Freeport Bestiary PDF
Freeport Bestiary PDF
Freeport Bestiary PDF
Design & Writing: Sam Hing, Robert H. Hudson, Jr., Alexander Marlowe,
Sean O’Connor, Owen K.C. Stephens, and Mike Welham
Development: Owen K.C. Stephens and Christina Stiles
Additional Material: Stephen Hmiel, Sean O’Connor, Lj Stephens, Evan Sass, and Barry Wilson
Editing: Gwen Baker and Lj Stephens
Graphic Design and Art Direction: Hal Mangold
Interior Art: Jesús Blones, Victor Corbella, Biagio D’Alessandro, Ivan Dixon, Britt Martin,
Victor Leza Moreno, Mharaid Morrison, Bryan Syme, Andrey Vasilchenko, Damon Westenhofer
Cover Art: E.M. Gist
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Reference to other copyrighted material in no way constitutes
the compatibility license.
a challenge to the respective copyright holders of that material.
Freeport: The City of Adventure, Green Ronin, and their associated Printed in USA
logos are trademarks of Green Ronin Publishing, LLC.
Compatibility with the Pathfinder Roleplaying Game requires the Green Ronin Publishing
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Table of Contents
“Serpent people? T hey’re the least of our troubles, son. T he Serpent’s Teeth are home to all
sorts of terrifying monsters. All of which are in need of killin’, if ya ask me.”
—Captain Sylus Crant, Captain of the Midwife
W
elcome to the Freeport Bestiary! Within these pages you’ll find all manner of terrors and threats
designed for use with the Pathfinder Roleplaying Game and the setting described in Freeport: City of
Adventure. While all the creatures described in the Pathfinder Roleplaying Game Bestiary and its sequels,
and all the monsters presented here can be easily used in any campaign setting using the Pathfinder
Roleplaying Game Core Rulebook, this book is designed to present monsters perfect for use in your Freeport games.
The Serpent’s Teeth and Continent host a disturbing assortment of creatures, from vicious demons to shuddering
abominations. This book expands your monstrous options, presenting a catalog of foes and friends to use in your
Freeport adventures and beyond.
While each monster is a unique creature, many possess similar special attacks, defenses, and qualities. Unique abilities
are described below the monster’s stat block. Many abilities common to several monsters appear in the universal
monster rules at the end of the book. If a monster’s listed special ability does not appear in its description, you’ll find
it there.
Each monster description on the following pages is presented in the same format, split into three specific areas:
Introduction, Stat Block, and Description.
large bodies of water, they’ll be at a disadvantage when and should be treated as far more fluid than numerical
facing aquatic foes in their own environment. Fighting off ratings such as AC and hp. The alignments listed for
sharks circling a ship isn’t likely to be overwhelming, but each monster in this book represent the norm for those
if characters are left adrift after their ship sinks, fighting monsters that are encountered as antagonists, and are
those same sharks may prove extremely difficult. provided as quick shorthand for how such creatures
are likely to think and react during a typical encounter.
XP However, they can vary as you require them to in order
These are the total experience points that PCs earn for to serve the needs of your campaign. Neither the GM
defeating the monster (divided among all the PCs that nor the players should assume all living encrustations
participate). are chaotic and evil just because that monster’s entry
notes “CE.” Aberrations are strange creatures with alien
Race, Class, and Level intelligences, but they are no more beholden to a single
philosophy or life path.
Some monsters do not possess racial Hit Dice and are Only in the case of relatively unintelligent monsters
instead defined by their class levels. For these monsters, (creatures with an Intelligence of 2 or lower are almost
their race, class, and level appear here. Unless otherwise never anything other than neutral), creatures with an
noted, the first class listed is the class chosen by the alignment descriptor as a subtype (such as creatures that
monster as its favored class.
have “evil” in parenthesis after their type listing), and planar
Alignment monsters (elementals and outsiders with alignments other
than those listed are unusual and typically outcasts from
As with most uses of alignment, the alignment value their kind) should the listed alignment be considered
presented here is a guideline rather than an absolute rule, typical, rather than a guideline.
Defensive Abilities/DR/Immune/Resist/SR If the creature can actually cast spells, its caster level is
indicated here, followed by the spells it knows or typically
This entry lists all of the creature’s unusual defensive has prepared. Unless otherwise indicated, a spellcasting
abilities. Damage reduction, immunities, resistances, and creature does not receive any of a spellcasting class’s other
spell resistance are called out separately as necessary. abilities, such as a cleric’s ability to spontaneously convert
prepared spells to cure or inflict spells. If a creature is actually a Large orc that has been cursed to never die
listed as actually having levels in a class, it automatically of old age, and it’s simply grown bigger and bigger over
receives all of that class’s features. the decades, which gave it the madness point needed to
qualify for Wild Swings. As long as you don’t increase a
Ability Scores monster’s total number of skills, this is unlikely to adjust
its CR.
The creature’s ability scores are listed here. Unless
otherwise indicated, a creature’s ability scores represent Skills
the baseline of its racial modifiers applied to scores of 10
or 11. Creatures with NPC class levels have stats in the The creature’s skills are listed here. Racial modifiers to
standard array (13, 12, 11, 10, 9, 8), while creatures with skills are indicated at the end of this entry. For creatures
heroic class levels have the elite array (15, 14, 13, 12, 10, without class level, their class skills are determined by
8); in both cases, the creature’s ability score modifiers are their type. Like feats, skill allocation can be adjusted to
listed at the end of its description. customize monsters without affecting their CRs.
A creature without heroic class levels can become a
more significant threat by increasing its ability scores to Languages
the heroic array. Increase its ability scores in order from
These are the languages most commonly spoken by the
highest to lowest by +2, +2, +2, +2, +1, +0, and increase
creature. For unusual creatures, you can swap out the
its gear to match the wealth by level of a non-player
languages known for other choices as needed. A creature
character with a level equal to its CR +1 (see Chapter 14
with a higher-than-normal Intelligence score receives the
of the Pathfinder Roleplaying Game Core Rulebook). This
appropriate number of bonus languages.
isn’t generally enough to increase its CR, though if you
also increase its hp by +50%, grant it +1 CR. SQ
Base Atk/CMB/CMD Special qualities possessed by the creature, if any, are
listed here.
These values give the creature’s base attack, its Combat
Maneuver Bonus, and its Combat Maneuver Defense Environment
score.
The regions and climates in which the creature is typically
Feats encountered are listed here. In most cases a creature’s
environment is only relevant when deciding what
The creature’s feats are listed here. A bonus feat is creatures to place in an encounter, though it can also help
indicated with a superscript “B.” you determine if a given area qualifies as a specific terrain
One good way to customize monsters is to change for the ranger’s favored terrain class feature and similar
their feat selection. This can be especially helpful in class abilities. This applies to creatures from other bestiary
making monsters from other sources feel more like books as well, and can be a useful way to decide what
creatures native to the Freeport setting by swapping out creatures to combine on some new island the PCs sail to.
existing feats for those from Freeport: City of Adventures. Each terrain is discussed briefly below.
A hill giant may be from any campaign, but a hill giant
that’s been driven a little mad and has Unsettling Visage • Any: This indicates the creature is widespread
and Wild Swings (FCoA p. 424) is more in keeping with enough it’s likely to be encountered in any kind of
the slight horror tone of Freeport. Don’t worry too much environment except extremes such as volcanos.
about prerequisites—you’re the GM! It’s a good idea • Aquatic/Water: This includes any freshwater or
not to give creatures feats with class level prerequisites, saltwater body of water such as lakes, rivers, and seas,
or base attack bonus prerequisites, that they don’t and generally counts as the underwater terrain for the
meet—those may be too powerful or specific to be a ranger favored terrain class feature.
good match—but the fact that only orcs and trolls are
supposed to have Unsettling Visage shouldn’t keep you • Bog/Marsh/Swamp: This includes anyplace where
from adding it to a hill giant if that makes sense for land includes a lot of water saturation, and all such
your game. You can even use such prerequisites to make areas generally counting as the swamp terrain for the
a monster more interesting—perhaps the hill giant is ranger favored terrain class feature.
• City/Urban: This refers to any inhabited settlement • Ocean/Sea: This terrain is for aquatic creatures only
primarily made of constructed structures, and found in large bodies of saltwater. It generally counts
generally counts as the urban terrain for the ranger as the underwater terrain for the ranger favored
favored terrain class feature. Creatures found primarily terrain class feature.
in city/urban areas can be found in nearby wilds, or
recent ruins, or anyplace displaced citizens of the city • Plains: Plains are usually very flat with little tall
might end up (often including sailing ships). vegetation, though they may be filled with thick, lush
grasslands. This generally matches the plains terrain
• Coastal/Coastline: This is for creatures most likely to
for the ranger favored terrain class feature.
be found on land near a large body of water, including
lakes and oceans. However the area itself is generally • River/Lakes: This terrain is for aquatic creatures only
treated as being of the same type as the surrounding found in bodies of fresh water. It may also count as
land area for the ranger favored terrain class feature. the underwater terrain for the ranger favored terrain
class feature.
• Cold: This represents creatures found in very cold
examples of the given terrain, such as arctic deserts • Underground or Ruins: This indicates the
or mountains, glaciers, snow, and tundra. Regardless creature lives someplace with little exposure to
of the terrain, if it is currently near or below freezing, the open sky, that is not heavily inhabited, such as
it generally qualifies as the cold terrain for the ranger a city. This includes caves, dungeons, tunnels, and
favored terrain class feature. ruined buildings. Any of these that are actually
• Desert: This represents areas with very low rainfall underground, as well as those ruins intact enough
and few open bodies of water, and generally counts as to cut off sightlines from the outside, may qualify
the desert terrain for the ranger favored terrain class as the underground terrain for the favored terrain
feature. ranger class feature. Ruins that are more open or
little more than a few walls and columns with no
• Extraplanar: This is for creatures found anyplace roof may still have creatures found in ruins, but are
other than the Material Plane (Freeport and the more likely to count as the surrounding terrain for
Continent). Normally extraplanar locations are only purposes of favored terrain.
reached through the coils of Yig or through spells,
and each counts as a specific plane for the ranger Organization
favored terrain class feature.
This lists how the creature is organized, including number
• Forest: This refers to both cold and temperate heavily
ranges as appropriate. These are guidelines to help
wooded areas, typically characterized by coniferous
determine how to use each monster, but you can change
and/or deciduous trees. This generally counts as the
this as needed for your campaign.
forest terrain for the ranger favored terrain class
feature. Treasure
• Hills: This represents terrain with very little flat space, The exact value of the creature’s treasure depends on
but not generally as impassable as true mountains. if you’re running a game using slow, medium, or fast
This can be treated as the mountains terrain for
experience point charts, as summarized on the table
the range favored terrain class feature, but may also
“Treasure Values per Encounter” in Chapter 12 of the
qualify as desert (such as rocky sand dunes) or forest
Pathfinder Roleplaying Game Core Rulebook. In cases
(if heavily wooded).
where a creature has specific magical gear assigned to it,
• Jungle: This represents warm and wet wooded areas, the assumption is you are using the medium experience
and generally counts as the jungle terrain for the point chart—if you play a fast or slow game, you’ll want
ranger favored terrain class feature. to adjust the monster’s gear as appropriate.
• Mountains: Mountains are terrain so rocky they can’t • Standard treasure indicates that the total value of
be traversed without climbing or finding a pass, and the creature’s treasure is that of a CR equal to the
generally count as the mountain terrain for the ranger average party level, as listed on the “Treasure Values
favored terrain class feature. per Encounter” table.
• Double or triple treasure indicates the creature has DC of 10 + the creature’s CR, and for every 5 a check
double or triple this standard value. “Incidental” exceeds that, the character learns one additional piece
indicates the creature has half this standard value, and of information. The provided lore results are suggestions
then only within the confines of its lair. on what to reveal to a player who makes the appropriate
check at a given DC, but you can reveal more or less
• None indicates that the creature normally has no information, or present additional facts gained in a
treasure (as is typical for an unintelligent creature different order, as you prefer.
that has no real lair, although such creatures are often
used to guard treasures of varying amounts). Society and Culture
• NPC gear indicates the monster has treasure as normal The creatures in this book are more than a list of things to
for an NPC of a level equal to the monster’s CR. be killed. They represent potential elements of a campaign
world, and may be used to instill a sense of wonder into
Special Abilities explorers, provide roleplaying opportunities for diplomats
and religious missionaries, offer challenges to be avoided
Any of the creature’s more unique special abilities are
for scouts, and offer potential allies to kingdom builders.
detailed in full here. An ability not defined within the
To help make each creature more than a set of numbers,
monster’s stat block entry is likely found in the universal
a rough sense of culture and society is provided for
monster rules at the back of this book (see page 167).
those creatures that exist as more than mindless killing
machines (and in some cases even those). This can help
Description spark your imagination and give you a sense of what the
creatures are doing when PCs aren’t wandering around
Here you’ll find information on how the monster fits into near them.
the world, notes on its ecology and society, and other bits
of useful lore and flavor that will help you breathe life into Construction
the creature when your PCs encounter it. Some monsters
have additional sections that cover variant creatures, notes Some creatures of the construct type can literally be
on using the monsters as PCs, methods of constructing created with the right rituals, spells, skills, and materials.
the creature, and so on. The requirements for such construction are included in
this section, where appropriate.
Tactics
Uses
This section provides some short, basic notes on how the
creature fights. These are guidelines to make your job as If a creature has noteworthy uses–such as being able to
GM easier, not hard rules. The more intelligent a creature be turned into useful alchemical substances after death
is the more likely it is to adapt to the ever-changing chaos or having anatomy that can craft weapons or armor–the
of combat, and you should feel free to adjust anything to details of that option are provided in the uses section.
match the needs of your campaign. As a GM you can make gaining such materials easy, and
count it against the creature’s treasure value, or turn the
Encounters quest to create such items adventures in their own right.
It isn’t always easy to see how PCs might encounter a Advanced Version
monster, and this section provides suggestions to help you
come up with interesting possible encounters. Often a more potent version of a monster is needed, and
this entry gives some guidance on how to create them.
Lore Advanced monsters may serve as leaders or champions
of a community, ancient horrors older than any others
Each Lore sidebar outlines what Knowledge skill is of their kind, or just typical challenges for higher-level
needed to identify a creature, and gives information PCs. In addition to these suggestions, you can adjust both
you can choose to reveal to the PCs based on how high the powers and themes of any of these creatures with the
their Knowledge skill check is. In general, identifying a hundreds of templates available in the Advanced Bestiary,
creature and its creature type (and subtypes, if any) is a also available from Green Ronin!
N
early all the creatures found in these pages can
be encountered in, under, or near the city of Binaye-Ahani
Freeport itself. In many cases such encounters
would involve running into the creature far
from its home, but there are many reasons people T his dual-torsoed creature shambles forward on a
and monsters travel to Freeport. Any creature capable of tripod of legs, hefting two large-bladed spears with
advanced thought and planning may be drawn to Freeport practiced ease. Its large eyes glitter menacingly.
as an ancient place of power and history. A werewalrus
may be far from home when it finally reaches Freeport,
Binaye-Ahani are strange creatures, with a odd body
but it can be as motivated by greed, passion, or madness as
configuration consisting of two torsos attached to a single
easily as any human. Such creatures can have agendas and
waist.
plans that make them sophisticated adversaries. Other
creatures are more likely to be brought to the city by those
with nefarious plans. A kheppi is unlikely to wander into Tactics
Freeport on its own, but could easily be transported there
as part of a fell ceremony designed to bring on an eclipse, Binaye-ahani work well together, and bands of them
as an example. often take teamwork feats to enhance their skills. They
The Freeport Bestiary can also be used to populate the fight intelligently, preferring ambush tactics, and using
seas and islands around Freeport or even the lands of slaves to fight for them.
the Continent. This allows you to introduce strange new
monsters your players won’t recognize, but which still Encounters
match the City of Adventure’s unique blend of fantasy,
high seas, adventure, and horror. You can even update a Binaye-ahani commoners are not combatants, and defend
typical adventure to feel more “Freeport-y” by replacing themselves to the best of their ability with their evil eyes.
its typical encounters with CR-appropriate selections Most people encounter binaye-ahani with class levels,
from this book. often explorers or slave takers.
ECOLOGY
BINAYE-AHANI CR 3 • XP 800
Environment temperate any land
LE Medium Aberration Organization solitary, pair, band (3-12)
Init +0; Senses darkvision 60 ft.; Perception +13 Treasure standard (hide armor, 2 wooden shields, other gear)
DEFENSE SPECIAL ABILITIES
AC 16; touch 10, flat-footed 22 (+14 natural, -2 size) Evil Eye (Su): Once per day, each head of a binaye-ahani
hp 26 (4d8+8) may use the evil eye hex as a witch of a level equal to its HD.
Fort +3, Ref +1, Will +6 Superior Two-Weapon Fighting (Ex): Because each
of its two heads controls a pair of arms, a binaye-ahani
OFFENSE does not take a penalty on attack or damage rolls for
Speed 20 ft. attacking with two weapons.
Melee 2 spears +2 (1d6) Two Souls (Ex): A binaye-ahani is two separate beings
merged into a single body. Each torso gets a separate set
Special Attacks evil eye, superior two-weapon fighting of actions each initiative, although the binaye-ahani may
STATISTICS still only move once per round. Mind affecting spells that
can target only one creature fail to effect a binaye-ahani,
Str 11, Dex 11, Con 14, Int 10, Wis 14, Cha 19 leaving it confused for 1d4 rounds instead if the targeted
Base Atk +3; CMB +2; CMD 12, +17 vs trip head fails its save. A mind affecting spell that can target
Feats Ability Focus (evil eye), Skill Focus (Craft: alchemy) multiple creatures may affect a binaye-ahani normally if
both minds fail their saves; if one succeeds it is confused
Skills Craft (alchemy) +6, Intimidate +10, Knowledge as stated above. If one half torso is slain by a death effect
(arcane) +6, Perception +13, Survival +9; +4 racial bonus or similar ability, the creature must make a Fortitude save
to Perception vs massive damage with a DC equal to 10 + the spell level
Languages Aklo, Common + the caster’s ability bonus. Even if the save is successful,
SQ two souls, undersized arms the binaye-ahani takes 1 point on Constitution drain every
day until the torso is restored to life or it dies.
Undersized Arms (Ex): A binaye-ahani has
child sized arms, giving it a -4 penalty on
attack rolls with weapons such as daggers
and shortswords.
Ecology Blemmyae
Binaye-ahani live in small communities, farming and
hunting. They prefer to use slaves to do the actual labor, A naked, club-wielding savage, headless, but with a
and are rarely on good terms with any other humanoids in massive face in the center of its broad torso charges
their area. They use advanced group tactics and well-hidden forward, shrieking horrifically.
homes to compensate for their generally lesser numbers.
Characters with ranks in Knowledge (nature) can learn
more about the binaye-ahani with successful skill checks. A blemmyae is a strange sentient found on remote islands
far from the trade routes of the known world.
Binaye-ahani Lore Tactics
DC Result
13
Binaye-ahani are strange, humanoids with dual- Blemmyaes are savage and unpredictable, attacking their
bodies. This result reveals all aberration traits. foes with little regard for themselves. They charge into the
18
A binaye-ahani’s two bodies each possess their thickest concentration of foes and flail about with their
own personality and often abilities and skills.
greatclubs, using Power Attack to deal incredible damage.
The baleful gaze of a binaye-ahani’s heads can A blemmyae that takes 5 or more points of damage looses
23
devour the luck of its target.
a scream of rage to scatter its opponents. Blemmyae only
fight to the death when their young are threatened.
Physical Characteristics
Binaye-ahani possess rough features, slightly oversized
Encounters
eyes, and jagged teeth. Their limbs seem only half
Blemmyaes gather in small hunting parties of three to
formed, with short, stubby arms, and a trio of stout legs
six individuals. Preceding these groups is a scout who
supporting their body.
ranges ahead to find prey. If the scout discovers intruders,
it launches forward to attack, using its scream of rage
Society and Culture ability to alert its allies, who arrive in 1d4+2 rounds.
Blemmyae are uncomplicated warriors, using Power
Most binaye-ahani have a natural affinity to arcane magic, Attack to pulp their foes. They are keenly aware of their
and easily become sorcerers or witches. They have no gods limitations and so fight in pairs to prevent opponents
of their own, but may adapt the religions of races that they from taking advantage of their poor peripheral vision.
meet—or take as slaves. Any divinity that promises to
elevate them beyond their self-loathing gains their fanatical
devotion. They have a strict hierarchy: the less powerful
Ecology
serve, while plotting against their betters. They are jealous of Blemmyae dwell in remote tropical islands, far from other
nearly every other race, simply for their ability to be alone. races. Although wild and unpredictable, they are never
wasteful, understanding the preciousness of their resources
Treasure and thus work well within their ecosystems. Omnivores, they
harvest their own crops, supplementing this fare with meat
Binaye-ahani gather what treasure they can, to buy off brought back by their hunters and fish pulled from the seas.
foes they cannot defeat, pay for slaves, and for their Characters with ranks in Knowledge (nature) can learn
personal protection and wealth. Slavers and adventurers more about blemmyae with successful skill checks.
from their race can often be quite wealthy.
Physical Characteristics
Advanced Versions
A blemmyae has the general appearance of a normal
Binaye-ahani advance by character class. Each torso human, although with a somewhat bulkier torso. Where
generally takes levels in different classes, allowing them they differ is in their lack of a head. Instead, their faces
to be both diverse and formidable in combat. peer out from their chests or backs, equipped with two
BLEMMYAE CR 2 • XP 600
Physical
Characteristics
Bloathsome retain the rough shape
they had in life as enormous sea
creatures, most often some kind of
whale, though some aquatic dinosaurs
and ancient kraken can become
bloathsome as well. They appear
to be in an advanced state of decay
and may even appear to be about
to fall apart, despite being filled
with necromantic vitality. The internal
organs and entrails of bloathsome curl
out of gaping holes in the monster’s body and
act as long appendages which can smash, grab,
and even engage in fine manipulation.
STATISTICS
Feats Combat Reflexes, Critical Focus, Disruptive,
Greater Sunder, Improved Iron Will, Improved
Sunder, Intimidating Prowess, Iron Will, Power Attack,
Shatterspell*, Spellbreaker, Stand Still
*See Pathfinder Roleplaying Game Advanced Race Guide
Skills Intimidate +36, Knowledge (planes) +21,
Perception +21, Sense Motive +28, Swim +39
Languages Aquan, Common, Infernal
BLOATHSOME CR 15 • XP 51,200
ECOLOGY
CE Gargantuan undead (aquatic)
Environment Aquatic/Water
Init +0; Senses darkvision 120 ft., low-light vision;
Organization Solitary
Perception +33
Treasure Standard
Aura airless depth (90 ft., DC 27)
SPECIAL ABILITIES
DEFENSE
Airless Depth (Su): Bloathsome constantly radiate the
AC 30, touch 6, flat-footed 30 , +24 natural, -4 size)
sense of lightless, crushing depths of the deep, cold
hp 231 (22d8+132) sea bottom, even when on the surface of the water.
Fort +13, Ref +7, Will +19 Creatures within 90 feet of a bloathsome must make a
DR 15/good and piercing; Immune cold, fire, undead DC 27 Will save or be unable to fly through any means or
traits; massive; SR 30 (against necromancy only) use any form of levitation, teleportation, or jump skill or
ability until they get out of this aura.
OFFENSE Flailing Guts (Ex): Despite its low Dexterity modifier, a
Speed 10 ft., swim 90 ft. bloathsome can make six attacks of opportunity each
round.
Melee 6 slams +22 (3d10+15)
Massive (Ex): The vast, blubbery bulk of a bloathsome
Space 20 ft.; Reach 30 ft.
makes it difficult for diffused attacks to penetrate deep
Special Attacks capsize (DC 35), pounce enough into its mass to deal significant damage. Attacks
STATISTICS that affect an area or deal splash damage deal only half
normal damage to a bloathsome. It is also 75% likely
Str 31, Dex 10, Con -, Int 12, Wis 19, Cha 24 to ignore any extra damage or effect from precision
Base Atk +16; CMB +30 (+34 sunder); CMD 40 (44 vs. damage, sneak attacks, and critical hits, instead treating
sunder, can’t be tripped) them as normal successful attacks.
N Medium construct
Bloathsome hate one another even more than they hate Init +2; Senses darkvision 60 ft., low-light vision; Perception +1
other creatures, for encountering another bloathsome is
DEFENSE
just a reminder of their own terrible and disgusting state
AC 15, touch 12, flat-footed 13 (+ Dex, +3 natural)
of existence. Under normal circumstances two bloathsome
hp 25 (1d10+20)
never work together, though a particularly appealing
Fort +0, Ref +2, Will +1
opportunity to destroy a large number of spellcasters DR 5/magic; Immune construct traits
in one attack might allow the creatures to temporarily
OFFENSE
overcome their intense dislike and distrust of their own
kind. Rumors speak of a single herd of bloathsome who Speed 40 ft., climb 30 ft.
Melee bite +3 (1d6+2)
operate together in arctic oceans, supposedly all killed at
once by a powerful lich, but if true this represents the only STATISTICS
known example of bloathsome cooperation. Str 15, Dex 14, Con —, Int —, Wis 12, Cha 1
Base Atk +1; CMB +3; CMD 15
Construction Encounters
Requirements Craft Construct, animate When the feckless wizard tore open a gate to the
objects, bull’s strength, caster Elemental Plane of Fire, he unleashed a veritable army
must be at least 5th level; of elementals and other malevolent creatures. Among
Skill Craft (metalworking) these invaders were the burnlings, cruel agents of
DC 20; Cost 3,200 gp destruction all. While the Wizards’ Guild and others
destroyed or banished many of these creatures, many
still remain. Burnlings are usually encountered alone in
areas ravaged by fire. In rare cases, two to six burnlings
may be found together, but such groups quickly attract
the attention of those committed to stamping out the
vestiges of the Great Green Fire.
Ecology
Burnlings are native to the Elemental Plane of Fire.
Those encountered in the Material Plane are accidental
inhabitants, beings that slipped free during a botched
incantation by a foolish young wizard named Gregor
Fenwick. As a result, burnlings are a destructive presence
and they work to spread fire and devestation wherever
they go.
Characters with ranks in Knowledge (planes) can learn
more about burnlings with successful skill checks.
Physical Characteristics
Burnlings are balls of bright green fire, about the size
of a man’s fist. When they move, they leave a tracer of
flickering flame to mark their passage. They are weightless
BURNLING CR 3 • XP 800
Tactics
Caddaja tend to charge into combat, trusting their
physical strength, and their medicine clubs to smash their
foes. Only the youngest caddaja travel without a medicine
club, and they are always on the lookout for new bones
to add to it. Only the largest groups, or clearly powerful
creatures, like adult dragons, are not attacked on sight
to quench the giant’s endless hunger.
Encounters
Caddaja may be briefly distracted by
those inquiring about their medicine
clubs. It is a source of pride and
competition between giants. They
may work with others for the
promise of the bones and skins of
rare creatures that are not easily
obtained by them normally. Caddaja
become bored easily, however, and rapidly
turn on their employers.
Ecology
Caddaja decimate and befoul the lands in
which they live, causing them to move on
rapidly. They draw the ire of most fey, and any
druids or ranger groups, as soon as they enter
new territory.
Characters with ranks in Knowledge (nature)
can learn more about the caddaja with successful
skill checks.
Physical Characteristics
Each caddaja has a different rack
of horns; one may have a massive
and branching set of stag horns,
divers, and even low-flying birds, and it’s not uncommon of that appropriate for their CR scattered on the sea floor
for fishermen to return with one or more lodged in the around their position.
bottom of their canoe or boat, or to have close calls with
one launching itself out of the water and narrowly missing Uses
them. Multiple urchins can attack and swiftly take down
large prey, making the larger groupings dangerous to all Cannnball urchin’s bodies can be used as amunition.
but the largest creatures.
Characters with ranks in Knowledge (planes) can learn Alchemical Items
more about cannonball urchins with successful skill checks.
With a successful DC 25 Craft (alchemy) check, a
Cannonball Urchin Lore cannonball urchin may be preserved and used in place of a
standard cannonball. It has a range increment of 75, and,
DC Result
when it strikes, it explodes, sending hundreds of slivers
This is no normal sea urchin, but he rare and of spiny shell in all directions, doing 4d6 damage to all
deadly cannonball urchin. The character knows
11 common information about the creature, targets with an armor bonus of +4 or less in a 20 ft. burst.
including its launch ability. This result reveals A cannonball urchin prepared in this manner costs 35 gp
all magical beast traits. and weighs 10 lbs.
The true danger the cannonball urchin
16 represents—its blood drain ability—is known to
the character. Advanced Versions
The character knows that a skilled alchemist
can manufacture actual cannonballs that Cannonball urchins advance by hit dice and size.
21
explode in bursts of shrapnel on impact from
cannonball urchins.
Carnivorous
Physical Characteristics Shrimp Swarm
Spined spheres roughly the size of coconuts, cannonball
urchins resemble normal sea urchins grown to unnaturally
robust stature. Their spines are shorter and thicker than A swimming and scuttling cloud of crustaceans,
many smaller species of urchin, but no less sharp. Legends brightly colored and jewel-like, amass themselves
and tall tales frequently repeat stories of cannonball among the rocks and coral.
urchins large enough to sink sailing ships and threaten the
largest of ocean-dwellers, but such creatures are generally Carnivorous shrimp are difficult to tell from typical
accorded the status of tall tales. shrimp when encountered in small numbers. However,
when thousands of them swarm, their sharp bit and desire
Society and Culture from fresh meat makes them a deadly threat.
Ecology
This species of carnivorous shrimp
live in hunting colonies, most
often burrowing into coral
systems. Occasionally, they
can also be found found
living in the naturally
occurring crevices and
hollows of undersea cave
systems. In these cases, they
bury themselves in the sea bed to
attack their prey. A typical colony is hyper-
aggressive and attacks any sea life that passes
too close to the swarm, even if it’s significantly larger
than an individual shrimp.
Characters with ranks in Knowledge (nature) can learn
more about carnivorous shrimp swarms with successful
CARNIVOROUS SHRIMP SWARM CR 2 • XP 400 skill checks.
colony for the betterment of them all. How they are able to
successfully coordinate with one another is still a mystery. Ecology
Chindi exist only to serve their masters.
Treasure Characters with ranks in Knowledge (religion) can
learn more about the chindi with successful skill checks.
Carnivorous shrimp have no need or interest in treasure.
However, since their lairs and hunting grounds are in
such shallow waters, it is not uncommon to find a few
Chindi Lore
coins or trinkets in the swarm’s vicinity. DC Result
Chindi are evil spirits inhabiting the bodies of
11
Advanced Versions dead animals. This result reveals all undead traits.
Chindi walk on their hind legs, unless they are
16 attempting to fool a target. Their eyes always
Few larger colonies of these shrimp exist as, most retain a baleful glow.
frequently, when a colony becomes too large it fractures A chindi may be held at bay with protective
into two or more smaller colonies. It is more common 21
prayer and enchanted circles.
to encounter swarms of giant carnivorous shrimp or
swarms of dragon shrimp swarms whose beater claws
are effective even at a significant range.
Dragon shrimp swarms have the advanced template
and inflict their sonic damage to creatures in squares
adjacent to the swarm.
Chindi
T he eerie sight of a mangy canine walking on its
hind legs across the moors greets you. Its eyes blaze a
sinister blue when it catches sight of you.
Tactics
Chindi have a desire to terrorize their victims, appearing
just at the edge of sight, snarling, before vanishing into
the dark. They use hit-and-run tactics, ensuring their
victims get no rest or healing.
Encounters
Chindi attack anyone that interferes with their
commands, ignoring those who allow
them to simply pass by. If left with no
mission, they simply wander, tormenting or
killing whatever living things they come across.
If confined, they damage what objects they can,
making them a liability for their masters.
Physical Characteristics
Cipelahqs take the form translucent owl faces and talons,
Encounters with the outline of the creature’s wings barely apparent as
it flits about.
Cipelahqs are angry ghosts, who only desire to claw
the spirits of others to tatters. While any living being
can be the target of their rage, they take special delight Society and Culture
in attacking those on vision quests, pilgrimages, and
disrupting religious ceremonies. Cipelahqs utterly ignore other undead creatures unless
under magical compulsion. Other undead are attracted
Ecology to the cipelahq’s cries, and find their natural savagery
bolstered by the sound. Packs of ghouls are common in
Cipelahqs have no true ecology, being undead spirits. They cipelahq-haunted woods, where they lurk waiting for the
only serve to make the forests they haunt bleak and twisted. creature’s panicked victims to stumble past.
24
Cipelahqs fade away under the light of the sun, Cipelahqs may advance by any template that is applicable
only to reappear with the next moonrise. to incorporeal undead.
STATISTICS
CIREIN-CRÒIN CR 9 • XP 6,400
Str 28, Dex 14, Con 23, Int 12, Wis 11, Cha 11
CN Huge outsider (chaotic, earth, elemental, extraplanar, Base Atk +10; CMB +21; CMD 33
shapechanger, water) Feats Improved Initiative, Improved Iron Will, Iron Will,
Init +6; Senses tremorsense 60 ft.; Perception +13 Lightning Reflexes, Power Attack +1
DEFENSE Skills Climb +19, Escape Artist +13, Knowledge (nature)
+9, Knowledge (planes) +10, Perception +13, Stealth +7,
AC 24, touch 11, flat-footed 22 (+2 Dex, +14 natural, -2 size) Swim +17
hp 115 (10d10+60) Languages Sylvan, Terran
Fort +13, Ref +12, Will +5
ECOLOGY
DR 5/-; Immune elemental traits; fast healing 3
Environment any land or water (Plane of Earth)
OFFENSE Organization solitary, pair, or band (2-8)
Speed 60 ft., burrow 60 ft., swim 60 ft.; earth glide Treasure standard
Melee 2 slams +17 (2d8+9)
SPECIAL ABILITIES
Space 15 ft.; Reach 15 ft.
Earth Glide (Ex): A burrowing cirein-cròin can pass
Spell-Like Abilities (CL 10th; concentration +10)
through dirt, gravel, or other loose or porous solid
At will—move earth matter as easily as a fish swims through water. It cannot
use this ability to pass through a solid barrier such as
a stone or brick wall. Its burrowing leaves behind no
tunnel or hole, nor does it create any ripple or other
sign of its presence. A move earth spell cast on an
area containing a burrowing cirein-cròin flings it back
30 feet, stunning the creature for 1 round unless it
succeeds on a DC 15 Fortitude save.
Fast Healing (Ex): A cirein-cròin can easily and
quickly heal itself as long as it can draw new mud
to replace its damaged form from a body of loose
earth, dirt, mud, sand, silt, or similar material with
a volume at least equal to its own size.
Shifting Form (Ex): A cirein-cròin is able to suck
up dirt, mud, or earth around it to become larger and
change its size and shape. This acts as beast shape IV
with the additional benefits of an enlarge person, in both
cases, affecting the cirein-cròin only. Unlike a normal
use of such abilities, the cirein-cròin does not lose
any of its racial abilities, natural armor, or forms
of movement, and it remains clearly a creature
made of earth and mud. The cirein-cròin must have
access to loose earth, dirt, mud, sand, silt, or similar
material with a volume at least equal to
its own size in order to use this
ability, and if separated from
such, loses this ability in 1d4
rounds. Even with ample earth
and mud it can only maintain a specific
form for 1 round per HD, and if it is dazed,
staggered, or held immobile, it loses any
additional shape or size it has adopted. A
cirein-cròin must wait 2d6 rounds after the end
of a use of shifting form before it can assume a
new form.
Observing a cirein-cròin act as
both a living chunk of terrain
and take on the forms of other
creatures can be disturbing.
If using the madness and
insanity rules from Freeport:
City of Adventure,
witnessing a cirein-cròin
change shape for the first
time forces witnesses to
make a DC 10 Will save or gain
one insanity point.
while smashing buildings, and hand-held items imbedded and other vermin attracted by the stench of death, the
in a cirein-cròin by adventurers attempting to destroy it. bodies of its victims slowly rot into the ground providing
nourishment for the plant. Its scent does not seem to
Advanced Versions affect invertebrates, and all manner of such creatures may
be found crawling over and through the pile of humanoid,
Cirein-cròin advance with additional monster hit die. A animal, and bird corpses that surround its base. It has a
cirein-cròin that reaches 20 hit dice is Gargantuan, while symbiotic relationship with these creatures, providing
one that achieves 30 HD is Colossal. A 40-50 HD cirein- them with food and protection in return for their work
cròin can grant spells to clerics that worship it, though it breaking down its victims’ carcasses.
only grants access to the earth domain. Typical creatures found around a corpse flower include
ants, centipedes, and beetles—either in swarms or as a
group of monstrous individuals. Their exoskeletons
Corpse Flower seem to protect them from the flower’s poisonous scent.
Shambling mounds sometimes settle near a corpse
flower, to share in the nourishment it provides. These
A large, brightly-colored plant sits next to the jungle creatures always defend the plant where they live.
pool. T he corpses of animals, both great and small, Characters with ranks in Knowledge (nature) can learn
lie scattered around its base, covered by clouds of flies more about corpse flowers with successful skill checks.
and hordes of crawling scavengers. T he stench of
death and decay covers everything. Corpse Flower Lore
DC Result
A corpse flower is a dangerous piece of flora that emits a This is a corpse flower, a highly dangerous, foul-
12
toxic, potentially lethal, scent. smelling plant. This result reveals all plant traits.
The corpse flower’s foul odor has poisonous
Tactics qualities, and can sicken, paralyze, and
kill those that venture too near to it. With
an additional Alchemy check at DC 15,
A corpse flower is a mindless, immobile plant. It poses 17
the character knows how to harvest the
a threat merely by existing: its sickly odor contains a venomous elements of a corpse flower
and can distill the venom to create various
powerful neurotoxin that paralyzes and then kills most poisons, as described below.
living creatures. A corpse flower cannot take any sort
The plants are tough and resistant to cold,
of voluntary action, but the insects and other creatures damage except from slashing weapons, and
that choose to make their home around the flower act to 23 are unaffected by electricity. When destroyed,
preserve the plant. this plant vents a concentrated cloud of its
poisonous perfume.
STATISTICS
CORPSE FLOWER CR 2 • XP 600
Str 10, Dex 1, Con 17, Int --, Wis 10, Cha 1
N Medium plant Base Atk +2; CMB +2; CMD 8 (can’t be tripped)
Init -5; Senses tremorsense 30 ft.; Perception +0 Feats Ability Focus (fetid burst)B
DEFENSE SPECIAL ABILITIES
AC 12, touch 6, flat-footed 12 (-4 Dex, +6 natural) Fetid Burst (Ex): When a corpse flower is destroyed,
hp 22 (3d8+9) it explodes with a final burst of compressed gases,
spreading its poison across a wide area. The poison
Fort +6, Ref -3, Will +1 cloud covers a 30-foot radius around the corpse flower,
DR 5/slashing; Immune electricity, plant traits; Resist and lingers for 1d4 rounds; anyone who remains in the
cold 10 area of effect must make a new saving throw at the start
of each round
OFFENSE
Fetid Burst: inhaled; save DC 16; frequency 1/round;
Speed 0 ft. effect 1d8 Con and paralyzed 1d4 minutes; cure 2
Melee -- saves. The save DC is Constitution-based. The poison
Special Attacks fetid burst, stench of death has no effect on insects or similar creatures.
Stench of Death (Ex) The corpse flower is surrounded by
a sickly odor. This smells like rotting flesh, but in fact it is
a deadly poison that will paralyze and kill most creatures.
Any creature that comes within 20 feet of the plant is
threatened by this poison. The effect is continuous, and
a creature that remains in the area of effect must make a
saving throw at the start of each round.
Stench of Death: inhaled; save DC 0-5 ft. 14, 6-10 ft. 13,
11-15 ft. 12, 16-20 ft. 11; frequency 1/round; effect 0-5 ft.
1d6 Con and paralyzed 1 minute, 6-10 ft. 1d6 Con and
paralyzed 1d4 rounds, 11-15 ft. 1d4 Con and nauseated
1d4 rounds, 16-20 ft. 1d4 Con and nauseated 1 round;
cure 2 saves. The save DC is Constitution-based. The
poison has no effect on insects or similar creatures.
Physical Characteristics
A corpse flower stands roughly six feet tall, with a squat,
fibrous trunk several feet in diameter, broad, shiny leaves
and brightly-colored flowers the size of a man’s head.
Treasure
As mindles plants, corpse flowers do not accumulate
treasure except incidentally.
Uses
The poisonous glands of the corpse
flower have a variety of alchemical
uses. However, only a character with
the appropriate skills knows how
to harvest these glands and properly utilize them. These can be used as a grenade-like weapon or to create a gas trap.
venom glands are often damaged during the destruction When activated, it creates a 10-foot cloud of mist laced
of a flower. An intact corpse flower has five glands, but with the concentrated smell of rotting flesh. Regardless of
if it is destroyed with physical weapons only 1d4+1 will whether the victims succumb to the effects of the poison,
survive; if it is destroyed with fire, all of the glands are lost. the horrible stench permeates clothes, hair, and armor. Until
An alchemist can use the venom glands of a corpse flower the character engages in a thorough cleaning—requiring
to create the following items: prestidigitation or a few hours’ worth of soaking with soap
and perfumes—she suffers a -4 circumstance penalty to
Corpse Cloud (poison) all Charisma-related skill checks. The cloud lasts for 1d4
A skilled alchemist can distill the poison from a single rounds, and creatures that remain in the area of effect must
venom gland to create a potent, concentrated gas. This is a make a new saving throw at the start of each round. The
difficult, expensive, and dangerous process—especially the poison has no effect on insects or similar creatures.
final stage when the alchemist compresses the gas in an Effects
eggshell or stoppered glass vial. This requires a successful
DC 25 Craft (alchemy) check; if this check fails, the Type Inhaled; save Fort DC 14; frequency 1/round for 1d4
poison explodes in the alchemist’s face. Otherwise, it can rounds; effect nausea 2d6 minutes and -4 to Cha-related
be used to create a poison trap or made into a grenade- checks). Secondary Damage: None. Price: 500 gp.
like weapon. Either way, when the glass is shattered it
releases an invisible poisonous cloud with a radius of 10
feet. The gas lingers for 1d4 rounds; anyone who remains
Advanced Versions
in the area of effect must make a new saving throw at the Corpse flowers advance by hit dice and size.
start of each round. This poison has no effects on insects
or similar creatures.
Effects
Dakosaurus
Type Inhaled; save Fort DC 15; frequency 1/round for 1d4
rounds; effect 1d6 Con and paralyzed 1 minute; cure 2
T his great reptile bursts from the still ocean waters
saves. Price 5,000 gp
with a roar, its wide mouth full of wicked looking
teeth snaps shut.
Houndblinder (alchemical item)
A dakasaurus is a primitive but powerful predator able to
This aromatic oil traps the terrible smell of the corpse
feed on a wide range of ocean creatures.
flower, if not its lethal power. By making a DC 15 Craft
(alchemy) check, a character can create up to 2d4 doses of
houndblinder from a single venom gland. If the roll fails Tactics
the components are lost, but there is no other ill effect. The
value of the oil is to throw off pursuit; when spread on the Dakosauri tend to fixate on a single target, power attacking
ground, the intense odor temporarily blinds the senses of with their bite until their prey is dead and consumed.
creatures tracking by smell. Any creature tracking by scent Dakosauri attempt to slap away other attackers with their
takes a -8 circumstance penalty when attempting to follow tails while they feast, only biting at other targets as a last
a character that has covered her tracks with houndblinder. resort. An enemy that inflicts 25 points of damage or
more may attract enough of the Dakosaurus’ attention to
Price: 50 gp lure it away from its current prey in favor of the one who
Stench Vapor (poison) caused it the pain.
When a colony attacks together, they instinctively
Similar to both corpse cloud and houndblinder, this is a attack separate targets, only going after a single creature
concentrated gas that magnifies the horrible odor while if they outnumber their prey.
removing its lethal effect. This requires a DC 20 Craft Similarly, a colony of dakosauri will attempt to capsize
(alchemy) check; a single venom gland can produce 1d3 small boats passing through their hunting territories.
doses of stench vapor. If the check fails, the components Once the boat has been capsized the dakosauri fall on the
are ruined but the alchemist is not harmed. Stench vapor floundering sailors with terrible efficiency.
Encounters
Dakosauri are often encountered
in the warm coastal seas, typically
in groups of one or two but
occasionally in colonies of three
or more.
Ecology
Dakosauri are apex predators
who are only hunted by
humanoids fearing attacks,
or for sport. Dakosauri hunt
a variety of prey including
fish, sea mammals, and
sea turtles. They also have
a fondness for humanoid flesh.
Ecology
Dead Man’s Brain is a variety of coral that grows on wrecks
and on the bones of intelligent creatures. It feeds on the
lingering mental energies of dead creatures—the same
traces of knowledge and memory a cleric accesses via speak
with dead—and in the process it develops a rudimentary
intelligence and psionic powers. As it expands and
consumes the thoughts of more creatures, it begins
to broadcast powerful telepathic signals.
This mental barrage consists of the last
thoughts of all creatures buried
beneath the coral. Multiple
voices all clamor at once,
some begging for release,
some concerned about
unfinished business, and
some simply repeating
their dying thoughts
over and over. It is impossible to
communicate with these voices since they
SPECIAL ABILITIES
DEAD MAN’S BRAIN CR 2 • XP 600
Implant Spores (Ex): Any creature that touches
N Medium plant (aquatic) bare flesh to the dead man’s brain must make a DC
16 Fortitude save. Failure results in a sharp stinging
Init -5; Senses blindsight 60 ft.; Perception +12
sensation and 1d2 points of damage. But the more
DEFENSE serious consequence is infection by the spores of the
coral. After 24 hours have passed, the victim begins to
AC 15, touch 5, flat-footed 20 (-5 Dex, +10 natural) suffer from terrible headaches and disorientation causing
hp 28 (3d8+12) a -1 circumstance penalty to all attack rolls, skill checks,
Fort +7, Ref -4, Will +6 and Will saving throws. This penalty increases by 1 point
every 24 hours. If the spores are not treated within four
DR 2/-; Immune mineral nature, plant traits
days, the victim will die as coral protrusions sprout from
OFFENSE beneath his skin and out of his ears, nose, mouth, and
eye sockets. Cure disease has no effect on the coral;
Speed 0 ft. once infection has occurred, only a wish, limited wish,
Melee -- heal, or miracle spell can remove the spores.
Special Attacks absorb thoughts, implant spores, mental Mineral Nature (Ex): While it has many of the traits of a
cacophony, psychic lure plant, the dead man’s coral is actually a mineral formation.
It is not affected by spells that specifically target plants.
STATISTICS However, other spells have a variety of special effects.
Str 1, Dex 1, Con 18, Int 2, Wis 16, Cha 16 Soften earth and stone will remove its natural AC bonus
Base Atk +2; CMB -3; CMD 2 (can’t be tripped) for the duration of the spell. Stone shape inflicts 2d8
points of damage. Transmute rock to mud will destroy
Feats Iron WillB, Skill Focus (perception)B a dead man’s brain. The coral is allowed to make a
Skills Perception +9, Sense Motive -1 Fortitude saving throw to resist the effects of these spells.
Mental Cacophony (Su): The dead man’s brain projects
a constant stream of disembodied thoughts that can
have no independent existence; they are simply recordings overwhelm the minds of other creatures. Any living
creature that comes within 20 feet of the coral must
of psychic impressions held within the coral and replayed make a DC 15 Will save or be affected as if by confusion.
endlessly. There are stories of wizards and powerful psions The save DC is Charisma-based. This is a continuous
who were able to filter through this noise, and occasionally ability, and the victim must make the saving throw every
round that he remains within the area of effect. Once a
gained some useful information such as the whereabouts of creature fails a saving throw, he remains confused for as
a treasure, but several others who tried to do this became long as he is within 20 feet of the coral; if he moves out
of range, the confusion continues for a number of rounds
hopelessly insane. equal to the Hit Dice of the dead man’s brain. The coral
Characters with ranks in Knowledge (nature) and has no conscious control over this ability, and cannot
other skills can learn more about a dead man’s brain with deactivate it.
successful skill checks. Psychic Lure (Su): Once a creature has fallen prey
to the mental cacophony of the dead man’s brain, he
becomes vulnerable to its powers of suggestion. Each
Physical Characteristics round that a confused character remains within 20 feet
of the coral, he must make a DC 15 Will save. If he fails,
he has an overpowering urge to remove any sort of hand
Dead man’s brain is a form of coral with a short, thick protection and touch the coral, as if under the influence
of suggestion. The save DC is Charisma-based. This is
stalk-like central column and a domed upper portion with not a conscious action on the part of the coral and does
ridges like those found on the human brain. A dead man’s not require any sort of action.
brain stands about 5 feet tall and weighs about 250 pounds. Psionics (Sp): At will—command (DC 14), fear (DC 17).
Effective caster level is equal to the coral’s Hit Dice. The
save DCs are Charisma-based. These abilities require a
Society and Culture standard action and are affected by spell resistance, but
do not trigger an attack of opportunity. Command issues
a silent, telepathic command to the target, but can only
Dead man’s brains, although marginally sentient, are not be used to issue the command “approach”; this is a
truly intelligent enough to develop a culture or society. weaker form of the psychic lure.
They do occasionally gather in clusters where multiple
individuals died and sank to the sea floor, but even then
there is no sense of togetherness or mutual cooperation. Uses
Treasure If a character has the proper knowledge, she can use the
remains of dead man’s brain for a wide variety of mystical
Dead man’s brains do not accumulate treasure except and alchemical purposes. Coral shards and powder can
incidentally. be used to create potent magic items and to enhance the
power of magic. The primary uses of dead man’s brain are chaff, the DC is increased by 5. In addition, if any sort of
described below. spellcaster attempts to cast a spell or manifest a psionic
ability within the chaff, they must make a Concentration
Spell Components check (DC 10, plus the penalty) even if conditions are
perfect for casting. Failure means that the spell is lost.
As one might expect from its psionic properties, dead Mental chaff is destroyed after a single use.
man’s brain can be used to enhance spells that affect the
mind. A piece of dead man’s brain weighing at least one Construction
ounce can be used in place of the usual arcane focus or
Requirements Craft Wondrous Item, Knowledge
component required to cast clairaudience/clairvoyance,
(arcana) 5 ranks; Cost 450 gp
daze, daze monster, or detect scrying, while an ounce of
powdered dead man’s brain can be used in place of the Oil of the Silent Soul
usual focus required for alarm, confusion, and crushing
despair. The dead man’s brain is always consumed, Aura faint abjuration; CL 5th
regardless of whether the spell normally requires a focus Slot none; Price 600 gp; Weight --
or component. If you do not use spell components in When this clear fluid is rubbed over a corpse, it eradicates
your campaign, incorporating an ounce of dead man’s all traces of memory imprinted on the body. This prevents
brain into the spell should increase the effective caster anyone from using speak with dead to gather information
level and save DC by 1. from the corpse in the future. This oil is rarely created or
used, but it is just the thing for rich families who want
Magical and Alchemical Items to make certain that pesky necromancers aren’t going to
dig up the skeletons in the ancestral closet.
Due to the telepathic power locked in dead man’s brain,
it is an extremely useful substance when creating any sort Construction
of magic item related to mental power, including a potion
of detect thoughts, crystal ball, helm of telepathy, medallion of Requirements Brew Potion, Knowledge (arcana) 5 ranks;
thoughts or any similar effect. If the creator has access to Cost 350 gp
at least 2 ounces of dead man’s brain, the gold piece cost
of creating the magic item is reduced by 10%. Scatterbrain (poison)
In addition, dead man’s brain is a required component This poison is created from powdered dead man’s brain.
in the creation of the following unique items. The victim’s mind is filled with chaotic, random thoughts.
Mental Chaff Effects
Aura faint abjuration; CL 6th Type ingested; save Fort DC 15; onset 1 minute; frequency
Slot none; Price 900 gp; Weight -- 1/round for 6 rounds; effect confused 2d4 minutes; cure 2
This is a pouch of powdered dead man’s brain mixed saves. Price: 1000 gp.
with alchemical substances and prepared with various
enchantments. When it is thrown into an area, it creates Advanced Versions
a zone of mental disruption with a 20-foot radius. This
mental cacophony is weaker than that of the living coral, Dead man’s brains advance by hit dice and size. Legends
but still strong enough to have an adverse effect on anyone speak of rare specimens that gain increased powers, such
requiring clear concentration. For the next five minutes, if individuals advance as psions (if that class is available) or
anyone makes a Concentration check within the area of sorcerers.
NE Huge undead
Init -1; Senses darkvision 60 ft., low-light vision;
Perception +5
T his creature looks like an animated dead tree.
Its dark and angular branches bear no leaves, and its DEFENSE
limbs are knotted and twisted into a sinister shape. A AC 21, touch 7, flat-footed 22 (-1 Dex, +14 natural, -2 size)
malevolent face stares out of the upper part of its trunk. hp 127 (17d8+51)
Fort +8, Ref +4, Will +13
Defensive Abilities channel resistance +4, deadwood;
Deadwood trees are hateful, unliving monstrosities DR 10/slashing and magic; Immune cold, electricity,
polymorph, and mind-affecting effects, undead traits
created in the fall of Valossa that seek to destroy all life
Vulnerability fire
that they encounter.
OFFENSE
Physical
Characteristics
A deadwood tree appears at first
glance much like a treant, but closer
examination reveals the creature’s undead
nature through its leafless branches,
darkened, knotted bark, and evil, twisted
Hazaael Boneroot
Hazarel Boneroot was so unrelenting in its destruction of the living that it attracted the attention of a
fiendish deity. Hazarel made a pact with this sinister entity, gaining greater power in exchange for devotion
and the continual sacrifice of the living. Hazarel looks like an enormous old dead tree with a gnarled trunk and
twisted branches. Just below its face, the symbol of its god is burned into its trunk, as if by a branding iron. Its
bark is dark gray, with various scrapes and scars showing up in shades of brown.
STATISTICS
HAZARAEL BONEROOT CR 18 • XP 153,600
Str 38, Dex 10, Con --, Int 18, Wis 20, Cha 16
NE Gargantuan undead Base Atk +18; CMB +34 (+38 bull rush, grapple, and
Init +0; Senses darkvision 60 ft., low-light vision; sunder); CMD 46 (48 versus bull rush, grapple, and sunder)
Perception +31 Feats Awesome Blow, Cleave, Improved Bull Rush,
Improved Critical (slam), Improved Grapple, Improved
DEFENSE Sunder, Greater Bull Rush, Greater Grapple, Greater
AC 25, touch 7, flat-footed 25 (+1 insight, +18 natural, -4 Sunder, Lightning Reflexes, Power Attack, Quicken
size) Spell-Like Ability (cause fear), Weapon Focus (slam)
hp 187 (25d8+75) Skills Intimidate +31, Knowledge (arcana) +32,
Fort +11, Ref +10, Will +19 Knowledge (nature) +29, Knowledge (religion) +32,
Perception +31, Sense Motive +31, Stealth +17 (+25 in
Defensive Abilities channel resistance +4, deadwood; forests), Survival +28; Racial Modifiers +8 Stealth in
DR 15/slashing and magic; Immune cold, electricity, forests
polymorph, and mind-affecting effects, undead traits
Languages Abyssal, Common, Infernal, Sylvan, one more
Vulnerability fire language
OFFENSE Combat Gear pale lavender ioun stone, pearly white ioun
stone, dusty rose ioun stone.
Speed 50 ft.
Melee 2 slams +34 (3d6+14/19-20 plus touch of SPECIAL ABILITIES
corruption) Deadwood (Su): A deadwood tree is a bizarre blending
Space 20 ft.; Reach 20 ft. of undead, plant, and fey, and has qualities of each
Special Attacks touch of corruption, trample (3d6+21, species. Most notably, it is unaffected by control plant,
DC 37) command plant, or antiplant shell. A blight spell will
actually heal the deadwood tree for half the amount
Spell-Like Abilities (CL 18; concentration +23)
of damage that would normally be inflicted. The
At will—bane (DC 16), cause fear (DC 16), detect animals deadwood can use its own blight ability to heal itself.
or plants, diminish plants, doom (DC 16), entangle (DC However, plant growth will inflict 1d6 points of damage
18), protection from good for every two caster levels (Will save half).
5/day—blight (DC 19), command undead (DC 17), fear Touch of Corruption (Su): Living creatures struck
(DC 19) by a deadwood tree’s slam attack gain one negative
3/day—death knell (DC 18), desecrate, hold person (DC level (DC 26). The save is Charisma-based. For each
18), obscuring mist, resist energy (fire) negative level bestowed the deadwood tree gains 5
1/day—antilife shell, antiplant shell, mass inflict light temporary hit points. Plants suffer an additional 1d6
wounds (DC 18). damage from the slam attack. Living creatures killed
by a deadwood tree will rise in 1d6 rounds as zombies.
At any given moment, a deadwood tree can support a
number of zombies whose combined Hit Dice is equal
visage. A deadwood tree typically stands about 25 feet tall to or less than twice that of the tree. A deadwood tree
can telepathically communicate with the zombies it has
and weighs about 5200 pounds. created; this communication has a maximum range of
1,000 feet.
Society and Culture
Owing to the apocalyptic nature of the disastrous Treasure
calamity that created them, the widely separated
islands that they inhabit, and their own hateful nature, Deadwood trees do not normally collect treasure, but they
deadwood trees are solitary in nature. They have no are not averse to making use of those magical items that
interest in cooperation or community, either with their are suited to their forms and natures which they come
own kind or any other. across.
Deer Woman
A feral looking woman with deeply tanned skin
runs out in front of you. It takes you a moment
to grasp that her legs are long, covered in pale
brown fur, and end in dark hooves.
Tactics
Deer women use hit-and-run tactics, relying on their
natural speed and agility to separate a target from its
allies, or lead a group deep in the dangerous parts of a
forest. They use their shapeshifting abilities to mislead,
appearing harmless, or as prey until it’s too late. It is not
unknown for a hunting party to chase a deer right to
the entrance of a green dragon’s cave, only to see a long-
limbed woman slip away laughing as the enraged dragon
emerges to devastate the area.
Encounters
Deer women may be found as solitary forest guardians,
watching to ensure their lands are unharmed, or as part of a
watchful band of fey. Rarely they may act as guides for causes
they find noble, and demanding magic items as their pay.
Advanced Versions The devil lizard is part of the tragic story that surrounds
the spirit lizard (pages 136) and the deadwood tree (pages
Some few deer women take levels of ranger or druid, 37). As mentioned previously, the deadwood trees were
becoming true guardians of their lands and people. They created during the great cataclysm that destroyed Valossa;
are the most likely to negotiate with outsiders, and also the many spirit lizards were fused to their home trees by the
most likely to lead a surprise attack on an encampment. dark power that washed over the remains of the continent,
becoming the first of the terrible deadwood trees. Some of
DEER WOMAN CR 1 • XP 400 these reptilian fey were apart from their home trees when
the cataclysm struck and escaped this awful fate; however,
N Medium Fey (shapeshifter) they too were warped by the essence of the Unspeakable
Init +5; Senses low-light vision; Perception +7 One and turned from spirit lizards into devil lizards.
DEFENSE
AC 18, touch 16, flat-footed 12 (+5 Dex, +1 Dodge, +2 natural) Tactics
hp 16 (3d6+6)
Fort +3, Ref +8, Will +4 A devil lizard despises humanoids and usually attack any
OFFENSE humanoid creatures that invade its territory. A ranger
Speed 50 ft. or druid may be able to negotiate with the creature,
Melee spear +3 (1d8+2), and hoof -1 (1d4+2), or hoof +4 especially if the party has destroyed deadwood trees in
(1d4+3)
the past. In battle a devil lizard uses entangle and wall of
Ranged longbow +6 (1d8/x3)
thorns to hinder its enemies, then activates its frenzy and
Spell-Like Abilities (CL 3, Concentration +5)
At will- pass without trace
charges into the fray. A devil lizard usually concentrates
its attacks on arcane spellcasters, but it always begins by
STATISTICS
fighting those who have escaped the effects of entangle. If
Str 15, Dex 20, Con 14, Int 10, Wis 13, Cha 15
it is clearly outmatched, a devil lizard uses animate plants
Base Atk +1; CMB +3; CMD 18
to supplement its power, but it prefers to use this as a last
Feats Dodge (B), Run, Weapon Focus (hoof)
Skills Acrobatics +16, Bluff +8, Climb +8, Knowledge
resort.
(nature) +6, Perception +7, Stealth +11; +5 racial bonus to
Acrobatics
Languages Common, Sylvan
Encounters
SQ shapeshifting (alter self, beast shape I)
Devil lizards are solitary entities, only cooperating with
ECOLOGY
others who are devoted to hunting down and destroying
Environment woodlands deadwood trees. But they abandon such companions if
Organization solitary, pair, or herd (3-15)
they relent in their mission, even for a moment.
Treasure standard (longbow, spear, other treasure)
SPECIAL ABILITIES
Shapeshifting (Su): A deer woman’s natural form is that of
Ecology
a young woman with the legs of a deer, and a slight deer-
like cast to her features. Once per day per form she can Devil lizards tend to avoid contact with animals, fearing
become a young human woman, an old human woman, or that they sense their condition. They have none of
a deer. These transformations last until the deer woman
changes form, is killed, or knocked unconscious. the animal-related abilities of spirit lizards, but have
developed a much greater control over plants than spirit
SPECIAL ABILITIES
DEVIL LIZARD CR 8 • XP 4,800
Draining Death (Su) When a devil lizard uses its undeath
N Small fey to death power, it takes 10 points of damage; no saving
throw applies.
Init +5; Senses low-light vision, scent; Perception +16
Frenzy (Ex) A devil lizard can throw itself into a wild frenzy
DEFENSE in combat. While in this state, a devil lizard cannot use its
spell-like abilities or any skills except for Acrobatics, Climb,
AC 21, touch 16, flat-footed 16 (+5 Dex, +5 natural, +1 size)
and Perception. It further takes a -3 penalty to Armor Class.
hp 84 (13d6+39); regeneration 2 (cold iron) However, it receives a +4 bonus to Strength, +4 bonus to
Fort +7, Ref +13, Will +10 Constitution, +2 bonus to Will saves, Damage reduction
DR 10/cold iron; SR 20 2/—, and one additional claw attack each round. Frenzy
lasts for a number of rounds equal to 5 + the lizard’s
OFFENSE Constitution modifier, after which it becomes fatigued. A
devil lizard can enter a frenzy twice per day.
Speed 50 ft., climb 30 ft.
Nature’s Passage (Ex): A devil lizard can move through any
Melee bite +11 (1d4+1 plus poison) and 2 claws +9 (1d6+1
sort of undergrowth at normal speed and without suffering
plus essence disruption)
damage or any impairment. This includes both natural
Special Attacks essence disruption, frenzy, poison undergrowth and areas under the effects of spells such as
Spell-Like Abilities (CL 12; concentration +13) entangle or wall of thorns. In addition, a devil lizard leaves
At will—cause fear (DC 14), detect animals or plants, no trail while in natural surroundings and cannot be tracked.
entangle (DC 14), hide from animals, speak with plants Poison (Ex): injury; save Fort DC 18; frequency 1/round
3/day—blight (DC 16), control plant (DC 20), diminish for 4 rounds; effect 1d6 Con and confused 2d4 rounds;
plants, dominate animal (DC 15), fear (DC 15), halt cure 2 saves. The save DC is Constitution-based.
undead DC 14), wall of thorns
1/week—animate plants, undeath to death (DC 18).
STATISTICS
Str 12, Dex 21, Con 16, Int 13, Wis 14, Cha 8
Base Atk +6; CMB +11 (+13 trip); CMD 28 (30 versus trip)
Feats Agile Maneuvers, Combat Expertise, Defensive
Combat Training, Improved Trip, Improved Natural
Attack (claw), Multiattack, Weapon Finesse
Skills Acrobatics +20, Climb +26, Escape Artist +18,
Handle Animal +11, Linguistics + 3, Knowledge (nature)
+14, Perception +16, Stealth +23, Survival +16; Racial
Modifiers +4 Climb, +4 Stealth, +4 Survival
Languages Common, Draconic, Sylvan, and Valossan
SQ draining death, nature’s passage
SPECIAL ABILITIES
Essence Disruption (Su) The touch of the devil lizard
still carries the dark taint of the Unspeakable One. Any
creature struck by a devil lizard’s claw attack must make
a DC 18 Will save or suffer an additional 1d4 points of
damage and 1 point of Dexterity damage. The
ability damage will affect undead creatures,
despite their normal immunities. The save DC is
Charisma-based.
remains of the devil lizard’s home tree; although it is dead, about their present condition. They are particularly
the lizard is still bound to it, and forced to live with this inimical to spellcasters. All devil lizards hate deadwood
constant reminder of its fate. They have lived so since the trees and will do anything to destroy them. They do so in
fall of Valossa. the full knowledge that they are destroying creatures that
Characters with ranks in Knowledge (nature) can learn were once their relatives. The tragic irony of this situation
more about devil lizards with successful skill checks. has sent many devil lizards almost out of their minds with
grief, making them careless of whether they live or die—
Devil Lizard Lore this is the reason behind the fury of their attacks. They are
jealous of those spirit lizards who survived the cataclysm
DC Result
unchanged, and generally avoid them out of shame. They
Devil lizards are strange and misunderstood will not attack spirit lizards, or take any action against
creatures, and the character has heard one
or more of the false rumors about these them. They grudgingly accept other fey.
spirits. Possible rumors include: Devil lizards
and spirit lizards are natural opposites, and
always fight to the death; devil lizards are
Treasure
spirit lizards that have turned to evil and
8
the worship of dark forces; devil lizards are Normally unconcerned with the accumulation of treasure,
actually devils, and can only be harmed with
blessed weapons; devil lizards are undead
devil lizards do collect small items that remind them
creatures; or anything else that comes to of the lost days of Valossa. Advanced devil lizards that
mind. At this level of knowledge, a character encounter items useful against undead retain them for use
receives a -2 to any Diplomacy check when against their hated foes.
dealing with a devil lizard.
This check provides the character with access
to accurate basic facts about the devil lizard— Uses
18 its fey nature, ability to blight plants and
control animals, and its deadly combat abilities.
This result reveals all fey traits.
Devil lizards generally distrust all non-fey intelligent
life. As intelligent fey, they cannot be tamed or taken as
The character knows more about the history
of the spirit lizards and the cataclysm that animal companions.
shattered their race. The character is aware
of the relationship between spirit lizards, Blood of the Blight
deadwood trees, and devil lizards, and knows
23 about the enmity that the devil lizards have A druid or other natural mystic who acquires the tainted
towards deadwood trees. If he possesses Wild
Empathy, he can make a Wild Empathy check blood of a devil lizard can use it to create a vile fluid that
in place of a Diplomacy check when dealing draws the life from any area it touches. Blood of the blight
with a devil lizard, and receives a +5 bonus on is a grenade-like weapon. If it strikes a plant creature, it
his roll.
inflicts 10d6 points of damage (5d6 points with a DC
The character knows how to prepare blood 14 Fortitude save). In addition, it has the stunt growth
28 of the blight (see Uses) from the corpse of a
fallen devil lizard. effect of diminish plants on all vegetation within an 800-
foot radius. In order to create a dose of the blood of the
Physical Characteristics blight, a character must possess the knowledge described
previously, the ability to cast 2nd-level druid or ranger
A devil lizard has a bipedal reptilian humanoid form, with spells, the Brew Potion feat, and the corpse of a devil
a tail, clawed hands, and a row of spines running from the lizard (either freshly killed or preserved with gentle repose).
top of its head down its back to the tip of its tail. A devil Construction
lizard stands about three feet tall and weighs on average
just under 38 pounds. Moderate necromancy; CL 10th; Price 1,200 gp.
ECOLOGY
CORSAIR DRAKE CR 5 • XP 1,200
Environment warm coasts
CN Medium dragon Organization solitary, pair, crew (3-7)
Init +8; Senses darkvision 60 ft, low light vision, scent; Treasure double
Perception +9
SPECIAL ABILITIES
DEFENSE
Breath Weapon (Su): Once every 1d4 rounds a corsair
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural) drake can breathe out a 30 foot line of fire, dealing 4d6
hp 42 (5d12+10) points of fire damage with a DC 14 Reflex save for half
damage, and making a 10 foot square of deep black
Fort +6, Ref +8, Will +7
smoke that persists for 1d4 rounds or until it is blown
Immune paralysis, sleep away by a moderate wind.
OFFENSE Deeds (Ex): A corsair drake possesses the deeds of a
swashbuckler of a level equal to its HD.
Speed 30 ft., fly 40 ft. (average), swim 50 ft.
Dragon’s Luck (Su): A corsair drake may reroll a number
Melee bite +7 (1d6+2), 2 claws +7 (1d4+2), and tail slap of dice each day equal to its Charisma modifier.
+2 (1d6+1 plus trip)
Panache (Ex): A corsair drake possesses a number of
Special Abilities breath weapon, deeds panache points equal to a swashbuckler of a level equal
STATISTICS to its HD.
Sea’s Skills (Ex): A corsair drake always counts Acrobatics,
Str 14, Dex 18, Con 15, Int 17, Wis 16, Cha 19 Escape Artist, and Slight of Hand as class skills.
Base Atk +5; CMB +7; CMD 21
Feats Combat Expertise, Disarming Threat Deed,
Improved Initiative
Skills Acrobatics +13, Appraise +9, Bluff +10, Climb +10,
Diplomacy +8, Escape Artist +10, Fly +10, Intimidate +10,
Knowledge (geography) +10, Perception +9, Sense Motive +9,
Slight of Hand +10, Stealth +10, Swim +8, Use Magic Device +16
Languages Common, Draconic
SQ dragon’s luck, panache, pirate’s skills
Treasure
Corsair drakes are as greedy as great wyrms, and watch
their treasures with careful eyes. It is generally the only
source of friction between the drakes and their allies.
Advanced Versions
Corsair drakes may advance by templates, although
most prefer to take class levels, typically in
freebooter, gunslinger, rogue, or ranger. A significant
portion take levels in sorcerer as well.
• Type: The creature’s type changes to undead, and it their fear auras. They use the bonus gained from flanking
gains all base undead abilities and immunities. Do to make a 2-point Power Attack each round, uncaring of
not recalculate any of the familiar’s stat block (such as whether the attacks hit or not. They do not retreat until
hit points, base attack bonuses, saves, or skill points). their immolating ire ability activates, at which point they
make a fighting retreat until they regain the deck of their
• Alignment: Any evil. If the associated spellcaster is ship, the Winds of Hell.
chaotic or lawful, then so it the fetish familiar. It is Kothar uses similar tactics in combat, but he has the
otherwise neutral evil. added advantage of a stronger fear aura and sneak attack.
• Fetish Familiar: In addition to the normal bonus a If possible, Kothar uses his orb of storms before the battle
fetish familiar gives its associated spellcaster, it also is joined to foil ranged attacks with strong winds and
grants the spellcaster a +3 bonus to saving throws lashing rain.
against mind-affecting effects, death effects, disease,
paralysis, poison, sleep effects, and stunning. Encounters
While certainly other fire spectres exist in the World of
Fire Spectre Freeport, the most famous ones are the crew of the Winds
of Hell. Every man who died on board that flaming ship
arose as an undead horror and the ship’s crew retains
Tongues of flickering flame dance across the animated the same complement of sailors that it did the day they
skeleton, its eyes burning with white-hot fire. awakened. As a result, an encounter with this fiery ship
brings a crew of 30 fire spectres under the command of
Fire spectres are undead creatures that arise when a Captain Kothar himself, an adversary few wish to face.
black-hearted villain is burned alive. Their hatred burns
so strong that the fires transform them into supernatural Ecology
terrors.
In life, Captain Kothar was a vicious pirate noted for The Winds of Hell haunts the waters of the Serpent’s
his bloodthirsty tactics and wanton cruelty. After he and Teeth. Rarely seen these days, when it appears it does so
his crew attacked and murdered their rivals, claiming at dawn or dusk as a billowing ball of fire on the horizon.
their vessel the Winds of Hell for themselves, they Though the flames burn without end, they never consume
were captured, tried, and executed for their crimes. The the rigging, sails, or wood itself, and simply roil about,
Captains’ Council decreed they should be lashed to the blackening everything they touch. Of course, the flames’
deck of their bloody ship while the vessel burned down inability to harm the Winds does not extend to other
to the waterline. Kothar’s hate ran hotter than the flames ships in proximity, and many a vessel has caught fire from
and he refused to go to the Nine Hells until he got his drifting cinders and the raging fires as they fought back
vengeance. the tide of attackers. To make matters worse, the smoke is
unbearable and when the Winds come alongside its prey,
Tactics black clouds blot out the sun and choke the living as they
fiery blades of undead pirates rain down upon them.
Fire spectres are every bit as cruel and vicious as they were Characters with ranks in Knowledge (history) can
in life. The very first thing a fire spectre does in combat is learn more about the Winds of Hell with successful skill
activate its flaming death ability, at which point it flings checks.
itself at the closest foe, slashing until its opponent drops. Characters with ranks in Knowledge (religion) can
In mobs, they team up in groups of two or three against learn more about fire spectres with successful skill
a single opponent at a time, blanketing their foes with checks.
Physical Characteristics
Not a strip of flesh remains on the fire spectres’
bodies; the perpetual flames that bathe them
have long since seared hair, skin, and
sinew away. Burning within the sockets
of their skulls are white-hot orbs that
flicker and dance, intensifying when
a victim is near. Fire spectres use the
weapons they carried in life, although
the flames make wielding firearms
impossible.
SPECIAL ABILITIES
FLAYED MAN CR 6 • XP 2,400
Command Undead (Su) A flayed man receives Command
CE Medium undead (augmented humanoid) Undead as a bonus feat. A flayed man can channel
negative energy a number of times per day equal to 3 +
Init +5; Senses darkvision 60 ft.; Perception +14
its Intelligence modifier, but only to use the Command
Aura grisly appearance (30 ft., DC 21) Undead feat. A DC 19 is required to save against the
effects of this ability and are Charisma-based.
DEFENSE
Create Spawn (Su) Living creatures reduced to 0
AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural) Constitution by a flayed man’s flense or lifedrain attack
hp 85 (10d8+40) gain the zombie template after 1d4 rounds. Undead that
Fort +7, Ref +4, Will +8 the flayed man creates are under its control.
DR 5/magic; Immune undead traits Death Throes (Su) When reduced to 0 hit points, a flayed
man explodes in a burst of foul negative energy. Each
OFFENSE creature within 20 feet must succeed on a DC 19 Fortitude
Speed 40 ft. save or gain one negative energy level. After 24 hours,
the affected creature is entitled to another Fortitude save
Melee slam +10 (1d6+7 plus flense) against the same DC to remove the level as normal.
Special Attacks flense, lifedrain, power over undead Flense (Su) Living creatures struck by a flayed man’s
STATISTICS slam attack must succeed on a DC 19 Fortitude save or
take 1 point of Constitution damage, as rents and tears
Str 20, Dex 12, Con —, Int 15, Wis 13, Cha 19 appear in their flesh. On each such successful attack,
Base Atk +7; CMB +12; CMD 23 the flayed man gains 5 temporary hit points. The
Feats Ability Focus (grisly appearance), save DC is Constitution-based.
Command UndeadB, Improved Initiative, Grisly Appearance (Su) At the start of each of the
Power Attack, Stealthy, Weapon Focus (slam) flayed man’s turns, all creatures within 30 feet
Skills Acrobatics +11 (+15 jump), Climb +18, must succeed on a DC 21 Will save or become
Intimidate +17, Knowledge (religion) +10, shaken for 1 round. This is a necromancy
Perception +14, Spellcraft +10, Stealth +18 effect. The save DC is Charisma-based.
Languages Abyssal, Common, Infernal Lifedrain (Su) As a standard action, a
flayed man may emit a flood of negative
SQ create spawn, death throes energy to weaken its foe. It must
succeed on a ranged touch attack (+6
attack modifier) to strike a target within
created with its create spawn ability. A 30 feet. On a hit, it deals 1d4 points of
Constitution damage. On each such
flayed man prefers to slip into successful attack, the flayed man gains
a small community, picking 5 temporary hit points. A flayed man
off victims one at a time to must wait 5 rounds between
each use of this ability.
build its undead army. Once
it has accumulated six or more
followers, it reveals itself to murder and Flayed Man Lore
maim the local population.
DC Result
Tactics
Flying heads on the
wing attack like giant
raptors, diving at prey
with claws extended.
They enjoy lifting
grappled foes high
in the air before
dropping them
to their deaths.
They try to imitate
the screams of their
plummeting victims as
a contest, with the winner
getting first dibs on the
remains. On the ground, they
hop forward to bite with their
massive mouths.
harpy/flying head hybrids, more hideous than either of Str 18, Dex 13, Con 14, Int 11, Wis 14, Cha 17
its parents. Base Atk +7; CMB +12 (+14 grapple); CMD 23
Feats Flyby Attack, Hover, Improved Grapple, Skill Focus
Characters with ranks in Knowledge (nature) can learn (Perception)
more about a flying head with successful skill checks. Skills Fly +7, Perception +10, Stealth +4
Languages Common
Flying Head Lore ECOLOGY
Unmistakably reptilian, flying lizards resemble normal A sorcerer or wizard of 4th level with the Improved Familiar
lizards, and have the smooth, colorful patterned skin of feat may call upon a scalewing to serve as a familiar.
small lizards and skinks. Tiny flying lizards (the most Scalewings grant their masters a +2 on Perception.
common variety) are referred to as scalewings, medium
flying lizards are called irontooths, huge flying lizards are
Companion Animal
called blackwings, and the reputed but never confirmed
colossal version is referred to as a legendary flying lizard. A druid or ranger may select a flying lizard as a companion
animal.
Society and Culture Flying Lizard Companions
Starting Statistics: Size Medium; AC +5 natural armor;
Flying lizards are normally solitary creatures until they Speed 15 ft., fly 75 ft.; Attack 2 claws (1d6), bite (1d8),
mate, but once they do so, mated pairs live together for tail (1d3); Ability Scores Str 17, Dex 12, Con 17, Int 2, Wis
12, Cha 6; Special Qualities low light vision
life. Scalewings sometimes operate in flocks of as many as
7th Level Advancement: Size Large; AC +3 natural armor;
eight, but they are the only variety of flying lizard to do so. Attack 2 claws (1d6), bite (1d8 plus grab), tail (1d4 plus
constrict); Ability Scores Str +6, Dex -2, Con +4
Treasure
As animals, flying lizards do not accumulate treasure except
Advanced Versions
incidentally, although some scalewings collect small shiny
Flying lizards advance by hit dice and size.
objects in the same manner that some birds do.
Uses Gaasyendietha
The meat of the flying lizard has a sharp, tangy taste. Most
humans find it to be repulsive, but orcs and goblinoids T his crimson dragon glows like molten copper. Its every
usually enjoy the flavor, and flying lizard is often served at movement causes flames to dance along its scales.
Krom’s Throat in Scurvytown. The lizards have no magical
properties, but any spell that normally requires a feather Gaasyendietha are rapacious and greedy dragons that
or other part of a bird as a spell component can instead dwell in alpine lakes.
use the equivalent part of a flying lizard; for example, a
lizardfolk adept may use a scalewing’s wing membrane
instead of a raven’s feather in order to cast a fly spell. This
Tactics
has no effect on the outcome of the spell, but it can add a
touch of local color. As far as adventurers go, the primary Gaasyendietha are called meteor dragons, for their
value of a flying lizard is as a companion or familiar. appearance in flight. They trust in their sheaths of fire
Flying lizards can be domesticated and trained like as they bowl over and through groups of foes. They can
any other animal. Irontooth and darkwing lizards can be take out small armies in this way, and military units travel
trained to serve as mounts, carrying any creature at least miles out of their way to avoid the territory of one of these
one size category smaller than the lizard. Scalewings are dragons. Enemies immune to fire are simply chewed to
usually used by hunters, serving much the same role as death, or pulled to the bottom of the creature’s lake to
hawks. drown.
A scalewing egg can fetch a price of up to 750 gp from
a dealer in exotic creatures, and a trained hatchling can Encounters
command a price of up to 3,000 gp. Irontooth lizards
are worth five times as much, and a blackwing egg could As great as a gaasyendietha’s greed for treasure may be,
fetch 15,000 gp. Of course, it would be quite a task to its greatest hunger is for the energies of other fire based
transport the large egg from the nest to a merchant beings. Even the greatest elemental fears the inhalations
without shattering it and killing the unborn lizard. of one of these dragons, and beings as powerful as efreeti,
SPECIAL ABILITIES
GAASYENDIETHA CR 17 • XP 76,800
Consume Elemental (Su): A gaasyendietha may attempt
N Gargantuan Dragon (fire) to consume any creature made up of living flames, such
Init +4; Senses darkvision 60 ft, low light vision, scent.; as a fire elemental, or a creature of the fire subtype. For
Perception +17 every full round action spent attempting to consume
it, the victim must make a DC 27 Will save or take 2d6
Aura flaming nimbus points of Charisma damage, which the gaasyendietha
DEFENSE then gains as temporary hit points, lasting for one hour.
Any target reduced to 0 Charisma in this way is reduced
AC 32, touch 6, flat-footed 32 (+26 natural, -4 size) to a desiccated husk and dies.
hp 275 (19d12+152) Flaming Nimbus (Su): Any movement a gaasyendietha
Fort +19, Ref +11, Will +16 makes, regardless of how slight, sheathes it in a nimbus
DR 15/magic; Immune acid, flanking, paralysis, sleep, sonic of blazing fire in a 10 foot radius. Any creature coming
into contact with the creature when it is walking takes
SR 34 2d6 points of fire damage. If the creature is running, in
OFFENSE combat, or flying, the shroud intensifies, dealing 4d6
points of damage to anything touching it. This ability
Speed 40 ft., fly 250 ft. (clumsy) often leads to setting fires to whatever vegetation or
Melee bite +27 (2d8+12 plus burn), 2 claws +27 (2d6+12 objects surround the creature.
plus burn), and tail slap +22 (2d8+6 plus burn) Flaming Waters (Su): Any part of a gaasyendietha
Space 20 ft.; Reach 20 ft. submerged when it moves causes the water around it to
Special Abilities breath weapon, burn (4d6, DC 27), boil in a 10 foot radius, dealing 2d8 points of damage to
consume elemental, fiery charge, flaming waters every creature within range.
Fiery Charge (Su): When a gaasyendietha makes a charge
STATISTICS attack, its nimbus blazes white hot, and deals 6d6 points of
Str 34, Dex 10, Con 27, Int 17, Wis 20, Cha 19 fire damage to any creature it touches, touches it, or that is
in a square it moves through. A DC
Base Atk +19; CMB +33, +37 overrun; CMD 43
29 Reflex save indicates
Feats Ability Focus (fiery charge), Cleave, Combat the target only
Reflexes, Critical Focus, Great Cleave, Greater Overrun, suffers half
Improved Initiative, Improved Overrun, Power Attack, damage.
Snatch, Tiring Critical
Skills Appraise +15, Bluff +16, Fly +18, Intimidate +17,
Knowledge (arcana, nature) +15, Perception +17, Sense
Motive +17, Stealth +18, Swim +32, Use Magic
Device +16
Languages Aquan, Common,
Draconic, Ignan
ECOLOGY
Environment mountains, hills, or
temperate lakes
Organization solitary, pair
Treasure double
SPECIAL ABILITIES
Breath Weapon (Su): Once every
1d4 rounds a gaasyendietha may
vomit forth a chunk of molten
mucus that travels in a line up
to 100 feet. It deals 3d6
bludgeoning damage and
3d6 fire damage to any
target struck, and explodes
in a 20 foot radius for an
additional 6d6 points of fire
damage. A victim directly
struck may make a DC 27 Reflex
save for half damage; failure
means they are coated in flaming
mucus, taking an additional 1d6
points of damage per round until
extinguished. Victims within the
blast radius, including any being
struck by the initial glob, may make
a Reflex save at the same DC for half
damage.
fiends, phoenix, and red dragons are hesitant to cross paths speak before it reduces them to ash. A gaasyendietha that
with one. Not even their own kind are immune, although has been flattered into a showy flight is both a terrifying
it is a rare gaasyendietha that actively hunts others of and beautiful sight, visible for miles around.
their species. For their part, gaasyendiethas aggressively
hunt such creatures; some sages think they take on some Treasure
of the traits of those they consume, be it a devil’s cruelty,
or a phoenix’s benevolence. Like any dragon, a gaasyendietha is a covetous creature.
It prefers items able to resist its flaming nimbus, as most
Ecology metals melt into molten masses, and gemstones crack
from the heat.
Despite these dragons’ affinity to fire, gaasyendietha
prefer to make their lairs in lakes or deep rivers. They Advanced Versions
prefer waters fed by warm springs, but tolerate temperate
waters. As they don’t actually breathe water, their lairs are Gaasyendietha typically advance by templates, although
always air-filled, with multiple escape routes. some few take class levels to augment their might.
Characters with ranks in Knowledge (nature) can learn
more about the gaasyendietha with successful skill checks.
Ghost Eater
Gaasyendietha Lore
DC Result T his creature is about the size of a halfling,
Gaasyendietha are mighty dragons, wreathed covered in dark gray hair that is longest on its
27 in flames as they move. This result reveals all head and back. It has a long tail, and a round
dragon traits. face with staring, pale eyes. Its hands and feet
Gaasyendietha dwell high in the mountains, are strong, and well-suited to climbing.
32
often in warm lakes.
Gaasyendietha feed on creatures that have an
37 affinity with fire, and look favorably on those A ghost eater is a monkey-like creature that preys on the
that can lead them to such creatures. undead.
While gaasyendietha are not evil, they are aggressive, and Encounters
don’t suffer disturbance well. A fast talking character who
brings both gifts and flattery may quell the creature’s rage Ghost eaters track undead, either alone with their troop,
long enough to partake in using its waters, or asking it and are normally encountered while doing this or resting.
for advice. A gaasyendietha generally remembers beings If they encounter undead, they always open combat with
it had peaceful relations with, and give them a chance to their eerie howl ability, which serves the dual purpose of
Ecology
The ghost eater draws sustenance from the
unnatural energies of undead creatures, which
it absorbs by biting them. They live mainly in
rainforests, feeding on the stray energies of
dead creatures of all types; however, they are
attracted to humanoid settlements, and especially
burial grounds. Some believe that a ghost eater
is created when a particularly righteous cleric
dies, carrying on the duty of laying the restless
dead. Others point out that this would make the
creature undead, and it does not respond to spells
of turning as other undead creatures do.
Characters with ranks in Knowledge (arcana)
can learn more about ghost eaters with successful
skill checks.
SPECIAL ABILITIES
GHOST EATER CR 2 • XP 600
Detect Undead (Su) A ghost eater can continuously
N Small magical beast detect undead as the spell, with no need for
concentration. This covers a 120-foot radius around the
Init +2; Senses detect undead 120 ft., darkvision 60 ft.,
ghost eater, and allows the ghost eater to interact with
low-light vision, scent; Perception +5
invisible undead without penalty. In addition, the ghost
DEFENSE eater gets a +10 bonus to Survival checks when tracking
undead creatures.
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
Disrupting Bite (Ex) The ghost eater’s bite has the
hp 19 (3d10+3) same effect as the spell disrupt undead. Whenever the
Fort +4, Ref +5, Will +3 ghost eater makes a successful bite attack against an
Defensive Abilities ghostly resilience undead creature, it inflicts an additional 1d6 points of
damage. In addition, a ghost eater can hit incorporeal
OFFENSE creatures with its bite attack as if using a ghost touch
Speed 30 ft., climb 30 ft. weapon.
Melee bite +5 (1d4) and 2 slams +0 (1d3) Eerie Howl (Su) The ghost eater’s eerie, echoing howl
causes mindless terror to take hold of all creatures that
Special Attacks disrupting bite, eerie howl, final repose hear it—including the spirits of the dead. All creatures
STATISTICS within 60 feet must make a DC 14 Will save. The howl
has the same effect as a fear spell with the following
Str 11, Dex 15, Con 12, Int 2, Wis 14, Cha 12 exceptions: it affects undead creatures, and it is a
Base Atk +3; CMB +2 (+9 grapple); CMD 14 sonic effect which can be countered with silence or the
Feats Ability Focus (eerie howl), Weapon Finesse bard’s countersong ability. A ghost eater can emit an
eerie howl up to 3 times/day. The save DC is Charisma-
Skills Acrobatics +14, Climb +14, Perception +5, Survival based.
+3; Racial Modifiers +8 Acrobatics, +8 Climb
Final Repose (Ex) Undead creatures destroyed by
SQ detect undead a ghost eater cannot return; even ghosts with the
rejuvenation ability are destroyed forever. A living
creature killed by a ghost eater cannot rise as undead,
and its corpse cannot be affected by or used for
Spell Components animate dead, create greater undead, create undead,
raise dead, reincarnate, resurrection, or similar spells.
Spell Effect There are two ways to restore life to a creature slain by
Ghost Eater Eye a ghost eater. True resurrection still functions normally.
And if the ghost eater that killed the victim can be
Detect undead +2 caster level found, captured alive, and brought to the corpse of the
victim, wish, limited wish, or miracle can restore the
Ghost Eater Tooth
connection between spirit and corpse, at which point
Animate Dead +2 caster level raise dead and similar spells will function normally. If
the ghost eater is killed, the spirits it has consumed are
Create greater undead +1 caster level lost forever.
Create undead +1 caster level Ghostly Resilience (Ex) A ghost eater receives a
Disrupt undead Increase damage to 2d4 +10 racial bonus to resist the spell-like abilities and
supernatural powers of undead creatures. It is immune
Undeath to death Increase damage to 1d6/level to the level drain and ability damage attacks of
Ghost Eater Tongue or Windpipe undead creatures. It receives a +4 deflection bonus to
AC against the physical attacks of undead. Finally, it
Spell can affect undead receives spell resistance 17 against spells cast by undead
Fear
creatures creatures.
Halt undead +2 caster level
Magic Items
living warning systems, training them to howl any time
they detect the presence of the undead.
If it is incorporated directly into the item, a ghost eater
Spell Components tooth will reduce the gold piece cost of creating a ghost
touch or bane (undead) weapon by 10%. It is possible that
A character who understands how to harvest and employ a ghost eater tooth could be used to create potions of
elements of a ghost eater can use its body to empower restoration, if the GM wanted to put these items on the
certain spells, as shown above. market.
Each component is destroyed when the associated spell
is cast. As ghost eaters are rare and few people know how Advanced Versions
to properly invoke these powers, there is little market for
ghost eater organs. Ghost eaters advance by hit dice.
Constructing a Golem
The cost to create a golem includes the cost of the physical
body and all the materials and spell components used in
its creation. Each golem entry gives specific details on the
materials required, and the total cost for its creation.
Note: The market price of a golem with more Hit
Dice than the typical golem described in each
entry is increased by 5,000 gp for each additional
Hit Die it possesses beyond the standard
for its kind, and increases by an additional
50,000 gp if the golem’s size increases.
Building a golem with the advanced simple
template increases its cost by 15,000 gp.
There are terrible processes and ancient
rituals that can be used to reduce the time
and cost of creating a golem, at the cost of the
creator’s sanity. The creator must make a Will
save with a DC equal to 10 + the golem’s
HD +1 for every 5,000 gp and 1 day
removed from the creation time and cost.
On a successful save, the creator gains 1d4
insanity points (Freeport: City of Adventures
427). On a failed save, the creator gains a
number of IP equal to 2d3 +1 per 5,000
gp/day removed from construction time.
Tactics Encounters
A chemical golem begins combat with its breath So rare are chemical golems, they are only ever encountered
weapons, spewing a cone of scalding toxins and acids over singly. They haunt the ruined wasteland that marks the
all creatures in range. While it waits to breathe again, it outer edge of Bloodsalt and occasionally stir from their
charges, using slam attacks to smash its opponents. A fetid pools to visit destruction on everything around them.
chemical golem always fights to the death.
Ecology
CHEMICAL GOLEM CR 10 • XP 9,600 While the only known chemical golems exist on the
N Large construct
edges of Freeport, its possible for other chemical golems
Init -1; Senses darkvision 60 ft., low-light vision; to exist in the World of Freeport. No one is quite sure
Perception +0 why they form or what fell power gives them the ability to
DEFENSE animate, but efforts to reconstruct a chemical golem using
AC 18, touch 8, flat-footed 18 (-1 Dex, +10 natural, -1 size) the normal methods for construct creation have failed.
hp 129 (18d10+30) Characters with ranks in Knowledge (arcana) can learn
Fort +6, Ref +5, Will +6 more about chemical golems with successful skill checks.
Defensive Abilities rupture; DR 10/silver; Immune
construct traits
OFFENSE
Chemical Golem Lore
DC Result
Speed 20 ft.
Melee 2 slams +23 (2d8+6) This creature is a chemical golem, born from the
irresponsible use of power by Freeport’s mages in
Space 10 ft.; Reach 10 ft. 20
their efforts to reclaim land savaged by the Great
Special Attacks breath weapon (30-ft. cone, 5d6 acid Green Fire. This result reveals all construct traits.
and Con damage, Reflex DC 19 halves acid damage and
Fortitude DC 19 negates Con damage, usable every 1d4 A chemical golem’s body is a thin membrane
rounds), death throes that contains a viscous soup of toxic sludge,
burning gasses, and flesh-eating acid. Piercing
STATISTICS 25
its hide can cause it to rupture, spilling its
Str 23, Dex 9, Con —, Int —, Wis 10, Cha 1 foulness in all directions, though it can also
Base Atk +18; CMB +25; CMD 34 spew out the vile stuff periodically on its own.
SQ berserk, rupture They are resilient to most attacks, especially
30 magical ones. The most reliable weapons against
SPECIAL ABILITIES these creatures are those forged of silver.
Berserk (Ex) In combat, there is a cumulative 1% chance When destroyed, a chemical golem explodes in a
each round that the chemical golem goes berserk. If 35
shower of poisonous gasses and scalding fluids.
this occurs, it attacks the closest living creature each
round. If no creature is within reach, it smashes some
object smaller than itself, then moves on to spread more Physical Characteristics
destruction. Once the golem goes berserk, no known
method can reestablish control.
A chemical golem appears to be a shifting mass of liquids
Death Throes (Su) When reduced to 0 hit points, a
chemical golem explodes in a burst of foul burning contained in a thin, transparent skin. It can reshape itself
liquids and deadly gases. All creatures within 20 feet at will, rising up as tall as twelve feet. When it attacks, it
take 10d6 points of fire damage and 2d4 points of
Constitution damage (Reflex DC 19 half). The save DC is
forms a fist from its mass to slam into its foes. Chemical
Constitution-based. golems can weigh as much as 2,000 pounds.
Immunity to Magic (Ex) A chemical golem is immune to
any spell or spell-like effect that allows spell resistance. Treasure
If, however, it is the target of a neutralize poison spell, it
is slowed for 2d6 rounds (no save).
Rupture (Ex) Whenever a chemical golem takes 10 Chemical golems do not keep treasure.
or more points of slashing or piercing damage from
a single attack, it ruptures, spraying burning liquid Advanced Versions
and toxic chemicals in all directions for 1 round.
All creatures within 10 feet of the chemical golem
take 2d6 points of fire damage and 1d4 points of Chemical golems may have as many as 36 Hit Dice.
Constitution damage (Reflex DC 19 half). The save DC Those of 27 Hit Dice or more are Huge and have damage
is Constitution-based.
reduction 15/silver.
Encounters
Tiger-skull golems are generally found as the guardians
of large barbarian tribes, although some ancient ones may
be found still watching over long abandoned tombs. They
protect the living and the dead with equal fervor.
Ecology
As constructs, tiger-skull golems don’t have a true
ecology, but rather exist outside the natural processes
of the world
Characters with ranks in Knowledge (arcana) can learn
more about tiger-skull golems with successful skill checks.
Treasure inscribed with runes, which are filled with -enhanced fats
and powered gems worth at least 500 gp.
Tiger-skull golems keep no treasure, but are sometimes
decorated with necklaces, or have their bones inlaid with
Tiger-Skull Golem
gems or precious metals. CL 8th; Price 5,000 gp
Advanced Versions Construction
Tiger skull golems advance by templates, commonly the Requirements Craft Construct, cat’s grace, greater magic
advanced or giant creature templates. Any template that can fang, summon nature’s ally VI, creator must be at least 8th
be applied to a construct may be used to advance a golem. level; Skill Knowledge (nature) DC 15; Cost 2,500 gp
SPECIAL ABILITIES
HAFGUFA CR 20 • XP 307,200
Elemental Force (Su): The elemental origins of an hafgufa
NE Colossal magical beast (aquatic, earth) allow it to attack into overlapping planes of reality. Its
attacks affect ethereal, astral, and shadowy targets.
Init +5; Senses all-around vision, darkvision 120 ft., keen
scent, low-light vision, mistsight, tremorsense 60 ft.; Rocky Outcropping (Ex): An hafgufa that lies motionless
Perception +37 at the surface of the water can easily be mistaken for
a small island. The hafgufa makes a Stealth check with
DEFENSE a +20 bonus anytime it lies motionless on the water’s
AC 37, touch 3, flat-footed 36 (+1 Dex, +34 natural, -8 size) surface. Observers oppose this check with Perception
checks to realize the hafgufa is anything more than a
hp 396 (24d10+264) small rocky island 20-25 feet in diameter, with a few
Fort +25, Ref +15, Will +20 shrubs, and possibly a single tree. Any creature standing
Defensive Abilities unstoppable; DR 15/adamantine and on the hafgufa when it awakes and begins to move is
piercing or slashing; Resist cold 30; SR 35 (only against automatically subject to its smash breech attack.
enchantment, necromancy, and transmutation) Smash Breech (Ex): As a full-round action, an hafgufa can
make a special charge attack against creatures on the
OFFENSE surface of the water. At the end of its charge, the hafgufa
Speed swim 60 ft. breaches, then slams down onto the target with incredible
Melee bite +32 (6d6+16 plus grab), slam +32 force. Any Huge or smaller creatures in the whale’s space
(8d10+16/19-20) must make a DC 33 Reflex save or take 16d10+32 points
of bludgeoning damage and be forced into the nearest
Ranged water spray +17 touch (5d6+16 bludgeoning plus square adjacent to the whale. This breach automatically
bull rush), 90 foot range increment attempts to capsize any boats caught wholly or partially
Space 30 ft.; Reach 20 ft. in this area. The save DC is Constitution-based.
Special Attacks capsize, swallow whole (4d10+8 plus Water Spray (Ex): The hafgufa can spray a massive jet
5d6 acid, AC 27, 78 hp), smash breech of sea water at foes. This is a bludgeoning ranged touch
attack with a 90 foot range increment. A target struck is
STATISTICS also subject to a bull rush from the hafgufa, and is pushed
Str 43, Dex 13, Con 32, Int 20, Wis 31, Cha 22 back the maximum distance. Flying creatures pushed
Base Atk +24; CMB +48 (+52 grapple); CMD 59 (can’t be back also fall. The hafgufa does not provoke attacks of
tripped) opportunity from using the attack or combat maneuver.
Feats Critical Focus, Deafening Critical, Following ECOLOGY
StepAPG, Improved Critical (slam), Improved Initiative,
Environment any ocean
Improved Iron Will, Improved Vital Strike, Iron Will,
Power Attack, Step Up, Step Up And StrikeAPG, Vital Organization solitary
Strike Treasure standard
Skills Knowledge (geography) +25, Knowledge
(history) +25, Knowledge (local) +25, Knowledge
(nature) +25, Perception +37, Sense Motive
+26, Stealth +12, Swim +51
Treasure
Metal and acid-
resistant materials
often build up in
hafgufa’s stomachs,
including magic items
and powerful weapons used by
adventurers they consumed.
Uses Encounters
A character who understands how to harvest and employ Stone hags haunt deep networks of caverns, drawing
elements of a hafgufa can use its body to empower certain their power from the earth beneath their feet. They do
spells, as shown below: not desire power or domination, just the sheer joy of
torturing unlucky adventurers in deep lightless caverns.
Spell Components They shun contact with the outside world as a whole,
preferring the solitude of their lairs. However, should a
Spell Effect
creature interrupt that solitude, a stone hag will not rest
Rock Hide
until the unfortunate soul’s petrified remains decorate
Stone shape +5 caster level her lair.
Stone to flesh +1 to save DC
Stoneskin
no gp cost, DR requires
adamantine piercing or slashing
Ecology
Increase to hardness 15 and 20 hit
Wall of stone
points per inch of thickness
Stone hags are thought to be the hybrid offspring of other
forms of hags and stone giants, though it is impossible
Stomach Acid
to say for sure since stone hags are all abandoned as
Deal acid damage rather than fire
Fireball damage. Works with any spell
infants by uncaring or even disgusted hag mothers. A
that deals fire damage. newborn stone hag is less helpless than a human of the
same age, and already significantly resistant to damage
Advanced Versions from anything but adamantine weapons. Even so they
must struggle not to starve to death, and though they are
Hafgufa often take on planar energies over their lives, self-sufficient within a year they are also embittered and
with the most powerful gaining the half-celestial or half- violently hateful by this time.
fiend template. Some more successful hafgufa also have Characters with ranks in Knowledge (nature) can learn
the advanced template. more about stone hags with successful skill checks.
STATISTICS
STONE HAG CR 9 • XP 6,400
Racial Modifiers +8 Stealth in rocky terrain
CE Medium monstrous humanoid (earth) Languages Common, Terran
Init +4; Senses crystal sight, darkvision 60 ft., detect Special Qualities change shape (any humanoid, alter
good, detect magic, tremorsense 60 ft.; Perception +18 self), no breath
Aura unnatural aura (30 ft.)
ECOLOGY
DEFENSE Environment any land or underground
AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +8 natural) Organization solitary or coven (3 hags of any kind)
hp 114 (12d10+48) Treasure standard
Fort +8, Ref +12, Will +11
SPECIAL ABILITIES
DR 10/adamantine; Immune bleed, paralysis,
petrification, poison, sleep, stunning; Calcific Bite (Su) A stone hag’s razor-sharp fangs
secrete a petrifying venom, dealing 1d4 points of
Weaknesses light sensitivity
Dexterity damage on a successful bite attack. The ability
OFFENSE damage can be halved with a DC 20 Fortitude save. A
creature reduced to 0 Dexterity is petrified permanently.
Speed 30 ft., burrow 30 ft., earth glide The save is Constitution-based.
Melee bite +17 (1d6+5 plus calcific bite), 2 Crystal Sight (Ex) Stone hags can see through stone,
claws +17 (1d6+5) earth, or sand as easily as transparent crystal. Their
Space 5 ft.; Reach 5 ft. gaze can penetrate 12 feet, or 6 feet of metal. This
Special Attacks calcific bite (1d4 Dex, ability otherwise functions as the oracle revelation of
DC 20), leaden gaze (1d4 Dex and the same name.
staggered, DC 20, 30 ft.) Flowstone Stride (Ex) Stone hags may move
Spell-Like Abilities (CL 12th; through any sort of rocky debris at their
concentration +16) normal speed, without taking damage
or suffering any other impairment. This
Constant — detect good, detect
includes terrain that has been magically
magic, pass without trace, stone
manipulated, such as spike stones.
tell
Honed Claws (Ex) Stone hags treat
At Will — ghost
their natural attacks as adamantine for
sound (DC 14)
the purposes of overcoming damage
3/day — reduction and hardness.
magic stone,
Leaden Gaze (Su) 1d4 Dex damage
stone call,
and staggered, 30 ft.; Fortitude DC
stone shape
20 negates. The save is Charisma-
1/day — spike based. A creature reduced to 0
stones (DC Dexterity by the stone hag’s gaze is
18), summon monster IV (earth immediately petrified, as if by a flesh
elementals only), wall of stone (DC 19) to stone spell.
STATISTICS Slow Metabolism (Ex) Stone hags can
go without food and water for a full week
Str 21, Dex 18, Con 19, without suffering any detrimental effects.
Int 11, Wis 17, Cha 18 Stony Demeanor (Ex) Stone hags’ faces
Base Atk +12; CMB +17; CMD 31 show no emotion, and their voices are
Feats Dodge, Following Step, monotonous and dull. This gives them a
Mobility, Spring Attack, Step Up, +10 racial bonus on Bluff checks made to
Step Up And Strike lie and a +5 racial bonus on Bluff checks
Skills Bluff +7 (plus Stony Demeanor), made to feint, but also imposes a -5 penalty
Disguise +10, Intimidate +10, on Bluff checks made to pass a hidden
Knowledge (arcana) +6, Knowledge message.
(dungeoneering) +3, Perception +18,
Sense Motive +6, Spellcraft +6, Stealth
+13 (+21 in rocky terrain)
Treasure
and any members within 1 mile of Stone hags value magic items above all other
the stone hag gain Crystal Sight forms of treasure, especially those that grant them
and Flowstone Stride, as well as broader spell-like powers.
immunity to the stone hag’s leaden gaze. However,
stone hags only join a coven in extraordinary Advancement
circumstances, usually when a far greater good
threatens their staked-out territory. Stone hags advance by gaining class levels.
Tactics Ecology
Haint sharks have little in the way of tactical acumen. Laying a haint shark to rest is difficult. Typically,
They identify a target, stalk it, attack it, kill it, and move feeding the individual or individuals that killed it to the
on to the next target. If threatened with destruction, they haint shark resolves the issue, although in cases where
swim away to return again later. this is not possible, family members may sometimes
be substituted. Should this not be acceptable, or the
appropriate individuals not be available, then locating
the weapon that killed the haint shark is another option.
Against the haint shark it helped create only, that weapon
is treated as having both the bane and ghost touch abilities
and, if it delivers the killing blow, ending the haint shark
permanently.
Characters with ranks in Knowledge (religion) can learn
more about haint sharks with successful skill checks.
Physical Characteristics
Appearing as ghostly, translucent blue versions of the great
ocean-dwelling eating machines that they were in life,
haint sharks seem to swim through rain, fog, and snow as
though it were the waters they formerly traversed in life.
STATISTICS
HAINT SHARK CR 8 • XP 4,800
Str --, Dex 20, Con --, Int 5, Wis 14, Cha 20
CE Huge undead Base Atk +9; CMB +11; CMD 21 (can’t be tripped)
Init +5; Senses blindsense 30 ft., darkvision 60 ft., keen Feats Improved Natural Attack (bite) x2, Flyby Attack,
scent; Perception +25 Snatch, Weapon Finesse, Weapon Focus (bite)
DEFENSE Skills Fly +28, Perception +25, Stealth +28, Survival +14;
Racial Modifiers +8 Perception, +8 Stealth
AC 18, touch 18, flat-footed 13 (+5 deflection, +5 Dex, –2 size) SQ keen scent, water focus
hp 114 (12d8+60)
SPECIAL ABILITIES
Fort +6, Ref +9, Will +10
Defensive Abilities channel resistance +4, incorporeal, Keen Scent (Ex) A haint shark can notice creatures by
rejuvenation; Immune undead traits scent in a 180-foot radius underwater and can detect
blood in the water, fog, or rain at ranges of up to a mile.
OFFENSE Deadly Bite (Su) A haint shark’s bite is treated as if it has the
Speed fly 60 ft. (perfect) ghost touch ability, uses twice its DEX modifier to determine
Melee bite +15 (3d8+10 and 2d6 bleed) damage, and does 2d6 bleed damage. The bleed damage
does not stack with itself, use the highest total rolled.
Space 15 ft.; Reach 15 ft.
Water Focus (Su) A haint shark swims using its Fly skill,
Special Attacks deadly bite and may only fly during periods when a large quantity of
water is in the air, such as during fog, rain, or snow
Uses Tactics
Unlike most incorporeal undead the form of a destroyed Harpoon crabs are ambush hunters, hiding just below
haint shark does not dissipate for weeks. the water’s surface until a ship passes close enough to
drive their massive rostrum into. They lunge forward,
Magic Items and upward, goring the hulls of the vessel repeatedly
until the pierced ships begin to sink. As the passengers,
Teeth from a haint shark may be harvested with ghost crew, and sometimes live cargo begins to fall overboard
touch weapons and stored in specially-prepared containers. the crabs abandon their attacks against the ships and
If used in the manufacture of a ghost touch weapon, they instead, attack the nearest living targets.
reduce the gold piece expenditure by 15%.
A weapon which was used in the creation of a haint Encounters
shark, and then in turn slew the haint shark it created,
may be enchanted as a ghost touch undead bane weapon for Harpoon crabs are most often found in the coastal
20% less gold than normal. waters near ports where they can attack and sink boats
and smaller ships. When these creatures are known to be
Advanced Versions dwelling in an area, it’s not unusual for informal hunts to
be organized, and these can unite usually hostile sailors.
Haint sharks advance by hit dice and size. Harpoon crabs present an equal threat to all.
STATISTICS
HARPOON CRAB CR 9 • XP 6,400
Str 31, Dex 13, Con 21, Int —, Wis 10, Cha 2
N Huge vermin (aquatic) Base Atk +9; CMB +21 (+25 grapple); CMD 32 (44 vs. trip)
Init +1; Senses darkvision 60 ft.; Perception +6 Skills Perception +6, Stealth +9, Swim +18; Racial
Modifiers +6 Perception, +8 Stealth
DEFENSE
SQ water dependency
AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, -1 size)
ECOLOGY
hp 114 (12d8+60)
Fort +13, Ref +5, Will +4 Environment any aquatic
Defensive Abilities deceptive size; Organization solitary
DR 5/ —; Immune mind-affecting effects Treasure standard
OFFENSE SPECIAL ABILITIES
Speed 30 ft., swim 20 ft. Deceptive Size (Ex): A Harpoon crab has
Melee gore +19 (2d6+10), 2 a proportionally small body and long thin
claws +14 (1d8+5 plus grab) appendages. So while it is a Huge creature, the
harpoon crab is only considered to be Large for
Special Attacks constrict
the purposes of determining armor class.
(1d8+5), ship sinker
Ship Sinker (Ex): The harpoon crab’s
horn-like rostrum is made of incredibly
hard chitin that sheers through wood
and similar substances easily. When
attacking with its gore attack, a
harpoon crab ignores any DR or
hardness of 5 or less.
Water Dependency (Ex):
Harpoon crabs can survive
out of the water for 1 hour
per point of
Constitution.
Beyond
this limit,
a harpoon
crab runs
the risk of
suffocation,
as if it were
drowning.
loners, only coming together briefly to mate. Speed 20 ft., swim 60 ft.,
Melee bite +26 (2d8+10 plus grab), tail slap +20 (2d6+5)
their flavor. They also enjoy watching creatures attempting shoreline, and droplets of oil floating suspended in the
to find sustenance in their polluted waters. water. They ravage whatever environment they dwell
in, smothering reefs and fouling even deep sea vents.
Ecology Because of this, few creatures willingly ally with an
ikuchi, save the rare aquatic demodand, and intelligent
The lands and waters around the lair of an ikuchi are undead.
polluted affairs, with gobs of sludge washed up on the Characters with ranks in Knowledge (nature) can learn
more about the Ikuchi with successful skill checks.
Ikuchi Lore
DC Result
Physical Characteristics
Ikuchi are a race of intelligent and evil giant Ikuchi look like massive blue-green eels, with glowing
19
eels. This result reveals all magical beast traits.
eyes and black oil slowly cascading down the length of
Ikuchi excrete heavy oils from their flesh,
24 capable of swamping boats and causing their bodies.
swimmers to sink to the depths.
29
Ikuchi infested waters are foul affairs, that no Society and Culture
natural creatures can tolerate for long.
Ikuchi are far too selfish to have a true society. A male and
female will come together once a decade to mate. The
female gives birth to live young in the most foul waters
she can find. The elvers generally turn on
each other as soon as they hatch, with the
strongest rapidly fleeing to establish
their own stretch of sea before their
parent consumes them.
Treasure
Ikuchi gather whatever
valuables they can from
sunken ships and drowned
foes. Some is placed as bait,
to lure in more victims.
Useful or interesting items
are wrapped in oil and
stashed.
Advanced Versions
Ikuchi advance by templates,
typically the advanced or giant
creature ones. Any template dealing
with corruption or damage to the
natural world is applicable as well.
breaking up their ranks to shred and burn their enemies. SPECIAL ABILITIES
Dimly aware as they are of their tortured existence, the Death Throes (Ex) When reduced to 0 hit points, an
spirits that animate these constructs relish every fight as infernal automaton’s body begins to shake and tremble.
After 1d3 rounds, it explodes dealing 3d6 points of fire
a chance to find peace and thus rarely back down once damage to all creatures in a 20-foot radius burst.
committed to a fight. Scalding Strike (Ex) An infernal automaton’s natural
attacks deal an extra 1d6 points of fire damage.
Treasure
Having no use for gold or baubles, infernal
automatons do not keep treasure.
Advanced Versions
Most infernal automatons are as presented here,
with variations being only in the particulars of
their facial features. However, their makers
are ever cunning and inventive with their
designs and in some darkened corners
of the Nine Hells one is bound to
find larger and stouter versions of
these constructs. Small infernal
automatons can have up to 6 Hit Dice, while Medium
versions can have 12 and Large models as many at 18.
Larger automatons have damage reduction 10/good.
Jikininki fight with the sole intention of gaining the most STATISTICS
powerful host possible. If they can catch a lone victim, Str -, Dex 21, Con -, Int 11, Wis 14, Cha 20
they masquerade as that being, attempting to find a large Base Atk +9; CMB +14; CMD 24
store of food. They hold on to that host until their will Feats Blind-fighting, Combat Expertise, Combat
Reflexes, Lightning Reflexes, Skill Focus (Stealth),
breaks, or they find a more powerful one. Weapon Focus (touch)
Skills Disguise +16, Fly +20, Intimidate +16, Knowledge
Encounters (religion) +11, Perception +13, Sense Motive +13, Stealth +11
Languages Common
SQ endless hunger
Jikininki may be found possessing the body of nearly any
creature, although they prefer humanoids as they keep ECOLOGY
large stashes of food. They are also fond of predatory Environment any
creatures such as tigers, sharks, manticores, and even Organization solitary
dragons. Treasure standard
SPECIAL ABILITIES
driven from their body. The jikininki simply flees into the
Physical Characteristics population to find another host.
Jikininki appear as great skeletons, covered in gore, and
rotted food caught in their bones.
Treasure
Jikininki care nothing for treasures, although the bodies
Society and Culture they ride in are often well equipped.
Jikininki possessing victims become increasingly
desperate, attempting to conceal their needs to gain Advanced Versions
accesses to larger meals, or easy kills, as their hunger
grows. Most jikininki snap, and turn on their fellows Jikininki advance by templates that can adjust incorporeal
in the night, feasting on the bodies of their friends. The undead.
victims suffer, and often go mad with the knowledge of
what their bodies have done after the spirit departs or is Kheppi
A cottage sized beetle clutches a glowing ball of
pulsating energy. Its golden metallic carapace makes
it difficult to gaze upon.
Tactics
Kheppi are instinctive fighters, but their plasma
generation makes them far more dangerous
than other monstrous vermin. They only hurl
their plasma ball as a last resort, as the beetle is
vulnerable until it is able to generate another.
Without it’s plasma ball, it resorts to its
shearing jaws to defend itself.
Encounters
Kheppi are sometimes kept as ceremonial animals
in temples dedicated to the worship of the sun.
They must be magically controlled or kept in heat-
proof pens, as their plasma can melt through
most materials over time.
Ecology
Kheppi feed on anything organic, and happily
devour the ashes of those who fall victim to
their plasma generation.
Characters with ranks in Knowledge (nature)
can learn more about kheppi with successful
skill checks.
Advanced Versions
or more old, while those that live over 500 years also
Kheppi normally advance by adding templates. The general add the positive-energy charged temple (see
Advanced simple template represents a kheppi a century Advanced Bestiary).
Kopuwai Encounters
Kopuwai work with no other creatures than its pack of
A towering humanoid with two snarling canine larval dogs, and only grudgingly avoid creatures that are
heads rushes toward you from the underbrush. clearly beyond their ability to defeat. The slightest sign or
Behind it follow two-headed dogs the size of scent of an intruder is enough to cause a kopuwai to fly
ponies, their jaws slavering. into a rage.
Physical Characteristics
Kopuwai are tall and powerfully built, with
two canine heads. Some have full coats of
hair while others have only partial coats.
Treasure
Kopuwai take anything
they consider valuable
back to their lair as
trophies. While they
prefer their natural
weapons, they are not
above using magic
weapons that are
clearly superior.
OFFENSE
KOPUWAI CR 8 • XP 4,800
Speed 40 ft.
CE Large Monstrous Humanoid Melee bite +14 (1d8+5), and 2 claws +14 (1d6+5)
Init +1; Senses darkvision 100 ft., scent; Perception +11 Special Attacks rend (2 claws, 1d6+7)
DEFENSE STATISTICS
AC 21; touch 11, flat-footed 20 (+1 Dex, +11 natural, -1 size) Str 20, Dex 13, Con 18, Int 11, Wis 16, Cha 15
hp 95 (10d10+40) Base Atk +10; CMB +17; CMD 28
Fort +7, Ref +8, Will +10 Feats Coordinated Maneuvers, Distracting Charge,
DR 5/magic; Immune disease, poison; SR 19 Outflank, Precise Strike, Tandem Trip
Skills Climb +13, Craft (traps) +10, Intimidate +10,
Perception +11, Stealth +8, Survival +11, Swim +13
Kopuwai Lore Languages Aklo
SQ pack feats, larval dogs
DC Result
ECOLOGY
Kopuwai are savage dog-headed humanoids
Environment tropical forests
18 that hunt all in their paths. This reveals all
monstrous humanoid traits. Organization solitary plus 2-8 larval dogs
Treasure standard
Kopuwai are never found without a pack of
23
giant two-headed dogs. SPECIAL ABILITIES
A kopuwai and its pack act as a unit, making Pack Feats (Ex): Kopuwai share any teamwork feats they
28
attacks in perfect sequence. possess with any larval dogs that can see and hear them.
Larval Dogs Larval dogs have the same stats as worgs
with the following changes: 2 bite attacks, a +5 racial
Advanced Versions bonus to trip attacks, and +3 to their natural armor.
Treasure
Koromo-dako horde any
treasure they find,
including many
worthless items,
and ship parts,
simply to possess
them. They often
rest on their
troves, caressing
each object in turn
with their tentacles.
The body on one of
these great creatures is
considered a delicacy in
some cultures untroubled by
eating intelligent monsters,
and their beaks are sometimes
own right. Half a koromo-dako’s treasure it the value of NE Medium Outsider (evil, extraplanar)
its corpse, and half is normal random treasure for its CR. Init +7; Senses darkvision 60 ft; Perception +22
DEFENSE
Advanced Versions AC 24, touch 14, flat-footed 20 (+3 Dex, +Dodge, +10 natural)
hp 127 (15d10+45)
Koromo-dako advance by templates, typically the Fort +7, Ref +12, Will +13
advanced or giant creature templates. DR 10/magic; Immune poison; Resist electricity, fire 15
SR 21
Labarindja OFFENSE
Speed 40 ft.
Melee 2 claws +17 (1d6+2)
Special Abilities energy drain, smoke hair
T his lithe and graceful man has sky blue skin, and Spell-Like Abilities (CL 11, Concentration +16)
hair made of smoke and mist. At will- dream, hypnotic pattern (DC 17), levitate,
nightmare (DC 20), suggestion (DC 18)
3/day-deep slumber (DC 18), hallucinatory terrain (DC
Labarindja are tempting dreams made flesh. 19), major image (DC 18)
1/day-gaseous form
Tactics STATISTICS
Str 15, Dex 16, Con 14, Int 17, Wis 18, Cha 21
Labarindja avoid combat if they can, instead acting as Base Atk +15; CMB +17; CMD 30
celestial entertainers and helpers, conversing in Celestial, Feats Critical Focus, Dodge, Improved Initiative, Mobility,
Nimble Moves, Sickening Critical, Spring Attack, Wind Stance
dancing, and doing what they can to aid their victims.
Skills Acrobatics +21, Bluff +23, Intimidate +23,
They use their abilities to draw away victims one at a Knowledge (planes) +21, Perception +22, Perform (dance
time, and drain them of their vital energy. If pressed, they or singing) +21, Sense Motive +22, Stealth +21, Swim +35
change their hair into a toxic gas, and flee. Languages Abyssal, Celestial, Common, Infernal
ECOLOGY
Encounters Environment warm lands
Organization solitary, pair
Labarindja wander the lonely places of the world, Treasure standard
offering balm to those in need. Rarely they settle in a SPECIAL ABILITIES
town, acting as healers or fortune tellers, choosing their Energy Drain (Su): A labarindja drains energy from
victims with care. mortal creatures that it lures into an act of passion, such
as a kiss. An unwilling victim must be grappled before
the labarindja can use this ability. This ability bestows
Ecology one negative level. At the same time, a suggestion effect
takes place, asking the victim to accept another act of
passion from the labarindja. A DC 23 Will save allows the
A labarindja, while appearing to be a typcial male or victim to resist the suggestion, and a DC 23 Fortitude
save is required to remove the negative level.
female humanoid, is actual intersexed and is able to breed
Smoke Hair (Su): A labarindja’s hair is made up entirely
with males or females of nearly any humanoid race. The of smoke and mist. As a free action the creature can
children of these relations are always labarindja. extend its hair into a fog cloud. Once each per day, the
mist can take the aspect of a cloudkill and a mindfog.
Characters with ranks in Knowledge (nature) can learn The DC to resist these effects is 22.
more about the labarindja with successful skill checks.
Treasure
Labarindja are often quite wealthy, both due to gifts from
besotted victims, and from robbing the bodies of those
they slay. They convert most of their treasures into jewelry
and easily carried equipment.
Advanced Versions
Labarindja advance by templates or by class levels.
Alchemists, bards, and sorcerers are common classes for a
labarindja to take up.
Living Encrustation
What appears to nothing more than a large patch
of barnacles suddenly reveals itself as something
else as hundreds of eyes on its surface suddenly
snap open and four tentacles rear up from it.
Labarindja Lore
Living encrustations are sentient, hungry barnacles that
DC Result
attach themselves to ship’s hulls. These evil entities live
Labarindja are evil tempters from the on the underside of ships and suborns minions to crew
20 dreamtime. This result reveals all outsider and
extraplanar traits. them for it.
A laberindja can control minds, and manipulate
25
dreams. Tactics
Labarindja have hair of smoke, and can control
30
its properties to confuse and kill. Living encrustations attach themselves to ship hulls, and
seek to create encrusted minions to take control of the
Physical Characteristics ships. They prefer to fight through their minions, but
defend themselves as necessary with their razor-edged
Labarindja have flaawless blue flesh, ranging in tone from tentacles. In extremis, they simply abandon the ship
the pale blue of a summer sky to the midnight blue of they’ve attached themselves to and swim away into the
the deepest water. Their eyes may be of any color, though depths rather than risk death.
the pupil and white are always the same shade. The mist
and smoke of a labarindja’s hair is normally a mix of jet Encounters
black and stark white, changing to sickly yellows and
greens when toxic, and pinks and greens when affecting Slow-moving, the creature seeks to attach itself to ship
a victim’s mind. hulls, both for greater mobility and access to minions.
seeking more powerful vessels and better quality minions. CE Large aberration (aquatic)
Many choose to become pirates, using their minions to Init +4; Senses all-around vision, blindsight 30 ft.,
control a crew and commanding the vessel from beneath darkvision 60 ft., low-light vision; Perception +10
its hull, secure in the knowledge that if their vessel is sunk, DEFENSE
they can simply transfer to the hull of the vessel that sank AC 19, touch 9, flat-footed 19 (+10 armor, -1 size)
them and start anew. hp 59 (7d8+28)
Fort +6, Ref +2, Will +5
Ecology DR 5/piercing; Immune cold, charm effects
OFFENSE
While they cannot speak naturally, a living encrustation Speed 10 ft., Climb 10 ft., Swim 30 ft.
may do so through a minion, manually forcing air through Melee 4 barnacled lashes +9 (1d6+4) and +8 touch
encrusting tendril (1d6 subdual and encrusting infection)
the minion’s lungs and over their vocal chords through
Space 10 ft., Reach 10 ft. (20 feet with encrusting tendril)
contractions of the encrustation encasing them. Such
Special Attacks create encrusted minion (DC 19)
‘voices’ are alien and rough, but understandable.
STATISTICS
Characters with ranks in Knowledge (dungeoneering)
and other skills can learn more about living encrustations Str 18, Dex 10, Con 18, Int 10, Wis 11, Cha 8
Base Atk +5; CMB +10; CMD 20 (can’t be tripped)
with successful skill checks.
Feats Ability Focus (create encrusted minion), Improved
Initiative, Multiattack, Weapon Focus (encrusting tendril),
Living Encrustation Lore Skills Climb +17, Knowledge (nature) +10, Linguistics +3,
Perception +10, Stealth +10, Survival, +10, Swim +17
DC Result Languages Aklo, Aquan, Common, 1 additional language
This is no cluster of barnacles but a living, evil SQ amphibious
entity. The character receives knowledge of
SPECIAL ABILITIES
the common traits of the creature, including
20
the fact that it infects individuals to act as Create Encrusted Minion (Su) A living encrustation
its minions and is immune to cold. This result possesses a specialized tendril with which it can inject
reveals all aberration traits. fast-spreading colonies of barnacle-like growths into
opponents using a successful melee touch attack. A
The character has tales told by those touched opponent must succeed on a DC 19 Fortitude
who survived being forced into becoming save, or have the injected colony explode into rapid
encrusted minions, and knows the techniques growth, covering them and weaving neural tendrils
25 needed to help fight off the infection. They into their bodies over the course of the following 2
are also aware of mental disciplines that grant rounds. Once the colony has spread, the target gains the
them the strength of will to stave off madness encrusted minion template and the living encrustation
if those techniques fail. may control the physical actions of the infected
individual. A living encrustation may control up to 12
Living encrustations have few components
minions at one time. The colony is killed and the process
that are useful in spellcasting but with a DC 20 halted by the application of a remove disease spell
30
Knowledge (arcana) roll, the character is aware during the 2 round spreading period; this also renders
of them all. the recipient immune to reinfection for a number of
rounds equal to the caster’s Wisdom modifier. Drinking
Physical Characteristics an antitoxin allows another saving throw, but without the
bonus normally granted versus poison, and consuming
an alkali flask grants you another saving throw at +5,
but forces you to take maximum damage from the
The living encrustation is a sinister and unnatural growth reparation. The transformation is a disease effect and the
that superficially resembles a swathe of barnacles, as save DC is Constitution- based.
might normally be found growing on any ship’s hull. Many Eyes (Su) A living encrustation cannot be
Closer examination of it reveals bizarre and unnatural surprised or flanked while within sight of one or more of
its minions unless all of them are.
shapes under its shells, myriad tiny eyes scattered across
its surface, and a set of razor-edged tentacles lying flat
against its form. The creature’s origins are unknown, A creature with the encrusted minion template
although some scholars suggest that it was bred as a form is an entity trapped within its own body, forced to
of spy by unknown creatures living in the dark depths of watch helplessly as its living encrustation master uses
the seas, which has now—hopefully—escaped its master’s it as a puppet to carry out evil acts. The barnacle-like
service. encrustations cover a minion’s arms, legs, torso, and
Uses
A living encurstation can be sold for 1,000 gp.
Spell Components
The barnacled scales of a living encrustation can
be used as an additional material component for
certain spells, with the following effects:
• Protection from energy: If the spell is
used to defend against fire damage, it
absorbs 15 points per caster level, to a
maximum of 150 points.
• Stoneskin: Increases the amount
of damage the spell absorbs to 15
points per level, and a maximum of
175 points of damage.
Magic Items
If the blood of a living encrustation
is used as a component, a character
can create potions of protection from
energy or stoneskin without needing
to cast the spell. If the creator does
cast the spell, the effects of the
potion are enhanced as described above.
Studded leather made from the hide of a
living encrustation provides DR 2/- in addition
to other properties. This adds +7,500 gp to the cost of
the armor. Living encrustations and encrusted minions
throat, but leave the face free. Minions frequently wear always have a hostile reaction towards a character wearing
clothing that disguises their encrustation, but leave a few living encrustation armor.
small patches exposed to let their maser use its senses
through them. Encrusted minions usually go mad over Advanced Versions
time, but until reduced to that state, they frequently plead
with opponents to kill them even as their bodies strive to Living encrustations advance by hit dice and size.
win against their wishes. Encrusted minions advance by character class.
than to speak and direct their eyes. They sleep when Many Eyes (Su) An encrusted minion cannot be
surprised or flanked while within sight of one or more
mental exhaustion demands it, although their body may fellow minions unless all of them are.
continue to perform actions at their living encrustation No Longer Master Of Their Fate (Su) An encrusted
master’s direction while they do. Spellcasters with the minion moves and fights as its normal self, using all
relevant statistics, abilities, feats, and equipment,
Eschew Materials and Still Spell feats may cast spells except that their actions are controlled by their living
as normal for use of those feats so long as their living encrustation master. They retain sensory awareness
encrustation master is not using them to speak. Those and mental self-will, and may speak if their living
encrustation master is not using them to speak, but they
who additionally possess the Silent Spell feat may do so have no ability to access or use their physical body other
even then, subject to the normal limitations of the feat. than to speak and direct their eyes. They sleep when
Bards may use vocal-based, audible component bardic mental exhaustion demands it, although their body may
continue to perform actions at their living encrustation
performances so long as they are not being used to speak master’s direction while they do. Spellcasters with the
by their living encrustation master. Individuals with Eschew Materials and Still Spell feats may cast spells
as normal for use of those feats so long as their living
spell-like abilities may use them without interference, encrustation master is not using them to speak. Those
unless the ability requires a physical movement. A living who additionally possess the Silent Spell feat may do
encrustation gains no access to an encrusted minion’s so even then, subject to the normal limitations of the
feat. Bards may use vocal-based, audible component
memories, spells, or supernatural or spell-like abilities, bardic performances so long as they are not being
unless they apply to physical combat. used to speak by their living encrustation master.
Individuals with spell-like abilities may use them without
Abilities: Charisma -4. interference, unless the ability requires a physical
movement. A living encrustation gains no access to an
encrusted minion’s memories, spells, or supernatural or
Feats: Encrusted minions retain all their feats, even if spell-like abilities, unless they apply to physical combat.
they no longer meet prerequisites for them.
STATISTICS
LOTAN CR 8 • XP 4,800
Skills Acrobatics +14 (+26 to jump), Appraise +14, Bluff
LE Gargantuan outsider (evil, extraplanar, fire) +19, Climb +20, Diplomacy +17, Disguise +7, Knowledge
(nobility) +14, Knowledge (planes) +17, Knowledge
Init +2; Senses see in darkness; Perception +22
(religion) +14, Linguistics +17, Perception +22, Sense
DEFENSE Motive +18, Spellcraft +17 (+19 to identify spells); Racial
Modifiers +4 Perception
AC 21, touch 8, flat-footed 19 (+2 Dex, +13 natural, -4
size) Languages Abyssal, Aklo, Draconic, Dwarven, Elven,
Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Orc,
hp 103 (9d10+54) Sahaugin, Vishkanya; telepathy 100 ft.
Fort +9, Ref +8, Will +14; +2 bonus vs. enchantment
spells ECOLOGY
DR 5/cold iron; Immune cold, curse effects, disease, Environment any
illusions, poison; Resist acid 10, electricity 10; SR 18 Organization solitary, congress (3-12)
OFFENSE Treasure double
Speed 60 ft., burrow 30 ft., climb 30 ft. SPECIAL ABILITIES
Melee bite +17 (2d6+12), gore +17 (2d4+12) Breath Weapon (Su): A lotan’s breath weapon is a 40-
Space 20 ft.; Reach 20 ft. foot cone of hellfire. Half the damage is fire damage, but
Special Attacks breath weapon (40-ft.cone, DC 20, 6d6 the other half results directly from infernal power and is
fire and infernal) therefore not subject to being reduced by resistance to
fire-based attacks. A creature that fails the Reflex save
Spell-like Abilities (CL 9th; concentration +14) by 5 or more catches on fire. A lotan can use this once
1/day—plane shift (only to a location where a creature is every 1d4 rounds. The save DC is Constitution-based.
attempting to summon it)
Sorcerer Spells Known (CL 9th; concentration +14)
3rd (4/day)—suggestion (DC 18)
2nd (6/day)—touch of idiocy, unnatural lustUM (DC 17)
1st (8/day)—charm person (DC 16), protection from
good, ray of enfeeblement (DC 16), ventriloquism (DC 16)
0 (at will)—arcane mark, detect magic, detect poison,
mage hand, prestidigitation, read magic, touch of
fatigue (DC 15)
STATISTICS
Str 34, Dex 15, Con 22, Int 21, Wis 22, Cha 21
Base Atk +9; CMB +25; CMD 37 (can’t be tripped)
Feats Combat Casting, Deceitful, Improved Iron Will, Iron
Will, Spell BluffUM
Treasure
Lotans often demand vast gifts and treasures, and are
second only to dragons in their love of hoards.
Advanced Versions
Lotans advance by hit dice. A lotan gains spells as a
sorcerer of a level equal to 2/3 its hit dice, but uses its full
hit dice as its caster level. Its breath weapon is a cone with
a range equal to double its reach, and that deal a number
of d6 damage equal to 2/3 its hit dice. A lotan with 18 or
more hit dice becomes colossal, and refers to itself as a
mal-lotan.
underdeveloped eyes, and small tentacles undulating AC 15; touch 13, flat-footed 12 (+3 Dex, +2 armor)
around its maw. A viscous greyish slime pools at its hp 19 (2d10+4)
Fort +5, Ref +3, Will +2 (+3 vs fear)
feet, dripping from its form. Defensive Abilities bravery +1
OFFENSE
Werehagfish are primitive lycanthropes that can be found
Speed 30 ft., swim 30 ft.
in nearly any aquatic environment. Melee punching dagger +5 (1d4+1/x3)
Ranged light crossbow +5 (1d8/19-20)
Tactics STATISTICS
Str 13, Dex 17, Con 14, Int 9, Wis 14, Cha 8
Werehagfish prefer to attack in groups, binding their Base Atk +2; CMB +3 ; CMD 16
prey with thick slime, and dragging them down under Feats Combat Reflexes, Improved
their hungry mouths. If on land, they typically attempt to Initiative, Weapon Finesse
escape into the water at the first opportunity. Skills Climb +5, Perception +6, Swim +9
Languages Common
Human natural werewalrus ranger 2 (augmented humanoid) Human natural werewalrus ranger 2 (augmented
N Large Humanoid (human, shapechanger) humanoid)
Init +1; Senses low-light vision, scent; Perception +7 N Medium Humanoid (human, shapechanger)
Init +1; Senses low-light vision, scent; Perception +7
DEFENSE
DEFENSE
AC 27; touch 10, flat-footed 26 (+1 Dex, +3 shield, +4
armor, +10 natural, -1 size) AC 18; touch 11, flat-footed 17 (+1 Dex, +3 shield, +4
hp 21 (2d10+6) armor)
Fort +5, Ref +3, Will +2 hp 19 (2d10+4)
DR 10/silver Fort +4, Ref +3, Will +2
OFFENSE OFFENSE
STATISTICS STATISTICS
Str 18, Dex 13, Con 15, Int 10, Wis 14, Cha 8 Str 17, Dex 13, Con 14, Int 10, Wis 14, Cha 8
Base Atk +2; CMB +6; CMD 17 Base Atk +2; CMB +5 ; CMD 16
Feats Improved Shield Bash, Shield Feats Improved Shield Bash, Shield
Focus, Weapon Focus (spear) Focus, Weapon Focus (spear)
Skills Heal +7, Knowledge (nature) Skills Heal +7, Knowledge (nature)
+5, Perception +7, Stealth +1, +5, Perception +7, Stealth +3,
Survival +7 (+8 track), Swim +14 Survival +7 (+8 track), Swim +13
Languages Common Languages Common
SQ change shape (human, SQ change shape (human, hybrid,
hybrid, walrus; polymorph), walrus; polymorph), lycanthropic
hold breath, lycanthropic empathy (walrus), track, wild
empathy (walrus), track, wild empathy
empathy ECOLOGY
Environment cold shorelines
Organization solitary, pair, or
to sport bushy family (3-5)
mustaches or Treasure NPC gear (hide armor,
muttonchops, spear, heavy wooden spiked
shield, other gear)
but this isn’t
universal. Their
hybrid forms are Treasure
also powerfully built,
sporting thick hide and Werewalrus generally keep a
beautiful ivory tusks. small stash on hand, usually of treasures
recovered from sunken ships, as well
Society and as pearls, for trade. A set of werewalrus
tusks can fetch thousands of gold on the
Culture black market, causing some to hunt the
creatures.
Werewalrus live in small family bands,
often building huts on permanent ice Advanced Versions
floes. They keep in contact with other family
units, meeting several times a year to trade stories, Werewalrus advance by character class, and
and marry off their young. Werewalrus often worship are generally barbarians, druids, rangers, or
gods of the sea, and the cold. shamans.
Treasure
Lyngbakr value magic weapons, rings, and ioun stones
above all other treasures. They are more likely to be found
with gems than coins, and may have a few potions created
by a tribal witch or alchemist.
Advanced Versions
Lyngbakr generally take 1-2 levels in warrior as they gain
experience. Tribal champions and chieftains may have
levels in barbarian or monster slayer. Most tribes
have a single member much smarter than the rest,
who trains as an alchemist (using herbs and local
materials for potions) or a witch. This wise one is
highly trusted as an advisor and mediator between
the lyngbakr and the forces of nature.
Malkin
At first glance, this creature looks like a normal—if
rather large—housecat. But its amber eyes glow with
more than an animal intelligence, and it seems
to understand every word you say.
Professor Tibbs
A large calico cat named Professor Tibbs is a familiar sight slinking around the Freeport Institute. She simply
appeared on the premises two years ago and moved in. The Professor spends most of her days in the kitchens, but
has complete access to the Institute and can sometimes be found in the library or one of the lecture rooms. Most
of the faculty and students treat her as an unofficial mascot. Her presence is welcome most of the time, except for
some unusual nocturnal activities. Two or three evenings a week, cats from every part of the city congregate in an
alley behind the Institute and keep everyone awake with their caterwauling. Some of the Institute staff members
living near this alley go so far as to cast silence on their rooms in order to get some sleep.
Several years ago, Professor Tibbs was a sorcerer’s familiar. Possessed with a sharp and inquiring mind
even for a malkin, she learned more about magic than most of her kind, and has developed a taste for
esoteric studies. She can understand Common, and is indulging her curiosity by attending certain classes and
observing experiments. Regular castings of charm person ensure her continued popularity, and she will catch
the occasional mouse or rat in order to seem useful.
Professor Tibbs is driven mainly by her curiosity and love of esoterica and secret knowledge. She lets the
bipedal members of the Institute keep thinking that she is just an ordinary cat who has found a good home,
reinforcing the deception with occasional charm person spells. Even so, she is constantly afraid of being
discovered. Whenever she senses that someone is looking at her, she immediately does something catlike—
licking her paw, stalking invisible prey, rubbing against a person’s legs—to disarm any possible suspicion.
She is a very acute listener, even when she appears to be asleep, and knows more gossip than anyone at the
Institute. Through her students, she also knows a great deal about what is going on across the city, especially
if it involves magic.
Professor Tibbs looks like a large female cat weighing around 16 pounds with a medium-length coat of black,
white, and red-brown fur. Her eyes are amber flecked with green, and her ears are white. She wears a collar of
red leather with a small brass medallion inscribed “Prof. Tibbs, Fprt. Inst.” that was given to her by an affectionate
student when she first took up residence. She has a habit of cocking her head slightly to one side and looking at
a person as though she really understands what they are saying—which, more often than not, she does.
Unknown to the faculty and students, Professor Tibbs has started to conduct classes of her own a few nights
a week. These nocturnal lessons are attended by malkins and cat familiars from all over the city. The lively
debate that characterizes her classes has led to the occasional boot being thrown by a sleepless human, but the
cats take these interruptions in stride. From time to time, a drunken student wandering back to his room in
the Cluster will stumble upon a class in progress, but no one guesses the truth.
SPECIAL ABILITIES
PROFESSOR TIBBS CR 6 • XP 600
Arcane Claws (Su) A malkin’s natural weapons are
Female malkin sorcerer 4 treated as magical weapons for the purposes of
N Tiny outsider (native) overcoming damage reduction.
Init +4; Senses detect evil, low-light vision, scent, true Detect Evil (Sp) A malkin can use detect evil at will, as
sight; Perception +7 the spell. Malkins vary widely in alignment; evil malkins
use this ability to identify possible companions, while
DEFENSE good malkins shun creatures with malevolent auras.
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size) Improved Grab (Ex) Despite its tiny size, a malkin fights
like a tiger. If a malkin hits with a claw or bite attack, it
hp 37 (3d10+4d6+7) can attempt to start a grapple as a free action without
Fort +5, Ref +8, Will +4 provoking an attack of opportunity. If it wins the grapple
Immune electricity, poison; Resist acid 10, cold 10, fire 10; check, it establishes a hold and can rake. Malkin use their
SR 13 Dexterity in place of their Strength when computing CMB
for grapples, and CMD when defending against them.
OFFENSE
Practiced Spellcasting (Ex) Professor Tibbs has practiced
Speed 30 ft. casting spells incessantly to the point that she ignores the
Melee 2 claws +9 (1d2-1 plus grab) and bite +4 (1d3-1 and grab) wild shape prerequisite for the Natural Spell feat.
Size 2 1/2 ft.; Reach 0 ft. True Sight (Su) The most remarkable power of the ghost
cat is its oracular vision. Nothing escapes the notice of a
Special Attacks arcane claws, improved grab, pounce, malkin, and no illusion can fool one of these creatures. A
rake (2 claws +x 1d2-1) malkin receives all of the benefits of the true seeing spell,
Sorcerer Spells Known (CL 4th, concentration +6; +9 and can penetrate illusions and disguises, see invisible
ranged touch) and ethereal creatures, and penetrate even magical
2nd--invisibility darkness. This is an innate ability that requires no effort
1st--charm person, expeditious retreat, unseen servant on the part of the malkin. True sight is an incredibly
powerful and useful talent, but it is important to take the
0--detect magic, daze (DC 12), mage hand, open/close, personality of the malkin into account. Just because a
ray of frost, read magic malkin spots an invisible creature or notices an illusion
Bloodline arcane doesn’t mean that it will inform its human companion of
this fact. After all, he never asked, did he?
STATISTICS
Str 8, Dex 18, Con 12, Int 10, Wis 13, Cha 14
Base Atk +5; CMB +2 (+11 grapple); CMD 16 (21 versus
grapple)
Feats Alertness, Eschew MaterialsB, Natural Spell, Still
Spell, Weapon Finesse
Skills Acrobatics +14, Climb +10, Escape Artist +14,
Intimidate +3, Knowledge (arcana) +6, Knowledge
(local) +5, Perception +7, Sense Motive +7,
Spellcraft +6, Stealth +20, Survival +4;
Racial Modifiers +8 Acrobatics, +8 Climb, +8 Escape
Artist, +4 Stealth
Languages Abyssal, Celestial, Common, 1-2 additional
languages (cannot speak); telepathy 100 ft.
SQ arcane bond (collar), bloodline arcana
(+1 DC for metamagic spells that increase
spell level), practiced spellcasting, metamagic
adept (1/day)
Gear collar
Improved Familiar to be magical liquid, but had in fact purchased only water.
The phrase “malkin’s tears” has become a standard term
A wizard or sorcerer of at least 7th level who possesses the for anything mythical or imaginary.
Improved Familiar feat may take a malkin as a familiar.
However, the malkin must volunteer for the position and Advanced Versions
can choose to leave at any time, stranding the character
without a familiar. Even while it is serving as a familiar, a Malkin advance either by hit dice or by character class.
malkin always makes quite clear that theirs is a relationship If advancing by character class, they prefer to advance as
of equals; the “master” quickly discovers that he cannot spontaneous spellcasters, although there is no preference
simply order his malkin companion around. As familiars, between arcane or divine classes.
Malkins grant no innate bonuses to saving throws or skill
checks to their masters.
Nachtkrabe
Malkin’s Tears
The tears from a malkin’s eyes, when dropped into a A giant raven calls from the dead tree. To your horror,
character’s eyes, provide the character with the power of its eyes are empty sockets. It slowly spreads its wings to
true seeing for a number of rounds equal to the character’s reveal runes on the feathers, glowing with a sickly light.
Wisdom modifier (minimum 1); this is the maximum
amount of time the character can resist blinking, as the Nachtkrabe are fiendish ravens with deep knowledge of
creature’s tears sting the eyes slightly. However, pain will runes.
not induce a malkin to cry, and the cats are typically quite
cynical; as a result, the tears of the malkin are hard to come Tactics
by. A vial of malkin’s tears usually holds enough liquid for
three uses, and can sell for up to 200 gp. Of course, there Nachtkrabe prefer to stay mobile in combat, utilizing their
are many tales of people who bought what they believed gaze attacks to weaken foes. They fly away from sustained
combat, but then target their enemies’ loved ones and
homes. They enjoy both irony and carnage, and gleefully
add deadly runes to a innocent target’s shopping list,
or a monarch’s publicly posted proclamation.
Encounters
Nachtkrabe often act as scouts,
messengers, and lore keepers to
powerful evil creatures. They do
well at such roles as long as they
are given ample opportunity
for chaos, have a steady
stream of tomes to read,
and are treated as allies and
not minions. If they feel
their skills and advice are
being taken advantage
of, they leave
after peppering
their masters’
laboratories with
spell runes, some
of which may take
years to find.
Advanced Versions
Nachtkrabe advance by templates, especially those that
deal with runic magic. A few have the fortitude to learn
class levels, always in spell-casting classes.
Nightmarchers Encounters
Nightmarchers appear on important dates, typically the
A gray-skinned warrior bedecked in shells and anniversary of their march to war, reappearing each night
feathers marches in line with its fellows. Its sunken until they reach the battle field, where they disappear
yellow eyes search for your face. until the next year. Any humanoids falling to them on
their march join their endless walk. They are also known
to march on important religious dates, or in response to
Nightmarchers are undead warriors, cursed to rise on world shaking events.
important occasions and march to the site of their deaths.
Ecology
Tactics
Nightmarchers are an eternal force, unless their leader is
Nightmarchers fight as a skilled unit, supporting each destroyed. If their leader is slain, the warriors all fall to the
others’ defense and attacks. They attack powerful foes as a ground with grateful sighs.
team, swarming them until they fall. Characters with ranks in Knowledge (nature) can learn
more about nightmarchers with successful skill checks.
Nightmarcher Lore
DC Result
Nightmarchers are undead warriors that
13 appear on specific dates. This result reveals all
undead traits.
Nightmarchers recruit all they kill into their
18 numbers, although they usually spare those
related to them.
The only way to lay an army of nightmarchers
23
to rest is to slay their leader.
Physical Characteristics
Nightmarchers have sallow gray flesh, and lightly glowing
eyes. They walk as if they are exhausted, and always wear
weary expressions, even in battle.
Treasure
Individual nightmarchers carry little in the way of
treasure, any of which disappears with them each day
until they are permanently laid to rest, at which point, all
items fall where they stood. The typical marcher is armed
with a wooden club studded with obsidian blades or shark
teeth, and a wooden shield. Their leader may wear armor,
and possess the finest weapons and items.
ECOLOGY
NIGHTMARCHERS CR 3 • XP 800
Environment any land
NE Medium undead Organization troop (5-500)
Init +2; Senses dark vision 60 ft.; Perception +8 Treasure standard
DEFENSE SPECIAL ABILITIES
AC 17; touch 12, flat-footed 15 (+2 Dex, +2 shield, +3 natural) Create Spawn (Su): Any humanoid or monstrous
hp 27 (5d8+5) humanoid killed by the nightmarchers join their ranks the
next evening. Creatures related to the nightmarcher that
Fort +2, Ref +3, Will +4
kills them are immune to this effect.
Defensive Abilities channel resistance +1
Gaze (Su): Anyone meeting the gaze of a nightmarcher
Immune undead traits is paralyzed for 1d6 rounds. A DC 13 Will save resists the
effect. Anyone that has a blood relative within the ranks
OFFENSE
of the nightmarchers is immune to this effect.
Speed 30 ft. Undying (Su): A nightmarcher, no matter how it is
Melee terbutje +6 (1d8+2/19-20), or 2 slams +5 (1d4+2) destroyed, will arise again on the next occasion, unless
Ranged atlatl dart +5 (1d6+2) their leader is destroyed.
Special Attacks create spawn, gaze Unit Based Soul (Su): A nightmarcher gains a +1 to its
channel resistance and Will saves per 10 nightmarchers
STATISTICS within 60 feet, They also gain a +5 to the DC of
Str 15, Dex 14, Con -, Int 10, Wis 11, Cha 12 Intimidate checks, including those for Dazzling Display
per 5 nightmarchers attempting the check.
Base Atk +3; CMB +5; CMD 17
Vanishing (Su): When dawn breaks, nightmarchers fade
Feats Dazzling Display, Rapid Reload, Weapon Focus away into nothing until the next event that calls to them.
(terbutje)
Skills Climb +10, Intimidate +9, Perception +8, Swim +10
Languages Common
SQ undying, unit based soul, vanishing Encounters
Ningyo typically react with great hostility to other races. If
Advanced Versions the interlopers appear powerful or numerous, they usually
flee, gathering the rest of the tribe for a horde assault.
Individual nightmarchers rarely advance past the
standard version, although some groups of strong willed Ecology
beings may maintain the class levels they possessed in life.
Nightmarcher leaders always possess class levels, and may Ningyo live a semi-nomadic lifestyle, following the great
possess templates as well. schools of fish through the sea in predictable patterns.
They supplement their hunts by gathering shellfish and
Ningyo seaweed.
Characters with ranks in Knowledge (nature) can learn
more about a ningyo with successful skill checks.
Ningyo Characters
Ningyo are defined by their class levels-they do
not possess racial Hit Dice. All ningyo have the
following racial traits.
+4 Strength, +2 Dexterity, -2 Intelligence,
Wisdom, and Charisma: Ningyo are
powerfully built and agile, but primitive and
antisocial.
Medium: Ningyo are medium creatures.
Treasure
A kolan’tathok does not collect treasure. However, if there
are locathah in the region, it will possess treasures that
have been gathered as offerinsg by the adoring priests.
While the locathah make offerings at the lair of every
kolan’tathok known to reside within their territory, there
are still some swimming freely in the more remote oceans,
preying upon whales and other large sea creatures. They
have been known to attack ships, seeming to regard them
as another type of prey.
Uses Peik-Ta
The blood of an ocean wyrm can be quite useful
in magical activities, but it has to be processed and A dried and desiccated form of a sea folk rises
concentrated before it can be used in this manner. A dose up on creaking arms. Its face is withered by the
of concentrated kolam’tathok blood is roughly 6 ounces,
sun, yet fearfully animated, its gill slits rustling
and is boiled down from 100 gallons of raw blood over
like dried parchment. With horrifying speed it begins
the course of a week. A typical ocean wyrm, if completely
to crawl in your direction.
drained, can produce 64 doses, worth 250 gp each.
STATISTICS
PEIK-TA CR 4 • XP 1,200
Str 17, Dex 14, Con -, Int 10, Wis 12, Cha 19
CE Medium undead Base Atk +3; CMB +6, +8 grapple; CMD 18
Init +2; Senses Darkvision 60 ft.; Perception +8 Feats Ability Focus (kiss), Improved Grapple, Weapon
Focus (slam)
DEFENSE
Skills Climb +10, Intimidate +11, Knowledge (religion) +7,
AC 18; touch 12, flat-footed 16 (+2 Dex, +6 natural) Perception +8, Stealth +9
hp 42 (5d8+20) Languages Common
Fort +5, Ref +3, Will +5 SQ speed of hate
Defensive Abilities channel resistance +5; Immune
undead traits ECOLOGY
Weakness vulnerability to water Environment shorelines
Organization solitary, pair, pack (3-30)
OFFENSE
Treasure standard
Speed 30 ft.
Melee 2 slams +7 (1d4+3 plus grab) SPECIAL ABILITIES
Special Attacks create spawn, kiss, suctioning grip Create Spawn (Su): Humanoids or monstrous
humanoids with the aquatic or water subtypes, that
are killed by a peik-ta’s kiss or suctioning grip, rise as a
peik-ta at the next low tide (or in 24 hours, if on a body
of water without tides). The new peik-ta retains none
of the abilities it possessed in life, and is not under the
control of its creator.
Kiss (Su): A peik-ta in a grapple with a water-breathing
target may make a touch attack to kiss its victim. This
kiss has two effects. It removes the water from the lungs
of a victim that is holding its breath, causing it to begin
to drown. It also acts as a CL 8 dispel magic on victims
relying on a spell or device to breathe out of the water.
A DC 18 Fortitude save resists the effect. A peik-ta heals
2d8 hit points when it successfully uses its kiss ability.
Speed of Hate (Ex): A peik-ta’s hatred of the living is so
strong that it pulls itself along with unnatural strength,
maintaining a speed of 30 regardless of lacking limbs
designed for land-walking.
Suctioning Grip (Su): A peik-ta’s flesh is so dry that it
adheres to the skin of the living, sucking vital fluids out of
its victim. Any living creature struck by a peik-ta’s slam
attack must make a grapple check or become physically
attached to it. While attached, the peik-ta loses its Dex
bonus to AC, but drains 1d4 Constitution points from
the victim per round. The victim must make a successful
grapple check against the peik-ta to escape its grasp.
Weakness to Water: The only safe way a peik-ta can
touch water of any kind is by its kiss or suctioning grip.
A peik-ta takes 1d6 points per gallon of water striking it,
and takes 3d10 points of damage every round that it is
immersed in water.
Peik-ta Lore
DC Result
Peik-ta are undead, found only on land,
created by the death of sea-dwelling
14
humanoids while they were out of the
water. This result reveals all undead traits.
The touch of a peik-ta sucks all life giving
19 fluids from a victim, and allows them to
cling to their prey.
Peik-ta are harmed by the touch of water,
24 and splashing them with it may cause
them to flee.
STATISTICS
PICACOUATL CR 1 • XP 400
Str 8, Dex 18, Con 12, Int 5, Wis 14, Cha 10
CG Small magical beast Base Atk +2; CMB +1 (+3 grapple); CMD 13 (15 versus grapple)
Init +4; Senses darkvision 60 ft., detect evil, low-light Feats Weapon Finesse
vision, scent; Perception +10 Skills Fly +14, Perception +10, Stealth +12, Survival +3;
DEFENSE Racial Modifiers +4 Perception, +4 Stealth
Languages Draconic (cannot speak)
AC 18, touch 15, flat-footed 14 (+4 Dex, +3 natural, +1 size)
hp 13 (2d10+2) SPECIAL ABILITIES
Fort +4, Ref +7, Will +2 Detect Evil (Su) A picacouatl has the innate ability to
Defensive Abilities protection from evil detect evil, as the spell cast by a 12th-level sorcerer. This
power operates continuously and without effort on the
OFFENSE part of the picacouatl. While the serpents do not have a
Speed 15 ft., fly 50 ft. (good) complex system of philosophy and ethics, they have an
instinctive hatred of evil creatures.
Melee bite +6 (1d3-1 plus poison and grab)
Holy Surge (Su) Once per day, a picacouatl can charge its
Size 5 ft.; Reach 5 ft. bite attack with a burst of holy energy. The serpent can
Special Attacks holy surge, poison choose to use this ability after it has made a successful
attack but before rolling for damage. A holy surge inflicts
an additional 1d8 points of damage to evil creatures and
the victim must make a Will save (DC 11) or be blinded
for one round. This ability has no effect on good or
neutral creatures. The save DC is Charisma-based.
Poison (Ex) Bite-injury; save Fort DC 12 (DC 14 if target
evil); frequency 1/round for 2 rounds; effect 1d6 Con;
cure 1 save. The save DC is Constitution-based.
Protection from Evil (Su) A picacouatl has a natural
aura that mimics the effects of the protection
from evil spell, as if cast by a 12th-level
sorcerer. It receives a +2 deflection
bonus to AC and a +2 resistance bonus
to saves against the attacks of evil
creatures, and summoned evil creatures
cannot strike the picacouatl. The
picacouatl can choose to share this
defense with a single additional
creature, but it must remain in
contact with the beneficiary or
the protection is lost.
Summon monster
+2 caster level when Piesa birds protect their territory fanatically, and have
summoning snakes
absolutely no sense of self preservation in the defense of
Picacouatl Feather
it. Piesa heedlessly attack even clearly more powerful foes
Feather fall +2 caster level
if they are threat to their lands. They prefer direct combat,
Fly Flight speed + 10 feet
for which they are well-equipped. Despite their low
Overland flight Flight speed + 5 feet
intelligence, they can be quite clever when they have to be,
Picacouatl Scale
luring stronger enemies into ambushes by other natives of
Dexterity bonus
Cat’s grace
increased to +5 its land, or forcing larger ones to battle in smaller areas.
Protection from evil +2 caster level
Encounters
Improved Familiar
Piesa birds challenge anyone that enters their range, and
An arcane spellcaster of 4th level or above may take a attack those who cannot give a good reason for being
picacouatl as an Improved Familiar, provided that his there. The other inhabitants often aid the creature in its
alignment is compatible with that of the serpent. combat, if they are able.
ECOLOGY
PIESA CR 10 • XP 9,600
Environment temperate hills and mountains
CN Huge Magical Beast Organization solitary
Init -1; Senses Darkvision 60 ft., low-light vision, scent; Treasure standard
Perception +8
SPECIAL ABILITIES
DEFENSE
Headhanger (Ex): Any target damaged by a critical hit
AC 24; touch 7, flat-footed 24 (-1 Dex, +17 natural, -2 size) from a piesa’s gore attack must make a DC 21 Reflex
hp 136 (13d10+65) save or be impaled on its antlers. The target takes 1d6
points of damage each round while impaled. The victim
Fort +5, Ref +7, Will +6
may make a DC 20 Strength check to pull itself off
Defensive Abilities ferocity the antler, taking an additional 1d6 points of damage
in the process. A piesa may attempt to impale 1 Large
OFFENSE
creature, 2 medium creatures, or 4 Small creatures with
Speed 50 ft., fly 90 ft. (poor) this ability.
Melee 2 claws +18 (1d8+7), bite +18 (2d6+7), gore +19 Jawlock (Ex): A piesa may lock its jaws onto a target,
(1d8+7/19-20), and tail +13 (special) doing automatic bite damage each round with a
Special Attacks headhanger, jawlock, tailslap successful grapple check. It is considered grappled if
the target is Large or bigger. If the victim is Medium-
Spell-like Abilities (CL 13, Concentration +14)
sized or smaller, the piesa is not considered to be in a
Constant-speak with animals grapple.
STATISTICS Tailslap (Su): A piesa’s flail-like tail is coated with
thick supernatural venoms that can cause great pain
Str 25, Dex 9, Con 20, Int 7, Wis 14, Cha 12 to targets struck. Each time a victim is hit by the
Base Atk +13; CMB +22; CMD 31 creature’s tail slap, roll 1d3 to see how many filaments
Feats Critical Focus, Great Fortitude, Improved Critical hit the victim. One filament causes intense burning pain,
(gore), Improved Vital Strike, Power Attack, Vital Strike, causing a -2 to all rolls the victim makes. Two filaments
Weapon Focus (gore) inflict the pain, as well as 1d4 points of Dex damage. If
all three hit, the target suffers as above, and also takes
Skills Climb +13, Fly -2, Perception +8, Swim +13
1d4 Strength damage. These effects linger for one full
Languages Giant day. A single DC 21 Fortitude save prevents all of the
effects. Creatures immune to poison are immune to a
piesa’s tailslap.
Piesa Lore
Pit-Brier
DC Result
Piesas are massive armored creatures, that
What appears to be an ordinary bramble bush
20 strictly protect a large home range. This result reveals its true nature as it stirs to life, lashing
reveals all magical beast traits. out with its thorny branches.
Beings and animals that live within a piesa’s
25
territory are aggressively protected.
Far from an ordinary thorn bush, a pit-brier is a stealthy
Piesa will rarely allow a respectful being to
30 settle in their lands, assuming they follow its predator of the lower planes, thriving in all but the most
strict rules. inhospitable environment.
Pit-Brier Lore
DC Result
This creature is a carnivorous plant known as a
pit-brier. Found almost exclusively in the Nine
14
Hells, it is every bit as savage as the demons and
devils it hunts. This result reveals all plant traits.
Pit briers are equipped with thorny tendrils,
perfect for catching the flesh. Once it sinks
19
two tendrils in its foe, it begins to rip and tear
the flesh.
Hardy creatures, pit-briers are capable of
withstanding extremes of cold and heat as well
24 as the ravages of most weapons. Machetes and
other slashing weapons are effective against
their dense hides.
Physical Characteristics
It’s easy to mistake a pit-brier for a bramble bush, except
that it bears no fruit and stands black and withered
regardless of the season. Most pit-briers have
numerous branches and tendrils, but they can
attack with only three at a time.
OFFENSE
PLA’KAD CR 1/3 • XP 135
Speed 30 ft., swim 30 ft.
Pla’kad ninja 1 Melee shortsword +1 (1d6+1/19-20)
N Medium humanoid (aquatic, pla’kad) Ranged shuriken +1 (1d2)
Init +1; Senses low-light vision; Perception +3 Special Attacks sneak attack +1d6
DEFENSE STATISTICS
AC 13; touch 11, flat-footed 12 (+1 Dex, +2 natural) Str 13, Dex 13, Con 12, Int 10, Wis 9, Cha 12
hp 5 (1d8+1) Base Atk +0; CMB +1; CMD 12
Fort +1, Ref +3, Will -1 Feats Skill Focus (Stealth)
Skills Acrobatics +5, Appraise +4, Disable Device
+5, Intimidate +9, Perception +3, Perform +9 Stealth
+8, Swim +10, Use Magic Device +5; Racial Bonus:+4
Intimidate, Perform
Languages Common, Pla’kad
SQ hold breath, poison use
ECOLOGY
Environment warm rivers and lakes
Organization solitary, pair, jewel (5-10)
Treasure standard
SPECIAL ABILITIES
Fins (Ex): A pla’kad’s flowing fins give it a +4 racial
bonus to all Intimidate and Perform checks, as well as
granting it an additional +2 competency bonus when
using the full defensive action. Their fins require them
to pay 50% more for any armor, however.
Hold Breath (Ex): A pla’kad can hold its breath
for a number of rounds equal to four times its
Constitution score before it risks suffocating.
Pla’kad Characters
Pla’kad are defined by their class levels—they do not
possess racial Hit Dice. All pla’kad have the following
racial traits.
+2 Dexterity, -2 Wisdom, +4 Charisma: Pla’kad are
physically graceful and have large personalities. They
are aroogant, natural bullies that don’t see much value
in others.
Rainbirds avoid combat if possible, simply taking wing Rainbirds often dwell with thunderbirds, and
23 treat them like leaders. The more rainbirds in
and flying away from most threats. If they are unable an area, the faster they can flood it.
to do so, or if their nests are threatened, they attempt A rainbird may work with a village to provide
to maneuver their foes into places where their floods 28
good weather, for a price.
simply sweep them away, either into larger rivers or over
cliff faces. Predators quickly learn to lair near where a Physical Characteristics
rainbird chooses to do battle, assaulting the battered and
waterlogged victims. Rainbird lairs are always surrounded Rainbirds share traits with both seabirds and raptors.
by steep slopes, and slot canyons. Many bear resemblance to ospreys, with feather shades
mixing grays, blues, and whites.
Encounters
Koli are utterly subservient
to thunderbirds, and
are often wrongly seen
as their young by
humanoids. They are the
first to receive requests and
tribute for a thunderbird,
and deliver warnings of their
lord’s wrath.
Ecology
Wherever rainbirds exist,
rainfall is extremely heavy.
They are commonly found in
heavily forested mountainous
islands and high in mountains
surrounded by dense jungles.
It’s not clear if rainbirds simply
dislike drying climes, or if their
constant production of precipitation
causes a colony of rainbirds to turn any
homeland into wetlands.
ECOLOGY
RAINBIRD CR 8 • XP 4,800
Environment hills/mountains or coastal
N Huge Magical Beast Organization solitary, pair, flock (3-5 plus 1 thunderbird)
Init +2; Senses Darkvision 60 ft., low-light vision, Treasure none
stormsight; Perception +12
SPECIAL ABILITIES
Aura rain 100 ft.
Flood (Ex): A rainbird generates enough rain beneath
DEFENSE it to cause flash floods on all but the most arid soils.
AC 21; touch 10, flat-footed 19 (+2 Dex, +11 natural, -2 size) Any creatures caught on a slope or in an enclosed
space, such as a canyon, must make a Strength check
hp 102 (12d10+36) (DC 15 +2 per round the rainbird has been in the area)
Fort +11, Ref +10, Will +7 or be knocked off their feet. Characters travel 60 feet
Immune cold, electricity, sonic downstream each round. Creatures caught in the flood
must make a DC 20 Swim check each round or take 1d6
OFFENSE points of damage, and go under the water. A character
Speed 30 ft., fly 100 ft. (good) that makes the check by 5 or more manages to arrest
their motion by grabbing some piece of debris. In an
Melee bite +16 (1d8+6), and 2 claws +16 (2d6+6 plus grab) open area, a character making 3 successful Swim checks
Ranged water gout +12 ranged touch (2d6 bludgeoning in a row manages to make it to the edge of the flowing
and 2d6 cold) water. Victims trapped in a canyon continue to be
Special Attacks flood swept away until the canyon opens up, or the rainbird
Spell-like Abilities (CL 12, Concentration +13) leaves the area. A rainbird may use this power to cause
a stream or river to become flood waters as per the
at will-control weather Pathfinder Roleplaying Game Core Rulebook. Additional
STATISTICS rainbirds increase the speed of a flood by 20 feet,
increase the damage by 1 step, and increase the DC of
Str 22, Dex 14, Con 17, Int 10, Wis 13, Cha 13 Swim checks by 5 per bird.
Base Atk +12; CMB +18; CMD 30 Rain Aura (Su): A rainbird constantly produces
Feats Critical Focus, Flyby Attack, Hover, Iron Will, heavy rains in a 100 foot spread around it. This rain
Power Attack, Snatch automatically extinguishes unprotected flames, and
Skills Acrobatics +13, Fly +13, Perception +12 imposes a -4 penalty to Perception checks and ranged
attacks. Any earth turns into a mire within 1d4 rounds,
Languages Auran making it difficult terrain until it dries.
Stormsight (Ex): A rainbird’s affinity with clouds and
storms ignores all vision penalties and concealment
Society and Culture from weather effects, including those created by fog
cloud, obscuring mist, and similar spells.
Water Gout (Ex): A rainbird can spit a gout of freezing
Most rainbirds are shy, generally avoiding humanoids cold water in a 100 ft line with no range increment. A
altogether. If approached with respect and caution, a kolus rainbird scoring a critical hit on a target with its gout
causes the target to make a DC 19 Reflex save or be
may be agreeable to providing water for communities in knocked prone.
return for offerings of food. While not as quick to insult
as thunderbirds, they have little patience for communities
that don’t uphold their end of such a bargain. Many a accepted as a valued gift. These are most commonly minor
non-compliant village has been swept away by driving items, such as. a whip feather token. A more powerful item,
rain and wind, utterly destroyed by an affronted rainbird. such as an orb of storms, would likely win extensive favor
with a rainbird.
Treasure
Advanced Versions
Koli prefer gifts of food to treasure, although they accept
silvery metals, and blue or white gemstones, which they Rainbirds advance by template. This is typically the
use to decorate their nests. The exception to this is any advanced template, but other ones that deal with the sky
magic item that can affect the winds or weather, which is or weather are also appropriate.
Raven Mocker
A withered old man with the head of a raven appears
at the center of a nimbus of black flame. T he energy
forms ghostly wings, and it reeks of rotting flesh. A
flock of tattered crows circle and cry overhead.
Tactics
A raven mocker attempts to avoid direct
combat with a prepared group, utilizing hit-
and-run attacks to weaken and sicken its foes.
They are stronger than their frail bodies appear,
however, and are often underestimated. They
have a special hatred for divine casters, and
try to break their faith, reveling when their
powers outstrip those granted by the gods.
Encounters
Raven mockers often appear as helpful
elders, granting advice that turns tragic
in the long run. They may act as the local
healer, handing out disease cures that mask
symptoms while accelerating the effects.
Ecology
Despite their appearance, raven mockers have no great
love for birds. In fact they seem cursed to be tormented by Physical Characteristics
the very birds that they appear as. As much as the corvids
seem to annoy and harass the raven mockers, they seem Raven mockers in their natural form are a disturbing
unwilling or unable to harm the birds. mix of withered flesh and greasy feathers. their feathers
Characters with ranks in Knowledge (nature) can learn continue across their shoulders and along their spine, but
more about raven mockers with successful skill checks. perversely not into their shadowy wings. Their wings are
only quasi-real and at best have a hint of feathering, but
Raven mocker Lore no less effective in flight.
DC Result
Raven mockers are malign spirits in birdlike
Society and Culture
16
shapes. This result reveals all native outsider traits.
Raven mockers prefer to live on the outskirts of a
Raven mockers are always surrounded by
21 community, posing as hermits, witches, or lunatics, only
crows, ravens, and jays.
A raven mocker may appear as an elderly interacting with the locals in confused babbling, while
26 person, and may live in a village for years as a scoping for victims. If a community is particularly gullible,
member of the community. a raven mocker may well act as an oracle, warning of
ECOLOGY
RAVEN MOCKER CR 6 • XP 2,400
Environment any land
CE Medium Outsider (native) Organization solitary
Init +9; Senses darkvision 60 ft.; Perception +20 Treasure standard
DEFENSE SPECIAL ABILITIES
AC 20, touch 15, flat-footed 15 (+5 deflection, +5 Dex) Consume Vitality (Su): A raven mocker may make a
hp 74 (8d10+30) melee touch attack as a full round action. If successful,
the mocker drains some of the target’s soul, dealing 1d4
Fort +11, Ref +17, Will +15
points of Charisma drain, with a DC 20 Will save for half
OFFENSE damage. The raven mocker gains double the amount of
Charisma drained in temporary hit points, lasting for 24
Speed 30 ft., fly 60 ft. (good) hours.
Melee bite +13 (1d6+3), and light mace +8 (1d6+1), or Dark Grace (Su): A raven mocker adds its Charisma
melee touch attack +13 (1d4 Constitution drain) bonus as a deflection bonus to its armor class and saves.
Ranged javelin +13 (1d6+3) Fearful Cry (Su): Once every 1d4 rounds a raven mocker
Spell-Like Abilities (CL 10, Concentration +15) may give off a laughing cry that eats away at the sanity
At will- alter self (elderly man or woman only), bleed of all living creatures within 100 feet. Those that can
(DC 15), contagion (DC 18) hear the cry must make a DC 20 Will save or take 1d4
4/day- doom (DC 16) Wisdom damage.
2/day- bane (DC 16), bestow curse (DC 18) Murder of Crows (Ex): A raven mocker is attended to
by a swarm of crows, jays, and ravens at all times. These
1/day blindness/deafness (DC 18), bull’s strength, inflict birds are only loosely organized, and attack enemies of
moderate wounds (DC 17) the raven mocker randomly using the same statistics
Special Abilities consume vitality as a bat swarm. The raven mocker takes a -5 to all
Stealth roles while the swarm is present, as well as a +5
STATISTICS to Intimidation rolls. Creatures of the fey type, or those
Str 16, Dex 20, Con 17, Int 15, Wis 17, Cha 20 that have wild empathy, may attempt to dismiss the
Base Atk +8; CMB +11; CMD 26 birds with a DC 25 Will save; if successful, the birds will
disperse for 1d6 rounds, only to gather around the raven
Feats Alertness, Combat Expertise, Combat Reflexes, mocker again when the duration ends.
Improved Initiative, Weapon Finesse
Track Disease (Ex): A raven mocker may track any
Skills Acrobatics +17, Bluff +15, Fly +29, Intimidate +12 disease that it has inflicted, knowing exactly where the
Knowledge (planes) +14, Perception +20, Sense Motive victim is, as long as they are in the same plane. If it can
+17, Stealth +17, Use Magic Device +17 see the victim it may, once per day, force the victim to
Languages Abyssal, Common, Sylvan make a save against the disease effects, even if they
SQ dark grace, murder of crows, track disease already have done so that day.
Serpent people are the children of Yig, the snake god, Ecology
and they are a fallen people, only just now emerging
from their hiding places into the world. Serpent people In the aftermath of Valossa’s collapse, the surviving
are all blessed with the ability to change shape, but some serpent people scattered throughout the world, to carve
cultivate this ability to better infiltrate humanoid societies out new homes in the wilderness of antiquity. They
and ferret out their secrets. chose remote places, far from those whom they had
Although many serpent people are not evil, and many enslaved at the height of Valossa’s power. The survivors
of those individuals serve Yig as well, there is a growing fled into isolated valleys, primeval jungles, and deep
movement even within these people to embrace the underground, vanishing from the world and believed
bellicose aspect of the snake god. Fueled by the impassioned annihilated by their enemies. The serpent people had
speeches and fiery words of the Sskethvai sect, many serpent to adapt to their surroundings if they would survive.
The adaptation had mixed results, with some becoming
people have come to the view that the only way they can
mad savages, prostrating themselves before crude altars
survive as a race is to enslave the weaker races once more.
of the Unspeakable One, while others gathered what
lore they could from their lost culture and preserved
Tactics it for their descendants. Others, if some sages can be
believed, either mingled their blood with other creatures
Serpent people are notoriously cautious in combat, rarely or devolved into lizardfolk, kobolds, and other reptilian
taking risks and being careful to control the time and species.
place of their battles. Rather than take their opponents Serpent people are omnivores, though a large number
head on, they use change shape to assume the guise of serpent people disdain the consumption of flesh of any
of their enemy’s race if possible and lure them into kind. More warlike serpent people have no reservations
ambushes. Other serpent people use their shapechanging about their meals and some even consume sentient
abilities to infiltrate enemy ranks, poison food and water creatures, though most subsist on birds, rodents, and
supplies, and generally cause havoc until their foes are so other small game.
weakened that the rest of the serpent person’s allies can Reproduction rates are quite slow, with few young
strike without fearing heavy casualties. surviving to adulthood, giving into sickness or madness.
Larger groups of serpent people often include mystics, Females lay clutches of 1d6+3 leathery eggs at a time, and
clerics of Yig (or in very rare cases the Unspeakable One), it takes a few months for the newborn serpent person to
who guide the foot soldiers in combat. Many priests are tear free from the soft shell. Mutations are quite common,
insane, driven mad by their god’s anger. many of which are so appalling that the serpent people are
forced to smother their young for fear that the offspring is
Encounters tainted by the Unspeakable One’s touch.
Characters with ranks in Knowledge (history) or
Serpent people lack the numbers to attack in force Knowledge (nature) can learn more about serpent people
and thus recruit others to fill their ranks, while with successful skill checks.
characteristic is their heads. Perched atop their long necks equal their maker and perhaps supplant him. Perhaps
is a snake’s head. Some have hoods like cobras, but most this trend stemmed from their planar explorations,
do not. maybe stagnancy in their culture, or maybe even as a
result of some other power’s influence, but regardless
Society and Culture of the cause, this arrogance and ambition enabled the
Unspeakable One to contaminate the serpent people, to
The fall of Valossa dealt a devastating blow to the serpent twist their hearts to shun Yig and instead embrace the
people’s society. Before the cataclysm, this nation was the King in Yellow.
cultural center of the world, the birthplace of mathematics At first, the cult of the Unspeakable One was small—so
and the sciences. They embraced the arts, and their small that the priests of the snake god thought nothing
literature, paintings, and operas have, in their eyes at of them. But after a generation, the subversive pockets
least, yet to be matched by other races. They were also blossomed, blooming into a full-blown religion. Their
incredible magicians, exploring the intricacies of arcane evil and madness swept through the empire, eroding the
magic, while dabbling in psionic power. They transcended stability and bringing the past achievements to ruin. Still,
the Material Plane to explore other worlds and realities, many priests did nothing, expecting Yig himself to attend
bringing back with them artifacts from far-flung places to to the matter. Attend to the cultists the snake god did,
study or contain. But above all, they were a people with but not in the way the serpent people expected. Rather
deep spiritual roots. than just destroying those who enraged him, Yig smashed
They were close to their maker, and Yig’s presence the empire, bringing it to its knees and sending it down
and influence could be found in all things. Every great into the depths until nothing remained of his children
work, every incredible advance was done in the snake and their vain land.
god’s name, to exalt him as was his due. Their proximity In the aftermath, the serpent people scattered, but
to their god, while giving them sufficient motivation to such was the devastation that they could salvage little
serve, also diminished in a small way Yig’s divine nature, of their dead society. Many survivors had nothing and
such that a small few serpent people believed they could sought only to evade the harsh reprisals from the various
Male of female serpent person cleric 9 Serpent person transmuter 11 (Freeport: City of
NE Medium monstrous humanoid Adventure 253)
Init +4; Senses darkvision 60 ft.; Perception +4 NE Medium monstrous humanoid (shapechanger)
Init +5; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC 19, touch 10, flat-footed 19 (+8 armor, +1 natural) DEFENSE
hp 58 (9d8+18) AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 natural)
Fort +7, Ref +3, Will +11 hp 52 (11d6+11)
Fort +3, Ref +4, Will +6
OFFENSE
Speed 20 ft., swim 20 ft. OFFENSE
Melee +1 heavy mace +10/+5 (1d8+2) Speed 30 ft., swim 20 ft.
Ranged light crossbow +6/+1 (1d8+2/19-20) Melee mwk quarterstaff +5 (1d6-1)
Special Attacks channel negative energy (5d6, DC 16, Arcane School Spell-Like Abilities (CL 11th;
5/day), scythe of evil 1/day (4 rounds), might of the concentration +15)
gods (+9, 9 rounds/day), spontaneous casting (inflict At will—change shape (beast shape II or elemental body
spells) I, 11 rounds/day)
Domain Spell-Like Abilities (CL 9th) 7/day—telekinetic fist (1d4+5 bludgeoning)
8/day—touch of evil Transmuter Spells Prepared (CL 11th; concentration +15)
8/day—strength surge 6th—disintegrate (DC 22), stone to flesh (DC 22)
Spells Prepared (CL 9th): 5th—baleful polymorph (DC 21), polymorph, telekenesis
5th—righteous mightD, slay living (DC 19), unhallow (DC 21)
4th—cure critical wounds, divine power, poison (DC 18), 4th—greater invisibility, mnemonic enhancer, mass
unholy blightD reduce person (DC 20), vermin shape IUM
3rd—bestow curse (DC 17), cure serious wounds, deeper 3rd—dispel magic, fly, magic circle against good, slow
darkness, magic vestmentD, meld into stone (DC 19), suggestion (DC 17), undead anatomy IUM
2nd—bear’s endurance, bull’s strengthD, cure moderate 2nd—blur, cat’s grace, invisibility, levitate, mirror image,
wounds, death knell (DC 16), silence touch of idiocy
1st—bane (DC 15), divine favor, doom (DC 15), 1st—ant haulAPG (DC 17), charm person (DC 15), disguise
deathwatch, entropic shield, protection from goodD, self, protection from good, reduce person (DC 17),
shield of faith shield
0 (at will)—detect magic, guidance, read magic, 0 (at will)—acid splash, dancing lights, mage hand
resistance Opposition Schools Divination, Evocation
D domain spell; Deity Yig (Sskethvai Sect); Domains Evil,
STATISTICS
Strength
Str 8, Dex 13, Con 10, Int 18, Wis 9, Cha 14
STATISTICS
Base Atk +5; CMB +4; CMD 15
Str 14, Dex 10, Con 12, Int 10, Wis 20, Cha 14 Feats Arcane BlastAPG, Combat Casting, Greater Spell
Base Atk +6; CMB +8; CMD 18 Focus (transmutation), Greater Spell SpecializationUM,
Feats Blasphemous Aura, Combat Casting, Combat Improved InitiativeB, Scribe Scroll, Silent Spell, Spell
Surge, Improved InitiativeB, Selective Channeling, Focus (transmutation), Spell SpecializationUM, Still Spell
Weapon Focus (Morningstar) Skills Diplomacy +13, Escape Artist +5, Knowledge
Skills Diplomacy +6, Disguise +2 (+12 using change (arcana) +18, Knowledge (history) +18, Perception +10,
shape), Knowledge (religion) +11, Spellcraft +11, Swim Sleight of Hand +12, Spellcraft +18, Stealth +5, Swim +7;
+15; Racial Modifiers +8 Swim, +10 Disguise (using Racial Modifiers +4 Escape Artist, +4 Stealth
change shape) Languages Common, Draconic, Dwarven, Giant, Valossan
Languages Common, Valossan SQ arcane bond (masterwork quarterstaff), change
SQ change shape (alter self) shape (small/medium humanoid; alter self), physical
Gear +2 chain mail, +1 heavy mace, headband of inspired enhancement (+3)
wisdom +2, silver holy symbol Other Gear mwk quarterstaff, bracers of armor +4,
headband of vast intelligence +2, wizard starting spellbook
Serpent person freebooter 8 (Freeport: City of Male or female serpent person warrior 1
Adventure) CE Medium monstrous humanoid (reptilian,
NE Medium monstrous humanoid (shapechanger) shapechanger)
Init +8; Senses darkvision 60 ft.; Perception +11 Init +5; Senses darkvision 60 ft.; Perception -2
DEFENSE DEFENSE
AC 18, touch 17, flat-footed 11 (+4 Dex, +3 dodge, +1 AC 14, touch 11, flat-footed 13 (+1 Dex, +1 natural, +2
natural) shield)
hp 72 (8d10+24) hp 7 (1d10+2)
Fort +8, Ref +10, Will +2 Fort +4, Ref +1, Will -2
Defensive Abilities thrall to the Unspeakable One
OFFENSE
Speed 30 ft., swim 20 ft. OFFENSE
Melee mwk rapier +13/+8 (1d6+1/18-20) Speed 20 ft., swim 20 ft.
Ranged mwk double-barreled musket +13/+8 (1d12/×4) Melee short sword +4 (1d6+1/3) and
Special Attacks dirty fighting +2d4 bite +2 (1d6+1 plus poison) or
2 claws +2 (1d4+1) and
STATISTICS
bite +2 (1d6+1 plus poison)
Str 12, Dex 18, Con 14, Int 10, Wis 11, Cha 14
Special Attacks thrall to the Unspeakable One
Base Atk +8; CMB +9; CMD 26
Feats Amateur GunslingerUC, Dodge, Improved InitiativeB, STATISTICS
Point-Blank Shot, Precise Shot, Quick Draw, Rapid Str 13, Dex 12, Con 15, Int 5, Wis 6, Cha 6
Reload, Weapon Finesse Base Atk +1; CMB +2; CMD 13
Skills Acrobatics +15, Bluff +13, Escape Artist +8, Feats Improved InitiativeB, Weapon Focus (spear)
Perception +11, Stealth +19, Swim +9; Racial Modifiers +4
Escape Artist, +4 Stealth Skills Intimidate +2, Stealth +2, Swim +9; Racial Modifiers
+8 Swim, +10 Disguise (using change shape)
Languages Common, Valossan
Languages Common, Valossan
SQ change shape (small/medium humanoid; alter
self), deed: deadeye, defensive style (flashy fighting), SQ change shape (alter self)
freebooter talents (nimble footwork, uncanny balance, Gear heavy wooden shield, masterwork spear
uncanny maneuverability)
SPECIAL ABILITIES
Other Gear mwk double-barreled musketUC, mwk rapier
Poisonous Bite (Ex) Bite—injury; save Fort DC (10 +
1/2 the creature’s HD + the creature’s Con modifier);
frequency 1/round for 4 rounds; effect 1d6 Wis; cure 1
Damage: Degenerate serpent people have both bite save.
and claw attacks. If the base creature does not have Thrall to the Unspeakable One (Su) Once per day, a
these attack forms, use the damage values listed on degenerate creature can invoke the power of its god
as an immediate action to gain a 1d6 bonus on a single
the table below and redefine them to fit the creature. saving throw, attack roll, or weapon damage roll
Otherwise, use the base creature’s damage values or
those presented here, whichever are greater.
Special Attacks: The degenerate creature retains all of
the special attacks of the base creature and gains the
Bite & Claw Damage following.
Size Bite Damage Claw Damage
Fine 1 —
Poisonous Bite (Ex) Bite—injury; save Fort DC (10 + 1/2
the creature’s HD + the creature’s Con modifier);
Diminutive 1d2 1
frequency 1/round for 4 rounds; effect 1d6 Wis; cure
Tiny 1d3 1d2
1 save.
Small 1d4 1d3
Medium 1d6 1d4 Thrall to the Unspeakable One (Su) Once per day, a
Large 1d8 1d6 degenerate creature can invoke the power of its god as
Huge 2d6 1d8
an immediate action to gain a 1d6 bonus on a single
saving throw, attack roll, or weapon damage roll.
Gargantuan 3d6 2d6
Colossal 4d6 3d6 Abilities: Modify from the base creature as follows: Str
+2, Con +4, Int –6, Wis –4, Cha –4
SHOJO CR 4 • XP 1,200
Shojo
CN Medium fey (aquatic)
Init -; Senses low-light vision; Perception +9
DEFENSE T his humanoid creature has webbed fingers, pale
AC 16; touch 10, flat-footed 16 (+5 armor, +1 shield)
blue skin, and brilliant red hair. Its face is an odd
hp 39 (6d6+18) combination between a wizened old man, and a playful
Fort +5, Ref +5, Will +6 child. It weaves slightly as it moves, as if drunk.
DR 5/cold iron; Immune cold
Weakness alcohol withdrawal
Shojo are equal parts fey mischievousness, and dedicated
OFFENSE craftsmen.
Speed 20 ft., swim 30 ft.
Melee trident +6 (1d6+2/x3), or touch +5 touch (intoxication)
Ranged dart +3 (1d4)
Tactics
Special Attacks intoxicating touch
Spell-like Abilities (CL 6, concentration +8)
Shojo typically avoid direct combat, preferring to gather
at will-dancing lights, ghost sounds allies, and carefully trick intruders. They go
3/day-flare burst (DC 13), silent image (DC 13) into battle with a jovial air, enjoying
2/day-accelerate poison (DC 14) , summon nature’s ally II the confusion and foolishness
1/day-detect thoughts (DC 14), beast shape 1 their intoxicating touches cause.
STATISTICS The only exceptions to this are
Str 14, Dex 11, Con 16, Int 10, Wis 13, Cha 15 when their brewing supplies
Base Atk +3; CMB +5; CMD 15 and equipment are threatened,
Feats Ability Focus (intoxicating touch), or they have been denied the
Catch Off-Guard, Weapon Focus (trident) spirits they need to survive.
Skills Acrobatics +5, Bluff +10, Craft (brewing) In those instances they are
+8, Knowledge (local) +8, Perception +9,
Stealth +6, Swim +15 brutal foes, having no mercy,
Languages Common, Sylvan and doing whatever it takes to
SQ amphibious end the threat.
ECOLOGY
Environment rivers and lakes Encounters
Organization solitary, pair,
companions (3-12) Shojo attempt to head
Treasure standard (scalemail, wood
shield)
off any parties that
they fear will ruin their
SPECIAL ABILITIES
environment, often
Alcohol Withdrawal (Ex): A shojo
takes 1 point of Constitution
leading them astray.
damage for each day it does They tend to have
not consume at least one many allies, as not
pint of alcohol. It regains
lost points at 1 point per only fay races and
pint it drinks. A shojo in humanoids enjoy
withdrawal gains 2 points
to its Dexterity and Wisdom
their brewing,
scores, and loses 2 points but creatures as
from its Charisma score. rare as giants and
Intoxicating Touch (Su): dragons do as well.
Any living creature touched
by a shojo must make a DC 16 Shojo may also
Fortitude save or become drunk. be encountered
The target is staggered, sickened,
and immune to fear while under this in nearly any bar,
effect. The target gets a new save buying rounds, critiquing
every round, and once it makes the the liqueur, and telling tall
save it is nauseated for 1d4 rounds.
tales.
24
Shojo require strong drink to survive, and will be the empty skin of some unfortunate victim.
waste away without it.
Ecology
A slithering sargasso must eat roughly its own mass
in food every month. If it begins to starve, it can
sacrifice its own mass, losing hit dice but retaining
its health and strength. A slithering sargasso that
has ample food gains hit dice as fast as one
per week, eventually splitting into
4 smaller slithering sargassos
if it exceeds 20 HD.
Characters with ranks in
Knowledge (nature) can
learn more about slithering
sargassos with successful skill
checks.
STATISTICS
SPIRIT LIZARD CR 5 • XP 1,600
Str 8, Dex 17, Con 14, Int 13, Wis 16, Cha 13
NG Small fey Base Atk +4; CMB +3; CMD 17
Init +3; Senses low-light vision, scent; Perception +14 Feats Combat Casting, Skill Focus (climb), Spell Focus
(enchantment), Weapon Finesse
DEFENSE
Skills Climb +21, Escape Artist +14, Handle Animal
AC 18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size) +9, Knowledge (nature) +14, Perception +14, Stealth
hp 44 (8d6+16) +18 (+28 in natural surroundings), Survival +15; Racial
Fort +4, Ref +9, Will +9 Modifiers +4 Climb, +4 Stealth, and +4 Survival.
DR 5/cold iron; Immune fey traits; SR 16 Languages Common, Draconic, Sylvan and Valossan
SQ chameleon scales, merging, nature’s passage, tree
OFFENSE bond, wild empathy
Speed 40 ft., climb 20 ft. SPECIAL ABILITIES
Melee bite +7 (1d4-1 plus poison) and 2 claws +2 (1d4-1)
Chameleon Scales (Ex) The scales of the spirit lizard can
Special Attacks poison shift in color and pattern like a remarkable chameleon.
Spell-Like Abilities (CL 8; concentration +11) This provides the lizard with a +10 circumstance bonus
At Will--calm animals (DC 15), detect animals or plants, to Stealth checks while in natural surroundings.
entangle (DC 14), speak with animals, speak with plants Merging (Su) As a standard action, a spirit lizard can
3/day--charm animal (DC 15), command plants (DC step inside any tree or plant that is larger than the lizard
18), commune with nature, goodberry, plant growth, itself. While it is inside the plant, the spirit lizard is aware
summon nature’s ally III, tree stride of its surroundings, but the only action it can take is to
use commune with nature or tree stride. Commune with
1/week--animal shapes
nature and tree stride may only be used while this power
is in use. If the tree that the spirit lizard has merged with
is destroyed, the lizard suffers 4d6 points of damage and
Uses reappears. Leaving the tree is a standard action.
Nature’s Passage (Ex) A spirit lizard can move through
any sort of undergrowth at normal speed and without
An ounce of spirit serpent blood is worth 25 gp, and has suffering damage or any sort of impairment. This
includes both natural undergrowth and areas under the
some interesting properties. effects of spells such as entangle or wall of thorns. In
addition, a spirit lizard leaves no trail while in natural
Spirit Blood surroundings and cannot be tracked.
Poison (Ex) Bite-injury; save Fort DC 15; frequency 1/
round for 2 rounds; effect unconscious 1d6 minutes; cure
The blood of a spirit lizard can be used to enhance 1 save. The save DC is Constitution-based.
the power of natural magic. If an ounce of spirit lizard Tree Bond (Su) While a spirit lizard can merge with any
blood is used as an additional material component when tree, it has a particular bond to one special tree, and it
cannot move more than 20 miles from this tree. While
casting a ranger or druid spell, the effective caster level is it is merged with its home tree, it heals 1 HP/round, and
increased by 2. This requires knowledge of special rituals, it recovers from 1 point of ability damage or 1 negative
as described above, and it is a heinous act that provokes level every hour. If its home tree is destroyed, a spirit
lizard suffers 4d6 points of damage. If it survives this
a hostile response from other fey creatures and good- experience, it will lose 2 points of Constitution every hour
aligned druids. 1d4 ounces of blood can be recovered it remains outside of a tree. To survive, it must form a
from the fresh corpse of a spirit lizard. bond to a new tree; this requires the lizard to merge with
a tree and remain within it for one uninterrupted week.
Wild Empathy (Ex) This power works like the druid’s
Scale of Natural Dominion wild empathy class feature, except that the spirit lizard
has a +8 racial bonus on the check.
Aura faint enchantment; CL 8th
Slot none; Price 800 gp; Weight --
Construction
If it chooses, a spirit lizard can pluck a scale from its
hide and invest a fraction of its power into the charm. Requirements Knowledge (nature) 5 ranks, caster must
This provides the bearer with a +2 bonus to all Wild
be a spirit lizard; Cost 400 gp
Empathy and Handle Animal checks. In addition, spirit
lizards, devil lizards, and deadwood trees can all sense
the presence of the scale—which may be a good thing Advanced Versions
or a very bad thing. If a spirit lizard discovers a mortal
abusing the power of a scale of natural dominion, it will Spirit lizards advance by character class, advancing as
almost certainly seek vengeance against them. druids or sorcerers with the fey bloodline.
Tactics
Society and Culture
A sand witch is a deadly combatant, weilding both a
staff of driftwood, and potent magics. She controls the Sunakake babas are untrusting and aloof by nature,
beach itself, and all that dwell within it, and it fights at watching intruders for any sign of disrespect or damage
her command. The ward of a sunakake baba often to their wards. Even when willing to speak with outsiders,
has dozens of foes entombed under the sand, they keep their answers short and precise. They
suffocated by the sheer weight of the beach. are only slightly warmer to other kami,
druids, and rangers.
Encounters
Sunakake babas live alone, with only the animals
of the seashore as companions. They always
meet outsiders on their territory, and use their
powerful magics to hold foes at bay. They enter
physical combat as a last resort.
On rare occasions, a sunakake baba may have
powerful allies, such as tritons or bronze dragons
that share their protected environment.
Ecology
As a kami, a sunakake baba exists as one with her beach. She
feeds off the small amounts of detritus, such as seaweed
and fish, washed up on her shoreline, as well as feeding
on the sand itself. Her impact on the beach is no
more than that of a Medium sized crab.
Characters with ranks in Knowledge
(nature) can learn more about sunakake baba
with successful skill checks.
Physical Characteristics
Sunakake babas appear as humanoid women,
with eyes made of dark water. Their smooth
flesh is actually comprised of densely packed
sand and shells. Their hair is a unique form of
seaweed, typically dark red or greenish-black.
SPECIAL ABILITIES
SUNAKAKE BABA CR 10 • XP 9,600
Natural Defense (Su): Each round, as a full action, a
N Medium Outsider (kami, native) sunakake baba may focus her ward’s natural features as
a defense. She may choose any one of the following each
Init +6; Senses darkvision 60 ft.; Perception +21
round. The effect ends when she chooses another effect:
DEFENSE • She may summon 1d6 crab swarms (Bestiary pg. 50)
AC 28; touch 13, flat-footed 25 (+2 Dex, +3 armor, +12 that attack targets that the sand witch chooses.
natural, +1 dodge) • She may call razor sharp shells and old bones and
hp 123 (13d10+52); fast healing 5 teeth to rise from the sand, which acts like a CL 10
spike stones.
Fort +12, Ref +6, Will +13
• She may cause washed up weeds and seaweeds to
DR 10/cold iron; Immune bleed, mind-affecting effects, act as a CL 10 entangle spell.
petrification, polymorph; Resist acid 10, electricity 10, fire 10
• She may cause driftwood to assemble into a wood
OFFENSE golem (Bestiary pg. 164).
Speed 30 ft. • She may create a defensive wall out of driftwood,
or sand, with the same dimensions of a CL 10 wall of
Melee +2 quaterstaff +18/+15/+10 (1d6+5), or 2 slams +16 stone. A wall of sand has the hit points as a wall of
(1d6+4) ice, and a wall of driftwood has the same hit points
Special Attacks natural defense, sand blast, sand vortex of a wall of thorns.
Spell-Like Abilities (CL 10, Concentration +13) Sand Armor (Su): As long as a sunakake baba is in
constant-deathwatch contact with her beach, she gains an armor bonus equal
at will-dimension door, giant vermin (crabs and lobsters to her Charisma modifier.
only) Sand Blast (Ex): Every 1d4 rounds a sunakake baba may
3/day-command (DC 14), obscuring mist release a 30 foot cone of sand. Victims caught within the
blast take 3d6 damage, with a DC 19 Reflex save for half.
2/day-call lightning (DC 16), control water Targets failing the save are also blinded for 1d4 turns.
1/day-baleful polymorph (DC 18), summon nature’s ally Sand Vortex (Su): As a full round action a sunakake
IV, vortex (DC 20) baba may target a single creature she can see that is on
STATISTICS her beach. The target must make a DC 19 Reflex save or
be held in place by the beach itself pulling at its feet. If
Str 17, Dex 15, Con 18, Int 18, Wis 20 Cha 16 the sand witch targets the same victim the next round, it
Base Atk +13; CMB +16; CMD 28 must make a DC 21 Reflex save or be pulled beneath the
Feats Combat Casting, Dodge, Improved Initiative, sand and begin to suffocate. A suffocating victim may
Lightning Stance, Step Up, Strike Back, Wind Stance make a DC 20 Grapple check each round to escape the
sand.
Skills Acrobatics +18, Bluff +19, Diplomacy +16,
Knowledge (local, nature) +20, Perception +21, Sense ECOLOGY
Motive +21, Stealth +18, Use Magic Device +19
Environment beach
Languages Common; telepathy 100 ft.
Organization solitary
SQ merge with ward, ward (beach), sand armor
Treasure double (+2 quarterstaff, other treasure)
Encounters
Tavi stake out territories and suffer no serpents to
enter them, marking the ranges of heir claimed
area with carefully-applied scratches made with
sharp rocks on trees, rocks and other surfaces at
the eye level of a standing tavi.
Ecology
Highly social creatures, tavi are
uncommonly encountered alone,
usually operating in at least a pair,
and frequently a pack of 4-12
individuals. Tavi have the beginnings
of a language, with differently-pitched
squeaks and whistles denoting concepts
such as snake, big, small, danger, food, and
so on. Individuals that have been raised in
captivity can understand command words in
SPECIAL ABILITIES
TAVI (MONGOOSE FOLK) CR 2 • XP 400
Attach (Ex) When a tavi hits with a bite attack, it
N Small magical beast automatically grapples its foe, inflicting automatic bite
damage (1d4) each round. Tavi use their Dexterity score
Init +8; Senses darkvision 60 ft., low-light vision, scent,
in place of their Strength when making, maintaining, or
serpent sense; Perception +5
defending against a grapple.
DEFENSE Group Hunter (Ex) Tavi work together incredibly well
AC 17, touch 16, flat-footed 13 (+4 Dex, +1 dodge, +1 when hunting. Communicating silently using subtle body
natural, +1 size) language, they are extremely effective at tracking and
uncovering their prey. A tavi gains a +1 circumstance
hp 16 (3d10) bonus to Perception and Survival checks for each other
Fort +3 (+7 vs. reptilian poisons), Ref +9, Will +1 (+3 vs. tavi within 30 ft. of itself (maximum +5).
reptilian) Ophidian Malice (Ex) Tavi have been mystically bred to
OFFENSE hunt and destroy serpents and serpent people. These
deep-rooted instincts provide a tavi with the following
Speed 30 ft., climb 20 ft. advantages and disadvantages whenever they are
Melee bite +7 (1d4 and attach) dealing with creatures with the reptilian subtype:
Ranged sling +7 (1d3) •+2 racial bonus to Perception and Survival checks,
Special Attacks attach attack and damage rolls, and Will saves vs. effects
generated by such creatures
STATISTICS •+4 racial bonus to saving throws against the natural
Str 10, Dex 18, Con 11, Int 6, Wis 12, Cha 8 poisons of such creatures, and to Bluff checks made
to feint in combat; -5 penalty to any other Bluff check
Base Atk +3; CMB +2 (+8 grapple); CMD 16 (20 versus against such creatures
grapple)
•-5 racial penalty on Diplomacy checks against such
Feats Combat Reflexes, DodgeB, Improved InitiativeB, creatures
Lightning ReflexesB, Weapon Finesse
Most serpentine creatures can instinctively sense the
Skills Acrobatics +15, Bluff +3 (+7 feint), Climb +15, malice of the tavi; as a result, the attitude of a serpentine
Diplomacy -1 (-6 vs. serpents), Escape Artist +12, creature towards a tavi is typically reduced by one
Perception +5, Stealth +11, Survival +3; Racial Modifiers category.
+8 Acrobatics, +4 Bluff (to checks made to feint in
combat), +8 Climb, -5 Diplomacy (vs. serpents), +8 Serpent Sense (Su) Serpent people are renowned
Escape Artist, +4 Stealth for their shapeshifting powers, and the wizards who
bred the tavi gave their hunters a mystical sense to
Languages Tavi compensate for this. A tavi automatically attempts a
SQ group hunter, ophidian malice DC 10 Perception check whenever it comes within 30
Gear sling, 20 sling stones ft. of any creature with the reptilian subtype (even if
the creature is using a physical or magical disguise
including invisibility). If the check fails, the tavi detects
nothing out of the ordinary. If the check is successful,
many remain in captivity, over the years several have the tavi detects the presence of a serpent within 30 ft.
escaped and set up flourishing wild groups. They live but is unable to pinpoint its location. If the result of the
Perception check is greater than 15, the tavi immediately
in family groups of 4-12, led by a breeding alpha pair detects the creature and pinpoints its location. Any
and with lesser members (usually the adult offspring creature the tavi cannot see (does not have line of sight
of the alphas) helping to gather food, keep watch, and to) still has total concealment against the tavi and the
tavi suffers normal miss chances when attacking such
look after the young. Some groups have dug burrows off foes.
the city’s sewer system and the serpent folk tunnels that Skilled Climbers (Ex) Tavi use their Dexterity modifier
connect to it, while others have taken to the fringes of instead of their Strength modifier when computing their
Climb skill.
the jungle to the north of the city. At least one group
maintains a territory in Scurvytown; their food obtained
by hunting and scavenging is supplemented by several
Scurvytowners who feed the creatures in order to keep Uses
them around to reduce the number of snakes and vermin
in the area. Serpent people myths warn of humanoids with tavi allies.
These myths are based in fact.
Treasure
Cohorts and Companions
Tavi rarely use any sorts of weapons or armor, but they
possess the standard treasure for their challenge rating. Tavi are not simple animals, and cannot be trained or
Those with character levels possess the normal treasure controlled as easily as their creators had intended. As
for an NPC of their CR. a result, a character cannot take a tavi as a companion
Tavi Lore
DC Result
This creature is a tavi, a member of a race artificially created by wizards to hunt serpentmen. Success at
12 this level reveals basic facts about the tavi—its speed, combat abilities, and its hatred for serpents of all
sorts. This result reveals all magical beast traits.
The character knows more about the behavior of tavi. He can identify the alphas in a group of tavi, and
gets a +2 bonus to Diplomacy checks when dealing with them. He also has a better sense of the overall
17
capabilities of the tavi—their enhanced abilities when hunting in groups, and talent for sniffing out
disguised serpents.
With a Knowledge (local) check at this level, the character has heard stories about the tavi community in
20 Scurvytown. He may not know exactly what these creatures are, but he has a general idea where they are
nesting.
The character has a solid understanding of the nature of the magics used to create the tavi. If he is an
arcane spellcaster, he can prepare his spells to take advantage of the inherent mystical weaknesses of the
22 tavi resulting in a +1 DC to all spells used against a tavi. With an additional DC 20 Craft (alchemy) check,
the character knows how to properly extract the secretions of tavi musk glands, and can recover 1d2
ounces of musk from a tavi corpse.
animal or familiar. However, a tavi may choose to serpent hit by the weapon must make a successful DC 13
accompany a group of adventurers of its own free will. Will save or suffer the effects of fear for 6 rounds. Each
A tavi usually stay as long as it is well treated, but may application is good for 1d3 hits.
decide to leave if it is mistreated, bored, or if it misses the
camaraderie of living in a tavi group. A tavi is intelligent Advanced Versions
enough to learn most tricks, but may not perform tricks
on demand; it may depend on the size of the reward Tavi advance by character class. Individuals who acquire
offered, or if the tavi thinks it has something better to character class levels are remarkable individuals, and
do at the time. generally become one of the alphas of the group. These
Occasionally, a tavi forms a particularly strong bond to prodigies usually acquire rogue, barbarian, or ranger
a human or demihumans. In such cases, the tavi may be levels. To date, no tavi has ever displayed an aptitude for
taken as a cohort. A tavi cohort generally acts in the best arcane or divine magic.
interests of its master, but its racial antipathy to snakes
makes it hard to restrain if it sees or smells one.
Tavi Blood
Tentacle Caller
A small amount of tavi blood—enough to inflict 1 hit A majestic elven woman stands in the center of a
point of damage on a living tavi—reduces the gold piece cancerous mass of writhing tentacles. Her placid
cost of creating a potion of speed or potion of cat’s grace by expression belies the horror surrounding her.
30%. If a similar amount of tavi blood is consumed while
casting one of these spells, it increases the effective caster
Tentacle callers are alien creatures hailing from the cold
level of the spell by 2. However, drinking the blood of an
reaches of the Outer Dark.
intelligent creature is a rather questionable act that may
provoke ethical issues.
Tactics
Tavi Musk
Tentacle callers generally simply crush those that dare
The secretions of tavi musk glands produce an instinctive to oppose them, with their tentacles. They are able
fear reaction in snakes. If an ounce of tavi musk is used to engage large groups, rending foes apart with some
as an additional material component with any fear spell, tentacles, flattening others, while calmly reading ancient
the save DC is increased by 3 against any sort of serpent inscriptions carved onto a tomb wall. Those foes that they
or snake. In addition, if an ounce of tavi musk is applied find notable are simply stricken mad, and left to rant and
to the business end of a slashing or piercing weapon, any rave in the creature’s wake.
Physical Characteristics
A tentacle caller always appears as a beautiful
elven woman, standing astride, and surrounded
by, writhing tentacles. Her face lacks the ability
to make expressions, leading some to believe
that the elven form is just mimicry of common
intelligent life on the planet.
ECOLOGY
TENTACLE CALLER CR 14 • XP 38,400
Environment any land or aquatic
CE Medium Aberration (aquatic, extraplaner) Organization solitary
Init +3; Senses darkvision 120 ft, low-light vision; Treasure standard
Perception +30
SPECIAL ABILITIES
Aura writhing horror
Immortality (Ex): A tentacle caller does not age, nor
DEFENSE does it need to eat or breathe. Its existence can only be
AC 28, touch 20, flat-footed 25 (+7 deflection, +3 Dex, ended by violence.
+8 natural) Mutable (Ex): A tentacle caller can expand or contract
hp 199 (21d8+105); regeneration 10 (acid, fire) its bulk, taking up as much space as a Huge creature,
or as little as a Medium one. Its core humanoid body
Fort +12, Ref +10, Will +15 remains the same size, regardless of the space its
Defensive Abilities immortality, squirming thoughts; tentacles fill.
Immune cold, disease, poison Shed Tentacle (Ex): Once every round, a tentacle caller
SR 25 may shed 1d4 tentacles from its mass. These tentacles
act as black tentacles, except they can be attacked
OFFENSE
physically. A tentacle has an AC equal to the tentacle
Speed 50 ft., swim 50 ft. caller’s natural AC, plus +1 Dex, and has 1/10th the
Melee 6 tentacles +25 (1d6+10 plus grab) hit points of the tentacle caller. They deal the same
damage and effects as the tentacle caller’s grapple
Space 5 ft.; Reach 15 ft. attack.
Spell-Like Abilities (CL 20, Concentration +27) Squirming Thoughts (Ex): Anyone attempting to make
Continual- mindblank unwanted telepathic contact, or impose mental influence
At will- ghoul touch (DC 19) on a tentacle caller must make a DC 27 Will save or
3/day-chaos hammer (DC 21), insanity (DC 24), their mind is invaded by the creature’s alien thoughts.
interposing hand, touch of idiocy (DC 19) Each round the foe must roll a 1d6 to determine its
actions: 1-2: act normally, 3-4 deal 1d4 points of damage
2/day- gate, greater dispel magic, vampiric touch, web to itself, 5-6 attack the nearest creature. In addition, it
1/day-clenched fist, symbol of insanity (DC 25), true is subject to a nightmare each time it sleeps unless it
seeing makes another DC 27 Will save. This affect may only
Special Abilities constrict (2d6+10), rend (2 or more be removed by greater restoration, heal, limited wish,
tentacles, 1d6+5 per tentacle), shed tentacle, sweeping miracle, or wish.
attack Sweeping Attack (Ex): As a standard action, a tentacle
caller may make an attack against all targets within a
STATISTICS 15 foot arc around it. This attack deals 1d6+10 points of
Str 30, Dex 17, Con 20, Int 22, Wis 23, Cha 25 damage to each target, who must make DC 30 Strength
Base Atk +15; CMB +25, +29 grapple; CMD 38, can’t be checks or be knocked prone. It may end the sweep at
tripped any time to grab the last target struck.
Feats Ability Focus (constrict) <B>, Combat Reflexes, Tentacle Cocoon (Ex): A tentacle caller’s writhing
Final Embrace, Final Embrace Horror, Final Embrace tentacles and dark power grants it a deflection bonus
Master, Greater Grapple, Improved Grapple, Power equal to its Charisma bonus. In addition, as a full round
Attack action it can wrap itself within a great mass of tentacles,
and go into suspended animation. This grants the
Skills Acrobatics +27, Climb +37, Escape Artist +27, tentacle caller DR 25/epic, and allows it to not only drift
Intimidate +31, Knowledge (arcana, planes) +30, through the vacuum of space, but plunge to the surface
Perception +30, Spellcraft +30, Stealth +27, Swim +37 of a planet without harm.
Languages Abyssal, Common, Draconic, Infernal, Writhing Horror (Su): The sight of a tentacle caller
telepathy 300 ft. crushes the mind and souls of those who behold it.
SQ amphibious, compression, mutable, tentacle cocoon Living creatures with less than 8 Hit Dice, who come
within 50 feet, must make a DC 27 Will save on first
seeing the creature or panic, as well as taking 1d10 points
Treasure of Wisdom damage. Targets with higher than 8 Hit
Dice must make a DC 27 Will save or take 1d8 points of
Wisdom damage instead.
Tentacle callers have little interest in material wealth,
although they recognize the value of gold and jewels
value to others, and use what they find as payment when Advanced Versions
necessary. They do not hoard wealth for its own sake.
Tentacle callers usually keep any useful magic items for Every tentacle caller is a unique being, and is commonly
themselves, and even wield weapons in their tentacles modified by templates—generally ones that enhance
in rare cases. Many have one or more unique items or spellcasting abilities—or have a connection to the Dark
artifacts that they are saving for purposes known only to Tapestry. Only rarely does a tentacle caller take class
them. levels, and then only in arcane spellcasting classes.
Tephran Encounters
Entire cities may be buried by volcanic activity, creating
A humanoid shape made of gray ash stalks forward, tephrans that lie motionless, waiting for time or human
a soft yellow glow issuing from the rough holes in its activity to uncover them. Tephrans are unable to leave
face that approximate it’s eyes, nose and mouth. areas that are not made up of, or covered in, the same
ash and pumice as their bodies, making it impossible for
them to pursue victims far.
Tephrans are the undead remnants of humanoids slain by
suffocating on volcanic ash. Ecology
Tactics Being undead spirits, tephrans arise either due to divine
curses, damning them and their cities, or from the
Tephrans lie in the positions they died in, seeming to desperation of doomed people turning into raw hate in
be simple outlines of the bodies of the slain. Once their their last agonized moments.
victims drop their guard, they rise and begin Characters with ranks in Knowledge (nature) can learn
pummeling them with their ashen fists. more about tephrans with successful skill checks.
Tephran Lore
DC Result
Tephrans are the restless spirits of the victims
16 of volcanic ash. This result reveals all undead
traits.
A tephran’s blows raise clouds of choking ash,
21
killing more victims than their fists.
The bodies of those who die from a tephran’s
26 suffocating attack rapidly break down under a
shell of ash, themselves becoming tephrans
Physical Characteristics
Tephrans are empty shells of ash and pumice
in the shape of their original bodies. They
are a uniform ashen gray color, and utterly
featureless.
Treasure
Any treasures a tephran may have would
likely be worn in a faded memory of lost
humanity, or be found embedded inside their
STATISTICS
TEPHRAN CR 6 • XP 2,400
Str 12, Dex 21, Con -, Int 10, Wis 13, Cha 17
CE Medium undead Base Atk +6; CMB +11; CMD 21
Init +5; Senses dark vision 60 ft., tremorsense; Perception +13 Feats Agile Maneuvers, Combat Reflexes, Lunge, Skill
Focus (Stealth), Weapon Finesse
DEFENSE
Skills Climb +13, Intimidate +15, Perception +13, Stealth +17
AC 18; touch 15, flat-footed 13 (+5 Dex, +3 natural) Languages Common
hp 67 (9d8+27) SQ compression
Fort +6, Ref +8, Will +7
ECOLOGY
Defensive Abilities amorphous; DR 10/magic
Immune fire, undead traits Environment any land
Organization solitary, pair, rest (3-30)
OFFENSE
Treasure standard
Speed 30 ft.
SPECIAL ABILITIES
Melee 2 slams +11 (1d6+1 plus ash cloud)
Special Attacks ash cloud, create spawn Ash Cloud (Ex): A tephran’s particulate body creates
a cloud of choking ash whenever it successfully strikes
a foe. The target must make a DC 17 Reflex save or be
blinded for 1d4 rounds. In addition the target must make
hollow form. These items may tumble forth when the a DC 17 Fortitude save or begin to suffocate as if it were
creatures is finall laid to rest, or be hidden in the pile of drowning. A DC 20 Heal check, or any magical healing,
will end the suffocation. Attempts to drink water makes
ashy remains. the ash harden into a concrete-like substance, requiring
a DC 25 Heal check to clear.
Advanced Versions Create Spawn (Su): Any humanoid or monstrous
humanoid killed by suffocating on a tephran’s ash cloud
rises as an independent tephran 24 hours later.
Tephran advance by any template that is applicable to the
undead.
Ecology
Thanatos As undead, thanatos serve no purpose in the natural cycle.
They simply swim, eat/kill, and swim further, producing
T his horrific creature looks like it was once a great nothing, only destroying.
fish. Its bony head looks eerily like a monstrous Characters with ranks in Knowledge (religion) and
skull, and its eyes are white and blank. Great rents other skills can learn more about thanatos with successful
and tears in the scales of its sides show tattered skill checks.
flesh beneath. Its scales and flesh are translucent,
revealing hints of its skeleton here and there. It Physical Characteristics
glows with an unnatural greenish-white light, and its
mouth is full of long, jagged teeth. Thanatos can range from the size of a large shark to
that of the greatest whale, weighing anything from 600
Thanatos are undead fish of large (or larger) size. pounds to several tons.
Treasure
Thanatos have treasure appropriate for
their CR, although without a lair, such
treasure is typically contained within the
creature’s gullet.
Uses
Magic Items
If a craftsman possesses thanatos teeth,
he can create a life drinker axe or nine
lives stealer without needing to cast finger
of death or enervation. The scales of a
thanatos allow the wizard to create ghost
touch armor and shields without needing
to cast etherealness. Of course, it can be hard
to recover scales and teeth from the corpse of
a thanatos, as it sinks to the bottom of the sea
as soon as it is destroyed. A mission to recover
teeth from the corpse of a thanatos can be a
challenging salvage operation for the PCs.
A finger-stall carved from a tooth or bone of a thanatos
Thanatos Lore adds +2 to the damage the wearer can cause with chill
touch and similar necromantic spells.
DC Result
This vile creature is no fish at all, but an Spell Components
undead horror from the depths. The character
gains basic facts about the creature including
17 the undead nature of the thanatos, its ability If a character is familiar with certain necromantic
to drain the life force of its victims, and its rituals, he can craft a small rod out of the tooth of a
preference for swallowing them whole. This
result reveals all undead traits. gargantuan thanatos. Used as an additional arcane focus,
The character has heard stories about the this can enhance the effect of certain spells, as shown on
vulnerabilities of the thanatos. By taking a the table below.
standard action he can look for a weak spot;
this requires a successful DC 20 Perception
check. If he is successful, he can halve the Spell Components
22 damage reduction and natural armor class
bonus of the Thanatos for the duration of the Spell Effect
combat. This only applies to the attacks that Gargantuan Thanatos Tooth
the character makes; the vulnerabilities of the
thanatos are too subtle for him to easily point Animate Dead +2 caster level
out to others. Chill Touch +2 damage
The character knows a ritual that can help Energy drain +1 negative level
lay a thanatos to rest. If he uses sea water
and bless water, he can create a liquid that is Enervation +1 negative level
especially potent against thanatos; the normal Ray of Enfeeblement +1 Strength drain
effects of holy water are doubled against
27
the undead fish. With an additional DC 20
Knowledge (arcana) check, the character
knows how to use the teeth and scales of a
Advanced Versions
thanatos to create magical arms and armor, or
to enhance necromantic spells. Thanatos advance by hit dice and size.
Ecology
An uktena is essentially immortal, dying only by violence,
and may inhabit a waterway for thousands of years
unchallenged. It observes those close to them, deciding
who to corrupt, and who to consume. They leave the
natural world around them untouched, outside of feeding,
and require clear, pure water.
Characters with ranks in Knowledge (nature) can learn
more about the uktena with successful skill checks.
Uktena Lore
DC Result
Uktenas are huge serpents with a quick wit and
24 evil nature. This result reveals all native outside
rnad aquatic traits.
The gem set into the forehead of an uktena is
29
worth a great price for those that can gain it.
Uktenas always have one band of scales that
34 is softer than the rest, that lies above its vital
organs.
Physical Characteristics
Uktena are colorful creatures, with each ring of scales a
subtly different hue. The eldest of their kind grow antlers
resemble those of a massive elk.
STATISTICS
UKTENA CR 14 • XP 38,400
Str 30, Dex 13, Con 24, Int 15, Wis 17, Cha 22
NE Huge Outsider (aquatic, native) Base Atk +16; CMB +28, +32 bull’s rush; CMD 39, can’t be
Init +5; Senses darkvision 100 ft, scent; Perception +20 tripped
Feats Awesome Blow, Combat Expertise, Greater
DEFENSE Bull’s Rush, Improved Bull’s Rush, Improved Initiative,
AC 31, touch 13, flat-footed 30 (+4 deflection, +1 Dex, +18 Lightning Reflexes, Lunge, Power Attack
natural, -2 size) Skills Bluff +22, Intimidate +23, Knowledge (history,
hp 200 (16d10+112); fast healing 5 nature, planes) +19, Perception +20, Sense Motive +20,
Stealth +12, Swim +35
Fort +17, Ref +8, Will +13
Languages Abyssal, Common, Draconic, Infernal
Resist cold, electricity 20
SQ amphibious
SR 25
Weaknesses vulnerability to critical hits ECOLOGY
Tactics Encounters
Umkovu prefer to simply tear their foes apart with their Umkovu are rarely found in the company of necromancers,
boney claws, but are intelligent enough to know that they as being controlled only fans their hatred. They barely
may have to adapt both their tolerate even other undead, and often torture them when
tactics and their bodies to no living victims are around.
many foes. Whenever
possible they use Ecology
their black
Umkovu are created from intelligent
creatures that died while being
mutilated and in great pain. They nearly
always arise spontaneously, sometimes
dealing a nasty surprise to their torturers.
Characters with ranks in Knowledge
(religion) can learn more about umkovu
with successful skill checks.
Umkovu Lore
DC Result
Umkovu are horrific undead with
15 bloated and twisted bodies. This
result reveals all undead traits.
Umkovu can control their bodies,
causing flesh to stretch or harden,
20
and bones to lengthen and
sharpen.
Umkovu can absorb the bodies of
25
the fallen to heal themselves.
Physical
Characteristics
Umkovu have flesh that is scarred, knotted,
and continuously in motion, as if their
bloated forms were stuffed with coiled
eels. Their hands end in bare bone that
they alter into blades or barbs. Their
faces are flattened, broad, and twisted,
ECOLOGY
UMKOVU CR 5 • XP 1600
Environment any
CE Large undead Organization solitary, pair, pack (3-10)
Init +0; Senses dark vision 60 ft.; Perception +12 Treasure standard
DEFENSE SPECIAL ABILITIES
AC 18; touch 9, flat-footed 18 (+9 natural, -1 size) Black Blood Spray (Ex): An umkova can open blisters
hp 60 (8d8+24) in its flesh and force its corrupted blood out in a 60
foot line, or a 30 foot arc. Living creatures within the
Fort +5, Ref +2, Will +7 area must make a DC 19 Reflex save to dodge the thick
Defensive Abilities channel resistance +2 fluid. Creatures that fail take 1d2 negative levels and
Immune undead traits contract a disease, typically blinding sickness, or slimy
doom. A DC 19 Fortitude save is required to remove the
OFFENSE negative levels. A creature cannot gain mroe than two
Speed 30 ft. total negative levels from the black blood spray of an
individual umkovu.
Melee 2 claws +9 (1d6+4/19-20)
Flowing Flesh (Ex): An umkova has complete control
Special Attacks black blood spray over its rotting flesh and bones. As a standard action it
STATISTICS may reduce its Strength by 1 point while gaining one of
the following benefits: add 5 feet to its reach, add +5 to
Str 18, Dex 10, Con -, Int 10, Wis 13, Cha 17 Climb or Swim checks, or add +2 to its natural armor.
Base Atk +6; CMB +12; CMD 22 Alternatively, it may reduce its natural armor by 1 point
Feats Ability Focus (black blood spray), Cleave, Great to add +2 to its Strength score, increase its damage die
Cleave, Power Attack by one step, or grow boney spikes that deal 1d4 points
of damage to any creature striking the umkova with
Skills Climb +15, Intimidate +14, Perception +12, Stealth +7 natural weapons or unarmed attacks. These changes
Languages Common remain in effect for as long as the creature desires.
SQ flowing flesh, necrophagic healing Necrophagic Healing (Su): An umkovu may flow the
majority of its flesh over a Medium corpse to heal 1d10
points of damage. A Small corpse heals 1d6 points, and
often sifting features or even shape at the undead alter a Large or larger corpse heals 2d10 points. Dissolving a
corpse in this manner takes one round per size category,
their bodies for some advantage in battle. The skin and and utterly destroys the body.
guts of an umkovu tend to slough off every few hours,
which is not often enough to make them easier to track
but does tend to line their lairs and strongholds with Treasure
distinctive piles of decaying flesh and carrion feeders.
Umkovu may gather objects, sometimes valuable ones,
S
ociety and ulture C that spark dim memories of their old lives. No matter their
actual monetary worth, they find these items precious,
Umkovu are generally driven first by a need to gain and fight to the death over them.
revenge on those who caused them their dying pain, the
only thing they generally remember from their existence A
dvanced ersions V
before undeath. Once that is accomplished (or if it seems
to be impossible), they seek to ensure they have an endless Most umkovu advance by using templates appropriate to
supply of corpses on which to feed. While they prefer fresh the undead. Extremely rarely an umkovu arises that has
flesh, a wounded umkovu robs tombs and graveyards to both the will and intelligence to remember what it was in
heal themselves. Their depredations are often blamed on life, including its class abilities. Those umkovu who exist
ghouls, although one way to tell if umkovu have moved for decades as undead sometimes gain the self-control
into an area is the displacement of ghoul packs from their to become fighters, and eventually may even advances to
normal haunts. become antipaladins.
Witch-Beast Encounters
Witch-beasts have a particular hatred for spellcasters,
T hick fur the color of dried blood covers the bear-like especially arcane spellcasters. While they enjoy stalking
bulk of the six-legged creature, from the broad snout sentient prey of any kind, and often terrorize and even
on its leonine head to the muscular hump on its back. torture victims before killing them, their drive to hunt
down and harm spellcasters is their primary motivation.
The witch beast is a powerful supernatural predator
common on the Continent, especially in Hexworth and Ecology
the Broken Land.
The origin of the witch-beast is uncertain. Some believe
Tactics that they have mutated to feed on spellcasters. Others
suggest that they are creatures sent by the strange
otherworldly beings that grant witches their powers, in
A witch beast uses its hexes to weaken foes and bolster
order to punish disloyal minions or the servants of rivals.
its own abilities, preferring to harass targets from cover
Some even believe that witch-beasts are twisted monsters
if possible, prior to attacking. Once engaged, a witch-
made from witches who have displeased or betrayed their
beast seeks to kill any creature that appears able to cast
patron in some way. If they were once witches, nothing of
spells, beginning with unarmored spellcasters, and then
the original personality remains.
attacking those that have shown the greatest
Characters with ranks in Knowledge (arcana) can
capacity to harm it.
learn more about witch-beasts with successful skill
checks.
Physical
Characteristics
Witch-beasts are quite large
creatures, standing 9 feet tall at the
shoulder and weighing over 1500 lbs.
They have 4 clawed forelimbs that
are used for combat as well
as running and climbing,
as well as enormous maw
lined with rows of serrated
teeth. They only seem
to feed on humanoid
prey, and so they can
be found anywhere that
humanoids may live,
though they are thankfully
quite rare.
Society and
Culture
The witch-beast is a nightmarish
creature that derives pleasure from
devouring those who wield magic. Not merely
animals, these savage predators use their magical abilities
on whatever life-forms they find, growing stronger and Material Plane, either to perform some task or to
spreading terror and madness until they are destroyed, answer an appeal by his cultists. X’svals are the physical
though they may occasionally act in accordance with a plan manifestation of these motes of vile consciousness, and,
ordained personally by the Unspeakable One—but such a as such are never encountered unless on a mission for
plan would be unfathomable to most sane minds . . . the cult or cultist that summoned it, or exercising the
direct will of the Unspeakable One itself.
Ecology
As entities from outside reality, x’svals have no place in
Treasure
the natural order, and serve no purpose within it. They
Avatars of X’sval do not accumulate treasure except
exist only to advance the Unspeakable One’s will.
incidentally.
Characters with ranks in Knowledge (planes) can learn
more about x’svals with successful skill checks.
Uses
Physical Characteristics Cultists of the Unspeakable One may summon one of
Being in the form of a semisolid mist, an x’sval can squeeze these creatures by using summon monster V. When an
through an opening of any size. It can also coalesce x’sval is destroyed, its essence returns to the Unspeakable
temporarily into any shape it desires, though when seen One, and all trace of it disappears from the material plane.
close up it is evident that the shape is made of red mist. It leaves nothing behind that can be used in crafting spell
components or magical items.
Society and Culture
Advanced Versions
From time to time, the Unspeakable One sends forth
a tiny part of its foul, blasphemous essence into the An avatar of X’sval advances by hit dice and size.
SPECIAL ABILITIES
X’SVAL CR 7 • XP 3,200
Confusion (Ex) An x’sval spreads madness by its mere
CE Large outsider (evil, chaotic) presence. Simply approaching some so unnatural can
be a sanity-blasting experience. Any creature that
Init +3; Senses darkvision 60 ft.; Perception +9
comes within 30 feet of the creature must make a DC 15
DEFENSE Will saving throw or suffer the effects of the confusion
spell, as if cast by a 6th-level sorcerer. While the effect
AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, -1 size) only lasts for six rounds, if the victim is still within 30
hp 103 (9d10+54) feet of the avatar when the effect wears of, he must
Fort +10, Ref +9, Will +6 make a new saving throw or be confused all over again.
Once a character has made a successful saving throw,
DR 10/lawful and good; Immune critical hits, precision
he is immune to this ability for 24 hours. As this is an
damage, transformation spells, outsider traits; SR 20
inherent aspect of the x’sval’s horrifying presence, it is
OFFENSE not affected by an antimagic field or other effects that
suppress magic. The save DC is Charisma-based.
Speed 20 ft., fly 10 ft. (perfect)
Essence Disruption (Su) The touch of the x’sval carries
Melee 3 slams +16 (1d8+7 and grab) the dark taint of the Unspeakable One. Any creature
Space 10 ft.; Reach 5 ft. struck by an avatar’s slam attack must make a DC 14
Special Attacks confusion, consume, essence disruption, Will saving throw or suffer an additional 1d4 points of
possession damage and 1 point of Dexterity damage. The ability
damage will affect undead creatures, despite their
Spell-Like Abilities (CL 10; concentration +12)
normal immunities. The save DC is Charisma-based.
At Will--desecrate
Possession (Su) As a full-round action, a x’sval can
3/day--cloudkill (DC 17) possess any creature it has grappled. The victim is
1/day--blasphemy (DC 19) allowed a DC 15 Will saving throw to resist this effect. If
he fails, a part of the avatar’s substance flows in through
STATISTICS his nose and mouth, and the avatar loses a number of
Str 25, Dex 16, Con 23, Int 10, Wis 10, Cha 14 hit points equal to the hit points of the possessed victim.
Base Atk +9; CMB +18 (+22 grapple); CMD 30 (32 versus Thereafter, the victim is under the telepathic control of
grapple; cannot be tripped) the avatar. The victim can use all skills, spells, and other
abilities, except for those that are lawful or good; the
Feats Hover, Greater Grapple, Improved Natural Attack victim becomes a chaotic evil creature while possessed.
(slam), Power Attack, Quicken Spell-Like Ability (cloudkill) The avatar can relinquish control at any time, pouring
Skills Escape Artist +16, Fly +18, Knowledge (planes) +9, out of the victim’s nose and mouth to rejoin the main
Perception +9, Stealth +16, Survival +9; Racial Modifiers entity. At this point the avatar regains the hit points
+4 Escape Artist, +8 Fly, +4 Stealth invested in the possession, minus any damage suffered
Languages Aklo by the victim during the period of possession. There are
a number of ways to exorcise a possessed creature. If
the victim is forcibly rendered unconscious or killed, the
X’sval Lore x’sval is forced to vacate the body; natural or magical
sleep will not suffice for this purpose. Dismissal and
other banishing spells can be used on a possessed victim
DC Result as if targeting the main creature itself. Finally, if the main
This is no oddly colored fog, but a fragment of the creature is reduced to zero hit points or below, it must
Unspeakable One itself. It is a chaotic outsider, a immediately pull its essence from its victims, until it has
17 a positive hit point score. An avatar can possess any
servant of that dread god, and can be summoned
by his cultists.This result reveals all outsider traits number of creatures, provided that it has the hit points
to support the possession. The save DC is Charisma-
The character is aware of the avatar’s based.
22 confusion ability, and gains a +2 bonus to Consume (Su) As a full-round action, a x’sval can
saving throws to resist it. consume any creature it has grappled, absorbing the
The character is aware of the x’sval’s creature’s essence into itself. The victim is allowed a DC
27 possession and consume abilities, and gains a Will save to resist. A consumed victim ceases to exist,
+2 bonus to saving throws against them. along with all possessions, and cannot be brought back
by any means short of a wish. The x’sval gains hit points
The character is aware of spellcasting equal to the consumed victim’s hit dice, permanently.
techniquess that are specifically protective For every 8 hit points it gains, it is treated as having an
32 against an avatar. The avatar’s saving throws extra Hit Die; for every 5 HD it gains, it grows by one
against dismissal, dispel chaos, and dispel evil size category. The save DC is Charisma-based.
cast by the character suffer a -2 penalty.
Creature Types
A creature’s type determines its hit dice, base attack and saving throw bonuses, skill points, and a number of common traits all
creatures of that type share. It is also frequently referred to by other rules, such as a ranger’s favorite enemy. The different monster
type present in this book are presented below.
Hit Dice (slow progression). Features modifier (minimum 1) per Hit Die.
• Good Reflex and Will Saves. The following are class skills for
• d8 Hit Die, or by character class. magical beasts: Acrobatics, Climb,
• Skill points equal to 6 + Int Fly, Perception, Stealth, Swim.
modifier (minimum 1) per Hit • Base attack bonus equal to 3/4 total
Die. The following are class skills Hit Dice (medium progression).
Traits
for fey: Acrobatics, Bluff, Climb, • One good save, usually Reflex.
Craft, Diplomacy,Disguise, Escape • Darkvision 60 feet.
• Skill points equal to 2 + Int
Artist, Fly, Knowledge (geography), modifier (minimum 1) per Hit Die • Low-light vision.
Knowledge (local), Knowledge or by character class. The following • Proficient with its natural weapons only.
(nature), Perception, Perform, Sense are class skills for humanoids
Motive, Sleight of Hand, Stealth, without a character class: • Proficient with no armor.
Swim, Use Magic Device. Climb,Craft, Handle Animal, Heal, • Magical beasts breathe, eat, and sleep.
Profession, Ride, and Survival.
Traits Humanoids with both a character
class and racial HD add these skills
Monstrous Humanoid
• Low-light vision.
to their list of class skills.
• Proficient with all simple weapons Monstrous humanoids are similar to
and any weapons mentioned in its Traits humanoids, but with monstrous or
entry. animalistic features. They often have
• Proficient with all simple weapons, magical abilities as well.
• Proficient with whatever type of or by character class.
armor (light, medium, or heavy) it Features
is described as wearing, as well as • Proficient with whatever type of
all lighter types. Fey not indicated armor (light, medium, or heavy) • d10 Hit Die.
as wearing armor are not proficient it is described as wearing, or by
• Base attack bonus equal to total Hit
with armor. Fey are proficient with character class. If a humanoid does
not have a class and wears armor, it Dice (fast progression).
shields if they are proficient with
any form of armor. is proficient with that type of armor • Good Reflex and Will Saves.
and all lighter types. Humanoids • Skill points equal to 4 + Int
• Fey breathe, eat, and sleep. not indicated as wearing armor modifier (minimum 1) per Hit Die.
are not proficient with armor. The following are class skills for
Humanoid Humanoids are proficient with monstrous humanoids: Climb, Craft,
shields if they are proficient with
Fly, Intimidate, Perception,Ride,
A humanoid usually has two arms, two any form of armor.
Stealth, Survival, and Swim.
legs, and one head, or a human-like • Humanoids breathe, eat, and sleep.
Traits: A monstrous humanoid
torso, arms, and a head. humanoids have
possesses the following traits
few or no supernatural or extraordinary
abilities, but most can speak and usually
Magical Beast (unless otherwise noted in a
creature’s entry).
have well-developed societies. They are
Magical Beasts are similar to animals but
usually Small or Medium (with the • Darkvision 60 feet.
can have Intelligence scores higher than
exception of giants). Every humanoid • Proficient with all simple weapons
2 (in which case the creature knows at
creature also has a specific subtype to and any weapons mentioned in its
least one language, but can’t necessarily
match its race, such as human, dark folk, entry.
speak). Magical Beasts usually have
or goblinoid.
supernatural or extraordinary abilities, • Proficient with whatever type of
Humanoids with 1 Hit Die exchange
but are sometimes merely bizarre in armor (light, medium, or heavy)
the features of their humanoid Hit
appearance or habits. it is described as wearing, as well
Die for the class features of a PC or
NPC class. Humanoids of this sort are as all lighter types. Monstrous
Features humanoids not indicated as wearing
typically presented as 1st-level warriors,
which means they have average • d10 Hit Die. armor are not proficient with
combat ability and poor saving throws. armor. Monstrous humanoids are
• Base attack bonus equal to total Hit proficient with shields if they are
Humanoids with more than 1 Hit Die Dice (fast progression).
(such as giants) are the only humanoids proficient with any form of armor.
who make use of the features of the • Good Fortitude and Reflex saves. • Monstrous humanoids breathe, eat,
humanoid type. • Skill points equal to 2 + Int and sleep.
Subtypes
Some creatures have one or more subtypes. Subtypes add additional abilities and qualities to a creature. The most common
subtypes, and all the subtypes present in this book, are presented below.
Air Subtype breathe water. It cannot breathe air unless it Chaotic Subtype
has the amphibious special quality. Aquatic
This subtype is usually used for outsiders creatures always treat Swim as a class skill. This subtype is usually applied to
with a connection to the Elemental outsiders native to the chaotic-aligned
Planes of Air. Air creatures always Augmented Subtype Outer Planes. Most creatures that have
have fly speeds and usually have perfect this subtype also have chaotic alignments;
maneuverability. Air creatures treat Fly A creature receives this subtype when however, if their alignments change, they
as a class skill. something (usually a template) changes still retain the subtype. Any effect that
its original type. Some creatures (those depends on alignment affects a creature
Aquatic Subtype with an inherited template) are born with this subtype as if the creature had
with this subtype; others acquire it when a chaotic alignment, no matter what its
These creatures always have swim speeds they take on an acquired template. The alignment actually is. The creature also
and can move in water without making augmented subtype is always paired with suffers effects according to its actual
Swim checks. An aquatic creature can the creature’s original type. alignment. A creature with the chaotic
subtype overcomes damage reduction as this subtype also have evil alignments; Outer Planes. Most creatures that have
if its natural weapons and any weapons it however, if their alignments change, they this subtype also have good alignments;
wields are chaotically aligned. still retain the subtype. Any effect that however, if their alignments change, they
depends on alignment affects a creature still retain the subtype. Any effect that
Cold Subtype with this subtype as if the creature has depends on alignment affects a creature
an evil alignment, no matter what its with this subtype as if the creature has
A creature with the cold subtype has alignment actually is. The creature also a good alignment, no matter what its
immunity to cold and vulnerability to fire. suffers effects according to its actual alignment actually is. The creature also
alignment. A creature with the evil suffers effects according to its actual
Earth Subtype subtype overcomes damage reduction as alignment. A creature with the good
if its natural weapons and any weapons it subtype overcomes damage reduction as
This subtype is usually used for outsiders
wields are evil-aligned. if its natural weapons and any weapons it
with a connection to the Elemental
wields are good-aligned.
Planes of Earth. Earth creatures usually
have burrow speeds, and most earth
Extraplanar Subtype
creatures can burrow through solid rock.
Incorporeal Subtype
This subtype is applied to any creature
Earth creatures with a burrow speed when it is on a plane other than its native An incorporeal creature has no physical
possess tremorsense. plane. A creature that travels the planes body. An incorporeal creature is immune
can gain or lose this subtype as it goes to critical hits and precision-based
Elemental Subtype from plane to plane. Monster entries damage (such as sneak attack damage)
assume that encounters with creatures unless the attacks are made using a
An elemental is a being composed
take place on the Material Plane, and weapon with the ghost touch special
entirely from one of the four classical
every creature whose native plane is not weapon quality. In addition, creatures
elements: air, earth, fire, or water.
the Material Plane has the extraplanar with the incorporeal subtype gain the
Features subtype (but would not have it when incorporeal special quality.
on its home plane). Every extraplanar
• Immunity to bleed, paralysis, creature in this book has a home plane Kami Subtype
poison, sleep effects, and stunning. mentioned in its description. creatures
not labeled as extraplanar are natives Kami are a race of native outsiders who
• Not subject to critical hits or serve to protect what they refer to as
flanking. Does not take additional of the Material Plane, and they gain
the extraplanar subtype if they leave “wards”—animals, plants, objects, and
damage from precision-based even locations—from being harmed or
attacks, such as sneak attack. the Material Plane. No creature has
the extraplanar subtype when it is on dishonored. All kami are outsiders with
• Proficient with natural weapons a transitive plane, such as the Astral the native subtype.
only, unless generally humanoid Plane, the Ethereal Plane, or the Plane
in form, in which case proficient of Shadow.
Traits
with all simple weapons and any
weapons mentioned in its entry. • Immune to bleed, mind-affecting
Fire Subtype effects, petrification, and polymorph
• Proficient with whatever type of effects.
armor (light, medium, or heavy) it A creature with the fire subtype has
is described as wearing, as well as immunity to fire and vulnerability to cold. • Resist acid 10, electricity 10, fire 10
all lighter types. Elementals not • Although they are native outsiders,
indicated as wearing armor are not Giant Subtype kami do not eat, drink, or breathe.
proficient with armor. Elementals A giant is a humanoid creature of great • Telepathy.
are proficient with shields if they are strength, usually of at least Large size.
proficient with any form of armor. • Fast Healing (Ex) As long as a
Giants have a number of racial Hit kami is within 120 feet of its ward,
• Elementals do not breathe, eat, or Dice and never substitute such Hit Dice it gains fast healing. The amount of
sleep. for class levels like some humanoids. fast healing it gains depends on the
Giants have low-light vision, and treat type of kami.
Evil Subtype Intimidate and Perception as class skills.
• Merge with Ward (Su) As a
This subtype is usually applied to Good Subtype standard action, a kami can merge
Outsiders native to the evil-aligned its body and mind with its ward.
Outer Planes. Evil Outsiders are also This subtype is usually applied to When merged, the kami can
called fiends. Most creatures that have outsiders native to the good-aligned observe the surrounding region
with its senses as if it were using if its natural weapons and any weapons it A swarm makes saving throws as a
its own body, as well as via any wields are lawful-aligned. single creature. A single swarm occupies
senses its ward might have. It has a square (if it is made up of nonflying
no control over its ward, nor can it Native Subtype creatures) or a cube (of flying creatures)
communicate or otherwise take any 10 feet on a side, but its reach is 0 feet,
action other than to emerge from its This subtype is applied only to outsiders. like its component creatures. In order to
ward as a standard action. A kami These creatures have mortal ancestors attack, it moves into an opponent’s space,
must be adjacent to its ward to or a strong connection to the Material which provokes an attack of opportunity.
merge with or emerge from it. If its Plane and can be raised, reincarnated, or A swarm can occupy the same space as
ward is a creature, plant, or object, resurrected just as other living creatures can a creature of any size, since it crawls all
the kami can emerge mounted on be. creatures with this subtype are native to over its prey. A swarm can move through
the creature provided the kami’s the Material Plane. Unlike true outsiders, squares occupied by enemies and vice
body is at least one size category native outsiders need to eat and sleep. versa without impediment, although the
smaller than the creature. If its ward swarm provokes anattack of opportunity
is a location, the kami may emerge Reptilian Subtype if it does so. A swarm can move through
at any point within that location. cracks or holes large enough for its
These creatures are scaly and usually cold-
component creatures.
• Ward (Su) A kami has a specific blooded. The reptilian subtype is only
A swarm of Tiny creatures consists of
ward—a creature with a 2 or used to describe a set of humanoid or
300 nonflying creatures or 1,000 flying
lower Intelligence (usually an monstrous humanoid races, not all animals
creatures. A swarm of Diminutive creatures
animal or vermin), a plant (not and monsters that are true reptiles.
consists of 1,500 nonflying creatures or
a plant creature), an object, or a 5,000 flying creatures. A swarm of Fine
location. The type of ward is listed Shapechanger Subtype creatures consists of 10,000 creatures,
in parentheses in the kami’s stat whether they are flying or not. Swarms
A shapechanger has the supernatural
block. Several of a kami’s abilities of nonflying creatures include many more
ability to assume one or more alternate
function only when it is either creatures than could normally fit in a 10-
forms. Many magical effects allow some
merged with its ward or within foot square based on their normal space,
kind of shapeshifting, and not every
120 feet of it. If a kami’s ward is because creatures in a swarm are packed
creature that can change shape has the
portable and travels with the kami tightly together and generally crawl over
shapechanger subtype.
to another plane, the kami does each other and their prey when moving or
not gain the extraplanar subtype Traits attacking. Larger swarms are represented
on that other plane as long as its by multiples of single swarms. The area
ward remains within 120 feet. If a • Proficient with its natural weapons, occupied by a large swarm is completely
ward is destroyed while a kami is with simple weapons, and with any shapeable, though the swarm usually
merged with it, the kami dies (no weapons mentioned in the creature’s remains in contiguous squares.
save). If a ward is destroyed while description.
a kami is not merged with it, the Traits
• Proficient with any armor
kami loses its merge with ward
mentioned in the creature’s • A swarm has no clear front or
ability and its fast healing, and
description, as well as all lighter back and no discernible anatomy,
becomes permanently sickened.
forms. If no form of armor is so it is not subject to critical hits
mentioned, the shapechanger
Lawful Subtype is not proficient with armor. A
or flanking. A swarm made up of
Tiny creatures takes half damage
This subtype is usually applied to shapechanger is proficient with from slashing and piercing weapons.
outsiders native to the lawful-aligned shields if it is proficient with any A swarm composed of Fine or
Outer Planes. Most creatures that have type of armor. Diminutive creatures is immune
this subtype also have lawful alignments; to all weapon damage. Reducing a
however, if their alignments change, they Swarm Subtype swarm to 0 hit points or less causes
still retain the subtype. Any effect that it to break up, though damage taken
A swarm is a collection of Fine,
depends on alignment affects a creature until that point does not degrade
Diminutive, or Tiny creatures that acts
with this subtype as if the creature had its ability to attack or resist attack.
as a single creature. A swarm has the
a lawful alignment, no matter what its Swarms are never staggered or
characteristics of its type, except as noted
alignment actually is. The creature also reduced to adying state by damage.
here. A swarm has a single pool of Hit Dice
suffers effects according to its actual Also, they cannot be tripped,
and hit points, a single initiative modifier,
alignment. A creature with the lawful grappled, or bull rushed, and they
a single speed, and a single Armor Class.
subtype overcomesdamage reduction as cannot grapple an opponent.
A swarm is immune to any spell they deal automatic damage to any resistance) to damage from a swarm.
or effect that targets a specific creature whose space they occupy Some swarms also have acid, blood
number of creatures (including at the end of their move, with no drain, poison, or other special attacks
single-target spells such as attack roll needed. Swarm attacks in addition to normal damage.
disintegrate), with the exception are not subject to a miss chance for Swarms do not threaten
of mind-affecting effects (charms, concealment or cover. A swarm’s creatures, and do not make attacks
compulsions, morale effects, stat block has “swarm” in the Melee of opportunity with their swarm
patterns, and phantasms) if the entries, with noattack bonus given attack. However, they distract
swarm has an Intelligence score and The amount of damage a swarm foes whose squares they occupy, as
a hive mind. A swarm takes half deals is based on its Hit Dice, as described below.
again as much damage (+50%) from shown on the Swarm Damage by
spells or effects that affect an area, Size table. • Swarms possess the distraction
such as splash weapons and many ability. Spellcasting or concentrating
evocation spells. Swarm Damage by Size on spells within the area of a swarm
requires a caster level check (DC
Swarms made up of Diminutive
or Fine creatures are susceptible to Swarm HD
Swarm Base 20 + spell level). Using skills that
Damage involve patience and concentration
high winds, such as those created by
a gust of wind spell. For purposes of 1–5 1d6 requires a DC 20 Will save.
determining the effects of wind on a 6–10 2d6
swarm, treat the swarm as a creature 11–15 3d6 Water Subtype
of the same size as its constituent
16–20 4d6
creatures. A swarm rendered This subtype is usually used for Outsiders
unconscious by means of nonlethal 21 or more 5d6 with a connection to the Elemental
damage becomes disorganized and A swarm’s attacks are nonmagical, Planes of Water. Creatures with the
dispersed, and does not reform until unless the swarm’s description water subtype always have swim speeds
its hit points exceed its nonlethal states otherwise. Damage reduction and can move in water without making
damage. sufficient to reduce a swarm attack’s Swim checks. A water creature can
damage to 0, being incorporeal, or breathe underwater and can usually
• Swarm Attack: creatures with
other Special Abilities usually give breathe air as well. Water creatures treat
the swarm subtype don’t make
a creature immunity (or at least the Swim skill as a class skill.
standard melee attacks. Instead,
additional damage each round at the as a free action. If so, this is noted in the burning creature can attempt a new
start of the affected creature’s turn. This creature’s description. If a creature must save as a full-round action. Dropping
bleeding can be stopped by a successful trigger its blindsight ability, the creature and rolling on the ground grants a +4
DC 15 Heal skill check or through gains the benefits of blindsight only bonus on this save. Creatures that hit a
the application of any magical healing. during its turn. burning creature with natural weapons
The amount of damage each round is Format: blindsight 60 ft.; Location: or unarmed attacks take fire damage
determined in the creature’s entry. Senses. as though hit by the burning creature
Format: bleed (2d6); Location: and must make a Reflex save to avoid
Special Attacks and individual Blood Drain (Ex) catching on fire.
attacks. Format: burn (2d6, DC 15);
The creature drains blood at the end Location: Special Attacks and
Blindsense (Ex) of its turn if it grapples a foe, inflicting individual attacks.
Constitution damage.
Using nonvisual senses, such as acute Format: blood drain (1d2 Burrow (Ex)
smell or hearing, a creature with Constitution); Location: Special
blindsense notices things it cannot see. Attacks. A creature with a burrow speed can
The creature usually does not need to tunnel through dirt, but not through rock
make Perception checks to pinpoint the Breath Weapon (Su) unless the descriptive text says otherwise.
location of a creature within range of its Creatures cannot charge or run while
blindsense ability, provided that it has line Some creatures can exhale a cone, line, burrowing. Most burrowing creatures do
of effect to that creature. Any opponent or cloud of energy or other magical not leave behind tunnels other creatures
the creature cannot see still has total effects. A breath weapon attack usually can use (either because the material they
concealment against the creature with deals damage and is often based on some tunnel through fills in behind them or
blindsense, and the creature still has the type of energy. Breath weapons allow because they do not actually dislocate
normal miss chance when attacking foes a Reflex save for half damage (DC 10 any material when burrowing); see the
that have concealment. Visibility still + 1/2 breathing creature’s racial HD individual creature descriptions for details.
affects the movement of a creature with + breathing creature’s Con modifier; Format: Burrow 30 ft.; Location:
blindsense. A creature with blindsense is the exact DC is given in the creature’s Speed.
still denied its Dexterity bonus to Armor descriptive text). A creature is immune to
Class against attacks from creatures it its own breath weapon unless otherwise Capsize (Ex)
cannot see. noted. Some breath weapons allow a
Format: blindsense 60 ft.; Location: Fortitude save or a Will save instead of A creature with this special quality can
Senses. a Reflex save. Each breath weapon also attempt to capsize a boat or a ship by
includes notes on how often it can be ramming it as a charge attack and making
Blindsight (Ex) used, even if this number is limited in a combat maneuver check. The DC of this
times per day. check is 25, or the result of the captain’s
This ability is similar to blindsense, Format: breath weapon (60-ft. cone, Profession (sailor) check, whichever is
but is far more discerning. Using 8d6 fire damage, Reflex DC 20 higher. For each size category the ship
nonvisual senses, such as sensitivity to for half, usable every 1d4 rounds); is larger than the creature attempting
vibrations, keen smell, acute hearing, or Location: Special Attacks; if the to capsize it, the creature attempting to
echolocation, a creature with blindsight breath is more complicated than capsize the ship takes a cumulative –10
maneuvers and fights as well as a sighted damage, it also appears under Special penalty on its combat maneuver check.
creature. Invisibility, darkness, and most Abilities with its own entry. Format: capsize; Location: special
kinds of concealment are irrelevant, attacks.
though the creature must have line of Burn (Ex)
effect to a creature or object to discern Change Shape (Su)
that creature or object. The ability’s range A creature with the burn special attack
is specified in the creature’s descriptive deals fire damage in addition to damage A creature with this special quality has
text. The creature usually does not need dealt on a successful hit in melee. Those the ability to assume the appearance of
to make Perception checks to notice affected by the burn ability must also a specific creature or type of creature
creatures within range of its blindsight succeed on a Reflex save or catch fire, (usually a humanoid), but retains most
ability. Unless noted otherwise, taking the listed damage for an additional of its own physical qualities. A creature
blindsight is continuous, and the creature 1d4 rounds at the start of its turn (DC cannot change shape to a form more than
need do nothing to use it. Some forms 10 + 1/2 burning creature’s racial HD one size category smaller or larger than
of blindsight, however, must be triggered + burning creature’s Con modifier). A its original form. This ability functions as
a polymorph spell, the type of which is Format: Curse Name (Su) Slam—
Compression (Ex)
listed in the creature’s description, but the contact; save Will DC 14, frequency
creature does not adjust its ability scores The creature can move through an area 1 day, effect 1d4 Str drain; Location:
(although it gains any other abilities of as small as one-quarter its space without Special Attacks and individual
the creature it mimics). Unless otherwise squeezing or one-eighth its space when attacks.
stated, it can remain in an alternate form squeezing.
indefinitely. Some creatures, such as Curse of Lycanthropy (Su)
Format: compression; Location:
lycanthropes, can transform into unique
Special Qualities. A natural lycanthrope’s bite attack in
forms with special modifiers and abilities.
These creatures do adjust their ability animal or hybrid form infects a humanoid
scores, as noted in their descriptions.
Constrict (Ex)* target with lycanthropy (Fortitude DC 15
negates). If the victim’s size is not within
Format: change shape (wolf, beast A creature with this special attack can one size category of the lycanthrope’s
shape I); Location: SQ, and in crush an opponent, dealing bludgeoning size, this ability has no effect.
Special Abilities for creatures with a damage, when it makes a successful
unique listing. grapple check (in addition to any Format: curse of lycanthropy;
other effects caused by a successful Location: individual attacks.
Channel Resistance (Ex) check, including additional damage).
The amount of damage is given in the Damage Reduction (Ex or Su)
A creature with this special quality creature’s entry and is typically equal to
(usually an undead) is less easily affected A creature with this special quality ignores
the amount of damage caused by the
by clerics or paladins. A creature with damage from most weapons and natural
creature’s melee attack.
channel resistance adds the bonus listed attacks. Wounds heal immediately, or
for that creature to saves made to resist Format: constrict (1d8+6); Location: the weapon bounces off harmlessly (in
the effects of channel energy, including Special Attacks. either case, the opponent knows the
effects that rely on the use of channel attack was ineffective). The creature takes
energy (such as the Command Undead Construct Traits (Ex) normal damage from energy attacks
feat). (even nonmagical ones), spells, spell-like
Constructs are immune to death effects, abilities, and supernatural abilities. A
Format: channel resistance +4; disease, mind-affecting effects (charms, certain kind of weapon can sometimes
Location: Defensive Abilities. compulsions, phantasms, patterns, and damage the creature normally, as noted
morale effects), necromancy effects, below.
Climb paralysis, poison, sleep, stun, and The entry indicates the amount of
any effect that requires a Fortitude damage ignored (usually 5 to 15 points)
A creature with a climb speed has a +8 save (unless the effect also works on and the type of weapon that negates the
racial bonus on all Climb checks. The objects, or is harmless). Constructs ability.
creature must make a Climb check to are not subject to nonlethal damage, Some monsters are vulnerable to
climb any wall or slope with a DC higher ability damage, ability drain, fatigue, piercing, bludgeoning, or slashing
than 0, but it can always choose to take exhaustion, or energy drain. Constructs damage. Others are vulnerable to certain
10, even if rushed or threatened while are not at risk of death from massive materials, such as adamantine, alchemical
climbing. damage. silver, or cold-forged iron. Attacks from
If a creature with a climb speed
Format: construct traits; Location: weapons that are not of the correct type
chooses an accelerated climb*, it moves at
Immune. or made of the correct material have
double its climb speed (or at its base land
their damage reduced, although a high
speed, whichever is slower) and makes a
Curse (Su) enhancement bonus can overcome some
single Climb check at a –5 penalty. Such
forms of damage reduction.
a creature retains its Dexterity bonus to A creature with this ability bestows a Some monsters are vulnerable to
Armor Class (if any) while climbing, and curse upon its enemies. The effects of magic weapons. Any weapon with at
opponents get no special bonus to their the curse, including its save, frequency, least a +1 magical enhancement bonus
attacks against it. It cannot, however, use and cure, are included in the creature’s on attack and damage rolls overcomes
the run action while climbing. description. If a curse allows a saving the damage reduction of these monsters.
A creature without a climb speed can throw, it is usually a Will save (DC 10 Such creatures’ natural weapons (but not
attempt an accelerated climb by taking a + 1/2 cursing creature’s racial HD + their attacks with weapons) are treated
–5 penalty on the climb check, allowing creature’s Cha modifier; the exact DC is as magic weapons for the purpose of
the creature to climb at half its base speed given in the creature’s descriptive text). overcoming damage reduction.
instead of one-quarter its base speed. Curses can be removed through remove A few very powerful monsters are
Format: Climb 30 ft.; Location: Speed. curse and similar effects. vulnerable only to epic weapons—that
is, magic weapons with at least a +6 removed with a spell, such as restoration.
Distraction (Ex)
enhancement bonus. Such creatures’ If a negative level is not removed before
natural weapons are also treated as epic A creature with this ability can nauseate 24 hours have passed, the affected creature
weapons for the purpose of overcoming the creatures that it damages. Any living must attempt a Fortitude save (DC 10
damage reduction. creature that takes damage from a creature + 1/2 draining creature’s racial HD +
Some monsters are vulnerable to with the distraction ability is nauseated draining creature’s Cha modifier; the exact
good-, evil-, chaotically, or lawfully for 1 round; a Fortitude save (DC 10 + 1/2 DC is given in the creature’s descriptive
aligned weapons. When a cleric casts creature’s HD + creature’s Con modifier) text). On a success, the negative level
align weapon, affected weapons might negates the effect. goes away with no harm to the creature.
gain one or more of these properties, On a failure, the negative level becomes
Format: distraction (DC 14);
and certain magic weapons have these permanent. A separate saving throw is
Location: Special Attacks.
properties as well. A creature with an required for each negative level.
alignment subtype (chaotic, evil, good, or
lawful) can overcome this type of damage
Dragon Senses (Ex) Format: energy drain (2 levels, DC
18); Location: Special Attacks and
reduction with its natural weapons and Dragons have darkvision 120 ft. and individual attacks.
weapons it wields as if the weapons or blindsense 60 ft. They see four times as
natural weapons had an alignment (or well as a human in dim light and twice as Engulf (Ex)
alignments) that matched the subtype(s) well in normal light.
of the creature. The creature can engulf creatures in
When a damage reduction entry has Format: dragon senses; Location:
its path as part of a standard action. It
a dash (—) after the slash, no weapon Senses.
cannot make other attacks during a
negates the damage reduction. round in which it engulfs. The creature
A few creatures are harmed by more Earth Glide (Ex)
merely has to move over its opponents,
than one kind of weapon. A weapon that When the creature burrows, it can pass affecting as many as it can cover.
inflicts damage of either type overcomes through stone, dirt, or almost any other Targeted creatures can make attacks of
this damage reduction. sort of earth except metal as easily as a fish opportunity against the creature, but
A few other creatures require swims through water. If protected against if they do so, they are not entitled to a
combinations of different types of attacks fire damage, it can even glide through lava. saving throw against the engulf attack.
to overcome their damage reduction, and Its burrowing leaves behind no tunnel or Those who do not attempt attacks of
a weapon must be both types to overcome hole, nor does it create any ripple or other opportunity can attempt a Reflex save to
this type of damage reduction. A weapon sign of its presence. A move earth spell avoid being engulfed—on a success, they
that is only one type is still subject to cast on an area containing the burrowing are pushed back or aside (target’s choice)
damage reduction. creature flings it back 30 feet, stunning it as the creature moves forward. Engulfed
Format: DR 5/silver; Location: for 1 round unless it succeeds on a DC 15 opponents gain the pinned condition,
Defensive Abilities. Fortitude save. are in danger of suffocating, are trapped
within the creature’s body until they are
Format: earth glide; Location: Speed.
Disease (Ex or Su) no longer pinned, and may be subject to
other special attacks from the creature.
A creature with this ability causes disease Energy Drain (Su)
The save DC is Strength-based.
in those it contacts. The effects of the This attack saps a living opponent’s vital Format: engulf (DC 12, 1d6 acid and
disease, including its save, frequency, energy and happens automatically when paralysis); Location: Special Attacks.
and cure, are included in the creature’s a melee or ranged attack hits. Each
description. The saving throw to negate successful energy drain bestows one
the disease is usually a Fort save (DC 10
Fast Healing (Ex)
or more negative levels (the creature’s
+ 1/2 the infecting creature’s racial HD description specifies how many). If an A creature with the fast healing special
+ the creature’s Con modifier; the exact attack that includes an energy drain quality regains hit points at an exceptional
DC is given in the creature’s descriptive scores a critical hit, it bestows twice the rate, usually 1 or more hit points per
text). Disease can be removed through listed number of negative levels. Unless round, as given in the creature’s entry.
remove disease and similar effects. otherwise specified in the creature’s Except where noted here, fast healing is
Format: Disease Name (Ex) Bite— description, a draining creature gains 5 just like natural healing. Fast healing does
injury; save Fort DC 15, onset 1d3 temporary hit points for each negative not restore hit points lost from starvation,
days, frequency 1 day, effect 1 Con level it bestows on an opponent. These thirst, or suffocation, nor does it allow a
damage, cure 2 consecutive saves; temporary hit points last for a maximum creature to regrow lost body parts. Unless
Location: Special Attacks and of 1 hour. Negative levels remain until otherwise stated, it does not allow lost
individual attacks. 24 hours have passed or until they are body parts to be reattached. Fast healing
continues to function (even at negative hit Note: Creatures with a fly speed treat petrification, death, and charm are
points) until a creature dies, at which point the Fly skill as a class skill. A creature common. The typical range is 30 feet, but
the effects of fast healing end immediately. with a natural fly speed receives a bonus check the creature’s entry for details. The
Format: fast healing 5; Location: hp. (or penalty) on Fly skill checks depending type of saving throw for a gaze attack
on its maneuverability: varies, but it is usually a Will or Fortitude
Fast Swallow (Ex) save (DC 10 + 1/2 gazing creature’s racial
round. The creature can also veil its eyes, can also apply to afflictions, conditions, and shields, although deflection bonuses
thus negating its gaze ability. spells (based on school, level, or save and force effects (such as mage armor)
Format: gaze; Location: Special type), and other effects. A creature that work normally against it. Incorporeal
Attacks. is immune does not suffer from these creatures pass through and operate
effects, or any secondary effects that are in water as easily as they do in air.
Grab (Ex) triggered due to an immune effect. Incorporeal creatures cannot fall or take
falling damage. Incorporeal creatures
Format: Immune acid, fire, paralysis;
If a creature with this special attack hits cannot make trip or grapple attacks, nor
Location: Defensive Abilities.
with the indicated attack (usually a claw can they be tripped or grappled. In fact,
or bite attack), it deals normal damage Incorporeal (Ex) they cannot take any physical action that
and attempts to start a grapple as a free would move or manipulate an opponent
action without provoking an attack of An incorporeal creature has no physical or its equipment, nor are they subject to
opportunity. Unless otherwise noted, body. It can be harmed only by other such actions. Incorporeal creatures have
grab can only be used against targets of a incorporeal creatures, magic weapons no weight and do not set off traps that
size equal to or smaller than the creature or creatures that strike as magic are triggered by weight.
with this ability. If the creature can use weapons, and spells, spell-like abilities, An incorporeal creature moves totally
grab on creatures of other sizes, it is noted or supernatural abilities. It is immune to silently and cannot be heard with
in the creature’s Special Attacks line. The all nonmagical attack forms. Even when Perception checks if it doesn’t wish to be.
creature has the option to conduct the hit by spells or magic weapons, it takes It has no Strength score, so its Dexterity
grapple normally, or simply use the part only half damage from a corporeal source modifier applies to its melee attacks,
of its body it used in the grab to hold the (except for channel energy). Although it is ranged attacks, and CMB. Nonvisual
opponent. If it chooses to do the latter, it not a magical attack, holy water can affect senses, such as scent and blindsight, are
takes a –20 penalty on its CMB check to incorporeal undead. Corporeal spells and either ineffective or only partly effective
make and maintain the grapple, but does effects that do not cause damage only have with regard to incorporeal creatures.
not gain the grappled condition itself. A a 50% chance of affecting an incorporeal Incorporeal creatures have an innate
successful hold does not deal any extra creature. Force spells and effects, such as sense of direction and can move at
damage unless the creature also has the from a magic missile, affect an incorporeal their full speed even when they cannot
constrict special attack. If the creature creature normally. actually see.
does not constrict, each successful An incorporeal creature has no natural Format: incorporeal; Location:
grapple check it makes during successive armor bonus but has a deflection bonus Defensive Abilities.
rounds automatically deals the damage equal to its Charisma bonus (always at
indicated for the attack that established least +1, even if the creature’s Charisma Jet (Ex)
the hold. Otherwise, it deals constriction score does not normally provide a
damage as well (the amount is given in bonus). The creature can swim backward as a full-
the creature’s descriptive text). An incorporeal creature can enter round action at the listed speed. It must
Creatures with the grab special attack or pass through solid objects, but must move in a straight line while jetting, and
receive a +4 bonus on combat maneuver remain adjacent to the object’s exterior, does not provoke attacks of opportunity
checks made to start and maintain a and so cannot pass entirely through an when it does so.
grapple. object whose space is larger than its own. Format: jet (200 ft.); Location: Speed.
Format: grab; Location: individual It can sense the presence of creatures or
attacks and special attacks. objects within a square adjacent to its Keen Scent (Ex)
current location, but enemies have total
concealment (50% miss chance) from The creature can notice other creatures
Hold Breath (Ex) by scent in a 180-foot radius underwater
an incorporeal creature that is inside an
The creature can hold its breath for a object. In order to see beyond the object it and can detect blood in the water at
number of minutes equal to 6 times is in and attack normally, the incorporeal ranges of up to a mile.
its Constitution score before it risks creature must emerge. An incorporeal Format: keen scent; Location: Senses.
drowning. creature inside an object has total cover,
Format: hold breath; Location: but when it attacks a creature outside Light Sensitivity (Ex)
Special Qualities the object it only has cover, so a creature
outside with a readied action could strike Creatures with light sensitivity are
at it as it attacks. An incorporeal creature dazzled in areas of bright sunlight or
Immunity (Ex or Su) within the radius of a daylight spell.
cannot pass through a force effect.
A creature with immunities takes no An incorporeal creature’s attacks pass Format: Weakness light sensitivity;
damage from listed sources. Immunities through (ignore) natural armor, armor, Location: Weaknesses.
Most creatures possess one or more The creature is rooted to the spot, frozen
and helpless. Paralysis works on the body,
Powerful Charge (Ex)
natural attacks (attacks made without a
weapon). These attacks fall into one of and a character can usually resist it with When a creature with this special attack
two categories, primary and secondary a Fortitude saving throw (DC 10 + 1/2 makes a charge, its attack deals extra
attacks. Primary attacks are made using the paralyzing creature’s racial HD + damage in addition to the normal benefits
the creature’s full base attack bonus and the paralyzing creature’s Con modifier; and hazards of a charge. The attack and
add the creature’s full Strength bonus on the DC is given in the creature’s amount of damage from the attack is
damage rolls. Secondary attacks are made description). Unlike hold person and given in the creature’s description.
using the creature’s base attack bonus –5 similar effects, a paralysis effect does not
allow a new save each round. A winged Format: powerful charge (gore,
and add only 1/2 the creature’s Strength 4d8+24); Location: Special Attacks.
bonus on damage rolls. If a creature creature flying in the air at the time that
has only one natural attack, it is always it is paralyzed cannot flap its wings and
falls. A swimmer can’t swim and may Rake (Ex)
made using the creature’s full base attack
bonus and adds 1-1/2 times the creature’s drown unless assisted. The duration of A creature with this special attack gains
Strength bonus on damage rolls. This the paralysis varies and is included in the extra natural attacks under certain
increase does not apply if the creature creature’s description. conditions, typically when it grapples its
has multiple attacks but only takes one. Format: paralysis (1d4 rounds, DC foe. In addition to the options available
If a creature has only one type of attack, 18); Location: Special Attacks and to all grapplers, a monster with the rake
but has multiple attacks per round, that individual attacks. ability gains two free claw attacks that
it can use only against a grappled foe. usually equal to the damage caused by
Scent (Ex)
The bonus and damage caused by these one of the attacks plus 1-1/2 times the
attacks is included in the creature’s creature’s Strength bonus. This special quality allows a creature to
description. A monster with the rake Format: rend (2 claws, 1d8+9); detect approaching enemies, sniff out
ability must begin its turn already Location: Special Attacks. hidden foes, and track by sense of smell.
grappling to use its rake—it can’t begin Creatures with the scent ability can
a grapple and rake in the same turn. Resistance (Ex) identify familiar odors just as humans do
Format: rake (2 claws +8, 1d4+2); familiar sights.
Location: Special Attacks. A creature with this special quality The creature can detect opponents
ignores some damage of the indicated within 30 feet by sense of smell. If the
Regeneration (Ex) type each time it takes damage of that opponent is upwind, the range increases
kind (commonly acid, cold, electricity, or to 60 feet; if downwind, it drops to 15 feet.
A creature with this ability is difficult fire). The entry indicates the amount and Strong scents, such as smoke or rotting
to kill. Creatures with regeneration type of damage ignored. garbage, can be detected at twice the
heal damage at a fixed rate, as with fast Format: Resist acid 10; Location: ranges noted above. Overpowering scents,
healing, but they cannot die as long as Defensive Abilities. such as skunk musk or troglodyte stench,
their regeneration is still functioning can be detected at triple normal range.
(although creatures with regeneration Rock Catching (Ex) When a creature detects a scent,
still fall unconscious when their hit the exact location of the source is not
points are below 0). Certain attack forms, The creature (which must be of at least revealed—only its presence somewhere
typically fire and acid, cause a creature’s Large size) can catch Small, Medium, within range. The creature can take a move
regeneration to stop functioning on or Large rocks (or projectiles of similar action to note the direction of the scent.
the round following the attack. During shape). Once per round, a creature that When the creature is within 5 feet of the
this round, the creature does not heal would normally be hit by a rock can source, it pinpoints the source’s location.
any damage and can die normally. The make a Reflex save to catch it as a free A creature with the scent ability can
creature’s descriptive text describes action. The DC is 15 for a Small rock, follow tracks by smell, making a Wisdom
the types of damage that cause the 20 for a Medium one, and 25 for a Large (or Survival) check to find or follow a
regeneration to cease functioning. one. (If the projectile provides a magical track. The typical DC for a fresh trail is
Attack forms that don’t deal hit point bonus on attack rolls, the DC increases 10 (no matter what kind of surface holds
damage are not healed by regeneration. by that amount.) The creature must be the scent). This DC increases or decreases
Regeneration also does not restore hit aware of the attack in order to make a depending on how strong the quarry’s
points lost from starvation, thirst, or rock catching attempt. odor is, the number of creatures, and the
suffocation. Regenerating creatures can Format: rock catching; Location: age of the trail. For each hour that the
regrow lost portions of their bodies and Defensive Abilities. trail is cold, the DC increases by 2. The
can reattach severed limbs or body parts ability otherwise follows the rules for the
if they are brought together within 1 Rock Throwing (Ex) Survival skill. Creatures tracking by scent
hour of severing. Severed parts that are ignore the effects of surface conditions
not reattached wither and die normally. This creature is an accomplished rock and poor visibility.
A creature must have a Constitution thrower and has a +1 racial bonus on
Format: scent; Location: Senses.
score to have the regeneration ability. attack rolls with thrown rocks. A creature
can hurl rocks up to two categories
Format: regeneration 5 (fire, acid); See in Darkness (Su)
smaller than its size; for example, a Large
Location: hp.
hill giant can hurl Small rocks. A “rock” The creature can see perfectly in darkness
is any large, bulky, and relatively regularly of any kind, including that created by
Rend (Ex) shaped object made of any material with deeper darkness.
If it hits with two or more natural attacks a hardness of at least 5. The creature can
hurl the rock up to five range increments. Format: see in darkness; Location:
in 1 round, a creature with the rend Senses.
special attack can cause tremendous The size of the range increment varies
damage by latching onto the opponent’s with the creature. Damage from a thrown
rock is generally twice the creature’s Sound Mimicry (Ex)
body and tearing flesh. This attack deals
an additional amount of damage, but no base slam damage plus 1-1/2 times its The creature perfectly imitates certain
more than once per round. The type of Strength bonus. sounds or even specific voices. The
attacks that must hit and the additional Format: rock throwing (120 ft.); creature makes a Bluff check opposed
damage are included in the creature’s Location: Special Attacks (damage by the listener’s Sense Motive check to
description. The additional damage is is listed in Ranged attack). recognize the mimicry, although if the
listener isn’t familiar with the person or caster level is equal to the creature’s Hit
Sunlight Powerlessness (Ex)
type of creatures mimicked, it takes a –8 Dice. The saving throw (if any) against a
penalty on its Sense Motive check. The spell-like ability is 10 + the level of the spell If the creature is in sunlight (but not in
creature has a +8 racial bonus on its Bluff the ability resembles or duplicates + the an area of daylight or similar spells), it
check to mimic sounds (including accents creature’s Charisma modifier. cannot attack and is staggered.
and speech patterns, if a voice mimic) it Some spell-like abilities duplicate
spells that work differently when cast Format: sunlight powerlessness;
has listened to for at least 10 minutes.
by characters of different classes. A Location: Weaknesses.
The creature cannot duplicate the effects
of magical abilities (such as bardic monster’s spell-like abilities are presumed
to be the sorcerer/wizard versions. If the Swallow Whole (Ex)
performance or a harpy’s captivating
song), though it may be able to mimic spell in question is not a sorcerer/wizard If a creature with this special attack
the sound of those abilities. This ability spell, then default to cleric, druid, bard, begins its turn with an opponent grappled
does not allow the creature to speak or paladin, and ranger, in that order. in its mouth (see Grab), it can attempt a
understand languages it doesn’t know. Format: At will—burning hands (DC new combat maneuver check (as though
Format: sound mimicry (voices); 13); Location: Spell-Like Abilities. attempting to pin the opponent). If it
Location: Special Qualities. succeeds, it swallows its prey, and the
Spell Resistance (Ex) opponent takes bite damage. Unless
Spell-Like Abilities (Sp) otherwise noted, the opponent can be
A creature with spell resistance can avoid up to one size category Smaller than the
Spell-like abilities are magical and work the effects of spells and spell-like abilities swallowing creature. Being swallowed
just like spells (though they are not spells that directly affect it. To determine if a causes a creature to take damage each
and so have no verbal, somatic, focus, or spell or spell-like ability works against a round. The amount and type of damage
material components). They go away in creature with spell resistance, the caster varies and is given in the creature’s
an antimagic field and are subject to spell must make a caster level check (1d20 statistics. A swallowed creature keeps the
resistance if the spell the ability is based + caster level). If the result equals or grappled condition, while the creature
on would be subject to spell resistance. exceeds the creature’s spell resistance, that did the swallowing does not. A
A spell-like ability usually has a limit the spell works normally, although the swallowed creature can try to cut its way
on how often it can be used. A constant creature is still allowed a saving throw. free with any light slashing or piercing
spell-like ability or one that can be Format: SR 18; Location: Defensive weapon (the amount of cutting damage
used at will has no use limit; unless Abilities. required to get free is equal to 1/10 the
otherwise stated, a creature can only creature’s total hit points), or it can just try
use a constant spell-like ability on itself. Stench (Ex) to escape the grapple. The Armor Class
Reactivating a constant spell-like ability of the interior of a creature that swallows
is a swift action. Using all other spell-like A creature with the stench special ability whole is normally 10 + 1/2 its natural
abilities is a standard action unless noted secretes an oily chemical that nearly armor bonus, with no modifiers for size
otherwise, and doing so provokes attacks every other creature finds offensive. All or Dexterity. If a swallowed creature
of opportunity. It is possible to make a living creatures (except those with the cuts its way out, the swallowing creature
concentration check to use a spell-like stench special ability) within 30 feet cannot use swallow whole again until
ability defensively and avoid provoking must succeed on a Fortitude save (DC the damage is healed. If the swallowed
an attack of opportunity, just as when 10 + 1/2 stench creature’s racial HD + creature escapes the grapple, success puts
casting a spell. A spell-like ability can be stench creature’s Con modifier; the exact it back in the attacker’s mouth, where it
disrupted just as a spell can be. Spell-like DC is given in the creature’s descriptive may be bitten or swallowed again.
abilities cannot be used to counterspell, text) or be sickened. The duration of
the sickened condition is given in the Format: swallow whole (5d6 acid
nor can they be counterspelled. damage, AC 15, 18 hp); Location:
For creatures with spell-like abilities, a creature’s descriptive text. Creatures that
successfully save cannot be affected by Special Attacks.
designated caster level defines how difficult
it is to dispel their spell-like effects and to the same creature’s stench for 24 hours.
A delay poison or neutralize poison spell Telepathy (Su)
define any level-dependent variables (such
as range and duration) the abilities might removes the effect from the sickened The creature can mentally communicate
have. The creature’s caster level never affects creature. Creatures with immunity to with any other creature within a certain
which spell-like abilities the creature has; poison are unaffected, and creatures range (specified in the creature’s entry,
sometimes the given caster level is lower resistant to poison receive their normal usually 100 feet) that has a language. It is
than the level a spellcasting character bonus on their saving throws. possible to address multiple creatures at
would need to cast the spell of the same Format: stench (DC 15, 10 rounds); once telepathically, although maintaining
name. If no caster level is specified, the Location: Aura. a telepathic conversation with more than
one creature at a time is just as difficult as save (unless the effect also works on
Water Breathing (Ex)
simultaneously speaking and listening to objects or is harmless). Undead are not
multiple people at the same time subject to ability drain, energy drain, or A creature with this special ability can
Format: telepathy 100 ft.; Location: nonlethal damage. Undead are immune breathe underwater indefinitely. It can
Languages. to damage or penalties to their physical freely use any breath weapon, spells, or
ability scores (Strength, Dexterity, and other abilities while submerged.
Trample (Ex) Constitution), as well as to fatigue and
Format: water breathing; Location: SQ.
exhaustion effects. Undead are not at risk
As a full-round action, a creature with the of death from massive damage.
Water Dependency (Ex)
trample ability can attempt to overrun any Format: undead traits; Location:
creature that is at least one size category Immune. A creature with this special ability can
Smaller than itself. This works just like survive out of water for 1 minute per
the overrun combat maneuver, but the Unnatural Aura (Su) point of Constitution. Beyond this limit,
trampling creature does not need to this creature runs the risk of suffocation,
make a check, it merely has to move over Animals do not willingly approach the as if it were drowning.
opponents in its path. Targets of a trample creature unless the animal’s master makes
Format: water dependency; Location: SQ.
take an amount of damage equal to the a DC 25 Handle Animal, Ride, or wild
trampling creature’s slam damage + 1-1/2 empathy check.
Web (Ex)
times its Str modifier. Targets of a trample Format: unnatural aura (30 ft.);
can make an attack of opportunity, but at Location: Aura. Creatures with the web ability can use
a –4 penalty. If targets forgo an attack of webs to support themselves and up to one
opportunity, they can attempt to avoid the Unstoppable (Ex) additional creature of the same size. In
trampling creature and receive a Reflex addition, such creatures can throw a web
save to take half damage. The save DC Once per day the creature can up to eight times per day. This is similar to
against a creature’s trample attack is 10 immediately end any one of the following an attack with a net but has a maximum
+ 1/2 the creature’s HD + the creature’s conditions currently affecting it: bleed, range of 50 feet, with a range increment of
Str modifier (the exact DC is given in the blind, confused, cowering, dazed, dazzled, 10 feet, and is effective against targets up
creature’s descriptive text). A trampling deafened, entangled, exhausted, fascinated, to one size category larger than the web
creature can only deal trampling damage fatigued, frightened, nauseated, panicked, spinner. An entangled creature can escape
to each target once per round, no matter paralyzed, shaken, sickened, staggered, with a successful Escape Artist check or
how many times its movement takes it or stunned. All other conditions and burst the web with a Strength check. Both
over a target creature. effects remain, even those resulting from are standard actions with a DC equal to
the same spell or effect that caused the 10 + 1/2 the creature’s HD + the creature’s
Format: trample (2d6+9, DC 20);
selected condition. It can use this ability Con modifier. Attempts to burst a web by
Location: Special Attacks.
at the start of its turn even if a condition those caught in it take a –4 penalty.
would prevent it from acting. Web spinners can create sheets of sticky
Tremorsense (Ex)
Format: unstoppable; Location: webbing up to three times their size. They
A creature with tremorsense is sensitive Defensive Abilities. usually position these sheets to snare flying
to vibrations in the ground and can creatures but can also try to trap prey on
automatically pinpoint the location of Vulnerabilities (Ex or Su) the ground. Approaching creatures must
anything that is in contact with the ground. succeed on a DC 20 Perception check
Aquatic creatures with tremorsense can A creature with vulnerabilities takes to notice a web; otherwise they stumble
also sense the location of creatures moving half again as much damage (+50%) into it and become trapped as though by a
through water. The ability’s range is from a specific energy type, regardless of successful web attack. Attempts to escape
specified in the creature’s descriptive text. whether a saving throw is allowed or if or burst the webbing gain a +5 bonus if
the save is a success or failure. Creatures the trapped creature has something to
Format: tremorsense 60 ft.; Location: walk on or grab while pulling free. Each
with a vulnerability that is not an energy
Senses. 5-foot-square section of web has a number
type instead take a –4 penalty on saves
against spells and effects that cause or of hit points equal to the Hit Dice of the
Undead Traits (Ex) use the listed vulnerability (such as spells creature that created it and DR 5/—.
Undead are immune to death effects, with the light descriptor). Some creatures A creature can move across its own web
disease, mind-affecting effects (charms, might suffer additional effects, as noted at its climb speed and can pinpoint the
compulsions, morale effects, phantasms, in their descriptions. location of any creature touching its web.
and patterns), paralysis, poison, sleep, stun, Format: vulnerability to fire; Format: web (+8 ranged, DC 16, 5 hp);
and any effect that requires a Fortitude Location: Weaknesses. Location: Special Attacks.
Monsters by CR
Monster Name CR Page Monster Name CR Page
Fetish Familiar (monkey) 1/3 52 Tephran CR 6 147
Pla’kad CR 1/3 119 Golem, Tiger-skull CR 7 69
Serpent Person Warrior CR 1/3 126 Kheppi CR 7 85
Flying Lizard (scalewing) CR 1/2 61 Sail Dragon—Young CR 7 46
Ningyo CR 1/2 107 Serpent Person Pirate CR 7 131
Cannonball Urchin CR 1 20 Slithering Sargasso CR 7 136
Chindi (coyote) CR 1 24 X’sval, Avatar of the Unspeakable One CR 7 159
Deer Woman CR 1 42 Dakosaurus CR 8 32
Degenerate Serpent Person Warrior CR 1 131 Devil Lizard CR 8 43
Picacouatl CR 1 113 Haint Shark CR 8 76
Blemmyae CR 2 11 Kopuwai CR 8 87
Brass Monkey CR 2 15 Lotan CR 8 95
Carnivorous Shrimp Swarm CR 2 21 Rainbird CR 8 122
Corpse Flower CR 2 29 Serpent Person Mystic CR 8 129
Dead Man’s Brain CR 2 33 Cirein-cròin CR 9 28
Ghost Eater CR 2 64 Drahc CR 9 49
Lycanthrope, Werehagfish CR 2 96 Hag, Stone CR 9 75
Lycanthrope, Werewalrus CR 2 97 Harpoon Crab CR 9 78
Malkin CR 2 100 Jikininki CR 9 83
Skin Cloak CR 2 133 Lyngbakr CR 9 99
Tavi (Mongoose Folk) CR 2 141 Caddaja CR 10 19
Binaye-Ahani CR 3 9 Golem, Chemical CR 10 68
Burnling CR 3 16 Encrusted Minion CR 10 93
Fire Spectre (ship of the damned pirate) CR 3 55 Labarindja CR 10 89
Flying Lizard (irontooth) CR 3 61 Piesa CR 10 115
Nightmarcher CR 3 106 Serpent Person Mage CR 10 129
Cipelahqs CR 4 25 Sunakake Baba CR 10 139
Infernal Automaton CR 4 81 Witch Beast CR 10 156
Peik-ta CR 4 111 Sail Dragon—Adult CR 11 47
Pit-Brier CR 4 117 Water Panther CR 11 154
Serpent Person Infiltrator CR 4 126 Deadwood Tree CR 12 37
Shojo CR 4 132 Thanatos (large) CR 12 147
Drake, Corsair CR 5 50 Fire Spectre (Kothar the Accursed) CR 13 55
Flying Head CR 5 58 Ikuchi CR 14 79
Golem, Pumice Totem CR 5 70 Tentacle Caller CR 14 143
Nachtkrabe CR 5 104 Uktena CR 14 150
Serpent Person Clan Leader CR 5 128 Bloathsome CR 15 13
Spirit Lizard CR 5 136 Ocean Wyrm CR 16 109
Umkovu CR 5 152 Sail Dragon –Ancient CR 16 47
Flayed Man CR 6 56 Thanatos (gargantuan) CR 16 147
Living Encrustation CR 6 90 Gaasyendietha CR 17 62
Malkin (Professor Tibbs) CR 6 103 Koromo-dako CR 17 87
Raven Mocker CR 6 123 Hazarael Boneroot (deadwood tree) CR 18 39
Serpent Person Champion CR 6 128 Hafgufa CR 20 72
Product Identity: The following items are hereby identified as Product Identity, as defined 7. Use of Product Identity: You agree not to Use any Product Identity, including as Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley
in the Open Game License 1.0a, Section 1(e), and are not Open Content: All trademarks, an indication as to compatibility, except as expressly licensed in another, independent Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan
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