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Kaiju Codex PDF

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The document discusses various kaiju (giant monsters) from Japanese folklore and provides game mechanics for including them in roleplaying games.

It includes a quote from Ishiro Honda saying that monsters are tragic beings born too large and strong, and that people end up caring for them.

It says that as no one can interview the mammoth creatures directly, it is difficult to separate the actual facts from exaggerations in the legends about them, and the truths may be even more fantastic than the tales claim.

Rite Publishing Presents

Kaiju Codex

by Justin Sluder & Elaine Betts


Rite Publishing Presents:

Kaiju Codex
Godzilla (Design): Elaine Betts and Justin P. Sluder
Rodan (Additional Design) Alex Putnam and Steven D. Russell
King Ghidorah (Development): Justin P. Sluder
Gigan (Cover Artist): Lee Anthony Moten
Mechagodzilla (Interior Artists): David Revoy, Lee Anthony Moten, David
Rabbitte, Felipe Pesantez, Frederic Edwin Church, C.D. Malcolm, Rick
Hershey, Augustin Paul and Andre Lafournere,
Godzuki (Editing, Layout, and Publisher): Steven D. Russell

"Monsters are tragic beings. They are born too tall, too strong, too heavy. They are not
evil by choice. That is their tragedy. They do not attack people because they want to,
but because of their size and strength, mankind has no other choice but to defend
himself. After several stories such as this, people end up having a kind of affection for
the monsters. They end up caring about them." — Ishiro Honda

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC.
See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not
guarantee compatibility, and does not endorse this product.

Kaiju Codex, Copyright © 2015 Steven D. Russell, Open Gaming License Copyright © 2007
Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder
Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used
under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more
information on the compatibility license. Some rights reserved. Some art in this work is licensed under a
Creative Commons Attribution-Share Alike 3.0 License. http://creativecommons.org/licenses/by-sa/3.0/ Some art in this work is
licensed under a Creative Commons Attribution-No Derivative Works 3.0 License. http://creativecommons.org/licenses/by-nd/3.0/
Some art in this work is licensed under a Creative Commons Attribution 3.0 License. http://creativecommons.org/licenses/by/3.0/
Qwilion of Questhaven,

In every land we find them—the awesome and


terrible Kaiju. Some call them monsters; some
call them gods. Regardless of the beliefs
surrounding them, tales of these mythical
creatures abound. The stories presented here
offer a perspective on some of the greatest kaiju
across the lands. As these are legends, some
exaggeration is bound to exist, yet as no one can
interview these mammoth creatures, it is very
difficult to separate the fact from the fiction.
Indeed, were the truth fully known, these beings
may very well be even more fantastical than the
tales claim.

With all respect,

Leiraleen Amelour

Worldshaker CR 30
XP 9,840,000
N Colossal outsider (earth, elemental, kaiju,
Special Attacks earth mastery, hurl foe,
native)
pummel, shockwave, trample (8d6+50, DC 54)
Init +9; Senses darkvision 600 ft., low-light
Spell-Like Abilities (CL 39th; concentration
vision, tremorsense 600 ft.; Perception +62
+49)
At will—move earth, summon monster IX
Defense (earth elementals only)
3/day—elemental swarm (earth only)
AC 47, touch 7, flat-footed 42 (+5 Dex, +40
natural, -8 size)
hp 721 (39d10+507); fast healing 30 Statistics
Fort +34, Ref +20, Will +29
Str 60, Dex 20, Con 36, Int 10, Wis 26, Cha 30
Defensive Abilities ferocity, recovery; DR
Base Atk +39; CMB +72 (+76 bull rush,
20/adamantine and epic; Immune ability
sunder); CMD 87 (89 vs. sunder; can't be bull
damage, ability drain, acid, death effects, disease,
rushed or tripped)
electricity, energy drain, fear; Resist cold 30,
Feats Cleave, Cleaving FinishUC, Dazzling
fire 30, negative energy 30, sonic 30
Display, Deadly FinishUC, Devastating StrikeUC,
Gory FinishUC, Great Cleave, Greater Bull Rush,
Offense Greater Sunder, Greater Vital Strike, Improved
Bull RushB, Improved Cleaving FinishUC,
Speed 80 ft., climb 50 ft.
Improved Devastating StrikeUC, Improved
Melee 2 slams +57 (4d6+37 plus mountainous
Initiative, Improved Sunder, Improved Vital
slam/x3)
Strike, Lightning Reflexes, Power Attack,
Ranged earth toss +36 (8d6+50 plus bury/x3)
Rebuffing ReductionUC, Vital Strike, Weapon
Space 60 ft.; Reach 60 ft.
Focus (slam)
Skills Acrobatics +35 (+55 jumping), Climb +59, creatures in a 10 ft. radius spread, and creatures
Intimidate +48, Knowledge (planes) +33, struck by both slams are also knocked prone
Perception +62, Sense Motive +42, Stealth +27 (Reflex DC 54 negates). Worldshaker makes a
(+43 in mountains), Survival +21; Racial single melee attack roll for each slam and deals
Modifiers +16 Perception, +16 Stealth in damage to all creature in the area whose AC it
mountains overcomes. The save DC is Strength-based.
Languages Terran (can't speak) Pummel (Ex): As a standard action,
SQ massive, powerful blow (slam) Worldshaker can target an area where it has
buried at least one creature with its bury ability
and attack buried creatures with a single slam.
Special Abilities This slam automatically hits and threatens a
Bury (Ex): Huge and smaller creatures struck critical hit. If the critical hit succeeds, creatures
by Worldshaker's earth toss attack must make a struck must make a Fortitude save (DC 54) or be
Reflex save (DC 54) or be buried under several stunned for 1d4 rounds (add to any remaining
hundred pounds of dirt and stone. While buried, from bury) and must save against suffocation
a creature is blinded, pinned, and prone, as well (increasing the DC by +5). The save DC is
as being stunned for 1d4 rounds (Fort DC 54 Strength-based.
negates). A buried creature is in immediate Shockwave (Ex): As a standard action,
danger of suffocation (see Chapter 13 – Worldshaker can slam the ground (or similar
Environment of the Pathfinder Roleplaying surface) to create a shockwave. It makes a
Game Core Rulebook). combat maneuver check against all creatures
To free itself, a buried creature must either be within 120 ft. of itself, knocking those whose
saved by creatures not buried, or make three CMD it overcomes prone.
successful Strength checks (DC 30) to represent
either digging itself out or simply pushing the
earth covering it off. Description
The save DC's for this ability are Strength-based. A great chasm scars the earth where East
Earth Mastery (Ex): Worldshaker gains a +1 meets West—a wound that never healed from
bonus on attack and damage rolls if both it and when the world was young. From the precipice,
its foe are touching the ground. If an opponent is the chasm seems to be without end. The sheer
airborne or waterborne, Worldshaker takes a –4 cliffs drop into nothingness as darkness fills the
penalty on attack and damage rolls. These void. Yet, along the western wall, there appears a
modifiers apply to bull rush and overrun path, a series of plateaus emerging from the rock
maneuvers, whether it is initiating or resisting face at even intervals like the stairway of a giant.
these kinds of attacks. (These modifiers are not It is a treacherous journey down these steps. Only
included in its statistics.) the bravest of souls with no fear of death attempt
Earth Toss (Ex): As a standard action, it, and none ever return—save one.
Worldshaker can scoop up a large amount of A gnome called Kelti travels this great world,
earth (both rock and dirt) and throw it as a seeking the unseen. She is small, even for her
ranged attack. This attack has a range increment diminutive race, so when she came upon these
of 200 ft., and deals damage to all creatures in a stairs, she envisioned a world-devouring beast
40 ft. radius spread. Worldshaker makes a single lying in wait at the bottom of the chasm.
ranged attack roll and deals damage to all Naturally, her curiosity and desire to discover all
creatures in the area whose AC it overcomes, and that is hidden drove her to descend into the pit.
half damage to creatures in the area whose AC is The first step was the most difficult. The rock
does not overcome (Reflex DC 54 negates). The was worn smooth, and she had a difficult time
save DC is Strength-based. finding a foothold. Eventually she swung over the
Mountainous Slam (Ex): Worldshaker's edge and rappelled down to the next step. For
limbs are massive enough it can strike multiple days, she carried on in this way, rappelling down,
creatures with each attack. Each slam effects traversing the massive step, and descending to
the next. After a week, the sky was blotted out by was difficult to tell, but the mountain appeared to
the steep walls of the chasm. be moving ever so slowly across the earth. With
Kelti passed charred remains of monstrous every step, the whole world shook. Kelti smiled.
creatures, skeletons assembled in gruesome She began searching for a way around the chasm
displays as if to say “go back!” Undaunted, the so she could follow the creature to its final
little gnome carried on with her mission. She had destination.
to see what awaited her at the bottom of the I do believe she follows it still.
chasm.
Down, down, down she travelled, resting at
intervals and lighting fires to chase away the
darkness. She lost all concept of night and day as Beast of the Deepest
the sun never rose directly overhead. She
determined that the cliffs were not perfectly Depths CR 29
vertical as they seemed, but rather the chasm XP 6,560,000
widened as it grew deeper, keeping her in CN Colossal aberration (aquatic, kaiju)
perpetual night. Eventually, a light rose to meet Init +20; Senses darkvision 600 ft., keen scent,
her, a reddish glow that cast long shadows all low-light vision, mistsight; Perception +38
along the stairs. Kelti felt the air grow warmer, to
the point of unbearable heat as she reached the
molten river at the bottom. She stopped and Defense
knelt at the edge of her stair, peering down at the AC 43, touch 23, flat-footed 43 (+20 Dex, +1
magma. dodge, +20 natural, -8 size)
Then, the whole earth shook as the liquid hp 721 (37d8+555); fast healing 30
earth churned and roiled with movement. Kelti Fort +27, Ref +32, Will +25
lay flat against the step as a mammoth creature Defensive Abilities ferocity, improved
rose from the magma. Its body was made of rock. evasion, recovery, uncanny dodge; DR 20/epic;
It had a face that glowed with the light of molten Immune ability damage, ability drain, cold,
earth. When it moved, the walls of the chasm death effects, disease, energy drain, fear; Resist
shook and Kelti feared she would fall. It turned acid 30, electricity 30, fire 30, negative energy
and looked at her. Somehow, without eyes, it 30, sonic 30
stared at the little gnome. Kelti managed to give
it a feeble smile and waved. The creature lifted a
hand the size of a mountain and slowly moved it Offense
through the air, causing a hot wind to blow across Speed 50 ft., climb 50 ft., swim 200 ft.; jet
Kelti’s face. It turned to the opposite cliff and Melee bite +39 (4d6+10 plus bleed), 12 tentacles
lifted a mammoth foot. The whole world shook +39 (2d8+15 plus grab/19-20/x3)
with each step the monster took as it climbed the Space 50 ft.; Reach 50 ft. (200 ft. with
stairs. Kelti watched in horrified fascination as tentacles)
this thing made its way to the surface. She waited Special Attack bleed (3d6), constrict (4d6+15),
for the earthquakes to stop before clambering to hurl foe, rend (3 tentacles, 6d6+20), rend ship
her feet.
The return journey was more perilous than
the trip down the stairs. The earth continued to Statistics
shake at irregular intervals, which would fling Str 30, Dex 50, Con 40, Int 6, Wis 20, Cha 36
Kelti to the ground. She moved as quickly as she Base Atk +27; CMB +55 (+59 grapple, sunder);
dared, hoping to catch a glimpse of the creature CMD 76 (78 vs. sunder; can't be tripped)
on the surface. She finally emerged from the Feats Agile Maneuvers, Blind-Fight, Choke
chasm and looked toward the eastern horizon. Slam*, Combat Reflexes, Critical Focus, Dodge,
There in the distance, a great mountain rose Greater Blind-FightAPG, Greater Sunder, Greater
above the plains that hadn’t been there before. It Vital Strike, Improved Blind-FightAPG, Improved
Sunder, Improved Vital Strike, Power Attack, Powerful Tentacles (Ex): Beast of the
Staggering Critical, Stunning Critical, Sundering Deepest Depths' tentacles are not only extremely
StrikeAPG, Vital Strike, Weapon Finesse, Wind long and flexible, they are astonishingly strong.
Stance They are primary natural attacks and deal 1 1/2
Skills Acrobatics +33 (+41 jumping), Climb times its Strength bonus on damage rolls with
+226, Knowledge (dungeoneering) +16, them. They have a natural threat range of 19-20
Perception +38, Stealth +27 (+43 underground and deal triple damage on a successful critical hit.
and in water), Swim +31; Racial Modifiers +16 It does not gain the grappled condition while
Perception, +16 Stealth underground and in grappling with its tentacles.
water Rend Ship (Ex): As a full-round action, Beast
Languages Aquan (can't speak) of the Deepest Depths can attempt to use four of
SQ amphibious, massive, powerful tentacles, its tentacles to grapple a ship. It makes a CMB
tsunami check opposed by the ship’s captain’s Profession
(sailor) check, but Beast of the Deepest Depths
gets a cumulative +4 bonus on the check for each
Special Abilities size category smaller than Colossal the ship is. If
Jet (Ex): Once per minute as a full round action, Beast of the Deepest Depths grapples the ship, it
Beast of the Deepest Depths can propel itself holds the ship motionless; it can attack targets
backwards, moving up to 1 mile in a straight line. anywhere on or within the ship with its tentacles,
When it does this, it does not provoke attacks of but can’t attack foes at all with its bite. Each
opportunity from movement and also creates a round it maintains its hold on the ship, it
tsunami (see below) in the direction it is leaving. automatically inflicts bite damage on the ship’s
hull.
Tsunami (Ex): If Beast of the Deepest Depths black waters turn red with the blood of the
is in a sufficiently large body of water (GM's sailors.
discretion), as a full round action it can create a Then...all is calm once more. The sea is
massive wave. This wave functions as an littered with splintered wood. The wind returns,
extraordinary version of the tsunami spell (see blowing another ship into the territory of the
Chapter 5 – Spells of the Pathfinder Roleplaying beast. This one finds the wreckage...finds a
Game Advanced Player's Guide), 370 ft. wide survivor. The hunger of the beast is satisfied for
and 74 ft. tall, and has a CMB of +58. now. It allows the ship to pass, the survivor to
return home. Tails of Death spread among the
communities along the southern shores. Beware,
Description all who sail the black waters. Beware the sea of
The murky depths hide a deadly secret, one glass, the windless waves. When all is calm and
which few have seen, and fewer still live to speak quiet, Death has come.
of the horror that dwells below the waves. It has
no name, none mortal man has ever heard. The
sailors of the southern seas call it Death. It waits
in the stillness, when all is quiet and the wind has That Which the Stars
died. The ship languishes on the glassy sea.
Then— Rejected CR 28
“Ahoy!” calls the lookout from the crowsnest. XP 4,920,000
A ripple disturbs the water. The captain leans CE Colossal ooze (kaiju)
over the bow as a gray lump of flesh emerges only Init +16; Senses blindsight 300 ft.; Perception
to disappear once more into the black water. +63
The ship lurches and sways, sailors Aura magnetic pulse
stumbling as something brushes the keel. All
hold their breaths as the rocking continues.
Then, it stops. Defense
“Man the cannons!” the captain calls, his eyes AC 35, touch 35, flat-footed 35 (+10 deflection,
fixed on the eerie sea. His men hurry to complete +12 Dex, +10 insight, -8 size)
their tasks as another gray mass breaks the hp 652 (45d8+450); fast healing 30
surface of the water. Fort +25, Ref +27, Will +17
A monstrous tentacle rises from the sea. Defensive Abilities distortion, ferocity,
“Hold fast, men!” shouts the captain. The foresight, recovery; DR 30/—; Immune ability
sailors arm the cannons as the arm of the beast damage, ability drain, acid, bludgeoning damage,
falls toward the ship. death effects, disease, electricity, energy drain,
“Fire!” fear, fire, gravity effects, ooze traits, piercing
Cannons roar and smoke fills the air. A hit! damage; Resist cold 30, negative energy 30,
The tentacle falls. The men all strain to see if the sonic 30
beast is retreating.
“Reload!” their captain commands. Some
obey. Others watch in horror as the churning Offense
grows into tumultuous waves. More tentacles Speed fly 300 ft. (perfect)
rise from the sea. They wrap around the ship, Melee slam +42 (8d8+24 plus 8d6 electricity,
squeezing and wrenching. The main mast snaps 8d6 fire, grab, and lingering flames)
like a match in the hands of a grown man. Wood Ranged 2d4 plasma rays +37 touch (8d6
splinters. The air is filled with the screams of electricity plus 8d6 fire)
sailors unable to escape the beast. Its maw gapes Space 50 ft.; Reach 30 ft.
at them from below the ship. It shakes what is left Special Attacks constrict (12d6+24 plus 12d6
of the vessel, dumping men into its mouth. The electricity and 12d6 fire), engulf (DC 48, 20d6
electricity and 20d6 fire), spawn plasma ooze
Foresight (Su): That Which the Stars Rejected
Statistics can see slivers of the future, gaining a +10 insight
Str 42, Dex 34, Con 30, Int 12, Wis 14, Cha 30 bonus to armor class. This ability also prevents it
Base Atk +33; CMB +57 (+61 grapple, sunder); from being surprised, caught flat-footed, or
CMD 100 (102 vs. sunder; can't be tripped) flanked.
Feats Bleeding Critical, Blinding Critical, Magnetic Pulse (Su): That Which the Stars
Combat Reflexes, Critical Focus, Critical Rejected is surrounded by an aura of magnetism
Mastery, Dazzling Display, Deafening Critical, that allows it to attract metallic objects and
Directional Lashing*, Dodge, Flyby Attack, creatures. At the start of its turn as a free action,
Greater Sunder, Greater Vital Strike, Improved That Which the Stars Rejected makes a combat
Initiative, Improved Sunder, Improved Vital maneuver check against all metallic creatures, all
Strike, Lightning Stance, Mind Whispers*, creatures wearing metal armor, and all creatures
Mobility, Power Attack, Shatter Defenses, Vital wielding metal weapons within 300 feet. If it
Strike, Weapon Focus (slam), Wind Stance beats the CMD of a metal or armored creature
Skills Fly +49, Perception +63, Stealth +41; with this check, that creature is pulled 30 feet
Racial Modifiers +16 Perception closer to That Which the Stars Rejected and
Languages Aklo (can't speak); telepathy cannot move away from it for 1 round. If this
SQ massive, no breath, starflight causes the creature to move into a square
occupied by That Which the Stars Rejected, That
Which the Stars Rejected can attempt to engulf
Special Abilities that creature as a free action. If it beats the CMD
Distortion (Su): That Which the Stars Rejected of a creature wielding a metal weapon, that
warps reality, gaining a +10 deflection bonus to weapon is disarmed and pulled 60 feet closer to
armor class. That Which the Stars Rejected. Unattended
metal objects of size Huge or smaller are blinded by the sight. She turned her head away,
automatically pulled toward That Which the but as she did so, she noticed something strange.
Stars Rejected. This magnetism is supernatural Part of the explosion separated and dropped
in nature and affects all metal objects. from the sky to earth below.
Plasma Ray (Su): As a standard action, That The seer rose to investigate the falling star.
Which the Stars Rejected can fire 2d4 plasma As she drew closer to the violet light, a voice
rays at up to 8 separate targets within 600 feet spoke in her mind. It was unlike any she ever
(no more than two rays can attack a single heard, and it spoke a language she did not know.
creature). “Zho-ku-lu. Irlye-ku-lu. Zho-ku-lu...”
Spawn Plasma Ooze (Ex): If That Which the She followed the strange voice to the light. It
Stars Rejected takes more than 50 points of was brilliant and beautiful. Aszra felt drawn to it.
damage from a single slashing or piercing attack The talisman she wore around her neck pulled
a piece of it falls off. This piece congeals over the her foward.
course of 1d4 rounds into an advanced plasma “Zho-ku-lu...Zho-ku-lu...”
ooze (Pathfinder Roleplaying Game Bestiary 3). She reached her hands out to touch the light.
That Which the Stars Rejected has no control It pulsed, like a heartbeat. Aszra felt her breath
over it's “children”, but they tend to remain near quicken. The light was alive. It called to her. It
it. needed her.
As a full-round action, That Which the Stars “I am here,” she whispered, kneeling in the
Rejected can actively bud off 1d4+1 advanced sand. “I am here, oh Light of Heaven. What
plasma oozes which it can control for 1 minute, would you wish of me?”
but are thereafter free-willed. “Zho-ku-lu,” the voice continued inside her
Starflight (Su): That Which the Stars Rejected head. “Zho-ku-lu.”
can survive the void of outer space and fly at “I do not understand,” Aszra pleaded. “Speak
incredible speed. Travel times vary, but a trip to me, Fallen Star. Speak that I may know what
within a single solar system takes That Which the you are saying. What must I do?”
Stars Rejected only 3d20 hours, and a trip “Zho-ku-lu,” it said, a tendril of purplish
beyond takes only 3d20 days as long as That plasma reaching for the seer. Aszra stretched out
Which the Stars Rejected knows the way to its a hand, enraptured by the being of light. As it
destination. Creatures engulfed by That Which touched her, Aszra was filled with excruciating
the Stars Rejected are protected from the void of pain. The seer screamed as the oozing mass
outer space. wrapped around her and pulled her into its body.
Telepathy (Su): That Which the Stars Rejected The fallen star lifted from the ground with
can communicate telepathically with any Aszra trapped inside. It shot up toward the
creature it knows exists as long as it and the heavens at alarming speed. High above the earth
target creature are on the same plane. it soared until the desert below was but a speck.
Aszra lifted her eyes to the stars and saw
darkness engulf her.
Description “Zho-ku-lu,” the voice never ceased. “Zho-ku-
It was a night like any other in the southern lu.” It carried Aszra into the void. She saw the
desert. The stars glistened like diamonds in the lights flicker and turn away from the star
black sky. Aszra sat at the entrance of her tent, engulfing her. She saw the moon grow larger and
watching the night sky for signs. She was a seer larger. Then they drew around to the dark side,
among the nomads. She listened to the winds and the light of the sun now gone. All was cold and
read the skies. When she spoke, her people knew empty. Even the other stars fled from view.
to listen. As she watched the stars this night, she “Zho-ku-lu...Zho-ku-lu...”
saw a disturbance. They danced in the sky, “Zho-ku-lu,” Aszra tried to speak, but the
moving of their own accord. Then, in a flash of ooze surrounding her filled her lungs as she tried
purplish brilliance, seven stars collided in a to take a breath.
massive explosion. Aszra was temporarily
Down to the earth they fell, faster than their
flight to the stars. Aszra could only stare in horror
as the ground rose to meet her at an alarming
rate. The ooze spewed her out on the sands. She
coughed and gasped, shuddering with pain and
the voice in her head.
A nomad found her, wandering alone under
the sun.
“Aszra!” the man exclaimed, alarmed at her
state. “What happened?”
“Zho-ku-lu,” she said. “Zho-ku-lu.”
Then Aszra collapsed in the sand, breathing
her last breath upon this earth.

The Untouched CR 27
XP 3,280,000
N Colossal outsider (air, elemental, extraplanar,
incorporeal, kaiju)
Init +22; Senses blindsense 100 ft., darkvision
600 ft., low-light vision; Perception +50 Spell-Like Abilities (CL 45th; concentration
+49)
Constant—entropic shield, mage armor, shield
Defense At will—control weather (move action; intensify
AC 33, touch 25, flat-footed 14 (+4 armor, +4 or dispel storm only)
deflection, +18 Dex, +1 dodge, +4 shield, -8 size) 5/day—storm of vengeance
hp 652 (45d10+405); fast healing 30
Fort +24, Ref +44, Will +27
Defensive Abilities entropic shield, ferocity, Statistics
incorporeal, storm form, recovery; DR 20/epic; Str —, Dex 46, Con 28, Int 8, Wis 16, Cha 18
Immune ability damage, ability drain, cold, Base Atk +45; CMB +71; CMD 86 (can't be
death effects, disease, electricity, elemental tripped)
traits, energy drain, fear, incorporeal traits, Feats Alertness, Blinding Critical, Combat
magic missile; Resist acid 30, fire 30, negative Reflexes, Critical Focus, Critical Mastery,
energy 30, sonic 30 Deafening Critical, Devastating StrikeUC,
Directional Lashing*, Dodge, Exhausting
Critical, Flyby Attack, Greater Vital Strike,
Offense Hammer the GapUC, Improved Devastating
Speed 50 ft., fly 150 ft. (good) StrikeUC, Improved Initiative, Improved Vital
Melee lightning lash +55/+50/+45/+40 touch Strike, Lightning Reflexes, Mobility, Power
(4d6 electricity plus stun) Attack, Spring Attack, Stand Still, Tiring Critical,
Ranged lightning strike +55 touch (20d6 Vital Strike
electricity plus stun) Skills Bluff +44, Disguise +47, Fly +35,
Space 50 ft.; Reach 50 ft. Knowledge (planes) +32, Perception +50, Sense
Special Attacks engulf (DC 50, 10d6 electricity Motive +40, Stealth +35
plus stun), hurl foe, lightning lash, lightning Languages Auran (can't speak)
strike, stun SQ illuminating flames, massive
Special Abilities
Illuminating Flames (Su): As a standard Description
action, The Untouched can shroud the upper
On the open seas, sudden squalls bring
halves of any Small or larger creatures it can see
death. But sometimes, something else touches
within 30 ft. of it in cold, buzzing flames. Any
the ships, something...other. The sailors of the
electricity resistance blocks this effect unless the
seas speak of a specter that haunts the waters.
target willingly submits. Otherwise the flames
The Living Storm, they call it. The Untouched.
persist until The Untouched is out of range.
It comes upon them in the storms. Some say
Targets of this effect take a –10 penalty on
the gales are what give it birth. No one really
Stealth checks. The Untouched can communicate
knows if it is a living intelligence or some natural
empathically with creatures subject to this effect,
phenomenon that occurs in the worst storms at
and gains a +4 racial bonus on Sense Motive
sea. I say it is alive, at least after a fashion.
checks when doing so. Interacting with The
If it were mere storm, it would strike the the
Untouched in this way still uses standard social
ship and be done with it. But no, the Untouched
skills and rules. While communicating this way,
targets the sailors, if this tale is to be believed.
The Untouched can confer unexpected insight or
The Bonny Blythe set sail in fine weather, a
information equivalent to a divination spell.
good steady wind blew her along the coast. There
Lightning Lash (Su): The Untouched can
was not a storm cloud in sight. As the sun set, the
shock any creature or object within 50 ft. to
wind grew colder and the ship’s captain, a shrewd
which it has line of effect as a melee touch attack,
woman named Renata Blythe, retreated to her
dealing 4d6 points of electricity damage, and
cabin for the night. A deep slumber overtook her,
potentially stunning them. The Untouched can
and she slept soundly for several hours until she
choose for this damage to be nonlethal. The
awoke to the sound of screams. She ran topside
Untouched can make iterative attacks with this
to see a greenish cloud surround her ship. The
ability, making up to four attacks as a full-round
winds roared, and she barely heard the cries of
action. It ignores Strength prerequisites of feats
her crew over the squall that engulfed them.
for the purpose of this ability.
Lightning flashed and cracked. It struck the
Lightning Strike (Su): As a full-round action,
mast, splitting it down the middle.
The Untouched can shock any creature or object
“Helmsman, steer us clear!” Captain Blythe
within 1000 ft. to which it has line of effect as a
ordered as she ran to assess the damage. The
ranged touch attack, dealing 20d6 points of
helmsman turned the wheel, and the ship turned.
electricity damage, and potentially stunning
Captain Blythe could see clearer skies just ahead.
them. The Untouched can choose for this damage
Then, two enormous glowing eyes loomed in
to be nonlethal.
front of her. She stumbled backward as a
Storm Form (Ex): Although incorporeal, The
whirling finger of wind stretched toward her.
Untouched can’t hide inside solid objects. It can
There was a roar as lightning shot out at her.
must its turn attached to the outside of
Captain Blythe fell into the sea as the deck
something that’s corporeal and of Huge size or
before her splintered with the strike. She
larger, or else it takes 5 points of damage. Anyone
watched in horror as whirling fingers shot more
attacking The Untouched must either take a –4
lightning at the crew as they scurried around the
penalty on the attack roll or resolve the attack
deck. One by one, the sailors fell. Then, the
against whatever The Untouched is attached to as
whirling cloud drifted away, living Captain
well (unless they have precise shot).
Blythe alone to swim back to her ship. What she
Stun (Ex): A creature engulfed or struck by The
saw imbedded in her memory. The charred
Untouched's lightning lash and lightning strike
remains of her crew were strewn across the deck.
abilities are stunned for 2d4+1 rounds if they fail
The mast was broken beyond repair. The hull was
a DC 36 Fort save (DC 46 if the damage was
split, and water rushed in. Captain Blythe found
nonlethal). The save DC is Charisma-based, and
one dingy that was still seaworthy. She lowered it
includes a +10 racial bonus if nonlethal.
to the water and rowed away, watching her ship
sink beneath the waves.
Offense
Xel'unchesk CR 26 Speed 100 ft., fly 250 ft. (perfect)
XP 2,460,000 Melee 2 claws +43 (6d6+22), bite +43
LE Colossal outsider (devil, evil, extraplanar, (6d8+22), tail +41 (6d6+11) or whipping tail
kaiju, lawful) +43/+38/+33/+28 (6d6+33)
Init +11; Senses darkvision 600 ft., see in Space 60 ft.; Reach 60 ft. (100 ft. with tail)
darkness; Perception +38 Special Attacks hurl foe, infernal wound, stun,
Aura fear aura (line of sight, DC 30) whipping tail
Spell-Like Abilities (CL 29th; concentration
+35)
Defense Constant—unholy aura
AC 43, touch 13, flat-footed 36 (+4 deflect, +7 At will—dispel chaos (DC 21), dispel good (DC
Dex, +30 natural, -8 size) 21), fireball (DC 19), greater teleport (DC
hp 594 (29d10+435); regeneration 30 (epic good 21), lightning bolt (DC 19), persistent image
weapons, mythic good spells) (DC 21)
Fort +35, Ref +27, Will +21 3/day—energy drain (DC 25), meteor swarm
Defensive Abilities ferocity, recovery; DR (DC 25)
20/epic and good and silver; Immune ability 1/day—summon (level 9, 3d4+3 barbed devils or
damage, ability drain, death effects, disease, 1d4+1 horned devils, 100%)
energy drain, fear, fire, poison; Resist acid 30,
cold 30, electricity 30, negative energy 30, sonic
30; SR 37
Statistics struck two or more times by this attack are
subject to Xel'unchesk's stun attack.
Str 54, Dex 24, Con 40, Int 14, Wis 22, Cha 22
Base Atk +29; CMB +59 (+63 sunder); CMD
80 (82 vs. sunder) Description
Feats Devastating StrikeUC, Directional When standing at a crossroad, be careful
Lashing*, Greater Sunder, Greater Vital Strike, what you wish for. Such wishes may come true,
Improved Devastating StrikeUC, Improved but always at a price. For some, the cost is their
Initiative, Improved Iron Will, Improved Sunder, soul. Thus is the case of Tayrien Hukresh, the
Improved Vital Strike, Intimidating Prowess, greatest warrior of his time.
Iron Will, Mind Whispers*, MultiattackB1, Power Tayrien was a giant of a man, they say. He
Attack, Vital Strike stood nearly seven feet tall, looming over his
Skills Acrobatics +29 (+57 jumping), Fly +39, fellow countrymen. What Tayrien was not was a
Intimidate +41, Knowledge (planes) +34, gifted warrior. He was well known for his
Knowledge (religion) +34, Perception +38, Sense clumsiness. When Tayrien tried the bow, he
Motive +38, Spellcraft +34, Stealth +23 snapped the string, and somehow shot the arrow
Languages Celestial, Common, Draconic, behind him. When he attempted to learn the
Infernal; telepathy line of sight sword, he nearly cut his own arm off. Tayrien was
SQ change shape (any Small or Medium so clumsy, he tripped over his own feet when he
humanoid, alter self), massive, quick spell-like walked. The others of his village teased him,
abilities saying no good will ever come of Tayrien.
Tayrien knew this to be true. He couldn’t do
Special Abilities anything right. Everything he touched, he broke.
Even his tongue was clumsy, and he stammered
Infernal Wound (Su): The damage
when he spoke. Tayrien tried and tried to do
Xel'unchesk deals with its natural weapons
things right, but the harder he tried, the more he
causes persistent wounds which deal 4d10 points
failed. One morning, Tayrien decided he could no
of hit point bleed damage and 1 point of
longer be the laughingstock of the village, so he
Constitution bleed. Bleeding caused in this way is
packed his few belongings in a sack and started
difficult to staunch—a DC 39 Heal check stops
walking.
the damage, and any attempt to heal a creature
He walked and walked, tipped and stumbled,
suffering from an infernal wound must succeed
until at last he reached a crossroad. There he
on a DC 39 caster level check or the spell does not
stopped and sat down on a stone that marked the
function. Success indicates the healing works
intersection. After several hours, an old man
normally and stops all bleed effects. The DCs are
came hobbling down the path.
Constitution-based.
“Good day,” he said as he reached Tayrien.
Quick Spell-Like Abilities (Su): Once per
The younger man just nodded in reply and stood
round, Xel'unchesk can activate one of its spell-
to give the old man the choice of sitting on the
like abilities as a swift action.
stone.
Stun (Su): When Xel'unchesk hits an opponent
“Oh, that’s very kind of you,” he smiled and
with two or more of its natural attacks during its
sat his weary bones down on the rock. Tayrien
turn, the opponent must succeed on a DC 46
stood silently close by.
Fortitude save or be stunned for 2d3 minutes. A
“Don’t talk much, do you boy?” the old man
successful save leaves the opponent staggered for
asked. Tayrien just shook his head.
1 minute. The save DC is Strength-based.
“Oh that’s alright,” the old man continued. “A
Whipping Tail (Ex): As a full-attack, Xel-
sign of wisdom, that is. Be few of words and
unchesk can forgo its bite and claw attacks,
swift of deeds.” Tayrien scowled.
instead attacking with its tail as if it was a two-
“I...I am not swift,” he said. “I am...clumsy.”
handed manufactured weapon. An opponent
“A big fellow like you?” the old man laughed. “I see you made good use of our bargain,”
“Well, that’s nothing to be ashamed of. I’m sure the old man smiled. “Now, Your Majesty, it is
you’re still quite handy with a sword.” time for you to pay me what you owe.”
“I can barely hold one,” Tayrien countered. “I can do that now, old man,” Tayrien
“Well...surely you have better luck with a replied. “What do you wish? Up to half my
bow,” the old man tried. Tayrien shook his head. kingdom, I will gladly give for the wish you
“Never got the hang of them,” he told the fulfilled.”
ancient traveller. “It doesn’t matter—axes, “Ah, but that was not the contract,” the
staves, polearms, swords,knives—just about man’s smile grew menacing. “Do you need to
anything. I’m more of a danger to myself than read it again?” Tayrien frowned as the old man
any enemy.” retrieved the scroll and unrolled it with care.
“What would you give to change that?” the “I accept from Xel'unchesk the gift of valor,
old man questioned. Tayrien frowned in thought. strength, and unwavering power to do with
“I don’t know,” he replied honestly. “It’s been what I will,” the man read. “In exchange, I
so long since I found someone to train me, and I pledge to Xel'unchesk my soul, which will be
don’t have anything to use as barter.” forfeit forty years to the day from the signing of
“Don’t worry about that,” the old man waved this contract.”
aside his worries. “And if nothing changes, of “That day is today, King Tayrien,” the old
course, there would be no charge. I just need you man bared his teeth in a very predatory manner
to make your mark on this piece of parchment, as he rolled up the scroll. Tayrien stood, his hand
and we’ll be done.” He retrieved a tanish-gray on his sword.
scroll from a pocket. He indicated where Tayrien “Who is this Xel'unchesk?” he demanded.
needed to put his mark. “Who thinks he can claim my soul? I will
It was covered in strange runes that Tayrien challenge him to combat! If I lose, he can claim
couldn’t read, but he did as the stranger bid him. his prize. But if I win, his power is mine.” The old
The old man smiled and rolled it up. Then he man’s smile twisted in a most unnatural way.
vanished without a trace. Tayrien was startled, “Done,” he said as he began to grow and
but his hunger quickly overcame his sense of contort until he towered over Tayrien. He grew
alarm. He continued on his journey, searching and grew until he forced his way through the roof
for a place where he could find a meal and a bed. of Tayrien’s palace. With one hand, he swatted
Not far down the road, bandits leapt upon the puny man. Tayrien flew into the wall behind
him from the trees. Tayrien drew his sword his throne and fell down dead.
without thinking. He swiftly defeated them and “Now you are mine,” Xel'unchesk’s voice
found their cache of stolen treasures. He carried boomed. “And for your insolence, I will take all
the loot to the next town where he dutifully you own along with you.”
reported the bandits to the captain of the watch. With a mighty roar, Tayrien’s little kingdom
“You defeated them singlehandedly?” the fell to pieces, and Tayrien took his place in hell
man exclaimed. “Those bandits have plagued us for making a deal with a devil.
for years! You have our eternal gratitude,
Stranger.”
From that day forth, Tayrien Hukresh was no
longer called Tayrien the Clumsy. Now he was Adam, The Defender
Tayrien the Brave. Tayrien, the Goblin Scourge.
Tayrien, Slayer of Dragons. Tayrien, Hero of the CR 25
Realm. Tayrien, the Warrior King. For years he XP 1,640,000
sat upon a throne carved from the skull of an LG Colossal construct (clockwork, kaiju)
ancient dragon. Then one day, King Tayrien Init +7; Senses darkvision 600 ft.; Perception
received a visitor—a little old man who was only +70
too familiar to the now elderly king.
Defense
AC 44, touch 6, flat-footed 40 (+3 Dex, +1 dodge,
+38 natural, -8 size)
hp 500 (40d10+280); fast healing 30
Fort +26, Ref +31, Will +26
Defensive Abilities recovery, reinforced
construction; DR 20/adamantine and epic;
Immune construct traits; Resist acid 30, cold
30, electricity 30, fire 30, sonic 30
Weaknesses vulnerability to electricity

Offense
Speed 100 ft.
Melee 4 slams +65 (6d6+33 plus stun/19-20
plus unconscious)
Ranged cannon +35/+30/+25/+20 (10d6/x4)
Space 80 ft.; Reach 80 ft.
Special Attacks hurl foe, trample (8d6+49, DC
63)

Adam's cannon can hold up to 50 cannonballs—


Statistics reloading a single cannonball is a standard
Str 76, Dex 16, Con —, Int 13, Wis 10, Cha 10 action. It can scoop up raw materials to replenish
Base Atk +40; CMB +81; CMD 94 its reserve of cannonballs.
Feats Alertness, Big Step*, Combat Expertise, Efficient Winding (Ex): Adam can function
Combat Reflexes, Critical Focus, Deadly Aim, for 100 days when fully wound.
Dodge, Exhausting Critical, Greater Vital Strike, Proficient (Ex): Adam is proficient with all
Improved InitiativeB, Improved Vital Strike, simple and martial weapons, and does not suffer
Intimidating Prowess, Lightning ReflexesB, a -4 penalty when using improvised weapons.
Mobility, Power Attack, Skill Focus (Perception), Reinforced Construction (Ex): Adam has a
Skill Focus (Sense Motive), Spring Attack, Stand total of 280 bonus hit points, and gains a +13
Still, Tiring Critical, Vital Strike, Whirlwind bonus to all of its saving throws.
Attack Standby (Ex): Rarely needed, Adam is able to
Skills Acrobatics +43 (+71 jumping), Intimidate remain at rest for long periods of time. As a
+33, Perception +70, Sense Motive +50; Racial standard action, it can place itself on standby.
Modifiers +20 Perception While on standby, it can't move or take any
Languages Celestial, Common (can't speak) actions. It remains aware of its surroundings, but
SQ efficient winding, massive, proficient, takes a -4 penalty on Perception checks. Time
standby, swift reaction spent on standby doesn't count against Adam's
wind-down duration. Adam can exit standby as a
swift action, gaining a +4 bonus to its Initiative
Special Abilities check if it does so to initiate combat.
Cannon (Ex): One of Adam's arms ends in a Stun (Ex): Creatures struck by Adam's slam are
cannon. It may use this as one of its four slam stunned for 1 round if they fail a DC 63 Fortitude
attacks, or it can use it to fire cannonballs. A save. If struck by multiple slams, the duration
cannon has a range increment of 200 ft., and increases by 1 round for each failed Fortitude
deals 10d6 points of bludgeoning and piercing save. The save DC is Strength-based.
damage on a hit with a ×4 critical modifier.
Description I had no answer for him, but it made me
think. It made me wonder...why did we need the
The elven village of Yata lies on the southern
valley? Why did we need to drive Eiam away? I
slope of a great valley, surrounded by lush green
told myself that it was the fault of the humans.
forests and beautiful waterfalls. On the northern
They started the war. But...what if we stopped it?
slope is the human town of Eiam. Between these
What if we didn’t retaliate? What if...
two, in the heart of the valley, stands a great
Dangerous questions.
clockwork warrior. A woman, an ancient elf, lives
I think...that was the day I stopped seeing
in a small cottage between its colossal feet.
Adam as a fly. We spoke frequently after that. I
“My name is Saiytah,” she tells her visitors.
kept him with me, my personal companion. It
“And this,” she reaches out a loving hand to
wasn’t long before I called him my friend.
touch the leg of the warrior, “is Adam.
Then...our friendship grew into something more.
Long ago, there was war in the valley. Eiam
We were discovered, and Adam taken away
and Yata both claimed the land, and they were
from me. The elders thought it was best if the
determined to drive the others away. Eiam
human disappeared. They were going to kill him,
attacked us...many times. They took our children
the fly who loved an elf. But I couldn’t let them,
away as slaves. They murdered our young men
so I helped him escape. We ran in the night, down
and women in the streets. We retaliated, stealing
into the valley. I helped him return to Eiam...a
their children in return, murdering their sons
place he last saw as a young child. I did not enter
and daughters. I was born in this time of
the town myself, but hid in the forest nearby.
bloodshed. My mother commanded our militia.
It was a wonderful time then. The humans
She taught me the ways of the sword and the bow.
embraced Adam as a hero, the first Lost Child to
When the time came, I led a raid against the
return. He was free, and he was loved. He visited
humans.
me often. I felt at home in the forest, with Adam
Battle was exhilarating! The cries of my
nearby. But, as fate would have it, the humans
enemies filled me with strength. I struck down
proved to be just as violent and petty as my own
those who would my people. I took their children.
people. Adam was followed one day, and we were
I killed their young men and women. I laughed as
discovered. Again. We fled into the valley, but
their grandmothers wept.
they were close upon our heels. Adam stopped in
Adam...how many of his people did I kill
the middle of a clearing.
before I met him? I never counted. I never...I
“Run,” he said, drawing his sword and
never thought of them that way. They were just
turning to face his people.
beasts, barbarians. Then I saw him, poor child,
“I will not lose you,” I countered, retrieving
standing over the body of a woman I suppose was
my own weapon.
his mother. How he cried when I carried him
“Saiytah,” he grabbed my hand, and I looked
away. He served us well. Before I was even aware
at him. “Go home. They are my people. I’ll be
of time passing, he was a man. He saw what I
alright, but they will kill you. Please, do as I say.
could not. He saw the futility of the endless war.
Run.” He kissed me then, and pushed me away.
“How many have to die?” he asked me one
So I ran...
day. “Your people, my people—how many is
I never saw him again.
enough?”
It wasn’t long, not by our reckoning, before
“Silly boy,” I answered. “It’s not about that.
the humans had a new weapon. This weapon, in
We will take the valley. Your people will leave.”
fact—the clockwork warrior. I was the first to lead
“Or you will kill us all,” he stated. “But you
a raid against it. My men were no match for it.
can’t, can you. We are too strong, too numerous.
They were cut down...like flies. We retreated to
We grow faster and live faster than your kind.
Yata. We had to come up with a plan to defeat it.
We are like flies to you. We swarm over you and,
The elders asked for a volunteer to steel down
try as you might, you can never kill us all. And
into the valley and study it for weaknesses. I was
we will never leave. So I ask you, Saiytah, how
the first to offer myself to the task.
many have to die? When will it end?”
I waited until dark, then crept toward the Space 80 ft.; Reach 100 ft.
human camp. I saw their clockwork warrior, Special Attacks bleed (2d6), constrict
standing guard over them. When I reached it, as (6d8+28), feed, hurl foes
soon as I touched it, the warrior reached down Spell-Like Abilities (CL 38th; concentration
with one massive hand and scooped me up. I +43)
clung onto it for dear life as it raised me to the At will—charm monster (DC 18), detect thoughts
level of its eyes. That’s when I saw... (DC 17), suggestion (DC 18)
He couldn’t speak. He has no mouth, no way 3/day—quickened glitterdust (DC 17), hold
of forming sounds, but I knew. monster (DC 20)
Adam. Their great defender, somehow, was 1/day—commune with nature, mind fog, wall of
Adam. thorns
He held me so gently, and I just...I just wept.
The next morning, the humans found me asleep
in his hands. He wouldn’t let them touch me. He Statistics
wouldn’t let them advance; he wouldn’t let either Str 48, Dex 21, Con 34, Int 13, Wis 16, Cha 21
army advance. He just stood, in the center of the Base Atk +28; CMB +55 (+59 disarm, grapple,
valley, allowing none to pass. trip); CMD 70 (72 vs. disarm; can't be tripped)
Adam defends the valley. He keeps the peace Feats Alertness, Combat Expertise, Critical
between our people, and I keep him company. Focus, Deceitful, Dodge, Greater Disarm, Greater
My Adam. Trip, Improved Initiative, Improved Disarm,
Improved Trip, Iron Will, Lightning Reflexes,
Mobility, Power Attack, Quicken Spell-Like
Ability (glitterdust), Spring Attack, Tripping
StrikeAPG, Vital Strike, Whirlwind Attack
Kudzu, The Everblight Skills Acrobatics +5 (+21 jumping), Bluff +29,
Climb +27, Disguise +29, Knowledge (nature)
CR 24 +21, Perception +30, Sense Motive +21, Stealth
XP 1,230,000 +12
NE Colossal plant (kaiju) Languages Aklo, Common, Elven, Sylvan (can't
Init +9; Senses darkvision 600 ft., low-light speak)
vision; Perception +30 SQ massive
Aura calming fragrance (1 mile, DC 36)
Special Abilities
Defense Calming Fragrance (Su): A supernaturally
AC 37, touch 8, flat-footed 31 (+5 Dex, +1 dodge, sweet perfume that calms the nerves and blunts
+29 natural, -8 size) aggression constantly surrounds Kudzu to a
hp 627 (38d8+456); fast healing 30 radius of 1 mile. Any creature in this area of effect
Fort +33, Ref +19, Will +17 must make a DC 36 Will save at the start of its
Defensive Abilities ferocity, recovery; DR turn to avoid falling under the effects of calm
20/epic; Immune ability damage, ability drain, emotions for 1 round. This is a mind-affecting
death effects, disease, energy drain, fear, plant effect. The save DC is Charisma-based, and
traits; Resist acid 30, cold 30, electricity 30, fire includes a +2 racial bonus.
30, negative energy 30, sonic 30; SR 35 Feed (Ex): Kudzu's roots can feed on a helpless
or willing target. At the end of each minute of
feeding, the victim takes 1d3 points of both
Offense Constitution and Intelligence drain, and Kudzu
Speed 70 ft., climb 30 ft. gains another vine attack which remains for 1
Melee 10 vines +39 (6d8+19 plus grab and hour per Hit Die the victim has.
bleed/17-20)
the Dark Forest—a creature known among the
Description locals as Kudzu.
At the heart of the dark, primeval forest, Yuhlia heard the warnings, but ignored them.
there is a paradise. Deer frolic with bears. Wolves The stories of a plant, a single plant, killing large
lie beside languid pools while rabbits play in their numbers of fully-grown people sounded
shadows. Once you reach this Vale of Bliss, you preposterous. Paradise was much more enticing.
never want to leave. Though many seek it, no one Yuhlia and her expedition reached the heart
ever find the mythical vale. When tales of this of the forest. There they did indeed find paradise.
place reached the ear of Yuhlia, the greatest A bear lumbered past them in a beautiful
explorer of the south-east, the renown for being clearing. It glanced at them, then continued on.
the first to find it was too great a temptation for Not far from the bear, a deer drank from a quiet
her to pass up. Her expedition began in the pool. The animals were calm and peaceful. At the
spring. By summer, they reached the forest. By center of the clearing, Yuhlia found the most
fall, they found the heart of it. By winter, they beautiful plant she had ever seen in her life. It’s
were dead. deep purple petals surrounded a stamen that,
The Dark Forest is home to many threats. No oddly, formed the body of a nymph. The body
one has mapped it, and some say the terrain even moved and blew kisses. Yuhlia smiled and
changes, so attempting to create a map would reached her hand out to make contact with the
prove an exercise in futility. By the time you draw creature. She never noticed the vines twining
the hill on the horizon, the hill has moved. Or the themselves around her legs. Now, it is said,
horizon is now much closer than you anticipated. Kudzu has a new face to use to lure people to their
Yuhlia was no stranger to these perils, yet deaths. From the lovely flower, Yuhlia smiles and
something unexpected must have seen her as a beckons the traveler to come near.
target. Whispers of a creature that wraps its
victims in vines have reached all the cities around
Great Charybdis, The Special Abilities
Rending Claws (Ex): Great Charybdis’s claws
Fleet Eater CR 23 are particularly devastating when used against
objects, and ignore the first 20 points of an
XP 820,000 object’s hardness rating.
CN Colossal aberration (aquatic, kaiju) Vortex (Su): Great Charybdis can generate a
Init +8; Senses blindsight 300 ft., darkvision whirlpool as a standard action at will. This ability
600 ft.; Perception +50 functions identically to the whirlwind special
attack (see the Universal Monster Rules in
Appendix 3 of the Pathfinder Roleplaying Game
Defense Bestiary), but the whirlpool can only form
AC 33, touch 6, flat-footed 29 (+4 Dex, +27 underwater and can't leave the water. It’s a DC 43
natural, -8 size) Reflex save to avoid being caught by Great
hp 703 (38d8+532); fast healing 30 Charybdis’s vortex. The vortex itself is 200 ft.
Fort +26, Ref +18, Will +32 across and 500 ft. deep, and deals 10d6+39
Defensive Abilities ferocity, recovery; DR points of damage per round. The save DC is
20/epic; Immune ability damage, ability drain, Constitution-based.
acid, cold, death effects, disease, energy drain,
fear; Resist electricity 30, fire 30, negative
energy 30, sonic 30 Description
The pirate ship Merry Queen Molly set sail
from its hidden port in the islands to raid along
Offense the coast. Her captain, Bonnie Billy, was feared
Speed 50 ft., swim 300 ft. for his bold attacks on military fleets from the
Melee bite +37 (4d8+39 plus grab/19-20/x3), 2 mainland. They set a trap for him, anchoring a
claws +37 (3d6+26/19-20) flotilla at the end of a narrow strait. When he
Space 80 ft.; Reach 40 ft. (80 ft. with claws) raided the coast, they were ready. The fleet
Special Attacks fast swallow, hurl foes, rending chased the Merry Queen Molly down through the
claws, swallow whole (10d6 bludgeoning plus strait.
10d6 acid, AC 23, hp 70), vortex “Ready all cannons!” Bonnie Billy ordered
when he saw the trap. His crew responded
quickly. The navy ships were fast, and they
Statistics outgunned dear old Molly, but the little pirate
Str 62, Dex 18, Con 38, Int 4, Wis 28, Cha 6 ship was strongly built. The navy sailors were all
Base Atk +28; CMB +62 (+66 bull rush, hardened warriors, but Bonnie Billy and his crew
grapple, sunder); CMD 76 (78 vs. bull rush, were determined.
sunder; can't be tripped) “Surrender and ye shall be spared!” the
Feats Astonishing Blow*, Blinding Critical, Bull naval commander called.
Rushing StrikeAPG, Combat Reflexes, Critical “Blow it out yer ear hole!” Bonnie Billy called
Focus, Greater Bull Rush, Greater Sunder, back.
Greater Vital Strike, Improved Bull Rush, The battle raged on and on, each side taking
Improved Initiative, Improved Lightning heavy casualties. Cannonballs struck the ships,
Reflexes, Improved Sunder, Improved Vital men fell into the sea. The water turned murky
Strike, Iron Will, Lightning Reflexes, Power with blood and debris. Then, as Bonnie Billy
Attack, Sundering StrikeAPG, Vital Strike, Widen began to consider surrender, there was a mighty
Attack* roar! The waters churned and roiled. Slowly, a
Skills Perception +50, Swim +37 ring of giant stone spikes, the size of a small child,
Languages Aquan (can't speak) rose from the water all around the battling ships.
SQ massive, powerful blow (bite)
Water swirled into a massive whirlpool,
leading to the center of the teeth.
“Charybdis!” Bonnie Billy shouted. “We Defense
woke up the Great Charybdis! Helmsman, steer! AC 31, touch 31, flat-footed 14 (+12 deflection,
We must get clear or we’ll be devoured.” +16 Dex, +1 dodge, -8 size)
The helmsman didn’t need to be told twice. hp 609 (42d8+420); fast healing 30
The Merry Queen Molly was near the outer edge Fort +24, Ref +32, Will +20
of the stone circle. She just made it out of the Defensive Abilities amorphous, ferocity,
whirlpool when the ring of spikes rose even incorporeal, recovery; DR 20/epic; Immune
higher. A terrible head followed them. The spikes ability damage, ability drain, acid, cold, death
were not stone, but the teeth of this monstrous effects, disease, energy drain, fear, fire, mind-
creature! The pirates watched in fascinated affecting effects, ooze traits, poison, sonic;
horror as the Great Charybdis devoured the navy Resist electricity 30, negative energy 30; SR 33
and then sank once more beneath the waves. Weaknesses susceptible to force effects
Merry Queen Molly then returned to her port,
and Bonnie Billy never sailed her near that strait
again. Offense
Speed 60 ft., fly 200 ft. (perfect)
Melee disintegrating touch +41 (40d6/19-20)
Space 60 ft.; Reach 60 ft.
The Voice of Beyond Special Attacks feed, hurl foes
Statistics
CR 22 Str —, Dex 42, Con 30, Int 19, Wis 23, Cha 23
XP 615,000 Base Atk +31; CMB +55; CMD 78 (can't be
CN Colossal ooze (incorporeal, kaiju) tripped)
Init +20; Senses blindsight 240 ft.; Perception Feats Combat Expertise, Combat Reflexes,
+54 Dazzling Display, Deadly Stroke, Dodge, Flyby
Aura lassitude Attack, Greater Vital Strike, Greater Weapon
Focus (disintegrating touch), Improved Critical
(disintegrating touch), Improved Initiative, effect and be within 1000 feet of the target. If it
Improved Vital Strike, Incorporeal Trample*, feeds on a region of plant and animal life, it only
Lightning Reflexes, Mobility, Shatter Defenses, needs to be within that region. It can attempt to
Skill Focus (Knowledge [nature], Perception), feed on a region once per week, and upon a living
Spring Attack, Vital Strike, Weapon Focus creature at will (but only once per day per living
(disintegrating touch), Whirlwind Attack creature). Feeding on a region of plant life is
Skills Fly +61, Knowledge (geography, planes) automatically successful, blighting that region of
+46), Knowledge (nature) +52, Perception +54, plant life as if by a diminish plants spell used to
Stealth +42 stunt growth.
Languages Aklo (can't speak) A creature can resist being fed upon by The Voice
SQ massive of Beyond by succeeding at a DC 37 Will save, in
which case The Voice of Beyond must wait 1 hour
before attempting to feed on that creature again.
Special Abilities If this saving throw fails, the victim takes 2d4
Aura of Lassitude (Su): A creature within line points of Charisma drain and Constitution drain.
of effect to The Voice of Beyond (even when The The save DC is Charisma-based.
Voice of Beyond is hiding within a solid object) A creature whose Constitution score is drained to
must succeed at a DC 37 Will save or become 0 by The Voice of Beyond's feed attack
overwhelmed with listlessness and ennui. While immediately dies, crumbling into a mass of
under this effect, the creature takes a –4 penalty desiccated tissue and rising as an apex predator
on all Will saving throws, and doesn’t willingly wraith which will not attack The Voice of Beyond
travel farther than a mile from the area where it unless compelled.
failed its saving throw against The Voice of A creature whose Charisma score is drained to 0
Beyond's aura of lassitude. A break enchantment by The Voice of Beyond's feed attack gains the
spell (DC 37) ends the effect, as does removing colour-blighted simple template (Pathfinder
the victim from the aura’s area of effect. Every 24 Roleplaying Game Bestiary 4). Every time The
hours, a creature affected by an aura of lassitude Voice of Beyond successfully feeds on a creature,
can attempt a new DC 37 Will save to cast off the its fast healing doubles for 1 round.
effects of the aura. A creature that succeeds at Susceptible to Force Effects (Ex): The Voice
this saving throw is immune to The Voice of of Beyond takes double damage (+100%) from
Beyond's aura of lassitude for 1 hour. A creature force effects, and takes a –8 penalty on all saving
that is under the effects of The Voice of Beyond's throws to resist force effects. The Voice of Beyond
aura of lassitude can't be further affected by the can’t damage force effects with its disintegrating
aura of lassitude possessed by a colour out of touch. Its aura of lassitude and feed ability is
space (Pathfinder Roleplaying Game Bestiary blocked if The Voice of Beyond is completely
4). This is a mind-affecting effect. The save DC is entrapped by force effects (such as by a
Charisma-based. windowless cell version of forcecage or a
Disintegrating Touch (Su): The Voice of telekinetic sphere).
Beyond's touch causes a terrible disintegration of
flesh and bone. A successful DC 41 Fortitude save
halves the damage caused by The Voice of
Beyond's touch attack. A creature reduced to 0 Description
hit points by The Voice of Beyond's touch attack There is a village that lives in absolute
must succeed at a DC 41 Fortitude save or be squalor. The land is desolate, the people are
immediately slain and reduced to a pile of fine starving. Despite all of this, in a land forever
ash. The save DC is Constitution-based. blighted, there is a strange sense of peace. The
Feed (Su): The Voice of Beyond can attempt to grass withers. The crops fail. The seas yield no
feed on any living creature or a region of plant life bounty, Children are old before they are born. Yet
as a full-round action. If it feeds on a single despite the gloom, no one wishes to leave. The
creature, The Voice of Beyond must have line of
people of Tenen surrendered themselves to the “So strange...” she said. She dropped a rock
gloom long ago. Now no one has the will or down the well. The well threw it back.
strength left to fight it. Kelti (before her “So you are alive,” she stated. “What is your
adventure into the crack in the world) decided to name? Can you speak?” The light did not
find the source of blahs. respond, but Kelti shivered and pulled her cloak
First she tried asking the locals, but no one around her.
would talk to the little gnome. Then she tried “I don’t like this,” she grumbled. She pulled
asking them what they needed, but their out a parchment and quill. Kelti noted everything
blandness was so ingrained they only responded she could see regarding the light.
with blank stares. “Well...goodbye Happy Village,” she stated
“What is wrong with you?” she demanded. after getting her notes in order. Kelti left the well
Again, all she got were stares. So Kelti did what and the people behind.
Kelti does best. She traced the source of the
strange infliction. That is when she saw the eerie
light coming from the town’s well.
“What is this?” she asked, but again the Yssian, The Abyssal
villagers did not answer. Kelti shrugged and
leaned in for a closer look. Engine CR 21
A wave of indifference washed over Kelti as XP 409,600
she stood next to the light. Even standing further NE Colossal undead (extraplanar, kaiju)
back, she could still feel the pull of the light. Init +2; Senses darkvision 600 ft.; Perception
“What are you?” she whispered into the well. +20
Then she listened for any kind of response.
Nothing.
Defense
AC 29, touch 4, flat-footed 27 (+2 Dex, +25
natural, -8 size)
hp 577 (35d8+420); fast healing 30
Fort +22, Ref +15, Will +24 (+34 vs. channel)
Defensive Abilities channel resistance +10,
ferocity, recovery, spell deflection, undead traits;
DR 20/epic; Resist acid 30, cold 30, electricity
30, fire 30, positive energy 30, sonic 30; SR 32

Offense
Speed 60 ft., fly 40 ft. (perfect)
Melee 2 claws +40 (6d8+21 plus energy
drain/19-20)
Space 60 ft.; Reach 60 ft.
Special Attacks devour soul, energy drain (3
levels, DC 38), hurl foes

Statistics
Str 52, Dex 14, Con —, Int 19, Wis 16, Cha 33
Base Atk +26; CMB +55 (+59 bull rush, sunder,
trip); CMD 67 (69 vs. bull rush, sunder, trip)
Feats Astonishing Blow*, Bleeding Critical, see below) releases its soul. Yissian can hold up
Blind-Fight, Cleave, Combat Casting, Combat to five souls at a time. The trapped souls provides
Expertise, Critical Focus, Critical Mastery, Great Yssian with 5 essence points for each Hit Die
Cleave, Greater Bull Rush, Greater Sunder, possessed by the souls. Yssian can expend
Greater Trip, Improved Bull Rush, Improved essence points to use a necromancy spell as a
Sunder, Improved Trip, Power Attack, Weapon spell-like ability, expending a number of points
Focus (claws), Wounding Critical* equal to the spell's level (0 level necromancy
Skills Fly +40, Intimidate +49, Knowledge spells cost 1 point and are cast as a swift action).
(arcana) +42, Knowledge (planes) +39, At the start of an encounter, Yssian generally has
Perception +41, Sense Motive +41, Spellcraft 3d4+3 essence points available. A trapped soul
+42, Stealth +26 gains one permanent negative level for every 5
Languages Abyssal, Celestial, Common, points of essence drained—these negative levels
Infernal (can't speak); telepathy 100 ft. remain if the creature is brought back to life (but
SQ massive they don't stack with any negative levels
imparted by being brought back to life). A soul
that is completely consumed may only be
Special Abilities restored to life by a miracle or wish. The save DC
Devour Soul (Su): By making a touch attack as is Charisma-based.
a standard action, Yssian can deal 12d6+18 Spell Deflection (Su): If any of the following
points of damage as if using a slay living spell. A spells are cast at Yssian and overcome its spell
DC 38 Fortitude save reduces this damage to resistance, they instead affect a trapped soul:
3d6+18. The soul of a creature slain by this attack banishment, chaos hammer, confusion,
becomes trapped within Yssian's chest. The crushing despair, detect thoughts, dispel evil,
creature can't be brought back to life until Yssian dominate person, fear, geas/quest, holy word,
is reduced to 0 hit points (or a spell deflection— hypnotism, imprisonment, magic jar, maze,
suggestion, trap the soul, or any form of charm
or compulsion. While none of these effects harms
the soul, the caster makes a DC 35 caster level
check when a spell is deflected—success indicates
that the trapped soul is released from its prison
and the creature whose body it belonged to can
now be restored to life as normal.

Description
The Lich Lord sat on his throne of bones. A
cauldron rested at his feet, filled with a dark,
viscous fluid. The sludge bubbled and churned.
He stared at the dark surface, an image growing
clear. A gaunt, half-rotten creature came into
view. Its ribcage was stripped bare, the bones
crossing over each other to form a grisly prison.
Inside its chest, tormented souls writhed and
screamed. The Lich Lord watched in silence as
the creature passed over high mountains as if
they were but small hills. He sat back on his
throne and steepled his fingers in grim hp 938 (31d10+669 plus 100 hp force field); fast
contemplation. healing 30; force field fast healing 20
Yssian was coming. Fort +38, Ref +20, Will +21
The Lich Lord considered his options. He Defensive Abilities recovery; DR 20/epic;
could run, but Yssian would find him. There is no Immune construct trait; Resist acid 30, cold
outrunning Yssian—no bargaining, no pleading, 30, electricity 30, fire 30, negative energy 30,
no mercy. For one such as the Lich Lord, Yssian sonic 30
was Death. Weaknesses vulnerability to critical hits,
“Let him come,” the Lich Lord told his vulnerability to electricity
assembled servants, knowing the foolishness of
the statement even if they did not. Yssian was
unstoppable. Once he chose a target, he scoured Offense
the earth until he had them. The Lich Lord knew Speed 80 ft., fly 160 ft. (perfect)
his time had come as soon as he heard those Melee 2 claws +41 (2d8+27 plus grab), 4 wings
words: +39 (2d8+9/19-20)
“Yssian is coming.” Space 60 ft.; Reach 60 ft.
Special Attacks deadly grasp, hurl foe
Statistics
Str 46, Dex 13, Con —, Int 10, Wis 11, Cha 13
Forius CR 20 Base Atk +31; CMB +57 (+61 grapple); CMD
XP 307,200 74 (78 vs. trip)
N Colossal construct (kaiju) Feats Ability Focus (plasma lance), Alertness,
Init +5 (+9 with hive mind); Senses blindsense Bleeding Critical, Combat Reflexes, Critical
300 ft., darkvision 600 ft., hive mind; Perception Focus, Dodge, Improved Critical (wings),
+25 Improved Initiative, Intimidating Prowess, Iron
Will, Multiattack, Skill Focus (Fly), Skill Focus
(Intimidate), Skill Focus (Perception), Skill
Defense Focus (Sense Motive), Stand Still
AC 27, touch 9, flat-footed 24 (+5 deflection, +1
Dex, +1 dodge, +18 natural, -8 size)
Skills Acrobatics +1 (+21 jumping), Fly +30, per Hit Die, and gains its Strength modifier to
Intimidate +22, Perception +35, Sense Motive Fortitude saves, and half its Strength modifier to
+33 Reflex and Will saves.
Languages Common (can't speak); telepathy Rockets (Ex): As a standard action, Forius can
600 ft. fire a rocket to a range of 10 miles. As a full-round
SQ coordinate, massive, powerful blow (claws) action, it can instead fire two rockets to a range
of 5 miles. A rocket explodes on impact in a 50-
ft.-radius burst, dealing 12d6 points of fire
Special Abilities damage and 12d6 points of bludgeoning damage
Coordinate (Su): While part of a formian hive to all creatures in the area (Reflex DC 25 halves).
mind (see Formian Bond below), once Forius has Forius can fire up to 10 rockets per hour,
acted in a combat, itself and all allied formians replenishing them at a rate of one rocket per
within the hive mind are no longer considered hour, crafting new rockets from scrap metal and
flat-footed. When Forius attacks a creature in other collected components used in the
melee, allied formians gain a +2 insight bonus on construction process. The save DC is
melee attack rolls against that creature until the Intelligence-based.
start of Forius' next turn. Superior Optics (Ex): Forius see invisible
Deadly Grasp (Ex): When Forius has a foe creatures or objects as if they were visible.
grappled, it deals sting damage when it succeeds Vulnerable to Critical Hits: Whenever Forius
at a grapple check to damage its opponent. takes extra damage from a critical hit, it must
Deflector Field: A force field sheathes Forius make a DC 15 Fortitude save to avoid being
in a thin layer of shimmering energy which stunned for 1 round. If it makes a successful
grants it 100 hit points. While its force field is saving throw, it is staggered for 1 round. Forius
active, all damage Forius takes goes to it first. As remains immune to other sources of the stunned
long as the force field is active, Forius is immune condition.
to critical hits. Forius' force field has fast healing
20, but once its hit points are reduced to 0, the
force field shuts down and does not reactivate for Description
1d4 minutes. Deep below ground is a massive city. Few
Additionally, Forius gains a +5 deflection bonus surface-dwellers have ever seen it. This city is
to Armor Class while its force field is active. home to the Formians, ant-like beings from
Formian Bond (Su): If Forius has a living and another world. Kelti, gnomish explorer
conscious formian within itself, Forius becomes extraordinaire, once traveled to their city. At the
part of that formian's hive mind (see below). heart of it is a temple to a deity unknown to the
Hive Mind (Ex): Forius gains a +4 racial bonus small gnome. She tried to look closer, but was
on initiative checks and Perception checks while driven back.
part of a formian hive mind. If at least one “No-one not of the hive may enter,” she was
member of the hive mind disbelieves an illusion, warned. Kelti never heeded such warnings. She
all members within its telepathic range are also watched at waited until the changing of the
considered to disbelieve that illusion. If one guard.
member is aware of combatants, all other Kelti stole swiftly to the northern exposure.
members in range of its telepathy are also aware There was no door, but there was a wall, low
of those combatants. enough that she could climb it without gear. Kelti
Plasma Lance (Ex): As a standard action once was careful as she scaled the wall. Soon, she
every 2 rounds, Forius may fire a 120-ft.-long line rounded the top and dropped into an open
of plasma from its stinger. All creatures in this courtyard. There, in the midst of the temple
area take 20d6 points of plasma damage (Reflex stood a colossal statue of a Formian warrior. Kelti
DC 27 halves). The save DC is Intelligence-based. crept closer and studied it.
Reinforced Construction (Ex): Forius gains
half its Strength modifier as additional hit points
Like Adam, the statue had clockwork
features. Upon closer examination, Klti noticed a
name carved into his chest.
“Forius,” she read silently aloud. She jumped
back as the statue’s fingers twitched. She looked
up at its face and could’ve sworn it was looking
back down at her.
“Forius,” she repeated, The head definitely
turned in her direction. Before she could decide
what to do next, loud noises filled the southern
end of the courtyard. Kelti turned and saw a great
many formians closing in on her.
“Whoops, time to go,” she said. “It was nice
meeting you.” With that, she ran to the wall and
scrambled up and over. Kelti spreads her tale of
the formians, and of Forius, to anyone who would
listen.

Neuros, The Brain


Between Worlds CR 18
XP 153,600
N Colossal aberration (kaiju, psionic)
Init +2; Senses blindsense 300 ft., darkvision Constant—inertial armorA
600 ft.; Perception +30 At will—empathic feedbackA (DC 25)
3/day—body adjustmentA (6d12), ego whipA
(3d4; DC 27)
Defense 1/day—decerebrate (DC 28)
AC 30, touch 0, flat-footed 30 (+10 armor, -2 A These psi-like abilities have their maximum
Dex, +20 natural, -8 size) augmented effects included in Neuros' statistics.
hp 418 (27d8+297); fast healing 30;
regeneration 10 (acid)
Fort +20, Ref +14, Will +19 Statistics
Defensive Abilities amorphous, ferocity, Str 34, Dex 7, Con 32, Int 23, Wis 14, Cha 33
recovery; DR 20/epic; Immune ability damage, Base Atk +18; CMB +38 (+42 grapple); CMD
ability drain, death effects, disease, energy drain, 46 (can't be tripped)
fear; Resist acid 30, cold 30, electricity 30, fire Feats Alertness, Combat Reflexes, Great
30, negative energy 30, sonic 30 Fortitude, Improved Initiative, Improved
Lightning Reflexes, Iron Will, Lightning
Reflexes, Muscle Reaction*, Power Attack, Skill
Offense Domination*, Skill Focus (Fly), Skill Focus
Speed fly 100 ft. (good) (Perception), Skill Focus (Stealth), Weapon
Melee 5 slams +24 (2d8+12 plus grab) Focus (slam)
Space 80 ft.; Reach 120 ft. Skills Autohypnosis +32, Diplomacy +41,
Special Attacks constrict (3d6+18), engulf (DC Escape Artist +33, Fly +35, Knowledge (arcana,
35, 4d6 acid and paralysis 1 round), hurl foes psionics) +36, Perception +42, Sense Motive
Psi-Like Abilities (ML 14th; concentration +36, Spellcraft +36, Stealth +23
+30) Languages Brethedan; telepathy line of sight
SQ adaptation, combine, limited starflight, related effects, the Hit Dice of a brethedan
massive merged with Neuros are equal to those of Neuros.
Limited Starflight (Ex): Neuros can survive
in the void of outer space, able to travel at its
Special Abilities flight speed as normal. Unlike creatures with full
Adaptation (Ex): Neuros's body is extremely starflight, Neuros' ability to fly in outer space
mutable, and can adapt to respond to virtually don't allow it to reach unusually high speeds, so
any situation. Once per round as a swift action journeying between worlds takes vast amounts of
that doesn't provoke attacks of opportunity, time. Neuros is usually accompanied by a great
Neuros can reshape its body and chemistry to many other brethedan's merged with itself when
adopt any of the following qualities. it travels between worlds, the primary way its
lesser kin find their way to new worlds.
• It gains immunity against a single energy Combined brethedan's can augment Neuros'
type (acid, cold, electricity, fire, or sonic). flight speed by 10 ft., but only when traveling
• It gains an additional natural attack (bite, between worlds.
tentacle, etc.) with damage appropriate to its
size.
• Its slam damage type changes to slashing or Description
piercing. Deep in the mountains lived a young goat
• Its slam damage die increases by one step. shepard named Dev. There was little to do on the
• It gains a +4 natural armor bonus to AC. alpine slopes, so the boy played his pipes for his
goats as they grazed in the meadows. One day, as
• Its reach increases by 20 feet.
he played, Dev watched a cloud float down
toward him from the mountaintops.
Neuros can only have two modifications in effect
“That’s strange,” he said as he stopped to
at any one time—if it selects a new adaptation, it
watch the cloud.
loses one in effect. More extreme adaptations are
Slowly it began to rise again, so Dev
also possible (at the GM’s discretion), but
continued playing his little tune. As soon as he
generally take days or even months to adopt.
raised his pipes to his lips, the cloud began to
Combine (Ex): As a brethedan, Neuros can
move once more. Dev didn’t stop playing this
combine with other, lesser brethedans to work
time. He watched as the enormous cloud grew
together as parts of an even greater organism. As
closer and closer. Dev watched the cloud warily,
a swift action, a brethedan adjacent to Neuros
but the goats didn’t seem concerned, and they
can merge with it, becoming a single creature
could usually sense a change in the weather. As it
occupying Neuros's space. The merging
came overhead, the air grew chilly. The cloud cast
brethedan forfeits its actions to augment Neuros,
a dark shadow over the land below.
and adds its hit points (though not its Hit Dice)
Dev shivered. Something was in the cloud,
to Neuros's total. At this time, it also chooses one
something that whispered to him. He couldn’t
adaptation— Neuros gains this benefit, and it
understand the words spoken in his mind, but he
can't be changed unless Neuros uses its single
got the impression that the thing in the cloud
adaptation action each round to do so. Any
wanted him to keep playing. Dev played and
number of brethedans can merge with Neuros in
played, the cloud hovering overhead. After a
this fashion, adding a new adaptation with each
while, the goats began to wander. Dev put down
merging. Neuros retains the ability to swap one
his pipes and whistled. As the herd trotted
adaptation each round (not once per component
toward him, he looked up at that cloud.
creature). Splitting into the component creatures
“I’m sorry,” he said. “It’s time for me to take
again is a full-round action in which all
them home.” He felt a wave of longing, as though
component creatures are released and the
the thing in the cloud was asking him to come
remaining hit points are distributed
back and keep playing.
appropriately. For the purposes of Hit Die-
“Tomorrow,” he said. “I’ll bring the herd up Feats Bloody AssaultAPG, Combat ExpertiseB,
here tomorrow to graze.” He started down the Combat Reflexes, Dodge, Greater Bull Rush,
mountainside followed by the goats. Greater Trip, Improved Bull Rush, Improved
Dev glanced back before the clearing was Trip, Lightning Reflexes, Power Attack, Run,
completely out of sight. The cloud dissipated as it Skill Focus (Perception), Skill Focus (Stealth),
rose once more over the mountaintops. The boy Tripping StrikeAPG
stared at the creature the disappearing mists Skills Perception +30, Stealth +23, Swim +28
partially revealed. He saw what looked like a Languages Aklo
mass of bladders filled with air, all connected to SQ amphibious, cold vigor, lesser kaiju,
swaying tentacles. Of few of the tentacles reached overwhelming
toward him and waved as the creature followed
the cloud up into the air.
Dev waved back. Special Abilities
Black Bile (Su): Cclth's body seethes with
freezing black bile. Its supernaturally cold, black
bile is the source of the additional cold damage
Cclth, The Black One when it bites a creature. As a standard action,
Cclth can expel its full store of bile as a breath
CR 17 weapon that can take the form of a 300-ft. line or
XP 102,400 a 150-ft. cone. All creatures in this area take 12d6
CN Gargantuan monstrous humanoid (aquatic, points of cold damage (DC 33 Reflex half ). Cclth
kaiju) can use this breath weapon once every 1d4
Init +5; Senses see in darkness; Perception +30 rounds—while its black bile is recharging, it does
not deal additional cold damage with its bite. The
save DC is Constitution-based.
Defense Cold Vigor (Ex): When Cclth is in a cold
AC 33, touch 12, flat-footed 27 (+5 Dex, +1 environment, it becomes more animated and
dodge, +21 natural, -4 size) gains a +1 racial bonus on attack rolls and
hp 402 (23d10+276); fast healing 30 weapon damage rolls.
Fort +19, Ref +20, Will +17 Lesser Kaiju (Ex): Though Cclth possesses
Defensive Abilities ferocity, recovery; DR most of the abilities of kaiju, it is only
20/epic; Immune ability damage, ability drain, Gargantuan in size, and lacks the massive
cold, death effects, disease, energy drain, fear, extraordinary ability. In all other ways, it is
poison; Resist acid 30, electricity 30, fire 30, treated as a regular kaiju.
negative energy 30, sonic 30 Overwhelming (Ex): Cclth gains a +8 racial
bonus on bull rush and trip attacks.

Offense
Speed 40 ft., swim 240 ft. Description
Melee bite +39 (4d6+20 plus 4d6 cold), 4 claws The charda are creatures of the black waters
+39 (3d6+20) and icy depths. Their tales are difficult to
Space 20 ft.; Reach 20 ft. (30 ft. with claws) understand as their culture is completely alien to
Special Attacks black bile, rend (2 claws, those of us from the surface. They tell of a giant
6d6+30; 3 claws, 9d6+40; 4 claws, 12d6+60) charda name Cclth. Cclth is the greatest danger
to other charda. He hunts them as prey and
devours his fallen enemies.
Statistics The subterranean waters are home the
Str 50, Dex 20, Con 34, Int 7, Wis 18, Cha 5 charda, a fierce and monstrous race. Charda fear
Base Atk +23; CMB +47 (+59 bull rush, trip); nothing. Nothing but Cclth.
CMD 63 (65 vs. bull rush; can't be tripped)
His clutch was a small one. Cclth’s mother cover of the inky cloud, Cclth dragged its prey
laid her eggs in a tiny cave and guarded them into a cave to feast.
days on end. Finally, after a long wait, the baby Cclth grew stronger and larger with each
charda emerged—four hatchlings and one dead charda kill. Soon, it was the size of a giant. As it
egg. Their mother gathered up her young, grew in strength, the kills became easy. Other
abandoning the dud. Weeks later, Cclth emerged, charda avoided its territory. Cclth would no
all alone in the cold waters. longer count on them wandering through. It had
But Cclth was strong. Cclth survived. The to take the hunt to them. With this new strategy,
young charda killed and ate anything it could get entire clutches were wiped out as Cclth’s appetite
its claws on. At first, this was mostly fish and grew and grew. Nothing could stop Cclth.
other aquatic animals. But soon, Cclth came The charda finally gathered together to
across more of its own kind. There were five of discuss their new enemy. They decided there was
them, two males and three females, all fully only one way to stop Cclth from destroying them
grown. Cclth watched and waited. One of them all. One charda would lure Cclth into a cave. Then
lagged behind the rest of the group, scanning the the others would seal them inside.
waters for signs of prey. As soon as her back was “But who will give themselves to save us?” an
turned, Cclth pounced. It grabbed onto the elder mused. “Such things are not done. This is
female charda’s neck and held on with all its not the charda way.”
strength as black blood flowed from her wounds “I will,” a female stepped forward. “I saw
into the water surrounding them. Under the Cclth. I saw its markings. They are same as the
egg that did not hatch. I am its mother. I am
responsible for bringing this thing into the Feats Big Step*, Bleeding Critical, Combat
world. I will do it.” Reflexes, Dazzling Display, Greater Vital Strike,
So it was agreed. Cclth’s mother went out Improved Vital Strike, Intimidating Prowess,
alone, and sure enough, Cclth started to hunt. Power Attack, Shatter Defenses, Vital Strike,
The two charda darted here and there until Weapon Focus (gore)
Cclth’s mother vanished into a cave. Cclth paused Skills Acrobatics +19 (+55 jumping), Intimidate
just briefly, then followed her in. +18, Perception +23, Stealth -12, Survival +15;
“Now!” the elders called. All of the young Racial Modifiers +10 Perception, +10 Survival
charda heaved and pulled until an avalanche of Languages Giant (can't speak)
stone crashed over the entrance, filling it SQ kaiju bane, massive
completely. As soon as the threat was defeated,
the charda separated, and returned each to their
old ways. Special Abilities
Charger (Ex): When Taurosu charges, it can
move up to 1,000 ft., and ignores difficult terrain
while doing so. It doesn't suffer the AC penalty
from charging.
Taurosu CR 16 Kaiju Bane (Su): Against creatures with the
XP 76,800 kaiju subtype, Taurosu gains a +10 deflection
CG Colossal monstrous humanoid (kaiju) bonus to AC, a +5 resistance bonus to its saves,
Init +4; Senses darkvision 600 ft.; Perception and a +5 enchantment bonus to attack and deals
+23 +4d6 damage. Though kaiju are normally
immune to fear, Taurosu's Dazzling Display feat
functions against them. Additionally, while
Defense another kaiju is within 1 mile of Taurosu,
AC 23, touch 6, flat-footed 19 (+4 Dex, +1 dodge, Taurosu gains the benefits of mythic haste (see
+17 natural, -8 size) Chapter 3 – Mythic Spells of the Pathfinder
hp 346 (21d10+231); fast healing 30 Roleplaying Game Mythic Adventures).
Fort +18, Ref +17, Will +17
Defensive Abilities ferocity, natural cunning,
recovery; DR 20/epic; Immune ability damage, Description
ability drain, death effects, disease, energy drain, The small island of Cyriaxis has but one
fear; Resist acid 30, cold 30, electricity 30, fire settlement, a small fishing village along its only
30, negative energy 30, sonic 30 bay. The inhabitants dare not venture beyond the
cliffs which surround their secluded domain. For
the rest of the island, they say, is home to a nation
Offense of minotaurs. The king of the minotaurs is
Speed 120 ft.; charger Taurosu. He is so large, villagers say he can wade
Melee gore +31 (4d6+17/x3 plus 1d2 Con across the sea to the mainland, the water never
damage), 2 slams +30 (3d8+17/19-20/x3 plus 1 covering his head. The minotaurs allow the
Con damage) village in exchange for fish—particularly sharks.
Space 50 ft.; Reach 50 ft. One day, gray sails appeared on the horizon.
Special Attack hurl foe, powerful charge (gore “Raiders!” the people panicked. They locked
+32, 8d6+25 plus 1d3+1 Con damage) themselves in their homes and prayed for
deliverance from the wild, barbaric raiders from
the north. The ships grew closer and closer. Then,
Statistics everyone heard such a roar! The raiders turned
Str 44, Dex 18, Con 32, Int 3, Wis 20, Cha 5 their ships and fled as boulders were flung at
Base Atk +21; CMB +46; CMD 60 them into the sea.
Peace remained on Cyriaxis until the ships cold, death effects, disease, energy drain, fear;
returned. This time, when Taurosu roared, they Resist acid 30, electricity 30, fire 30, negative
did not turn. This time, when rocks were thrown energy 30, sonic 30
at them, they kept on coming. The locals Weaknesses vulnerability to fire
considered surrender, when one of them cried
out and pointed to the sea. There was Taurosu,
pulling the enemy ships away by their anchors. Offense
The inhabitants of Cyriaxis build a shrine to Speed 80 ft., climb 60 ft.
Taurosu, and they pray to him now, every day. Melee 2 claws +28 (3d6+17 plus 3d6 cold and
grab/19-20)
Space 50 ft.; Reach 50 ft.
Special Attacks breath weapon, cold, freezing
embrace, frightful gaze, hurl foe, icy tomb, rend
White Death, The (2 claws, 3d6+25 plus 6d6 cold)

Avalanche CR 14
XP 38,400
Statistics
N Colossal monstrous humanoid (cold, kaiju) Str 45, Dex 10, Con 30, Int 5, Wis 12, Cha 7
Init +0; Senses darkvison 600 ft., scent; Base Atk +19; CMB +44 (+48 grapple, sunder);
Perception +16 CMD 54 (56 vs. sunder)
Aura cold (100 ft., 1d6 cold) Feats Big Step*, Bleeding Critical, Critical
Focus, Greater Sunder, Improved Critical (claw),
Improved Sunder, Power Attack, Skill Focus
Defense (Perception), Skill Focus (Stealth), Sundering
AC 21, touch 2, flat-footed 21 (+19 natural, -8 StrikeAPG
size) Skills Perception +16, Stealth +7 (+15 in snow);
hp 294 (19d10+190); fast healing 30 Racial Modifiers +4 Stealth (+12 in snow)
Fort +16, Ref +11, Will +12 Languages Aklo (can't speak)
Defensive Abilities ferocity, recovery; DR SQ massive
20/epic; Immune ability damage, ability drain,
Special Abilities
Breath Weapon (Su): Once every 4 rounds,
White Death can breathe out a 300 ft. cone of icy
death. Those caught in the cone take 20d6 cold
damage, and take 1d4 Dexterity damage. A
successful Reflex save (DC 29) halves the cold
damage and negates the Dexterity damage. If a
creature’s Dexterity is reduced to zero by this
breath weapon, the creature is trapped in ice,
taking 5d6 cold damage each round. A successful
Strength check (DC 29) allows a trapped creature
to break free.
Cold (Su): White Death's body generates
intense cold, dealing 3d6 points of cold damage
to any creature that contacts it with a natural
attack or unarmed strike, or whenever it hits a foe
with its claws or rend attack.
Freezing Embrace (Ex): When White Death
successfully maintains a grapple against a
creature, his body inflicts a greater amount of
cold damage to them. This deals 10d6 points of
cold damage and 1 points of Dexterity drain.
Frightful Gaze (Su): Creatures within 100 ft. lands. The locals warned them before their ascent
that meet White Death's gaze must succeed on a that the these mountains were home to White
DC 17 Will save or stand paralyzed in fear for 1 Death.
minute. This is a mind-affecting fear and “What is White Death?” one of the travelers
paralysis effect. A creature that successfully saves asked.
can't be affected again for 1 minute. The save DC “A yeti as large the foothills,” an old local
is Charisma-based. replied. “He lives in the high mountains and
Icy Tomb (Ex): As a full-round action while in waits for travelers to come to the ice pack. Then
an area capable of producing avalanches, White he strikes with a massive avalanche. Beware
Death can trigger an avalanche which strikes all White Death. He will freeze you where you
those on the ground within 500 ft. of him. Unlike stand.”
normal avalanches, those triggered by White “Don’t believe the folklore,” the caravan
Death have a DC of 36 for all saving throws, skill master stated. “Rural superstitions try to explain
checks, and ability checks related to them. See every phenomenon that occurs.” And so, after a
Chapter 13 of the Pathfinder Roleplaying Game quick supply run, the caravan continued on.
Core Rulebook for full rules on avalanches. The Their first night in the mountains was
save DC is Strength-based. uneventful. They heard some howling wolves,
and something that sounded like a moose or very
large deer snuffling around nearby. But nothing
Description attacked the camp, and the next morning they set
Crossing the high mountains is a dangerous off again. They made good time to the edge of the
proposition. The weather and altitude can lead ice pack. Here they stopped, though there were
many to their deaths. The inhabitants also claim still a few hours left of daylight. The caravan
their share. Not long ago, a small caravan master wanted everyone to be rested and
traveling north came into the mountains. It was refreshed before climbing the glacier.
late spring, and they thought it would be the That night, the wolves seemed much closer.
safest time to cross over into the far eastern It was in the darkest part of the night, that
tragedy struck. Villagers felt the avalanche. The
rumbling shook them from their beds. By the
next morning, it stopped. The locals put together
a rescue team, but there was little for them to
find—just blood in the snow and the remnants of
a camp. No bodies...just one massive footprint
the size of a crater in the newly-fallen snow.

Inu CR 13
XP 25,600
N Colossal magical beast (kaiju)
Init +7; Senses low-light vision, scent;
Perception +5

Defense
AC 23, touch 5, flat-footed 20 (+3 Dex, +18
natural, -8 size)
hp 261 (18d10+162); fast healing 30
Fort +20, Ref +16, Will +7
Defensive Abilities ferocity, recovery; DR
20/epic; Immune ability damage, ability drain, seconding bite attack at its full attack bonus -5. If
death effects, disease, energy drain, fear; Resist this second attack is successful, the damage from
acid 30, cold 30, electricity 30, fire 30, negative it is added to the damage from the first bite
energy 30, sonic 30 before applying damage reduction and
determining whether the creature bitten must
save against massive damage, and it gains a +10
Offense bonus to its free trip attempt.
Speed 120 ft.
Melee bite +27 (4d6+24 plus trip)
Space 50 ft.; Reach 50 ft.
Description
Special Attacks hurl foes, rending maw Once there was a beautiful a beautiful
Statistics princess locked in a tower of gold. Every day, she
Str 42, Dex 17, Con 28, Int 11, Wis 13, Cha 10 would come to the window of her golden prison
Base Atk +18; CMB +42; CMD 55 (59 vs. trip) and greet her people with song. All who heard her
Feats Dazzling Display, Improved Initiative, voice loved her. They pleaded with her father, the
Improved Vital Strike, Intimidating Prowess, king, to release her so she might bless the people.
Lightning Reflexes, Power Attack, Skill Focus “Alas, I cannot open the tower,” the king
(Stealth), Vital Strike, Weapon Focus (bite) confessed. “A witch placed a curse on it. The only
Skills Acrobatics +15 (+51 jumping), Intimidate key that can free my daughter lies in the Temple
+23, Perception +5, Stealth +14, Swim +20 of the Stars, deep in the mountains. But who
Languages Sylvan (can't speak) would find it? I am too old for expeditions. I
SQ massive would never make it there.” And so the
conversation would go on, until one day the king
had a brilliant idea.
Special Abilities “Who will be my champion?” he called to his
Crushing Maw (Ex): If Inu successfully bite a people. “The first to return with the key will win
Gargantuan or smaller creature, it can make a my daughter’s hand in marriage.” This was
greeted with much enthusiasm—the people “If you find a way to free me,” she finished.
wanted to see a change. The boy lowered his head.
“I’ll go,” a voice in the crowd declared. A “You never know if you don’t try,” she
young man stepped forward. He was greeted with encouraged. The young man gave her a nod. He
much enthusiasm as they ushered him to the raised his sword and hack at the nearest chains.
king. It was long, hard work, but Inu was finally free.
“I’ll go,” he repeated. The king looked him “Ah...it’s been so long,” Inu sounded like she
over, and then put his hands on the young man’s was stretching. Then the young man felt
shoulders. something very large pick him up and return to
“Brave lad,” the king said. “I will give you the forest. Once outside, he turned to see what it
whatever you need.” The lad was soon equipped was he helped to escape.
with a sword and shield, and he set off into the “GAH!” he screamed at the sight of a black
woods. wolf the size of a mountain. Inu chuckled. She
The young man whistled as he walked along carried him back the edge of the forest in a
the path. Before long he came to a fork. And fraction of the time it took him to reach the
there, sitting in the spot with the path split, was temple. She set him down, and then reached out
the statue of a wolf. He studied it, and noticed a paw.
that it was looking off to the right. So the boy took “Take a link of the chain that you broke,” she
the path to the right. A short time later, he came said. The young man didn’t argue. He took out
to another statue. This one looked left, so he went his sword and hacked at the remainder of the
left. This went on for some time, until he was no chain until he separated one link.
longer sure he could find his way back to the “That is your key,” Inu told him. “Knock on
village. Just as he realized he was hopelessly lost, the tower three times, and the princess will be
and he was about to give up, the young man saw free.” The wolf turned and was gone, much
a ziggurat rise above the trees just a short quieter than a creature that size had any right to
distance away. move.
“The temple!” he exclaimed, and he ran to the The young man returned to his people and
flat-topped pyramid. did as Inu instructed. At the third knock, the
The young man paused just outside the tower of gold dissolved and the princess stood
mountain of a temple. He was always taught before him. The king kept his word, and they
never to go there. There is death inside, they said. were wed that very same day. The following year,
He took a deep breath and drew his sword. the princess gave birth to a daughter, with raven
“For the princess,” he said. Then he pushed hair and silvery, wolfish eyes.
open the door. They named her Inu.
“Welcome,” a smooth voice greeted him from
the darkness. “I’ve been expecting you.” He
looked around for the source of the voice, but all
he could see was a furry seat of some kind. Iruk CR 12
“Who are you?” he asked, feeling his way XP 19,200
around the room. CN Colossal magical beast (kaiju)
“I am Inu,” the voice replied. “What brings Init +6; Senses darkvision 600 ft., low-light
you here?” vision, scent, spell sight; Perception +11
“I need the key,” he stated. “Or...a
key...whichever one it is that will free the
princess.” Defense
“Ah yes,” Inu stated. “The princess. I would AC 23, touch 4, flat-footed 21 (+2 Dex, +19
be most willing to help her if...” natural, -8 size)
“Yes?” the young man almost snapped. There hp 232 (16d10+144); fast healing 30
was rattling that sounded like chains. Fort +14, Ref +12, Will +11
Defensive Abilities ferocity, recovery, spell At will—magic missile
healing; DR 20/epic; Immune ability damage,
ability drain, death effects, disease, energy drain,
fear; Resist acid 30, cold 30, electricity 30, fire Statistics
30, negative energy 30, sonic 30 Str 43, Dex 14, Con 28, Int 4, Wis 13, Cha 5
Base Atk +16; CMB +40; CMD 52 (56 vs. trip)
Feats Cleave, Cleaving FinishUC, Great Cleave,
Offense Improved Initiative, Power Attack, Skill Focus
Speed 60 ft., climb 50 ft. (Acrobatics), Skill Focus (Perception), Skill
Melee bite +24 (2d8+16 plus bleed), 2 claws +24 Focus (Stealth)
(2d6+16) Skills Acrobatics +15 (+27 jumping), Climb +34,
Space 50 ft.; Reach 50 ft. (100 ft. with tail) Perception +11, Stealth +5; Racial Modifiers
Special Attacks bleed (3d4), focused sight, hurl +6 Acrobatics, +6 Climb
foes, tail sweep Languages Aklo; tongues
Spell-Like Abilities (CL 10th; concentration SQ massive, otherworldly touch
+7)
Constant—greater arcane sight, tongues
Special Abilities Iruk is a foe that can be avoided, so it is best
to make precautions before you enter its
Focused Sight (Su): Iruk can focus its sight on
territory.
a single target within 1000 ft. As a ranged touch
And watch your head. You do not want it
attack, the target struck takes 5d6 damage (Fort
stolen by Iruk.
DC 17 half) and is subject to a targeted dispel
attempt (as dispel magic) with a +10 bonus. The
save DC is Charisma-based, and includes a +2
racial bonus.
Otherworldly Touch (Ex): Iruk's natural Grezk, The Drainer of
attacks can strike incorporeal creatures as if they
were ghost touch weapons, and corporeal
creatures as if they were brilliant energy
Giants CR 10
XP 9,600
weapons.
N Colossal magical beast (kaiju)
Spell Healing (Su): Iruk receives the
Init +1; Senses darkvision 600 ft., scent;
maximum benefit from healing effects it receives.
Perception +0
Spell Sight (Su): Iruk's eyes radiate normal
light in a 500 ft. cone and increase the light level
by one step for an additional 500 ft. beyond that Defense
area. Any magic effect in this area glows brightly,
AC 24, touch 0, flat-footed 23 (-3 Dex, +1 dodge,
dazzling those under a magical effect or in
+24 natural, -8 size)
possession of a magic item if they fail a DC 15 Ref
hp 247 (15d10+165); fast healing 30
save. The save DC is Charisma-based.
Fort +20, Ref +6, Will +7; +8 vs. mind-
Tail Sweep (Ex): As a full-round action, Iruk
affecting effects
can swing its tail in a 100 ft. long half-circle. This
Defensive Abilities ferocity, recovery; DR
functions as trample, dealing 2d6+24 points of
20/epic; Immune ability damage, ability drain,
damage to all creatures on the ground in the area.
death effects, disease, energy drain, fear; Resist
As normal for a trample, creatures are allowed a
acid 30, cold 30, electricity 30, fire 30, negative
DC 34 Reflex save for half damage, or they can
energy 30, sonic 30
make an attack of opportunity with a -4 penalty.
Flying creatures making their save take no
damage with a successful save. The save DC is Offense
Strength-based.
Speed 60 ft., climb 60 ft.
Melee bite +25 (6d6+27 plus grab, attach, and
Description disease/19-20/x3 plus 2d6 bleed)
Space 50 ft.; Reach 50 ft.
If you ever travel in the high mountain forest,
Special Attacks blood drain (2d4 Con), bloody
beware of Iruk. As you lie awake at night, and you
spittle, hurl foes
hear a rustling in the bushes, BEWARE! You are
prey of Iruk, the terror of the forest. Iruk lurks in
the shadows. Iruk watches its prey in the dark. Statistics
Iruk will strip your bones and suck out the
Str 46, Dex 4, Con 32, Int 1, Wis 10, Cha 2
marrow. Iruk is a monster.
Base Atk +15; CMB +41 (+45 overrun; +49
Iruk prefers the rivers, so avoid them as you
grapple); CMD 49 (51 vs. overrun; 61 vs. trip)
travel through the forest. Do not cut yourself, for
Feats DodgeB, Greater Overrun, Improved
Iruk can sense the blood. Hang your food from a
Initiative, Improved Overrun, Improved Vital
tree a mile or more from your camp. Iruk will
Strike, Iron Will, Power Attack, Skill Focus
smell it. Walk softly so as not to leave footprints.
(Stealth), Vital Strike
Iruk can track them.
Skills Climb +26, Stealth +6; Racial Modifier
+4 Stealth
SQ massive Defense
AC 23, touch 9, flat-footed 20 (+2 Dex, +1 dodge,
Special Abilities +14 natural, -4 size)
Bloody Spittle (Ex): As long as Grezk has used hp 138 (12d10+72); fast healing 30
its blood drain ability in the last 10 rounds, it can Fort +14, Ref +10, Will +5
spit blood in either a 50 ft. cone or 100 ft. long 10 Defensive Abilities ferocity, recovery; DR
ft. wide line. Those subjected to this attack take 20/epic; Immune ability damage, ability drain,
4d6 acid damage and are blinded for 2d3 rounds. death effects, disease, energy drain; Resist acid
A successful DC 26 Reflex save halves the 30, cold 30, electricity 30, fire 30, negative
damage and reduced the blindness to 1 round. energy 30, sonic 30
The save DC is Constitution-based.
Disease (Ex): Red ache: bite—injury; save Fort Offense
DC 28; onset 1 day; frequency 1/6 hours; effect
Speed 40 ft., fly 120 ft. (clumsy)
1d6 Str damage; cure 4 consecutive saves. The
Melee bite +18 (2d6+15)
save DC is Constitution-based.
Space 30 ft.; Reach 20 ft.
Grab (Ex): Grezk can grab targets of any size,
Special Attacks flying charge, hurl foes
and has a +8 racial bonus on grapple checks.

Description Statistics
Str 31, Dex 14, Con 22, Int 3, Wis 12, Cha 6
The fact that this creature may exist horrifies
Base Atk +12; CMB +26; CMD 39 (43 vs. trip)
and disgusts me. One man told me a story, after
Feats Dodge, Flyby Attack, Hover, Mobility,
I repeatedly asked him to stop talking, of finding
Skill Focus (Fly), Snatch
a, as he called it, “Baby Grezk” on his cow. The
Skills Acrobatics +10 (+18 jumping), Climb +22,
cow was completely exsanguinated, and the
Fly +2, Perception +5, Stealth -6; Racial
tick...the tick was the size of a bail of hay. Grezk,
Modifiers +4 Acrobatics (+8 jumping), +8
it is said, is the size of a hill. She lies flat, blending
Climb
in with her surroundings, until appropriate prey
SQ glide, lesser kaiju
stumbles across her path. Then she latches on
Languages Common (can't speak)
and buries her enormous head into her victim’s
skin. And I shall write no further on the subject,
as the very thought of what comes next makes me Special Abilities
ill. Needless to say, this is the most terrifying tick
Flying Charge (Ex): While flying, Ykcor can
anyone can imagine, the kind of creature that
charge a target within 240 ft. This attack has a
keeps one up at night.
+20 bonus to hit and deals 4d6+30 damage if
successful. If the flying charge is a critical hit, the
target is also knocked prone and Ykcor can
Ykcor, The Windstorm continue its movement if any remains after the
attack. This movement after a critical hit
CR 9 provokes as normal.
Glide (Ex): Though a normal creature with the
XP 6,400 Hover feat doesn't need to make Fly checks to
N Gargantuan magical beast (kaiju) hover, Ykcor does. When flying, Ykcor must end
Init +6; Senses darkvision 600 ft., low-light its movement at least 5 ft. lower in elevation than
vision; Perception +5 where it started.
Lesser Kaiju (Ex): Though Ykcor possesses
most of the abilities of kaiju; it is only
Gargantuan in size, and lacks the massive
extraordinary ability. In all other ways, it is and they held tightly to its fur as it leapt up into
treated as a regular creature with the kaiju the treetops.
subtype. Ykcor swooshed above the trees, the children
clinging to her back. After several minutes, she
chirped and swooped down to the road. There,
Description lying in steep gully, was the woodsman.
Long ago, there was a poor woodsman with “Papa!” the girls climbed down and ran to
two young daughters and no wife to help care for their father. He groaned as they rolled him over
them. The woodsman, unable to provide for his onto his back.
children with the meager gleanings from the “Girls,” he tried to smile when he saw them.
forest, set off one day for town to try to sell the “I’m sorry. It was getting dark, and I hurried...I
wood and nuts and berries they foraged. fell. I think my leg...” He tried to stand, but let out
“Don’t worry, Papa,” his eldest said. “Ykcor a sharp cry of pain.
will take care of us.” “Don’t worry, Papa,” his eldest said. “Ykcor,
“Who is Ykcor?” the woodsman asked. His take us home. Carry Papa.” She stepped back as
little girl smiled. the gigantic squirrel picked up her father. Then
“Ykcor’s my friend,” she answered. “She has she and her sister climbed onto Ykcor’s back.
round eyes, and a big bushy tail, and she flies “Well,” the woodsman managed to say as he
through the trees like this.” The child spread out stared in shock at the enormous flying squirrel,
her arms and hopped around her father. “Ykcor is certainly bigger than I imagined.
“A flying squirrel,” he smiled. “Yes, if Ykcor Thank you, Ykcor.” She gave a chirp, and then
is your friend, perhaps she can keep you fed carried them home.
while I’m gone. She can show you what berries
to eat and which ones are poison.” He looked up
at the trees.
“Take care of my girls, Ykcor,” he called with Hubrun, The Big Goblin
a wink to his youngest daughter. She laughed.
The woodsman gave his daughters a hug and kiss CR 8
goodbye, and then he was gone. XP 4,800
“Ykcor,” the eldest called up to the trees. NE Gargantuan monstrous humanoid
There was a gust of wind, followed by a very loud (goblinoid, kaiju)
chirp. The girl smiled. Init +2; Senses darkvision 600 ft.; Perception
“I love you too,” she said. +6
The two girls sat and waited for their father’s
return.
And they waited...and waited... Defense
Soon it was night. A cold wind blew, and the AC 21, touch 9, flat-footed 18 (+3 armor, +2 Dex,
children shivered. +1 dodge, +9 natural, -4 size)
“I’m hungry,” cried the youngest. Her sister hp 125 (10d10+70); fast healing 30
hugged her close and looked up at the trees. Fort +9, Ref +9, Will +9; -8 vs. fear
“Ykcor,” she called. The wind grew stronger Defensive Abilities ferocity, recovery; DR
for a moment, and then died completely. The 20/epic; Immune ability damage, ability drain,
girls were scooped up by two very large furry death effects, disease, energy drain; Resist acid
paws. Ykcor chirped, and the girls covered their 30, cold 30, electricity 30, fire 30, negative
ears. energy 30, sonic 30
“Ykcor, I’m worried about Papa,” the oldest Weaknesses fearful
said, turning her head to look up at the flying Offense
squirrel that was larger than their house. “Take Speed 50 ft., climb 40 ft.
us to Papa.” The squirrel put the girls on its back, Melee greatclub +14/+9 (4d8+25) or
2 slams +14 (2d6+17/19-20)
Ranged rocks +8 (3d6+11)
Space 20 ft.; Reach 20 ft.
Special Attacks hurl foe (Large or smaller),
stomp

Statistics
Str 33, Dex 14, Con 24, Int 7, Wis 14, Cha 5
Base Atk +10; CMB +25; CMD 38
Feats Dodge, Improved Critical (slam),
Intimidating Prowess, Power Attack, Throw
Anything
Skills Acrobatics +2 (+20 jumping), Climb +19,
Intimidate +22, Perception +6, Stealth +7,
Survival +6, Swim +15; Racial Modifiers +10
Acrobatics when jumping, +4 Intimidate, +4
Stealth
Languages Goblin (can't speak) Description
SQ goblinoid empathy, lesser kaiju
Goblins are incredibly difficult to get a story
Gear Gargantuan greatclub, Gargantuan
out of. They would rather eat you than talk.
masterwork studded leather armor
Humans of the north-east tell tales of a giant
goblin, several stories tall. They have no specific
Special Abilities stories, just whispers. As much as I loathed doing
it, I sought out the local goblin tribes to learn the
Fearful (Ex): Hubrun is not immune to fear
truth of the matter. Their story is quite...succinct.
effects, and actually takes a -8 penalty to saves
It’s more of a chant than a story really, but it gets
against fear effects. Fear effects originating from
the point across.
creatures with the goblinoid subtype do not allow
“Hubrun, master goblin, big goblin.
Hubrun to make a save, as he automatically fails
Hubrun, god of goblins, goblin king.
against them.
Hubrun, mighty slayer, killer of many.
Goblinoid Empathy (Ex): Though a
Hubrun, goblin of goblins, terrible render.
monstrous humanoid, and a kaiju, Hubrun has
Hubrun, fearsome hunter, great provider.
an affinity for its much smaller goblinoid kin.
Hubrun, lover of many, many wives.
Any creature with the goblinoid subtype who
Hubrun, greatest one,
attempts a Bluff, Diplomacy, or Intimidate check
Hubrun, hero!”
against Hubrun rolls twice and uses the higher
roll. Simple goblins gain a +10 bonus to Bluff,
Diplomacy, and Intimidate checks when made
against Hubrun.
Lesser Kaiju (Ex): Though Hubrun possesses
most of the abilities of kaiju, he is only
Gargantuan in size, and lacks the massive
extraordinary ability. In all other ways, he is
treated as a regular creature with the kaiju
subtype.
Stomp (Ex): As a full-round action, Hubrun can
stomp the ground. All Huge and smaller
creatures within 50 ft. of him must make a Reflex
save (DC 26) or fall prone. The save DC is
Strength-based.
gain any hit points, however, as a result of the
Rules check). You can substitute this check for the
The following are additional rules elements Constitution check in later rounds if you are
found amongst the kaiju presented above. initially unsuccessful.
Resist Fear: In response to any fear effect,
you make a saving throw normally. If you fail the
Skills saving throw, you can make an Autohypnosis
Autohypnosis (Wis; Trained only) check on your next round even while overcome
You have trained your mind to gain mastery over by fear. If your Autohypnosis check meets or
your body and the mind’s own deepest beats the DC for the fear effect, you may make an
capabilities. additional Will save with a +4 competence bonus
Check: The DC and the effect of a successful to shrug off the fear. On a failed check, the fear
check depend on the task you attempt. affects you normally, and you gain no further
attempts to shrug off that particular fear effect.
Task DC Tolerate Poison: You can attempt to resist
Ignore caltrop 18 the effect of any standard poison. Every time you
wound make a saving throw against the poison, you
Memorize 15 make an Autohypnosis check. If your
Resist dying 15 Autohypnosis check exceeds the DC of the
Resist fear Fear effect DC poison, you receive a +4 competence bonus on
Tolerate poison Poison’s DC your saving throw against the poison. This skill
Willpower 20 has no effect on the initial saving throw against
poison.
Willpower: If reduced to 0 hit points
Ignore Caltrop Wound: If you are wounded (disabled), you can make an Autohypnosis check.
by stepping on a caltrop, your speed is reduced to If successful, you can take a standard action
one-half normal. A successful Autohypnosis while at 0 hit points without taking 1 point of
check removes this movement penalty. The damage (or any other action the DM deems
wound doesn’t go away—it is just ignored strenuous, including some free actions such as
through self-persuasion. casting a quickened spell). You must make a
Memorize: You can attempt to memorize a check for each strenuous action you want to take.
long string of numbers, a long passage of verse, A failed Autohypnosis check in this circumstance
or some other particularly difficult piece of carries no direct penalty—you can choose not to
information (but you can’t memorize magical take the strenuous action and thus avoid the hit
writing or similarly exotic scripts). Each point loss. If you do so anyway, you drop to –1 hit
successful check allows you to memorize a single points, as normal when disabled.
page of text (up to 800 words), numbers, Action: Typically none. Making an
diagrams, or sigils (even if you don’t recognize Autohypnosis check usually doesn’t require an
their meaning). If a document is longer than one action; it is either a free action (when attempted
page, you can make additional checks for each reactively) or part of another action (when
additional page. You always retain this attempted actively).
information; however, you can recall it only with Try Again: Yes, for memorize and willpower
another successful Autohypnosis check. uses, though a success doesn’t cancel the effects
Resist Dying: You can attempt to of a previous failure. No for the other uses.
subconsciously prevent yourself from dying. If
you have negative hit points and are losing hit Knowledge (Psionics) (Int)
points (at 1 per round, 1 per hour), you can Like the Craft and Profession skills, Knowledge
substitute a DC 15 Autohypnosis check for your actually encompasses a number of unrelated
d% roll to see if you become stable. If the check is skills. This entry specifically relates to the body
successful, you stop losing hit points (you do not
of lore dealing with the phenomena of psionics in For example, Great Charybdis above has 40
all its many manifestations. hit dice and Widen Attack. Normally, Widen
Knowledge (psionics) covers ancient mysteries, Attack can only be used three times per day. Due
psionic traditions, psychic symbols, cryptic to its hit dice, Great Charybdis can use Widen
phrases, astral constructs, and psionic races. You Attack up to 13 times each day.
can use this skill to identify psionic monsters and
their special powers or vulnerabilities. Astonishing Blow
Untrained: An untrained Knowledge (psionics) The monster can send opponents flying with
check is simply an Intelligence check. Without ease.
actual training, you know only common Prerequisites: Str 29, Power Attack, Improved
knowledge (DC 10 or lower). Bull Rush, size Huge or larger.
Benefit: Once per round when the monster
strikes a foe at least one size category smaller
Feats than itself, it may make a CMB check as a free
action. On a successful check, the foe is sent 5
Horrifically Overpowered Feats feet, +1 foot for every point by which the CMB
In a nutshell, these are feats you shouldn't check exceeded the target’s CMD. The target
use. For each four character levels a creature has, lands prone unless it makes an Acrobatics check
it gains a floating additional use of meta-attack (as an immediate action) with a DC equal to the
feats which can be spent on the meta-attack feats total of the CMB check.
it has.
Big Step
The monster’s size and long limbs let it shift a
greater distance safely.
Prerequisite: Natural reach greater than 5 feet.
Benefit: When the monster takes a 5-foot step,
it can actually move as far as its natural reach.

Choke Slam (Monster)


“Taking the foul thief by the neck and slamming
him to the ground, I brought about his death.”
Prerequisites: Grab, 10 ft. (or greater) reach
Benefit: When you successfully grapple your
opponent with your grab special ability you deal
1d6 points of additional damage and can choose
to knock the opponent prone. If you have the
constrict special ability this bonus applies to the
damage inflicted with that ability each round.

Directional Lashing (Monster)


“Touching my hatred, I changed the direction of
down in relation to his body, and watched his
fully armored form smash into the ceiling.”
Prerequisites: Flight, Fly 13 ranks
Benefit: As part of an attack action, any creature
you touch is affected as if it were standing in an modifier. You can only deal incorporeal
area affected by a reverse gravity spell (no save), trampling damage to a creature once per round.
except you choose the direction of gravity.
Mind Whispers (Monster)
Incorporeal Trample (Monster) “Your own self-doubt will defeat you.”
“While I passed through the whole of their Prerequisites: Telepathy, Intimidate 4 ranks
company, one took the chance to stab at me, the Benefit: You can demoralize (using the
others choose to dive out of the way; regardless I Intimidate skill) a single opponent as a free
struck them all with the affliction of my touch.” action once per round. This is a mind-affecting
Prerequisites: Dodge, Mobility, Dex 13 fear effect.
Benefit: You gain the ability to inflict your touch
on every creature you pass through. As a full- Muscle Reaction (Combat)
round action, you can overrun any creature. This Your muscles are always tense, ready to start
works like the overrun combat maneuver, but swinging.
you do not need to make a check, you merely have Benefit: You add your Strength modifier to
to move through opponents in your path. The initiative checks. This is in addition to other
creatures take damage equal to that dealt by your modifiers to initiative checks, like the bonus
incorporeal touch attack along with any special provided by a high Dexterity or the Improved
effects that attack possesses. Targets of the Initiative feat.
incorporeal trample can make attacks of
opportunity at a –4 penalty. If a target forgoes Skill Domination
the attack of opportunity, it can make a (Horrifically Overpowered)
successful Reflex save for half damage, which You are an expert in a wide range of skills.
also negates any special effects. The DC of this Benefit: All skills count as class skills for you.
save is 10 + 1/2 your Hit Dice + your Dexterity You can always make a skill check untrained.
Widen Attack (Horrifically Overpowered,
Meta-Attack)
A limited number of times per day, you can lay
about you in a frenzy of blows to kill foes near and
far.
Benefit: Three times per day as a swift action,
you may declare one weapon attack, natural
attack, or unarmed attack to be a widened attack.
You must make this declaration prior to making
your attack roll. A widened attack allows you to
compare your attack roll to the AC of every foe in
any four spaces (each adjacent to at least one
other of the four spaces, and all within 1 space of
an area you threaten). Each foe whose AC is
exceeded by your attack roll takes damage from
the attack.

Wounding Critical (Combat, Critical)


Your critical hits cause your foes to bleed out
their life’s blood.
Prerequisites: Bleeding Critical, Critical
Focus, base attack bonus +19.
Benefit: Whenever you score a critical hit with a
slashing or piercing weapon, your opponent
takes 1d3 points of Constitution bleed damage You take control of your body’s healing process,
(see Appendix 2 of the Pathfinder Roleplaying curing yourself of 1d12 points of damage. As
Game Core Rulebook) each round on his turn, in usual, when regular damage is healed, an equal
addition to the damage dealt by the critical hit. amount of nonlethal damage is also healed.
Bleed damage can be stopped by a DC 15 Heal Augment: For every 2 additional power points
skill check or through any magical healing. The you spend, this power heals an additional 1d12
effects of this feat stack. points of damage.
Special: You can only apply the effects of one
critical feat to a given critical hit unless you Decerebrate
possess Critical Mastery. Discipline: Psychoportation [Teleportation]
Level: Psion/wilder 7
Display: Mental
Manifesting Time: 1 standard action
Psionic Powers Range: Close (25 ft. + 5 ft./level)
Target: One living creature
Body Adjustment Duration: Instantaneous
Discipline: Psychometabolism (Healing) Saving Throw: Fortitude negates; Power
Level: Psion/wilder 3, psychic warrior 2 Resistance: Yes
Display: Auditory and material Power Points: 13
Manifesting Time: 1 round With decerebrate, you selectively remove a
Range: Personal portion of the subject’s brain stem. The creature
Target: You loses all cerebral function, vision, hearing, and
Duration: Instantaneous other sensory abilities, and all voluntary motor
Power Points: Psion/wilder 5, psychic warrior activity. The subject becomes limp and
3 unresponsive. Without extreme measures, such
as greater restoration or some other suitable
effect of 7th level or higher, the creature perishes
in 1d4 days.

Ego Whip
Discipline: Telepathy [Mind-Affecting]
Level: Psion/wilder 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft. +10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half; see text; Power
Resistance: Yes
Power Points: 3
Your rapid mental lashings assault the ego of
your enemy, debilitating its confidence. The
target takes 1d4 points of Charisma damage, or
half that amount (minimum 1 point) on a
successful save. A target that fails its save is also
dazed for 1 round.
Augment: For every 4 additional power points
you spend, this power’s Charisma damage
increases by 1d4 points and its save DC increases
by 2.
feedback is a mind-affecting effect, a successful
Empathic Feedback Will save negates this damage, and the damage is
Discipline: Telepathy [Mind-Affecting] subject to power resistance.
Level: Psion/wilder 4, psychic warrior 3 Augment: This power may be augmented in one
Display: Auditory and material of the following ways.
Manifesting Time: 1 standard action 1. By spending 3 additional power points,
Range: Personal the damage suffered by your attacker increases to
Target: You one half the damage dealt to you.
Duration: 10 min./level 2. By spending 6 additional power points,
Saving Throw: Will negates; see text; Power the damage suffered by your attacker is equal to
Resistance: Yes the damage dealt to you.
Power Points: Psion/wilder 7, psychic warrior
5 Inertial Armor
You empathically share your pain and suffering Discipline: Psychokinesis [Force]
with your attacker. Each time a creature strikes Level: Psion/wilder 1, psychic warrior 1
you in melee, it takes damage equal to one Display: Visual; see text
quarter the amount it dealt to you (rounded Manifesting Time: 1 standard action
down, minimum 1) unless it succeeds on a Will Range: Personal
save. This damage is empathic in nature, so Target: You
powers and abilities the attacker may have such Duration: 1 hour/level (D)
as damage reduction and regeneration do not Power Points: 1
lessen or change this damage. The damage from Your mind generates a tangible field of force that
empathic feedback has no type, so even if you provides a +4 armor bonus to Armor Class.
took fire damage from a creature that has Unlike mundane armor, inertial armor entails
immunity to fire, empathic feedback will damage no armor check penalty or speed reduction.
your attacker. The damage from empathic Because inertial armor is composed of
psychokinetic force, incorporeal creatures can’t
bypass it the way they do normal armor.
Your inertial armor can be invisible or can
appear as a colored glow, at your option.
The armor bonus provided by inertial armor
does not stack with the armor bonus provided by
regular armor.
Augment: For every 2 additional power points
you spend, the armor bonus to Armor Class
increases by 1.

Kaiju
Massive creatures, often seen as only engines of
destruction, kaiju have the following subtype and
abilities, though each individual may vary.
Kaiju Subtype: These Colossal creatures
inhabit the most desolate places of a world. When
they are not slumbering, they roam the world,
leaving destruction in their wake. A kaiju
possesses the following traits (unless otherwise
noted in a creature’s entry).
• A kaiju’s natural attacks count as epic and
magic for the purpose of overcoming damage
reduction.
• Damage reduction 20/epic.
• Darkvision 600 feet.
• Fast healing 30.
• Ferocity (Ex): All kaiju possess the ferocity
universal monster ability.
• Hurl Foe (Ex): When a kaiju damages a Huge
or smaller foe with one of its natural attacks,
it can try to hurl the foe as part of that attack
by attempting a combat maneuver check. On
a successful check, the foe is knocked back 10
feet in a direction of the kaiju’s choice and
falls prone. The distance the foe is hurled
increases by 10 feet for every 5 points by
which the kaiju’s check exceeds the foe’s
• Massive (Ex): Because kaiju are so massive,
CMD. If an obstacle stops the hurled creature
uneven ground and other terrain features
before it travels the whole distance, the
that form difficult terrain generally pose no
hurled foe and the obstacle struck each take
significant hindrance to a kaiju’s movement,
1d6 points of damage per 10 feet of distance
though areas of forest or settlements are
remaining and the foe is knocked prone in
considered difficult terrain to a kaiju. A Huge
the space adjacent to the obstacle. This is
or smaller creature can move through any
located in Special Attacks.
square occupied by a kaiju, or vice-versa. A
• Immunity to ability damage, ability drain, kaiju can make attacks of opportunity only
death effects, disease, energy drain, and fear. against foes that are Huge or larger, and can
be flanked only by Huge or larger foes. A Abb Source
kaiju gains a bonus for being on higher * Items marked with an asterisk are
ground only if its entire space is on higher included above.
ground than that of its target. It’s possible for APG Pathfinder Roleplaying Game:
a Huge or smaller creature to climb a kaiju— Advanced Player's Guide.
this generally requires a successful DC 30 B1 Pathfinder Roleplaying Game:
check, and unlike the normal rules about Bestiary.
kaiju and attacks of opportunity, a Small or UC Pathfinder Roleplaying Game:
larger creature that climbs on a kaiju’s body Ultimate Combat.
provokes an attack of opportunity from the
monster. This is located in special qualities
(SQ).
• Recovery (Ex): Whenever a kaiju fails a
saving throw against any mind-affecting,
Iron Knight
Unique Gargantuan mech (land vehicle)
paralysis, petrification, polymorph, or
Squares 16 (20 ft. by 20 ft.; 42 feet high); Cost
immobilizing effect (including binding and

temporal stasis but not including
Init by driver; Senses by crew
imprisonment), it can attempt a new saving
throw at the end of its turn to remove the
effect. Doing so takes no action. A kaiju can Defense
attempt a new save to end the effect as often
AC >24, (+3 Dex, +10 armor, +5 natural, -4 size,
as it wishes, but can attempt to remove only
+driver’s Dex); Hardness 10
one such effect per round. Once per year, if a
hp 320 (160)
kaiju takes an amount of damage that would
Base Saves +2
normally kill it by reducing its hit points to a
negative amount equal to its Constitution
score, the damage instead heals the kaiju of Offense
twice the amount of damage—but this Maximum Speed 60 ft.; Acceleration 30 ft.
healing leaves the kaiju disoriented and (Run/Charge x2)
demoralized. At this point, the creature Maneuverability Good (turn 90° per 20 ft.
becomes nauseated and seeks only to return movement spent as a move action, 21 ft.
to its lair. Any amount of damage dealt to it clearance with a Climb check)
by an external source before it reaches its Melee by weapon or Gargantuan piston-
lair, though, immediately negates the gauntlet (1d10+12[+gunner’s Str])
nauseated effect and allows the kaiju to end Ranged by weapon; Reach 20 ft.
its retreat and attack. This is located in Special Attacks ramming damage 4d8
Defensive Abilities.
• Resistance 30 against acid, cold, electricity,
fire, negative energy, and sonic. Statistics
Str 34, Dex 16, Con —, Int —, Wis —, Cha 1
Base Atk +12 (or by gunner);
CMB +varies (+12 Str +4 size +gunner’s Str
Sources +gunner’s BAB OR 14); CMD +(CMB+3)
What follows are the abbreviations used for Propulsion magic (golem core)
different sources beyond the Pathfinder Driving Check none/special
Roleplaying Game Core Rulebook. Forward Facing one side of the square vehicle
space
Driving Device see below
Driving Space four 5-ft.-by-5-ft. squares that
contains the levers, pedals, and mechanical
pantographic linkages that serve as the iron
giant's driving device; these consoles are located
in the torso of the vehicle.
Crew 4; Passengers 6 (or equivalent payload);
Weapons 2+

Piloting: Half vehicle and half construct, the


Iron Knight (“IK”) is designed to be piloted by a
team of four, though this can be adjusted as
needed. Most of the possible functions can be
duplicated at any of four consoles, although each
has a special advantage.
Commander: Always has line of effect, the
commander can cast spells without needing to
spend an action to open a porthole.
Gunner: May add his BAB to weapon attacks
(if better) instead of using the IK's BAB; adds his
Str or Dex as appropriate.
Driver: Adds his Dex to AC, determines
initiative, can share evasion abilities; the only
station capable of complicated maneuvers
(jumping, rolling, etc.)
Engineer: 1/round, the engineer can add her
highest mental stat modifier to one of the
following, the effect persisting until changed: IK
attack rolls, luck bonus to AC, luck bonus to
saves. Can also heal the golem core during
combat.
Defense/Healing: The mech is treated as a
creature for beneficial spells (though size-
dependent spells, like teleport, consider it the
equivalent of 8 Medium creatures; others like
haste, consider it a single creature) and a
character in a piloting station can cast spells with
range touch or personal on the IK instead.
Although it has hardness, it does not take half
damage from energy attacks. Characters are
considered to have total cover unless they open a
porthole. Spells that require Will saves instead
affect the pilots, with single target effects
affecting the commander. If the driver has
Dodge, evasion, uncanny dodge, or similar
abilities, he may apply to them to the IK. repair the mech. In addition, regular healing
Anything that would heal a construct also spells and effects cast on the golem core instead
repairs the Iron Knight, such as make whole or add half the hp as temporary hp lasting for 10
rapid repair spells. The IK has a variant minutes/CL.
construct channel brick installed in the Combat and Actions: Each round in combat
engineer’s station, allowing channeled energy to against a Beast, the driver rolls initiative, setting
their result -5, +0, +5, and +10 as the party’s Prepare Attack (multiple, move action): A
turns. A Beast gets two full turns on its initiative character may feint as on foot or charge a piston-
modifier +0 and +10. The PCs may then freely fist: the next single gauntlet attack made before
decide in which order to act in for the round, each the character’s next turn deals Str*1.5 damage
getting a full turn, including mech actions. and is treated as if the Awesome Blow feat
Unless otherwise noted, two characters can’t take applied.
the same type of mech action. Weapons: Magnetic plates on the hips and back
Due to the scale and solo nature of battles in allow storing up to three weapons as if sheathed.
the IK, movement does not provoke an attack of The following +1 Gargantuan cold iron weapons
opportunity, though getting up from prone are available for the iron knight (with others
requires a DC 20 Acrobatics check as a full-round available based on your PCs’ preferences):
action by the driver. The IK can grapple but longsword (4d6), light pick with adamantine tip
cannot pin, and only deals ramming damage to (3d6, as both materials), shortspear (3d6),
creatures as part of a bull rush. Falling prone vibrodagger (2d6, 5 bleed on precision hit),
causes 2d6 damage to both the IK (ignoring greataxe (6d6), pilebunker (4d6; as lance; move
hardness) and the pilots. action 1/rd. prepares next attack as if charge),
Primary Attack: The gunner makes either an flechette piston-gun (4d6 RI 80 ft; as repeating
attack or if the mech has only taken a single light crossbow, treated as crossbow, bow, or
move, a full attack. The gunner can add any pistol for proficiency/feats; incl. 4x10 clips, 3
applicable combat feats or class abilities that cold iron, 1 adamantine), spiked heavy shield (+3
would apply to on-foot combat, such rage or AC, 2d6 bash), tower shield (+5 AC).
spellstrike.
[melee] mech’s Str mod -4 size + gunner’s Str
+ mech BAB [or Gunner’s BAB] for melee Description
[ranged] mech’s Dex mod -4 size + gunner’s I Qwilion of Questhaven now present to you
Dex + mech BAB [or Gunner’s BAB] a legend of the so called “Iron Knight” a weapon
Secondary Attack: As a gunner attack, but to help you fight the corrupt power of the Kaiju.
using solely the mech’s statistics. If a primary “And so the hero fought the corrupting god,
and secondary attack involve two different in hand the ageless brand / withstood its
weapons, no TWF applies. sickened whisperers, the knight in iron clad.”
Move: As vehicle driving actions, except that Some ancient evils are straightforward: a lich
no check is required. Unlike most vehicles, can be defeated by men. Others are more akin to
turning is part of other movement, and costs 20 walking natural disasters—to punch a tornado,
ft. movement per 90°; the IK may also turn in you need to fight it on equal terms.
place for the same cost. Only the driver can take Fighting kaiju are often terrifying events, like
movement actions that involve Acrobatics or carriage wrecks that one cannot look away from
Climb checks (both at a -5 penalty for size and and many come to enjoy the spectacle of giants in
clumsiness); the IK can step over obstacles half the playground, until they start to look closely at
its height without a check. the destruction and loss of life. The Iron Knight
Aid Another (multiple): As in regular allows a few special heroes to fight well above
combat, you can help another pilot with their their (literal and figurative) weight class, by using
attack, skill check, or the IK’s AC as a standard a rebuilt, pilotable ancient construct, the titular
action. Iron Knight.
Cast a spell (multiple): Characters other than From what I have been able to learn a
the commander must take a move action to open warrior-demigoddess, once fought an eldritch
a porthole to gain a line of effect outside the horror to a standstill while her followers enacted
mech. Like riding a mount, casting while the IK a grand ritual to seal the creature. But this act
is moving is considered vigorous motion and destroyed the demi-goddess and left the
requires a DC 10+spell level Concentration priesthood powerless. When the abomination
check. emerged back into the world, the mortals were
ready with a massive vehicle-construct, the Iron compulsion magic. Perhaps this is a short side-
Knight. The already-weakened monstrosity was quest to find the Iron Knight, its key, its power
again defeated, but not before it all but destroyed source, or the controlling artifact. This will allow
the titanic construct. PCs to fight outside of their weight class, but
The Iron Knight wreckage was eventualy remember where they step, fight, and fall is
recovered, and repaired, for the horror from someone’s home, and they can end up causing
beyond returned yet again (See Adventure just as much damage and terror as the enemy
Quarterly #6, In Iron Clad by Rite Publishing, Kaiju.
Author: Alex Putnam). Using the side-quest format allows you to
The heroes who used it in this final battle, hype the fight between the two monsters, making
afterwards hid it away, and left for other worlds it a grand spectacle, you can also use the idea of
and greater adventure. Now it only needs to be letting the Kaiju fight each other to give low level
discovered again. players yet another option perhaps giving them
the idea of luring the two eldritch abominations
to an isolated area, the GM can then let two

GMing Advice players run the monsters while having a few


people the PCs still have to save (A young child
Kaiju are not meant for mere mortals to lost in the area, a rare animal species that is
defeat with shear power (though PCs are trapped here, or a whole hidden community
welcome to try and perhaps with their ingenuity previously cloaked in illusion.) Here below is an
they will succeed). They are not appropriate artifact to let your players gain short term control
challenge ratings for PCs to overcome like other of a Kaiju.
monsters, Kaiju are a genre unto themselves.
They are sentient walking natural disasters and
you don’t punch a hurricane or stab an erupting The Star of Daikaiju
super volcano with a sword. Aura strong enchantment; CL 20th
What GMs should be having PCs do is what Slot held; Weight -
any hero does in a natural disaster: seek to
survive, help others survive, and lend aid where Physical Description
they can. Cloverfield and the newest Godzilla film This blue crystal appears to have an internal
exemplify this use of Kaiju. Just because the PCs radiance of some kind and upon close inspection
can easily get out of the way, does not make it the lines of crystal do not line up, possessing
easy for all the other NPCs to do the same, some strange non-Euclidean geometry is at work
especially their friends, family, allies and just within. Etched into the surface of one facet is
every day innocent folk. Plus there are the villains some kind of magical script. A read magic spell
who will seek to take advantage of the disaster, translates the magical writing “All monsters are
they need to be stopped (or perhaps the PCs are tragic.”
the villains). But also remember like any disaster
its effects don’t end when the Kaiju leaves, you Lore:
have all the fallout and the rescue and recovery Knowledge (arcana, local, or religion) DC 15:
efforts. Villains can take advantage of these too. The people of Questhaven refer to this as
You do your best to survive get out of the way, “The Eldritch Leash of Our Red Lady” the
save phrenic scourge and the aboleth call it Kolosth
Remember though that some players simply Chomutk “Collar of the Behemoths”, but The Star
like to see the monsters fight. Most players not of Daikaiju is by far its most well-known epithet
only find this fun but also cool, so it is something due to its appearance on the chest of monster it
you should thinking about letting them do. You controls. The goddess known as Our Red Lady of
can chose to use a vehicle like the Iron Knight for Battle created this in the fourth epoch before
this or you could have a PC gain control of one of written history, for use against the monstrosities
several Kaiju through an artifact or other brought forth by the deity known as Their Vicious
Brother of Destruction during the War of the monster spell (CL 20) and is still effective even if
Righteous and Damnation. It is taught by her the kaiju would normally be immune to such an
priesthood that she ripped the crystal from the effect.
body of a fell being who had been summoned
from The Dark Tapestry between the stars and Destruction
infused it with some of her divine essence so she The Star of Daikaiju can be broken, but it
could gain some control over these new beasts of cannot be ruined unless it is crushed under a
war. At the end of the war some were kaiju’s foot that has never killed a human by
transformed into the heralds of the gods by the accident.
Star, others into instruments of their wrath. It
was used during the Insurrection of Adventure to
help overthrow the Immortal Emperor Cynmark Medieval Kaiju
the Dread Lich and during the Battle of the One minor problem which should addressed
Shifting Shore when the Questors fought the by GMs in that most adventuring is done in a
minions of The Solstice King of the Fey Courts. fantasy quasi-medieval setting, while most Kaiju
But it was lost 20 years ago during the last day of are the result of a modern film-making Genre.
battle and no one knows its current whereabouts. Introducing a Kaiju might disrupt your player’s
suspension of disbelief in your setting. However
Abilities: remember there are plenty of examples of
The Star of Daikaiju can allow someone mythological Kaiju for us to draw upon. From the
holding it if they have at least 2 HD or a Charisma Norse you have Jormugandr, the World Serpent,
score of 13 or higher to gain control of a creature Ymir THE frost giant, and Fenrir the Wolf. From
with the Kaiju subtype as an immediate action for the Greeks you have the titan Typhon, Scylla, and
a number of rounds equal to 1 + her Charisma Charybdis. From the Hindu we have
modifier (minimum +1), there is no saving throw Kumbhakarna the Rakshasha. From the
for this effect. The same bearer cannot use the Abrahamic traditions you have Leviathan,
star to control the same Kaiju for 24 hours once Behemoth, and Ziz. Adding the stories of Kaiju
the duration has ended. As such it is often passed to the mythology of the world will help reinforce
around a group of people as at a minimum it will a player’s suspension of disbelief rather than
allow a subject to gain control of kaiju for at least disrupting it and sometimes it’s worth shattering
two rounds. Commands to the Kaiju are part of it so you can have a fun time using giant
this immediate action, and are telepathic but in monsters.
all other ways this functions as a dominate
OPEN GAME LICENSE Version 1.0a order, or governmental regulation then You may not Use any Open Game Material so
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 affected.
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material including derivative works and translations (including into other computer 14 Reformation: If any provision of this License is held to be unenforceable, such
languages), potation, modification, correction, addition, extension, upgrade, provision shall be reformed only to the extent necessary to make it enforceable.
improvement, compilation, abridgment or other form in which an existing work may be 15 COPYRIGHT NOTICE
recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, Open Game License v 1.0a Copyright 2000–2005, Wizards of the Coast, Inc. d20
lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game System Reference Document Copyright 2000-2005, Wizards of the Coast, Inc.; authors
Content" means the game mechanic and includes the methods, procedures, processes Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan,
and routines to the extent such content does not embody the Product Identity and is an Rich Redman, and Bruce R. Cordell, based on original material by E. Gary Gygax and
enhancement over the prior art and any additional content clearly identified as Open Dave Arneson.
Game Content by the Contributor, and means any work covered by this License, Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason
including translations and derivative works under copyright law, but specifically Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
excludes Product Identity. (e) "Product Identity" means product and product line Pathfinder Campaign Setting: Inner Sea Bestiary. © 2012 Paizo Publishing, LLC; Authors
names, logos and identifying marks including trade dress; artifacts; creatures Jim Groves, James Jacobs, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, F.
characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, Wesley Schneider, James L. Sutter, Russ Taylor, and Greg A. Vaughan.
artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC;
graphic, photographic and other visual or audio representations; names and Author: Jason Bulmahn.
descriptions of characters, spells, enchantments, personalities, teams, personas, Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason
likenesses and special abilities; places, locations, environments, creatures, equipment, Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors: Wolfgang
other trademark or registered trademark clearly identified as Product identity by the Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim
owner of the Product Identity, and which specifically excludes the Open Game Content; Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob
(f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,
Contributor to identify itself or its products or the associated products contributed to Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material
the Open Game License by the Contributor (g) "Use", "Used" or "Using" by Jonathan Tweet, Monte Cook, and Skip Williams.
means to use, Distribute, copy, edit, format, modify, translate and otherwise create Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors Jesse
Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary,
terms of this agreement. Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on
2. The License: This License applies to any Open Game Content that contains a notice material by Jonathan Tweet, Monte Cook, and Skip Williams.
indicating that the Open Game Content may only be Used under and in terms of this Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis
License. You must affix such a notice to any Open Game Content that you Use. No terms Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy
may be added to or subtracted from this License except as described by the License Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen
itself. No other terms or conditions may be applied to any Open Game Content Radney MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
distributed using this License. Pathfinder Roleplaying Game Mythic Adventures. © 2013, Paizo Publishing, LLC; Authors:
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse
of the terms of this License. Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson,
4. Grant and Consideration: In consideration for agreeing to use this License, the Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with Ray Vallese.
the exact terms of this License to Use, the Open Game Content. Pathfinder Roleplyaing Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors
5.Representation of Authority to Contribute: If You are contributing original material Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen
as Open Game Content, You represent that Your Contributions are Your original Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
creation and/or You have sufficient rights to grant the rights conveyed by this License. Tick, Giant from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author:
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of Scott Greene, based on original material by Gary Gygax.
this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Yeti from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author Scott Greene,
Content You are copying, modifying or distributing, and You must add the title, the based on original material by Gary Gygax.
copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any #1 With a Bullet Point: 10 Monster Feats. © 2011, Super Genius Games; Author Owen K.C.
original Open Game Content you Distribute. Stephens.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an 101 Monster Feats. © 2011 Steven D. Russell; Author Steven D. Russell.
indication as to compatibility, except as expressly licensed in another, independent Advanced Bestiary. © 2004, Green Ronin Publishing, LLC; Author: Matt Sernett.
Agreement with the owner of each element of that Product Identity. You agree not to The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
indicate compatibility or co-adaptability with any Trademark or Registered Trademark The Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona,
in conjunction with a work containing Open Game Content except as expressly licensed Chris Pramas, Robert J. Schwalb.
in another, independent Agreement with the owner of such Trademark or Registered The Genius Guide To: Horrifically Overpowered Feats. © 2012, Super Genius Games;
Trademark. The use of any Product Identity in Open Game Content does not constitute Author: Owen K.C. Stephens.
a challenge to the ownership of that Product Identity. The owner of any Product Identity Psionics Unleashed. ©2010, Dreamscarred Press.
used in Open Strategists and Tacticians. © 2010, 4 Winds Fantasy Gaming; Author Ryan Costello, Jr.
Game Content shall retain all rights, title and interest in and to that Product Identity. Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark
8. Identification: If you distribute Open Game Content You must clearly indicate which Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis
portions of the work that you are distributing are Open Game Content. Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
The Tome of Horrors II. © 2004, Necromancer Games, Inc.; Author: Scott Greene.
All Logos, Book Titles, Introduction text, Description Text, Proper Names Tome of Horrors III. © 2005, Necromancer Games, Inc; Author: Scott Greene, with Casey
(excluding the names of the kaiju), GMing Advice, and Images are product Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis Hawvermale, Ian S.
identity all other content is open gaming content. Johnston, Patrick Lawinger, Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and
Bill Webb.
Open Content is the designated as follows: all magic items, feats, psionics, Kaiju Codex. © copyright 2015 Steven D. Russell; Authors Elaine Betts and Justin P.
stat-blocks, Kaiju (and the iron knight) including their names. Sluder

9. Updating the License: Wizards or its designated Agents may publish updated versions
of this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this
License.
10 Copy of this License: You MUST include a copy of this License with every copy of the
Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content
using the name of any Contributor unless You have written permission from the
Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this
License with respect to some or all of the Open Game Content due to statute, judicial

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