (CR
  (CR
  (CR
  (CR    ++++1)1)1)1)    
  This creature can cause instability in the earth. This 
  template can only be applied to creatures without 
  the air subtype. Its quick and rebuild rules are the 
  same. 
  Rebuild Rules: Special Attacks: collapse ground; 
  Abilities +4 Cha. 
  Collapse Ground (Su): Once per day this creature can 
  collapse the ground, forming a conical pit with a 
  depth and radius equal to 5 ft. per Hit Die of the 
  collapsing creature. Anyone caught in the pit must 
  make a successful Reflex save (DC 10 + 1/2 the 
  collapsing creature’s HD + its Cha modifier) or fall. 
  Structures take damage as if struck by an 
  earthquake spell. 
   
  Combat Clairvoyant Creature (CR 
  Combat Clairvoyant Creature (CR 
  Combat Clairvoyant Creature (CR 
  Combat Clairvoyant Creature (CR ++++2)2)2)2)    
  Some creatures can see the next move in a fight and act 
  accordingly. 
  Rebuild Rules: Defensive Abilities improved 
  evasion (as the rogue ability); stalwart (as the 
  inquisitor ability); Special Attacks precognitive 
  advantage. 
   
   
  Combat Clairvoyant Centaur 
   
  Precognitive Advantage (Ex): A combat clairvoyant 
  creature gains a +4 insight bonus to attack rolls, 
  saving throws, skill, CMB, and initiative checks, and 
  AC. It also knows an opponent’s weakness, likely 
  tactics, or some other vital bit of information ahead 
  of time and prepare accordingly (it has a weapon to 
  overcome a creature’s damage reduction; it has a 
  vial of acid to overcome a troll’s regeneration, etc.), 
  Further, it is never caught flat-footed and as such 
  can act in surprise rounds (though it must still roll 
  for initiative). 
   
  Constructed Creature (CR 
  Constructed Creature (CR 
  Constructed Creature (CR 
  Constructed Creature (CR ++++0 or 
  0 or 
  0 or 
  0 or ++++1 1 1 1     
  [if hardness is 8 or higher])
  [if hardness is 8 or higher])
  [if hardness is 8 or higher])
  [if hardness is 8 or higher])    
  Some constructs are little more than the essence of the 
  martial type used and that of its final form. This 
  template can only be added to non-construct 
  corporeal creatures. A constructed creature's quick 
  and rebuild rules are the same. 
  Rebuild Rules: Type construct; do not recalculate 
  BAB, saves, or skill ranks; Senses darkvision 60 ft.; 
  AC a constructed creature’s natural armor is equal 
  to the hardness of the material it is made from or 
  the base creature's natural armor bonus, whichever 
  is better; Hit Dice change all the creature's Hit 
  Dice to d10s; Defensive Abilities construct traits, 
  hardness equal to the hardness of the material it is 
  made from; Speed reduce by 25%; Ability Scores 
  Str +10, Dex –4, loses Con and Int, Wis –2, Cha –10 
  (minimum 1); Feats loses all feats; Skills loses all 
  skills. 
   
  Cowardly Creature (CR 
  Cowardly Creature (CR 
  Cowardly Creature (CR 
  Cowardly Creature (CR ----5)5)5)5)    
  This creature is easily spooked and more often than not 
  runs away rather than staying to fight. 
  Quick Rules: This creature suffers constantly from the 
  shaken condition; if the cowardly creature becomes 
  shaken or encounters intimidation or violence it 
  gains the panicked condition for 1d4+4 rounds, if it 
  
  7 
  is cornered it gains the cowering condition instead. 
  A cowardly creature that gains immunity to fear 
  effects loses this template. 
   
  Cunning
  Cunning
  Cunning
  Cunning    Creature
  Creature
  Creature
  Creature    (CR
  (CR
  (CR
  (CR    ++++1)1)1)1)    
  This being is exceedingly sly for one of its kind. The base 
  creature must possess an Intelligence score. 
  Quick Rules: +4 bonus to AC, CMD, saves and 
  Intelligence-based skills; Spell-Like Ability 1/day 
  any one divination spell of any level that does not 
  exceed half the base creature’s HD. 
  Rebuild Rules: Special Defenses insight bonus to 
  AC, CMD and saves equal to Intelligence modifier; 
  Spell-like Ability 1/day any one divination spell 
  of any level that does not exceed half the base 
  creature’s HD, the DCs for this ability are 
  Intelligence-based; Ability Scores +8 Int. 
   
  Crypt Thing C
  Crypt Thing C
  Crypt Thing C
  Crypt Thing Creature (CR 
  reature (CR 
  reature (CR 
  reature (CR ++++1)1)1)1)    
  These undead creatures are undead creatures found 
  guarding tombs, graves, and crypts. Necromancers 
  and other spellcasters create them to guard such 
  areas, and the crypt things never leave their 
  appointed lairs, even to pursue enemies. A crypt 
  thing creature's quick and rebuild rules are the 
  same. 
  Rebuild Rules: Type undead; Senses darkvision 60 
  ft., low-light vision; Aura fear (10 ft., frightened for 
  1d4 rounds, Will [DC 10 + 1/2 the crypt thing’s Hit 
  Dice + its Charisma Modifier] negates); Hit Dice 
  change all of the creature's racial Hit Dice to d8s, all 
  Hit 
  Dice 
  derived 
  from 
  class 
  levels remain 
  unchanged, it uses its Charisma modifier to 
  determine bonus hit points; Defensive Abilities 
  channel resistance +2; DR 10/bludgeoning or 
  magic; Immune undead traits; Special Attack 
  teleporting burst; SQ dimension door; Ability 
  Scores loses Con, +4 Str and Cha. 
  Dimension Door (Sp): Three times per day, a crypt thing 
  can dimension door as a swift action. Its caster level 
  is equal to the base creature’s hit dice. 
  Teleporting burst (Su): Once per day, a crypt thing can 
  teleport all creatures within 50 feet of it to 
  randomly determined locations. The crypt thing can 
  only affect creatures of which it is aware and to 
  which it has line of sight. A successful Will save (DC 
  10 + 1/2 the crypt thing’s Hit Dice + its Charisma 
  modifier) negates this effect. An affected creature is 
  teleported in a random direction (roll 1d8, with 1 
  indicating north and the other numbers indicating 
  compass directions going clockwise) and a random 
  distance (1d10 × 100 feet) away from the crypt 
  thing; 
  determine 
  each 
  creature’s 
  direction 
  randomly. A teleported creature arrives in the 
  closest open space to the determined destination, 
  but must appear on a solid surface capable of 
  supporting its weight. If there is no appropriate 
  destination in that direction, the creature does not 
  teleport at all. 
   
      
   
  Crypt Thing Fire Giant 
   
  Darkwalker (CR 
  Darkwalker (CR 
  Darkwalker (CR 
  Darkwalker (CR ++++0 or 
  0 or 
  0 or 
  0 or ----1)1)1)1)    
  This creature cannot stand the light of the sun. If this 
  creature is underground this template is +0 instead 
  of the normal -1 to CR. Its quick and rebuild rules 
  are the same. 
  Rebuild Rules: Senses darkvision 60 ft., low-light 
  vision; Weakness sunlight powerlessness. 
  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. 
   
  Deafened Creature (CR 
  Deafened Creature (CR 
  Deafened Creature (CR 
  Deafened Creature (CR ++++0)0)0)0)    
  This creature has grown accustomed to the drawbacks 
  and advantages of being deaf. Its quick rules are the 
  same as its rebuild rules. 
  Rebuild 
  Rules: 
  Immune 
  deafened, 
  language 
  dependent 
  effects 
  (unless 
  standardized 
  sign 
  language has been invented); Skills a deafened 
  creature automatically fails Perception checks based 
  on sound unless it is accompanied by a physical 
  vibration (such as a shuddering that accompanies a 
  loud boom); Languages some form of sign 
  language as a racial language. 
  
  8 
  Death
  Death
  Death
  Death----Scavenger Creature (CR 
  Scavenger Creature (CR 
  Scavenger Creature (CR 
  Scavenger Creature (CR ++++1)1)1)1)    
  Some creatures feed off the power generated by the 
  moment when a soul leaves a body. A death-
  scavenger creature's quick and rebuild rules are the 
  same. 
  Rebuild Rules: Special Attack death devourer, 
  scavenger’s knell; Ability Scores +2 Con, +4 Cha. 
  Death Devourer (Su): If a creature dies within 60 feet of 
  a death-scavenger creature, the monster absorbs a 
  portion of the death energy that radiates through 
  the area. Immediately upon the victim’s death, all 
  living creatures within 60 feet of the death-
  scavenger creature must make Fortitude saves (DC 
  10 + 1/2 the death-scavenger creature’s Hit Dice + 
  its Charisma modifier) or suffer 1d6 points of 
  damage for every 2 Hit Dice the death-scavenger 
  creature possesses as it gathers the death energy, 
  focuses it, and flashes it across the area. The death-
  scavenger creature does not gain this benefit when a 
  nonliving creature, such as an undead or a 
  construct, is destroyed. 
  Scavenger’s Knell (Sp): If an opponent could be subject 
  to a coup-de-grace, the death-scavenger can draw 
  forth the life force of that opponent and use it to 
  fuel its own power. It touches a living creature as a 
  swift action (as a touch attack). If the subject fails a 
  Fortitude saving throw (DC 10 + 1/2 the death-
  scavenger creature’s Hit Dice + its Charisma 
  modifier), it dies, and the death-scavenger is either 
  healed for 5 hit points of damage or gains 5 
  temporary hit points (that last 1 hour) for each hit 
  die that the slain creature possessed. This is a death 
  effect. 
   
  Deep
  Deep
  Deep
  Deep    Exile
  Exile
  Exile
  Exile    ((((CR 
  CR 
  CR 
  CR ++++2)2)2)2)    
  Cursed for their evil deeds upon the land, these exiles 
  are condemned to a life in the briny depths. Its 
  quick rules are the same as its rebuild rules. 
  Rebuild Rules: Subtype (aquatic); Senses keen 
  senses, darkvision 120 ft.; Speed swim 30 ft.; 
  Melee gain 2 claw attacks, damage based on size 
  (Medium 1d6); Special Attack grab, blood drain 
  (see below), SQ perpetual hunger (see below); 
  Ability Scores +4 to Str, Dex and Con, -4 Cha. 
  Blood Drain (Ex): A deep exile has the ability to drain a 
  number of hit points equal to the claw damage and 
  1 point of Constitution damage per round from 
  victims that it is grappling at the beginning of its 
  turn. This ability increases in potency, adding one 
  additional die of damage and +1 Constitution point 
  for every 4 HD the base creature has beyond the 
  first four. 
  Perpetual Hunger (Ex): No matter how much life energy 
  a deep exile drains from its victims, it is always 
  hungry for more. It never achieves satiation from its 
  all-consuming hunger for blood. It must deal a 
  number of Constitution points per day equal to its 
  HD with its blood drain ability or suffer 1 point of 
  Constitution damage (if the base creature is 
  immune to Constitution damage it suffers 5 hp 
  damage instead). 
   
   
  Deep Exile Linnorm Dragon 
   
   
  Disorienting Creature (
  Disorienting Creature (
  Disorienting Creature (
  Disorienting Creature (CR 
  CR 
  CR 
  CR ++++1)1)1)1)    
  This creature disorients its opponents that come near it 
  or are struck by its attacks. 
  Quick Rules: Aura confusion (10 ft.). 
  Rebuild Rules: Aura disorient (10 ft.); Special 
  Attacks disorient; Ability Scores +4 Cha. 
  Disorient (Su): Creatures that come within 10 ft. of the 
  disorienting creature or are subject to a successful 
  attack (melee, range, spells, spell-like abilities, 
  supernatural and/or extraordinary abilities) must 
  make a successful Will save (DC 10 +1/2 the 
  disorienting creature’s Hit Dice + its Charisma 
  Modifier) or suffer a -2 circumstance penalty to 
  initiative checks, attack rolls, Acrobatics, Fly, Jump, 
  Perception, and Swim checks for 1d3+1 rounds. In 
  addition, whenever the subject moves, it must roll 
  1d8 to randomly determine (as a grenade-like 
  weapon) the actual direction traveled. A successful 
  save negates the effect and render’s the subject 
  immune to this disorienting creature’s disorient 
  ability for 24 hours. 
   
  
  9 
  Divine
  Divine
  Divine
  Divine    Creature
  Creature
  Creature
  Creature    (CR
  (CR
  (CR
  (CR    ++++1)1)1)1)    
  This being has been touched by the power of a deity or 
  ethos. 
  Quick Rules: Melee and Ranged Attacks deal 1d6 
  damage to creatures of opposing alignment; +4 
  bonus to attack rolls, AC, CMD, Will Saves. 
  Rebuild Rules: Special Attacks melee and ranged 
  attacks deal 1d6 damage +1d6/4 HD the base 
  creature possesses to a creature of opposing 
  alignment; a number of times per day equal to the 
  creatures wisdom modifier, it can channel energy as 
  cleric equal to the creature’s HD; SQ add insight 
  bonus to attack rolls, AC, CMD, and Will saves 
  equal to creature’s Wisdom modifier; Ability 
  Scores +8 Wis. 
   
  Divine Furnace Creature (CR 
  Divine Furnace Creature (CR 
  Divine Furnace Creature (CR 
  Divine Furnace Creature (CR ++++2)2)2)2)    
  Some constructs are driven by a powerful furnace of 
  divine power. This template can only be applied to 
  constructs. Its quick rules are the same as its 
  rebuild rules. 
  Rebuild Rules: hp +2 hp per HD; Defensive 
  Abilities blazing innards, smoking burst; Special 
  Attack fiery eruption; Ability Scores +4 Str, Dex, 
  and Wis. 
  Blazing Innards (Ex): A divine furnace creature’s 
  interior body is filled with a fiery liquid similar to 
  molten iron. If it suffers more than 10 points of 
  damage from a single melee piercing or slashing 
  attack, liquid metal spurts from the wound and onto 
  the attacker, inflicting 2d6 points of damage (-2 
  points to non-adjacent attackers, minimum of 1 
  point of damage). Half the damage is fire damage, 
  but the other half results directly from divine power 
  and is therefore not subject to being reduced by 
  resistance to fire-based attacks. 
  Fiery Eruption (Ex): As a free action once every 4 
  rounds, a divine furnace creature can cause fiery 
  energy to erupt from its upper body and flow over 
  the surrounding area, much like a cauldron boiling 
  over. All creatures within a 30-foot radius of the 
  furnace creature takes damage equal to 1d6 
  multiplied by the divine furnace creature’s CR. Half 
  the damage is fire damage, but the other half results 
  directly from divine power and is therefore not 
  subject to being reduced by resistance to fire-based 
  attacks. A successful Reflex save (DC 10 + 1/2 the 
  furnace creature’s hit dice) halves this damage. 
  Smoking Burst (Ex): Once per minute as a free action, a 
  divine furnace creature can cause a large, choking 
  cloud to roil forth from its body. It creates a thick, 
  dense area of smoke in a 60-foot radius centered on 
  its body. Living creatures can’t breathe in the smoke 
  and must hold their breath or suffocate. The smoke 
  provides partial concealment against adjacent 
  opponents 
  and 
  total 
  concealment 
  against 
  opponents who are farther away. The cloud lasts for 
  1d4+1 rounds. 
   
   
      
   
  Divine Furnace Adamantine Golem 
   
  Eldritch
  Eldritch
  Eldritch
  Eldritch    Tentacle
  Tentacle
  Tentacle
  Tentacle    Creature
  Creature
  Creature
  Creature    (CR
  (CR
  (CR
  (CR    ++++1)1)1)1)    
  This creature has been changed by powers beyond the 
  comprehension of the mortal races. 
  Quick Rules: All attack forms change to tentacle 
  attacks appropriate for size (1d6 Medium, 1d8 
  Large), touch attacks from these tentacles trigger 
  one spell of a level no greater than half the base 
  creature’s HD +2 hp/HD. 
  Rebuild Rules: Special Defenses ooze traits (except 
  not mindless); Special Attacks all attack forms 
  change to tentacle attacks appropriate for size (1d6 
  Medium, 1d8 Large), each tentacle touch attack 
  generates a different spell effect, the spell level 
  cannot be greater than half the base creature’s HD; 
  grab, constrict; SR CR +11; Reach +5 ft.; Ability 
  Scores +4 Con. 
   
  Enticing Creature (
  Enticing Creature (
  Enticing Creature (
  Enticing Creature (CR 
  CR 
  CR 
  CR ++++1)1)1)1)    
  This creature has a supernatural lure that can cause 
  nearly any creature to seek it out and become its 
  victim. An enticing creature’s quick rules are the 
  same as its rebuild rules. 
  Rebuild Rules: Special Attack attraction; Ability 
  Scores +8 Cha. 
  Attraction (Su): The enticing creature can choose to 
  emanate magical vibrations that attract living 
  
  10 
  creatures within 100 feet and compel them to come 
  toward it unless they succeed at a Will saving throw 
  (DC 10 + 1/2 its Hit Dice + its Charisma modifier ). 
  Affected creatures feel elated and pleased to be near 
  the enticing creature and desire to touch it. The 
  compulsion to stay in the area or touch the enticing 
  creature is overpowering, and victims will fight to 
  follow their urges. Those affected will neither harm 
  the enticing creature nor defend themselves against 
  its attacks. If an unaffected character spends a full 
  round shaking an affected one, the victim can 
  attempt another saving throw. This can only be 
  attempted once. A successful second save releases 
  the creature from the enchantment, but it can be 
  subject to the effect again as soon as 1d6 minutes 
  later, even if it is no longer within the enticing 
  creature’s range (unless the subject knows for 
  certain the enticing creature is dead or destroyed). 
  In such a case, the creature must make a third save. 
  If this save fails, the affected creature attempts to 
  return to the enticing creature. The compulsion 
  lasts up to an hour. 
   
  Executioner Creature (
  Executioner Creature (
  Executioner Creature (
  Executioner Creature (CR 
  CR 
  CR 
  CR ++++2)2)2)2)    
  This creature has been used so often in the ritual 
  execution of prisoners that it has gained unique 
  powers. An executioner creature’s quick rules are 
  the same as its rebuild rules. 
  Rebuild Rules: Special Attack absorb life, anchored, 
  spiritual noose; Ability Scores +6 Str, +4 Con. 
  Absorb Life (Su): Once per round, a victim hit by an 
  executioner creature’s melee attacks or spiritual 
  noose suffers 1d4 points of Constitution drain. If a 
  creature dies as the result of an executioner 
  creature’s melee attack or spiritual noose the 
  executioner creature is instantly healed for a 
  number of hit points equal to the victim’s normal 
  hit point total. If the amount of healing would cause 
  the executioner creature to exceed its full normal 
  hit points, it gains any excess as temporary hit 
  points that last for 1 hour. This is considered a 
  death effect. 
  Anchored 
  (Sp): 
  Any 
  creature 
  damaged 
  by 
  an 
  executioner creature’s melee attack falls under the 
  effect of a dimensional anchor spell, preventing the 
  creature from escaping the noose by means of 
  teleportation or dimensional travel for 1 hour. The 
  caster level of this effect is equal to the executioner 
  creature’s Hit Dice. 
  Spiritual Noose (Sp): If an executioner creature’s melee 
  attack successfully deals damage to a creature, a 
  spiritual weapon in the shape of a noose wraps 
  about its victim’s neck; little aside from the death of 
  the victim or the destruction of executioner can free 
  him or her. Each round it deals damage plus the 
  executioner creature’s absorb life ability. Victims 
  may attempt to escape the noose with an Escape 
  Artist or Strength check with a DC equal to the 
  executioner creature’s CMD. A spiritual noose 
  cannot be attacked or harmed by physical attacks 
  (so it cannot be cut), but dispel magic, disintegrate, 
  a sphere of annihilation, or a rod of cancellation  
   
   
  Executioner Dread Knight Anti-Paladin 
   
  affects it. A spiritual noose’s AC against touch 
  attacks is 12 (10 + size bonus for Tiny object). Its 
  caster level is equal to the executioner creature’s Hit 
  Dice. The executioner creature can have only one 
  spiritual noose in existence at a time. 
   
  Faceless 
  Faceless 
  Faceless 
  Faceless Creature
  Creature
  Creature
  Creature    (CR 
  (CR 
  (CR 
  (CR ++++1)1)1)1)    
  This creature has no facial features and has the ability to 
  remove the facial features of creatures it touches or 
  touch it. Its quick and rebuild rules are the same. 
  Rebuild Rules: Senses blindsight 60 ft.; Weakness 
  curse of the blank face; Special Attacks curse of 
  the blank face; Abilities +4 Con and Cha; SQ 
  telepathy 100 ft.; does not need to eat, drink, or 
  breathe. 
  Curse of the Blank Face (Su): Natural attack, touch, and 
  melee hit—contact; save Will (DC 10 + 1/2 the 
  faceless creature’s HD + its Cha modifier), 
  frequency 1/day, effect blank face; opponents must 
  make a saving throw if they perform a successful 
  
  11 
  melee attack against a faceless creature. This curse 
  can remove all the features from the target 
  creature’s face as if it had never had those features: 
  eyes, ears, nose and mouth. A target must make a 
  save for each facial feature; failure removes one set 
  of features. Each day the curse remains, the subject 
  must make a save for each facial feature it currently 
  possesses. Note that permanently removing the 
  victim’s features causes various adverse effects: 
  •
  Removing the eyes inflicts the blindness 
  condition. 
  •
  Removing the ears inflicts the deafness 
  condition. 
  •
  Removing the victim’s nose means he can no 
  longer smell and loses the scent ability. 
  •
  Removing the victim’s mouth means he can no 
  longer eat, speak (no vocal component spells), 
  and may eventually starve. 
  •
  Removing both the victim’s nose and mouth 
  means he can no longer breathe, and he 
  becomes immediately subject to the drowning 
  rules. The victim or someone else may cut a 
  new breathing hole with a successful Heal 
  check (DC 10 + the faceless creature’s HD + its 
  Cha modifier) suffering 1d4 points of damage 
  per attempt. 
  The curse bestowed by this effect cannot be dispelled, 
  but it can be removed with a break enchantment, 
  limited wish, miracle, remove curse, or wish spell, 
  it has no affect on creatures without a face. 
   
  Fascinating Creature (CR 
  Fascinating Creature (CR 
  Fascinating Creature (CR 
  Fascinating Creature (CR ++++1)1)1)1)    
  This creature is so unique and unusual that other 
  creatures cannot help but stop and stare. Its quick 
  rules are the same as its rebuild rules. 
  Rebuild Rules: Special Attacks fascinating gaze; 
  Ability Scores Cha +4. 
  Fascinating Gaze (Su): Fascinated for 2d4 rounds, 30 
  feet, Will (DC 10 +1/2 the fascinating creature’s HD 
  + its Charisma modifier). 
   
  Foul
  Foul
  Foul
  Foul    Creature
  Creature
  Creature
  Creature    (CR
  (CR
  (CR
  (CR    ++++1)1)1)1)    
  This creature imbues vile substances and excretes toxic 
  and rank-smelling fumes. Its quick rules are the 
  same as its rebuild rules. 
  Rebuild Rules: the foul creature gains a bite attack 
  appropriate for its size (1d4 Small, 1d6 Medium, 
  1d8 Large, etc.) if it does not possess one. Special 
  Attacks grab, swallow whole; Ability Scores +4 
  Con. 
  Enhanced Swallow Whole (Ex): A foul creature can grab 
  and swallow whole an object or creature as if it were 
  two size categories larger than it is. 
  Expel Object or Creature (Ex): Once per round as an 
  immediate action a foul creature can expel a 
  swallowed object or creature as an improvised 
  thrown weapon (–4 to the attack roll.) The expelled 
  creature takes normal slam damage based on the 
  foul creature’s size, plus 1 1/2 times the foul 
  creature’s Strength modifier; in addition, any 
  opponent the expelled creature strikes takes this  
   
  Fascinating Satyr 
   
  same amount of damage. A creature that is expelled 
  off a mountain, for example, takes this amount of 
  damage 
  or 
  the 
  appropriate 
  falling 
  damage, 
  whichever is greater. A foul creature can hurl the 
  opponent up to five range increments. The size of 
  the range increment is 10 ft. per Hit Die the foul 
  creature possesses. This ability is most often used 
  when a creature in the foul creature’s gullet 
  damages it, but before it escapes. 
  Vile Stench (Ex): This creature secretes an oily chemical 
  that nearly every other creature finds offensive. All 
  living creatures (except those with this ability) 
  within 30 feet must succeed on a Fortitude save (DC 
  10 + 1/2 the foul creature’s HD + its Constitution 
  modifier) or be nauseated for as long as it’s within 
  the effect’s radius and 1d4 rounds afterwards. A 
  successful save results in the creature being 
  sickened for the same duration. Afterwards, a 
  creature that successfully saves cannot be affected 
  by the same creature’s vile stench for 24 hours. A 
  delay poison or neutralize poison spell removes the 
  effect from the nauseated or sickened creature. 
  Creatures with immunity to poison are unaffected, 
  and creatures resistant to poison receive their 
  normal bonus on their saving throws. 
   
   
  
  12 
  Frozen Corpse Creature (CR 
  Frozen Corpse Creature (CR 
  Frozen Corpse Creature (CR 
  Frozen Corpse Creature (CR ++++1)1)1)1)    
  These undead creatures are the animated remains of 
  creatures that have frozen to death. A frozen corpse 
  creature’s rebuild rules are the same as its quick 
  rules. 
  Rebuild Rules: Type undead; Senses darkvision 60 
  ft.; Hit Dice change all of the creature's racial Hit 
  Dice to d8s; all Hit Dice derived from class levels 
  remain unchanged; a frozen corpse creature uses its 
  Charisma modifier to determine bonus hit points; 
  Defensive Abilities undead traits; Special 
  Attack cold aura, freezing touch; SQ ice walk; 
  Ability Scores loses Con, +4 Cha. 
  Freezing Touch (Su) Those struck by the frozen corpse 
  creature’s melee attacks suffer 1d6 points of cold 
  damage and must succeed at a Fortitude save (DC 
  10 + 1/2 the frozen corpse creature’s HD + its 
  Charisma modifier) or suffer 2 points of Dexterity 
  damage. 
  Cold Aura (Su): A frozen corpse creature radiates an 
  aura of intense cold. All creatures within 5 feet of 
  the undead monster take 1d6 points of cold damage. 
  Ice-walk (Ex) A frozen corpse creature can move across 
  icy surfaces without penalty and does not need to 
  make Acrobatics checks to run or charge on ice or 
  snow. 
   
  Glassilisk Creature (CR 
  Glassilisk Creature (CR 
  Glassilisk Creature (CR 
  Glassilisk Creature (CR ++++1)1)1)1)    
  This creature’s gaze can turn other creatures into glass. 
  A glassilisk creature’s rebuild rules are the same as 
  its quick rules. 
  Rebuild Rules: Special Attack gaze; SQ consume 
  glass; Ability Scores +4 Con. 
  Gaze (Ex) Turn to glass permanently (as polymorph any 
  object), range 30 feet, Fortitude DC (10 + 1/2 the 
  glassilisk creature’s Hit Dice + its Constitution 
  modifier) negates. A creature transformed in this 
  matter that is then coated (not just splashed) with 
  fresh glassilisk blood (taken from a glassilisk no 
  more than 1 hour dead) is instantly restored to its 
  natural form. A single glassilisk contains enough 
  blood to coat 1d3 Medium creatures in this manner. 
  The save DC is Constitution-based. 
   
   
  Glassilisk Creatures  
  and other material types 
  You can easily exchange the type of material a glassilisk 
  creature’s gaze attack transforms a creature into with 
  another material type, though it is not recommended 
  that it be any more delicate than glass. A PC should at 
  least have a chance of being transformed back into its 
  natural state; but figures of gold, wood, ivory, bone, and 
  even paper could be created. 
   
   
  Gnawing Creature (CR 
  Gnawing Creature (CR 
  Gnawing Creature (CR 
  Gnawing Creature (CR ++++1)1)1)1)    
  These creatures are capable of chewing a creature into 
  minute pieces; this simple template can only be  
   
   
  Gnawing Tyrannosaurus Rex 
   
  applied to creatures with the grab special attack 
  that also have a bite attack. 
  Rebuild Rules: Special Attack chew creature; 
  Ability Scores +4 Str, +2 Con; CMB +4 racial 
  bonus to grapple checks. 
  Chew Creature (Ex): As a gnawing creature battles its 
  enemies, it stuffs them into its mouth and chews on 
  them with the desperate enthusiasm of a starving 
  man. If the gnawing creature grabs an opponent 
  with its grab special attack, it can transfer her to its 
  mouth as a swift action. An opponent transferred to 
  the gnawing creature’s mouth is considered chewed. 
  A chewed foe can make a grapple check or an 
  Escape Artist check to break free from the gnawing 
  creature (against its CMD). The target is in the 
  gnawing creature’s space and is denied its Dex 
  bonus to AC. A chewed opponent automatically 
  suffers bite damage as if the creature has scored a 
  successful critical hit on the victim on the end of the 
  gnawing creature’s turn. If a chewed opponent dies, 
  the gnawing creature consumes the remains utterly 
  (but not its equipment or possessions, which will 
  likely pass through any natural waste functions). It 
  can also, as a free action, swallow the equipment 
  and possessions if it has the swallow whole ability. 
  It’s possible to attack the gnawing creature without risk 
  of hitting the chewed target. However, anyone who 
  attacks the chewed target has a chance of hitting the 
  gnawing creature as if the two were grappling each 
  other. 
  The gnawing creature loses its Dex bonus to AC against 
  a chewed target. While a gnawing creature chews an 
  opponent, it cannot use its bite attack. 
   
  
  13 
  Green Guardian (CR 
  Green Guardian (CR 
  Green Guardian (CR 
  Green Guardian (CR ++++1)1)1)1)    
  This creature has been granted guardianship over a 
  single geographic area of forest by a deity or ethos 
  of nature. 
  Quick Rules: Spell-Like Abilities (CL equal to base 
  creature’s HD) 1/day polymorph any object 
  (creatures only, can transform them only into a 
  tree) add +2 to the DC of the save; +2 hp/HD. 
  Rebuild Rules: Special Attacks: curse of the green 
  Abilities +4 Con and Cha. 
  Curse of the Green (Su): natural attack—contact; save 
  Will (DC 10 + 1/2 the green guardian’s HD + its Cha 
  modifier), frequency instantaneous, effect tree 
  polymorph; the target of this curse suddenly 
  stiffens. His skin turns to bark, his toes dig into the 
  ground as roots, and his fingers become branches 
  and twigs. In a moment, he is polymorphed into a 
  tree for all eternity. The victim’s face is turned into 
  a wooden mask on the trunk of the tree. He can still 
  speak, and may even cast spells that have only 
  verbal components, but otherwise he is transformed 
  into a rather ordinary tree. The curse bestowed by 
  this effect cannot be dispelled, but it can be 
  removed with a break enchantment, limited wish, 
  miracle, remove curse, or wish spell. 
   
  Grim Reaper Creature (CR 
  Grim Reaper Creature (CR 
  Grim Reaper Creature (CR 
  Grim Reaper Creature (CR ++++2)2)2)2)    
  Known by many names throughout nearly all cultures, 
  grim reapers are the personifications of death and 
  all the pain and fear associated with that state. 
  Rebuild 
  Rules: 
  Type 
  undead 
  (augmented, 
  incorporeal, extraplanar); Senses darkvision 60 ft., 
  low-light vision; Aura fear (40 ft., frightened for 
  1d4 rounds, Will [DC 10 + 1/2 the grim reaper 
  creature’s Hit Dice + its Charisma modifier] 
  negates); AC a grim reaper creature gains a 
  deflection bonus equal to its Charisma modifier, it 
  loses the base creature's natural armor bonus, as 
  well as all armor and shield bonuses not from force 
  effects or ghost touch items; Hit Dice change all of 
  the creature's racial Hit Dice to d8s, all Hit Dice 
  derived from class levels remain unchanged, it uses 
  its Charisma modifier to determine bonus hit 
  points; Defensive Abilities channel resistance 
  +4, incorporeal; Immune undead traits; SR 11 + 
  grim reaper creature’s CR; Speed grim reaper 
  creatures lose their previous speeds and gain a fly 
  speed of 30 feet (perfect), unless the base creature 
  has a higher fly speed; Melee and Ranged 
  Attacks a grim reaper creature loses all of the base 
  creature's attacks, if it could wield weapons in life, it 
  can wield ghost touch weapons; Melee +3 ghost 
  touch 
  scythe 
  (automatically 
  proficient, 
  appropriately sized for the base creature plus death 
  touch); Reach +5 feet; Special Attack death 
  touch; Ability Scores loses Str and Con, +14 Cha. 
  Death Touch (Su): Creatures hit by either a grim 
  reaper’s incorporeal touch attack or by a ghost 
  touch weapon wielded by a grim reaper must 
  succeed at a Fortitude save (DC 10 + 1/2 the grim 
  reaper creature’s Hit Dice + its Charisma modifier)  
   
   
  Green Guardian Hill Giant 
   
  or gain 2d4 negative levels. A grim reaper can 
  channel this ability through any ghost touch 
  weapon it wields. A humanoid slain by a reaper’s 
  death touch is consumed in unholy fire and has its 
  remains destroyed as the destruction spell. This is a 
  death effect. 
  Spell-Like Abilities: A grim reaper creature with an Int 
  or Wis score of 8 or higher has a cumulative 
  number of spell-like abilities set by its HD. Unless 
  otherwise noted, each ability is usable 1/day. CL 
  equals the creature's HD (or the CL of the base 
  creature's spell-like abilities, whichever is higher). 
   
  HD 
  Ability Scores 
  1–2 
  true seeing and foresight constant 
  3–4 
  invisibility at will 
  5–6 
  control undead at will 
  7–8 
  circle of death at will 
  9–10 
  unwilling shield* 3/day 
  11–12 finger of death 3/day 
  13–14 energy drain 3/day 
  15–16 soul bind 3/day 
  17–18 wail of the  banshee 
  19–20 quickened destruction 
   
  *See Pathfinder Roleplaying Game: Advanced 
  Player’s Guide 
  
  14 
  Hellfire Creature (CR 
  Hellfire Creature (CR 
  Hellfire Creature (CR 
  Hellfire Creature (CR ++++1)1)1)1)    
  This being is infused with the flames of damnation to 
  serve punishment for the powers of good or evil. 
  Quick Rules: +2 to attack and damage rolls plus +1d6 
  fire damage and +1d6 divine damage, +2 hp/HD. 
  Rebuild Rules: Special Defense regeneration equal 
  to HD plus Con modifier (evil, good); Special 
  Attack Hellfire; Ability Scores +4 Str and Con. 
  Hellfire (Su): Half the damage dealt by a hellfire 
  creature is treated as fire damage, but the other half 
  results directly from divine power and is therefore 
  not subject to being reduced by resistance to fire-
  based attacks. In addition, melee and ranged 
  attacks possessed by the hellfire creature deal +1d6 
  of fire and +1d6 divine damage (increase each by an 
  additional +1d6 for every 5 HD the base creature 
  possesses). 
   
  Herald of Woe (CR 
  Herald of Woe (CR 
  Herald of Woe (CR 
  Herald of Woe (CR ++++1)1)1)1)    
  This creature is a harbinger of ill fortune and doom. 
  Rebuild Rules: Special Defenses doomed fate; 
  Special Attacks perils of woe; Ability Scores 
  Cha +4. 
  Doomed Fate (Su): Three times per day, a herald of woe 
  creature may create a field that alters the outcome 
  of events that happen within it. All creatures within 
  a 100-foot radius of a herald of woe creature must 
  succeed on a Will save (DC 10 +1/2 the herald of 
  woe creature’s HD + its Charisma modifier) or roll 
  two sets of dice for any attack roll, check, or saving 
  throw made while within range of the herald of woe, 
  always taking the lesser result. The herald of woe is 
  immune to this ability. This field lasts for 1 round 
  per HD the herald of woe creature possesses. 
  Perils of Woe: A number of times per day equal to 3 + its 
  Charisma modifier, a herald of woe can, as an 
  immediate action, cause a hazardous condition to 
  affect a single target within 100 ft. This hazard deals 
  1d6 points of damage + 1d6 points of damage per 
  every two Hit Die the herald of woe possess. A 
  successful Reflex save (DC 10+1/2 the herald of 
  woe’s hit dice +its Charisma modifier) results in 
  half damage. The actual damage type is subject to 
  GM determination but the default is often 
  bludgeoning, resulting from something improbably 
  falling from the sky (such as a dead griffon) or a 
  underground explosion (such as caused by the 
  rotting corpse of a purple worm), but it can be as 
  dramatic as a lightning strike from a clear blue sky. 
  If the target of perils of woe has a vulnerability or 
  has regeneration with a damage type that 
  overcomes that regeneration, the damage type dealt 
  by perils of woe becomes that of that creature’s 
  vulnerability or regeneration (damage type). 
   
  Hive 
  Hive 
  Hive 
  Hive Creature (
  Creature (
  Creature (
  Creature (CR 
  CR 
  CR 
  CR ++++2)2)2)2)    
  This creature has become the nest of a swarm of other 
  creatures. A hive creature’s quick rules are the same 
  as its rebuild rules. 
   
   
  Herald of Woe Harpy 
   
  Rebuild Rules: Defensive Abilities self-repair; 
  Weakness vulnerability to water; Special Attack 
  swarm nest; Ability Scores +6 Con. 
  Self-Repair (Ex): A hive creature’s swarms can rebuild 
  the creature’s body structure, effectively healing any 
  hit point damage at a rate equal to the hive 
  creature’s Constitution modifier per round; it loses 
  this ability if it uses all of its uses per day of its 
  swarm nest ability. 
  Swarm Nest (Ex): Hive creatures are constantly 
  surrounded by one swarm (of a singular type 
  chosen at the time the template is applied) that 
  attacks the creature’s enemies. The hive creature 
  can expel another swarm of the same type as a 
  standard action every 1d4 rounds, up to a maximum 
  number of times per day equal one quarter its Hit 
  Dice (minimum of 1), the expelled swarms remain 
  for 1 hour if the hive creature is already surrounded 
  by one swarm. 
  Vulnerability to Water (Ex): Complete immersion in 
  water drowns the hive creature’s swarm and it 
  automatically loses its swarm nest and self-repair 
  abilities for 24 hours, and suffers damage equal to 
  half its normal hit point total (each round it is 
  completely immersed). Ordinary rain does not hurt 
  a hive creature. 
   
  Hoard Creature (CR 
  Hoard Creature (CR 
  Hoard Creature (CR 
  Hoard Creature (CR ++++1)1)1)1)    
  This creature’s avarice is so great that treasure adheres 
  to its body like a second skin. 
  Quick Rules: +2 to attack and damage rolls; +4 to AC 
  and CMD; DR 5/–. 
  
  15 
  Rebuild Rules: AC increase natural armor by 4; CMD 
  +4 racial bonus to sunder; Ability Scores +4 Str , 
  -2 Dex; Feats gains Improved Sunder as a bonus 
  feat even if it does not meet the prerequisites. 
  Absorb Cache (Ex) A hoard creature can absorb any 
  item of perceived worth—be it precious metal, 
  gemstones, artwork, magic items, masterwork 
  items, or a simple carved wooden figure—into its 
  own body. Absorbing treasure repairs any damage 
  the creature has taken at a rate of 1 hit point for 
  every 500 gp-value of treasure. (The hoard creature 
  seeks to absorb treasure even if it is not wounded, 
  however.) If the amount of healing would cause the 
  hoard creature to exceed its full normal hit points, it 
  gains any excess as temporary hit points (maximum 
  equal to double its normal hit point total, duration 1 
  hour). Use of this ability is not an action, and 
  requires no time but magical and attended objects 
  receive a Reflex save (DC 10 + 1/2 the hoard 
  creature’s Hit Dice + its Strength modifier) to 
  negate. Magical items and weapons of at least 
  masterwork value are subject to this effect every 
  time they come into contact with the hoard 
  creature. When performing a sunder attempt,t the 
  hoard creature uses this ability and does not deal 
  damage to the object, unless it is not of at least 
  masterwork quality. 
   
  Hungering Darkness Creature (CR 
  Hungering Darkness Creature (CR 
  Hungering Darkness Creature (CR 
  Hungering Darkness Creature (CR ++++2)2)2)2)    
  The hungering darkness creature has been enveloped in 
  planar rift that appears like a cloud of darkness that 
  contains vicious claws that reach forth to grab at 
  foes. 
  Rebuild Rules: Defensive Abilities hungering; DR 
  5/good; Melee 2 claws (see grasping claws); 
  Special Attack grab (claws), grasping claws, 
  mighty grasp; Ability Scores +4 Str and Con. 
  Grasping Claws (Ex) A hungering darkness creature 
  gains 2 additional claw attacks based on its size 
  (1d4 medium, 1d6 large) If the hungering darkness 
  creature uses a weapon, natural attack, or unarmed 
  attack in the same round as the claw attacks, its 
  normal attacks suffer no additional penalties due to 
  making these claw attacks but the claw attack 
  suffers a –2 penalty. These claws gain the benefit of 
  the creature grab ability. 
  If a grappled creature is drawn into the hungering 
  darkness’s space, it suffers several effects. First, it 
  disappears from view as it enters the utter darkness 
  of the cloud. A creature caught within the 
  hungering dark is partially pulled through a planar 
  rift and exposed to a bizarre, alien realm beyond 
  mortal 
  comprehension. 
  There 
  it 
  suffers 
  unspeakable torments— a mortal mind simply can’t 
  process the sights, sounds, and injuries visited upon 
  it. A creature caught in the hungering darkness’s 
  body suffers 1d4 points of Wisdom damage and 4d6 
  points of damage per round; a successful Will save 
  (DC 10 + 1/2 the hungering darkness’s HD + its 
  Constitution modifier) results in half damage. 
  A foe caught in the hungering dark can use all of the 
  standard options for being in a grapple to attack,  
   
  Hungering Darkness Ettercap 
   
  escape, and so forth. While in the dark’s body, he 
  remains trapped within the rift between worlds. A 
  grapple or Escape Artist check represents his ability 
  to wiggle free. With an armed attack, he hacks at 
  the creature’s essence from the inside. 
  Hungering Dark (Ex): While you can always tell what 
  space a hungering darkness creature occupies, 
  nothing can penetrate the absolute nothingness of 
  its planar rift. Sound, light, energy, and vibrations 
  are absorbed to a point that nothing, not blindsight, 
  tremorsense, lifesense, not even true seeing allows 
  a creature to pinpoint the hungering darkness 
  creature’s appearance or exact location. This 
  otherwise grants the benefits of total concealment 
  (50% miss chance) to the hungering darkness and 
  any creature that occupies its space. A hungering 
  darkness creature ignores the effects of its own 
  hungering dark. 
  Mighty Grasp (Ex): If the hungering darkness creature 
  grapples a foe using the grab special attack, it 
  retains its Dex bonus to AC against creatures not in 
  the grapple. Furthermore, those attacking the 
  hungering darkness who fail to hit it due to its total 
  concealment, automatically strike the grappled foe 
  instead. A victim pulled into the hungering 
  darkness’s space disappears from view and gains 
  the benefit of the creature’s total concealment to all 
  other creatures except the hungering darkness 
  
  16 
  creature. Creatures other than the hungering 
  darkness creature outside the hungering dark or 
  inside it lose line of sight to the victim. 
   
  Hungry Nightmare Creature (CR 
  Hungry Nightmare Creature (CR 
  Hungry Nightmare Creature (CR 
  Hungry Nightmare Creature (CR ++++2)2)2)2)    
  Eyes are the window to the soul—and they are also the 
  conduit by which a hungry nightmare creature 
  feeds. They always have dark, nearly bottomless pits 
  instead of eyes (though this does not hamper their 
  vision). Part of its otherworldly nature is poisonous 
  to most other creatures. A hungry nightmare 
  creature's quick and rebuild rules are the same. 
  Rebuild Rules: Immune ability damage, dream 
  theft*; Special Attacks dream consuming gaze, 
  poison (choose one natural attack); Ability Scores 
  +4 Con and Cha; SQ infested spawn. 
  Dream-Consuming Gaze (Su): 2 points of Intelligence 
  and Charisma damage (or dream theft*), 30 feet, 
  Fortitude (DC 10 + 1/2 the hungry nightmare’s hit 
  dice + its Charisma modifier) negates. 
  *If you are using the Dream Burning rules from Rite 
  Publishing’s Coliseum Morpheuon the subject loses 
  one goal, aspiration, or dream (in that order), as if 
  the hungry nightmare creature had stolen a dream. 
  Poison (Ex): chosen natural attack—injury; save Fort 
  DC 10 + 1/2 the hungry nightmare’s hit dice + its 
  Charisma modifier); frequency 1/round for 6 
  rounds; effect 1d3 Con; cure 2 consecutive saves. 
   
  Iconic Creature (CR 
  Iconic Creature (CR 
  Iconic Creature (CR 
  Iconic Creature (CR ++++1)1)1)1)    
  Some creatures can become a symbol of a deity’s power 
  on earth. 
  Rebuild Rules: Special Attack domain magic; 
  Ability Score +2 Str and Con, +4 Cha; SQ icon of 
  faith. 
  Icon of Faith (Ex): When you apply this template, 
  choose an aspect of a deity’s, ethos’, or cult’s 
  portfolio. The presence of an iconic creature whips 
  the faithful of a deity, ethos, or cult related to that 
  portfolio aspect into a state of religious ecstasy. The 
  faithful gain the benefits of a greater heroism spell 
  while within line of sight of the iconic creature. 
  Domain Magic (Sp): An iconic creature gains the ability 
  to cast spells from a single domain (chosen at the 
  time the template is chosen), which is related to the 
  chosen aspect of a deity’s, ethos’ or cult’s portfolio. 
  This functions as if it were a cleric with a level equal 
  to its Hit Dice if it has a Wisdom score of 8 or 
  higher. Iconic creatures usually employ their 
  magical abilities in accordance with the cult’s, 
  ethos’, or deity’s system of belief. For example, an 
  iconic creature of a bloodthirsty deity with the 
  destruction domain might use its rage domain 
  spell-like ability to whip the faithful into frenzy 
  before battle. 
   
  Ill
  Ill
  Ill
  Ill    Creature
  Creature
  Creature
  Creature    (CR
  (CR
  (CR
  (CR    ----1)1)1)1)    
  This creature is suffering from illness, usually the 
  common cold. This template can only be applied to  
   
   
   
  Iconic Clay Golem of Artifice 
   
  creatures that are not immune to disease. Its quick 
  and rebuild rules are the same. 
  Rebuild Rules: Weakness constant illness. 
  Constant Illness (Ex): The character takes a –2 penalty 
  on all attack rolls, weapon damage rolls, saving 
  throws, skill checks, and ability checks. If a spell or 
  effect would inflict the sickened condition the ill 
  creature suffers a -4 penalty against that spell or 
  effect and it suffers the nauseated instead. 
   
  Impaling Creature (
  Impaling Creature (
  Impaling Creature (
  Impaling Creature (CR 
  CR 
  CR 
  CR ++++1)1)1)1)    
  This creature’s natural armor has formed to create a 
  long, jagged, spear-like protrusion on its body, 
  usually on its forearms (biped), back (quadruped) 
  or sometimes on its chest or even inside its body. 
  This template can only be applied to a creature with 
  the grab special attack. Its quick and rebuild rules 
  are the same. 
  Rebuild Rules: AC increase natural armor by 2; 
  Special Attacks impale; Ability Scores +4 Str, 
  +2 Con. 
  Impale (Ex): If an impaling creature begins its turn with 
  an opponent grappled by its grab ability, it can 
  attempt a new combat maneuver check (as though 
  attempting to pin the opponent). If it succeeds, it 
  impales its prey, and the opponent takes damage 
  equal to the natural attack associated with its grab 
  
  17 
  (except the damage is piercing). The opponent can 
  be up to one size category smaller than the impaling 
  creature. Being impaled causes a creature to take 
  the piercing damage each round. A impaled 
  creature gains the grappled condition, while the 
  creature that did the impaling does not. An impaled 
  creature can try to pull itself off by escaping the 
  grapple (though it still takes 1d6 bleed damage + an 
  additional 1d6 bleed for every 3 HD the impaling 
  creature possesses). 
   
  Kyton
  Kyton
  Kyton
  Kyton----bound Creature (CR 
  bound Creature (CR 
  bound Creature (CR 
  bound Creature (CR ++++1)1)1)1)    
  This creature has one end of a living diabolic chain 
  affixed to its body and soul with the other end 
  attached to a cruel weapon. 
  Rebuild Rules: Defensive Abilities regeneration 
  (equal to Constitution modifier; good weapons and 
  spells, silver weapons); DR 5/silver or good; 
  Immune cold; Reach +5 ft. with barbed chain; 
  Special Attack barbed chain; Ability Scores +4 
  Str, +2 Con; CMB +4 racial bonus to grapple 
  checks. 
  Barbed Chain (Ex): The kyton-bound creature can make 
  an attack that allows it to entangle a foe in its 
  chains. As a move action, it makes a single chain 
  attack against its target. If this attack hits, the chain 
  spins around the target and its barbs inflicts 1d6 + 
  its Strength modifier (increase the die damage by 
  category as the Improved Natural Attack feat for 
  each size category above Medium the base creature 
  possesses). The kyton-bound creature must then 
  make a successful grapple check against the target. 
  The kyton-bound creature gains a bonus to its 
  grapple check equal to the number of points of 
  damage its attack inflicted. If the kyton-bound 
  creature makes the check successfully, the target is 
  entangled (and anchored), the DC to escape the 
  entanglement is the result of the kyton-bound 
  creature’s check due to the barbs being embedded 
  in the target. 
  While the kyton-bound creature has an opponent 
  entangled, it can’t use its chains to attack anyone 
  else. While the kyton-bound creature has a target 
  entangled, it can choose from among the following 
  actions. 
  Inflict Damage: With a successful grapple check as a 
  move action, the kyton-bound creature inflicts its 
  chain damage against the target again. 
  Pull Target: With a successful grapple check as a move 
  action, the kyton-bound creature can pull its 
  entangled victim closer. If the kyton-bound creature 
  wins, it pulls its victim 5 ft. closer to it, plus an 
  additional 5 ft. for each 5 points by which it 
  exceeded the victim’s CMD. 
  Throw Target: With a successful grapple check as a 
  move action, the kyton-bound creature can throw a 
  smaller target through the air. The victim must be 
  at least one size category smaller than the kyton-
  bound creature. If this check succeeds, the kyton-
  bound creature may throw its target in any 
  direction a total distance of 5 ft. plus an additional 5 
  ft. for each 5 points by which it exceeded the  
   
   
  Laughing Beast Krenshar 
   
  victim’s CMD. Thrown characters suffer 1d6 points 
  of damage per square thrown. A victim of this 
  attack is no longer entangled in the kyton-bound 
  creature’s chain—the kyton-bound creature must let 
  go of the victim to throw her. 
   
  Laughing Beast Creature (
  Laughing Beast Creature (
  Laughing Beast Creature (
  Laughing Beast Creature (CR 
  CR 
  CR 
  CR ++++1)1)1)1)    
  The deity or ethos of madness curses some creatures 
  and blesses others. 
  Quick Rules: gains the domain powers of madness as 
  if its level equaled it CR. 
  Rebuild Rules: Special Attack madness domain, 
  maddening laughter; Ability Scores +4 Con and 
  Wis. 
  Maddening Laughter (Su): When a laughing beast 
  creature laughs its cacophonous cackle, all living 
  creatures within a 60-ft. spread must succeed on a 
  Will save (DC 10 +1/2 the laughing beast’s hit dice + 
  its Wisdom modifier) or be affected by hideous 
  laughter (CL equal to the laughing beast’s HD). 
  This is a sonic, mind-affecting charm ability. Those 
  who successfully save are immune to that the 
  maddening laughter for 24 hours. The laughing 
  beast creature is immune to the effect of its own 
  maddening laughter. 
   
  Lavawight Creature (CR
  Lavawight Creature (CR
  Lavawight Creature (CR
  Lavawight Creature (CR    ++++4)4)4)4)    
  This creature is a horrifying blend of negative and fire 
  energies. 
  Rebuild Rules: Type undead (augmented, fire); 
  Senses darkvision 60 ft.; Aura fire (10 ft.); Hit 
  Dice change all of the creature's racial Hit Dice to 
  d8s, all Hit Dice derived from class levels remain 
  unchanged, it uses its Charisma modifier to 
  determine bonus hit points; Defensive Abilities 
  fast healing (equal to the lavawight’s Charisma 
  modifier), 
  channel 
  resistance 
  +2; 
  DR 
  15/bludgeoning and good; Immune cold and 
  undead traits; SR 11 + the lavawight’s CR; 
  Weaknesses 
  vulnerability 
  to 
  cold; 
  Special 
  Attack lifefire spell-like abilities; Ability Scores 
  loses Con, +4 Str +14 Cha. 
  
  18 
  Aura of Cold (Su): Lavawights are surrounded by a 10-
  foot radius of blazing fire. Any creatures within this 
  area during the lavawight’s turn take 1 point of fire 
  damage for every Hit Die the base creature 
  possesses. All creatures of the fire subtype within 
  this area (including the lavawight) are treated as 
  having fast healing (equal to the lavawight’s 
  Charisma modifier). 
  Lifefire (Su): Whenever a lavawight damages a creature 
  with a natural weapon, the wound erupts with 
  tongues of lifefire. For the next 5 rounds, the victim 
  must make a Fortitude saving throw at the start of 
  its turn (DC 10 + 1/2 the lavawight creature’s Hit 
  Dice + its Charisma modifier) or suffer 1 point of 
  damage for every 6 Hit Dice the base creature 
  possesses (minimum 1 point). The lavawight gains 
  temporary hit points (equal to the lavawight’s 
  Charisma modifier) each time the creature fails a 
  saving throw against lifefire. A creature cannot be 
  affected by more than one instance of lifefire at a 
  time. If a victim is slain by lifefire, only blackened 
  ash remains of the victim. Hit points lost to the 
  lifefire never heal naturally and can only be 
  magically restored by a conjuration (healing) spell 
  with a level equal to or greater than half the 
  lavawight’s CR; it also requires a successful caster 
  level check (DC 15+ 1/2 the lavawight’s HD). Fast 
  healing and regeneration are also ineffective against 
  the damage dealt by lifefire. Creatures that can only 
  be killed under specific conditions (such as the 
  tarrasque) are immune to lifefire. 
  Spell-Like Abilities: A lavawight creature with an Int or 
  Wis score of 8 or higher has a cumulative number of 
  spell-like abilities set by its HD. Unless otherwise 
  noted, an ability is usable 1/day. CL equals the 
  creature's HD (or the CL of the base creature's 
  spell-like abilities, whichever is higher). 
   
  HD 
  Ability Scores 
  1–6 
  air walk constant 
  7–8 
  dimension door at will 
  9–10 
  wall of fire at will 
  11–12 flame air at will 
  13–14 greater dispel magic at will 
  15–16 fireball at will 
  17–18 firestorm 3/day 
  19–20 meteor swarm 
   
  Legless Creature (CR 
  Legless Creature (CR 
  Legless Creature (CR 
  Legless Creature (CR ----1)1)1)1)    
  This creature was born without, or has lost the use of, its 
  legs. This template can only be applied to creatures 
  that have a bipedal, quadrupedal, or multipedal 
  base speed, and cannot swim or fly. Its quick and 
  rebuild rules are the same. 
  Rebuild Rules: Speed reduced to 5 ft., it cannot run 
  or charge; Weakness Prone. 
  Prone: This creature is constantly lying on the ground 
  unless propped up somehow. A prone attacker has a 
  –4 penalty on melee attack rolls and cannot use a 
  ranged weapon (except for a crossbow). A prone  
   
   
  Lavawight Rune Giant 
   
  defender gains a +4 bonus to AC against ranged 
  attacks, but takes a –4 penalty to AC against melee 
  attacks. Due to its lack of limbs this creature suffers 
  a -4 penalty to CMD vs. being knocked prone if it 
  has been propped up somehow. 
   
  Lich
  Lich
  Lich
  Lich----Touched Creature (CR 
  Touched Creature (CR 
  Touched Creature (CR 
  Touched Creature (CR ++++1)1)1)1)    
  This creature has been granted a signature power by a 
  powerful lich. 
  Rebuild Rules: Special Attacks paralyzing touch; 
  Ability Scores Cha +4. 
  Paralyzing Touch (Su): Any living creature a lich-
  touched creature hits with its touch attack, 
  unarmed strike, or natural weapons must succeed 
  on a Fortitude save (10 + 1/2 the lich-touched 
  creature's HD + its Charisma modifier) or be 
  permanently paralyzed. Remove paralysis or any 
  spell that can remove a curse can free the victim 
  (see the bestow curse spell description, with a DC 
  equal to the lich's save DC). The effect cannot be 
  dispelled. Anyone paralyzed by a lich seems dead, 
  though a DC 20 Perception check or a DC 15 Heal 
  check reveals that the victim is still alive. 
   
  Locomotion Handicapped Creature 
  Locomotion Handicapped Creature 
  Locomotion Handicapped Creature 
  Locomotion Handicapped Creature     
  (CR 
  (CR 
  (CR 
  (CR ----2)2)2)2)    
  This creature’s limbs have been injured or malformed in 
  such a way as to severely hamper the mobility of the 
  creature. 
  Quick Rules: -4 penalty to initiative, Acrobatics, 
  Climb, Fly, and Swim checks plus Reflex saves and 
  AC; the subject’s speed for all movement types is 
  reduced to 5 ft. 
  Rebuild Rules: Reduce all movement speeds to 5 ft.; 
  Ability Scores: -8 Dex (minimum 1) 
   
  
  19 
  Love
  Love
  Love
  Love----Scorned Creature (CR 
  Scorned Creature (CR 
  Scorned Creature (CR 
  Scorned Creature (CR ++++1)1)1)1)    
  This undead creature is what remains of the soul of a 
  being that died as the result of a tragic romance. A 
  love-scorned  creature’s rebuild rules are the same 
  as its quick rules. 
  Rebuild 
  Rules: 
  Type 
  undead 
  (augmented, 
  incorporeal); Senses darkvision 60 ft.; AC a love-
  scorned creature gains a deflection bonus equal to 
  its Charisma modifier, it loses the base creature's 
  natural armor bonus, as well as all armor and shield 
  bonuses not from force effects or ghost touch items; 
  Hit Dice change all of the creature's racial Hit Dice 
  to d8s, all Hit Dice derived from class levels remain 
  unchanged, a love-scorned creature uses its 
  Charisma modifier to determine bonus hit points; 
  Defensive Abilities 
  channel 
  resistance 
  +4, 
  incorporeal, undead traits; Speed love-scorned 
  creatures lose their previous speeds and gain a fly 
  speed of 30 feet (perfect), unless the base creature 
  has a higher fly speed; Melee and Ranged 
  Attacks a love-scorned creature loses all of the 
  base creature's attacks, if it could wield weapons in 
  life, it can wield ghost touch weapons; Special 
  Attack Charisma drain, gaze; Ability Scores loses 
  Str and Con, +6 Cha. 
  Charisma Drain (Su): The love-scorned died while in 
  the throes of romantic attraction, its touch drains 
  that attraction from others. It gains a touch attack 
  that drains Charisma on a successful hit. On each 
  such successful attack, the love-scorned heals 5 
  points of damage to itself. The amount of Charisma 
  drained is based on the chart below. 
   
  HD 
  Charisma Drained 
  1-2 
  1d2 
  3-4 
  1d3 
  5-6 
  1d4 
  7-8 
  1d6 
  9-10 
  1d8 
  11-12 
  2d4 
  13-14 
  2d6 
  15-16 
  2d8 
  17-18 
  3d6 
  19-20+ 
  3d8 
   
  Gaze (Su) A love-scorned creature has a hateful rage 
  gaze which extends to a range of 30 feet. An 
  opponent that fails its save, Fortitude DC (10 + 1/2 
  the love-scored creature’s Hit Dice + its Charisma 
  modifier), against the love-scorned creature’s 
  hateful gaze believes that its closest friend or lover 
  is a hated enemy. It seeks at once to kill the 
  “enemy,” using the most efficacious means at its 
  disposal. The effect is permanent. The curse 
  bestowed by this effect cannot be dispelled, but it 
  can be removed with break enchantment, limited 
  wish, remove curse, wish, or miracle. In addition, 
  destroying the love-scorned creature removes the 
  curse. 
   
   
      
   
  Love-Scorned Mother and Child 
   
  Magnetic Creature (CR 
  Magnetic Creature (CR 
  Magnetic Creature (CR 
  Magnetic Creature (CR ++++1)1)1)1)    
  Some creatures have a strange power over ferrous 
  metals. 
  Rebuild Rules: Special Defense magnetic bubble, 
  magnetic touch; Ability Scores +2 Con; CMB +4 
  racial bonus; CMD +4 racial bonus. 
  Magnetic Bubble (Su): Any steel or iron brought within 
  80 ft. of the magnetic creature can be pushed away 
  or pulled toward the magnetic creature. Creatures 
  carrying 15 or more pounds of ferrous metal can be 
  pulled toward or pushed away from the creature as 
  if by the pull or push special as an immediate 
  action. Creatures wearing metallic armor suffer a 
  penalty to their CMD to resist the pull/push (–2 for 
  medium armor, –4 for heavy armor). Affected 
  creatures are pulled up to 80 feet and slammed 
  against the magnetic creature for 8d6 points of 
  damage (the magnetic creature suffers half this 
  damage) and gain the pinned condition. Or they are 
  pushed up to the limit of the bubble (80 ft.) and are 
  checked from moving toward the magnetic creature 
  unless they succeed at a Combat Maneuver check 
  against the magnetic creature’s CMD or remove the 
  ferrous metal they possess. Creatures not carrying 
  large amounts of metal but holding metal items in 
  their hands are affected by a disarm maneuver as 
  the items are ripped free. Freeing a stuck item or 
  creature requires a successful grapple check against 
  the magnetic creature’s CMD. 
  Magnetic touch (Su): When a magnetic creature hits a 
  ferrous object (such as a steel armor or shield, 
  touch attack) or is hit by a creature with a ferrous 
  object (such as a steel sword), it becomes 
  overwhelmingly magnetized for 2d4 rounds. A 
  
  20 
  creature wearing metal armor or a shield is 
  entangled while the effect lasts, while a creature 
  using metal weapons takes a –2 penalty on attack 
  and damage rolls (these penalties stack). A 
  successful Reflex saving throw (DC 10 + 1/2 the 
  magnetic creature’s Hit Dice + its Charisma 
  modifier) negates the magnetism effect or a 
  creature can remove or drop the metallic item. 
   
  Mi
  Mi
  Mi
  Missing
  ssing
  ssing
  ssing----Arm Creature (CR 
  Arm Creature (CR 
  Arm Creature (CR 
  Arm Creature (CR ----1)1)1)1)    
  This creature has lost half of its arms on one side of its 
  body and they have not been regenerated. 
  Quick Rules: The creature cannot use two-handed 
  weapons and loses the natural attacks associated 
  with the missing arm(s) such as claw and slam 
  attacks; it also loses the rend special attack; the 
  creature also suffers a -4 penalty to Climb, Disable 
  Device, Sleight of Hand and Swim checks. 
   
  Mist
  Mist
  Mist
  Mist    Hunter
  Hunter
  Hunter
  Hunter    (CR
  (CR
  (CR
  (CR    ++++1)1)1)1)    
  This creature has adapted to effectively attacking its 
  prey in the fog it creates. Its quick rules are the 
  same as its rebuild rules. 
  Rebuild Rules: Senses blindsight 60 ft., darkvision 
  60 ft.; Ability Scores +4 Wis; Skills +4 racial 
  bonus to Perception. 
  Master of Mists (Sp): A mist hunter constantly 
  generates and controls a continuous fog cloud 
  effect; the fog spreads in a 40-foot radius, 20 feet 
  high. A mist hunter can shape this volume as 
  desired as long as no part of the fog extends more 
  than 40 feet past its maximum range. This can 
  prove very useful for putting up a long, thin wall to 
  obscure troops (or make the enemy think it is 
  obscuring troops), or even to make a recognizable 
  shape (such as an arrow pointing out something of 
  note to someone flying overhead). 
   
  Molting
  Molting
  Molting
  Molting    Creature
  Creature
  Creature
  Creature    (CR
  (CR
  (CR
  (CR    ++++2)2)2)2)    
  This creature has a layer of skin that it can shed when it 
  uses teleportation magic. This template can only be 
  applied to living creatures with skin. Its quick and 
  rebuild rules are the same. 
  Rebuild 
  Rules: 
  Special 
  Attacks: 
  shed 
  skin; 
  Abilities +4 Cha; SQ dimension door. 
  Dimension Door (Sp): Can use dimension door 3/day 
  (CL equal to molting creature’s HD). 
  Shed Skin (Su): This ability allows the molting creature 
  to teleport or dimension door out of its own skin, 
  leaving its shed skin behind. The shed skin 
  continues to function, attacking the nearest living 
  creature for another 2d6 rounds or until it is 
  destroyed. A successful DC 15 Perception check by 
  anyone within 10 feet of the animated skin reveals 
  that the molting creature itself is no longer in its 
  now-hollow skin. The animated skin has 2 hit 
  points per HD of the molting creature and the same 
  AC, attack, damage and saves as the molting 
  creature but only one use of its special attacks,  
   
   
   
  Missing-Arm Minotaur 
   
  defensive abilities or special qualities. It also has a 
  construct’s immunities. 
  After using this ability, the molting creature’s natural 
  armor is reduced to 4, as its skin is no longer as 
  thick. The molting creature’s skin grows back to full 
  thickness in 2d6 minutes but it cannot use its shed 
  skin ability again until it has restored its skin. 
   
  Mucus
  Mucus
  Mucus
  Mucus    Creature
  Creature
  Creature
  Creature    (CR
  (CR
  (CR
  (CR    ++++1)1)1)1)    
  This creature is covered in a thick layer of incredibly 
  slippery mucus or slime. 
  Quick Rules: Spell-Like Abilities (CL equal to base 
  creature’s HD) 1/day grease, add +2 to the DC of 
  the save; freedom of movement–constant. 
  Rebuild Rules: Special Attacks slippery curse; 
  Abilities +4 Cha; SQ slippery mucus. 
  Slippery Curse (Su): Natural attack—contact; save Will 
  (DC 10 + 1/2 the mucus creature’s HD + its Cha 
  modifier) negates, frequency instantaneous, effect 
  layer of mucus. The victim covers a creature with a 
  layer of slippery mucus. The victim must make a 
  successful Reflex save (same DC as above) each 
  round or fall. A victim can walk at half normal 
  speed with a successful Acrobatics check (same DC 
  as above). Failure means it can't move that round 
  (and must then make a Reflex save or fall), while 
  failure by 5 or more means it falls (see the 
  Acrobatics skill for details). Victims that do not 
  
  21 
  move on their turn do not need to make this check 
  and are not considered flat-footed. 
  An object wielded or employed by a victim requires its 
  bearer to make a Reflex saving throw to avoid the 
  effect. If the initial saving throw fails, the creature 
  immediately drops any held item. A saving throw 
  must be made in each round that the victim 
  attempts to pick up or use an item. The victim gains 
  a +10 circumstance bonus on Escape Artist checks 
  and combat maneuver checks made to escape a 
  grapple, and to their CMD to avoid being grappled. 
  The curse bestowed by this effect cannot be dispelled, 
  but it can be removed with a break enchantment, 
  limited wish, miracle, remove curse, or wish spell. 
  Slippery Mucus (Ex): The mucus that covers the mucus 
  creature’s body acts as the equivalent of a 
  permanent freedom of movement spell. 
   
  Mystic
  Mystic
  Mystic
  Mystic    Creature
  Creature
  Creature
  Creature    ((((CR 
  CR 
  CR 
  CR ++++2)2)2)2)    
  This being is suffused with supernatural power. 
  Quick Rules: +4 deflection bonus to AC, add +4 to all 
  spell, spell-like, and supernatural DCs; these 
  abilities also gain an additional use per day; +4 
  hp/HD. 
  Rebuild Rules: +4 deflection bonus to AC equal to 
  one-third the base creature’s HD (+1 minimum); 
  Special Defense immunity to magic (spells of a 
  level equal to or greater than half its CR affect it 
  normally); Special Attack spells, spell-like, and 
  supernatural abilities gain an additional use per 
  day; Ability Scores +8 Con and +8 Cha. 
   
  Numinous
  Numinous
  Numinous
  Numinous    Creature
  Creature
  Creature
  Creature    ((((CR 
  CR 
  CR 
  CR ++++2)2)2)2)    
  This creature has been touched, blessed, cursed, or 
  made a pact with some greater power. 
  Quick Rules: +1 to Charisma-based skills and special 
  ability DCs; Immune to sleep, paralysis, and 
  charm spells and effects; SR 11 + 1/2 HD; Special 
  Attack eldritch fire; Spell-Like Abilities 3/day 
  invisibility, dimension door, and telekinesis. 
  Rebuild Rules: Immune to sleep, paralysis, and 
  charm spells and effects; SR 11 + 1/2 HD; Special 
  Attack eldritch fire (see below); Spell-Like 
  Abilities 3/day invisibility, dimension door, and 
  telekinesis; plus choose a number of additional 
  spell-like abilities equal to the base creature’s 
  Charisma bonus, these spells cannot be of a level 
  greater than half the HD of the base creature, the 
  chosen spell-like abilities can each be used 3/day; 
  Ability Scores +2 Charisma. 
  Eldritch Fire (Sp) A number of times per day equal to 
  3 + the base creature’s Charisma bonus, this 
  creature can generate a bolt of raw magical energy 
  (subject to spell resistance) as an immediate action. 
  This bolt is a ranged touch attack with long range 
  (400 ft. + 40 ft./level) that deals 1d6 points of raw 
  magical energy damage plus and 1d6 points of 
  damage per 3 HD the base creature possesses. 
   
   
      
   
  Numinous Dwarven Inquisitor 
   
  Parasite
  Parasite
  Parasite
  Parasite----Ridden Creature (
  Ridden Creature (
  Ridden Creature (
  Ridden Creature (CR 
  CR 
  CR 
  CR ++++1)1)1)1)    
  This creature is infested with a horrific host of parasites 
  from nightmarish depths of the Plane of Dreams. A 
  parasite-ridden creature's quick and rebuild rules 
  are the same. 
  Rebuild 
  Rules: 
  Immune 
  infestation; 
  Special 
  Attacks infest, infested death; Ability Scores Con 
  -2; SQ infested spawn. 
  Infest (Ex): With each successful hit, a parasite-ridden 
  creature leaves behind 1d4 Tiny, white, leech-like 
  creatures in the wound. If left to their own devices, 
  the 
  leeches 
  begin 
  to 
  suck 
  blood 
  (undead, 
  elementals, and constructs are immune), each at a 
  rate of 1 hit point per round, beginning in the round 
  following 
  their 
  infestation. 
  A 
  victim 
  can 
  automatically pluck three leeches per round from 
  an infected wound as a standard action, or five 
  leeches if the victim takes a full-round action to 
  pluck (either way, plucking provokes an attack of 
  opportunity). A plucked leech dies instantly. 
  Infested Death (Ex): When a parasite-ridden is killed, 
  its carcass instantly detonates, spraying its remains 
  in a 20-foot radius. What is most disturbing about 
  the remains is that some of it still lives. These 
  independent, eel-like organs begin to swim through 
  the detritus like a salmon moving upstream, toward 
  living targets. Each living target in the area of 
  infesting death must make 1d4 Fortitude saving 
  throws (each DC 10 +1/2 the parasite-ridden 
  creature’s Hit Dice + its Constitution modifier), 
  simulating the number of eel-like organs that 
  
  22 
  manage to contact and potentially infest the target. 
  Each failed save represents an eel-like organ diving 
  beneath the skin of its target as if the skin were 
  water, leaving nothing behind, but a small pucker. 
  These targets are now considered infested. Organs 
  that do not make contact die and dissolve instantly. 
  An infested target takes 1 point of Constitution damage 
  each round per failed Fortitude save. Infestations 
  can only be cured through specific means; no 
  matter how many saving throws are made, the 
  infestation continues to afflict the target. While a 
  remove disease spell (or similar effect) or a 
  successful Heal check (DC 15 + the parasite-ridden 
  creature’s CR) instantly halts the infestation, 
  immunity to disease offers no protection, as the 
  infestation itself is caused by parasites. 
  Infested Spawn (Su): A parasite-ridden creature can 
  create spawn out of those it slays with infest or 
  infested death. The victim is resurrected from death 
  as a parasite-ridden creature in 1d4 days. 
   
  Phase
  Phase
  Phase
  Phase    Creature
  Creature
  Creature
  Creature    (CR
  (CR
  (CR
  (CR    ++++1)1)1)1)    
  This creature can move back and forth between the 
  Prime Material and the Ethereal plane. 
  A phase creature’s quick rules are the same as its rebuild 
  rules. 
  Rebuild Rules: Senses Darkvision 60ft.; Special 
  Defense ethereal jaunt; Special Attack ethereal 
  ambush. 
  Ethereal Ambush (Ex): A phase creature that attacks 
  foes on the Material Plane in a surprise round can 
  take a full round of actions if it begins the combat 
  by phasing into the Material Plane from the 
  Ethereal Plane. 
  Ethereal Jaunt (Su): A phase creature can shift from the 
  Ethereal Plane to the Material Plane as a free 
  action, and shift back again as a move action (or as 
  part of a move action). The ability is otherwise 
  identical to ethereal jaunt (CL equal to creature’s 
  HD). 
   
  Preternatural
  Preternatural
  Preternatural
  Preternatural    Creature (CR 
  Creature (CR 
  Creature (CR 
  Creature (CR ++++2)2)2)2)    
  Sometimes magic has a will of its own, causing it to 
  manifest in a physical form so as to explore the 
  nature of existence. 
  Quick Rules DR 5/-; SR 15 + base creature’s HD; 
  Special Attacks +1 bonus to damage per 3 HD the 
  base creature possesses (max +5). 
  Rebuild Rules: Senses detect magic (constant, CL 
  equal to HD); Aura unnatural aura (30 ft.); 
  Special Defense absorb magic, DR 20/natural 
  weapons (see below); Weakness vulnerability to 
  natural weapons; Special Attack magic pool; 
  Ability Scores +4 Con and Cha. 
  Absorb Magic (Su): Upon a successful saving throw 
  against a spell, spell-like ability, or supernatural 
  effect, a preternatural creature negates the magic’s 
  effect on the preternatural creature. In addition, it 
  gains a number of points to its magic pool equal to 
  the spell level of the effect (or equal to half the Hit 
  Dice of the effect’s controller if it is a supernatural  
   
   
  Preternatural Hydra 
   
  effect). Effects that affect multiple targets or have 
  an area of effect still function normally against 
  other creatures. 
  Magic Pool (Su): Preternatural creatures gain a reserve 
  of magical pool points equal to their Hit Dice; they 
  can absorb points using their absorb magic ability 
  but the number of points they possess can never 
  exceed their total number of Hit Dice. They can 
  discharge points from their pool in three different 
  ways. 
  •
  As a standard action, the preternatural creature 
  hurls crackling bolts of mystical energy in a 30-foot 
  radius around its body. The bolts deal 1d6 points of 
  damage per point expended from its magic pool to 
  every creature in the area of effect. A successful 
  Reflex save (DC 10 +1/2 the preternatural creature’s 
  hit dice + its Charisma modifier) halves the 
  damage. 
  •
  As a move action, the preternatural creature can 
  heal itself, healing 1d6 points of damage per point 
  expended from its magic pool. 
  •
  As a swift action, the preternatural creature can 
  expend points to gain a morale bonus on its damage 
  rolls for the round equal to the number of points 
  expended, to a (maximum of +5). 
  Vulnerability to Natural Weapons (Ex): Because of the 
  unnatural transformation into their present state, 
  preternatural creatures demonstrate a vulnerability 
  to unarmed strikes, natural weapons, and weapons 
  crafted from organic materials (such as wood). It 
  takes half again as much (+50%) damage as normal 
  from these sources. 
   
  Primordial
  Primordial
  Primordial
  Primordial    Creature
  Creature
  Creature
  Creature    (CR
  (CR
  (CR
  (CR    ++++1)1)1)1)    
  This creature is filled with the power of the wild and 
  untamed forces of the world. 
  Quick Rules: Gains the scent ability; Speed +10 ft. to 
  all forms of movement; +2 on all attack and damage 
  rolls, -2 penalty to all skill checks; +2 to AC and 
  CMD; +1 hp/HD. 
  Rebuild Rules: gains the scent ability; AC increase 
  natural armor by +1; Speed +10 ft. to all forms of 
  
  23 
  movement; Ability Scores +2 Str, Con, Dex, and 
  Wis, -4 Int (minimum 2), -2 Cha; Feats Alertness, 
  Improved Natural Attack for each natural attack 
  form; Skills lose all language skills. 
   
  Pyrrhic
  Pyrrhic
  Pyrrhic
  Pyrrhic    Creature
  Creature
  Creature
  Creature    ((((CR 
  CR 
  CR 
  CR ++++0)0)0)0)    
  This creature has been altered so that when it dies it 
  explodes. Its quick and rebuild rules are the same. 
  Rebuild Rules: Special Attacks pyrrhic victory; 
  Abilities -4 Con. 
  Pyrrhic Victory (Su): When the pyrrhic creature is 
  killed or destroyed all creatures and objects within 
  its radius (5 ft. per HD of the pyrrhic creature) at 
  the time of its death or destruction suffer 5 points of 
  damage per HD the creature possesses, of two 
  damage types chosen at the time the template is 
  applied (for example fire and unholy damage). A 
  successful Reflex save (DC 10 + 1/2 the faceless 
  creature’s HD + its Con modifier) halves the 
  damage. 
   
  Rabid
  Rabid
  Rabid
  Rabid    Creature
  Creature
  Creature
  Creature    (CR
  (CR
  (CR
  (CR    ++++1)1)1)1)    
  Creatures with the rabid template are mentally 
  deranged, via wound, disease, or defect. They are in 
  constant pain and attack anything and everything, 
  destroying objects as readily as they do living 
  creatures. Its quick rules are the same as its rebuild 
  rules. 
  Rebuild Rules: Senses gains scent; Attacks if 
  injured, the rabid creature goes berserk (gaining all 
  the benefits and drawbacks of the barbarian's rage 
  ability); he attacks the nearest creature and 
  continues to fight until unconscious or dead or until 
  no living thing remains within 30 feet. 
   
  Resilient
  Resilient
  Resilient
  Resilient    Creatu
  Creatu
  Creatu
  Creature
  rere
  re    (CR
  (CR
  (CR
  (CR    ++++2)2)2)2)    
  This being can endure an extraordinary amount of 
  punishment. 
  Quick Rules: +5 bonus to all saves; +5 hp/HD; DR 5/–
  ; Resist 5 all energy types. 
  Rebuild 
  Rules: 
  Special 
  Defenses 
  gains 
  a 
  circumstance bonus to all saving throws equal to 
  Constitution modifier; ignores all partial affects 
  upon a successful saving throw; DR 5/– (if the 
  creature possessed 10 or more HD this increases to 
  10/– or 15/– if the creature possesses 15 or more 
  HD); Resist 5 to all energy types (if the creature 
  possessed 10 or more HD this increases to 10 or 20 
  if the creature possess 15 or more HD); Ability 
  Scores +10 Con. 
   
  Riven Magic Creature (CR 
  Riven Magic Creature (CR 
  Riven Magic Creature (CR 
  Riven Magic Creature (CR ++++2)2)2)2)    
  A riven magic creature's quick and rebuild rules are the 
  same. 
  Rebuild Rules: Immune magic; Special Attacks 
  drain spells, break magic item, caster’s bane; 
  Ability Scores +2 Str and Con. 
  Caster’s Bane (Sp): The riven magic creature with an 
  Intelligence or Wisdom score of at least 8 can use  
   
   
  Riven Magic Atomie 
   
  greater dispel magic and detect magic at will, as a 
  standard action, with a caster level equal to its Hit 
  Dice. 
  Drain Spells (Su): Once per round with a touch attack 
  (or as a part of its melee attack), the riven magic 
  creature can drain spells (or spell slots) from a 
  spellcaster. Each touch drains levels of prepared 
  spells or unused spell slots equal the 1/2 the riven 
  magic creature’s CR (minimum 1), starting with the 
  highest-level 
  spells 
  and 
  working 
  down. 
  For 
  example, say a CR 16 riven magic creature touches a 
  sorcerer with a 4th-level spell slot, a 3rd-level slot, 
  two 2nd-level slots, and five 1st-level slots left 
  unused. It drains the 4th- and 3rd level slots, as 
  well as one 1st-level slot. 
  Each drained spell level gives the riven magic creature 5 
  temporary hit points, and every five drained spell 
  levels grants it a +1 bonus to attacks and damage 
  and a +1 dodge bonus to AC (maximum of a +5 
  bonus). These bonuses and temporary hit points 
  last for 1 hour. 
  Break Magic Item (Su): If the riven magic creature 
  touches a magic item (automatic for an unattended 
  item or an item that strikes it, a touch attack against 
  any other attended item), the item must make a 
  caster level check (1d20 + the item’s caster level) 
  with a DC equal to the riven magic creature’s CR. 
  Failure results in the item suffering the broken 
  condition (its hit points are reduced to one less than 
  half its hit point total). 
  Immunity to Magic (Ex): A riven magic creature is 
  immune to any spell or spell-like ability that allows 
  spell resistance. 
   
  Rust
  Rust
  Rust
  Rust    Creature
  Creature
  Creature
  Creature    (CR
  (CR
  (CR
  (CR    ++++1)1)1)1) 
  This creature exists to consume metallic objects. A rust 
  creature’s quick rules are the same as its rebuild 
  rules. 
  
  24 
  Rebuild Rules: Senses darkvision 60 feet, scent 
  metals; Special Attack breath weapon, rust, scent 
  metals. 
  Breath Weapon (Su) Corrodes most metallic objects, 
  cone, 5 ft. plus 5 ft. per size category above Fine, 
  every 1d4+1 rounds. Any metallic object (besides 
  gold, mithral, platinum, and adamantine—see 
  below) that comes into contact with the breath 
  weapon takes half its maximum hp in damage and 
  gains the broken condition—a second attack by the 
  breath weapon destroys the item. The size of the 
  object in question does not alter the speed of this 
  effect. Unattended metal items that are nonmagical 
  receive no save. Held or carried items as well as 
  enchanted items made of metal get a Reflex save (at 
  the carrier’s bonus or the item’s, whichever is 
  higher) to negate the effect (DC 10 + 1/2 the rust 
  creature’s HD + its Constitution modifier). Metals 
  that do not readily corrode (gold, mithral, 
  platinum) are immune. 
  Rust (Su) A rust creature's touch causes any metal object 
  touched to swiftly rust and corrode. The object 
  touched takes half its maximum hp in damage and 
  gains the broken condition—a second hit destroys 
  the item. A rust creature never provokes attacks of 
  opportunity by attempting to strike a weapon with 
  its touch attack. Against creatures made of metal, a 
  rust creature’s touch deals 3d6+5 points of damage. 
  An attended object, any magic object, or a metal 
  creature can attempt a Reflex save (DC 10 + 1/2 the 
  rust creature’s HD + its Constitution modifier) to 
  negate this effect. 
  Scent Metals (Ex) This ability functions much the same 
  as the scent ability, except that the range is 90 feet 
  and the rust creature can only use it to sense metal 
  objects (including creatures wearing or carrying 
  metal objects). 
   
   
   
  Skinned-Hide Werewolf 
   
  Skinned
  Skinned
  Skinned
  Skinned----Hide Creature (
  Hide Creature (
  Hide Creature (
  Hide Creature (CR 
  CR 
  CR 
  CR ++++2) 
  2) 
  2) 
  2)     
  This undead creature is animated skin of a creature 
  which has been turned into nothing but a trophy. 
  A skinned-hide creature’s quick rules are the same as its 
  rebuild rules. 
  Rebuild Rules: Type undead; Senses darkvision 60 
  ft.; Hit Dice: Change all of the creature's racial Hit 
  Dice to d8s, all Hit Dice derived from class levels 
  remain unchanged, use its Charisma modifier to 
  determine bonus hit points; Defensive Abilities 
  undead traits; Special Attack blood drain, engulf; 
  CMB 
  +4 
  racial 
  bonus 
  to 
  grapple 
  combat 
  maneuvers; Ability Scores loses Con, +4 Str and 
  Cha. 
  Blood Drain (Ex) A skinned-hide drains blood at the 
  end of its turn if it is engulfing a foe, inflicting a 
  number of points of Constitution damage based on 
  the chart below. 
   
  HD 
  Constitution 
  Damage 
  1-2 
  1d2 
  3-4 
  1d3 
  5-6 
  1d4 
  7-8 
  1d6 
  9-10 
  1d8 
  11-12 
  2d4 
  13-14 
  2d6 
  15-16 
  2d8 
  17-18 
  3d6 
  19+ 
  3d8 
   
  Engulf (Ex): A skinned-hide creature can try to wrap a 
  creature that is at least one size category smaller 
  than itself in its body as a standard action. The 
  skinned-hide creature attempts a grapple that does 
  not provoke an attack of opportunity. If it wins the 
  grapple check, it establishes a hold and bites the 
  engulfed victim with a +4 bonus on its attack roll (if 
  it possesses a bite). It can still use its other attacks 
  to strike at other targets. Attacks that hit an 
  engulfing skinned-hide creature deal half their 
  damage to the monster and half to the trapped 
  victim. 
   
  Smoke Creature (CR 
  Smoke Creature (CR 
  Smoke Creature (CR 
  Smoke Creature (CR ++++1)1)1)1)    
  A smoke creature resembles other, more normal 
  creatures, from humans to horses to dragons. It is 
  given life, in fact, when certain magics mix with the 
  smoke from such a creature’s pyre, gaining a life of 
  its own. In all other ways, a smoke creature is 
  “born” 
  with 
  the 
  instincts, 
  intelligence, 
  and 
  personality of the creature it mimics. It looks like a 
  smoky version of the base creature. 
  Type air subtype; Senses smoke vision; AC all natural 
  armor becomes deflection; Defensive Abilities 
  smoke form; Speed fly 30 ft. (perfect, unless base 
  creature has higher speed); Special Attacks blind, 
  engulf steal breath; Ability Scores Str -4, Dex +8, 
  Con -2; Skills +10 racial bonus to Stealth. 
  Smoke Form (Su): A smoke creature can switch between 
  its normal form and a gaseous form, similar to the 
  spell of the same name, as a free action, as cast by a 
  7th-level sorcerer. It is insubstantial, smoky, and 
  opaque. It gains DR 10/magic and becomes 
  
  25 
  immune to poison, sneak attacks, and critical hits. 
  It cannot be grappled. It can pass through small 
  holes or narrow openings, even mere cracks. This 
  effect cannot be dispelled. 
  Obscuring Smoke (Ex): Creatures engulfed by a smoke 
  creature have their vision obscured, all sight beyond 
  5 feet, including darkvision, is blocked. Creatures 5 
  feet away (including those that are engulfed) have 
  concealment (attacks by or against them have a 
  20% miss chance). 
  Smoke Vision (Ex) A smoke creature can see perfectly in 
  smoky conditions (such as those created by 
  pyrotechnics). 
  Steal Breath (Ex): If a smoke creature is engulfing an 
  opponent as a standard action, it can attempt to 
  steal the breath of all creatures it currently engulfs. 
  The victims must succeed at a Fortitude save (DC 10 
  + 1/2 the smoke creature’s HD + its Constitution 
  modifier) or the smoke creature steals their breath. 
  In the first round, they fall unconscious (0 hp). In 
  the following round, they drop to –1 hit points and 
  are dying. In the third round, they die from 
  suffocation. Creatures that do not breathe are 
  immune to this attack. 
   
  Spined
  Spined
  Spined
  Spined    Creature
  Creature
  Creature
  Creature    (CR
  (CR
  (CR
  (CR    ++++2)2)2)2)    
  This creature has a massive extension of spines, spikes 
  and barbs. 
  Quick Rules: +4 bonus to AC, +2 to melee attack and 
  damage, +2 hp/HD; Special Attacks spined 
  creatures’ melee attacks deal an additional 1d4 
  points of piecing damage. 
  Rebuild Rules: AC the spined creature’s natural 
  armor increases by +2, Ability Scores +4 Str, Dex, 
  and Con. 
  Pain (Ex) Whenever a creature takes damage from a 
  spined creature’s spikes and barbs attack, or its 
  spined defense, that creature must make a 
  successful Reflex save (DC 10 + 1/2 the spined 
  creature’s HD + its Dexterity modifier) or a spine 
  breaks off in its flesh, causing the target to become 
  sickened until the quill is removed. Removing one 
  barb requires a successful Heal check (DC 10 + the 
  spine creature’s HD + its Dexterity modifier) made 
  as a full-round action. For every 5 by which the 
  check is exceeded, one additional barb can be 
  removed. On a failed check, a quill is still removed, 
  but the process deals 1d4+1 points of damage to the 
  victim. 
  Spikes and Barbs (Ex): When making melee attacks, a 
  spined creature deals an additional 1d4 points of 
  piercing damage and the victim suffers from the 
  spine creature's pain attack. It also deals this same 
  damage and effect when making a successful 
  grapple check and one each when a creature 
  attempts to grapple it. 
  Spined Defense (Ex): Any creature that strikes a spined 
  creature with a non-reach melee weapon, touch 
  attack, unarmed strike, or natural weapon takes 
  1d4+1 points of piercing damage from the spined 
  creature’s barbs and suffers from the spine 
  creature's pain attack. 
   
  Splintering Creature (CR 
  Splintering Creature (CR 
  Splintering Creature (CR 
  Splintering Creature (CR ++++1)1)1)1)    
  Some creatures’ natural defenses imbed themselves in 
  their opponents. This template can only be applied 
  to creatures with a natural armor bonus of +3 or 
  higher. 
  Quick Rules: AC -2; hp +1 hp/hd; Melee natural 
  weapons +1 to attack and damage rolls (bleed 1d6). 
  Rebuild Rules: AC natural armor bonus is reduced by 
  2; Special Attacks splintering; Ability Scores 
  +2 Str and Con. 
  Splintering (Ex): When a splintering creature hits a foe 
  with its natural melee attacks, slivers of its natural 
  armor break off and become wedged in the subject’s 
  body unless they make a successful Reflex save (DC 
  10 + 1/2 the splintering creature’s HD + its 
  Constitution Modifier). Every round that the 
  subject remains active (i.e. doing anything other 
  than sitting still), it sustains 1d6 points of damage 
  for each splinter wedge in its body. Splinters can be 
  removed as a full-round action with a successful 
  Strength check (DC 15 + the splintering creature’s 
  Strength modifier) which deals 1d6 points of 
  damage, or they can be removed harmlessly with a 
  successful heal check (DC 10 + the splinter 
  creature’s HD + its Strength modifier). Failure of 
  this check by 10 or more deals an additional 1d6 
  points of damage. 
   
  Staggered
  Staggered
  Staggered
  Staggered    Creature
  Creature
  Creature
  Creature    (C
  (C
  (C
  (CR
  R
  R
  R    ----2)2)2)2)    
  This creature is suffering from a mental or temporal 
  hindrance that does not allow it to function 
  normally. Its quick and rebuild rules are the same. 
  Rebuild Rules: Weakness staggering hindrance. 
  Staggering Hindrance (Ex): A staggered creature may 
  take a single move action or standard action each 
  round (but not both, nor can he take full-round 
  actions). A staggered creature can still take free, 
  swift, and immediate actions. If this creature suffers 
  nonlethal damage exactly equal to its current hit 
  points, it gains the unconscious condition. 
   
  Stealthy
  Stealthy
  Stealthy
  Stealthy    Creature
  Creature
  Creature
  Creature    (CR
  (CR
  (CR
  (CR    ++++2)2)2)2)    
  This being has the ability to slip by unnoticed and attack 
  from ambush. 
  Quick Rules: sneak attack + 1d6,+4 bonus to attack 
  rolls, AC, CMD, Initiative, Reflex saves and 
  Dexterity-based skill checks. 
  Rebuild Rules: Special Attacks can sneak attack as 
  a rogue of a level equal to half its HD (minimum 
  level 1), Ability Scores +8 Dex; Feats Weapon 
  Finesse; Skills gain Stealth as a class skill with 
  bonus ranks equal to HD. 
   
  Stinger
  Stinger
  Stinger
  Stinger    Creature
  Creature
  Creature
  Creature    (CR
  (CR
  (CR
  (CR    ++++1111))))    
  This creature has gained a power-poisoned barbed tail 
  or stinger. Its quick rules are the same as its rebuild 
  rules. 
  
  26 
  Rebuild Rules: the foul creature gains a tail attack 
  (sting or barbed tail) appropriate for its size (1d3 
  Small, 1d4 Medium, 1d6 Large etc.) if it does not 
  already possess one; if it does, the tail attack 
  becomes barbed dealing an extra 1d4 points of 
  piercing damage; Special Attacks poison; Ability 
  Scores +4 Con. 
  Poison (Ex): Sting or barbed tail—injury; save Fortitude 
  (DC 10 + 1/2 the stinger creature’s HD + its 
  Constitution modifier) ; frequency 1/round for 6 
  rounds; effect 1d4 points of ability damage (a single 
  ability score chosen at the time the template is 
  applied); cure 3 consecutive saves. 
   
  Subterranean
  Subterranean
  Subterranean
  Subterranean Creature (CR 
  Creature (CR 
  Creature (CR 
  Creature (CR ++++1)1)1)1)    
  This being has adapted to living in the mystical 
  underground environment of the dark depths. 
  Quick Rules: climb 30ft.; +4 bonus to AC, CMD, Fort 
  saves, Perception and Stealth checks; +4 hp/HD; 
  SR equal to new CR +11. 
  Rebuild Rules: Speed gain a climb speed equal to 
  base speed; Senses gains darkvision 120 ft. and 
  scent; SR gains SR equal to new CR +11; Ability 
  Scores +8 Dex and Con; Feats Skill Focus 
  (Perception). 
   
  Temporal
  Temporal
  Temporal
  Temporal    Warden
  Warden
  Warden
  Warden    (CR
  (CR
  (CR
  (CR    ++++1)1)1)1)    
  This creature protects the timeline from paradoxes with 
  the power granted him by the deity or ethos of time. 
  Quick Rules: Spell-Like Abilities (CL equal to base 
  creature’s HD) 1/day temporal stasis, add +2 to the 
  DC of the save; 2 hp/HD; +2 on attack and damage 
  rolls. 
  Rebuild Rules: Special Attacks: temporal prison; 
  Abilities +4 Str, Con and Cha. 
  Temporal Prison (Su): Melee attack—injury; save Will 
  (DC 10 + 1/2 the temporal warden’s HD + its Cha 
  modifier), frequency instantaneous, effect temporal 
  prison. This creates an extradimensional prison 
  where it stores a creature in stasis. If the creature 
  holds more than a heavy load, the effect fails. This 
  effect places the subject into a state of suspended 
  animation. For the creature, time ceases to flow, 
  and his condition becomes fixed. The creature 
  grows no older. His bodily functions virtually cease, 
  and no force or effect can harm him. This prison is 
  tied to the temporal warden, so that when the 
  warden dies or dismisses the effect (on a single 
  prisoner), the freed subject(s) appear next to it. This 
  effect is often used on willing subjects granting 
  them mercy rather than death, or to keep a rescued 
  hostage or bystander safe until an escape is made. 
  The curse bestowed by this effect cannot be 
  dispelled, but it can be removed with a break 
  enchantment, limited wish, miracle, remove curse, 
  or wish spell. 
   
  Bear Totem-Bound Sphinx 
   
  Torturer Creature (CR 
  Torturer Creature (CR 
  Torturer Creature (CR 
  Torturer Creature (CR ++++1)1)1)1)    
  This being has the ability to inflict wracking pains with a 
  single touch 
  Quick Rules: a successful touch or melee attack inflicts 
  a symbol of pain (DC 15) upon the victim; +2 bonus 
  to damage rolls; +2 hp per HD 
  Rebuild Rules: Special Attacks chastise; Ability 
  Scores +4 Con and Int; Feats Improved Natural 
  Weapon; Skills gain Intimidate as a class skill with 
  bonus ranks equal to HD. 
  Chastise (Su): A successful touch or melee attack causes 
  your opponent excruciating pain. Victims suffer a 
  circumstance penalty on attack rolls, skill checks, 
  and ability checks equal to half the torturer 
  creature’s hit dice for a duration equal to 1 round 
  per HD the torturer creature possess. In addition, 
  the victim suffers 1d6 points of nonlethal damage 
  each round. A successful Will save (DC 10 +1/2 the 
  torturer creature’s HD + its Constitution modifier) 
  negates the circumstance penalty and halves the 
  damage.
   
  Totem
  Totem
  Totem
  Totem----Bound Creature (CR 
  Bound Creature (CR 
  Bound Creature (CR 
  Bound Creature (CR ++++2)2)2)2)    
  Some creatures are able to draw power for their 
  ritualistic symbolic relationship to another creature. 
  Quick Rules: AC increase natural armor by 4; 
  Defensive Abilities +4 to one saving throw 
  associated with the totem creature; Special 
  Attacks +4 bonus to attack and damage rolls; 
  Skills +4 racial bonus to a skill check associated 
  with the totem creature; SQ animal companion as 
  druid with a level equal to totem-bound creature’s 
  CR. 
   
   
   
  
  27 
  Turncoat Creature (CR 
  Turncoat Creature (CR 
  Turncoat Creature (CR 
  Turncoat Creature (CR ++++0)0)0)0)    
  This being formerly served a divine power but has since 
  changed sides (such as a fallen angel or an atoned 
  demon). The turncoat creature has no rebuild rules. 
  Quick Rules: alignment changes to one dramatic 
  opposite, be that chaos, evil, good, or law, all 
  aligned spell-like abilities, damaged reduction, 
  regeneration and/or auras are changed to their 
  opposite, subtypes also change to reflect this. 
   
  Twin
  Twin
  Twin
  Twin----Bound Creature (CR 
  Bound Creature (CR 
  Bound Creature (CR 
  Bound Creature (CR ++++1)1)1)1)    
  Some creatures have a twin with which they share a 
  supernatural or psychic link. 
  Rebuild Rules: Special Attack death spasm, paired 
  warriors; Ability Scores +4 Wis, +2 Cha; Feats 
  dual tactics; Skills twin minds; SQ twin aid. 
  Death Spasm (Su): If a twin-bound creature’s pair mate 
  dies when the two operate as a linked pair, the 
  surviving twin-bound creature seeks to join it in 
  death. The survivor’s mind, rent to pieces by the 
  death of its pair mate, focuses only on slaying as 
  many opponents as possible and dying in the 
  process. The twin-bound creature gains a +6 bonus 
  to both Strength and Constitution, and it continues 
  to act as normal until it dies or is destroyed as if it 
  possessed the Die Hard feat. The twin-bound 
  creature attacks any non-twin-bound creature in 
  the area and continues to fight until no such foes 
  remain within its line of sight. Even then, it must 
  spend one minute without seeing any non-twin-
  bound creature before the bloodlust passes. 
  Dual Tactics (Su): The two members of the pair function 
  as if they possessed the feats of their pair mate, 
  essentially they have a pool of feats, which they 
  share. If they have a pool of points (such as a ki, 
  grit, arcane pool) they share this pool as well. 
  Paired Warriors (Ex): When a linked pair of twin-
  bound creatures fight together, the two form a unit 
  that operates with greater efficiency than the sum of 
  its parts. A twin-bound creature grants its linked 
  pair mate a +2 bonus to attacks and a +2 dodge 
  bonus to AC. Activating this ability is not an action, 
  and these bonuses persist for 1 round after the pair 
  separates to more than 100 feet of each other. 
  Twin Aid (Ex): A twin-bound creature gains a +5 bonus 
  on any aid another attempts involving its pair mate 
  rather than the standard +2. 
  Twin Minds (Su): A linked pair of twin-bound creatures 
  gains a +5 bonus on Perception checks as long as 
  the two stay within 100 feet of each other. In 
  addition, each member of the pair can see and hear 
  what the other notices. If one member of a pair 
  succeeds at a Perception check, both members 
  succeed. 
   
  Two
  Two
  Two
  Two----Headed
  Headed
  Headed
  Headed    Creature
  Creature
  Creature
  Creature    (CR
  (CR
  (CR
  (CR    ++++2)2)2)2)    
  This creature has a secondary head with its own 
  sentience. 
   
   
   
   
  Twin Cloud Giants 
   
  Quick Rules: +4 bonus to Perception, Special 
  Attacks gain an additional standard action each 
  round. 
  Rebuild Rules: Ability Scores +4 Dex and Wis; 
  Skills +4 racial bonus to Perception. 
  Superior Tw0-Weapon Fighting (Ex): A two-headed 
  creature can fight with two weapons with which it is 
  proficient with one in each hand if it has two hands. 
  Because each of its two heads can control an 
  appendage, the two-headed creature does not take a 
  penalty on attack or damage rolls for attacking with 
  these two weapons. 
  Two Minds (Ex): A two-headed creature has two minds 
  that work well together, allowing it to take an 
  additional standard action each round. Its two 
  minds work together to process information and 
  perform 
  actions 
  with 
  far 
  more 
  speed 
  and 
  coordination than a creature with merely one brain. 
   
  Unhinged
  Unhinged
  Unhinged
  Unhinged    Creature (CR 
  Creature (CR 
  Creature (CR 
  Creature (CR ----3)3)3)3)    
  This creature suffers, is deeply disturbed and completely 
  insane. 
  Rebuild Rules: Immune mind-affecting spells; 
  Weakness insane; Ability Scores -8 Int and Wis. 
  Insane (Ex): An unhinged creature is mentally 
  befuddled and cannot act normally. This insanity is 
  an incurable condition, as the unhinged creature is 
  favored by the deity or ethos of madness. An insane 
  creature cannot tell the difference between friend 
  and foe, so roll randomly to determine how the 
  
  28 
  creature reacts (1-50 foe, 51-100 friend). Once it 
  regards a creature as a friend, it will regard that 
  creature in that manner for the duration of an 
  encounter (a GM can, if he wishes, designate a 
  single creature to always be regarded as a friend). 
  Allies wishing to cast a beneficial spell that requires 
  a touch on an unhinged creature must succeed on a 
  melee touch attack if they are considered foes. If an 
  unhinged creature is attacked, it attacks the 
  creature that last attacked it until that creature is 
  dead or out of sight. 
  If an unhinged creature encounters some form of 
  startling stimuli roll on the following table at the 
  beginning of the unhinged creature's turn, it will act 
  in this manner for the duration of that encounter. 
  Combat itself is a constant stimuli (as is taking any 
  damage) so this roll must be made each round of 
  combat to see what the unhinged creature does in 
  that round. 
   
  d% 
  Behavior 
  01–25 
  Act normally. 
  26–50 
  Do nothing but babble incoherently. 
  51–75 
  Deal 1d8 points of damage + Str modifier to 
  self with item in hand. 
  76–100 
  Attack nearest creature (for this purpose, a 
  familiar counts as part of the subject's 
  self). 
   
  An unhinged creature who can't carry out the indicated 
  action does nothing but babble incoherently. 
  Attackers are not at any special advantage when 
  attacking an unhinged creature. Any unhinged 
  creature who is attacked automatically attacks its 
  attackers on its next turn. Note that an unhinged 
  creature will not make attacks of opportunity 
  against anything that it is not already devoted to 
  attacking (either because of its most recent action 
  or because it has just been attacked). 
   
  Vine Creature (CR 
  Vine Creature (CR 
  Vine Creature (CR 
  Vine Creature (CR ++++1)1)1)1)    
  This creature has a symbiotic relationship with plant 
  life. Its ability to regenerate or heal quickly allows 
  plants to feed off its flesh. In return, the vine 
  creature has developed the ability to manipulate the 
  plants that take root upon its body. In battle, the 
  vine creature uses these plants to entangle and 
  harass its enemies. This template can only be 
  applied to living creatures with fast healing or 
  regeneration. 
  Rebuild Rules: Special Attack grasping vines, 
  verdant tomb; Ability Scores +2 Str, +4 Con. 
  Grasping Vines (Ex): The plants that take root in a vine 
  creature’s body aid it in battle by clinging to the 
  vine creature’s foes and wrapping around their 
  arms, legs, and torso. Each time the vine creature 
  strikes an opponent with a melee attack, the target 
  must make a successful Reflex save (DC 10 + 1/2 
  the vine creature’s Hit Dice + its Constitution 
  modifier) or suffer a –2 penalty to Dexterity and a 
  10-foot penalty to movement. The plants on the  
   
   
  Unhinged Ghast 
   
  vine creature’s body cover the target, hindering his 
  ability to fight and move effectively. This penalty 
  increases with each successful attack. If the target of 
  this ability uses a full-round action to do nothing 
  but tear at the brambles and vines that cling to him, 
  he removes the penalties. 
  Verdant Tomb (Ex): If a victim’s speed drops to 0 due to 
  the vine creature’s grasping vines ability, the target 
  creature becomes rooted in place as a result of the 
  writhing vines that cover him. He can no longer free 
  himself with a full-round action. Instead, he must 
  make a grapple or Escape Artist check (DC equal to 
  the vine creature’s CMD) as a full-round action to 
  wriggle free. Alternatively, he can inflict damage 
  equal to the vine creature’s Strength score to the 
  vines with a small slashing weapon. In addition, the 
  victim’s allies can hack at the vines with slashing 
  weapons, freeing him if they manage to inflict 
  damage upon the vines equal to the vine creature’s 
  Strength score. 
  The trapped creature suffers 2 points of Constitution 
  damage per round as the vines burrow into his 
  flesh, take root in the ground, and feed upon his 
  body. He can make a Fortitude save (DC 10 + 1/2 
  the vine creature’s Hit Dice + its Constitution 
  modifier) for half damage. A creature slain in this 
  manner is reincarnated as a vine creature 1d4 days 
  after its death. 
   
  
  29 
  Walking Fortress Creature (CR 
  Walking Fortress Creature (CR 
  Walking Fortress Creature (CR 
  Walking Fortress Creature (CR ++++3)3)3)3)    
  This creature is a massive representative of its specimen 
  that carries a small fortification affixed to its back; 
  this template can only be applied to a creature with 
  a minimum of 4 legs. 
  Rebuild Rules: Size increase the base creature’s size 
  to Colossal (make all adjustments for size as per 
  monster advancement); Senses darkvision 60 ft., 
  low-light vision; AC natural armor bonus increases 
  to +30 (unless its original natural armor bonus is 
  higher); Defensive Abilities fast healing (equal to 
  Constitution score), impetuous resilience; DR 
  5/good; Immune magic; Special Attack trample 
  (2d8 + 1-1/2 times its Str modifier), superior 
  trample; SQ walking fortress; Ability Scores +10 
  Str and Con. 
  Immunity to Magic (Ex): A walking fortress creature is 
  immune to any spell or spell-like ability that allows 
  spell resistance. 
  Impetuous Resilience (Su): Driven by strong magic and 
  hardy enough to survive countless millennia, a 
  walking fortress creature is too powerful to slay 
  with mere sword blows. Instead, one must climb 
  into the fortress and shut down or subvert its 
  control mechanisms to truly defeat this creature. A 
  walking fortress creature can’t die due to loss of hit 
  points and continues to operate as normal when 
  brought below 0 hit points. As a move action, the 
  walking fortress creature can shake its body to 
  disrupt the actions of everything aboard its body. In 
  this situation, increase all Acrobatics and Climb 
  DCs by 10. Creatures merely standing on the 
  walking fortress creature’s upper works or towers 
  must make Acrobatics checks (DC 10) or fall prone. 
  Scaling a walking fortress creature requires a 
  successful Climb check (DC 25). 
  Superior Trample (Ex): A walking fortress creature can 
  use its trample attack as part of a move action. 
  Normally, a trample attack requires a full-round 
  action. 
  Walking Fortress (Ex): The walking fortress creature is 
  a mobile combat platform, allowing it to carry 
  numerous warriors into battle with ease. While 
  there are a number of unique walking fortress 
  creatures, a standard example has three spires—the 
  forward battle tower, command tower, and rear 
  battle tower. Each spire is outfitted with a light 
  catapult and a ballista. See sidebar for details. 
   
  Sample Fortress
  Sample Fortress
  Sample Fortress
  Sample Fortress    
   
  UPPER WORKS 
  A low metal wall partially surrounds the deck at the top 
  of the walking fortress creature’s back. The wall is 4 
  feet tall, and the deck consists of square slabs of 
  hard grey metal. The wall provides cover and 
  disrupts movement as normal. 
   
  BATTLE TOWERS 
  The fore and rear towers are known as the battle towers, 
  as they often hold soldiers and artillery. A single 
  metal door (hardness 8, 30 hit points, break DC 35) 
  allows entrance. Each tower is 30 feet tall, with the 
  ground floor used as a small barracks and the upper 
  floor a small combat platform. The main chamber 
  includes bunk beds riveted into the walls, with 
  space for eight Medium creatures. A trap door in 
  the floor (Search, DC 15) leads to a small storage 
  area where the crew tucks food, ammunition, and 
  weapons. A metal ladder leads to the roof. 
  The roof area has battlements, a light catapult, and a 
  ballista. Climbing the tower without using the 
  ladder proves difficult, though, as its outer walls are 
  smooth, cool stone (Climb, DC 25). 
   
  CENTRAL TOWER 
  This main structure stands 60 feet tall between the two 
  battle towers. A short flight of stairs set into the 
  tower’s wall allows access to the second floor. The 
  first floor is accessible only through a secret door at 
  the base of the tower (Search, DC 30). The second 
  floor and roof are almost identical to the other two 
  towers’ first floors and roofs, respectively. This 
  tower lacks the hidden storage facility, but a trap 
  door in the second floor (Search, DC 25) leads down 
  to the first floor. 
  The first floor of this tower holds the walking fortress 
  creature’s control mechanism. Mounted on the wall 
  that lines up behind the beast’s neck (or top of its 
  back if it has no neck) is a series of levers, along 
  with a large crystal that shows everything the 
  walking fortress creature can see. Creatures can’t 
  normally control the walking fortress creature with 
  any precision, but they can try to give it a general 
  order that requires a Disable Device check as a 
  standard action to complete. If the walking fortress 
  creature has 0 or fewer hit points, all Disable Device 
  checks made to control it gain a +10 bonus. 
   
  Disable Device 
  Task DC 
  Deactivate/kill the creature 
  40 
  Flee combat area 
  30 
  Attack nearest creatures 
  10 
  Attack nearest specific target 
  20 
  Attack distant specific target 
  30 
  Control movement 
  25 
  Halt all actions 
  30 
   
  Occasionally, a creature emerges who can fully control a 
  walking fortress creature. An NPC with such a 
  talent can appear in the campaign at the GM’s 
  discretion. 
   
   
  War
  War
  War
  War Creature (CR 
  Creature (CR 
  Creature (CR 
  Creature (CR ++++2)2)2)2)    
  This being has been created to exist for nothing but 
  combat and battle. 
  Quick Rules: +10 bonus to AC, +2 to attack and 
  damage rolls, +1d6 fire damage to all attacks, +2 
  hp/HD. 
  Rebuild Rules: Special Defense Gain heavy armor 
  +8 total armor bonus (automatically proficient), 
  Special Attack melee and ranged attacks deal 
  
  30 
  +1d6 of a chosen energy type (add and additional 
  +1d6 for every 5 HD the base creature possesses); 
  Ability Scores +4 Str, Dex, and Con. 
   
  Wh
  Wh
  Wh
  White
  ite
  ite
  ite----Haired Ghoul Creature (
  Haired Ghoul Creature (
  Haired Ghoul Creature (
  Haired Ghoul Creature (++++1)1)1)1)    
  These undead creatures are always clothed in long, 
  white garments and they always have long, white 
  hair. Its quick and rebuild rules are the same. 
  Rebuild Rules: Type undead (augmented); Senses 
  darkvision 60 ft.; Hit Dice Change all of the 
  creature's racial Hit Dice to d8s, all Hit Dice derived 
  from class levels remain unchanged, it uses its 
  Charisma modifier to determine bonus hit points; 
  Defensive Abilities 
  channel 
  resistance 
  +2, 
  rejuvenation; DR 5/slashing; Immune undead 
  traits; Special Attack white-haired magic; Ability 
  Scores loses Con, +4 Str and Cha; SQ living 
  phylactery. 
  White-Haired Magic (Su): A white-haired ghoul can use 
  the fabric of its garments and hair to magically 
  elongate, trap and entangle opponents as a swift 
  action, as if using a rope of entanglement except the 
  DC for the Strength check is 15 plus the white-
  haired ghoul’s Strength modifier, and the Escape 
  Artist DC is equal to 10 +the white-haired ghoul’s 
  HD + its Strength and Dexterity modifiers). 
  Rejuvenation (Su): When a white-haired ghoul is 
  destroyed, its phylactery immediately begins to 
  rebuild the undead creature's body nearby. This 
  process takes 1d10 days—if the body is destroyed 
  before that time passes, the phylactery merely starts 
  the process anew. After this time passes, the ghoul 
  awakens fully healed (albeit without any gear it left 
  behind on its old body), usually with a burning need 
  for revenge against those who previously destroyed 
  it. 
  Living Phylactery (Ex): An integral part of becoming a 
  white-haired ghoul is the creation of a living 
  phylactery in which the creature stores its soul. The 
  only way to get rid of a white-haired ghoul for sure 
  is to destroy its phylactery. Unless its phylactery is 
  located and destroyed, a white-haired ghoul can 
  rejuvenate after it is destroyed. White-haired ghouls 
  usually hide their souls in unwitting, innocent 
  victims using them as living phylacteries. 
  Each white-haired ghoul must create its own living 
  phylactery by performing a ceremony for 8 hours 
  each night between full moon till the next cycle of 
  the full moon, during which time the intended 
  living victim must be bound and helpless on the 
  ceremonial alter. The ceremony costs 120,000 gp to 
  perform due to the rare incense and profane texts 
  that must be obtained and are consumed in the 
  ceremony. 
   
  Winterwight Creature (CR 
  Winterwight Creature (CR 
  Winterwight Creature (CR 
  Winterwight Creature (CR ++++4)4)4)4)    
  This creature is a horrifying blend of negative and cold 
  energies. 
  Rebuild Rules: Type undead (augmented, cold); 
  Senses darkvision 60 ft.; Aura cold (10 ft.); Hit 
  Dice change all of the creature's racial Hit Dice to  
   
   
  White-Haired Ghoul Dryad 
   
  d8s, all Hit Dice derived from class levels remain 
  unchanged, it uses its Charisma modifier to 
  determine bonus hit points; Defensive Abilities 
  fast healing (equal to the winterwight’s Charisma 
  modifier), 
  channel 
  resistance 
  +2; 
  DR 
  15/bludgeoning and good; Immune cold and 
  undead traits; SR 11 + the winterwight’s CR; 
  Weaknesses vulnerability to fire; Special Attack 
  blight fire, spell-like abilities; Ability Scores loses 
  Con, +4 Str +14 Cha. 
  Aura of Cold (Su): Winterwights are surrounded by a 
  10-foot radius of deathly chill. Any creatures within 
  this area during the winterwight’s turn take 1 point 
  of cold damage for every Hit Die the base creature 
  possesses. All creatures of the cold subtype within 
  this area (including the winterwight) are treated as 
  having fast healing (equal to the winterwight’s 
  Charisma modifier). 
  Blightfire (Su): Whenever a winterwight damages a 
  creature with a natural weapon, the wound erupts 
  with tongues of black fire. For the next 5 rounds, 
  the victim must make a Fortitude saving throw at 
  the start of its turn (DC 10 + 1/2 the winterwight 
  creature’s Hit Dice + its Charisma modifier) or take 
  1 point of Constitution drain for every 3 Hit Dice the 
  base creature possesses (minimum 1 point). The 
  winterwight gains temporary hit points (equal to 
  the winterwight’s Charisma modifier) each time the 
  creature fails a saving throw against blightfire. A 
  creature cannot be affected by more than one 
  instance of blightfire at a time. 
  Spell-Like Abilities: A winterwight creature with an Int 
  or Wis score of 8 or higher has a cumulative 
  
  31 
  number of spell-like abilities set by its HD. Unless 
  otherwise noted, an ability is usable 1/day. CL 
  equals the creature's HD (or the CL of the base 
  creature's spell-like abilities, whichever is higher). 
   
  HD 
  Ability Scores 
  1–6 
  air walk constant 
  7–8 
  dimension door at will 
  9–10 
  wall of ice at will 
  11–12 sleet storm at will 
  13–14 greater dispel magic at will 
  15–16 cone of cold at will 
  17–18 polar ray 3/day 
  19–20 control weather 
   
  Wounding Creature (CR 
  Wounding Creature (CR 
  Wounding Creature (CR 
  Wounding Creature (CR ++++2)2)2)2)    
  The injuries inflicted by this creature are extremely 
  difficult to heal. A wounding creature’s quick rules 
  are the same as its rebuild rules. 
  Rebuild Rules: Special Attack Constitution damage, 
  mar, nigh unhealable; 
  Ability Scores +6 Str 
  and Con. 
  Constitution Damage (Ex): 
  Once per round when 
  a wounding creature 
  successfully 
  deals 
  damage to a creature, 
  that creature suffers 1 
  point of Constitution 
  damage; if that attack 
  was a critical hit, it 
  suffers 4 points of 
  Constitution 
  damage 
  instead. 
  Mar (Ex): When the 
  wounding creature 
  could deal damage 
  that would kill an 
  opponent it can 
  instead choose to 
  withhold that damage. 
  If the attack is 
  appropriate (GM’s 
  discretion) it can leave 
  a vicious scar, 
  permanently blind her 
  (or only take one eye), 
  or remove an 
  appendage. 
  Nigh Unhealable (Su): 
  Damage dealt by a 
  wounding creature 
  cannot be healed by 
  natural or 
  supernatural means 
  (including 
  extraordinary, spells, 
  spell-like, and 
  supernatural abilities), 
  unless a specific type of creature under a specific 
  circumstance casts remove curse. These specific 
  requirements are subject to DM adjudication, 
  examples include a creature that is immune to 
  Constitution damage, a creature of the same type as 
  the wounding creature, a creature who has never 
  committed violence, on the dawn of the third day, 
  on the site of the wounding creature’s birth or 
  creation, on holy ground dedicated to the ethos of 
  healing. A Heal, or Knowledge (arcana) check (DC 
  15 + the wounding creature’s CR) can be made to 
  determine this requirement. This is a necromantic 
  curse effect. 
   
   
   
  Wounding Bulette 
   
   
   
   
   
  
  32 
  Template 
  CR Adjustment 
  Cowardly Creature  
  (CR -5) 
   
   
  Afflicted Creature  
  (CR -3) 
  Unhinged Creature  
  (CR -3) 
   
   
  Blinded Creature  
  (CR -2) 
  Broken Construct Creature  
  (CR -2) 
  Locomotion Handicapped 
  Creature  
  (CR -2) 
  Staggered Creature  
  (CR -2) 
   
   
  Burned Out Creature  
  (CR -1) 
  Darkwalker  
  (CR -1) 
  Ill Creature  
  (CR -1) 
  Legless Creature  
  (CR -1) 
  Missing-Arm Creature  
  (CR -1) 
   
   
  Constructed Creature  
  (CR +0) 
  Deafened Creature  
  (CR +0) 
  Pyrrhic Creature  
  (CR +0) 
  Turncoat Creature  
  (CR +0) 
   
   
  Accelerated Creature  
  (CR +1) 
  Adhesive Creature  
  (CR +1) 
  Anathema Creature  
  (CR +1) 
  Carcass Creature  
   
  (CR +1) 
   
  Charming Creature  
  (CR +1) 
  Collapsing Creature  
  (CR +1) 
  Constructed Creature  
  (CR +1*) 
  Cunning Creature  
  (CR +1) 
  Crypt Thing Creature  
  (CR +1) 
  Death-Scavenger Creature 
  (CR +1) 
  Disorienting Creature  
  (CR +1) 
  Divine Creature  
  (CR +1) 
  Eldritch Tentacle Creature  
  (CR +1) 
  Enticing Creature 
   (CR +1) 
  Faceless Creature  
  (CR +1) 
  Fascinating Creature  
  (CR +1) 
  Foul Creature  
  (CR +1) 
  Frozen Corpse Creature  
  (CR +1) 
  Glassilisk Creature  
  (CR +1) 
  Gnawing Creature  
  (CR +1) 
  Green Guardian  
  (CR +1) 
  Hellfire Creature  
  (CR +1) 
  Herald of Woe  
  (CR +1) 
  Hoard Creature  
  (CR +1) 
  Iconic Creature  
  (CR +1) 
  Impaling Creature  
  (CR +1) 
  Kyton-bound Creature  
  (CR +1) 
  Laughing Beast Creature  
  (CR +1) 
  Lich-Touched Creature  
  (CR +1) 
  Love-Scorned Creature  
  (CR +1) 
  Magnetic Creature  
  (CR +1) 
  Mist Hunter  
  (CR +1) 
  Mucus Creature  
  (CR +1) 
  Parasite-Ridden Creature  
  (CR +1) 
  Phase Creature  
  (CR +1) 
  Primordial Creature  
  (CR +1) 
  Rabid Creature  
  (CR +1) 
  Rust Creature  
  (CR +1) 
  Smoke Creature  
  (CR +1) 
  Template 
  CR Adjustment 
  Splintering Creature  
  (CR +1) 
  Stinger Creature  
  (CR +1) 
  Subterranean Creature  
  (CR +1) 
  Temporal Warden  
  (CR +1) 
  Torturer Creature  
  (CR +1) 
  Twin-Bound Creature  
  (CR +1) 
  Vine Creature  
  (CR +1) 
  White-Haired Ghoul Creature  
  (CR +1) 
   
   
  Apex Predator Creature  
  (CR +2) 
  Ashen Remains Creature  
  (CR +2) 
  Banshee Creature  
  (CR +2) 
  Beyondling Creature  
  (CR +2) 
  Blind Seer Creature  
  (CR +2) 
  Bloodshackle Creature  
  (CR +2) 
  Combat Clairvoyant Creature  
  (CR +2) 
  Deep Exile  
  (CR +2) 
  Divine Furnace Creature  
  (CR +2) 
  Executioner Creature  
  (CR +2) 
  Grim Reaper Creature  
  (CR +2) 
  Hive Creature  
  (CR +2) 
  Hungering Darkness Creature  
  (CR +2) 
  Hungry Nightmare Creature  
  (CR +2) 
  Molting Creature 
  (CR +2) 
  Mystic Creature  
  (CR +2) 
  Numinous Creature  
  (CR +2) 
  Preternatural Creature  
  (CR +2) 
  Resilient Creature  
  (CR +2) 
  Riven Magic Creature  
  (CR +2) 
  Skinned-Hide Creature  
  (CR +2)  
  Spined Creature  
  (CR +2) 
  Stealthy Creature  
  (CR +2) 
  Totem-Bound Creature  
  (CR +2) 
  Two-Headed Creature  
  (CR +2) 
  War Creature  
  (CR +2) 
  Wounding Creature  
  (CR +2) 
   
   
  Adaptable Creature  
  (CR +3) 
  Walking Fortress Creature  
  (CR +3) 
   
   
  Lavawight Creature  
  (CR +4) 
  Winterwight Creature  
  (CR +4) 
   
   
  *If hardness is 8 or higher 
   
  
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000–2005, Wizards of the Coast, Inc. d20 
  System Reference Document Copyright 
  2000-2005, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip 
  Williams, Rich Baker, Andy Collins, David 
  Noonan, Rich Redman, and Bruce R. Cordell, based on original material by E. Gary 
  Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights 
  reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on 
  original content from TSR. 
  Monte Cook’s Arcana Evolved Copyright 2005 Monte J. Cook. All rights reserved.  
  The Complete Book of Eldritch MightCopyright 2004 Monte J. Cook. All rights 
  reserved.  
  The Book of Hallowed Might Copyright 2003–2004 Monte J. Cook. All rights 
  reserved. 
  Monster’s Handbook Copyright 2002 All Rights Reserved Author: Mike Mearls.  
  Heroines, Copyright 2003, Mongoose Publishing 
  Heroes, Copyright 2003, Mongoose Publishing 
  Primal Feats, Copyright 2004, Bloodstone Press. 
  Anger of Angels ©2003 Sean K Reynolds. 
  All rights reserved. Path of the Magi ©2002 Citizen Games/Troll Lord Games. 
  Skreyn’s Register: The Bonds of Magic ©2002 Sean K Reynolds. 
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  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. 
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik 
  Mona, Chris Pramas, Robert J. Schwalb. 
  The Iron Heroes Bestiary Copyright 2005–2006 Monte J. Cook. All rights reserved 
  Author Mike Mearls.  
  Pathfinder Adventure Path #48: Shadows of Gallowspire. © 2011, Paizo Publishing, 
  LLC; Author: Brandon Hodge. 
   
  101 Not Simple Monster Templates Copyright 2011 Steven D. Russell; Author 
  Steven D. Russell  
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rite Publishing/101 Series/101 Not So Simple Monster Templates.pdf