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Dragons

Dragons have a number of special attacks and special qualities unique to their race.

Dragon Senses (Ex): Dragons have darkvision 120 ft. and blindsense 60 ft. They see four
times as well as a human in dim light and twice as well in normal light.
Boundless Mind (Ex): All dragons have the boundless mind ability, though obviously
this ability benefits only those who train as spellcasters.
Bite: This is a primary attack that deals the indicated damage plus 1-1/2 times the dragon's
Strength bonus (even though it has more than one attack). A dragon's bite attack has reach
as if the creature were one size category larger (+10 feet for Colossal dragons).
Claws: These primary attacks deal the indicated damage plus the dragon's Strength bonus.
Wings: The dragon can slam foes with its wings, even when flying. Wing attacks are
secondary attacks that deal the indicated damage plus 1/2 the dragon's Strength bonus.
Tail Slap: The dragon can slap one foe each round with its tail. A tail slap is a secondary
attack that deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (this is
an exception to the normal secondary attack rules).
Crush (Ex): A flying or jumping Huge or larger dragon can land on foes as a standard
action, using its whole body to crush them. Crush attacks are effective only against
opponents three or more size categories smaller than the dragon. A crush attack affects as
many creatures as fit in the dragon's space. Creatures in the affected area must succeed on
a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically
taking bludgeoning damage during the next round unless the dragon moves off them. If the
dragon chooses to maintain the pin, it must succeed at a combat maneuver check as
normal. Pinned foes take damage from the crush each round if they don't escape. A crush
attack deals the indicated damage plus 1-1/2 times the dragon's Strength bonus.
Tail Sweep (Ex): This allows a Gargantuan or larger dragon to sweep with its tail as a
standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a
Colossal dragon), extending from an intersection on the edge of the dragon's space in any
direction. Creatures within the swept area are affected if they are four or more size
categories smaller than the dragon. A tail sweep automatically deals the indicated damage
plus 1-1/2 times the dragon's Strength bonus (round down). Affected creatures can attempt
Reflex saves to take half damage (DC equal to that of the dragon's breath weapon).
Breath Weapon (Su): Using a breath weapon is a standard action. Once a dragon
breathes, it can’t breathe again until 1d4 rounds later. A blast from a breath weapon
always starts at any intersection (i.e., where any two lines meet on a 5-foot battlemat)
adjacent to the dragon and extends in a direction of the dragon’s choice, with an area as
noted in the dragon’s description. If the breath weapon deals damage, creatures caught
in the area can attempt Reflex saves to take half damage. The save DC against a breath
weapon is 10 + 1/2 dragon’s HD + dragon’s Sta modifier. Saves against non-damaging
breath weapons use the same DC; the kind of saving throw is noted in the dragon’s
description. Breath weapons that deal damage deal a number of dice of damage equal to
half the dragon’s Hit Dice. The die size varies based on the dragon type.
Frightful Presence (Ex): Some dragons can unsettle foes with their mere presence.
The ability takes effect automatically whenever the dragon attacks, charges or flies
overhead. Creatures within the given radius are subject to the effect if they have fewer Hit
Dice than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 +
1/2 dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful
presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6
rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the
frightful presence of other dragons.
Immunities (Ex): Dragons are immune to magic sleep effects and to all paralysis effects.

BLACK DRAGON
Black Whelp CR 5
XP 1,600
NE Medium dragon (earth, fire)
Init +4; Senses dragon senses; Perception +14
Defense
AC 19, touch 10, flat-footed 19 (+9 natural)
hp 76 (9d12+18)
Fort +8, Ref +6, Will +7
DR 5/magic; Immune fire, paralysis, sleep
Weakness vulnerability to cold
Offense
Speed 60 ft., fly 150 ft. (average), swim 60 ft.
Melee bite +12 (1d8+4), 2 claws +12 (1d6+4), 2 wings +10 (1d4+3)
Special Attacks breath weapon (30-ft. cone, DC 17, 4d10 half fire, half shadow), vicious
Spell-Like Abilities (CL 9th)
3/day—suggestion (DC 15)
2/day—produce flame
1/day—detect thought (DC 14), endure elements
Statistics
Str 17, Agy 10, Sta 15, Int 12, Spt 13, Cha 14
Base Atk +9; CMB +13; CMD 23 (27 vs. trip)
Feats Blind-Fight, Improved Initiative, Multiattack, Power Attack, Skilled (Perception and
Sense Motive)
Skills Alchemy +8, Appraise +9, Bluff +11, Climb +11, Diplomacy +9, First Aid +7,
Knowledge (arcana, nature) +8, Intimidate +13, Linguistics +8, Perception +14, Sense
Motive +14, Spellcraft +8, Swim +11
Languages Common, Draconic
SQ boundless mind
Breath Weapon (Su) 30-ft. cone, 4d10 half fire half shadow, Reflex DC 16 half. A black
dragon exhales a massive jet of lava in an incinerating cone, reducing its targets to ash.
Vicious (Ex) The black dragon adds one and a half of its strength modifier to all its primary
natural weapon damage and full strenght modifier to all its secondary natural weapon.
Skills A black dragon gains a +4 racial bonus on Influence checks made to demoralize.

Black Drake CR 15
XP 51,200
NE Huge dragon (earth, fire)
Init +4; Senses dragon senses; Perception +26
Aura frightful presence (180 ft., DC 27)
Defense
AC 31, touch 8, flat-footed 31 (+23 natural, –2 size)
hp 324 (24d12+168)
Fort +21, Ref +14, Will +17
DR 15/magic; Immune fire, paralysis, sleep; SR 25
Weaknesses vulnerability to cold
Offense
Speed 60 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +33 (2d8+16/19–20), 2 claws +33 (2d6+16/19–20), 2 wings +31 (1d8+11), tail
+31 (2d6+11)
Space 15 ft., Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (60-ft. cone, DC 31, 12d10 half fire, half shadow), crush
(2d8+16 [Reflex DC 31]), vicious
Spell-Like Abilities (CL 24th)
3/day—suggestion (DC 18)
2/day—fire blast (DC 21), produce flame, shockwave (DC 18)
1/day—detect thought (DC 17), endure elements
Statistics
Str 33, Agy 10, Sta 25, Int 16, Spt 17, Cha 20
Base Atk +24; CMB +37; CMD 47 (51 vs. trip)
Feats Ability Focus (breath weapon), Blind-Fight, Cleave, Flyby Attack, Hover, Improved
Critical (bite, claw), Improved Initiative, Multiattack, Power Attack, Skilled (Perception
and Sense Motive), Vital Strike
Skills Alchemy +22, Appraise +22, Bluff +24, Climb +31, Diplomacy +24, First Aid +22,
Knowledge (arcana, nature) +22, Intimidate +30, Linguistics +12, Perception +26, Sense
Motive +26, Spellcraft +22, Swim +31
Languages Common, Draconic, 2 more
SQ boundless mind
Vicious (Ex) The black dragon adds one and a half of its strength modifier to all its natural
weapon damage.
Skills A black dragon gains a +4 racial bonus on Intimidate checks.

BLUE DRAGON
Blue Whelp CR 5
XP 1,600
LN Medium dragon (cold, earth)
Init +4; Senses dragon senses; Perception +14
Defense
AC 19, touch 10, flat-footed 19 (+9 natural)
hp 67 (9d12+9)
Fort +7, Ref +6, Will +10
DR 5/magic; Immune cold, paralysis, sleep
Weakness vulnerability to fire
Offense
Speed 60 ft., fly 150 ft. (average), swim 60 ft.
Melee bite +11 (1d8+3), 2 claws +11 (1d6+2), 2 wings +9 (1d4+1)
Special Attacks breath weapon (30-ft. cone, DC 15, 6d6 cold)
Spell-Like Abilities (CL 9th)
3/day— detect thoughts (DC 14), obscuring mist, wavesend
2/day— fog cloud, speak with dead
1/day— control weather, waterworks
Statistics
Str 15, Agy 10, Sta 12, Int 16, Spt 14, Cha 14
Base Atk +9; CMB +11; CMD 21 (25 vs. trip)
Feats Blind-Fight, Improved Initiative, Iron Will, Multiattack, Skilled (Perception and
Sense Motive)
Skills Alchemy +8, Appraise +9, Bluff +11, Climb +11, Diplomacy +9, First Aid +7,
Knowledge (arcana, nature) +8, Intimidate +13, Linguistics +8, Perception +14, Sense
Motive +14, Spellcraft +8, Swim +11
Languages Common, Draconic, 3 more
SQ boundless mind
Breath Weapon (Su): 30-ft. cone, damage 6d6 cold, Reflex DC 15 half; secondary effect:
mana burn as a 4th-level caster.
Water Breathing (Ex): A blue dragon can breathe underwater indefinitely and can use his
breath weapon, spells and other abilities while submerged.
Skills: A blue dragon has a +8 racial bonus on Swim checks to perform a special action or
avoid a hazard. In addition, a blue dragon can always choose to take 10 on a Swim check,
even when distracted or endangered. A blue dragon can use the run action while
swimming, provided he swims in a straight line.

Blue Drake CR 15
XP 51,200
LN Huge dragon (cold, earth)
Init +4; Senses dragon senses; Perception +26
Aura frightful presence (180 ft., DC 27)
Defense
AC 31, touch 8, flat-footed 31 (+23 natural, –2 size)
hp 276 (24d12+120)
Fort +19, Ref +14, Will +21
DR 15/magic; Immune cold, paralysis, sleep; SR 25
Weaknesses vulnerability to fire
Offense
Speed 60 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +31 (2d8+13/19–20), 2 claws +31 (2d6+9/19–20), 2 wings +29 (1d8+4), tail
+29 (2d6+13)
Space 15 ft., Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (60-ft. cone, DC 29, 12d6 cold), crush (2d8+13 [Reflex
DC 29])
Spell-Like Abilities (CL 24th)
3/day— detect thoughts (DC 17), obscuring mist, wavesend
2/day— fog cloud, speak with dead
1/day— control weather, greater dispel magic, waterworks
Statistics
Str 29, Agy 10, Sta 20, Int 22, Spt 20, Cha 20
Base Atk +24; CMB +35; CMD 45 (49 vs. trip)
Feats Ability Focus (breath weapon), Blind-Fight, Cleave, Flyby Attack, Hover, Improved
Critical (bite, claw), Improved Initiative, Iron Will, Multiattack, Power Attack, Skilled
(Perception and Sense Motive)
Skills Alchemy +22, Appraise +22, Bluff +24, Climb +31, Diplomacy +24, First Aid +22,
Knowledge (arcana, nature) +22, Intimidate +30, Linguistics +12, Perception +26, Sense
Motive +26, Spellcraft +22, Swim +31
Languages Common, Draconic, 5 more
SQ boundless mind
Breath Weapon (Su): 60-ft. cone, damage 12d6 cold, Reflex DC 27 half; secondary
effect: mana burn as a 12th-level caster.

BRONZE DRAGON
Bronze Whelp CR 5
XP 1,600
LN Medium dragon (air)
Init +5; Senses dragon senses; Perception +14
Defense
AC 21, touch 12, flat-footed 19 (+1 Agy, +1 dodge, +9 natural)
hp 67 (9d12+9)
Fort +11, Ref +10, Will +12
DR 5/magic; Immune electricity, paralysis, sleep
Weakness vulnerability to cold
Offense
Speed 60 ft., fly 150 ft. (average), swim 60 ft.
Melee bite +10 (1d8+1), 2 claws +10 (1d6), 2 wings +8 (1d4)
Special Attacks breath weapon (30-ft. cone, DC 15, 4d6 fire)
Spell-Like Abilities (CL 9th)
3/day—arcane missiles, dancing lights, lesser lighting shield (DC 13)
2/day—lighting shield
1/day—discern location
Statistics
Str 12, Agy 13, Sta 12, Int 14, Spt 16, Cha 14
Base Atk +9; CMB +10; CMD 22 (26 vs. trip)
Feats Blind-Fight, Dodge, Improved Initiative, Multiattack, Skilled (Perception and Sense
Motive)
Skills Alchemy +10, Appraise +11, Climb +10, Diplomacy +10, First Aid +11, Knowledge
(arcana, history, local) +11, Intimidate +10, Linguistics +10, Perception +14, Sense Motive
+14, Spellcraft +11, Swim +10
Languages Common, Draconic, 1 more
SQ boundless mind, insightful
Insightful (Ex): A bronze dragon adds his Spirit modifier to his saving throws checks.
Breath Weapon (Su): 30-ft. cone, 4d6 fire, Reflex DC 15 half; secondary effect
accelerated aging, Will DC 15 negates. A bronze dragon’s breath weapon is a searing
cone of superheated sand; this attack also causes accelerated aging in its victims — an
affected creature immediately ages 10% of its natural lifespan.

Bronze Drake CR 15
XP 51,200
LN Huge dragon (air)
Init +5; Senses dragon senses; Perception +34
Aura frightful presence (180 ft., DC 27)
Defense
AC 33, touch 10, flat-footed 31 (+1 Agy, +1 dodge, +23 natural, –2 size)
hp 276 (24d12+120)
Fort +19, Ref +15, Will +20
DR 15/magic; Immune fire, paralysis, sleep; SR 25
Weaknesses vulnerability to cold
Offense
Speed 60 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +31 (2d8+12/19–20), 2 claws +30 (2d6+8), 2 wings +28 (1d8+4), tail +28
(2d6+12)
Space 15 ft., Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (60-ft. cone, DC 29, 12d6 fire), crush (2d8+12 [Reflex DC
29])
Spell-Like Abilities (CL 24th)
3/day—arcane missile, dancing lights, lesser lighting guardians (DC 16)
2/day—lighting shield, lighting bolt (DC 18), iron body
1/day—discern location
Statistics
Str 27, Agy 13, Sta 20, Int 20, Spt 22, Cha 20
Base Atk +24; CMB +34; CMD 46 (51 vs. trip)
Feats Ability Focus (breath weapon), Blind-Fight, Dodge, Flyby Attack, Hover, Improved
Critical (bite), Improved Initiative, Mobility, Multiattack, Skilled (Perception and Sense
Motive), Weapon Focus (bite), Wingover
Skills Alchemy +26, Appraise +26, Climb +30, Diplomacy +26, First Aid +27, Knowledge
(arcana, history, local) +28, Intimidate +26, Linguistics +26, Perception +34, Sense
Motive +34, Spellcraft +26, Swim +30
Languages Common, Draconic, 2 more
SQ boundless mind, insightful
Breath Weapon (Su): 60-ft. cone, 12d6 fire, Reflex DC 29 half; secondary effect,
affected creature immediately ages 10% of its natural lifespan, Will DC 29 negates.

GREEN DRAGON
Green Whelp CR 5
XP 1,600
NG Medium dragon (air)
Init +5; Senses dragon senses, greensight 60 ft.; Perception +13
Defense
AC 20, touch 11, flat-footed 19 (+1 Agy, +9 natural)
hp 67 (9d12+9)
Fort +7, Ref +6, Will +9
DR 5/magic; Immune paralysis, poison, sleep
Offense
Speed 60 ft., fly 150 ft. (average), swim 60 ft.
Melee bite +11 (1d8+3), 2 claws +11 (1d6+2), 2 wings +9 (1d4+1)
Special Attacks breath weapon (20-ft. cone, DC 15, 4d6 acid)
Spell-Like Abilities (CL 9th)
3/day— cure light wounds, entangling roots (DC 15), roar
2/day—charm animal (DC 13)
1/day—commune with nature
Statistics
Str 15, Agy 10, Sta 13, Int 12, Spt 17, Cha 14
Base Atk +9; CMB +11; CMD 21 (25 vs. trip)
Feats Blind-Fight, Flyby Attack, Improved Initiative, Multiattack, Skilled (Perception and
Sense Motive)
Skills Alchemy +8, Appraise +8, Climb +9, Diplomacy +9, First Aid +11, Knowledge
(arcana, history, local) +8, Intimidate +9, Linguistics +8, Perception +13, Sense Motive
+13, Spellcraft +8, Swim +9
Languages Common, Darnassian, Draconic
SQ boundless mind
Greensight (Su) A green dragon can see through thick plant matter as though it were
transparent, usually with a range of 60 feet. Leaves, vines, greenery, and undergrowth offer
no concealment to the monster's sight, though solid wood still blocks its line of sight.
Breath Weapon (Su) 20-ft. cone, damage 4d6 acid, Reflex DC 15 half; secondary effect,
sleep as 4th-level caster, Will DC 15 negates. A green dragon breathes a cone of noxious
emerald-colored gas that burns flesh and subjects all within the cone to an effect identical
to that of the sleep spell, except that there is no Hit Dice limit.

Green Drake CR 15
XP 51,200
NG Huge dragon (air)
Init +5; Senses dragon senses; Perception +38
Aura frightful presence (180 ft., DC 27)
Defense
AC 31, touch 8, flat-footed 31 (+23 natural, –2 size)
hp 276 (24d12+120)
Fort +19, Ref +14, Will +22
DR 15/magic; Immune paralysis, poison, sleep; SR 25
Offense
Speed 60 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +31 (2d8+13/19–20), 2 claws +31 (2d6+9), 2 wings +29 (1d8+4), tail +29
(2d6+13)
Space 15 ft., Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (40-ft. cone, DC 28, 12d6 acid), crush (2d8+13 [Reflex
DC 28])
Spell-Like Abilities (CL 24th)
3/day— cure light wounds, entangling roots (DC 18), roar
2/day—charm animal (DC 16), quickened mark of the wild
1/day—commune with nature
Statistics
Str 29, Agy 10, Sta 19, Int 16, Spt 27, Cha 20
Base Atk +24; CMB +35; CMD 45 (49 vs. trip)
Feats Ability Focus (breath weapon), Blind-Fight, Careful Strike, Flyby Attack, Hover,
Improved Critical (bite), Improved Initiative, Multiattack, Power Attack, Quickened Spell-
Like Ability (mark of the wild), Skilled (Perception and Sense Motive), Wingover
Skills Alchemy +21, Appraise +21, Climb +27, Diplomacy +23, First Aid +27, Knowledge
(arcana, nature, the planes) +21, Intimidate +23, Linguistics +13, Perception +38, Sense
Motive +38, Spellcraft +21, Swim +27
Languages Common, Darnassian, Draconic, 1 more
SQ boundless mind
Breath Weapon (Su) 40-ft. cone, damage 12d6 acid, Reflex DC 28 half; secondary effect,
sleep as 12th-level caster, Will DC 28 negates. A green dragon breathes a cone of noxious
emerald-colored gas that burns flesh and subjects all within the cone to an effect identical
to that of the sleep spell, except that there is no Hit Dice limit.

RED DRAGON
Red Whelp CR 5
XP 1,600
NG Medium dragon (fire)
Init +4; Senses dragon senses; Perception +12
Defense
AC 19, touch 10, flat-footed 19 (+9 natural)
hp 85 (9d12+27)
Fort +8, Ref +6, Will +8
DR 5/magic; Immune disease, fire, paralysis, sleep
Weaknesses vulnerability to cold
Offense
Speed 60 ft., fly 150 ft. (average), swim 60 ft.
Melee bite +11 (1d8+3), 2 claws +11 (1d6+2), 2 wings +9 (1d4+1)
Special Attacks breath weapon (30-ft. line, DC 16, 4d10 half fire, half holy)
Spell-Like Abilities (CL 9th)
3/day—cure light wounds, firebolt (DC 17), tongues
2/day—speak with animals
1/day—detect thoughts (DC 15)
Statistics
Str 15, Agy 10, Sta 15, Int 12, Spt 14, Cha 16
Base Atk +9; CMB +11; CMD 21 (25 vs. trip)
Feats Blind-Fight, Improved Initiative, Multiattack, Skilled (Perception and Sense
Motive), Toughness
Skills Alchemy +8, Appraise +8, Climb +10, Diplomacy +12, First Aid +11, Knowledge
(arcana, nature, religion) +8, Intimidate +11, Linguistics +8, Perception +12, Sense Motive
+12, Spellcraft +8, Swim +10
Languages Common, Draconic, 1 more
SQ boundless mind, endless health
Endless Health (Ex): A red dragon is immune to any form of disease, natural or magical.
Breath Weapon (Su): 30-ft. line, damage 4d10 half fire, half holy Reflex DC 16 half;
secondary effect, scorch and renew land. A red dragon breathes a white-hot line of
superheated air and flame. This flame also sears any ground that it strikes: it burns
away all soil and vegetation, which starts to grow back within 1d4 days, but three times as
bountiful as before. (Plants bear three times their original crop, grow at three times
their natural rate, and so forth.) The affected land is otherwise refreshed, renewed, and
healthy, and is immune to any disease or ailment for one full year.

Red Drake CR 15
XP 51,200
NG Huge dragon (fire)
Init +4; Senses dragon senses; Perception +30
Aura frightful presence (180 ft., DC 28)
Defense
AC 32, touch 8, flat-footed 31 (+24 natural, –2 size)
hp 348 (24d12+192)
Fort +21, Ref +14, Will +19
DR 15/magic; Immune disease, fire, paralysis, sleep; SR 25
Offense
Speed 60 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +31 (3d8+13/19–20), 2 claws +31 (2d6+9), 2 wings +29 (1d8+4), tail +29
(2d6+13)
Space 15 ft., Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (60-ft. line, DC 31, 12d10 half fire, half holy), crush
(2d8+13 [Reflex DC 31])
Spell-Like Abilities (CL 24th)
3/day—cure light wounds, firebolt (DC 20), tongues
2/day—speak with animals, heal, dispel magic
1/day—detect thoughts (DC 18)
Statistics
Str 29, Agy 10, Sta 25, Int 16, Spt 20, Cha 22
Base Atk +24; CMB +35; CMD 45 (49 vs. trip)
Feats Ability Focus (breath weapon), Blind-Fight, Flyby Attack, Hover, Improved Critical
(bite), Improved Initiative, Improved Natural Armor, Improved Natural Attack (bite),
Multiattack, Power Attack, Skilled (Perception and Sense Motive), Toughness
Skills Alchemy +21, Appraise +21, Climb +28, Diplomacy +27, First Aid +26, Knowledge
(arcana, nature, religion) +21, Intimidate +24, Linguistics +15, Perception +30, Sense
Motive +30, Spellcraft +21, Swim +28
Languages Common, Draconic, 2 more
SQ boundless mind
Breath Weapon (Su): 60-ft. line, damage 12d10 half fire, half holy, Reflex DC 31 half;
secondary effect scorch and renew land.

NETHER DRAGON
Nether Whelp CR 5
XP 1,600
N Medium dragon
Init +7; Senses dragon senses; Perception +10
Defense
AC 23, touch 14, flat-footed 19 (+3 Agy, +1 dodge, +9 natural)
hp 76 (9d12+18)
Fort +8, Ref +9, Will +7
DR 5/magic; Immune paralysis, sleep
Offense
Speed 60 ft., fly 150 ft. (average), swim 60 ft.
Melee bite +10 (1d8+1), 2 claws +11 (1d6+1), 2 wings +9 (1d4)
Special Attacks breath weapon (30-ft. line, DC 16, 6d10)
Spell-Like Abilities (CL 9th)
at will—phase shift
1/day—ethereal jaunt (DC 17)
Statistics
Str 10, Agy 17, Sta 15, Int 12, Spt 13, Cha 15
Base Atk +9; CMB +10; CMD 24 (28 vs. trip)
Feats Blind-Fight, Dodge, Improved Initiative, Multiattack, Skilled (Perception and Sense
Motive)
Skills Acrobatics +14, Appraise +8, Climb +8, Diplomacy +10, First Aid +8, Knowledge
(arcana, the planes) +8, Intimidate +10, Linguistics +8, Perception +10, Sense Motive +10,
Spellcraft +8, Stealth +14, Swim +8
Languages Common, Draconic, 1 more
SQ boundless mind
Breath Weapon (Su): 30-ft. Cone, 4d10, arcane damage, Reflex DC 16 half. A nether
dragon exhales a so-called 'nether flame'.
Skills: A nether dragon has a +4 racial bonus to Acrobatics checks made to jump.

CHROMATIC DRAGON
Chromatic Whelp CR 6
XP 2,400
NE Medium dragon (air, cold, earth, fire)
Init +4; Senses dragon senses; Perception +14
Defense
AC 20, touch 10, flat-footed 20 (+10 natural)
hp 85 (9d12+27)
Fort +10, Ref +6, Will +9
DR 5/magic; Immune paralysis, sleep; Resist acid 10, fire 10, cold 10
Offense
Speed 40 ft., fly 150 ft. (poor), swim 60 ft.
Melee bite +12 (1d8+3), 2 claws +12 (1d6+3), 2 wings +10 (1d4+1)
Special Attacks breath weapon (DC 17)
Spell-Like Abilities (CL 9th)
3/day—protection from evil, purify food and drink, tongues
2/day—speak with animals
1/day—detect thoughts (DC 14).
Statistics
Str 17, Agy 10, Sta 16, Int 14, Spt 16, Cha 14
Base Atk +9; CMB +13; CMD 23 (27 vs. trip)
Feats Blind-Fight, Improved Initiative, Multiattack, Power Attack, Skilled (Perception and
Sense Motive)
Skills Alchemy +8, Appraise +9, Bluff +11, Climb +11, Diplomacy +9, First Aid +7,
Knowledge (arcana, nature) +8, Intimidate +13, Linguistics +8, Perception +14, Sense
Motive +14, Spellcraft +8, Swim +11
Languages Common, Draconic
SQ boundless mind
Breath Weapon (Su) Chromatic dragons possess the breath weapons of each of the five
flights. The dragon may choose which breath weapon to use when it breathes, but it still
must wait 1d4 rounds before using any other breath weapon. The DC for all saves is 17. It
chooses one of the following:
Black Breath: 30-ft. cone, 4d10 half fire, half shadow.
Blue Breath: 30-ft. cone, 4d6 cold; secondary effect mana burn (as a 4th-level caster).
Bronze Breath: 30-ft. cone, 4d6 fire; secondary effect accelerated aging.
Green Breath: 20-ft. cone, 4d6 acid; secondary effect sleep (as 4th-level caster).
Red Breath: 30-ft. line, 4d10 fire; secondary effect scorch and renew land.
Skills A black dragon gains a +4 racial bonus on Intimidate checks.

Chromatic Drake CR 17
XP 51,200
NE Huge dragon (air, cold, earth, fire)
Init +4; Senses dragon senses; Perception +26
Aura frightful presence (180 ft., DC 27)
Defense
AC 31, touch 8, flat-footed 31 (+23 natural, –2 size)
hp 348 (24d12+192)
Fort +22, Ref +14, Will +20
DR 15/magic; Immune paralysis, sleep; Resist acid 30, fire 30, cold 30; SR 27
Offense
Speed 60 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +33 (2d8+11/19–20), 2 claws +33 (2d6+11/19–20), 2 wings +31 (1d8+5), tail
+31 (2d6+5)
Space 15 ft., Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (DC 32), crush (2d8+16 [Reflex DC 32])
Spell-Like Abilities (CL 24th)
3/day—protection from evil, purify food and drink, tongues
2/day—speak with animals, dispel magic, heal
1/day—detect thoughts (DC 17)
Statistics
Str 33, Agy 10, Sta 26, Int 20, Spt 22, Cha 20
Base Atk +24; CMB +37; CMD 47 (51 vs. trip)
Feats Ability Focus (breath weapon), Blind-Fight, Cleave, Flyby Attack, Hover, Improved
Critical (bite, claw), Improved Initiative, Multiattack, Power Attack, Skilled (Perception
and Sense Motive), Vital Strike
Skills Alchemy +22, Appraise +22, Bluff +24, Climb +31, Diplomacy +24, First Aid +22,
Knowledge (arcana, nature) +22, Intimidate +30, Linguistics +12, Perception +26, Sense
Motive +26, Spellcraft +22, Swim +31
Languages Common, Draconic, 2 more
SQ boundless mind
Breath Weapon (Su) The DC for all saves is 32.
Black Breath: 50-ft. cone, 12d10 half fire, half shadow.
Blue Breath: 50-ft. cone, 12d6 cold; secondary effect mana burn (as a 12th-level caster).
Bronze Breath: 60-ft. cone, 12d6 fire; secondary effect accelerated aging.
Green Breath:40-ft. cone, 12d6 acid; secondary effect sleep (as 12th-level caster).
Red Breath: 60-ft. line, 12d10 fire; secondary effect scorch and renew land.

NETHER DRAGON
Nether Drake CR 15
XP 51,200
N Huge dragon
Init +4; Senses dragon senses; Perception +30
Aura frightful presence (180 ft., DC 27)
Defense
AC 35, touch 12, flat-footed 31 (+3 Agy, +1 dodge, +31 natural, –2 size)
hp 324 (24d12+168)
Fort +21, Ref +14, Will +19
DR 15/magic; Immune disease, fire, paralysis, sleep; SR 25
Offense
Speed 60 ft., fly 200 ft. (poor), swim 60 ft.
Melee bite +30 (2d8+12/19–20), 2 claws +31 (2d6+8), 2 wings +28 (1d8+4), tail +28
(2d6+12)
Space 15 ft., Reach 10 ft. (15 ft. with bite)
Special Attacks breath weapon (60-ft. line, DC31, 12d10 arcane), crush (2d8+12 [Reflex
DC 31])
Spell-Like Abilities (CL 24th)
at will—phase shift
1/day—ethereal jaunt (DC 17)
Statistics
Str 27, Agy 17, Sta 25, Int 16, Spt 17, Cha 21
Base Atk +24; CMB +34; CMD 48 (52 vs. trip)
Feats Ability Focus (breath weapon), Blind-Fight, Dodge, Flyby Attack, Hover, Improved
Initiative, Multiattack, Power Attack, Reckless Attack, Skilled (Perception and Sense
Motive), Weapon Focus (claw), Wingover
Skills Acrobatics +14, Appraise +8, Climb +8, Diplomacy +10, First Aid +8, Knowledge
(arcana, the planes) +8, Intimidate +10, Linguistics +8, Perception +10, Sense Motive +10,
Spellcraft +8, Stealth +14, Swim +8
Languages Common, Draconic, 2 more
SQ boundless mind
Breath Weapon (Su): 60-ft. Cone, 12d10 arcane, Reflex DC 29 half. A nether dragon
exhales a so-called 'nether flame' that is of no particular element.
Skills: A nether dragon has a +4 racial bonus to Acrobatics checks made to jump.
Alternatively, instead of the spell-like abilities, Nether Dragons (whelps and drakes) could
have the following protective ability, created by Rend Blackhand:
Nether Protection (Su): Once every 1d6 rounds, the Nether Whelp/Drake melds with
twisting nether, granting them protection against spells and attacks. The nether
whelp/drake spends a swift action and, until the beginning of their next turn, he gains the
following defenses
-Damage Reduction 5/15/- instead of Damage Reduction 5/15/Magic
-Spell Resistance 25/35 note the nether drake is granted +10 while the whelp is given Spell
Resistance 25 instead of nothing during this time.
-Displacement: As the spell.

Eredar Warlock CR 23
XP 819,200
CE Huge outsider (chaotic, demon, evil, extraplanar)
Init +4; Senses darkvision 60 ft., blindsight 60 ft., see in darkness; Perception +38
Aura frightful presence (DC 39)
Defense
AC 41, touch 28, flat-footed 41 (-2 size, +10 unholy, +10 deflection, +1 luck, +12 natural)
hp 406 (28d10+252); regeneration 20 (holy)
Fort +18, Ref +18, Will +23
DR 15/good and epic; Immune demon traits, fire; Resist acid 20, cold 20, electricity 20;
SR 34
Offense
Speed 50 ft. (10 squares), fly 90 ft. (good)
Melee 2 claws +37 (2d8+11 plus 1d6 fire plus 1d6 shadow)
Special Attacks fel strike
Warlock Spells (CL 20th): 410 mana points, max spell level 9th, (DC spells 23 + spell
level, 24 + spell level for conjuration spell).
Spell-Like Abilities (CL 20th; save DC 20 + spell level)
At will-eye of Kilrogg, arcane mark, contingency, control undead, darkness, detect
magic, detect scrying, dimension door, disguise self, geas/quest, greater dispel magic,
hold monster, identify, immolate, nondetection, read magic, scrying, spell turning,
suggestion, true seeing, unseen servant, water breathing
3/day-summon (level 9, infernal 100%)
1/day-gate, greater immolate
Statistics
Str 33, Agy 10, Sta 29, Int 34, Spt 24, Cha 31
Base Atk +28; CMB +41; CMD 51
Skills Appraise +43, Bluff +41, Diplomacy +41, Intimidate +41, Knowledge (arcana) +43,
Knowledge (the planes) +43, Linguistics +43, Perception +38, Sense Motive +38,
Spellcraft +43, Survival +38, Use Magic Device +41.
Feats Augment Summoning, Combat Casting, Combat Expertise, Enlarge Spell, Improved
Initiative, Item Creation Feat (any one), Lighting Reflexes, Maximize Spell, Quicken Spell,
Silent Spell, Spell Focus (conjuration), Still Spell.
Epic Feats Epic Summoning, Improved Metamagic.
QS boundless mind, name vulnerability, antimagic resistance, arcane mastery, chaotic
casting, nether spells
Arcane Mastery (Ex) An eredar receive a +2 bonus on caster check, a +1 DC of all his spells
and reduce the spell slot request for metamagic feat by 1.
Antimagic Resistance (Su) When an eredar warlock cast a spell inside an antimagic field
spell, can make a caster check against the DC of the antimagic field spell. If succeded, the
spell takes effect normally.
Chaotic Casting (Ex) Eredars can substitute shadow damage for any elemental damage
type when casting a damaging spell. Treat this ability as a metamagic effect that does not
change the spell's level.
Nether Spells (Ex) All eredars spells receive the benefits of Extend Spell at no cost. The
eredar can also apply Quicken Spell, Silent Spell, and Still Spell to any spell from the
illusion school at no cost - it does not require a higher spell slot.
Eredar Warlock Abilities An advanced eredar can choose any of the following abilities in
place of a feat:
Craft Vessel (Ex): The eredar can imbue an intelligent creature with magic. This ability
functions as an Item Creation feat that can create use-activated or spell trigger items. Spell
trigger vessels can contain spells up to 6th level. All vessels are intelligent magic items and
obey the standard rules for such, including the development of intelligent item abilities
and extraordinary powers. Generally, the eredar removes the imbued creature's memory of
her condition, charms her to use her new abilities in the warlock's service, or keeps her
caged as a living tool and standard of the Burning Legion.
Paramount Spell (Ex): The eredar has mastered a single spell transcending the normal
limits of arcane accomplishment. Such spells are treated as 12th-level spells, and the
warlock has one 12th-level slot for each paramount spell known. Examples include
chittering death, whose slow march can devastate continents, and consumption of the sun,
which would have made the demon Archimonde supreme (requiring simply a suitable
power source). There is no paramount spell without at least one viable counter- measure.
In some cases, this countermeasure is as simple as greater dispel magic; in others, it
requires complex actions or components. An eredar can take this ability multiple times.
Swallow Power (Su): Whenever the eredar's spell resistance blocks an effect, he recovers
a spell of the same level that he had prepared and then cast. For example, if his spell
resistance protects him against a lightning bolt, he can recover one of the 3rd-level spells
he previously cast.

Wrathguard CR 15
XP 51,200
LE Large outsider (demon, evil, extraplanar, lawful)
Init +8; Senses darkvision 60 ft., blindsight 60 ft., see in darkness; Perception +23
Defense
AC 34, touch 10, flat-footed 33 (+11 armor, +1 Agy, +23 natural, –1 size)
hp 225 (18d10+126)
Fort +18, Ref +10, Will +13
DR 10/good and truesilver; Immune demon traits; Resist acid 10, cold 10, electricity 10;
SR 26
Offense
Speed 40 ft.
Melee +2 katana +28/+23/+18/+13 and +28/+23/+18 (2d6+11 plus 1d6 shadow/15-
20x3)
Space 10 ft., Reach 10 ft.
Special Attacks flame wave
Spell-Like Abilities (CL 18th; concentration +23)
1/day—summon (level 7, wrathguard 90%)
Statistics
Str 25, Agy 19, Sta 24, Int 10, Spt 15, Cha 20
Base Atk +18; CMB +24 (+28 sunder); CMD 38 (42 vs. sunder)
Feats Combat Reflexes, Critical Focus, Greater Sunder, Improved Critical (katana),
Improved Initiative, Improved Sunder, Power Attack, Strenght of Arms, Weapon Focus
(katana), Weapon Specialization (katana)
Skills Knowledge (engineering) +11, Knowledge (nature) +11, Knowledge (planes) +11,
Perception +23, Sense Motive +14, Survival +23, Swim +44
Languages Common, Eredun
SQ dual wielder, fighter training, second skin
Special Abilities
Warrior Training (Ex) The wrathguard counts its Hit Dice as warrior levels for the purpose
of qualifying for feats and other abilities.
Second Skin (Ex) A wrathguard is proficient in all forms of armor. It takes no reduction to
its speed or any armor check penalties from wearing any sort of armor. Most wrathguards
wear full plate armor.
Dual Wielder (Ex) A wrathguard does not take a penalty on attack or damage rolls when
attacking with two weapons.
Flame Wave (Su) As a standard action, a wrathguard can emit a blast of fire that deals 15d6
points of fire damage to all creatures in a specific square. This effect last until the
wrathguard chosse to end it. A DC 25 Reflex save halves this damage. On the next turn, as
a swift action, a wrathguard can choose to extend this effect to another square adiacent to
the first one, to a maximum number of square equal to his HD (usually 18). The save DC is
Charisma-based.

Doomguard CR 18
XP 153,600
LE Large outsider (demon, evil, extraplanar, lawful)
Init +10; Senses darkvision 60 ft., blindsight 60 ft., low-light vision, improved vision, see
in darkness; Perception +27
Aura frightful presence (30 ft., DC 26)
Defense
AC 35, touch 15, flat-footed 30 (-1 size, +6 Agy, +21 natural)
hp 325 (21d10+210)
Fort +22, Ref +18, Will +15
DR 10/good and truesilver; Immune demon traits, fire and shadow; Resist acid 10, cold
10, electricity 10; SR 29
Offense
Speed 40 ft. (8 squares), fly 90 ft. (good)
Melee +1 Large unholy flaming falchion +34/+29/+24/+19 (2d6+19/15-20 plus 1d6
shadow and 1d6 fire) or 2 slams +32 melee (1d10+12 plus 1d6 shadow)
Space 10 ft., Reach 10 ft.
Special Attacks fel strike, flame wave
Spell-Like Abilities (CL 21th; concentration +27)
at will—blasphemy (DC 24), dominate monster (DC 26), greater dispel magic, quicken
immolate (DC 22), rain of fire (DC 22), shadow strike, unholy aura (DC 24)
1/day—hellfire (DC 25), shadowburn (DC 25).
Statistics
Str 35, Agy 23, Sta 31, Int 24, Spt 22, Cha 23
Base Atk +21; CMB +34; CMD 50
Skills: Bluff + 28, Diplomacy +32, Intimidate +30, Knowledge (arcana) +28, Knowledge
(military tactics) +30, Knowledge (the planes) +28, Military Commander +29, Perception
+27, Sense Motive +26, Spellcraft +30, Stealth +26, Survival +10, Use Magic Device +27
Feats: Blind-fight, Cleave, Great Cleave, Improved Critical (falchion), Improved Initiative,
Improved Sunder, Iron Will, Power Attack, Quicken Spell-Like Ability (immolate),
Weapon Focus (falchion), Vital Strike
Languages Common, Eredun
SQ name vulnerability
Special Abilities
Mortal Infection (Su): A wound left by a doomguard’s attack may become infected with
fel energy, weakening the effects of magical healing. A creature the takes damage from
a doomguard’s attack must make a DC 26 Fortitude save or be tainted for 2d4 rounds. Any
curing spell or ability used on a tainted creature heals only half the normal amount of
hit points. The save DC is Charisma based.
Doom Stomp (Su): As an attack action, a doomguard can stomp a hoof on the ground to
produce a shockwave that knocks back and dazes creatures. All Medium and smaller
creatures within a 10-foot radius take 1d6+12 points of damage and must make a DC 32
Fortitude save or be knocked back 5 feet directly away from the doomguard. If that space
is occupied, the creature automatically falls prone in its space. Creatures knocked back are
dazed for 1 round and must make a DC 32 Reflex save or fall prone in their new space. A
dazed creature can take no actions (but defends itself normally).
Improved Vision (Su): Doomguard continually see invisibility as the spell cast by a 20th-
level arcanist.

Dreadlord CR 20
XP
LE Medium outsider (demon, evil, extraplanar, lawful)
Init +10; Senses darkvision 120 ft., blindsight 60 ft., see in darkness; Perception +26
Aura frightful presence (30 ft., DC 36), vampiric (30 ft.)
Defense
AC 39, touch 22, flat-footed 33 (+6 Agy, +6 insight, +17 natural)
hp 242 (24d10+110); fast healing 5
Fort +13, Ref +20, Will +20
DR 15/good and truesilver; Immune demon traits; Resist acid 15, cold 15, electricity 15,
fire 20; SR 31
Offense
Speed 40 ft. (8 squares), fly 60 ft. (good)
Melee 2 claws +31 (1d4+7 plus 1d6 shadow and energy drain)
Special Attacks fel strike
Space 5 ft., Reach 5 ft.
Necromancer Spells (CL 20th): 393 mana points, max spell level 9th, (DC spells 22 +
spell level, 24 + spell level for necromancer spell).
Spell-like Abilities (CL 20th; concentration +32)
At will—deeper darkness, detect chaos, detect good, detect magic, hold monster (DC 27),
read magic, sleep (DC 23),teleport (self plus 50 pounds of objects only)
3/day—plane shift, sending, summon swarm (bats only)
1/day—dream, nightmare (DC 27), summon (level 9, 1 infernal 100%)
Statistics
Str 24, Agy 23, Sta 20, Int 24, Spt 22, Cha 35
Base Atk +24; CMB +31; CMD 47
Skills: Bluff +30, Diplomacy +32, Intimidate +30, Knowledge (arcana) +29,
Knowledge (the planes) +28, Knowledge (religion) +23, Perception +26, Sense Motive
+26, Spellcraft +30
Feats: Ability Focus (frightful presence), Greater Spell Focus (necromancy), Greater Spell
Penetration, Improved Initiative, Maximize Spell, Silent Spell, Skilled (Bluff and
Diplomacy), Spell Focus (necromancy), Spell Penetration, Still Spell
SQ boundless mind, name vulnerability
Special Abilities
Dominate (Su) A dreadlord crushes his opponent’s will with a simple glance. This is similar
to a gaze attack, except that the dreadlord must use a standard action; those merely
looking at the dreadlord are not affected. Anyone the dreadlord targets must succeed on
a DC 34 Will save or fall under the dreadlord’s influence as though by a dominate monster
spell (caster level 20th). This ability has a range of 30 feet.
Energy Drain (Su) Living creatures hit by a dreadlord’s claw attack gain one negative
level. The Fortitude DC to remove a negative level is 34; the save DC is Charisma-based.
Spells A dreadlord casts spells as a 20th-level necromancer who also gains access to the
warlock spell lists. However, he gains bonus spells and determines his maximum number
of prepared spells and his spell save DCs based on his Charisma score instead of his
Intellect score.
Vampiric Aura (Su) A constant vampiric aura surrounds a dreadlord. This functions as the
vampiric aura spell (DC 32). Caster level 20th; the save DC is Charisma-based.

Fel Ravager CR 14
CE Medium Outsider (chaotic, demon, evil, extraplanar)
Init +9; Senses Perception +22
Defense
AC 31 (+5 Agy, +16 natural), touch 15, flat-footed 26
hp 229 (17d10+136)
Fort +12, Ref +14, Will +14
DR 10/good; Immune Demon traits, fire; SR 25
Offense
Speed 50 ft. (10 squares)
Melee bite +26 (3d6+8/19-20 plus 1d6 shadow) and 2 claws +23 (1d8+4 plus 1d6
shadow)
Ranged ray touch +22 (special)
Statistics
Str 28, Agy 21, Sta 26, Int 8, Spt 21, Cha 16
Base Atk +17; CMB +26; CMD 41 (45 vs. trip)
Skills: Acrobatics +25, Climb +25, Perception +22, Stealth +20, Survival +20, Swim +25
Feats: Ability Focus (mana burn), Improve Critical (bite), Improved Initiative, Improved
Natural Armor, Improved Natural Weapon (bite), Multiattack, Skilled (Perception and
Survival), Weapon Focus (bite)
SQ name vulnerability, fel strike, pounce, mana burn (DC 23), see in darkness, darkvision
60 ft., blindsight 60 ft., scent, sense magic, resistance to cold and nature 10, spell-like
abilities
Special Abilities
Pounce (Ex): If a felhound charges a foe, it can make a full attack that round.
Sense Magic (Su): A felhound senses magic as though continuously under the effects of
a detect magic spell, except the felhound always receives all information that would
normally take 3 rounds to receive, and it automatically succeeds at all Spellcraft
checks to determine the school of magic involved in each aura. The felhound can
also track the “scent” of magic as easily as any normal odor. Felhounds also sense
which creatures within 60 feet are capable of spellcasting. The felhound senses a caster’s
relative power (i.e., caster level) in both arcane and divine magic, if applicable.
Mana Burn (Sp): Once every 1d4 rounds, a felstalker can use mana burn as a spell-like
ability (DC 20; caster level 17th). The DC is Charisma-based, and the caster level is equal to
the felstalker’s Hit Dice.
Spell-Like Abilities: At will—detect good, detect law, greater dispel magic, read magic;
3/day — greater shadow bolt (DC 16); 1/day— cause fear (DC 12), darkness. Caster level
17th. The save DC is Charisma-based, and the caster level is equal to the fel ravager’s Hit
Dice.

Imp CR 1
XP 800
LE Tiny outsider (demon, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness; Perception +3
Defense
AC 17, touch 14, flat-footed 15 (+2 Agy, +3 natural, +2 size)
hp 14 (2d10+3)
Fort +3, Ref +2, Will +1
Immune demon traits, fire; SR 12
Offense
Speed 20 ft.
Melee claws +3 (1d3-1)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks lesser fireball (DC 13)
Statistics
Str 8, Agy 14, Sta 11, Int 8, Spt 7, Cha 15
Base Atk +2; CMB -1; CMD 12
Feats Improved ItitiativeB, Toughness
Skills Climb +4, Knowledge (the planes) +4, Perception +3, Stealth +16, Use Magic
Device +8
Languages Common, Eredun
SQ
Ecology
Environment: The Twisting Nether
Area: The Twisting Nether
Organization: Solitary, pair, or gang (3–5)
Treasure: Standard
Special Abilities
Lesser Fireball (Sp) An imp can invoke an effect identical to a lesser fireball (DC 13) a
number of times per day equal to 3 + its Charisma modifier (5/day in the case of the imp
presented above). The save DC is Charisma based, and the caster level is equal to the
imp’s racial Hit Dice.

Pit Lord CR 21
XP 409,600
CE Huge outsider (chaotic, demon, evil, extraplanar)
Init +3; Senses see in darkness, darkvision 120 ft., blindsight 60 ft.; Perception +33
Aura frightful presence 120 ft. (DC 27)
Defense
AC 41, touch 11, flat-footed 38 (-2 size, +3 Agy, +6 Huge breastplate, +24 natural)
hp 412 (25d10+275); regeneration 10
Fort +25, Ref +13, Will +20
DR 15/good and truesilver; Resist acid 15, cold 15, fire 30; Immune death effects, poison
and negative energy; SR 33
Offense
Speed 50 ft. (8 squares), fly 40 ft. (poor)
Melee +1 Gargantuan unholy frost/acid two-bladedsword +38/+33/+28/+23 and
+38/+33/+28/+23 melee (3d6+15/3d6+7/17-20 plus 1d6 shadow and 1d6 cold or 1d6
acid) or bite +38 melee (2d8+22 plus 1d6 shadow)
Special Attacks death throes (DC 33), doom stomp (DC 37), tail sweep (DC 37), fel
strike, summon demons, sweeping cleave (DC 37)
Spell-Like Abilities (CL 20th; concentration +25)
At will- bestow curse, blasphemy, carrion swarm, charm monster,
clairaudience/clairvoyance, cripple, deeper darkness, detect good, detect law,
dimensional anchor, fear, greater dispel magic, bloodlust, immolation, magic circle
against good (self only), rain of fire, read magic, shockwave, telekinesis, teleport without
error (self plus maximum load of objects only), tongues (self only), unholy aura,
withering blight
3/day- hellfire, earthquake, gate. save DC 15 + spell level.
Statistics
Str 41, Agy 17, Sta 32, Int 18, Spt 22, Cha 20
Base Atk +25; CMB +42; CMD 55 (59 vs. trip)
Skills: Bluff +18, Diplomacy +18, Intimidate +31, Knowledge (arcana) +26, Knowledge
(the planes) +26, Perception +33, Sense Motive +28, Spellcraft +26, Survival +16; Racial
Modifier +4 Intimidate, +4 Perception
Feats: Blind-Fight, Cleave, Exotic Weapon Proficiency (two-bladed sword), Great Cleave,
Greater Two-Weapon Fighting, Improved Critical (two-bladed sword), Improved Two-
Weapon Fighting, Lighting Reflexes, Power Attack, Two-Weapon Fighting, Weapon Focus
(two-bladed sword)
Epic Feats: Perfect Two-Weapon Fighting
SQ divination sensitivity, name vulnerability, rebirth
Special Abilities
Sweeping Cleave (Su) As an attack action, a pit lord can swing his Gargantuan two-bladed
sword in a tremendous 180-degree arc in front of himself. All creatures within 15 feet on
that half of the battle field take 3d6+15 points of damage (Reflex DC 37 half).
Tail Sweep (Su) A pit lord can sweep with his tail as an attack action. The sweep affects a
half circle with a diameter of 15 feet, centered on his rear. Medium creatures and smaller
within the swept area are affected. The sweep automatically deals 2d8+22 points of
damage. Affected creatures can attempt DC 37 Reflex saves to take half damage.
Doom Stomp (Su) As a full attack action, a pit lord can stomp on the ground to produce a
shockwave that knocks back, stuns, and dazes creatures. All Large and smaller creatures
within a 10-foot radius take 2d8+15 points of damage and must make a DC 37 Fortitude
save or be knocked back 5 feet directly away from the pit lord. If that space is occupied, the
creature automatically falls prone in its space. Creatures knocked back are stunned for 1
round and then dazed for 1 round, and must make a DC 37 Reflex save or fall prone in
their new space.
Summon Demons (Su) Once per day, a pit lord can automatically summon 1 infernal or
2d4 fel stalkers. Demons summoned remain for 20 rounds.
Death Throes (Su) When a pit lord is slain for good (within the time limit of his rebirth
ability), he explodes in a blinding flash of light that deals 50 points of damage to all
creatures within 100 feet (Reflex DC 33 half).
See Invisibility (Su) Pit lords continuously see as though under the effects of a see
invisibility spell.
Detect Magic (Su) Pit lords continuously see magic aur as as though under the effects of a
detect magic spell.
Rebirth (Su) When a pit lord is slain, it immediately rises again as though the target of a
touch of life spell, but the effect is permanent. This ability cannot be used again for 20
rounds, so if the pit lord is slain again in that time period then he remains dead.
Divination Sensitivity (Su) A pit lord is automatically aware of anyone observing it
through a magical sensor. In turn, it can see and hear the caster. If it so desires, a pit lord
may step through the sensor into the presence of the caster, accompanied by any willing
allies within 30 feet.

Succubus CR 5
XP 1,600
LE Medium Outsider (demon, evil, extraplanar, lawful)
Init +4; Senses blindsight 60 ft., darkvision 60 ft., see in darkness; Perception +10
Defense
AC 17, touch 15, flat-footed 12 (+4 Agy, +1 dodge, +2 leather)
hp 45 (7d10+7)
Fort +3, Ref +9, Will +5
Immune demon traits; SR 17
Offense
Speed 30 ft. (6 squares)
Melee Whip +11/+6/+1 (1d3 nonlethal plus 1d6 shadow/x3)
Space/Reach 5 ft./5 ft. (15 ft. with whip)
Special Attacks backstab +4d6, lash of pain, soothe (DC 21)
Spell-Like Abilities (CL 9th, concentration +15)
At will—detect good
3/day—charm person (DC 17), detect thoughts (DC 18)
1/day—suggestion (DC 19)
Statistics
Str 10, Agy 19, Sta 12, Int 14, Spt 11, Cha 22
Base Atk +7; CMB +7; CMD 22
Skills: Acrobatics +11, Bluff +16, Diplomacy +15, Disguise +14, Escape Artist +11,
Intimidate +12, Knowledge (the planes) +9, Perception +10, Sense Motive +10, Stealth +13
Feats: Ability Focus (soothe), Dodge, Improved FeintB, Mobility, Weapon Finesse
QS name vulnerability
Special Abilities
Backstab (Ex): With her lash of pain, a succubus can backstab as a rogue of a level
equal to her outsider Hit Dice (7th, in the case of the succubus presented above).
Lash of Pain (Su): In the hands of a succubus, a simple whip becomes an instrument of
extreme pain. When the succubus strikes a victim, she deals an additional 1d6 points
of shadow damage (tripled on a critical hit). The lash of pain ability is a property of the
succubus, not the whip.
Soothe (Su): With merely a sweet look or a kiss blown into the wind, a succubus may
prevent a foe from taking action against her: Thus, once per round when she is the target of
any aggressive action (an attack, hostile spell, or any other effect that would have a
detrimental effect on her) by a humanoid with an Intellect score of at least 3 that is in line
of sight and within 30 feet, the succubus may force that humanoid to attempt a DC 21 Will
save. If it fails, the creature must choose a different action that brings no harm to the
succubus. Using this ability is an immediate action. The save DC is Charisma-based.
Spell-Like Abilities: At will—detect good; 3/day—charm person (DC 17), detect thoughts
(DC 18); 1/day—suggestion (DC 19). Caster level 9th; save DCs are Charisma-based.

Wind Elemental, Lesser CR 1


XP 400
CN Small outsider (air, elemental, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +0
Defense
AC 17, touch 14, flat-footed 14 (+3 Agy, +3 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +6, Will +0
Immune elemental traits
Offense
Speed fly 100 ft. (perfect)
Melee slam +6 (1d4+3)
Special Attacks dustcloud (DC 14), whirlwind (10–20 ft. high, 1d4+3 damage, DC 12)
Statistics
Str 12, Agy 17, Sta 12, Int 4, Spt 11, Cha 11
Base Atk +2; CMB +2; CMD 15
Feats Flyby Attack, Improved InitiativeB
Skills Acrobatics +7, Religion +3, Stealth +6
SQ bracers
Special Abilities
Dustcloud (Ex) As a standard action, an air elemental can target one creature within reach
with an individual dustcloud. The target must make a Reflex save or be blinded for 1d4
rounds as grit and dust gets in her eyes. Targets without eyes or similar organs are immune
to this effect. This ability functions only in environments in which loose grit, sand, dust, or
a similar substance is available. The save DC is Agility-based.
Whirlwind (Su) Air elementals can transform themself into whirlwinds and remain in that
form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can
continue to fly at that same speed while in whirlwind form, otherwise it gains a fly speed
equal to its base land speed (average maneuverability) while in whirlwind form.
The whirlwind is always 5 feet wide at its base, but its height and width at the top vary
from creature to creature (minimum 10 feet high). A whirlwind's width at its peak is always
equal to half of its height. The creature controls the exact height, but it must be at least 10
feet high.
The whirlwind form does not provoke attacks of opportunity, even if the creature enters
the space another creature occupies. Another creature might be caught in the whirlwind if
it touches or enters the whirlwind, or if the whirlwind moves into or through a creature's
space. A creature in whirlwind form cannot make its normal attacks and does not threaten
the area around it.
Creatures one or more size categories smaller than the whirlwind might take damage when
caught in the whirlwind (generally damage equal to the monster's slam attack for a
creature of its size) and may be lifted into the air. An affected creature must succeed on a
Reflex save (DC 10 + half monster's HD + the monster's Strength modifier) when it comes
into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's
slam attack. It must also succeed on a second Reflex save or be picked up bodily and held
suspended in the powerful winds, automatically taking the indicated damage each round. A
creature that can fly is allowed a Reflex save each round to escape the whirlwind. The
creature still takes damage but can leave if the save is successful.
Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries
them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must
succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in
the whirlwind take a –4 penalty to Agility and a –2 penalty on attack rolls. The whirlwind
can have only as many creatures trapped inside at one time as will fit inside the
whirlwind's volume. The whirlwind can eject any carried creatures whenever it wishes as a
free action, depositing them in its space.
If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud
is centered on the creature and has a diameter equal to half the whirlwind's height. The
cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have
concealment, while those farther away have total concealment. Those caught in the cloud
of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.
Skills: Air elementals gain a +3 racial bonus on Stealth checks

Whirlwind/Vortex Save Whirlwind/Vortex


Elemental Height Weight
DC Height
Small 4 ft. 1 lb. 12 10–20 ft.
Medium 8 ft. 2 lbs. 14 10–30 ft.
Large 16 ft. 4 lbs. 18 10–40 ft.
Ripper 32 ft. 8 lbs. 22 10–50 ft.
Shredder 36 ft. 10 lbs. 24 10–60 ft.
Stormwal
40 ft. 12 lbs. 28 10–60 ft.
ker

Wind Elemental CR 3
XP 800
CN Medium outsider (air, elemental, extraplanar)
Init +9; Senses darkvision 60 ft.; Perception +4
Defense
AC 19, touch 16, flat-footed 13 (+5 Agy, +1 dodge, +3 natural)
hp 30 (4d10+8)
Fort +6, Ref +9, Will +1
Immune elemental traits
Offense
Speed fly 100 ft. (perfect)
Melee slam +9 (1d6+5)
Special Attacks dustcloud (DC 17), whirlwind (2/day, 10–30 ft. high, 1d6+5 damage, DC
14)
Statistics
Str 14, Agy 21, Sta 14, Int 4, Spt 11, Cha 11
Base Atk +4; CMB +6; CMD 21
Feats Dodge, Flyby Attack, Improved InitiativeB
Skills Acrobatics +9, Perception +4, Religion +1, Stealth +9
SQ bracers
Wind Elemental, Greater CR 5
XP 1,600
CN Large outsider (air, elemental, extraplanar)
Init +11; Senses darkvision 60 ft.; Perception +5
Defense
AC 21, touch 17, flat-footed 13 (+7 Agy, +1 dodge, +4 natural, –1 size)
hp 68 (8d10+24)
Fort +9, Ref +13, Will +2
DR 5/—; Immune elemental traits
Offense
Speed fly 100 ft. (perfect)
Melee 2 slams +14 (1d8+7)
Space 10 ft., Reach 10 ft.
Special Attacks dustcloud (DC 21), whirlwind (10–40 ft. high, 2d6+7 damage, DC 18)
Statistics
Str 18, Agy 25, Sta 16, Int 6, Spt 11, Cha 11
Base Atk +8; CMB +13; CMD 31
Feats Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Power Attack
Skills Acrobatics +12, Perception +5, Religion +3, Stealth +12
SQ bracers

Whirlwind Ripper CR 7
XP 3,200
CN Huge outsider (air, elemental, extraplanar)
Init +13; Senses darkvision 60 ft.; Perception +7
Defense
AC 22, touch 18, flat-footed 12 (+9 Agy, +1 dodge, +4 natural, –2 size)
hp 95 (10d10+40)
Fort +11, Ref +16, Will +3
DR 5/—; Immune elemental traits
Offense
Speed fly 100 ft. (perfect)
Melee 2 slams +17 (2d6+9)
Space 15 ft., Reach 15 ft.
Special Attacks dustcloud (DC 24), scour, whirlwind (10–50 ft. high, 2d8+9 damage, DC
21)
Statistics
Str 22, Agy 29, Sta 18, Int 6, Spt 11, Cha 11
Base Atk +10; CMB +18 (+24 sunder); CMD 37
Feats Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Improved Sunder,
Power Attack
Skills Acrobatics +14, Perception +7, Religion +3, Stealth +14
SQ bracers
Special Abilities
Scour (Ex) Whirlwind rippers can create winds so strong they can tear objects off their
enemies. Whirlwind rippers gain a +4 racial bonus on CMB made to sunder an item. (This
bonus is in addition to the bonus granted by the Improved Sunder feat.)

Whirlwind Shredder CR 9
XP 6,400
CN Huge outsider (air, elemental, extraplanar)
Init +14; Senses darkvision 60 ft.; Perception +10
Defense
AC 25, touch 19, flat-footed 14 (+10 Agy, +1 dodge, +6 natural, –2 size)
hp 123 (13d10+52)
Fort +12, Ref +18, Will +6
DR 10/—; Immune elemental traits
Offense
Speed fly 100 ft. (perfect)
Melee 2 slams +21 (2d8+10)
Space 15 ft., Reach 15 ft.
Special Attacks dustcloud (DC 26), scour, whirlwind (10–60 ft. high, 2d8+10 damage,
DC 23)
Statistics
Str 24, Agy 31, Sta 18, Int 8, Spt 11, Cha 11
Base Atk +13; CMB +22 (+28 sunder); CMD 43
Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative B, Improved
Sunder, Iron Will, Mobility, Power Attack
Skills Acrobatics +15, Perception +10, Religion +3, Stealth +15
SQ bracers

Whirlwind Stromwalker CR 11
XP 12,800
CN Huge outsider (air, elemental, extraplanar)
Init +15; Senses darkvision 60 ft.; Perception +13
Defense
AC 28, touch 20, flat-footed 16 (+11 Agy, +1 dodge, +8 natural, –2 size)
hp 152 (16d10+64)
Fort +14, Ref +21, Will +7
DR 10/—; Immune elemental traits
Offense
Speed fly 100 ft. (perfect)
Melee 2 slams +25 (2d8+11)
Space 15 ft., Reach 15 ft.
Special Attacks dustcloud (DC 29), scour, whirlwind (10–60 ft. high, 2d8+11 damage,
DC 27)
Statistics
Str 28, Agy 33, Sta 18, Int 10, Spt 11, Cha 11
Base Atk +16; CMB +27 (+35 sunder); CMD 49
Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative B, Improved
Sunder, Mobility, Iron Will, Power Attack
Skills Acrobatics +16, Perception +13, Religion +5, Stealth +16
SQ bracers

Rock Elemental, Lesser CR 1


XP 400
CN Small outsider (earth, elemental, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +4
Defense
AC 19, touch 12, flat-footed 18 (+1 Agy, +7 natural, +1 size)
hp 16 (2d10+5)
Fort +4, Ref +1, Will +3
Immune elemental traits
Offense
Speed 20 ft., burrow 60 ft., earth glide
Melee slam +6 (1d4+3)
Special Attacks push (slam, 5 ft.), smash
Statistics
Str 17, Agy 12, Sta 13, Int 4, Spt 11, Cha 11
Base Atk +2; CMB +4; CMD 15
Feats Power Attack, ToughnessB
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (the planes) +1,
Perception +4, Stealth +7
SQ bracers
Special Abilities
Push (Ex): A rock elemental can choose to make a free combat maneuver check with a
slam successful attack. If successful, this check pushes a creature directly away as with a
bull rush at the indicated distance. Push only works on creatures of a size equal to or
smaller than the pushing creature. Creatures pushed in this way do not provoke attacks of
opportunity and stop if the push would move them into a solid object or creature. It
receives a +1 racial bonus on CMB checks for a bull rush.
Smash (Ex): An earth elemental ignores the first 2 points of hardness when attacking
an object.
Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any
other sort of earth except metal as easily as a fish swims through water. Its
burrowing leaves behind no tunnel or hole, nor does it create any ripple or other
signs of its presence. A move earth spell cast on an area containing a burrowing
earth elemental flings the elemental back 30 feet, stunning the creature for 1 round
unless it makes a DC 15 Fortitude save.

Rock Elemental CR 3
XP 800
CN Medium outsider (earth, elemental, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +7
Defense
AC 20, touch 11, flat-footed 19 (+1 Agy, +9 natural)
hp 38 (4d10+16)
Fort +7, Ref +2, Will +4
Immune elemental traits
Offense
Speed 20 ft., burrow 60 ft., earth glide
Melee slam +9 (1d8+5)
Special Attacks push (slam, 10 ft.), smash
Statistics
Str 21, Agy 12, Sta 17, Int 4, Spt 11, Cha 11
Base Atk +4; CMB +9; CMD 20
Feats Cleave, Power Attack, ToughnessB
Skills Appraise +1, Climb +10, Knowledge (dungeoneering) +2, Knowledge (the planes)
+2, Perception +7, Stealth +3
SQ bracers

Rock Elemental, Greater CR 5


XP 1,600
CN Large outsider (earth, elemental, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +11
Defense
AC 21, touch 10, flat-footed 20 (+1 Agy, +11 natural, -1 size)
hp 84 (8d10+40)
Fort +10, Ref +3, Will +5
DR 5/-; Immune elemental traits
Offense
Speed 20 ft., burrow 60 ft., earth glide
Melee 2 slam +14 (2d8+7)
Special Attacks push (slam, 10 ft.), smash
Statistics
Str 25, Agy 12, Sta 19, Int 6, Spt 11, Cha 11
Base Atk +8; CMB +16 (+19 bull rush); CMD 27 (29 vs. bull rush)
Feats Cleave, Great Cleave, Improved Bull Rush, Power Attack, Toughness B
Skills Appraise +6, Climb +15, Knowledge (dungeoneering) +3, Knowledge (the planes)
+6, Perception +11, Stealth +5
SQ bracers

Thundering Boulderkin CR 7
XP 3,200
CN Huge outsider (earth, elemental, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +13
Defense
AC 22, touch 9, flat-footed 21 (+1 Agy, +13 natural, -2 size)
hp 115 (10d10+60)
Fort +12, Ref +4, Will +7
DR 5/-; Immune elemental traits
Offense
Speed 20 ft., burrow 60 ft., earth glide
Melee 2 slam +17 (2d10+9)
Special Attacks push (slam, 15 ft.), smash
Statistics
Str 29, Agy 12, Sta 21, Int 6, Spt 11, Cha 11
Base Atk +10; CMB +24 (+27 bull rush); CMD 35 (37 vs. bull rush)
Feats Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Thunderous Blow,
ToughnessB
Skills Appraise +6, Climb +18, Knowledge (dungeoneering) +4, Knowledge (planes) +7,
Perception +13, Stealth +4
SQ bracers

Rumbling Exile CR 9
XP 6,400
CN Huge outsider (earth, elemental, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +16
Defense
AC 24, touch 9, flat-footed 23 (+1 Agy, +15 natural, -2 size)
hp 149 (13d10+78)
Fort +8, Ref +4, Will +8
DR 10/-; Immune elemental traits
Offense
Speed 20 ft., burrow 60 ft., earth glide
Melee 2 slam +21 (2d10+10)
Special Attacks push (slam, 15 ft.), smash
Statistics
Str 31, Agy 12, Sta 21, Int 8, Spt 11, Cha 11
Base Atk +13; CMB +25 (+27 sunder, +29 bull rush); CMD 36 (38 vs. bull rush)
Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron
Will, Power Attack, ToughnessB
Skills Appraise +10, Climb +25, Knowledge (dungeoneering) +10, Knowledge (planes)
+13, Perception +16, Stealth +7
SQ bracers

Enraged Rock Elemental CR 11


XP 12,800
CN Huge outsider (earth, elemental, extraplanar)
Init +1; Senses darkvision 60 ft.; Perception +19
Defense
AC 26, touch 9, flat-footed 25 (+1 Agy, +17 natural, -2 size)
hp 184 (16d10+96)
Fort +15, Ref +6, Will +12
DR 10/-; Immune elemental traits
Offense
Speed 20 ft., burrow 60 ft., earth glide
Melee 2 slam +25 (2d10+11/19-20)
Special Attacks push (slam, 20 ft.), rage, smash
Statistics
Str 33, Agy 12, Sta 21, Int 10, Spt 11, Cha 11
Base Atk +16; CMB +29 (+31 sunder, +33 bull rush); CMD 40 (42 vs. bull rush)
Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Imrpoved Critical
(slam), Improved Sunder, Iron Will, Power Attack, Toughness B
Skills Appraise +19, Climb +31, Knowledge (dungeoneering) +19, Knowledge (planes)
+19, Perception +19, Stealth +10
SQ bracers
Special Abilities
Rage (Ex) An enraged rock elemental can rage as a 1st-level barbarian. An enraged rock
elemental’s rage lasts for 11 rounds. When raging, an enraged rock elemental has the
following statistics: 216 hp; AC 24, touch 7, flat-footed 23; Atk 2 slams +27 melee
(2d10+13/19–20); Fort +17, Will +14; Str 37, Sta 25.

Living Flame, Lesser CR 1


XP 400
CN Small outsider (elemental, extraplanar, fire)
Init +5; Senses darkvision 60 ft.; Perception +4
Defense
AC 18, touch 13, flat-footed 15 (+1 Agy, +1 dodge, +5 natural, +1 size)
hp 11 (2d10)
Fort +3, Ref +4, Will +1
Immune elemental traits
Offense
Speed 50 ft.
Melee slam +4 (1d4+1 plus 1d4 fire)
Special Attacks burn (1d4, DC 11), suffocate (DC 11)
Statistics
Str 10, Agy 13, Sta 10, Int 6, Spt 13, Cha 11
Base Atk +2; CMB +1; CMD 13
Feats Dodge, Improved InitiativeB
Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate +4, Knowledge (the planes)
+1, Perception +4
SQ bracers
Special Abilities
Burn (Ex) A fire elemental’s slam attack deals bludgeoning damage plus fire damage
from the elemental’s flaming body. Those hit by a fire elemental’s slam attack also must
make a Reflex save or catch on fire. A burning creature can take a move action to put out
the flame. The flames burn for 1d4 rounds. The save DC is Stamina-based. Creatures
hitting a fire elemental with natural weapons or unarmed attacks take fire damage as
though hit by the elemental’s attack and also catch on fire unless they succeed on a
Reflex save.
Suffocate (Su) A fire elemental burns so hot and bright that it consumes all the air around
it. Anyone within 5 feet of a fire elemental must make a Fortitude save. On a failed save,
the target takes a –4 penalty to all Intellect- and Spirit-based checks, as well as
concentration checks, for 1d4 rounds. Multiple failed saves increase the effect’s duration
but do not increase the penalties. Constructs, undead, and other creatures that do not
breathe are immune to this effect. A target that makes her save is immune to
suffocation from that elemental for 24 hours. The save DC is Stamina-based.

Living Flame CR 3
XP 800
CN Medium outsider (elemental, extraplanar, fire)
Init +7; Senses darkvision 60 ft.; Perception +7
Defense
AC 21, touch 14, flat-footed 17 (+3 Agy, +1 dodge, +7 natural)
hp 30 (4d10+8)
Fort +6, Ref +7, Will +2
Immune elemental traits
Offense
Speed 50 ft.
Melee slam +7 (1d6+3 plus 1d6 fire)
Special Attacks burn (1d6, DC 14), suffocate (DC 14)
Statistics
Str 12, Agy 17, Sta 14, Int 8, Spt 13, Cha 11
Base Atk +4; CMB +5; CMD 19
Feats Dodge, Improved InitiativeB, Mobility
Skills Acrobatics +8, Climb +5, Escape Artist +8, Intimidate +5, Knowledge (the planes)
+1, Perception +10
SQ bracers

Living Flame, Greater CR 5


XP 1,600
CN Large outsider (elemental, extraplanar, fire)
Init +7; Senses darkvision 60 ft.; Perception +11
Defense
AC 24, touch 15, flat-footed 18 (+5 Agy, +1 dodge, +9 natural, -1 size)
hp 68 (8d10+24)
Fort +9, Ref +11, Will +5
DR 5/-; Immune elemental traits
Offense
Speed 50 ft.
Melee 2 slam +12 (2d6+5 plus 2d6 fire)
Special Attacks burn (2d6, DC 17), suffocate (DC 17)
Statistics
Str 14, Agy 21, Sta 16, Int 10, Spt 13, Cha 11
Base Atk +8; CMB +11; CMD 29
Feats Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack
Skills Acrobatics +14, Climb +9, Escape Artist +12, Intimidate +9, Knowledge (the planes)
+5, Perception +14
SQ bracers

Flaming Elemental CR 7
XP 3,200
CN Huge outsider (elemental, extraplanar, fire)
Init +11; Senses darkvision 60 ft.; Perception +13
Defense
AC 25, touch 16, flat-footed 17 (+7 Agy, +1 dodge, +9 natural, -2 size)
hp 95 (10d10+40)
Fort +11, Ref +14, Will +6
DR 5/-; Immune elemental traits, fire
Weaknesses vulnerability to cold
Offense
Speed 60 ft.
Melee 2 slam +15 (2d8+7 plus 2d8 fire)
Special Attacks burn (2d8, DC 19), suffocate (DC 19)
Statistics
Str 18, Agy 25, Sta 18, Int 10, Spt 13, Cha 11
Base Atk +10; CMB +16; CMD 35
Feats Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Skill Focus
(Perception), Spring Attack
Skills Acrobatics +16, Climb +13, Escape Artist +16, Intimidate +9, Knowledge (the
planes) +7, Perception +13
SQ bracers

Blazing Elemental CR 9
XP 6,400
CN Huge outsider (elemental, extraplanar, fire)
Init +12; Senses darkvision 60 ft.; Perception +16
Defense
AC 25, touch 17, flat-footed 16 (+8 Agy, +1 dodge, +8 natural, -2 size)
hp 123 (13d10+52)
Fort +12, Ref +16, Will +7
DR 10/-; Immune elemental traits
Offense
Speed 60 ft.
Melee 2 slam +19 (2d8+8 plus 2d8 fire)
Special Attacks blaze (DC 20), burn (2d8, DC 22), suffocate (DC 20)
Statistics
Str 20, Agy 27, Sta 18, Int 12, Spt 13, Cha 11
Base Atk +13; CMB +20; CMD 39
Feats Ability Focus (burn), Blind Fight, Combat Reflexes, Dodge, Improved InitiativeB,
Iron Will, Mobility, Spring Attack
Skills Acrobatics +21, Athletics +18, Influence +13, Religion +14, Perception +16
SQ bracers
Special Abilities
Blaze (Su) Blazing elementals can erupt in a brief inferno as a standard action. Anyone
within 5 feet of a blazing elemental when it blazes takes 6d8 points of fire damage. A DC 21
Reflex save halves this damage. The save DC is Stamina-based.

Fiery Destroyer CR 11
XP 12,800
CN Huge outsider (elemental, extraplanar, fire)
Init +13; Senses darkvision 60 ft.; Perception +19
Defense
AC 29, touch 18, flat-footed 19 (+9 Agy, +1 dodge, +11 natural, -2 size)
hp 152 (16d10+64)
Fort +16, Ref +19, Will +8
DR 10/-; Immune elemental traits
Offense
Speed 60 ft.
Melee 2 slam +23 (2d8+9 plus 2d8 fire)
Special Attacks burn (2d8, DC 24), consumate, suffocate (DC 22)
Statistics
Str 22, Agy 29, Sta 18, Int 12, Spt 13, Cha 11
Base Atk +16; CMB +24; CMD 44
Feats Ability Focus (burn), Blind-Fight, Combat Reflexes, Dodge, Great Fortitude,
Improved InitiativeB, Iron Will, Mobility, Spring Attack
Skills Acrobatics +28, Climb +27, Escape Artist +28, Intimidate +19, Knowledge (the
planes) +19, Perception +19
SQ bracers
Special Abilities
Consume (Su) A fiery destroyer that kills an opponent with its slam attack or fire damage
burns the creature utterly until nothing remains but ash. The resulting ash still provides
enough of a focus for a resurrectionspell, but the victim cannot be returned to life by any
lesser method, including raise deadand reincarnation. A fiery destroyer can consume a
dead creature as a full-round action that provokes attacks of opportunity. The destroyer
cannot consume dead creatures that were immune to fire in life.

Deep Elemental, Lesser CR 1


XP 400
CN Small outsider (elemental, extraplanar, water)
Init +1; Senses darkvision 60 ft.; Perception +4
Defense
AC 18, touch 12, flat-footed 17 (+1 Agy, +6 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref +4, Will +0
Immune elemental traits
Offense
Speed 20 ft., swim 90 ft.
Melee slam +5 (1d6+2)
Special Attacks drench, numbing blow (DC 12), vortex (10–20 ft. high, 1d6+2 damage,
DC 13)
Statistics
Str 14, Agy 12, Sta 13, Int 4, Spt 11, Cha 11
Base Atk +2; CMB +3; CMD 14
Feats Combat ReflexesB, Power Attack
Skills Acrobatics +4, Escape Artist +4, Knowledge (the planes) +1, Perception +4, Stealth
+8, Swim +14
SQ bracers
Special Abilities
Drench (Ex): A water elemental’s touch puts out torches, campfires, exposed lanterns, and
other open flames of nonmagical origin if these are of Large size or smaller. The creature
can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).
Numbing Blow (Su): Once every 1d4 rounds, a water elemental can put all its force
behind a single blow. This single slam attack requires a full-round action. If the
attack hits and deals damage, the target must make a Fortitude save (DC provided in the
elemental’s Special Attacks entry, above) or take 1d4 points of Agility damage from the
freezing cold water. Creatures immune to cold do not take Agility damage. The save DC is
Stamina-based.
Vortex (Su) The elemental can transform itself into a whirlpool once every 10 minutes,
provided it is in water, and remain in that form for up to 1 round for every 2 HD it has. In
vortex form, the elemental can move through the water, even along the bottom, at its swim
speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top and at least 10
feet tall, depending on the elemental’s size. The elemental controls the exact height,
but it must be at least 10 feet. The elemental’s movement while in vortex form does not
provoke attacks of opportunity, even if the elemental enters the space another creature
occupies. Another creature might be caught in the vortex if it touches or enters the
vortex, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the whirlpool might take damage when
caught in the whirlpool (generally damage equal to the monster's slam attack for a creature
of its size) and may be lifted into the air. An affected creature must succeed on a Reflex
save (DC 10 + half monster's HD + the monster's Strength modifier) when it comes into
contact with the whirlwind or take damage as if it were hit by the whirlpool creature's slam
attack. It must also succeed on a second Reflex save or be picked up bodily and held
suspended in the powerful winds, automatically taking the indicated damage each round. A
creature that can fly is allowed a Reflex save each round to escape the whirlwind. The
creature still takes damage but can leave if the save is successful.
Creatures trapped in the vortex cannot move except to go where the elemental carries them
or to escape the vortex. Creatures caught in the vortex can otherwise act normally, but
must make a concentration check (DC 10 + spell level) to cast a spell. Creatures caught in
the vortex take a –4 penalty to Agility and a –2 penalty on attack rolls. The elemental
can have only as many creatures trapped inside the vortex at one time as will fit inside
it. The elemental can eject any carried creatures whenever it wishes, depositing them
wherever the vortex happens to be. A summoned elemental always ejects trapped
creatures before returning to its home plane. If the vortex’s base touches the seabed (or
riverbed, etc.), it creates a swirling cloud of silt and debris. This cloud is centered on
the elemental and has a diameter equal to half the vortex’s height. The cloud obscures
all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment,
while those farther away have total concealment. Those caught in the cloud must
make a concentration check (DC 15 + spell level) to cast a spell. An elemental in vortex
form cannot make slam attacks and does not threaten the area around it

Deep Elemental CR 3
XP 800
CN Medium outsider (elemental, extraplanar, water)
Init +2; Senses darkvision 60 ft.; Perception +5
Defense
AC 19, touch 12, flat-footed 17 (+2 Agy, +7 natural)
hp 13 (4d10+2)
Fort +7, Ref +6, Will +1
Immune elemental traits
Offense
Speed 20 ft., swim 90 ft.
Melee slam +7 (1d8+3)
Special Attacks drench, numbing blow (DC 15), vortex (10–30 ft. high, 1d8+3 damage,
DC 15)
Statistics
Str 16, Agy 14, Sta 17, Int 4, Spt 11, Cha 11
Base Atk +4; CMB +7; CMD 19
Feats Cleave, Combat ReflexesB, Power Attack
Skills Acrobatics +6, Escape Artist +6, Knowledge (the planes) +2, Perception +5, Stealth
+6, Swim +16
SQ bracers

Deep Elemental, Greater CR 5


XP 1,600
CN Large outsider (elemental, extraplanar, water)
Init +3; Senses darkvision 60 ft.; Perception +12
Defense
AC 20, touch 12, flat-footed 17 (+3 Agy, +8 natural, -1 size)
hp 76 (8d10+32)
Fort +10, Ref +9, Will +2
DR 5/-; Immune elemental traits
Offense
Speed 20 ft., swim 90 ft.
Melee 2 slam +12 (2d8+5)
Special Attacks drench, numbing blow (DC 18), vortex (10–40 ft. high, 2d8+5 damage,
DC 19)
Statistics
Str 20, Agy 16, Sta 19, Int 6, Spt 11, Cha 11
Base Atk +8; CMB +14; CMD 27
Feats Cleave, Combat ReflexesB, Great Cleave, Power Attack, Skill Focus (Perception)
Skills Acrobatics +9, Escape Artist +11, Knowledge (the planes) +5, Perception +12,
Stealth +5, Swim +24
SQ bracers

Befouled Water CR 7
XP 3,200
CN Huge outsider (elemental, extraplanar, water)
Init +5; Senses darkvision 60 ft.; Perception +13
Defense
AC 23, touch 13, flat-footed 18 (+5 Agy, +10 natural, -2 size)
hp 105 (10d10+50)
Fort +12, Ref +12, Will +5
DR 5/-; Immune elemental traits
Offense
Speed 20 ft., swim 90 ft.
Melee 2 slam +15 (2d10+7)
Special Attacks corrupt water (DC 20), drench, numbing blow (DC 20), vortex (10–50 ft.
high, 2d10+7 damage, DC 22)
Statistics
Str 24, Agy 20, Sta 21, Int 6, Spt 11, Cha 11
Base Atk +10; CMB +19 (+21 bull rush); CMD 34 (36 vs. bull rush)
Feats Cleave, Combat ReflexesB, Great Cleave, Improved Bull Rush, Iron Will, Power
Attack
Skills Acrobatics +11, Escape Artist +15, Knowledge (the planes) +7, Perception +13,
Stealth +3, Swim +26
SQ bracers
Special Abilities
Corrupt Water (Su) As a full-round action, a befouled water elemental can corrupt one
10-foot cube of water with a touch. The water becomes brackish and tainted. Anyone
drinking corrupted water must make a DC 16 Fortitude save or become sickened for 24
hours. The save DC is Charisma-based.

Sea Spray CR 9
XP 6,400
CN Huge outsider (elemental, extraplanar, water)
Init +6; Senses darkvision 60 ft.; Perception +16
Defense
AC 26, touch 14, flat-footed 18 (+6 Agy, +12 natural, -2 size)
hp 136 (13d10+65)
Fort +13, Ref +14, Will +6
DR 10/-; Immune elemental traits
Offense
Speed 20 ft., swim 90 ft.
Melee 2 slam +19 (2d10+8)
Ranged spray +17 (2d10+8)
Special Attacks drench, numbing blow (DC 21), spray, vortex (10–60 ft. high, 2d10+8
damage, DC 24)
Statistics
Str 26, Agy 22, Sta 21, Int 8, Spt 11, Cha 11
Base Atk +13; CMB +23 (+25 bull rush); CMD 39 (41 vs. bull rush)
Feats Cleave, Combat ReflexesB, Great Cleave, Improved Bull Rush, Iron Will, Point
Blank Shot, Precise Shot, Power Attack
Skills Acrobatics +18, Escape Artist +20, Knowledge (the planes) +12, Perception +16,
Stealth +10, Swim +30
SQ bracers
Special Abilities
Spray (Su) As a standard action, a sea spray can eject a powerful stream of water. This
functions as a ranged slam attack with no range increment and a maximum range of 60
feet. A sea spray can also use its drench and numbing blow special attacks with its spray.

Sea Elemental CR 11
XP 12,800
CN Huge outsider (elemental, extraplanar, water)
Init +7; Senses darkvision 60 ft.; Perception +19
Defense
AC 29, touch 15, flat-footed 22 (+7 Agy, +14 natural, -2 size)
hp 168 (16d10+80)
Fort +15, Ref +17, Will +7
DR 10/-; Immune elemental traits
Offense
Speed 20 ft., swim 90 ft.
Melee 2 slam +23 (2d10+9)
Special Attacks drench, numbing blow (DC 23), vortex (10–60 ft. high, 2d10+9 damage,
DC 27)
Statistics
Str 28, Agy 24, Sta 21, Int 10, Spt 11, Cha 11
Base Atk +16; CMB +27 (+29 bull rush); CMD 44 (46 vs. bull rush)
Feats Cleave, Combat ReflexesB, Great Cleave, Improved Bull Rush, Iron Will, Point
Blank Shot, Precise Shot, Power Attack, Skill Focus (Perception)
Skills Acrobatics +25, Escape Artist +25, Knowledge (planes) +19, Perception +19, Stealth
+17, Swim +37
SQ bracers

Felsteed CR 3
XP 800
LE Large Outsider (demon, evil, extraplanar, lawful)
Init +1; Senses darkvision 60 ft., see in darkness, scent; Perception +6
Defense
AC 15 (-1 size, +1 Agy, +5 natural), touch 10, flat-footed 14
hp 42 (5d10+15)
Fort +7, Ref +5, Will +2
Immune demon traits, fire
Offense
Speed 50 ft. (10 squares)
Melee 2 hooves +8 (1d6+4 plus 1d4 fire) and bite +6 (1d4+2)
Statistics
Str 18, Agy 13, Sta 17, Int 3, Spt 13, Cha 12
Base Atk +5; CMB +10; CMD 21
Skills: Acrobatics +6, Influence +5, Perception +6
Feats: Endurance, Multiattack, Run
SQ name vulnerability
Special Abilities
Carrying Capacity A light load for a felsteed is up to 300 pounds; a medium load,
301–600 pounds; and a heavy load, 601–900 pounds.

Dreadsteed CR 7
XP 3,200
LE Large Outsider (demon, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., see in darkness, scent; Perception +14
Defense
AC 21 (-1 size, +2 Agy, +10 natural), touch 11, flat-footed 19
hp 105 (10d10+50)
Fort +12, Ref +9, Will +4
DR 10/good; Immune demon traits, fire
Offense
Speed 70 ft. (14 squares)
Melee 2 hooves +14 (1d6+5 plus 1d8 fire) and bite +12 (1d8+2)
Statistics
Str 20, Agy 14, Sta 21, Int 5, Spt 13, Cha 12
Base Atk +10; CMB +16; CMD 28
Skills: Acrobatics +7, Influence +5, Perception +6, Survival +10
Feats: Endurance, Improved Initiative, Multiattack, Run, Skill Focus (Survival)
SQ name vulnerability
Special Abilities
Carrying Capacity A light load for a dreadsteed is up to 4oo pounds; a medium load, 401–
800; and a heavy load, 801 to 1200 pounds.

Voidwalker CR 3
XP 800
LE Medium Outsider (demon, evil, extraplanar, lawful)
Init +4; Senses blindsight 60 ft., darkvision 60 ft., see in darkness, ; Perception +5
Defense
AC 16 (+6 natural), touch 10, flat-footed 16
hp 45 (5d10+25)
Fort +7, Ref +1, Will +2
DR 2/good and truesilver; Immune demon traits; SR 14
Offense
Speed 30 ft. (6 squares)
Melee slam +8 (1d6+4 plus tormenting strike)
Special Attacks tormenting strike (DC 14)
Statistics
Str 16, Agy 11, Sta 17, Int 8, Spt 5, Cha 14
Base Atk +5; CMB +8; CMD 18
Skills: Climb +11, Intimidate +10, Knowledge (the planes) +7, Perception +5, Swim +11
Feats: Improved Initiative, Power Attack, Toughness
SQ name vulnerability, consume shadows, bracers
Special Abilities
Tormenting Strike (Su) The touch of a voidwalker brings a victim’s most painful memories
rushing to the surface; for a brief moment, she can think of nothing but destroying the
source of this mental anguish. Any creature with an Intellect score of 3 or more that takes
damage from a voidwalker’s slam attack must attempt a DC 14 Will save. Failure means the
creature cannot make melee attacks (even attacks of opportunity) against anything but
the voidwalker for 1 full round. The save DC is Charisma-based.
Bracers (Su) Like elementals, voidwalkers, whether summoned to Azeroth or arriving of
their own free will, wear a set of magic bracers. These bracers form automatically
when the voidwalker leaves the Twisting Nether, tying the voidwalker to Azeroth and
allowing it to exist outside of the Twisting Nether. A voidwalker that loses its bracers also
loses much of its power and might inadvertently return to the Twisting Nether. A
voidwalker that loses its bracers must make a DC 19 Will save or return immediately to
the Twisting Nether as if targeted by a banishment spell. If the voidwalker makes its
save, it still takes a permanent –5 penalty to Strength, Agility, and Stamina. Only a
limited wish, wish, ormiraclecan reverse this penalty. Voidwalker bracers possess a
hardness of 15 and 15 hit points each. Destroying a single bracer has no effect on a
voidwalker.
Consume Shadows (Su) A voidwalker can absorb the darkness surrounding it, thereby
healing itself of wounds; using this ability provokes attacks of opportunity. A
voidwalker in total darkness can spend a full round concentrating (losing its Agility
bonus to AC for the round), drawing the darkness in and producing a faint indigo light
around its body. The voidwalker heals a number of hit points equal to its Hit Dice + its
Stamina bonus (8 points in the case of the voidwalker presented above). A voidwalker
may consume shadows in shadowy illumination but heals only half this amount. If the
voidwalker takes damage while it using consume shadows, it must attempt a
concentration check (DC 10 + damage dealt) or fail in the attempt.

Tar Beast CR 6
XP 2,400
N Large Outsider (earth, elemental, water)
Init -1; Senses darkvision 60 ft., low-light vision; Perception +11
Defense
AC 20, touch 8, flat-footed 20 (-1 Agy, +12 natural, -1 size)
hp 73 (7d10+35)
Fort +10, Ref +4, Will +3
Immune elemental traits
Offense
Speed 20 ft. (4 squares)
Melee 2 slams +13 (1d6+7)
Ranged blob +5
Special Attacks adhere (DC 18), blob (DC 20)
Statistics
Str 25, Agy 9, Sta 20, Int 9, Spt 12, Cha 11
Base Atk +7; CMB +15; CMD 24
Skills: Perception +11, Survival +12
Feats: Ability Focus (blob), Point Blank Shot, Precise Shot, Skill Focus (Survival)
SQ swampwalk
Special Abilities
Adhere (Ex) A tar beast constantly oozes a sticky substance that acts as a powerful
adhesive, holding fast any creatures or items that touch it. A tar beast automatically
grapples a creature it hits with its slam attack. Opponents so grappled cannot get free
while the tar beast is alive without removing the adhesive first. A weapon that strikes a tar
beast is stuck fast unless the wielder makes a DC 18 Reflex save. A DC 18 Strength check is
required to pry trapped weapons free. The save DCs are Stamina-based. Strong alcohol
dissolves the adhesive, but of course the tar beast still can grapple normally even
when its adhesive does not work. A tar beast can suppress its adhesive quality at will,
and the substance breaks down 5 rounds after the tar beast dies.
Blob (Ex):As a standard action, a tar beast can hurl a blob of tar as a ranged touch attack.
This attack has a range increment of 20 feet and a maximum range of 100 feet. A target the
blob strikes must make a DC 20 Reflex save or be glued to the ground as if by a tanglefoot
bag. This entangling effect affects only targets one or more size categories smaller than the
tar beast. The tar beast may use its Point Blank Shot and Precise Shot feats with this
ability. The save DC is Stamina-based.
Swampwalk (Ex) When in a swamp or tarpit, a tar beast ignores difficult terrain and
can also run and even charge across such terrain. Obstacles still block or hamper the tar
beast’s movement.

Tar Lord CR 7
XP 3,200
N Large Outsider (earth, elemental, water)
Init -1; Senses darkvision 60 ft., low-light vision; Perception +12
Defense
AC 21, touch 8, flat-footed 21 (-1 Agy, +13 natural, -1 size)
hp 92 (8d10+48)
Fort +13, Ref +6, Will +4
Immune elemental traits
Offense
Speed 20 ft. (4 squares)
Melee 2 slams +15 (1d6+8)
Ranged blob +6
Special Attacks adhere (DC 22), blob (DC 22)
Statistics
Str 26, Agy 9, Sta 22, Int 9, Spt 12, Cha 11
Base Atk +8; CMB +17; CMD 26
Skills: Perception +12, Survival +12
Feats: Ability Focus (adhere), Ability Focus (blob), Point Blank Shot, Precise Shot
SQ swampwalk
Special Abilities
Adhere (Ex) A tar beast constantly oozes a sticky substance that acts as a powerful
adhesive, holding fast any creatures or items that touch it. A tar beast automatically
grapples a creature it hits with its slam attack. Opponents so grappled cannot get free
while the tar beast is alive without removing the adhesive first. A weapon that strikes a tar
beast is stuck fast unless the wielder makes a DC 22 Reflex save. A DC 22 Strength check is
required to pry trapped weapons free. The save DCs are Stamina-based. Strong alcohol
dissolves the adhesive, but of course the tar beast still can grapple normally even
when its adhesive does not work. A tar beast can suppress its adhesive quality at will,
and the substance breaks down 5 rounds after the tar beast dies.
Blob (Ex): As a standard action, a tar beast can hurl a blob of tar as a ranged touch attack.
This attack has a range increment of 20 feet and a maximum range of 100 feet. A target the
blob strikes must make a DC 22 Reflex save or be glued to the ground as if by a tanglefoot
bag. This entangling effect affects only targets one or more size categories smaller than the
tar beast. The tar beast may use its Point Blank Shot and Precise Shot feats with this
ability. The save DC is Stamina-based.
Swampwalk (Ex) When in a swamp or tarpit, a tar beast ignores difficult terrain and
can also run and even charge across such terrain. Obstacles still block or hamper the tar
beast’s movement.

Entropic Beast CR 7
XP 3,200
CN Large Outsider (extraplanar, fire)
Init +9; Senses darkvision 60 ft.; Perception +12
Defense
AC 20, touch 14, flat-footed 15 (+5 Agy, +6 natural, -1 size)
hp 85 (9d10+36)
Fort +10, Ref +13, Will +3
DR 5/-; Immune elemental traits, fire
Weakness cold
Offense
Speed 50 ft. (10 squares)
Melee 2 slams +14 (2d6+5 plus 2d6 fire)
Special Attacks burn (DC 20)
Statistics
Str 15, Agy 20, Sta 19, Int 7, Spt 11, Cha 11
Base Atk +9; CMB +11; CMD 27
Skills: Perception +12
Feats: Combat Reflexes, Dodge, Improved InitiativeB, Ligthtning Reflexes, Mobility,
Spring Attack, Weapon Focus (slam)
SQ entropic shield
Special Abilities
Burn (Ex) An entropic beast’s slam attack deals bludgeoning damage plus fire damage
from the creature’s blazing body. Those hit by a slam attack must make a DC 20 Reflex
save or catch on fire. A burning creature can take a move action to put out the flames.
The flame burns for 2d4 rounds. The save DC is Stamina-based.
Entropic Shield (Ex) The corruption of the Felwood has shunted these elementals slightly
out of phase with reality, as if trapping them partially between planes. Blows that strike
them sometimes slip through these cracks, having no effect. Attacks against an entropic
beast have a 20% miss chance, as if the creature has partial concealment at all times. Even
attacks that may ignore concealment do not ignore this miss chance.

Felguard CR 8
XP 4,800
NE Medium outsider (demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft., blindsight 60 ft., see in darkness; Perception +15
Defense
AC 19, touch 12, flat-footed 17 (+2 Agy, +2 natural, +5 scale mail)
hp 110 (10d10+50)
Fort +12, Ref +5, Will +9
DR 10/good; Immune demon traits
Offense
Speed 40 ft. (8 squares)
Melee Masterwork halberd +18/+13 melee (1d10+10/x3)
Space 5 ft., Reach 5 ft.
Statistics
Str 24, Agy 15, Sta 21, Int 12, Spt 14, Cha 16
Base Atk +10; CMB +17; CMD 29
Skills: Climb +20, Intimidate +16, Knowledge (the planes) +14, Perception +15, Ride +15,
Survival +15, Swim +10
Feats: Cleave, Furious Charge, Improved Initiative, Intimidating Shout, Power Attack
SQ name vulnerability, fury
Special Abilities
Fury (Ex) A felguard can fury 23 rounds per day as a 8th-level barbarian. When furious, a
felguard has the following statistics: 130 hp; AC 17, touch 10, flat-footed 15; Atk
masterwork halberd +20/+15 melee (1d10+12/x3); Will +11.

Felguard Elite CR 12
XP 19,200
NE Large outsider (demon, evil, extraplanar)
Init +5; Senses darkvision 60 ft., blindsight 60 ft., see in darkness; Perception +20
Defense
AC 23, touch 11, flat-footed 22 (-1 size, +1 Agy, +8 natural, +5 scale mail)
hp 187 (15d10+105)
Fort +16, Ref +6, Will +11
DR 12/good; Immune demon traits
Offense
Speed 50 ft. (10 squares)
Melee +1 Large unholy halberd +26/+21/+16 melee (2d8+17 plus 2d6 unholy/x3)
Space 5 ft., Reach 5 ft.
Statistics
Str 32, Agy 13, Sta 25, Int 12, Spt 14, Cha 17
Base Atk +15; CMB +27 (+29 overrun); CMD 39 (41 vs. overrun)
Skills: Climb +29, Intimidate +21, Knowledge (the planes) +19, Perception +20, Ride
+20, Survival +20, Swim +19
Feats: Cleave, Demoralizing Shout, Furious Charge, Great Cleave, Improved Initiative,
Improved Overrun, Intimidating Shout, Power Attack
SQ name vulnerability, rage
Special Abilities
Fury (Ex) A felguard elite can fury 34 rounds per day as a 12th-level barbarian. When
furious, a felguard elite has the following statistics: 232 hp; AC 21, touch 9, flat-footed 20;
Atk +1 Large unholy halberd +29/+24/+19 melee (2d8+20/x3); Will +14.
Felhound CR 6
XP 2,400
CE Medium Outsider (chaotic, demon, evil, extraplanar)
Init +7; Senses darkvision 60 ft., blindsight 60 ft., see in darkness, scent, sense magic;
Perception +12
Defense
AC 21 (+3 Agy, +8 natural), touch 13, flat-footed 18
hp 66 (7d10+32)
Fort +9, Ref +8, Will +3
DR 5/good; Immune demon traits; Resist acid 5, cold 5, electricity 5, fire 10; SR 16
Offense
Speed 50 ft. (10 squares)
Melee bite +12 (1d8+5 plus 1d6 shadow) and 2 claws +12 (1d6+5 plus 1d6 shadow)
Special Attacks fel strike, pounce
Space 5 ft., Reach 5 ft.
Statistics
Str 20, Agy 17, Sta 19, Int 4, Spt 12, Cha 8
Base Atk +7; CMB +12; CMD 25
Skills: Acrobatics +14, Perception +12, Stealth +12, Survival +10
Feats: Improved Initiative, Skill Focus (Perception), Skill Focus (Survival)B, Weapon
Focus (bite, claw)
SQ name vulnerability
Special Abilities
Pounce (Ex) If a felhound charges a foe, it can make a full attack that round.
Sense Magic (Su) A felhound senses magic as though continuously under the effects of a
detect magic spell, except the felhound always receives all information that would
normally take 3 rounds to receive, and it automatically succeeds at all Spellcraft
checks to determine the school of magic involved in each aura. The felhound can
also track the “scent” of magic as easily as any normal odor. Felhounds also sense
which creatures within 60 feet are capable of spellcasting. The felhound senses a caster’s
relative power (i.e., caster level) in both arcane and divine magic, if applicable.

Felstalker CR 10
XP 9,600
CE Medium Outsider (chaotic, demon, evil, extraplanar)
Init +8; Senses darkvision 60 ft., blindsight 60 ft., see in darkness, scent, sense magic;
Perception +17
Defense
AC 26 (+4 Agy, +12 natural), touch 14, flat-footed 22
hp 123 (13d10+52)
Fort +12, Ref +12, Will +8
DR 5/good; Immune demon traits; Resist acid 5, cold 5, electricity 5, fire 10; SR 20
Offense
Speed 50 ft. (10 squares)
Melee bite +21 (1d10+7 plus 1d6 shadow) and 2 claws +21 (1d8+7 plus 1d6 shadow)
Ranged ray touch +17 (special)
Special Attacks fel strike, mana burn (DC 18), pounce
Space 5 ft., Reach 5 ft.
Statistics
Str 24, Agy 19, Sta 19, Int 6, Spt 14, Cha 10
Base Atk +13; CMB +20; CMD 33
Skills: Acrobatics +20, Perception +17, Stealth +15, Survival +15, Swim +20
Feats: Ability Focus (mana burn ray), Improved Initiative, Improved Natural Attack (bite,
claw), Iron Will, Skill Focus (Perception), Skill Focus (Survival)B, Weapon Focus (bite,
claw)
SQ name vulnerability
Special Abilities
Pounce (Ex) If a felhound charges a foe, it can make a full attack that round.
Sense Magic (Su) A felhound senses magic as though continuously under the effects of a
detect magic spell, except the felhound always receives all information that would
normally take 3 rounds to receive, and it automatically succeeds at all Spellcraft
checks to determine the school of magic involved in each aura. The felhound can
also track the “scent” of magic as easily as any normal odor. Felhounds also sense
which creatures within 60 feet are capable of spellcasting. The felhound senses a caster’s
relative power (i.e., caster level) in both arcane and divine magic, if applicable.
Mana Burn (Sp) Once every 1d4 rounds, a felstalker can use mana burn as a spell-like
ability (DC 18; caster level 13th). The DC is Charisma-based, and the caster level is equal to
the fel stalker’s Hit Dice.

Flamewalker CR 8
XP 4,800
LE Large Outsider (evil, extraplanar, fire, lawful)
Init +2; Senses darkvision 60 ft.; Perception +23
Defense
AC 23, touch 11, flat-footed 21 (+2 Agy, +12 natural, -1 size)
hp 90 (10d10+40)
Fort +11, Ref +5, Will +11
DR 10/magic; Immune elemental traits, fire
Weakness cold
Offense
Speed 30 ft. (6 squares)
Melee +2 quarterstaff +16/+11/+6 melee (1d8+9 plus 1d8 fire)
Special Attacks heat
Spell-like Abilities (CL 12th; concentration +16)
3/day—blazing column, greater shadow word pain (DC 20)
1/day—dominate monster (DC 23), fire storm (DC 22)
Statistics
Str 20, Agy 14, Sta 19, Int 16, Spt 15, Cha 18
Base Atk +10; CMB +16; CMD 28
Skills: Bluff +19, Concentration +18, Diplomacy +21, Intimidate +21, Knowledge
(arcana) +8, Knowledge (nobility) +8, Knowledge (the planes) +8, Perception +23, Sense
Motive +17, Spellcraft +20.
Feats: Cleave, Great Cleave, Iron Will, Power Attack, Skill Focus (Perception)
Special Abilities
Heat (Ex) A flamewaker generates so much heat that its mere touch deals additional
fire damage. Flamewakers’ metallic weapons (such as a flamewaker’s quarterstaff) also
conduct this heat.

Lesser Infernal CR 7
XP 3,200
CE Large construct (chaotic, demon, evil, extraplanar)
Init +0; Senses darkvision 60 ft., see darkness; Perception +0
Defense
AC 21, touch 9, flat-footed 21 (-1 size, +12 natural)
hp 74 (8d10+30)
Fort +2, Ref +2, Will +2
DR 5/good and magic; Immune construct traits, demon traits, fire; Resist cold 10,
electricity 10; SR 17
Offense
Speed 20 ft. (4 squares)
Melee slam +12 (3d6+7 plus 1d6 fire and 1 shadow)
Statistics
Str 20, Agy 10, Sta -, Int 1, Spt 11, Cha 7
Base Atk +8; CMB +14; CMD 24
Feats: Cleave, Improved Natural Weapon (slam), Power Attack, Recklessness
SQ name vulnerability, demon construct
Special Abilities
Blazing Body (Ex) Infernals burn with otherworldly flames. Any creature within 10 feet of a
lesser infernal takes 1d4 points of fire damage each round. Any creature that attacks a
lesser infernal with a handheld weapon takes 1d6 points of fire damage.
Burn (Ex) Any creature that comes into contact with a lesser infernal, either on its own
or if the infernal hits it with a slam attack, must make a DC 14 Reflex save or catch on
fire. A burning creature can take a move action to put out the flames. The flames burn for
1d4 rounds. The save DC is Agility-based.
Lesser Fel Strike (Su) This ability functions as fel strike, save that it deals only 1 point
of fel damage.
Meteoric Arrival (Ex) When a lesser infernal arrives on Azeroth, it tears through a planar
rift and falls from a great height. This fall creates a crater 10 feet wide, dealing 4d6
points of bludgeoning damage to all creatures in that area and 2d6 points of damage to
creatures within 20 feet. The damage is half bludgeoning, one-quarter fire, and one-
quarter fel. Creatures can attempt DC 14 Reflex saves for half damage. Those who fail, in
addition to taking damage, are knocked prone. Plant life and other natural formations
in the area are blown apart by the impact. Structures in the area take double damage
from the meteoric fall. The infernal itself is unaffected by the crash landing. The save DC is
Agility-based.
Demon Construct (Ex) Infernals count as demons for all spells and other effects that affect
demons.

Arcane Nullifier X-21 CR 8


XP 4,800
N Large construct (mechanical)
Init -2; Senses darkvision 60 ft.; Perception +10
Defense
AC 21, touch 8, flat-footed 21 (-1 size, -2 Agy, +14 natural)
hp 85 (10d10+30)
Fort +3, Ref +1, Will +3
Hardness 5; Immune construct traits; SR 25
Offense
Speed 40 ft. (8 squares)
Melee 2 slams +15 (2d6+6)
Special Attacks rechannel spell
Statistics
Str 23, Agy 7, Sta -, Int 1, Spt 10, Cha 1
Base Atk +10; CMB +17 (+19 bull rush); CMD 25 (27 vs. bull rush)
Skills: Perception +10; Racial Modifier +2 Perception
Feats: Awesome Blow, Bash, Cleave, Improved Bull Rush, Power Attack
Special Abilities
Rechannel Spell (Su) If an arcane nullifier’s spell resistance protects it from a spell, the
creature stores that spell within its body. On its next turn, it automatically releases the
same spell as a free action, usually targeting the creature that first cast the spell.
The spell occurs just as if the original caster had cast it.

Basilisk CR 6
XP 2,400
N Large magical beast
Init +0; Senses darkvision 60 ft., low-light vision; Perception +15
Defense
AC 20, touch 9, flat-footed 20 (-1 size, +11 natural)
hp 68 (8d10+24)
Fort +9, Ref +7, Will +5
Offense
Speed 20 ft. (4 squares)
Melee bite +12 (1d8+5) and 2 claws +13 (1d6+5)
Space/Reach 10 ft./5 ft.
Special Attacks petrifying gaze (DC 16), sleep (DC 14)
Statistics
Str 20, Agy 10, Sta 17, Int 4, Spt 12, Cha 11
Base Atk +8; CMB +14; CMD 24
Skills: Perception +15; Racial Modifier +5 Perception
Feats: Ability Focus (petrifying gaze), Iron Will, Skill Focus (Perception), Weapon Focus
(claw)
Special Abilities
Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude DC 16
negates. The save DC is Charisma-based.
Sleep (Sp): This ability functions as the sleep spell, save that it has no HD limit. The save
DC is Charisma-based.

Black Ooze CR 8
XP 4,800
N Huge ooze
Init -5; Senses blindsight 60 ft.; Perception -5
Defense
AC 3, touch 3, flat-footed 3 (-2 size, -5 Agy)
hp 138 (12d8+84)
Fort +11, Ref -1, Will -1
DR 5/-; Immune ooze traits
Offense
Speed 20 ft. (4 squares)
Melee slam +15 (1d8+12 plus grab and 2d6 acid)
Space/Reach 15 ft./10 ft.
Special Attacks acid, constrict (1d8+12 plus 2d6 acid)
Statistics
Str 26, Agy 1, Sta 24, Int -, Spt 1, Cha 1
Base Atk +9; CMB +19 (+23 grapple); CMD 24
SQ split
Special Abilities
Acid (Ex): A black ooze secretes a digestive acid that dissolves organic material and
metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid
damage; worse, the opponent’s armor and clothing dissolve and become useless unless
he makes a DC 22 Reflex save. A metal or wooden weapon that strikes a black ooze also
dissolves immediately unless it makes a DC 22 Reflex save. The save DCs are Stamina-
based. The black ooze’s acidic touch deals 22 points of damage per round to wooden or
metal objects, but the ooze must remain in contact with the object for 1 full round to deal
this damage.
Constrict (Ex): A black ooze deals automatic slam and acid damage with a successful
grapple check. A grappled opponent takes a –4 penalty on Reflex saves to avoid
having his clothing and armor dissolved by the ooze’s acid.
Split (Ex): Slashing and piercing weapons deal no damage to a black ooze. Instead,
when struck by such attacks, the creature splits into two identical black oozes, each with
half of the original’s current hit points (round down for the newly created beast). A black
ooze with 10 hit points or fewer cannot be further split and dies if reduced to 0 hit points.

Bloodpetal CR 7
XP 3,200
N Medium plant
Init +2; Senses darkvision 60 ft.; Perception +15
Defense
AC 23, touch 13, flat-footed 20 (+2 Agy, +1 dodge, +10 natural)
hp 90 (12d8+36)
Fort +11, Ref +6, Will +4
Defensive Abilities plant traits
Offense
Speed 30 ft. (6 squares), climb 20 ft.
Melee 2 slams +13 (1d6+3 plus poison)
Space/Reach 5 ft./5 ft.
Special Attacks piercing thorns (DC 19), poison (DC 21)
Statistics
Str 16, Agy 14, Sta 17, Int 2, Spt 10, Cha 10
Base Atk +9; CMB +12; CMD 24
Skills: Perception +15
Feats: Ability Focus (poison), Cleave, Dodge, Mobility, Power Attack, Weapon Focus
(slam)
SQ thorn shield
Special Abilities
Piercing Thorns (Ex): If a bloodpetal hits an opponent with both slam attacks in a
round, its thorns gouge the foe for an additional 2d6 points of piercing damage. This
additional damage does not carry poison. If a bloodpetal grapples an opponent or is itself
grappled, it automatically deals this damage every round on its turn for as long as the
grapple persists, in addition to any damage dealt by the thorn shield (below).
Poison (Ex) Slam—injury; save Fort DC 21; frequency 1/round for 4 rounds; effect 1d2 Agy
and 1d2 Sta damage; cure 1 saves. The save DC is Stamina-based.
Thorn Shield (Su): The thorny body of a bloodpetal injures enemies who get too
close. Any creature striking a bloodpetal with handheld weapons or natural weapons
takes 1d6+1 points of piercing and slashing damage from the creature’s thorns. (This
damage does not carry poison.) However, weapons with exceptional reach, such as
longspears, do not endanger their users in this way.

Bloodpetal Flayer CR 8
XP 4,800
N Medium plant
Init +2; Senses darkvision 60 ft.; Perception +17
Defense
AC 23, touch 13, flat-footed 20 (+2 Agy, +1 dodge, +10 natural)
hp 119 (14d8+56)
Fort +13, Ref +6, Will +4
Defensive Abilities plant traits
Offense
Speed 30 ft. (6 squares), climb 20 ft.
Melee 2 slams +15 (1d8+4/19-20x3 plus poison)
Space/Reach 5 ft./5 ft.
Special Attacks piercing thorns (DC 21), poison (DC 23), serrated thorns, whirlwind
strike
Statistics
Str 19, Agy 15, Sta 19, Int 2, Spt 11, Cha 10
Base Atk +10; CMB +14; CMD 26
Skills: Perception +17
Feats: Ability Focus (poison), Cleave, Dodge, Improved Critical (slam), Mobility, Power
Attack, Weapon Focus (slam)
SQ thorn shield
Special Abilities
Piercing Thorns (Ex): If a bloodpetal hits an opponent with both slam attacks in a
round, its thorns gouge the foe for an additional 2d6 points of piercing damage. This
additional damage does not carry poison. If a bloodpetal grapples an opponent or is itself
grappled, it automatically deals this damage every round on its turn for as long as the
grapple persists, in addition to any damage dealt by the thorn shield (below).
Poison (Ex) Slam—injury; save Fort DC 23; frequency 1/round for 4 rounds; effect 1d2 Agy
and 1d2 Sta damage; cure 1 saves. The save DC is Stamina-based.
Thorn Shield (Su): The thorny body of a bloodpetal injures enemies who get too
close. Any creature striking a bloodpetal with handheld weapons or natural weapons
takes 1d6+1 points of piercing and slashing damage from the creature’s thorns. (This
damage does not carry poison.) However, weapons with exceptional reach, such as
longspears, do not endanger their users in this way.
Serrated Thorns (Ex): A bloodpetal flayer’s slam attacks are particularly vicious,
dealing three times normal damage on a critical hit.
Whirlwind Strike (Ex):Once every 1d4+1 rounds, a bloodpetal flayer can lash out in all
directions with thorny vines, tearing any opponent within range. Doing so is a full round
action. When doing this, a flayer makes a single attack against every opponent within
10 feet. This attack makes the flayer somewhat more vulnerable, as it has extended itself
as far as it possibly can; it is flatfooted until its next action (of course, plants are immune to
sneak attack damage, so this isn’t as great a weakness as it might otherwise seem).

Carrion Grub CR 10
XP 9,600
N Medium magical beast
Init +1; Senses blindsense 120 ft.; darkvision 60 ft., low-light vision; Perception +0
Defense
AC 21, touch 12, flat-footed 19 (+1 Agy, +1 dodge, +9 natural)
hp 227 (13d10+156)
Fort +21, Ref +5, Will +4
Immune acid
Offense
Speed 20 ft. (4 squares), burrow 5 ft.
Melee bite +19 (2d6+7 plus 2d6 acid)
Ranged spit +14 (2d6 acid)
Space/Reach 5 ft./5 ft.
Special Attacks acid spray (DC 27), acid slime, death throes (DC 27), spit acid
Statistics
Str 21, Agy 13, Sta 32, Int 1, Spt 10, Cha 10
Base Atk +13; CMB +18; CMD 30
Skills: Survival +16
Feats: Dodge, Great Fortitude, Improved Natural Attack (bite), Improved Overrun, Power
Attack, Toughness, Weapon Focus (bite)
SQ maggot body
Special Abilities
Acid Spray (Ex) Once every 1d4 rounds, a carrion grub can, as a standard action, open
up pores in its slimy surface and exude a tremendous spray of acid. All creatures within
30 feet of the carrion grub take 6d6 points of acid damage. A DC 27 Reflex save halves
this damage. The save DC is Stamina-based.
Acidic Slime (Ex) Carrion grubs exude an acidic slime that coats every inch of their
bloated bodies. Any creature that contacts their skin (such as when making an unarmed or
grapple attack, or if the grub successfully overruns an opponent) takes 2d6 points of acid
damage (no save). Weapons hitting a carrion grub take 1d6 points of acid damage per
blow. If the weapon is metal, this acid damage ignores its hardness.
Death Throes (Ex) When slain, a carrion grub bursts apart, releasing a shower of acid
similar to the acid spray (above), except that the death throes deal 8d6 points of acid
damage in a 45-foot radius.
Spit Acid (Ex) A carrion grub can spit gobs of acid. This is a normal ranged attack with a
range increment of 20 feet and a maximum range of 10 range increments (200 feet).
Maggot Body (Ex) A carrion grub has a slick worm-like body with nothing to grab onto,
so an opponent attempting to grapple it takes a –4 CMB penalty (assuming anything
would want to grapple something coated in acid). As they have no discernable body
parts to flank or attack, carrion grubs cannot be flanked and are not subject to critical hits.

Cloud Serpent CR 4
XP 1,200
N Medium magical beast
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +12
Defense
AC 20, touch 15, flat-footed 15 (+5 Agy, +5 natural)
hp 32 (5d10+5)
Fort +5, Ref +9, Will +3
Offense
Speed 20 ft. (4 squares), climb 20 ft., fly 60 ft. (good), swim 40 ft.
Melee bite +10 (1d4 plus poison)
Space/Reach 5 ft./5 ft.
Special Attacks lightining breath, poison (DC 15)
Statistics
Str 10, Agy 21, Sta 13, Int 1, Spt 14, Cha 2
Base Atk +5; CMB +5; CMD 20
Skills: Acrobatics +13, Climb +13, Perception +12, Stealth +13, Swim +8
Feats: Ability Focus (poison), Skill Focus (Perception), Weapon Finesse
Special Abilities
Lightning Breath (Su): As a standard action, a cloud serpent may spit a ball of lightning
at a target. This is a ranged touch attack (+10 bonus); the lightning breath has a
maximum range of 60 feet and no range increment. A successful hit deals 1d6 points of
electricity damage (no save).
Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d4 Sta
damage; cure 1 saves. The save DC is Stamina-based.
Skills: Cloud serpents gain a +4 racial bonus on Perception, and Stealth checks and a
+8 racial bonus on Acrobatics checks made to balance. They use either their Strength
modifier or Agility modifier for Climb checks, whichever is higher.

Core Hound CR 14
XP 3,200
CE Huge Outsider (chaotic, evil, extraplanar, fire)
Init +3; Senses darkvision 60 ft., scent; Perception +23
Defense
AC 31, touch 7, flat-footed 31 (-1 Agy, +24 natural, -2 size)
hp 207 (18d10+108); regeneration 10
Fort +17, Ref +10, Will +8
DR 15/magic; Immune fire
Weakness cold
Offense
Speed 40 ft. (8 squares)
Melee 2 bites +25 (3d8+12 plus grab and 2d8 fire)
Space/Reach 15 ft./10 ft.
Special Attacks constrict (3d8+12 plus 2d8 fire), savage bite
Statistics
Str 27, Agy 9, Sta 22, Int 6, Spt 10, Cha 11
Base Atk +18; CMB +28 (+30 bull rush, +32 grapple); CMD 37 (39 vs. bull rush)
Skills: Perception +23
Feats: Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Skill Focus
(Perception), Skill Focus (Survival), Weapon Focus (bite)
Special Abilities
Constrict (Ex): A core hound deals automatic bite damage (including fire damage) with
a successful grapple check.
Savage Bite (Ex): Each head of a core hound adds 1-1/2 times the core hound’s
Strength bonus to damage with its bite attack.
Regeneration (Ex): Cold attacks and good and/or truesilver weapons deal lethal damage
to core hounds.
Advancing Core Hounds
Core hounds grow and gain power throughout their lives. A core hound gains one special
attack or quality from the following list of core hound powers every time it advances 3 Hit
Dice beyond 18. These special attacks and qualities are listed below.
Core hounds with 21 to 27 Hit Dice are sometimes called core ragers; those with 28 or
more Hit Dice are often called ancient core hounds, for they are among the oldest in the
pack and have many dangerous abilities. Magmadar is the oldest and largest of the core
hounds.
Core Hound Powers
All saving throws are DC 10 + 1/2 the core hound’s HD + the core hound’s appropriate
ability modifier (as listed). Each ability is described as a special attack (SA) or special
quality (SQ).
SA — Ancient Despair (Ex): A core hound with frightful presence may acquire this
special attack. The core hound’s frightful presence takes on the added quality that
creatures failing their Will save are affected as though by a slow spell for the duration of
the frightful presence.
SA — Ancient Dread (Ex): A core hound with frightful presence may acquire this
special attack. The core hound’s frightful presence takes on the added quality that
creatures failing their Will save become confused for twice the duration of the frightful
presence.
SA — Ancient Hysteria (Su):The core hound may howl as a standard action. Creatures
within 100 feet must make a Will save or take 2d4 points of Intellect and Spirit damage.
This is a sonic effect. The save DC is Charisma-based.
SA — Breath Weapon (Ex):The core hound has a cone-shaped breath weapon 40 feet
long. Those caught in the area take 10d8 points of fire damage (Reflex half). Victims
trapped in the core hound’s mouth after an improved grab automatically fail this save.
The save DC is Stamina-based.
SA — Brutal Flames (Ex):The core hound’s body burns with intense heat. Its bite and
constrict deal an additional 2d8 points of fire damage beyond the usual amount.
SA — Frightful Presence (Ex): The core hound has the frightful presence ability.
SA — Ground Stomp (Ex): The core hound may use a standard action to stomp on the
ground, causing a shockwave to emanate from the point of impact in a 30-foot burst. All
creatures in the area take 1d8 points of damage and are stunned for 1 round. A successful
Fortitude save prevents the stun effect. The save DC is Strength-based.
SA — Lava Bomb (Ex): A core hound with the magma spit special attack may acquire
the lava bomb special attack. Whenever the core hound uses its magma spit special attack,
a 2-foot-diameter sphere of sticky magma is left behind in the target’s space. This
sphere builds up internal pressure and finally explodes after 1d4 rounds. The explosion
deals 10d8 points of fire damage to everything in a 30-foot burst (Reflex half). A creature
touching the lava bomb before it explodes takes 2d8 points of fire damage. The save is
Stamina-based.
SA — Magma Spit (Ex):The core hound may spit globs of magma as a ranged attack with a
range increment of 20 feet (maximum range 100 feet). Each glob deals 3d6 points of
bludgeoning damage plus 2d8 points of fire damage. The target must also make a Reflex
save or be coated in magma, which burns for an additional 2d4 rounds and deals 2d8
points of fire damage each round. A victim may spend a full-round action scraping off the
magma to end the effect. The save is Stamina-based.
SA — Mangle (Ex): A core hound with the serrated bite special attack may acquire the
mangle special attack. The core hound is adept at tearing vital tissues and tendons.
Victims of the core hound’s bite must make a Fortitude save or take 1d4 points of both
Strength and Agility damage. Mangle does not affect creatures immune to critical hits. The
save is Agility-based.
SA — Serrated Bite (Ex): The core hound’s teeth are incredibly sharp, giving it Improved
Critical (bite) as a bonus feat.
SA — Thrash (Ex):The core hound shakes its head after a successful improved grab; this
motion wrenches its victim like a rag doll and deals an additional 2d8 points of
damage each round that it deals constriction damage.
SA — Vicious Bite (Ex): A core hound with the mangle and serrated bite special
attacks may acquire the vicious bite special attack. The core hound is experienced at
tearing vital organs, veins, and arteries. Victims of the core hound’s bite attack must
make a Fortitude save or take 1d4 points of Stamina damage. Vicious bite does not affect
creatures immune to critical hits. The save is Agility-based.
SA — Withering Heat (Su): The unnatural heat of the core hound acts almost like an
anti-magic field against fire resistance. The resistance to fire (if any) of all creatures
within 60 feet is lowered by 10 points. Resistance to fire within 30 feet is lowered by 20
points. For example, if a creature within 30 feet of a core hound has resistance to fire 30,
that ability is reduced by 20 points to resistance to fire 10. Withering heat does not affect
creatures having immunity to fire.
SQ — Blindsense (Ex): The core hound has blindsense out to 60 feet.
SQ — True Seeing (Su): A core hound with the blindsense special quality may acquire
the true seeing special quality. The core hound is continually affected as though by a true
seeing spell.

Creating a Corrupted Creature


“Corrupted” is an acquired template that can be added to any living corporeal creature
(referred to hereafter as the base creature). A corrupted creature uses all the base
creature’s statistics and special abilities except as noted here. Do not recalculate the
creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.
Size and Type: Animals or vermin with this template become magical beasts; a creature
that changes type also gains the augmented subtype. Size is unchanged.
Special Attacks: A corrupted retains all the special attacks of the base creature and
gains fel strike as well. Creatures with poison treat their poison as fel poison.
Fel Strike (Su): Creatures with this ability deal +1d6 points of shadow damage on melee
attacks with both natural and manufactured weapons, plus an additional 1d6 points of
shadow damage against creatures of good alignment. Their attacks are treated as
chaotic, evil, good, and lawful for the purposes of bypassing damage reduction.
Fel Poison (Su): The infernal energies within the creature strengthen its poison,
providing a bonus on its save DC based on the creature’s Hit Dice, as shown below.
Hit Dice DC Modifier
Up to 1 +2
2–3 +4
4–7 +6
8–15 +8
16 or more +10
Special Qualities:A corrupted creature retains all the special qualities of the base creature
and gains the ferocity quality.
Ferocity (Ex): A corrupted creature is such a tenacious combatant that it continues to take
actions and to fight without penalty even while disabled or dying.
Abilities: Modify from the base creature as follows: +4 Str, –2 Int, –2 Spt, –2 Cha.
Challenge Rating: Same as the base creature +1.
Alignment: Always chaotic evil.

Crowd Pummeler 9-60 CR 4


XP 1,200
N Medium construct (mechanical)
Init -1; Senses darkvision 60 ft.; Perception +9
Defense
AC 17, touch 9, flat-footed 17 (-1 Agy, +8 natural)
hp 47 (5d10+20)
Fort +1, Ref +0, Will +1
Hardness 5; Immune construct traits
Offense
Speed 20 ft. (4 squares)
Melee 2 slam +8 (1d6+3)
Statistics
Str 17, Agy 9, Sta -, Int 1, Spt 10, Cha 1
Base Atk +5; CMB +8 (+10 bull rush); CMD 17 (19 vs. bull rush)
Skills: Perception +9; Racial Modifier +1 Perception
Feats: Bash, Improved Bull Rush, Power Attack
SQ malfuction

Creating a Crypt Fiend


“Crypt fiend” is an acquired template that can be added to any nerubian, including a
spiderlord (referred to hereafter as the base creature). Nerubian spiderlords with this
template are termed “crypt lords.” A crypt fiend uses all the base creature’s statistics
and special abilities except as noted here. Crypt lords have all the statistics and special
abilities of crypt fiends, plus a few more.
Size and Type: The creature’s type changes to undead. Do not recalculate base attack
bonus, saves, or skill points. Size is unchanged.
Speed: Same as base creature, and the crypt fiend gains a burrow speed of 10 feet.
Armor Class: The base creature’s natural armor bonus increases by +4. If the base creature
was a spiderlord, its natural armor bonus increases by +6 instead.
Attack:A crypt fiend retains all the attacks of the base creature and also gains a slam attack.
Damage: Slam attack damage varies with the crypt fiend’s size. The base creature’s
natural attacks retain their old damage values or use the appropriate value from the
table below, whichever is better. Slam attacks deal the damage listed below plus 1-1/2
times the crypt fiend’s Strength bonus.
Size Slam Damage
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A crypt fiend retains all the special attacks of the base creature and
gains those described below. Saves have a DC of 10 + 1/2 the crypt fiend’s racial HD
+ the crypt fiend’s Charisma modifier unless noted otherwise.
Poison (Su): While nerubians generate poison naturally, as spiders do, crypt fiends and
crypt lords produce poison magically. This supernatural ability is a function of the Lich
King’s animating magic. This attack functions just as the base nerubian’s poison attack,
but its DC is based on Charisma instead of Stamina.
Web (Su): This attack functions just as the base creature’s web attack, but is
supernatural in nature, like the crypt fiend’s poison attack. (Crypt lords do not gain this
ability.)
Special Attacks — Crypt Lord only: A crypt lord retains all the special attacks of the base
creature and gains those described below. Saves have a DC of 10 + 1/2 the crypt lord’s
racial HD + the crypt lord’s Charisma modifier unless noted otherwise.
Generate Carrion Beetle (Su): As a standard action, a crypt lord can generate 1 carrion
beetle from a corpse to serve it; the corpse can be no more than 1 day old and
must be within 30 feet of the crypt lord. The crypt lord can telepathically control up
to 5 carrion beetles at a time. Commanding any or all of the carrion beetles is a move
action. If a crypt lord creates more than 5 carrion beetles, it chooses which five to
command each round on its turn. Uncontrolled carrion beetles attack the closest living
creature or trundle off to live normal carrion beetle lives. If a crypt lord dies, all its carrion
beetles become uncontrolled. A corpse that produces a carrion beetle is despoiled for the
purposes of raise deadand similar spells.
Impale (Su): As a standard action, a crypt lord slams the ground with its claws. Spiked
tendrils shoot outward in a straight line from the point of impact, and enemies in the line’s
path are knocked prone and take damage as noted below. A creature that makes a
successful Reflex save takes only half damage and does not fall prone. A target that fails its
Reflex save must also make a Fortitude save or be stunned for 1
round.
Size Line Length* Damage
Large 30 ft. 6d6
Huge 40 ft. 10d6
Gargantuan 60 ft. 14d6
Colossal 100 ft. 20d6
* A line effect is 5 feet high and 5 feet wide.
Locust Swarm (Sp): At will, as a standard action, a crypt lord can summon a locust
swarm. This functions as the carrion swarmspell with a caster level equal to the crypt lord’s
Hit Dice. A crypt lord gains temporary hit points equal to half the damage the locust swarm
deals.
Special Qualities:A crypt fiend retains all the special qualities of the base creature and
gains those described below.
Fast Healing (Su): While buried in the ground (burrowing), the crypt fiend gains fast
healing 5.
Special Qualities — Crypt Lord only:A crypt lord retains all the special qualities of the base
creature and gains those of a crypt fiend, as well as those described below.
Spiked Carapace (Ex):The spiked shell of a crypt lord not only affords it greater armor,
but injures enemies who get too close. Any creature striking a crypt lord with
handheld or natural weapons takes 2d6 points of piercing and slashing damage from the
creature’s spikes. Reach weapons such as longspears do not endanger their users in this
way.
Abilities:Change from the base creature as follows: Str +4, Agy –2. As an undead creature,
a crypt fiend has no Stamina score. A crypt lord also receives a +2 bonus to Intellect and
Charisma.
Skills: Crypt fiends and crypt lords gain a +4 racial bonus on Stealth checks. In addition,
crypt lords gain a +2 racial bonus on Bluff and Sense Motive checks.
Environment: Any.
Organization:Solitary, pair, or swarm (3–12).
Challenge Rating: Same as the base creature +2 (crypt fiends) or +3 (crypt lords).
Treasure: Standard.
Alignment: Always evil (any).

Devilsaur CR 10
XP 9,600
N Huge animal
Init +2; Senses low-light vision, scent; Perception +11
Defense
AC 24, touch 10, flat-footed 24 (+2 Agy, +14 natural, -2 size)
hp 157 (15d8+90)
Fort +15, Ref +11, Will +7
Offense
Speed 40 ft. (8 squares)
Melee bite +20 (4d6+15/19-20 plus grab)
Space/Reach 15 ft./10 ft.
Special Attacks locking jaws, savage, swallow whole
Statistics
Str 31, Agy 14, Sta 22, Int 2, Spt 11, Cha 10
Base Atk +11; CMB +24 (+28 grapple); CMD 36
Skills: Perception +11, Survival +10; Racial Modifier +8 Survival
Feats: Cleave, Improved Bull Rush, Improved Critical (bite), Improved Natural Attack
(bite), Iron Will, Power Attack, Rend, Skill Focus (Perception)B, Weapon Focus (bite)
Special Abilities
Locking Jaws (Ex) A devilsaur’s powerful jaws grant it a +4 racial bonus on grapple checks
made to hold and savage bitten opponents.
Savage (Ex): A devilsaur that makes a successful grapple check to deal damage to a
held opponent deals double damage (8d6+30).
Swallow Whole (Ex): A devilsaur can try to swallow a grabbed opponent of up to two sizes
smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points
of bludgeoning damage and 8 points of acid damage per round from the devilsaur’s
muscle movements and gizzard acids. A swallowed creature can cut its way out by
using a light slashing or piercing weapon to deal 26 points of damage to the gizzard (AC
17). Once the creature exits, muscular action closes the hole; another swallowed
opponent must cut its own way out. A Huge devilsaur’s gizzard can hold 2 Medium, 8
Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Diemetradon CR 8
XP 4,800
N Huge animal
Init -1; Senses low-light vision, scent; Perception +15
Defense
AC 26, touch 7, flat-footed 26 (-1 Agy, +19 natural, -2 size)
hp 102 (12d8+48)
Fort +14, Ref +3, Will +4
Offense
Speed 20 ft. (4 squares)
Melee bite +16 (3d6+7) and 2 claws +15 (1d8+7)
Space/Reach 15 ft./10 ft.
Statistics
Str 25, Agy 8, Sta 19, Int 2, Spt 10, Cha 11
Base Atk +9; CMB +18 (+20 bull rush); CMD 27 (35 vs. trip, 37 vs. bull rush)
Skills: Perception +15
Feats: Great Fortitude, Improved Bull Rush, Improved Natural Attack (bite), Power
Attack, Skill Focus (Perception), Weapon Focus (bite)
SQ razor crest
Special Abilities
Razor Crest (Ex) The razor-sharp crests along a diemetradon’s back prove a good
defense against those who get too close. Anyone grappling a diemetradon takes 2d6
points of slashing damage per round.

Pterrordax CR 6
XP 2,400
N Large animal
Init +5; Senses low-light vision, scent; Perception +11
Defense
AC 21, touch 14, flat-footed 16 (+5 Agy, +7 natural, -1 size)
hp 68 (8d8+32)
Fort +10, Ref +11, Will +2
Offense
Speed 10 ft. (2 squares), fly 60 ft. (average)
Melee bite +11 (1d6+5) and 2 wings +8 (1d4+5)
Space/Reach 10 ft./5 ft.
Statistics
Str 12, Agy 21, Sta 18, Int 2, Spt 11, Cha 10
Base Atk +6; CMB +12; CMD 23
Skills: Perception +11; Racial Modifier +8 Perception
Feats: Flyby Attack, Multiattack, Vital Strike, Weapon Focus (bite)

Stegodon CR 10
XP 9,600
N Huge animal
Init -1; Senses low-light vision, scent; Perception +10
Defense
AC 26, touch 7, flat-footed 26 (-1 Agy, +19 natural, -2 size)
hp 203 (14d8+140)
Fort +19, Ref +3, Will +6
Offense
Speed 20 ft. (4 squares)
Melee gore +17 (2d6+13/19-20)
Space/Reach 15 ft./10 ft.
Special Attacks impale, trample (2d6+13, DC 29)
Statistics
Str 28, Agy 9, Sta 30, Int 2, Spt 10, Cha 11
Base Atk +11; CMB +; CMD 28 (32 vs. bull rush or trip)
Skills: Perception +10, Survival +10
Feats: Improved Critical (gore), Improved Natural Armor (x3), Iron Will, Skill Focus
(Perception), Weapon Focus (gore)
Special Abilities
Impale (Ex) On a successful charge, a stegodon deals double damage with its gore attack.

Threshadon CR 4
XP 1,200
N Large animal (aquatic)
Init +3; Senses low-light vision, scent; Perception +7
Defense
AC 17, touch 13, flat-footed 13 (+3 Agy, +1 dodge, +4 natural, -1 size)
hp 57 (6d8+30)
Fort +11, Ref +8, Will +3
Offense
Speed 20 ft. (4 squares), swim 40 ft.
Melee bite +9 (1d10+9)
Space/Reach 10 ft./10 ft.
Statistics
Str 22, Agy 17, Sta 18, Int 2, Spt 13, Cha 9
Base Atk +4; CMB +11; CMD 25
Skills: Atlethics +14 (+22 to swim), Perception +7, Stealth +9 (+5 to hide); Racial
Modifier +8 Stealth while in water
Feats: Dodge, Great Fortitude, Toughness

Dire Ape CR 3
XP 800
N Large animal
Init +2; Senses low-light vision, scent; Perception +8
Defense
AC 15, touch 11, flat-footed 13 (+2 Agy, +4 natural, -1 size)
hp 30 (4d8+12)
Fort +7, Ref +6, Will +4
Offense
Speed 30 ft. (6 squares), climb 30 ft.
Melee bite +6 (1d6+4), 2 claws +6 (1d4+4)
Space/Reach 10 ft./10 ft.
Special Attacks rend (2 claws, 1d4+6)
Statistics
Str 19, Agy 15, Sta 16, Int 2, Spt 12, Cha 7
Base Atk +3; CMB +8; CMD 20
Skills: Acrobatics +6, Climb +16, Perception +8, Stealth +2
Feats: Iron Will, Skill Focus (Perception)

Dire Bat CR 2
XP 600
N Large animal
Init +2; Senses blindsense 40 ft.; Perception +12
Defense
AC 14, touch 11, flat-footed 12 (+2 Agy, +3 natural, -1 size)
hp 22 (4d8+4)
Fort +5, Ref +6, Will +3
Offense
Speed 20 ft. (4 squares), fly 40 ft. (good)
Melee bite +5 (1d8+4)
Space/Reach 10 ft./5 ft.
Statistics
Str 17, Agy 15, Sta 13, Int 2, Spt 14, Cha 6
Base Atk +3; CMB +7; CMD 19
Skills: Perception +12, Stealth +4; Racial Modifiers +4 Perception when using
blindsense
Feats: Skill Focus (Perception), Skill Focus (Stealth)

Dire Bear CR 7
XP 3,200
N Large animal
Init +5; Senses low-light vision, scent; Perception +12
Defense
AC 19, touch 10, flat-footed 18 (+1 Agy, +9 natural, -1 size)
hp 95 (10d8+50)
Fort +12, Ref +8, Will +4
Offense
Speed 40 ft. (8 squares)
Melee bite +14 (1d8+8), 2 claws +14 (1d6+8 plus grab)
Space/Reach 10 ft./5 ft.
Statistics
Str 26, Agy 13, Sta 19, Int 2, Spt 12, Cha 10
Base Atk +7; CMB +15 (+19 grapple); CMD 26 (30 vs. bull rush and trip)
Skills: Perception +12, Swim +19; Racial Modifiers +4 Swim
Feats: Endurance, Iron Will, Run, Skill Focus (Perception)

Dire Boar CR 4
XP 1,200
N Large animal
Init +0; Senses low-light vision, scent; Perception +12
Defense
AC 15, touch 9, flat-footed 16 (+6 natural, -1 size)
hp 42 (5d8+20)
Fort +7, Ref +4, Will +2
Defensive Abilities ferocity
Offense
Speed 40 ft. (8 squares)
Melee gore +10 (2d6+9)
Space/Reach 10 ft./5 ft.
Statistics
Str 23, Agy 10, Sta 17, Int 2, Spt 13, Cha 8
Base Atk +5; CMB +14; CMD 24 (28 vs. trip)
Skills: Perception +12
Feats: Improved Initiative, Skill Focus (Perception), Toughness

Dire Condor CR 5
XP 1,600
N Large animal
Init +1; Senses low-light vision; Perception +14
Defense
AC 17, touch 10, flat-footed 16 (+1 Agy, +7 natural, -1 size)
hp 52 (7d8+21)
Fort +7, Ref +6, Will +3
Offense
Speed 10 ft. (2 squares), fly 100 ft. (poor)
Melee bite +9 (2d8+5), 2 claws +9 (1d6+5) or wing buffet +9 (2d6+5)
Space/Reach 10 ft./10 ft.
Special Attacks swoop, wind slap (DC 18)
Statistics
Str 20, Agy 12, Sta 14, Int 2, Spt 12, Cha 10
Base Atk +5; CMB +11; CMD 22
Skills: Perception +14; Racial Modifier +1 Perception
Feats: Flyby Attack, Hover, Iron Will, Skill Focus (Perception)B, Toughness
Special Abilities
Swoop (Ex) If a flying dire condor charges a foe, it can make a wing buffet attack in
addition to a bite as part of the charge.
Wing Slap (Ex) Once every 1d4 rounds, a dire condor can make a wing slap as a
standard action. It lunges toward its opponent, smashing with its wings and creating a
powerful wind. The condor makes a wing buffet attack roll as normal; if the attack hits, the
opponent takes the usual damage and must also make a DC 18 Reflex save or be knocked
prone. A creature that fails this save must also make a DC 18 Fortitude save or be stunned
for 1 round. The save DCs are Strength-based.

Dire Hyena CR 4
XP 1,200
N Large animal
Init +6; Senses low-light vision, scent; Perception +9
Defense
AC 17, touch 12, flat-footed 14 (+2 Agy, +1 dodge, +5 natural, -1 size)
hp 45 (6d8+18)
Fort +8, Ref +7, Will +3
Offense
Speed 50 ft. (10 squares)
Melee bite +8 (2d8+7 plus trip)
Space/Reach 10 ft./5 ft.
Statistics
Str 21, Agy 15, Sta 17, Int 2, Spt 13, Cha 10
Base Atk +4; CMB +10; CMD 22 (26 vs. trip)
Skills: Perception +9, Stealth +8; Racial Modifier +4 Stealth checks to hide in areas of
tall grass or heavy undergrowth
Feats: Dodge, Improved Initiative, Mobility, Skill Focus (Perception)B

Dire Lion CR 5
XP 1,600
N Large animal
Init +6; Senses low-light vision, scent; Perception +10
Defense
AC 17, touch 11, flat-footed 15 (+2 Agy, +6 natural, -1 size)
hp 60 (8d8+24)
Fort +9, Ref +8, Will +3
Offense
Speed 40 ft. (8 squares)
Melee bite +12 (1d8+7 plus grab), 2 claws +13 (1d6+7)
Space/Reach 10 ft./5 ft.
Special Attacks pounce, rake (2 claws +13, 1d6+7)
Statistics
Str 25, Agy 15, Sta 17, Int 2, Spt 12, Cha 10
Base Atk +6; CMB +14 (+18 grapple) ; CMD 26 (30 vs. trip)
Skills: Acrobatics +11, Perception +10, Stealth +4 (+6 in undergrowth); Racial
Modifiers +2 Acrobatics, +2 Stealth (+4 in undergrowth)
Feats: Improved Initiative, Run, Skill Focus (Perception), Weapon Focus (claw)

Dire Gargoyle CR 9
XP 6,400
CE Medium monstrous humanoid
Init +8; Senses darkvision 60 ft.; Perception +9
Defense
AC 27, touch 14, flat-footed 23 (+4 Agy, +13 natural)
hp 114 (12d10+48)
Fort +10, Ref +12, Will +8
DR 10/magic
Offense
Speed 40 ft. (8 squares), fly 60 ft. (average)
Melee bite +18 (2d6+6), 2 claws +18 (1d6+6), 2 wings +16 (1d6+3), tail slap +16 (1d8+3)
Space/Reach 10 ft./5 ft. (10 ft. with tail slap)
Special Attacks rend (2 claws, 2d6+9)
Statistics
Str 22, Agy 19, Sta 18, Int 3, Spt 10, Cha 8
Base Atk +12; CMB +18; CMD 32
Skills: Athletics +10, Perception +9, Stealth +12
Feats: Combat Reflexes, Flyby Attack, Hover, Improved Initiative, Improved Natural
Attack (bite), Multiattack, Power Attack, Wingover
SQ stone form, vitality
Special Abilities
Stone Form (Su) As a standard action, a dire gargoyle can cause its skin to convert
into a stonelike substance. A dire gargoyle can maintain its stone form indefinitely, and
may activate it an unlimited number of times per day. While in stone form, the dire
gargoyle gains damage reduction 15/adamantine and fast healing 5. A dire gargoyle cannot
move, attack, or take any other physical actions while in stone form. Dismissing the stone
form is a move action.
Vitality (Su) Dire gargoyles posses an innate resistance to life-draining magic. They
receive a +4 racial bonus on saving throws made to resist negative energy damage (such as
from inflict light wounds and similar spells).

Lava Elemental CR 12
XP 19,200
CN Large outsider (earth, elemental, extraplanar, fire)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +18
Defense
AC 24, touch 9, flat-footed 24 (+15 natural, -1 size)
hp 202 (15d10+75)
Fort +17, Ref +11, Will +5
Immune elemental traits, fire
Weakness cold
Offense
Speed 30 ft. (6 squares)
Melee 2 slam +21 (3d6+7 plus 3d6 lava sear)
Special Attacks impacting blow, lava sear
Statistics
Str 24, Agy 11, Sta 27, Int 10, Spt 11, Cha 12
Base Atk +15; CMB +23 (+25 bull rush or sunder); CMD 33 (35 vs. bull rush or sunder)
Feats Bash, Cleave, Great Cleave, Improved Bull Rush, Improved Natural Attack (slam),
Improved SunderB, Lighting Reflexes, Power Attack, Weapon Focus (slam)
Skills Perception +18
SQ bracers
Special Abilities
Impacting Blow (Ex) A lava elemental’s slam attack is so heavy and strong that it seems
to pound right through armor. A lava elemental ignores half its enemy’s armor bonus to
AC.
Lava Sear (Su) With each blow, a lava elemental deals additional fire damage equal to
its base slam attack damage. This fire damage lingers, for the molten lava from an
elemental’s slam clings to its enemy’s skin: For every 5 HD the lava elemental
possesses, the fire damage lasts for an additional round (to a maximum of 5 rounds),
dealing the same amount of damage each round. (In the case of the elementals presented
above, a lava elemental’s lava sear lasts 3 rounds and that of a lava surger lasts 5 rounds.)
Successive attacks deal the initial fire damage and increase the duration of this
effect, but the lingering damage does not stack. An affected creature can take a full-round
action that provokes an attack of opportunity to scrape the sticky magma from his skin.
Creatures hitting a lava elemental with natural weapons or unarmed attacks take fire
damage as though hit by the elemental’s lava sear attack.

Lava Surger CR 17
XP 102,400
CN Huge outsider (earth, elemental, extraplanar, fire)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +24
Defense
AC 30, touch 8, flat-footed 30 (+22 natural, -2 size)
hp 346 (21d10+231)
Fort +21, Ref +14, Will +8
Immune elemental traits, fire
Weakness cold
Offense
Speed 30 ft. (6 squares)
Melee 2 slam +30 (3d8+10 plus 3d8 lava sear)
Special Attacks impacting blow, lava sear, surge (DC 30)
Statistics
Str 30, Agy 11, Sta 33, Int 12, Spt 11, Cha 12
Base Atk +21; CMB +33 (+35 bull rush or sunder); CMD 43 (45 vs. bull rush or sunder)
Feats Bash, Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Natural
Attack (slam), Improved Overrun, Improved SunderB, Iron Will, Lighting Reflexes, Power
Attack, Weapon Focus (slam)
Skills Knowledge (the planes) +25, Perception +24
SQ bracers
Special Abilities
Impacting Blow (Ex) A lava elemental’s slam attack is so heavy and strong that it seems
to pound right through armor. A lava elemental ignores half its enemy’s armor bonus to
AC.
Lava Sear (Su) With each blow, a lava elemental deals additional fire damage equal to
its base slam attack damage. This fire damage lingers, for the molten lava from an
elemental’s slam clings to its enemy’s skin: For every 5 HD the lava elemental
possesses, the fire damage lasts for an additional round (to a maximum of 5 rounds),
dealing the same amount of damage each round. (In the case of the elementals presented
above, a lava elemental’s lava sear lasts 3 rounds and that of a lava surger lasts 5 rounds.)
Successive attacks deal the initial fire damage and increase the duration of this
effect, but the lingering damage does not stack. An affected creature can take a full-round
action that provokes an attack of opportunity to scrape the sticky magma from his skin.
Creatures hitting a lava elemental with natural weapons or unarmed attacks take fire
damage as though hit by the elemental’s lava sear attack.
Surge (Ex) A lava surger sometimes engulfs smaller opponents in its molten form. A lava
surger may target any creatures one or more size categories smaller than itself with an
engulf attack as a standard action. The lava surger merely has to move over the
opponents, affecting as many as fit inside its space. Opponents can make attacks of
opportunity against the lava surger as it moves, but if they do so they are not entitled to a
saving throw against its surge. Those who do not attempt attacks of opportunity must
make a DC 35 Reflex save or be engulfed; if they succeed, they are pushed back or aside
(their choice) as the lava surger moves forward. Engulfed creatures are automatically
affected by the lava surger’s lava sear ability each round they remain engulfed, and are
considered to be grappled and trapped within the lava surger’s body. The save DC is
Strength-based.

Creating an Elite Creature


“Elite” is an inherited template that can be added to any creature (referred to hereafter as
the base creature). An elite creature uses all the base creature’s statistics and special
abilities except as noted here.
Hit Dice: The creature’s number of Hit Dice do not change; however, it has fully four
timesthe hit points of the base creature. You can either roll each Hit Die four times
(adding the creature’s Stamina bonus and other applicable modifiers each time) or simply
multiply the creature’s hit points, once calculated normally, by 4.
Abilities: Increase from the base creature as follows: Str +4, Agy +4.
Skills: Elite creatures gain a +4 racial bonus on concentration checks. Otherwise same
as the base creature.
Feats: Elite creatures gain Great Fortitude, Iron Will, and Lightning Reflexes, assuming
the base creature doesn’t already have these feats.
Environment:Same as the base creature.
Organization:Same as the base creature.
Challenge Rating: 1–3 HD, same as the base creature +2; or, 4+ HD, same as the base
creature +3.
Treasure: Double the base creature’s.
Alignment: Same as the base creature.

Entropic Horror CR 8
XP 4,800
CN Large Outsider (extraplanar, fire)
Init +11; Senses darkvision 60 ft.; Perception +15
Defense
AC 22, touch 16, flat-footed 15 (+7 Agy, +6 natural, -1 size)
hp 105 (10d10+50)
Fort +12, Ref +16, Will +3
DR 5/-; Immune elemental traits, fire
Weakness cold
Offense
Speed 50 ft. (10 squares)
Melee 2 slams +17 (2d6+7 plus 2d6 fire and entropic drain)
Special Attacks burn (DC 21), entropic drain (DC 21)
Statistics
Str 17, Agy 24, Sta 20, Int 7, Spt 11, Cha 11
Base Atk +10; CMB +18; CMD 31
Skills: Perception +15
Feats: Combat Reflexes, Dodge, Improved InitiativeB, Ligthtning Reflexes, Mobility,
Spring Attack, Weapon Focus (slam)
SQ entropic shield
Special Abilities
Burn (Ex) An entropic beast’s slam attack deals bludgeoning damage plus fire damage
from the creature’s blazing body. Those hit by a slam attack must make a DC 22 Reflex
save or catch on fire. A burning creature can take a move action to put out the flames.
The flame burns for 2d4 rounds. The save DC is Stamina-based.
Entropic Shield (Ex) The corruption of the Felwood has shunted these elementals slightly
out of phase with reality, as if trapping them partially between planes. Blows that strike
them sometimes slip through these cracks, having no effect. Attacks against an entropic
beast have a 20% miss chance, as if the creature has partial concealment at all times. Even
attacks that may ignore concealment do not ignore this miss chance.
Entropic Drain:An entropic horror’s blazing essence drains a living creature’s life
energy. If an entropic horror’s slam attack hits, the target must make a DC 22
Fortitude save or take 1 point of Stamina damage. Creatures immune to energy drain
are unaffected. Every time an entropic horror deals Stamina damage in this way, it
heals 1d8 hit points. The save DC is Stamina-based.

Fel Ravager CR 14
XP 38,400
CE Medium Outsider (chaotic, demon, evil, extraplanar)
Init +12; Senses darkvision 60 ft., blindsight 60 ft., see in darkness, scent, sense magic;
Perception +22
Defense
AC 30, touch 17, flat-footed 23 (+6 Agy, +1 dodge, +13 natural)
hp 195 (17d10+102)
Fort +16, Ref +16, Will +10
DR 10/good; Immune death effects, fire, negative energy and poison; Resist acid 10,
cold 10, electricity 10; SR 24
Offense
Speed 50 ft. (10 squares)
Melee bite +25 (3d6+8/19-20 plus 1d6 shadow) and 2 claws +25 (1d8+8 plus 1d6 shadow)
Ranged ray touch +22 (special)
Special Attacks fel strike, mana burn (DC 21), pounce
Space 5 ft., Reach 5 ft.
Statistics
Str 26, Agy 23, Sta 22, Int 8, Spt 17, Cha 12
Base Atk +17; CMB +25; CMD 42 (46 vs. trip)
Skills: Acrobatics +25, Climb +25, Perception +22, Stealth +20, Survival +20, Swim +25
Feats: Ability Focus (mana burn ray), Dodge, Improved Critical (bite), Improved
Initiative, Improved Natural Attack (bite, claw), Iron Will, Multiattack, Skilled (Perception
and Survival), Skill Focus (Survival)B
SQ name vulnerability
Special Abilities
Pounce (Ex) If a felhound charges a foe, it can make a full attack that round.
Sense Magic (Su) A felhound senses magic as though continuously under the effects of a
detect magic spell, except the felhound always receives all information that would
normally take 3 rounds to receive, and it automatically succeeds at all Spellcraft
checks to determine the school of magic involved in each aura. The felhound can
also track the “scent” of magic as easily as any normal odor. Felhounds also sense
which creatures within 60 feet are capable of spellcasting. The felhound senses a caster’s
relative power (i.e., caster level) in both arcane and divine magic, if applicable.
Mana Burn (Sp) Once every 1d4 rounds, a felstalker can use mana burn as a spell-like
ability (DC 21; caster level 17th). The DC is Charisma-based, and the caster level is equal to
the fel stalker’s Hit Dice.

Creating a Ghost
“Ghost” is an acquired template that can be added to any living creature that has a
Charisma score of at least 6. A ghost retains all the base creature's statistics and special
abilities except as noted here.
Challenge Rating: Same as the base creature +2.
Type: The creature's type changes to undead. Do not recalculate the creature's base attack
bonus, saves, or skill points. It gains the incorporeal subtype.
Armor Class: A ghost gains a deflection bonus equal to its Charisma modifier. It loses the
base creature's natural armor bonus, as well as all armor and shield bonuses not from force
effects or ghost touch items.
Hit Dice: Change all of the creature's racial Hit Dice to d8s. All Hit Dice derived from class
levels remain unchanged. Ghosts use their Charisma modifiers to determine bonus hit
points (instead of Stamina).
Defensive Abilities: A ghost retains all of the defensive abilities of the base creature save
those that rely on a corporeal form to function. Ghosts gain channel resistance +4,
darkvision 60 ft., the incorporeal ability, and all of the immunities granted by its undead
traits. Ghosts also gain the rejuvenation ability.
Rejuvenation (Su): In most cases, it's difficult to destroy a ghost through simple combat:
the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually
only temporary solutions. The only way to permanently destroy a ghost is to determine the
reason for its existence and set right whatever prevents it from resting in peace. The exact
means varies with each spirit and may require a good deal of research, and should be
created specifically for each different ghost by the GM.
Speed: Ghosts lose their previous speeds and gain a fly speed of 30 feet (perfect), unless
the base creature has a higher fly speed.
Melee and Ranged Attacks: A ghost loses all of the base creature's attacks. If it could wield
weapons in life, it can wield ghost touch weapons as a ghost.
Special Attacks: A ghost retains all the special attacks of the base creature, but any relying
on physical contact do not function. In addition, a ghost gains one ghost special attack
from the list below for every 3 points of CR (minimum 1—the first ability chosen must
always be corrupting touch). The save DC against a ghost's special attack is equal to 10 +
1/2 ghost's HD + ghost's Charisma modifier unless otherwise noted. Additional ghost
abilities beyond these can be designed at the GM's discretion.
Corrupting Gaze (Su): The ghost is disfigured through age or violence, and has a gaze
attack with a range of 30 feet that causes 2d10 damage and 1d4 Charisma damage
(Fortitude save negates Charisma damage but not physical damage).
Corrupting Touch (Su): All ghosts gain this incorporeal touch attack. By passing part of its
incorporeal body through a foe's body as a standard action, the ghost inflicts a number of
d6s equal to its CR in damage. Against incorporeal opponents, it adds its Strength
modifier on attack and damage rolls. Against corporeal opponents, it adds its Agility
modifier on attack rolls (but not damage). This damage is not negative energy—it
manifests in the form of physical wounds and aches from supernatural aging. Creatures
immune to magical aging are immune to this damage, but otherwise the damage bypasses
all forms of damage reduction. A Fortitude save halves the damage inflicted.
Draining Touch (Su): The ghost died while insane or diseased. It gains a touch attack that
drains 1d4 points from any one ability score it selects on a hit. On each such successful
attack, the ghost heals 5 points of damage to itself. When a ghost makes a draining touch
attack, it cannot use its standard ghostly touch attack.
Frightful Moan (Su): The ghost died in the throes of crippling terror. It can emit a frightful
moan as a standard action. All living creatures within a 30-foot spread must succeed on a
Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. A
creature that successfully saves against the moan cannot be affected by the same ghost's
moan for 24 hours.
Horrific Appearance (Su): Any living creature within 60 feet that views the ghost must
succeed on a Fortitude save or take 1d4 points of Strength damage, 1d4 points of Agility
damage, and 1d4 points of Stamina damage. A creature that successfully saves against this
effect cannot be affected by the same ghost’s horrific appearance for 24 hours.
Malevolence (Su): The ghost's jealousy of the living is particularly potent. Once per round,
the ghost can merge its body with a creature on the Material Plane. This ability is similar to
a ethereal jar spell (caster level 10th or the ghost's Hit Dice, whichever is higher), except
that it does not require a receptacle. To use this ability, the ghost must be adjacent to the
target. The target can resist the attack with a successful Will save. A creature that
successfully saves is immune to that same ghost's malevolence for 24 hours.
Telekinesis (Su): The ghost's death involved great physical trauma. The ghost can use
telekinesis as a standard action once every 1d4 rounds (caster level 12th or equal to the
ghost's HD, whichever is higher).
Abilities: Cha +4; as an incorporeal undead creature, a ghost has no Strength or Stamina
score.
Skills: Ghosts have a +8 racial bonus on Perception and Stealth skill checks. A ghost
always treats Climb, Disguise, Intimidate, Knowledge (arcana), Knowledge (religion),
Perception, Sense Motive, Spellcraft and Stealth as class skills. Otherwise, skills are the
same as the base creature.

Ghoul CR 2
XP 600
CE Medium undead
Init +1; Senses darkvision 60 ft., scent; Perception +5
Defense
AC 15, touch 11, flat-footed 14 (+1 Agy, +4 natural)
hp 13 (3d8)
Fort +1, Ref +2, Will +2
Immune undead traits
Offense
Speed 30 ft. (6 squares)
Melee 2 claws +6 (1d4+3), bite +0 (1d6+1)
Special Attacks ghoul frenzy
Statistics
Str 16, Agy 12, Sta -, Int 5, Spt 8, Cha 10
Base Atk +2; CMB +5; CMD 16
Feats Skill Focus (Perception), Weapon Focus (claw)
Skills Perception +5
SQ cannibalize
Special Abilities
Ghoul Frenzy (Ex) Once per day, as a free action, a ghoul can enter a ghoul frenzy. While
in a frenzy, the ghoul’s base land speed increases by 10 feet and, when it takes a full-
attack action, it can make one additional attack at its highest base attack bonus. The ghoul
frenzy lasts a number of rounds equal to the ghoul’s Hit Dice (4 rounds in the case of the
typical ghoul presented here).
Cannibalize (Ex): Ghouls can devour fresh corpses to heal their own wounds. If a ghoul
spends a full round cannibalizing a corpse, he regains 1 hit point at the end of the round.
A typical Medium corpse has enough meat to feed a ghoul for 10 rounds; after this time,
the corpse is stripped of flesh. The corpse cannot be more than a day old.A cannibalized
corpse is befouled. If a ghoul cannibalizes a corpse for at least 3 rounds, raise dead is no
longer effective on it, though resurrection and true resurrection function normally.
Cannibalized corpses can still be raised as zombies (if fed on for 5 rounds or less) or
skeletons (if fed on for more than 5 rounds). While eating a corpse, a ghoul loses its Agility
bonus to AC. Starting to cannibalize provokes attacks of opportunity.

Frost Giant CR 13
XP 25,600
LE Huge humanoid (cold, earth, giant)
Init +5; Senses low-light vision, scent; Perception +14
Defense
AC 27, touch 9, flat-footed 26 (+1 Agy, +18 natural, -2 size)
hp 256 (19d8+171); regeneration 30
Fort +21, Ref +7, Will +10
Defensive Abilities rock catching; Immune cold
Weakness fire
Offense
Speed 50 ft. (10 squares)
Melee greatclub +26/+21/+16/+11 (3d8+21) or 2 slam +26 (1d10+14)
Ranged rock +14 (2d8+14)
Special Attacks rock throwing
Statistics
Str 38, Agy 12, Sta 29, Int 10, Spt 19, Cha 11
Base Atk +14; CMB +30 (+32 sunder); CMD 41 (43 vs. sunder)
Feats Bash, Cleave, Great Cleave, Improved Initiative, Improved Sunder, Iron Will, Power
Attack, Skill Focus (Survival), Vital Strike, War Stomp
Skills Athletics +21, Nature +7, Perception +14, Survival +13, Stealth +1 (-7 to hide);
Racial Modifier +12 Stealth to hide against a snowy and rocky surface (such as a hill,
mountain, or cliff face).
Special Abilities
Rock Throwing (Ex) Frost giants receive a +1 racial bonus on attack rolls when
throwing rocks. A frost giant can hurl rocks of 60 to 80 pounds (Medium objects) up to five
range increments; the range increment is 120 feet for these rocks.
Rock Catching (Ex) Frost giants can catch Small, Medium, or Large rocks (or
projectiles of similar shape). Once per round, a frost giant that would normally be hit by a
rock can make a Reflex save to catch it as a free action. The DCs are 15 for a Small rock, 20
for a Medium one, and 25 for a Large one. (If the projectile has a magic bonus on attack
rolls, the DC also increases by that amount.) The frost giant must be ready for and aware of
the attack in order to make a rock catching attempt (i.e., he cannot be flat-footed and the
projectile must be visible).
Regeneration (Ex) Acid and fire deal normal damage to a frost giant. If a frost giant loses a
limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the
severed member instantly by holding it to the stump. This ability is active only in
sub-zero temperatures.

Molten Giant CR 12
XP 19,200
LE Huge humanoid (earth, fire, giant)
Init +1; Senses low-light vision, scent; Perception +14
Defense
AC 29, touch 9, flat-footed 28 (+1 Agy, +20 natural, -2 size)
hp 195 (17d8+119)
Fort +17, Ref +6, Will +11
Defensive Abilities rock catching; Immune fire
Weakness cold
Offense
Speed 50 ft. (10 squares)
Melee greatclub +24/+19/+14 (3d8+21 plus 1d6 fire) or 2 slam +24 (1d10+14 plus 2d6
fire)
Ranged rock +12 (2d8+14 plus 1d6 fire)
Special Attacks heat, rock throwing
Spell-like Abilities (CL 18th; concentration +18)
3/day—telekinesis (DC 15)
Statistics
Str 38, Agy 13, Sta 25, Int 10, Spt 18, Cha 11
Base Atk +12; CMB +28 (+30 bull rush); CMD 39 (41 vs. bull rush)
Feats Bash, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack,
Thunderous Blow, Vital Strike, War Stomp
Skills Athletics +20, Influence +10, Perception +14
Special Abilities
Heat (Ex): A molten giant generates so much heat that its mere touch deals
additional fire damage. Its body deals 2d6 points of extra fire damage whenever it
hits in melee, or in each round it maintains a hold when grappling. A molten giant’s
metallic weapons also conduct this heat. Molten giants generally wield Huge stone
greatclubs. Stone clubs conduct only half the heat.
Rock Throwing (Ex) Frost giants receive a +1 racial bonus on attack rolls when
throwing rocks. A frost giant can hurl rocks of 60 to 80 pounds (Medium objects) up to five
range increments; the range increment is 120 feet for these rocks.
Rock Catching (Ex) Frost giants can catch Small, Medium, or Large rocks (or
projectiles of similar shape). Once per round, a frost giant that would normally be hit by a
rock can make a Reflex save to catch it as a free action. The DCs are 15 for a Small rock, 20
for a Medium one, and 25 for a Large one. (If the projectile has a magic bonus on attack
rolls, the DC also increases by that amount.) The frost giant must be ready for and aware of
the attack in order to make a rock catching attempt (i.e., he cannot be flat-footed and the
projectile must be visible).

Sea Giant CR 12
XP 19,200
CN Huge humanoid (aquatic, giant, water)
Init +1; Senses low-light vision, scent; Perception +2
Defense
AC 30, touch 9, flat-footed 29 (+1 Agy, +18 natural, +3 hide armor, -2 size)
hp 212 (17d8+136)
Fort +19, Ref +6, Will +9
Offense
Speed 20 ft. (4 squares), swim 40 ft.
Melee Huge heavy pick +22/+17/+12 (2d6+16/x4) or 2 slam +21 (1d8+11)
Ranged rock +11 (2d8+11)
Special Attacks anchor smah, pulverize, rock throwing
Spell-like Abilities (CL 18th; concentration +18)
At will—control water, fog cloud, water breathing
3/day—cone of cold (DC 15), frost nova (DC 13)
Statistics
Str 32, Agy 12, Sta 27, Int 8, Spt 15, Cha 10
Base Atk +12; CMB +25; CMD 36
Feats Bash, Cleave, Great Cleave, Iron Will, Power Attack, Recklessness, Skill Focus
(Nature), Vital Strike, Weapon Focus (heavy pick)
Skills Athletics +16, Nature +9, Survival +15
SQ amphibious
Special Abilities
Anchor Smash (Ex) Sea giants usually fight with huge old anchors (treat as heavy
picks). A sea giant can use his Bash feat when attacking with this weapon.
Pulverize (Ex) When a sea giant scores a critical hit with a slam or a melee weapon, all
creatures adjacent to the target also take bludgeoning damage equal to 2d6 + the sea
giant’s Strength bonus (2d6+8 in the case of the sea giant presented above).
Rock Throwing (Ex) Sea giants receive a +1 racial bonus on attack rolls when throwing
rocks. The giant can hurl rocks of 60 to 80 pounds (Medium objects) up to five
range increments; his range increment with thrown rocks is 140 feet.
Amphibious (Ex): Sea giants can breathe both water and air.

Sea Giant Behemoth CR 14


XP 38,400
CN Gargantuan humanoid (aquatic, giant, water)
Init +1; Senses low-light vision, scent; Perception +2
Defense
AC 30, touch 9, flat-footed 29 (+1 Agy, +18 natural, +3 hide armor, -2 size)
hp 270 (20d8+180)
Fort +21, Ref +7, Will +10
Offense
Speed 20 ft. (4 squares), swim 40 ft.
Melee Gargantuan heavy pick +27/+22/+17/+12 (3d6+19/19-20x4) or 2 slam +26
(2d6+13)
Ranged rock +14 (3d8+13)
Special Attacks anchor smah, pulverize, rock throwing
Spell-like Abilities (CL 25th; concentration +25)
At will—control water, fog cloud, water breathing
3/day—cone of cold (DC 15), frost nova (DC 13)
1/day—whirlwind (DC 18) (must be cast underwater; creates a whirlpool that remains
underwater but otherwise functions exactly as the spell)
Statistics
Str 36, Agy 12, Sta 28, Int 8, Spt 15, Cha 10
Base Atk +15; CMB +30; CMD 41
Feats Bash, Cleave, Great Cleave, Improved Critical (heavy pick), Iron Will, Power Attack,
Recklessness, Skill Focus (Nature), Vital Strike, War Stomp, Weapon Focus (heavy pick)
Skills Athletics +21, Nature +10, Survival +14
SQ amphibious
Special Abilities
Anchor Smash (Ex) Sea giants usually fight with huge old anchors (treat as heavy
picks). A sea giant can use his Bash feat when attacking with this weapon.
Pulverize (Ex) A sea giant behemoth’s pulverize attack deals bludgeoning damage
equal to 3d6 + his Strength bonus (3d6+10 in the case of the giant presented above).
Rock Throwing (Ex) The behemoth can hurl rocks of 120 to 150 pounds (L objects) up to
five range increments; his range increment with thrown rocks is 160 feet.
Amphibious (Ex) Sea giants can breathe both water and air.

Harvest Golem CR 5
XP 1,600
N Medium construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +1
Defense
AC 20, touch 12, flat-footed 18 (+2 Agy, +8 natural)
hp 58 (7d10+20)
Fort +2, Ref +4, Will +3
Immune construct traits, immunity to magic
Offense
Speed 40 ft. (8 squares)
Melee 2 claws +14 (1d4+7/17-20)
Space/Reach 5 ft./5 ft.
Special Attacks backstab +2d6, keen claws
Statistics
Str 23, Agy 14, Sta -, Int -, Spt 12, Cha 1
Base Atk +7; CMB +13; CMD 25
Skills: Stealth +6; Racial Modifier +4 Stealth
SQ lifeless mien
Special Abilities
Backstab (Ex) This ability functions as the rogue’s backstab, except that a harvest golem
cannot opt to deal non-lethal damage with this attack.
Keen Claws (Ex): A harvest golem’s claws function in all ways as +1 keen daggers. If a
harvest golem is destroyed, its claws lose their magic qualities. They remain useful as
masterwork daggers, though designed for a harvest golem’s use. Any other creature
using the claws as daggers takes a –2 penalty on attack rolls (for a total of a –1 penalty,
given the +1 enhancement bonus from the masterwork quality).
Immunity to Magic (Su): A harvest golem is immune to any spell or spell-like ability that
allows spell resistance. However, any spell with the fire descriptor is an exception, for
it affects the harvest golem normally.
Lifeless Mien (Ex): A harvest golem spends most of its time posing as a lifeless
scarecrow. Enemies who pass within 30 feet of a such a harvest golem may make a DC
20 Perception check to realize the golem is animate.
Treasure: A harvest golem possesses eight masterwork daggers, but, as these are
unwieldy (see above), they usually sell for no more than 100 gp each.

Grell CR 1/3
XP 100
N Small fey
Init +2; Senses low-light vision; Perception +5
Defense
AC 17, touch 14, flat-footed 13 (+2 Agy, +1 dodge, +3 natural, +1 size)
hp 3 (1d6)
Fort +0, Ref +4, Will +3
Offense
Speed 20 ft. (4 squares)
Melee claw +3 (1d4+2)
Space/Reach 5 ft./5 ft.
Statistics
Str 10, Agy 14, Sta 11, Int 7, Spt 13, Cha 12
Base Atk +0; CMB -1; CMD 12
Skills: Perception +5, Performance +5, Stealth +2 (+6 to hide)
Feats Dodge

Grellkin CR 1
XP 200
N Small fey
Init +2; Senses low-light vision; Perception +9
Defense
AC 17, touch 13, flat-footed 13 (+2 Agy, +1 dodge, +3 natural, +1 size)
hp 13 (3d6+3)
Fort +2, Ref +5, Will +5
Offense
Speed 20 ft. (4 squares)
Melee claw +4 (1d4+2)
Space/Reach 5 ft./5 ft.
Statistics
Str 13, Agy 15, Sta 12, Int 9, Spt 14, Cha 13
Base Atk +1; CMB +1; CMD 14
Skills: Perception +9, Performance +5, Stealth +7 (+11 to hide), Survival +6
Feats Dodge, Skill Focus (Perception)

Harpy CR 1
XP 200
CE Medium monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +7
Defense
AC 16, touch 12, flat-footed 14 (+1 Agy, +1 dodge, +2 natural, +2 leather)
hp 9 (2d8)
Fort +0, Ref +4, Will +4
Offense
Speed 10 ft. (2 squares), fly 80 ft. (average)
Melee 2 claws +2 (1d3+1) and dagger -3 (1d4+1)
Ranged javelin +3 (1d6)
Space/Reach 5 ft./5 ft.
Statistics
Str 11, Agy 13, Sta 10, Int 9, Spt 12, Cha 8
Base Atk +1; CMB +1; CMD 13
Skills: Influence +3, Perception +7; Racial Modifier +4 Influence to demoralize and
intimidate, +2 Perception
Feats Dodge

Hellboar CR 8
XP 4,800
N Medium magical beast
Init +4; Senses low-light vision, scent; Perception +19
Defense
AC 21, touch 10, flat-footed 21 (+11 natural)
hp 105 (10d10+50)
Fort +12, Ref +7, Will +5
Immune fire
Offense
Speed 40 ft. (8 squares)
Melee gore +16 (3d6+7 plus 2d6 fire)
Space/Reach 5 ft./5 ft.
Special Attacks flaming charge (DC 20)
Statistics
Str 21, Agy 10, Sta 21, Int 3, Spt 15, Cha 6
Base Atk +10; CMB +15; CMD 25 (29 vs. trip)
Skills: Perception +19
Feats: Improved Initiative, Improved Natural Attack (gore), Power Attack, Skill Focus
(Perception), Weapon Focus (gore)
SQ ferocity, flaming body
Special Abilities
Flaming Charge (Ex) If a helboar hits an opponent with a charge, the flames from its
body burst forth, enveloping the target. The foe must make a DC 19 Reflex save or
catch on fire for 2d4 rounds. A burning opponent can take a move action to put out the
flames. The save DC is Stamina-based.
Ferocity (Ex) Like a natural boar, a helboar is so ferocious that it continues to fight
even while disabled or dying.
Flaming Body (Su) Helboar are constantly sheathed in magical fire that deals no damage
to them. Creatures striking a helboar with natural or hand-held weapons deal normal
damage, but also take 2d6 points of fire damage. A helboar’s flaming body also protects
it from cold, so, unlike most creatures with the fire subtype, a helboar does not suffer
from a vulnerability to cold.

Hydra CR 11
XP 12,800
N Large magical beast
Init +5; Senses darkvision 60 ft.; Perception +14
Defense
AC 23, touch 10, flat-footed 25 (+13 natural)
hp 174 (12d10+108); fast healing 12
Fort +17, Ref +9, Will +4
Offense
Speed 30 ft. (6 squares), swim 20 ft.
Melee 3 bites +20 (3d6+8/19-20 plus poison)
Space/Reach 10 ft./10 ft.
Special Attacks poison (DC 27), spit
Statistics
Str 26, Agy 12, Sta 28, Int 4, Spt 10, Cha 6
Base Atk +12; CMB +16; CMD 26 (30 vs. trip)
Skills: Perception +12, Swim +16; Racial Modifier +4 Perception
Feats: Ability Focus (poison), Imrpoved Critical (bite), Improved Initiative, Improved
Natural Attack (bite), Skill Focus (Perception), Weapon Focus (bite)
SQ split
Special Abilities
Poison (Ex) Bite or spit—injury; save Fort DC 27; frequency 1/round for 6 rounds; effect
1d2 Str and 1d2 Sta damage; cure 2 consecutive saves. The save DC is Stamina-based.
Spit (Ex) A hydra’s head can spit a glob of poison, either as a standard action or as part
of a full attack, instead of biting. This is a ranged touch attack with a range increment
of 20 feet and a maximum range 0f 100 feet. As part of a full attack action, some
of the hydra’s heads can bite while others spit. (However, as it is a ranged attack, spitting
provokes attacks of opportunity.)
Fast Healing (Ex) A hydra has fast healing equal to its Hit Dice (12, in the case of the
hydra presented above).
Split (Ex) When a hydra drops to 0 hit points or dies, it splits into two smaller hydras. Each
of these hydras has half the maximum hit points of the original (these hit points are their
maximum hit points) and is one size category smaller than the original. Their other
statistics (including total Hit Dice, base attack bonus, and saves) are identical to those of
the original hydra. They do not suffer ability damage or other effects (either beneficial or
detrimental) that affected the original hydra. They can act in the turn in which they appear.
If the created hydras would be Tiny or smaller or have fewer than 15 hit points, they are
not created, and the original hydra simply dies. Over several days, hydras created in
this manner grow to the size of the original and gain 5 maximum hit points per day until
they are each identical to the original hydra

Infernal CR 12
XP 19,200
CE Huge construct (chaotic, demon, evil, extraplanar)
Init +0; Senses darkvision 60 ft., see darkness; Perception +1
Defense
AC 24, touch 8, flat-footed 24 (-2 size, +16 natural)
hp 256 (16d10+40 [x2])
Fort +5, Ref +5, Will +6
DR 10/good and magic; Immune construct traits, fire, and negative energy; Resist cold
20, electricity 10; SR 22
Offense
Speed 30 ft. (6 squares)
Melee 2 slams +24 (2d10+9 plus 2d6 fire and 1d6 shadow)
Special Attacks blazing body, burn (DC 18), fel strike, meteoric arrival (DC 20)
Statistics
Str 28, Agy 10, Sta -, Int 2, Spt 13, Cha 8
Base Atk +16; CMB +27 (+29 bull rush); CMD 37 (39 vs. bull rush)
Skills Acrobatics +19
Feats: Ability Focus (meteoric arrival), Bash, Cleave, Great Cleave, Improved Bull Rush,
Power Attack, Recklessness, Weapon Focus (slam)
SQ name vulnerability, demon construct
Special Abilities
Blazing Body (Ex) An infernal’s blazing body deals 1d6 points of fire damage to
creatures within 15 feet, and 2d6 points of fire damage to creatures attacking it with
natural or hand-held weapons.
Burn (Ex): The Reflex save DC for an infernal’s burn ability is 18. The flames burn for 2d4
rounds.
Meteoric Arrival (Ex): An infernal’s arrival creates a crater 15 feet wide and deals 8d6
points of damage to creatures within that area; it deals 4d6 points of damage to creatures
within 30 feet. The Reflex save DC is 20.
Demonic Reinforcement (Ex): An infernal’s creation involves unknown rituals and
substances that toughen the creature. Demonic reinforcement doubles its hit points.
Demon Construct (Ex) Infernals count as demons for all spells and other effects that affect
demons.

Massive Infernal CR 22
XP 615,000
CE Gargantuan construct (chaotic, demon, evil, extraplanar)
Init +4; Senses darkvision 60 ft., see darkness; Perception +2
Defense
AC 32, touch 6, flat-footed 34 (-4 size, +26 natural)
hp 708 (32d10+60 [x3])
Fort +12, Ref +10, Will +14
DR 20/good and epic; Immune construct traits, fire, and negative energy; Resist cold
40, electricity 20; SR 34
Offense
Speed 40 ft. (8 squares)
Melee 2 slams +45 (3d12+16/19-20 plus 4d6 fire and 2d6 shadow)
Space/Reach 20 ft./20 ft.
Special Attacks blazing body, burn (DC 26), greater fel strike, meteoric arrival (DC 28)
Statistics
Str 42, Agy 10, Sta -, Int 3, Spt 15, Cha 9
Base Atk +32; CMB +52 (+56 bull rush or overrun); CMD 62 (64 vs. bull rush or
overrun)
Skills Acrobatics +35
Feats: Ability Focus (meteoric arrival), Bash, Cleave, Great Cleave, Great Fortitude,
Greater Bull Rush, Greater Overrun, Improved Bull Rush, Improved Critical (slam),
Improved Initiative, Improved Overrun, Iron Will, Power Attack, Recklessness,
Thunderous Blow, Weapon Focus (slam)
SQ name vulnerability, demon construct
Special Abilities
Blazing Body (Ex) An infernal’s blazing body deals 2d6 points of fire damage to creatures
within 20 feet and 4d6 points of fire damage to creatures attacking it with natural or hand-
held weapons.
Burn (Ex) The save DC for a massive infernal’s burn ability is 26. The flames burn for 2d6
rounds.
Greater Fel Strike (Su) This ability functions as fel strike, save that it deals 2d6 points of
damage.
Meteoric Arrival (Ex) A massive infernal’s arrival creates a crater 20 feet wide and
deals 16d6 points of damage to creatures within that area; it deals 8d6 points of damage
to creatures within 40 feet. The Reflex save DC is 28.
Improved Demonic Reinforcement (Ex) A massive infernal’s creation involves unknown
rituals and substances. Improved demonic reinforcement triples its hit points.
Demon Construct (Ex) Infernals count as demons for all spells and other effects that affect
demons.

Creating a Lich
“Lich” is an acquired template that can be added to any humanoid creature (referred to
hereafter as the base creature). To become a lich, a candidate must be a spellcaster of at
least 8th-level who demonstrates utter loyalty to the Scourge. (Typically, the Lich King
elevates only necromancers to lichdom, but rumors speak of the occasional mage or
shaman who also attains this status.) Some tales imply that a spellcaster with enough
personal and magical strength can willingly turn himself into a lich, but these reports
are unsubstantiated. A lich uses all the base creature’s statistics and special abilities, except
as noted here.
Size and Type: The creature’s type changes to undead. Do not recalculate base attack
bonus, saves, or skill points. Size is unchanged.
Hit Dice: Change all of the creature's racial Hit Dice to d8s. All Hit Dice derived from class
levels remain unchanged. Liches use their Charisma modifiers to determine bonus hit
points (instead of Stamina).
Armor Class: A lich has a +5 natural armor bonus or uses the base creature’s natural
armor bonus, whichever is better.
Attack: A lich has a touch attack that it can use once per round. If the base creature can
use weapons, the lich retains this ability. A creature with natural weapons retains those
natural weapons. A lich fighting without weapons uses either its touch attack or its
primary natural weapon (if it has any). A lich armed with a weapon uses its touch or a
weapon, as it desires.
Full Attack: If armed with a weapon, a lich usually uses the weapon as its primary
attack along with a touch as a natural secondary attack, provided it has a way to make
that attack (either a free hand or a natural weapon that it can use as a secondary
attack).
Damage: A lich can make a touch attack as a standard action that deals 1d8 points
of cold damage, +1 point per Hit Die. A lich with natural weapons can use its touch
attack or its natural weaponry, as it prefers. If it chooses the latter, it deals the extra
cold damage with one natural attack.
Special Attacks: A lich retains all the special attacks of the base creature and gains those
described below. Where applicable, saves for these attacks have a DC of 10 + 1/2 the lich’s
HD + the lich’s Charisma modifier.
Cold Aura (Su): A freezing aura surrounds the lich. Creatures within 5 feet take 1d6
points of cold damage per round (half on a successful Will save). As a standard action, a
lich can increase the power of its cold aura by spending a spell slot. For each level of the
spell slot, the lich can either increase the aura’s radius by 5 feet or increase its damage by
1d6. These changes last until the lich’s next turn: Creatures within the aura take
damage on their turn (not on the lich’s).
Cold Substitution (Su): When a lich casts a spell that deals damage, the spell may deal
cold damage instead of its normal damage type if the lich so chooses. The lich makes
this decision when it casts the spell. The spell gains the cold descriptor and therefore
benefits from the lich’s power of the north ability (below).
Power of the North (Su): A lich casts spells with the cold descriptor as a caster 3 levels
higher for the purposes of determining damage, DCs, and other variable effects based on
caster level.
Special Qualities: A lich retains all the special qualities of the base creature and gains
those described below.
Damage Reduction (Su):A lich’s undead body is tough, giving it damage reduction
15/bludgeoning and magic. Its natural weapons (if any) are treated as magic weapons for
the purpose of overcoming damage reduction.
Float (Su): Liches do not walk; instead, they float on small clouds of frigid air. A lich
floats from 6 to 12 inches above the ground. Liches cannot trigger pressure plates or
similar traps, nor do they leave footprints (which increases the DCs of Survival
checks to track them by +8). Most difficult terrain does not inhibit liches, and they
can cross calm water and other liquids with this ability. This movement is otherwise
similar to normal movement, so liches can still fall down pits, for instance.
Immunities (Ex): Liches have immunity to cold, electricity, polymorph (though they
can willingly use polymorph effects on themselves), and mind-affecting attacks.
Turn Resistance (Ex): A lich has +4 turn resistance.
Abilities: Increase from the base creature as follows: Agy +2, Int +4, Cha +2. As an undead
creature, a lich has no Stamina score.
Skills: Liches gain a +8 racial bonus on Perception, and Sense Motive checks. Otherwise,
same as the base creature.
Environment: Any land and underground.
Organization: Solitary or troupe (1 lich plus 2–5 skeletal warriors).
Challenge Rating: Same as the base creature +2.
Treasure: Standard coins; double goods; double items.
Alignment: Same as the base creature (which is usually evil).

Mana Surge CR 2
XP 600
N Tiny outsider (air, elemental)
Init +4; Senses darkvision 60 ft., sense magic; Perception +4
Defense
AC 21, touch 17, flat-footed 16 (+4 Agy, +1 dodge, +4 natural, +2 size)
hp 5 (1d10)
Fort +0, Ref +6, Will +2
DR 5/arcanite; Immune electricity, elemental traits, magic
Offense
Speed fly 40 ft. (8squares) (perfect)
Melee touch +7 (1d3+4 plus 1d6 electricity and spell drain)
Space/Reach 2-1/2 ft./0 ft.
Special Attacks spell drain, spell surge (DC 10)
Statistics
Str 10, Agy 18, Sta 11, Int 2, Spt 11, Cha 11
Base Atk +1; CMB +3; CMD 14
Feats Dodge
Skills Perception +4
Special Abilities
Spell Drain (Ex) If a mana surge hits an opponent with a melee touch attack, it drains
spell energy. The target loses spell slots totaling 1d4+1 spell levels, starting with the
highest-level spell slots currently available; two 0-level spells count as a 1st-level spell for
this purpose. A mana surge can drain up to 24 times its Hit Dice in spell levels before
becoming sated. For each spell level drained, the mana surge gains 1 hit point. Hit points
gained in excess of the mana surge’s normal maximum are treated as temporary hit
points. Temporary hit points gained in this manner last 2d4 hours. A mana surge
that makes a successful touch attack against a charged magic item drains it of 1d4+1
charges. Further, if a charged magic item strikes a mana surge in melee, it must make a DC
14 Reflex save or lose 1d4+1 charges. The save DC is Agility-based.
Spell Surge (Ex) If a spell is cast, or if a magic item produces a spell, within 30 feet of a
mana surge, the mana surge can attempt to absorb that spell. (This produces a visible but
harmless arc of electricity between the mana surge and the caster or item.) The caster (or
item) must make a DC 10 Will save; if he fails, the mana surge absorbs the spell. For
each level of the spell it absorbs, the mana surge gains 1 hit point. Hit points gained in
excess of the mana surge’s normal maximum are treated as temporary hit points.
Temporary hit points gained in this manner last 2d4 hours. The spell has no other
effect (the character does not cast it). The save DC is Charisma-based.
Immunity to Magic (Su) Mana surges are immune to any spell or spell-like ability that
allows spell resistance.
Sense Magic (Su) A mana surge senses magic as though continuously under the
effects of a detect magic spell, except the mana surge always receives all information
that would normally take 3 rounds to receive, and it need not make a Spellcraft check to
determine the school of magic involved in each aura. Mana surges also sense which
creatures within 60 feet are capable of spellcasting. The mana surge senses their relative
power (caster level) with both arcane and divine magic. It also automatically detects
the number of spell levels available to any caster within this radius as well as the
number of charges stored in a charged item.

Mana Burst CR 2
XP 600
N Tiny outsider (air, elemental)
Init +4; Senses darkvision 60 ft., sense magic; Perception +6
Defense
AC 22, touch 17, flat-footed 17 (+4 Agy, +1 dodge, +5 natural, +2 size)
hp 5 (1d10)
Fort +0, Ref +6, Will +4
DR 5/arcanite; Immune electricity, elemental traits, magic
Offense
Speed fly 50 ft. (8squares) (perfect)
Melee touch +6 (1d3+4 plus 1d6 electricity and spell drain)
Space/Reach 2-1/2 ft./0 ft.
Special Attacks spell drain
Statistics
Str 10, Agy 19, Sta 11, Int 4, Spt 15, Cha 14
Base Atk +1; CMB +3; CMD 14
Feats Dodge
Skills Perception +6
SQ spell burst (DC 14)
Special Abilities
Spell Burst (Ex): If slain, a mana burst erupts in a crackling explosion that releases any
spell energy it had previously absorbed. The spell burst deals 2d6 points of electricity
damage, plus 1 point of electricity damage for each spell level the creature has absorbed, to
all creatures within 15 feet. A DC 14 Reflex save halves all damage. This explosion also
produces an area dispel magiceffect, centered on the mana burst, as if cast by a caster
whose level is equal to 4 + the mana burst’s HD (i.e., 5 in the case of the mana burst
presented above). The save DC is Agility-based.
Spell Drain (Ex):This ability functions exactly as the mana surge ability of the same name.

Creating a Mechanized Animal


“Mechanized animal” is an inherited template that can be added to any animal or
vermin (referred to hereafter as the base creature). A mechanized animal uses all the
base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to construct and it gains the mechanical
subtype. It does not gain the augmented subtype. Do not recalculate base attack bonus or
skill points. Size is unchanged.
Hit Dice: Increase all current and future hit dice to d10s. Constructs receive bonus hit
points based on their size.
Speed: Flying mechanized animals’ maneuverability decreases by one step (for
example, from average to clumsy).
Armor Class: Mechanized animals gain a +2 natural armor bonus that stacks with any
existing natural armor.
Attack: Same as the base creature. A mechanized animal also gains a slam attack, if it did
not already have one.
Damage: Same as the base creature. A mechanized animal’s slam attack deals damage
based on its size, as shown below, plus 1-1/2 times its Strength bonus.
Size Damage
Fine —
Diminutive or Tiny 1
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8
Special Attacks: A mechanized animal retains all special attacks of the base creature.
Special Qualities: A mechanized animal retains all special qualities of the base
creature. It also gains construct traits and those qualities described below.
Constructed Mind (Ex): Mechanized animals do not have a true mind, but are instead
programmed to perform certain actions congruent with those of similar natural
creatures. Thus, instead of Handle Animal or Ride checks, a creature handling or riding
a mechanized animal makes Use Technological Device checks. This stipulation also
includes teaching the creature tricks. The wild empathy class feature is useless with
regard to mechanized animals, as are spells that specifically target animals.
Hardness (Ex): As a technological device rather than a true animal, the mechanized animal
gains a hardness based on its size, as shown below.
Size Hardness
Fine 0
Diminutive 1
Tiny 3
Small or larger 5
Malfunction (Ex): If the owner of a mechanized animal ever rolls a natural 1 or 2 while
giving orders through the Use Technological Device skill, the mechanized animal
malfunctions. On a catastrophic malfunction, the animal goes berserk and attacks its
master or his or her allies.
Saving Throws: A mechanized animal has a construct’s poor base saving throw
bonuses (i.e., +1 per 3 HD).
Abilities: A mechanized animal’s Strength increases by +4, its Agility decreases by –4,
its Intellect changes to 1, its Spirit changes to 10, and its Charisma changes to 1. As
a construct, a mechanized animal has no Stamina score.
Skills: Same as the base creature, likely modified due to ability score changes.
Feats: Same as the base creature. If a particular feat is useless to a construct (such as
Endurance), it may be reselected.
Environment: Any.
Organization: Solitary or pair (1 plus owner).
Challenge Rating: Same as the base creature.
Alignment: Always neutral.
Constructing a Mechanized Animal
A tinker may create a mechanized version of any animal.
Technology Score: All mechanized creatures have a TS of 30.
Function Difficulty: All mechanized creatures have a function difficulty of 40.
Complexity Score: Rather than calculating from each individual feature, assume that a
mechanized animal has a complexity score of 10 x CR. Thus, a creature with a CR of 4 has a
CS of 40.
Malfunction Rating and Time Factor: Most mechanized creatures have an MR of 2 and a
Time Factor of 1 minute to start up or to enter sleep mode. A tinker may save costs by
adjusting these scores, as normal. Mechanized animals always attack the owner or his
allies on a catastrophic malfunction.
Operation: To start up a mechanized animal, either for the first time or from sleep
mode, requires a Use Technological Device check (DC 20 + the creature’s HD).
Training and giving a mechanized animal orders uses the rules under Handle Animal,
save that one uses the Use Technological Device skill instead of Handle Animal to program
tricks and give orders. Similarly, riding a mechanized animal follows the rules for the Ride
skill, save that one uses Use Technological Device checks instead of Ride checks. In
sleep mode, a mechanized animal is helpless but does not consume fuel.
Fuel: 1 vial of phlogiston per hour, or 2 per hour if the creature is Large or larger.
Craft DC: 70.
Cost: A mechanized animal has a market value of 4,000 gp x its CR. A mechanized animal
may receive upgrades and add-ons as normal for a technological device.

Obsidian Destroyer CR 11
XP 12,800
NE Large construct
Init +2; Senses darkvision 60 ft., low-light vision, sense magic; Perception +19
Defense
AC 29, touch 11, flat-footed 27 (-1 size, +2 Agy, +18 natural)
hp 101 (13d10+30)
Fort +4, Ref +6, Will +7
Immune construct traits; SR 25
Offense
Speed 40 ft. (8 squares), fly 70 ft. (poor)
Melee 2 claws +22 (1d6+9/19-20 plus 2d6 sonic)
Special Attacks pounce, thunder strike (DC 20)
Spell-Like Abilities (CL 20th; concentration +22)
At will—greater dispel magic, orb of annihilation (DC 14), read magic, see invisibility
Statistics
Str 28, Agy 15, Sta -, Int 11, Spt 17, Cha 15
Base Atk +13; CMB +23; CMD 35
Skills: Perception +19
Feats: Ability Focus (thunder strike), Cleave, Flyby Attack, Great Cleave, Improved
Critical (claw), Power Attack, Skill Focus (Perception)
SQ freeze
Special Abilities
Freeze (Ex) A still obsidian destroyer appears to be an ordinary statue. Anyone
succeeding a DC 20 Perception check notices the creature is alive.
Pounce (Ex) If an obsidian destroyer charges, it can make a full attack.
Thunder Strike (Su) Obsidian destroyers channel magic energy through their claws to
create thunderous blows, dealing an additional 2d6 points of sonic damage on a successful
hit. A successful critical hit made by an obsidian destroyer also creates a cacophonous
roar like thunder. All other creatures within a 20-foot radius take 4d6 points of sonic
damage (no save) and must make a DC 20 Will save to avoid being stunned for 1
round. In addition, the victim of a destroyer’s critical hit must make a DC 20 Fortitude
save or be deafened permanently. Once per day, an obsidian destroyer can turn any
successful hit with a claw attack into a critical hit. If the obsidian destroyer uses this
ability against a creature immune to critical hits, the attack’s damage is calculated
normally, but the resulting thunder strike still affects all those within the 20-foot radius.
Sense Magic (Su) An obsidian destroyer senses magic as though continuously under the
effects of a detect magic spell, except the destroyer always receives all information that
would normally take 3 rounds to receive, and it need not make Spellcraft checks to
determine the school of magic involved in each aura. Obsidian destroyers also sense which
creatures within 60 feet are capable of spellcasting. A destroyer senses their relative
power (caster level) with both arcane and divine magic.

Obsidian Statue CR 9
XP 6,400
N Large construct
Init +5; Senses darkvision 60 ft., low-light vision; Perception +17
Defense
AC 25, touch 10, flat-footed 24 (-1 size, +1 Agy, +15 natural)
hp 114 (13d10+43)
Fort +4, Ref +5, Will +4
DR 10/adamantine; Immune construct traits, cold; SR 25
Offense
Speed 20 ft. (4 squares)
Ranged blast +14 (3d6)
Statistics
Str -, Agy 13, Sta -, Int 4, Spt 11, Cha 1
Base Atk +13; CMB +14; CMD 32
Skills: Perception +17
Feats: Improved Initiative, Point Blank Shot, Precise Shot, Toughness, Skill Focus
(Perception), Weapon Focus (blast)
SQ essence of blight, float, morph into destroyer, spirit touch
Special Abilities
Blast (Su) An obsidian statue shoots blasts of mystic energy at its opponents, dealing 3d6
points of bludgeoning damage per hit (no save). This is a normal ranged attack with a
range increment of 50 feet and a maximum range of 10 range increments (500 feet).
Essence of Blight (Su) An obsidian statue radiates a powerful aura in a 30-foot radius
that bestows 20 temporary hit points to all allies within the area. Creatures affected lose
this benefit as soon as they step outside the radius. They may take advantage of the
obsidian statue’s essence of blight only once each day (they do not regainthe temporary
hit points if they reenter the radius). Essences of blight from multiple obsidian statues
stack.
Float (Su) An obsidian statue floats from 6 to 12 inches above the ground. Obsidian statues
cannot trigger pressure plates or similar traps, nor do they leave footprints (which
increases the DCs of Survival checks to track them by +8). Most difficult terrain does not
inhibit obsidian statues, and they can cross calm water and other liquids with this ability.
This movement is otherwise similar to normal movement, so obsidian statues can still fall
down pits, for instance.
Morph Into Destroyer (Su) Through a strange magic process, an obsidian statue can
transform itself into an obsidian destroyer (q.v.). The transformation takes 2d4 hours to
complete. During this time, the creature remains inanimate and is considered flat-footed.
The obsidian statue then breaks apart with a spray of fine dust, and from the black rubble
emerges an obsidian destroyer. Once the transformation is complete, the destroyer cannot
change back to a statue.
Spirit Touch (Su) An obsidian statue radiates a powerful aura in a 30-foot radius
that bestows one additional spell slot to all spellcasting allies within the area of effect. The
spell slot is the highest level spell that the ally is capable of casting. Creatures affected in
such a manner lose this benefit as soon as they step outside the radius. They may take
advantage of the obsidian statue’s spirit touch only once each day (they do not regain the
spell slot if they reenter the radius). Spirit touches from multiple obsidian statues stack.

Primal Ooze CR 12
XP 19,200
N Medium ooze
Init +0; Senses blindsight 90 ft.; Perception +2
Defense
AC 29, touch 10, flat-footed 29 (+19 natural)
hp 180 (19d8+95)
Fort +11, Ref +6, Will +8
DR 10/-; Immune acid, ooze traits
Offense
Speed 30 ft. (6 squares), climb 20 ft., swim 30 ft.
Melee 2 slams +21 (1d8+7 plus 2d6 acid)
Space/Reach 5 ft./10 ft.
Special Attacks acidic cloud
Statistics
Str 25, Agy 10, Sta 20, Int -, Spt 15, Cha 4
Base Atk +14; CMB +21; CMD 31
SQ acidic body, cloning
Special Abilities
Acidic Cloud (Ex) As a free action, a primal ooze can release an acidic cloud that
extends in a 5-foot sphere around the creature. The cloud deals 2d6 points of acid damage
to any creatures caught within it (no save). The acidic cloud moves with the primal ooze
and remains for as long as the ooze is in combat. Winds in excess of 20 miles per hour
disperse the cloud, but water does not.
Acidic Body (Ex) Primal oozes secrete acid constantly. Any creature striking a primal ooze
with natural or handheld weapons takes 2d6 points of acid damage. However, weapons
with exceptional reach, such as longspears, do not endanger their users in this way.
Cloning (Su) A primal ooze that takes over half its hit points in damage reacts by creating a
clone of itself. Doing so is a full-round action that does not provoke an attack of
opportunity. Cloning cannot be interrupted, but if the ooze dies while taking this action,
the clone is not formed. While it creates the clone, the ooze’s acidic cloud increases in
radius to 10 feet and deals 4d8 points of damage. However, once cloning is complete,
neither the original nor the clone can use the acidic cloud ability for 24 hours. A primal
ooze’s clone is identical to the undamaged original, with full hit points. Magical effects in
place on the original are not present on the clone. The clone is permanent, but is treated as
a summoned creature for purposes of experience point rewards. Once a primal ooze has
cloned itself, neither the original nor the clone can use the cloning ability again until they
have fed on animal matter equal to twice their own body weight.

Creating a Risen
“Risen” is an acquired template that can be added to any humanoid or monstrous
humanoid (referred to hereafter as the base creature), as long as that creature has a
skeletal structure. A risen uses all the base creature’s statistics and special abilities
except as noted here.
Size and Type: The creature’s type changes to undead. It retains any subtype except for
incompatible alignment subtypes (such as “good”) or any subtype that indicates humanoid
race. Size is unchanged.
Speed: Winged risen can’t use their wings to fly. If the base creature flew magically, so
can the risen.
Armor Class: Increase natural armor bonus by +1 per 2 Hit Dice.
Base Attack Bonus: A risen’s base attack bonus is equal to its Hit Dice.
Attack: A risen retains all the natural weapons and manufactured weapon proficiencies of
the base creature, except for attacks that can’t work without flesh. A creature with hands
gains one claw attack per hand; the risen can strike with each of its claw attacks at its
full attack bonus.
Damage: Pre-existing natural attacks and manufactured weapons deal damage normally.
A risen’s claw attack deals damage depending on the creature’s size. (If the base creature
already had claw attacks with its hands, use the skeleton claw damage only if it’s
better.)
Size Claw Damage
Diminutive or Fine 1
Tiny 1d2
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8
Special Attacks: A risen retains all the special attacks of the base creature.
Special Qualities: A risen retains all the special qualities of the base creature and gains
those described below.
Damage Reduction 10/Bludgeoning (Ex): Risen lack flesh or internal organs and are
exceptionally difficult to damage with non-bludgeoning weapons.
Immunity to Cold (Ex): Risen are not affected by cold.
Turn Resistance (Ex):A risen is difficult to turn, having a turn resistance bonus equal to
one-third its Hit Dice.
Unholy Toughness (Ex) Risen are solidly built. They receive 3 bonus hit points per Hit
Die.
Saves: Risen have good Fortitude and Reflex saves (i.e., +1/2 HD +2) and poor Will
saves (+1/3 HD).
Abilities: Change from the base creature as follows: Strength +8, Agility +4, Charisma +4.
Change Intellect to 1. A risen has no Stamina score.
Skills: A risen loses all skill ranks. It may still use skills untrained, and gains any existing
racial bonuses the base creature may have benefited from.
Feats: A risen loses all feats of the base creature. It gains new feats as if it were a warrior of
a level equal to its Hit Dice, including bonus feats. However, all the feats the risen takes
must be eligible as warrior bonus feats. In addition, a risen gains Great Fortitude and
Improved Initiative as bonus feats.
Environment: Any, usually same as base creature.
Organization:Any.
Challenge Rating: Equal to the risen’s Hit Dice +2.
Treasure: None.
Alignment: Usually neutral evil.

Rock Borer CR 7
XP 3,200
N Large magical beast (earth)
Init +5; Senses tremorsense 60 ft.; Perception +0
Defense
AC 21, touch 15, flat-footed 15 (-1 size, +1 dodge, +5 Agy, +6 natural)
hp 85 (9d8+36)
Fort +8, Ref +6, Will +8
Resist acid 20
Offense
Speed 30 ft. (6 squares), burrow 20 ft.
Melee bite +14 (2d8+9 plus 1d6 acid)
Space/Reach 10 ft./15 ft.
Special Attacks acid glob (DC 19), burst forth
Statistics
Str 22, Agy 21, Sta 19, Int 3, Spt 10, Cha 10
Base Atk +9; CMB +16; CMD 32
Skills Stealth +17
Feats Combat Reflexes, Dodge, Improved Natural Attack (bite), Mobility, Skill Focus
(Stealth)
Special Abilities
Acid Glob (Su) As a standard action that does not provoke attacks of opportunity, a
rock borer can belch forth a glob of unusual acid onto any opponent within 30 feet,
dealing 3d6 points of acid damage (Reflex DC 19 half). Furthermore, any armor worn
by the target (regardless of type, including natural armor) is temporarily softened; the
acid reduces the armor’s AC bonus by 25%. If the save succeeds, the armor is
unaffected. Armor returns to normal after 3d6 rounds. Multiple hits result in cumulative
armor penalties. The save DC is Agility-based.
Burst Forth (Ex) A lurking rock borer concealed within earth or stone but no farther
than 15 feet from an open space can charge an opponent in that open space, even if it mixes
burrowing and normal movement as part of the charge. The borer can make up to two 45-
degree turns during this charge as it races through previously prepared paths toward its
prey.

Scorpid CR 3
XP 800
N Small magical beast
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +4
Defense
AC 19, touch 13, flat-footed 17 (+1 size, +2 Agy, +6 natural)
hp 26 (4d10+4)
Fort +5, Ref +6, Will +1
Offense
Speed 30 ft. (6 squares), burrow 20 ft.
Melee sting +8 (1d3+3 plus poison) and 2 claws +3 (1d3+1)
Space/Reach 5 ft./5 ft.
Special Attacks poison (DC 15)
Statistics
Str 17, Agy 14, Sta 12, Int 4, Spt 11, Cha 8
Base Atk +4; CMB +6; CMD 18
Skills Perception +5, Stealth +9 (+11 in sandy environments); Racial Modifier +2 Stealth
(+4 in sandy environments)
Feats Ability Focus (poison), Improved Initiative
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 15; frequency 1/round for 4 rounds; effect 1d2 Sta
damage; cure 1 saves. The save DC is Stamina-based.
Poison Resistance (Ex) Scorpids gain a +4 racial bonus on saves against poison.

Scorpid Dunestalker CR 6
XP 2,400
N Medium magical beast
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +7
Defense
AC 23, touch 13, flat-footed 18 (+3 Agy, +10 natural)
hp 60 (8d10+16)
Fort +8, Ref +9, Will +2
Offense
Speed 30 ft. (6 squares), burrow 20 ft.
Melee sting +12 (1d4+4 plus poison) and 2 claws +10 (1d4+2)
Space/Reach 5 ft./5 ft.
Special Attacks backstab +2d6, poison (DC 18)
Statistics
Str 19, Agy 16, Sta 15, Int 4, Spt 11, Cha 8
Base Atk +8; CMB +12; CMD 25
Skills Perception +7, Stealth +12 (+14 in sandy environments); Racial Modifier +2 Stealth
(+4 in sandy environments)
Feats Ability Focus (poison), Combat Reflexes, Improved Initiative, Multiattack
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Sta
damage; cure 1 saves. The save DC is Stamina-based.
Poison Resistance (Ex) Scorpids gain a +4 racial bonus on saves against poison.
Backstab (Ex) A scorpid dunestalker possesses the backstab ability, just as a rogue does.

Shade CR 1
XP 400
LE Medium undead (incorporeal)
Init +7; Senses darkvision 60 ft., true seeing; Perception +4
Defense
AC 15, touch 15, flat-footed 12 (+3 Agy, +2 deflection)
hp 6 (1d8+2)
Fort +2, Ref +3, Will +2
Immune undead traits
Offense
Speed fly 40 ft. (perfect) (8 squares)
Melee incorporeal touch +3 (1d2 Spt)
Space/Reach 5 ft./5 ft.
Special Attacks spirit drain
Statistics
Str -, Agy 17, Sta -, Int 8, Spt 10, Cha 15
Base Atk +0; CMB +0; CMD 13
Skills Perception +4
Feats Improved Initiative
SQ invisible
Special Abilities
Spirit Drain (Su) A shade disturbs the soul of living creatures it comes in contact with. Any
living creature touched by a shade takes 1d2 points of Spirit damage.
Invisible (Su) A shade is permanently invisible and cannot be made visible through any
means. Treat the creature as thought benefiting from the effect of a permanent greater
invisibility spell that cannot be dispelled. Even spells and effects such as see invisibilitydo
not allow a creature to see a shade. A true seeing spell, however, reveals the intangible
body of the shade (as described above). This is the only means by which anyone can see a
shade in its true form.
True Sight (Su) A shade can see everything for what it actually is. This supernatural ability
bestows to the creature the same advantages as a permanent true seeingspell.

Silithid Reaver CR 6
XP 2,400
N Medium aberration
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +13
Defense
AC 21, touch 12, flat-footed 19 (+2 Agy, +9 natural)
hp 76 (9d8+36)
Fort +9, Ref +5, Will +6
Offense
Speed 30 ft. (6 squares), climb 20 ft.
Melee 2 claws +12 (1d10+5)
Space/Reach 5 ft./5 ft.
Special Attacks reaving (2 claws, +12 1d10+5/19-20)
Statistics
Str 21, Agy 15, Sta 18, Int 1, Spt 11, Cha 5
Base Atk +6; CMB +11; CMD 23
Skills Athletics +5 (+13 to climb), Perception +13; Racial Modifier +1 Perception
Feats Blind-Fight, Combat Reflexes, Great Fortitude, Improved Initiative, Weapon Focus
(claw)
SQ improved stability, tunnel defense
Special Abilities
Reaving (Ex) If a silithid hits a single foe with both claws during a full attack action, it
strikes again while the target is off balance, gaining a third claw attack against that same
opponent. The critical threat range for this extra claw attack is 19–20.
Stability (Ex) Silithid reavers are multi-legged creatures that excel in holding their place.
They receive a +8 racial bonus on CMD to resist being bull rushed or tripped when
standing on the ground, and a +4 racial bonus on similar attempts even when climbing.
Tunnel Defense (Ex) As a free action, a silithid reaver can enter a powerful defensive
stance that helps block tunnels from intruders. While in this stance, the reaver cannot
move, but gains a +4 bonus to Strength and Stamina and gains double its normal racial
stability bonuses. Furthermore, if reduced below 1 hit point while using its tunnel defense
ability, the reaver can continue to fight even if disabled or dying. Tunnel defense lasts a
number of rounds equal to the reaver’s Hit Dice (i.e., 9 in the case of the reaver presented
above), and a reaver can use this ability 3 times per day. A reaver can voluntarily end its
tunnel defense, but cannot activate the ability again for 5 rounds.

Silithid Swarmer CR 6
XP 2,400
N Large aberration
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +14
Defense
AC 19, touch 10, flat-footed 18 (+1 Agy, +9 natural, -1 size)
hp 75 (10d8+30)
Fort +8, Ref +4, Will +7
Resist fire 10
Offense
Speed 20 ft. (4 squares), climb 10 ft.
Melee 2 claws +13 (2d6+6)
Space/Reach 10 ft./5 ft.
Special Attacks release swarm, spit acid (DC 20)
Statistics
Str 23, Agy 12, Sta 17, Int 1, Spt 11, Cha 9
Base Atk +7; CMB +14; CMD 25
Skills Athletics +5 (+13 to climb), Perception +14; Racial Modifier +1 Perception
Feats Ability Focus (acid spit), Cleave, Great Fortitude, Power Attack, Weapon Focus
(claw)
Special Abilities
Spit Acid (Ex) A swarmer can spit a harsh-smelling, blinding acid in a 20-foot cone as a
standard action. This acid deals 5d6 points of damage (Reflex DC 20 half) to any non-
silithid caught in the area. If a creature’s save fails, it must then make a DC 20 Fortitude
save or be blinded for 1d6 minutes. The DCs are Stamina-based.
Release Swarm (Ex) A swarmer’s body contains an internal compartment designed to
carry a swarm of broodlings and protect them from harm. As a free action, a swarmer
can open its back plates and release its brood. The broodlings can act immediately,
entering the initiative sequence on the count immediately following the swarmer’s turn.
After the broodlings leave, the swarmer’s back plates close automatically; it can open them
again at any time to recall the brood back to safety. As long as the swarmer is alive, any
broodlings inside its compartment have total cover; thus they cannot be targeted by direct
attacks and are immune to area effects. If the swarmer is killed, the compartment cracks
open and the broodlings inside are no longer fully protected, though they still gain cover
from most attacks.

Silithid Broodling Swarm CR 4


XP 1,200
N Diminutive aberration (swarm)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +15
Defense
AC 21, touch 17, flat-footed 18 (+2 Agy, +1 dodge, +4 natural, +4 size)
hp 49 (9d8+9)
Fort +4, Ref +7, Will +6
Defensive Abilities swarm traits; Immune weapon damage
Weaknesses swarm traits
Offense
Speed 20 ft. (4 squares), climb 10 ft.
Melee swarm (2d6 plus distraction)
Space/Reach 1 ft./0 ft.
Special Attacks distraction (DC 17)
Statistics
Str 12, Agy 14, Sta 13, Int 1, Spt 11, Cha 9
Base Atk +6; CMB +3; CMD 15
Skills Perception +15
Feats Ability Focus (distraction), Dodge, Lightining Reflexes, Mobility, Skill Focus
(Perception)

Silithid Wasp CR 5
XP 1,600
N Medium aberration
Init +4; Senses darkvision 60 ft., low-light vision; Perception +11
Defense
AC 21, touch 15, flat-footed 16 (+4 Agy, +1 dodge, +6 natural)
hp 52 (8d8+16)
Fort +4, Ref +6, Will +5
Offense
Speed fly 40 ft. (4 squares) (good)
Melee sting +10 (1d8+4 plus poison)
Space/Reach 10 ft./5 ft.
Special Attacks poison (DC 16), suicide sting
Statistics
Str 12, Agy 19, Sta 15, Int 1, Spt 11, Cha 6
Base Atk +6; CMB +7; CMD 22
Skills Perception +11
Feats Dodge, Flyby Attack, Hover, Mobility
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 16; frequency 1/round for 4 rounds; effect 1 Agy
and 1 Sta; cure 1 save. The save DC is Stamina-based.
Suicide Sting (Ex) A silithid wasp can make a powerful jab with its stinger that rips the
weapon out, leaving it embedded in the enemy. The wasp must charge the opponent or
make a full attack to use this ability. It gains a +2 bonus on the attack roll and takes a –2
penalty to Armor Class for 1 round (these modifiers stack with those from a charge if the
wasp charges). If the suicide attack is successful, the stinger tears out, killing the wasp. The
stinger continues to deal its base damage (i.e., without the wasp’s Strength bonus) and
deliver poison every round thereafter until removed. Because the stinger is lodged in the
victim, it deals double damage if the victim moves or takes any action other than to lie
down or take a 5-foot step. The victim or another character may take a full-round action to
try to remove the embedded stinger, which requires a DC 15 Survival check. If the
check fails, the character still removes the stinger, but the victim takes triple sting
damage and is automatically poisoned for that round (no save against the initial
damage).

Creating a Skeletal Creature


“Skeletal” is an acquired template that can be added to any corporeal creature with a bony
skeletal structure. This means that most animals, dragons, giants, humanoids, magical
beasts, and monstrous humanoids are eligible, while most constructs, elementals, oozes,
plants, and vermin are not. Many aberrations, fey, and outsiders can acquire this
template, but not all. Creatures that are already undead cannot normally acquire the
skeletal template. A skeletal creature uses all the base creature’s statistics and special
abilities except as noted here.
Size and Type: The creature’s type changes to undead. It retains any subtype except for
alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the
augmented subtype.
Hit Dice: A skeleton drops any HD gained from class levels and changes racial HD to d8s.
Creatures without racial HD are treated as if they have 1 racial HD. If the creature has
more than 20 Hit Dice, it can’t be made into a skeleton by the animate dead spell. A
skeleton uses its Cha modifier (instead of its Con modifier) to determine bonus hit points.
Speed: Winged skeletons can’t use their wings to fly. If the base creature flew magically, so
can the skeleton.
Armor Class: Natural armor bonus changes as follows:
Natural Armor
Skeleton Size
Bonus
Tiny or smaller +0
Small +1
Medium or
+2
Large
Huge +3
Gargantuan +6
Colossal +10

Attacks: A skeleton retains all the natural weapons and weapon proficiencies of the base
creature, except for attacks that can’t work without flesh. A creature with hands
gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its
full attack bonus. A skeleton’s base attack bonus is equal to 1/3 its Hit Dice.
Damage: Natural and manufactured weapons deal damage normally. A claw attack deals
damage depending on the skeleton’s size. (If the base creature already had claw
attacks with its hands, use the skeleton claw damage only if it’s better.)
Skeleton Size Claw Damage
Diminutive or Fine 1
Tiny 1d2
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8
Special Attacks: A skeleton retains none of the base creature’s special attacks. A skeletal
creature that could cast spells in life loses the ability to cast spells, but instead gains hurl
flames.
Hurl Flames (Su): A skeleton that could cast spells while alive can hurl blasts of green or
orange flame. (Most heroes call these beings skeletal mages, even if the base
creatures were not actually mages when alive.) Hurling flames is a standard action
requiring a successful ranged touch attack roll; it has a maximum range of 30 feet
and no range increment. The flames deal 1d6 points of fire damage per level of the
highest-level spell the skeletal mage could cast while alive. For example, if a 5th-level
warlock becomes a skeleton, it can hurl blasts that deal 3d6 damage (because a 5th-level
warlock can cast 3rd-level spells). If the base creature could cast only 0-level spells, the
flames deal 1d3 points of damage.
Special Qualities: A skeletal creature loses most special qualities of the base creature. It
retains any extraordinary special qualities that improve its melee or ranged attacks. A
skeleton gains the following special qualities.
Damage Reduction 5/Bludgeoning: Skeletons lack flesh and internal organs, making them
resistant to piercing and slashing attacks.
Immunity to Cold (Ex): Skeletons are not affected by cold.
Saves: Skeletons have good Will saves (i.e., +1/2 HD + 2) and bad Fortitude and Reflex
saves (+1/3 HD).
Abilities:A skeleton’s Agility increases by +2. It has no Stamina or Intellect score and its
Spirit and Charisma changes to 10.
Skills: A skeleton has no skills.
Feats: A skeleton loses all feats of the base creature, but gains Improved Initiative.
Environment: Any, usually same as base creature.
Organization: Any.
Challenge Rating:Depends on Hit Dice, as follows:
Challenge Rating: Depends on Hit Dice, as follows:

HD CR XP
1/2 1/6 65
1 1/3 135
2–3 1 400
4–5 2 600
6–7 3 800
8–9 4 1,200
10–11 5 1,600
12–14 6 2,400
15–17 7 3,200
18–
8 4,800
20

Treasure: None.
Alignment: Always neutral evil.
Sentient Skeletons
Every so often, a skeleton retains its intellect or develops sentience over long years of
undeath. No one has been able to create this circumstance intentionally, nor does anyone
understand why or how it happens. Skeletons that retain their sentience keep the
Intellect, and Spirit scores of the base creature. They also retain the skills and feats of the
base creature (and also gain Improved Initiative as a bonus feat). Their base attack bonus
equals that of the base creature, and if they could cast spells they can still do so as
skeletons (but they alsogain the hurl flames ability). They still lose all other special attacks
and qualities of the base creature. A sentient skeleton’s Challenge Rating is equal to that of
the base creature.

Bat Swarm CR 3
XP 800
N Diminutive animal (swarm)
Init +2; Senses blindsense 20 ft., low-light vision; Perception +10
Defense
AC 16, touch 16, flat-footed 14 (+2 Agy, +4 size)
hp 18 (4d8)
Fort +3, Ref +7, Will +3
Defensive Abilities swarm traits; Immune weapon damage
Offense
Speed 5 ft., fly 40 ft. (good)
Melee swarm (1d6)
Space 10 ft., Reach 0 ft.
Special Attacks distraction (DC 12), wounding
Statistics
Str 3, Agy 15, Sta 11, Int 2, Spt 14, Cha 4
Base Atk +3; CMB —; CMD —
Feats Lightning Reflexes, Skill Focus (Perception)
Skills Perception +10 (+14 when using blindsense); Racial Modifiers +4 Perception
when using blindsense
SQ swarm traits
Ecology
Environment any temperate or tropical
Organization solitary, pair, flight (3–6 swarms), or colony (11–20 swarms)
Treasure none
Special Abilities
Wounding (Ex) Any living creature damaged by a bat swarm continues to bleed, losing 1
hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss.
The bleeding can be stopped by a DC 10 Survival check or the application of a cure spell or
some other healing magic.

Rat Swarm CR 2
XP 600
N Tiny animal (swarm)
Init +6; Senses low-light vision, scent; Perception +7
Defense
AC 14, touch 14, flat-footed 12 (+2 Agy, +2 size)
hp 19 (3d8+6)
Fort +5, Ref +5, Will +2
Defensive Abilities swarm traits
Offense
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee swarm (1d6 plus disease)
Space 10 ft., Reach 0 ft.
Special Attacks disease, distraction (DC 13)
Statistics
Str 2, Agy 15, Sta 15, Int 2, Spt 13, Cha 2
Base Atk +2; CMB —; CMD —
Feats Improved Initiative, Skill Focus (Perception)
Skills Acrobatics +6, Athletics +10, Perception +7, Stealth +6, Swim +10; Racial
Modifiers uses Agy to modify Athletics checks made to climb and swim
Ecology
Environment any
Organization solitary, pack (2–5 swarms), or infestation (6–12 swarms)
Treasure none
Special Abilities
Disease (Ex) Filth fever: Swarm—injury; save Fort DC 13; onset 1d3 days; frequency 1/day;
effect 1d3 Agy damage and 1d3 Sta damage; cure 2 consecutive saves. The save DC is
Stamina-based.

Thistleshrub CR 7
XP 3,200
N Large plant
Init -1; Senses low-light vision; Perception +0
Defense
AC 19, touch 8, flat-footed 19 (-1 Agy, -1 size, +11 natural)
hp 130 (9d8+90)
Fort +16, Ref +2, Will +3
Defensive Abilities plant traits; Immune fire
Offense
Speed 20 ft. (4 squares), climb 20 ft.
Melee 2 claws +12 (2d6+7 plus poison)
Space 10 ft., Reach 10 ft.
Special Attacks poison (DC 24), poison thorns, root (DC 21)
Statistics
Str 25, Agy 8, Sta 31, Int -, Spt 10, Cha 1
Base Atk +6; CMB +14; CMD 23
Feats -
Skills -
Special Abilities
Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1 Str and
1 Sta damage ; cure 2 consecutive saves.
Poison Thorns (Ex) The thorny body of a thistleshrub injures enemies who get too close.
Any creature striking a thistleshrub with natural or hand-held weapons takes 1d6
points of piercing and slashing damage from the creature’s thorns and must also save
against the creature’s poison, as above. However, weapons with exceptional reach, such
as longspears, do not endanger their users in this way.
Root (Su) Once every 2d6 rounds as a standard action, a thistleshrub can send out roots
under the surface of the ground that grasp and entangle opponents. All creatures within
30 feet of the thistleshrub must make a DC 21 Reflex save or be affected by the
equivalent of an entangling roots spell. Caster level 9th. The save DC is Strength-based.

Timberling CR 1
XP 400
N Small plant (aquatic)
Init +0; Senses low-light vision; Perception +4
Defense
AC 15, touch 11, flat-footed 15 (+1 size, +4 natural)
hp 6 (1d8+2)
Fort +4, Ref +0, Will +0
Defensive Abilities plant traits; Resist fire 5
Offense
Speed 20 ft. (4 squares), swim 10 ft.
Melee slam +3 (1d6+3)
Space 5 ft., Reach 5 ft.
Special Attacks piercing shoots (DC 12)
Statistics
Str 15, Agy 10, Sta 14, Int 3, Spt 10, Cha 2
Base Atk +0; CMB +1; CMD 11
Feats Furious Charge
Skills Athletics +2 (+10 to swim), Perception +4
Special Abilities
Piercing Shoots (Su) Any foe struck by a timberling’s slam attack must make a DC 12
Reflex save or be covered in writhing, penetrating shoots. These shoots dig into chinks
and gaps in armor of all kinds, temporarily reducing its armor bonus by 1 (or by 2 for
Medium timberlings). Thus, for example, a chain shirt’s armor bonus is temporarily
reduced from +4 to +3. Armor bonuses cannot be reduced to below 0. Piercing shoots
perish and fall off naturally after 1 minute, or can be removed with a full round action.
The save DC is Stamina-based.
Amphibious (Ex) Timberlings are equally at home in the water and on land.

Swampstalker CR 4
XP 1,200
N Medium plant (aquatic)
Init +0; Senses low-light vision, swamp sense; Perception +6
Defense
AC 17, touch 11, flat-footed 15 (+1 size, +5 natural)
hp 42 (5d8+20)
Fort +8, Ref +1, Will +2
DR 5/bludgeoning; Defensive Abilities plant traits; Resist fire 10
Offense
Speed 30 ft. (6 squares), swim 20 ft.
Melee 2 slams +8 (1d8+5)
Space 5 ft., Reach 5 ft.
Special Attacks entangling shoots (DC 17)
Statistics
Str 21, Agy 11, Sta 19, Int 4, Spt 13, Cha 5
Base Atk +3; CMB +8 (+10 sunder); CMD 18
Feats Bash, Improved Sunder, Power Attack
Skills Athletics +5 (+13 to swim), Perception +6, Stealth +6 (+14 in swampy terrain);
Racial Modifier +8 Stealth in natural swampy terrain
SQ swamp regeneration
Special Abilities
Entangling Shoots (Su) Any creature struck by a swampwalker is swarmed with a
myriad of writhing, entangling shoots. The victim must make a DC 17 Reflex save or
become entangled (The save DC is Strength-based.) The creature can burst free of the
shoots with a DC 25 Strength check or wriggle free with a DC 22 Escape Artist check.
Creature can also cut the shoots; they have an AC of 10 and 22 hp. Any creature striking a
swampwalker with natural or hand-held weapons is also subject to the entangling shoots.
However, weapons with exceptional reach, such as longspears, do not endanger their users
in this way.
Swamp Regeneration (Ex) If a swampwalker is in contact with natural wetlands or
swamp terrain, it gains fast healing 3. As a full-round action, a swampwalker in such
terrain can root itself into the ground, drawing forth natural minerals and energy to heal
itself of an additional 2d8+4 damage. This action does not provoke attacks of opportunity.
A swampwalker can gain this benefit from a given 5-foot square only once in any 24-hour
period.
Swamp Sense (Su) A swampwalker is automatically aware of any creature within 60 feet
that is standing on natural swamp terrain. The swampwalker must likewise be located in
natural swamp to gain this benefit.
Amphibious (Ex) Swampwalkers are equally at home in the water and on land.

Wendigo CR 4
XP 1,200
N Large monstrous humanoid
Init +3; Senses darkvision 60 ft., scent; Perception +6
Defense
AC 17, touch 8, flat-footed 17 (-1 size, -1 Agy, +9 natural)
hp 42 (5d10+15)
Fort +6, Ref +3, Will +4
Offense
Speed 40 ft. (8 squares)
Melee 2 claws +10 (1d8+6), gore +10 (1d8+6)
Space 10 ft., Reach 10 ft.
Special Attacks rend (2 claws, +10 1d8+9)
Statistics
Str 23, Agy 8, Sta 17, Int 4, Spt 10, Cha 7
Base Atk +5; CMB +12; CMD 21
Feats Great Fortitude, Improved Initiative, Power Attack
Skills Athletics +12, Perception +6, Stealth +3; Racial Modifier +2 Perception and +8
Stealth in forest and cold mountains

Yeti CR 7
XP 3,200
N Large monstrous humanoid (cold)
Init +3; Senses darkvision 60 ft., scent; Perception +8
Defense
AC 19, touch 8, flat-footed 20 (-1 size, -1 Agy, +11 natural)
hp 93 (9d10+44)
Fort +7, Ref +6, Will +9
Immune cold
Weakenesses fire
Offense
Speed 40 ft. (8 squares)
Melee 2 claws +15 (1d8+7), gore +15 (1d8+7)
Space 10 ft., Reach 10 ft.
Special Attacks breath weapon (DC 19), rend (2 claws, +15 1d8+10)
Statistics
Str 25, Agy 8, Sta 19, Int 6, Spt 10, Cha 7
Base Atk +9; CMB +17; CMD 26
Feats Cleave, Great Fortitude, Improved Initiative, Iron Will, Power Attack
Skills Athletics +13, Perception +8, Stealth +5; Racial Modifier +2 Perception and +8
Stealth in forest and cold mountains
Special Abilities
Breath Weapon (Su) Every 1d4 rounds, as a standard action, a yeti may breathe a 20-foot
cone of cold that deals 5d8 points of cold damage (Reflex DC 19 half). The save DC is
Stamina-based.

Wildkin CR 6
XP 2,400
CG Large magical beast
Init +2; Senses darkvision 120 ft., low-light vision, scent; Perception +9
Defense
AC 19, touch 11, flat-footed 17 (-1 size, +2 Agy, +8 natural)
hp 92 (8d10+48)
Fort +11, Ref +8, Will +5
Offense
Speed 40 ft. (8 squares), climb 20 ft.
Melee 2 claws +12 (1d8+5 plus grab), bite +12 (1d6+5)
Space 10 ft., Reach 5 ft.
Statistics
Str 21, Agy 15, Sta 20, Int 4, Spt 12, Cha 10
Base Atk +8; CMB +14 (+18 grapple); CMD 26
Feats Improved Natural Attack (bite)B, Improved Natural Attack (claw)B, Iron Will,
Power Attack, Recklessness, Toughness
Skills Perception +9, Survival +8; Racial Modifier +1 Perception
SQ rage
Special Abilities
Fury (Ex) A wildkin can fury as a barbarian of a level equal to its Hit Dice (8, in the
case of the wildkin presented above). A wildkin’s fury lasts for 23 rounds, and it cannot
prematurely end its fury. When furious, a wildkin has the following statistics: 108 hp;
AC 17, touch 9, flat-footed 15; Atk 2 claws +14 melee (1d6+7) and bite +14 melee (1d4+7);
Will +7

Owlbeast CR 8
XP 4,800
CG Huge magical beast
Init +2; Senses darkvision 120 ft., low-light vision, scent; Perception +12
Defense
AC 20, touch 10, flat-footed 18 (-2 size, +2 Agy, +10 natural)
hp 135 (10d10+80)
Fort +14, Ref +9, Will +6
Offense
Speed 40 ft. (8 squares), climb 20 ft.
Melee 2 claws +17 (2d6+9 plus grab), bite +17 (1d8+9)
Space 15 ft., Reach 10 ft.
Statistics
Str 29, Agy 15, Sta 24, Int 4, Spt 12, Cha 10
Base Atk +10; CMB +21 (+25 grapple); CMD 33
Feats Cleave, Great Cleave, Improved Natural Attack (bite)B, Improved Natural Attack
(claw)B, Iron Will, Power Attack, Recklessness, Skill Focus (Perception), Toughness
Skills Perception +12, Survival +9; Racial Modifier +1 Perception
SQ berserk
Special Abilities
Berserk (Ex) An owlbeast that takes damage in combat flies into a berserk rage on its
next turn, clawing and biting madly until either it or its opponent dies. The owlbeast
cannot end its berserk state voluntarily, but it can enter any number of berserk rages a day.
This ability is otherwise identical to the barbarian’s fury ability. When furious, an owlbeast
has the following statistics: 155 hp; AC 18, touch 8, flat-footed 16; Atk 2 claws +19 melee
(2d6+11) and bite +19 melee (1d8+11); Will +8.

Creating a Withered Creature


“Withered” is an acquired template that can be added to any aberration, animal, dragon,
fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin. A withered
uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead. It retains most subtypes (such as
fire or aquatic), but loses alignment subtypes (such as good) and subtype modifiers that
indicate humanoid kind (such as “Ironforge dwarf”). Do not recalculate base attack
bonus, saves, or skill points. Size is unchanged.
Speed: Same as the base creature, although if the creature could fly, its maneuverability
decreases by one rating. The movements of the withered are slow and jerky and easily
identified as different from those of other (living) creatures of their type.
Armor Class: Natural armor is based on the withered's size:

Zombie Size Natural Armor Bonus


Tiny or
+0
smaller
Small +1
Medium +2
Large +3
Huge +4
Gargantuan +7
Colossal +11

Attack: A withered retains all the attacks of the base creature and also gains a slam attack if
it didn’t already have one. If the base creature can use weapons, the withered retains
this ability. A creature with natural weapons retains those natural weapons. A
withered fighting without weapons uses either its slam attack or some other primary
natural weapon (if it has one). A withered armed with a weapon uses its slam or
the weapon, as it desires.
Full Attack: A withered fighting without weapons uses either its slam attack or its
natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its
primary attack along with its slam or some other natural weapon as a natural secondary
attack.
Damage: Withered creatures have slam attacks. If the base creature does not have this
attack form, use the appropriate damage value from the table below according to the
creature’s size. Creatures that already have a slam attack retain their old damage or use
the appropriate value from the table below, whichever is better.
Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Attacks: A withered creature retains all the special attacks of the base creature,
with the exception of those noted below, and gains the new attacks described below. Saves
have a DC of 10 + 1/2 the withered creature’s HD + the withered’s Charisma
modifier unless noted otherwise.
Breath Weapon (Su): If (and only if) a withered creature possessed a breath weapon in
life, it possesses a new one in undeath with the same area, shape, and damage dice as
its original breath weapon but possibly with a new saving throw value and damage
type. A withered creature’s new breath weapon allows a Reflex save for half damage (the
save DC is Charisma-based) and the breath weapon always deals cold damage. A
breath weapon no longer creates secondary effects based on its old damage type. (For
instance, a withered with a breath weapon that originally dealt fire damage no longer sets
things on fire.) If a creature possessed more than one breath weapon in life, it retains only
the one that dealt damage measured in damage dice. If a creature possessed only one or
more breath weapons that caused non-damaging effects (for example, a breath weapon
that creates a cloud of paralyzing gas), it loses those breath weapons and gains a new one
that deals 1d6 points of cold damage per 3 HD, with a Reflex save for half damage. The new
breath weapon retains the same shape (cone, line, or whatever) as the old one.
Create Spawn (Su): A withered’s condition is contagious. Any creature slain by a
withered must make a Will save or rise in 24 hours as a withered creature. The save DC for
this ability is 10 + 1/2 the withered creature’s HD + the withered’s Spirit modifier.
Poison (Su): A creature with a poison attack in life loses the natural, biological
ability to generate poison in undeath. However, it replaces its old poison with a new
supernatural poison, which functions exactly like its original attack (for example, its
method of delivery) with the exception of saving throw and damage type. A withered
creature’s poison deals Strength damage according to the chart below. A creature hit with
this poisonous attack must make a Fortitude save (the DC is Charisma-based, as with all a
withered’s special attacks) to avoid the Strenght damage.
Withered’s Size Poison Damage
Fine 1 Str
Diminutive 1 Str
Tiny 1 Str
Small 1d2 Str
Medium 1d2 Str
Large 1d2 Str
Huge 1d4 Str
Gargantuan 1d4 Str
Colossal 1d6 Str
Special Qualities: A withered retains all the special qualities of the base creature and gains
those described below.
Damage Reduction (Su): A withered creature’s hardened undead body makes it a bit
resistant to any kind of blow. A withered creature has damage reduction 2/–.
Immunity to Cold (Ex): A withered creature is immune to cold damage. If the original
creature had vulnerability to cold, instead it loses that quality and does not gain immunity
to cold.
Abilities: Change from the base creature as follows: Str +4, Agy –2, Int –4, Cha +4 (none
can be reduced to less than 1). Withered creatures are considerably stronger than
normal, but also clumsier. While withered creatures retain a degree of sentience and
personality, the undead transformation ravages their minds. As an undead creature, a
withered creature has no Stamina score.
Skills: Withered creatures suffer a –4 penalty on Handle Animal and Ride checks, as
animals are uncomfortable around the undead.
Feats: Same as the base creature.
Environment:Any, usually same as base creature.
Organization:Usually same as base creature. Withered creatures that serve the Scourge
usually travel in packs (3–12), mobs (13–24), or hordes (25–100).
Challenge Rating:Same as the base creature +1.
Treasure: None (for Scourge members), or as base creature.
Alignment: Usually evil (any). Most withered creatures inevitably twist into evil,
depraved monsters. However, some withered creatures retain their mortal alignment.
Such individuals are rare; almost all withered creatures bear some moral taint.

Worg CR 4
XP 1,200
NE Large magical beast
Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +3
Defense
AC 19, touch 11, flat-footed 17 (-1 size, +2 Agy, +8 natural)
hp 42 (5d10+15)
Fort +7, Ref +6, Will +3
Offense
Speed 30 ft. (6 squares)
Melee bite +10 (1d8+7 plus trip)
Space 10 ft., Reach 5 ft.
Statistics
Str 21, Agy 14, Sta 17, Int 5, Spt 10, Cha 11
Base Atk +5; CMB +11; CMD 23
Feats Improved Natural Attack (bite)B, Improved Natural Attack (claw)B, Iron Will,
Power Attack, Recklessness, Toughness
Skills Perception +4, Stealth +7, Survival +5
SQ ornery
Special Abilities
Trip (Ex) A worg that hits with a bite attack can attempt to trip the opponent as a free
action without making a touch attack or provoking an attack of opportunity. If the
attempt fails, the opponent cannot react to trip the worg.
Ornery (Ex) Worgs possess capricious and violent natures. A character attempting to
train a worg takes a –2 penalty on her Nature checks.

Worgen CR 3
XP 800
NE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., scent; Perception +6
Defense
AC 17, touch 13, flat-footed 14 (+3 Agy, +2 natural, +2 leather)
hp 26 (4d10+4)
Fort +4, Ref +7, Will +5
DR 5/truesliver
Offense
Speed 40 ft. (8 squares)
Melee bite +7 (1d6+3), 2 claws +8 (1d8+3/19-20)
Space 5 ft., Reach 5 ft.
Special Attacks pounce, serrated claws
Statistics
Str 17, Agy 16, Sta 13, Int 7, Spt 12, Cha 9
Base Atk +4; CMB +7; CMD 20
Feats Combat Reflexes, EnduranceB, Great FortitudeB, Weapon Focus (claw)
Skills Perception +6, Stealth +7, Survival +5
SQ uncanny dodge
Special Abilities
Pounce (Ex) If a worgen charges, it can make a full attack.
Serrated Claw (Ex) A worgen’s claws are jagged and almost supernaturally sharp,
possessing an increased threat range. If a claw scores a critical hit, the wound bleeds,
dealing 2 point of damage from blood loss each round. Blood loss stacks (so multiple
critical hits cause multiple bleeding wounds). A character can stop the bleeding with a DC
10 First Aid check or with any healing spell; a single Heal check or healing spell staunches
all bleeding wounds.
Uncanny Dodge (Ex) A worgen retains its Agility bonus to AC (if any) even if it is caught
flat-footed or struck by an invisible attacker. However, it still loses its Agility bonus to AC if
immobilized.

Tainted One CR 4
XP 1,200
NE Medium monstrous humanoid
Init +4; Senses darkvision 60 ft., scent; Perception +6
Defense
AC 21, touch 15, flat-footed 16 (+4 Agy, +1 dodge, +4 natural, +2 leather)
hp 45 (6d10+12)
Fort +6, Ref +9, Will +6
DR 10/truesliver
Offense
Speed 40 ft. (8 squares)
Melee bite +11 (1d6+5), 2 claws +12 (1d8+5/19-20x3)
Space 5 ft., Reach 5 ft.
Special Attacks pounce, serrated claws, tainted howl (DC 14)
Statistics
Str 21, Agy 18, Sta 14, Int 8, Spt 13, Cha 10
Base Atk +6; CMB +11; CMD 26
Feats Combat Reflexes, Dodge, EnduranceB, Great FortitudeB, Weapon Focus (claw)
Skills Perception +6, Stealth +9, Survival +6
SQ improved uncanny dodge
Special Abilities
Pounce (Ex) If a worgen charges, it can make a full attack.
Serrated Claw (Ex) A tainted one’s claws are serrated in the same manner as a standard
worgen’s, except that the tainted one’s claws deal triple damage on a critical hit. Also,
the First Aid check DC to stop the bleeding is 15 instead of 10.
Tainted Howl (Su) Once every 1d4+1 rounds as a free action, a tainted one can emit a
piercing howl. The tainted one receives a +2 morale bonus on attack rolls and Will saves
for 1 round. Any enemies within 20 feet of the tainted one must make DC 14 Will saves or
be shaken. If the tainted one charges an opponent in the same round that it howls, the
target of the charge suffers a –2 penalty on his save. This is a sonic, mind-affecting effect.
The save DC is Spirit-based.
Uncanny Dodge (Ex) A worgen retains its Agility bonus to AC (if any) even if it is caught
flat-footed or struck by an invisible attacker. However, it still loses its Agility bonus to AC if
immobilized.

Wraith CR 5
XP 1,600
LE Medium undead (incorporeal)
Init +8; Senses darkvision 60 ft.; Perception +10
Defense
AC 17, touch 17, flat-footed 12 (+4 Agy, +1 dodge, +2 deflection)
hp 39 (6d8+12)
Fort +6, Ref +9, Will +6
Defensive Abilities incorporeal traits, turn resistance +2; Immune undead traits
Offense
Speed fly 60 ft. (12 squares) (perfect)
Melee incorporeal touch +10 (1d6 cold)
Space 5 ft., Reach 5 ft.
Special Attacks cold touch, create spawn, possession (DC 15)
Spell-Like Abilities (CL 6th; concentration +8)
3/day—banshee’s curse (DC 15), dominate person (DC 17)
Statistics
Str -, Agy 19, Sta -, Int 12, Spt 12, Cha 15
Base Atk +6; CMB +11; CMD 26
Feats Blind-Fight, Dodge, Improved Initiative
Skills Intimidate +11, Knowledge (religion) +10, Perception +10, Stealth +13
SQ unnatural aura
Special Abilities
Cold Touch (Su) A wraith’s chilling, insubstantial form deals 1d6 points of cold
damage on a successful incorporeal touch attack.
Create Spawn (Su) Any humanoid slain by a wraith becomes a wraith in 1d4 rounds.
Its body remains intact and inanimate, but its spirit is torn free from its corpse and
transformed. Wraith spawn are under the command of the wraith that created them and
remain enslaved until its death. They do not possess any of the abilities they had in life.
Possession (Su) Once per round, a wraith can merge its body with that of a corporeal
creature. This ability is similar to a possession spell (Will DC 15 negates), except that it
does not require a receptacle. To use this ability, the wraith must simply try to move into
the target’s space, which does not provoke attacks of opportunity. A creature that
successfully saves is immune to that same wraith’s possession for 24 hours, and the wraith
cannot enter the target’s space. If the save fails, the wraith’s incorporeal form vanishes into
the target’s body. The save DC is Charisma-based.
Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural
presence of a wraith at a distance of 30 feet. They do not willingly approach nearer than
that and panic if forced to do so; they remain panicked as long as they are within 30 feet of
the wraith.

Creating a Zombie
“Zombie” is an acquired template that can be added to any corporeal creature (excluding
other undead), referred to hereafter as the base creature. A zombie uses all the base
creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead. Do not recalculate the creature’s
base attack bonus. Size is unchanged.
Hit Dice: Drop HD gained from class levels (minimum of 1) and change racial HD to d8s.
Zombies gain a number of additional HD as noted on the following table.

Zombie Size Bonus Hit Dice


Tiny or smaller —
Small or
+1 HD
Medium
Large +2 HD
Huge +4 HD
Gargantuan +6 HD
Colossal +10 HD

Speed: A zombie has a base land speed of 20 feet (4 squares). If the base creature can fly,
its maneuverability rating drops to clumsy.
Armor Class: Natural armor is based on the zombie's size:

Zombie Size Natural Armor Bonus


Tiny or
+0
smaller
Small +1
Medium +2
Large +3
Huge +4
Gargantuan +7
Colossal +11

Attack/Full Attack: A zombie retains all the natural and manufactured weapon attacks
and the weapon proficiencies of the base creature. A zombie also gains a primary slam
attack, which it can use in place of other primary weapons. A zombie’s base attack bonus
is equal to 2/3 its Hit Dice.
Damage: Natural and manufactured weapons deal damage normally. A slam attack deals
the damage shown below.
Zombie Slam Attack Damage by Size
Size Damage Size Damage
Fine 1 Large 1d8
Diminutive 1d2 Huge 2d6
Tiny 1d3 Gargantuan 2d8
Small 1d4 Colossal 4d6
Medium 1d6
Special Qualities: If the base creature had the kindred spirits ability, it loses it upon
becoming undead (animals instinctively hate the undead). It otherwise loses most of
the special qualities of the base creature, though it retains any extraordinary special
qualities that improve its melee or ranged attacks. A zombie also gains the following
special qualities.
Damage Reduction (Ex): Zombies have damage reduction 5/slashing.
Single Actions Only (Ex): Zombies have poor reflexes and may perform only a single
move action or attack action each round. A zombie can move up to its base speed and
make a single attack in the same round, but only if it charges.
Saves: A zombie has poor Fortitude and Reflex saves (+1/3 HD) and good Will saves (+1/2
HD +2).
Abilities: Change as follows: Strength +2, Agility –2, Spirit and Charisma changes to 10.
A zombie has no Stamina or Intellect score. Skills: A zombie has no skills.
Feats: A zombie loses all feats of the base creature, but gains Toughness as a bonus feat.
Environment: Any land or underground, usually same as base creature.
Area: Any.
Organization:Any.
Challenge Rating:Depends on Hit Dice, as follows:
Hit Dice Challenge Rating Hit Dice Challenge Rating
Challenge Rating: This depends on the creature's new total number of Hit Dice, as follows:

HD CR XP
1/2 1/8 50
1 1/4 100
2 1/2 200
3–4 1 400
5–6 2 600
7–8 3 800
9–10 4 1,200
11–12 5 1,600
13–16 6 2,400
17–20 7 3,200
21–24 8 4,800
25–28 9 6,400

Treasure:None
Alignment: Always neutral evil.
Sentient Zombies
Every so often, a zombie retains its intellect or develops a form of sentience over long
years. No one has been able to create this circumstance intentionally, nor does anyone
understand why or how it happens. Zombies that retain their sentience have the Intellect,
Spirit, and Charisma scores of the base creature, except that the Charisma score takes a –4
penalty due to the body’s decaying effect. They do not lose their class levels or class
features. They retain the skills and feats of the base creature (and gain Toughness as a
bonus feat), and they retain all special attacks and qualities of the base creature except for
breath weapons and poison.
A sentient zombie’s Challenge Rating is equal to that of the base creature.

Battleboar CR 3
XP 600
N Medium animal
Init +0; Senses low-light vision, scent; Perception +8
Defense
AC 20, touch 10, flat-footed 20 (+4 natural, +6 chain barding)
hp 34 (4d8+16)
Fort +7, Ref +4, Will +2
Defensive Abilities ferocity
Offense
Speed 40 ft.
Melee gore +7 (1d10+4)
Statistics
Str 18, Agy 10, Sta 17, Int 2, Spt 13, Cha 4
Base Atk +3; CMB +7; CMD 17
Feats Furious Charge, Toughness
Skills Perception +8
Ecology
Environment temperate or tropical forests
Organization solitary, pair, band (2–5 battleboars and 1–4 quilboar), or raiding party
(5–9 battleboars, 2–8 quilboar, and one 6th-level quilboar leader)
Treasure none

Buzzard CR 1/2
XP 200
N Small animal
Init +1; Senses low-light vision, scent; Perception +7
Defense
AC 13, touch 12, flat-footed 12 (+1 Agy, +2 natural, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +3, Will +1
Offense
Speed 10 ft. (2 squares), fly 80 ft. (average)
Melee bite +2 (1d6+1)
Statistics
Str 12, Agy 13, Sta 12, Int 2, Spt 12, Cha 5
Base Atk +0; CMB +0; CMD 11
Feats Skill Focus (Perception)
Skills Perception +7
Ecology
Environment temperate or warm plains
Organization solitary or pair
Treasure none

Buzzard, Giant CR 2
XP 600
N Medium animal
Init +1; Senses low-light vision, scent; Perception +9
Defense
AC 15, touch 11, flat-footed 14 (+1 Agy, +4 natural)
hp 22 (3d8+9)
Fort +5, Ref +4, Will +2
Offense
Speed 10 ft. (2 squares), fly 80 ft. (average)
Melee bite +4 (1d8+4)
Statistics
Str 16, Agy 13, Sta 14, Int 2, Spt 12, Cha 5
Base Atk +1; CMB +4; CMD 15
Feats Skill Focus (Perception), Toughness
Skills Perception +9
Ecology
Environment temperate or warm plains
Organization solitary or pair
Treasure none

Carrion Beetle CR 1/3


XP 135
N Small vermin
Init +0; Senses darkvision 60 ft.; Perception +2
Defense
AC 17, touch 11, flat-footed 17 (+1 size, +6 natural)
hp 4 (1d8)
Fort +2, Ref +0, Will +0
Immune vermin traits
Offense
Speed 30 ft. (6 squares), burrow 10 ft.
Melee bite +1 (1d4)
Space/Reach 5 ft./5 ft.
Special Attacks acid spray (DC 29), acid slime, death throes (DC 29), spit acid
Statistics
Str 11, Agy 10, Sta 11, Int -, Spt 10, Cha 6
Base Atk +0; CMB -1; CMD 9 (13 vs. trip)
Skills: Athletics +0 (+4 to climb), Perception +2; Racial Modifier +4 Athletics made to
climb, +2 Perception
Feats: -

Crocolisk CR 3
XP 800
N Medium animal
Init +0; Senses low-light vision; Perception +8
Defense
AC 15, touch 10, flat-footed 15 (+5 natural)
hp 34 (4d8+16)
Fort +8, Ref +4, Will +2
Offense
Speed 30 ft., swim 40 ft.
Melee bite +8 (1d8+7 plus grab)
Space 5 ft., Reach 5 ft.
Special Attacks lacerate
Statistics
Str 21, Agy 11, Sta 18, Int 1, Spt 12, Cha 2
Base Atk +3; CMB +8 (+12 grapple); CMD 18
Feats Skill Focus (Perception, Stealth)
Skills Athletics +5 (+13 to swim), Perception +8, Stealth +7 (+9 in water); Racial
Modifiers +2 Stealth in water
SQ hold breath
Ecology
Environment tropical coasts and rivers
Organization solitary, pair, or float (3–8)
Treasure none
Special Abilities
Lacerate (Ex) When a crocolisk succeeds at a grapple check, in addition to dealing bite
damage, it lacerates its foe, dealing 1 point of Stamina damage to the target due to blood
loss. Creatures immune to critical hits are immune to this effect.
Hold Breath (Ex) A crocolisk can hold its breath for a number of rounds equal to 4 times
its Stamina score before it risks drowning.
Skills: A crocolisk can lie in the water with only its eyes and nostrils showing, gaining
a +5 circumstance bonus on Stealth checks to hide as long as it remains motionless.

Frenzy CR 1/4
XP 100
N Tiny animal (aquatic)
Init +4; Senses blindsense 30 ft., keen scent, low-light vision; Perception +5
Defense
AC 17, touch 16, flat-footed 13 (+4 Agy, +1 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +6, Will +1
Offense
Speed swim 30 ft.
Melee bite +6 (1d3+4)
Statistics
Str 5, Agy 19, Sta 11, Int 1, Spt 12, Cha 2
Base Atk +0; CMB –5; CMD 9
Feats Weapon Finesse
Skills Athletics -3 (+5 to swim), Perception +5
Ecology
Environment any aquatic
Organization solitary, pair, or school (3–18)
Treasure none
Special Abilities
Keen Scent (Ex) A frenzy can notice creatures by scent in a 180-foot radius and detect
blood in the water at ranges of up to a mile.

Giant Scarab CR 8
XP 4,800
N Medium vermin
Init +0; Senses darkvision 60 ft.; Perception +0
Defense
AC 22, touch 10, flat-footed 22 (+12 natural)
hp 102 (12d8+48)
Fort +12, Ref +4, Will +4
Immune vermin traits
Offense
Speed 30 ft. (6 squares), burrow 10 ft.
Melee bite +16 (2d6+10)
Space/Reach 5 ft./5 ft.
Special Attacks disease (DC 20), disease cloud
Statistics
Str 24, Agy 11, Sta 19, Int -, Spt 10, Cha 4
Base Atk +9; CMB +16; CMD 26 (30 vs. trip)
Skills: -
Feats: -
Special Abilities
Disease (Ex) Chokemist—bite; Onset—instantaneous; save Fort 20; frequency 1/round for
6 rounds; effect 1d2 Agy and 1d2 Sta; cure 2 consecutive saves.
Disease Cloud (Ex) Once every 1d4 rounds as a free action, a giant scarab can release a
cloud of diseased air that extends outward from the beetle in a 15-foot-radius
spread. Creatures within the cloud are subject to chokemist disease, as above.

Horse, Heavy CR 2
XP 600
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
Defense
AC 15, touch 13, flat-footed 11 (+2 natural, +4 Agy, –1 size)
hp 17 (2d8+10)
Fort +8, Ref +7, Will +3
Offense
Speed 50 ft.
Melee 2 hooves +1 (1d6+2), bite +5 (1d4+5)
Space 10 ft., Reach 5 ft.
Statistics
Str 20, Agy 18, Sta 21, Int 2, Spt 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, RunB
Skills Perception +8
SQ docile
Ecology
Environment temperate plains
Organization solitary, pair, or herd (3–30)
Treasure none
Special Abilities
Docile (Ex) Unless specifically trained for combat (see the Nature skill, a horse’s hooves
are treated as secondary attacks.

Mammoth CR 6
XP 2,400
N Huge animal
Init +0; Senses low-light vision, scent; Perception +16
Defense
AC 16, touch 8, flat-footed 16 (+8 natural, –2 size)
hp 76 (9d8+36)
Fort +12, Ref +6, Will +6
Resist cold 5
Offense
Speed 40 ft.
Melee gore +12 (2d8+8), slam +12 (2d6+8)
Space 15 ft., Reach 10 ft.
Special Attacks trample (2d6+12; DC 22)
Statistics
Str 26, Agy 10, Sta 23, Int 2, Spt 13, Cha 7
Base Atk +6; CMB +16 (+18 bull rush); CMD 26 (28 vs. bull rush, 30 vs. trip)
Feats Endurance, Improved Bull Rush, Iron Will, Power Attack, Skill Focus (Perception)
Skills Perception +16
Ecology
Environment cold plains
Organization solitary, pair or herd (3–6)
Treasure none

Mammoth, Icetusk CR 9
XP 2,400
N Huge animal
Init +0; Senses low-light vision, scent; Perception +25
Defense
AC 16, touch 8, flat-footed 16 (+8 natural, –2 size)
hp 195 (17d8+119)
Fort +19, Ref +10, Will +8
Resist cold 5
Offense
Speed 40 ft.
Melee gore +19 (3d8+9), slam +19 (3d6+9)
Space 15 ft., Reach 10 ft.
Special Attacks trample (3d6+13; DC 27)
Statistics
Str 28, Agy 10, Sta 24, Int 2, Spt 13, Cha 7
Base Atk +12; CMB +23 (+25 bull rush); CMD 33 (35 vs. bull rush, 37 vs. trip)
Feats Cleave, Endurance, Great Fortitude, Improved Bull Rush, Improved Natural Attack
(gore), Improved Natural Attack (slam), Iron Will, Power Attack, Skill Focus (Perception)
Skills Perception +25
Ecology
Environment cold plains
Organization solitary, pair or herd (3–6)
Treasure none

Mountain Lion CR 2
XP 600
N Medium animal
Init +8; Senses low-light vision, scent; Perception +5
Defense
AC 15, touch 14, flat-footed 11 (+4 Agy, +1 natural)
hp 19 (3d8+6)
Fort +5, Ref +7, Will +2
Offense
Speed 30 ft., climb 20 ft.
Melee bite +6 (1d6+4 plus grab), 2 claws +6 (1d3+4)
Special Attacks pounce, rake (2 claws +6, 1d3+4)
Statistics
Str 16, Agy 19, Sta 15, Int 2, Spt 13, Cha 6
Base Atk +2; CMB +5 (+9 grapple); CMD 19 (23 vs. trip)
Feats Improved Initiative, Skill Focus (Stealth)
Skills Acrobatics +8, Athletics +3 (+11 to climb), Perception +5, Stealth +10 (+12 in
undergrowth); Racial Modifiers +2 on Stealth in undergrowth
Ecology
Environment any forest
Organization solitary or pair
Treasure none

Sea Turtle CR 4
XP 1,200
N Medium animal (aquatic)
Init -1; Senses low-light vision; Perception +11
Defense
AC 21, touch 9, flat-footed 21 (-1 Agy, +12 natural)
hp 42 (5d8+20)
Fort +8, Ref +3, Will +4
Offense
Speed 20 ft., swim 20 ft.
Melee bite +8 (2d6+7)
Space 5 ft., Reach 5 ft.
Statistics
Str 20, Agy 8, Sta 19, Int 2, Spt 13, Cha 6
Base Atk +3; CMB +8; CMD 17 (21 vs. trip)
Feats Craggy Exterior, Endurance, Skill Focus (Perception)
Skills Athletics +5 (+13 to swim), Perception +11
Ecology
Environment warm aquatic
Organization solitary or pair
Treasure none
SQ spiked shell
Special Abilities
Spiked Shell (Ex) Any creature striking a sea turtle with natural or hand-held weapons
takes 1d8 points of piercing and slashing damage from the turtle’s barbs. However,
weapons with exceptional reach, such as longspears, do not endanger their users in this
way.

Sheep CR 1/3
XP 135
N Medium animal
Init +0; Senses low-light vision; Perception +5
Defense
AC 13, touch 10, flat-footed 13 (+3 natural)
hp 18 (2d8+9)
Fort +6, Ref +3, Will +0
Offense
Speed 40 ft.
Melee bite -3 (1d3)
Statistics
Str 12, Agy 10, Sta 16, Int 1, Spt 10, Cha 4
Base Atk +1; CMB +2; CMD 12 (16 vs. trip)
Feats Toughness
Skills Perception +5
Ecology
Environment warm plains
Organization flock (4–40)
Treasure none

Spider Crab CR 2
XP 600
N Medium animal (aquatic)
Init +1; Senses low-light vision; Perception +6
Defense
AC 17, touch 11, flat-footed 16 (+1 Agy, +6 natural)
hp 19 (3d8+6)
Fort +9, Ref +4, Will +3
Offense
Speed 30 ft., swim 20 ft.
Melee claw +5 (1d8+2 plus grab), claw +5 (1d4+2)
Space 5 ft., Reach 5 ft.
Special Attacks rend (2 claw, 1d8+3)
Statistics
Str 15, Agy 12, Sta 15, Int 1, Spt 11, Cha 10
Base Atk +2; CMB +4 (+8 grapple); CMD 15 (19 vs. trip)
Feats Run, Weapon Focus (claw)
Skills Perception +6
Ecology
Environment warm seashore
Organization solitary or colony (2–5 plus 1 leader of 7+ HD)
Treasure none

Stag CR 2
XP 600
N Large animal
Init +1; Senses low-light vision, scent; Perception +9
Defense
AC 13, touch 10, flat-footed 12 (+1 Agy, +3 natural, -1 size)
hp 22 (3d8+9)
Fort +6, Ref +4, Will +2
Offense
Speed 50 ft.
Melee gore +7 (1d8+6), 2 hooves +2 (1d6+3)
Space 10 ft., Reach 5 ft.
Special Attacks powerful charge (2d8+12)
Statistics
Str 22, Agy 13, Sta 17, Int 2, Spt 13, Cha 6
Base Atk +2; CMB +9; CMD 20 (24 vs. trip)
Feats Run, Skill Focus (Perception)
Skills Perception +9
Ecology
Environment cold and temperate forests, hills, and mountains
Organization solitary bull, bachelor group (2–8 males), or herd (2–8 males, 6–24
females, and 6–24 young)
Treasure none
Storm Crow CR 1/2
XP 200
N Small animal
Init +3; Senses low-light vision, scent; Perception +9
Defense
AC 14, touch 14, flat-footed 11 (+3 Agy, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +5, Will +1
Offense
Speed 10 ft. (2 squares), fly 60 ft. (average)
Melee bite +4 (1d4+3), claws +4 (1d3+3)
Statistics
Str 8, Agy 17, Sta 12, Int 2, Spt 12, Cha 6
Base Atk +0; CMB -2; CMD 11
Feats Flyby Attack
Skills Perception +9; Racial Modifier +4 Perception
Ecology
Environment temperate forests
Organization solitary, pair or murder (3-22)
Treasure none

Tallstrider CR 2
XP 600
N Medium animal
Init +2; Senses low-light vision; Perception +9
Defense
AC 14, touch 12, flat-footed 12 (+2 Agy, +2 natural)
hp 32 (5d8+10)
Fort +6, Ref +6, Will +2
Offense
Speed 40 ft.
Melee bite +5 (1d6+2), 2 claws +5 (1d4+2)
Statistics
Str 14, Agy 14, Sta 14, Int 2, Spt 12, Cha 7
Base Atk +3; CMB +5; CMD 17
Feats Endurance, Run
Skills Perception +9
Ecology
Environment temperate and warm forests and plains
Organization solitary, pair or flock (3-8)
Treasure none

Wind Serpent CR 2
XP 600
N Medium animal
Init +3; Senses scent; Perception +10
Defense
AC 17, touch 15, flat-footed 12 (+5 Agy, +2 natural)
hp 16 (3d8+3)
Fort +4, Ref +8, Will +3
Offense
Speed 20 ft., climb 20 ft., fly 60 ft. (good), swim 40 ft.
Melee bite +7 (1d4+5 plus poison)
Statistics
Str 10, Agy 21, Sta 13, Int 1, Spt 14, Cha 2
Base Atk +2; CMB +2; CMD 17
Feats Skill Focus (Perception)
Skills Acrobatics +13, Athletics +0 (+13 to climb, +8 to swim), Perception +10, Stealth +4;
Racial Modifier +4 Acrobatics, +2 Perception, +2 Stealth. They may use either their
Strength modifier or their Agility modifier for Athletics checks made to climb,
whichever is higher
Ecology
Environment temperate forests
Organization solitary
Treasure none
Special Abilities
Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Sta
damage; cure 2 saves. The save DC is Stamina-based.
Variant Wind Serpents
Wind serpents vary drastically across species. There are simply more kinds of wind
serpents than would be prudent to include in this manual. For instance, some are
constrictors rather than vipers: Replace their poison ability with improved grab and
constrict (1d4 + 1-1/2 Str), and change both Strength and Agility scores to 17. Constricting
wind serpents have the same CR as venomous wind serpents. Other wind serpents are in
truth magical beasts instead of animals, and have an astonishing variety of magical
abilities. Magical wind serpents tend to be slightly larger and tougher, often having
more Hit Dice and possibly higher ability scores than normal wind serpents. The cloud
serpent represents one such magical variety of wind serpent, in this case one having the
ability to breathe lightning.

Ancient Protector CR 8
XP 4,800
NG Huge plant
Init +0; Senses low-light vision; Perception +22
Defense
AC 20, touch 8, flat-footed 20 (+12 natural, -2 size)
hp 150 (12d8+96)
Fort +14, Ref +4, Will +7
DR 5/slashing and magic; Defensive Abilities plant traits
Offense
Speed 30 ft. (6 squares)
Melee 2 slams +17 (4d6+9/19-20)
Ranged rock +9 (2d8+9)
Space/Reach 15 ft./15 ft.
Special Attacks rock throwing, trample (4d6+13, DC 23), tree slam
Statistics
Str 28, Agy 10, Sta 26, Int 10, Spt 16, Cha 10
Base Atk +9; CMB +20; CMD 30
Skills: Perception +22, Stealth +0*
Feats: Improved Critical (slam), Improved Natural Attack (slam), Point Blank Shot, Skill
Focus (Perception), Weapon Focus (rock), Weapon Focus (slam)
SQ eat tree, take roots
Special Abilities
Rock Throwing (Ex) Ancient protectors are skilled at throwing boulders, and receive a +1
racial bonus on attack rolls when throwing rocks. They often take root near supplies of
such weapons, many partially buried to conceal their presence.Rocks that an ancient
protector throws have a range increment of 100 feet. An ancient protector of Large size can
hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments.
These rocks deal 2d6 points of bludgeoning damage. A Huge ancient protector can hurl
rocks of 60 to 80 pounds (Medium objects) that deal 2d8 points of damage.
Tree Slam (Ex) Ancients that plant their feet and swing deal incredible amounts of
damage. They can smash apart buildings and other structures as well as turning
living creatures into bloody splatters. An ancient can take a full attack to make a single
slam attack. If the attack hits, it deals double damage (triple on a critical). A tree slam
also ignore up to 10 points of an object’s hardness.
Eat Tree (Ex) An ancient can eat trees (and parts of trees) in order to heal itself. In an area
where trees are plentiful, 1 minute of tree-eating restores hit points equal to the ancient’s
Hit Dice. In areas where an ancient does not have access to several trees, this ability is less
useful, at the GM’s discretion.
Take Root (Ex) An ancient’s natural state is rooted to the ground. The ancient can
take root wherever it wishes, as long as the ground can hold its roots. Taking root is a
full-round action that does not provoke attacks of opportunity. An ancient must take root
in order to rest, which it must do 8 hours each day.While rooted, the ancient cannot move
voluntarily. It gains a +8 bonus on CMD to avoid being bull rushed, tripped, or otherwise
moved from its location. It gains a +1 bonus on attack rolls and a +2 bonus on damage
rolls. Pulling up its roots, so the ancient can move again, is a full-round action that
provokes attacks of opportunity.
* Skills: Ancients have a +5 racial bonus on Stealth checks to hide in forested areas
(where the trees are similar in appearance to them). This bonus increases to +10 if the
ancient is stationary.

Ancient of Lore CR 15
XP 51,200
NG Huge plant
Init -1; Senses low-light vision; Perception +25
Defense
AC 28, touch 7, flat-footed 28 (+21 natural, -2 size, -1 Agy)
hp 223 (18d8+142)
Fort +19, Ref +5, Will +16
DR 10/slashing and magic; Defensive Abilities plant traits; SR 25
Offense
Speed 30 ft. (6 squares)
Melee 2 slams +20 (3d6+9)
Space/Reach 15 ft./15 ft.
Special Attacks trample (3d6+13, DC 28), tree slam
Druid Spells (CL 18th; concentration +25; 258 mana points; save DC 17 + spell level)
Statistics
Str 28, Agy 8, Sta 26, Int 16, Spt 24, Cha 14
Base Atk +13; CMB +24; CMD 33
Skills: Nature +21, Perception +25, Spellcraft +21, Survival +25, Stealth +0*
Feats: Block Spell, Brew PotionB, Combat Casting, Improved Counterspell, Iron Will,
Magic Energy Control, Mirror Spell, Reflect Spell, Silent Spell, Still Spell
SQ eat tree, take roots
Special Abilities
Tree Slam (Ex) Ancients that plant their feet and swing deal incredible amounts of
damage. They can smash apart buildings and other structures as well as turning
living creatures into bloody splatters. An ancient can take a full attack to make a single
slam attack. If the attack hits, it deals double damage (triple on a critical). A tree slam
also ignore up to 10 points of an object’s hardness.
Eat Tree (Ex) An ancient can eat trees (and parts of trees) in order to heal itself. In an area
where trees are plentiful, 1 minute of tree-eating restores hit points equal to the ancient’s
Hit Dice. In areas where an ancient does not have access to several trees, this ability is less
useful, at the GM’s discretion.
Take Root (Ex) An ancient’s natural state is rooted to the ground. The ancient can
take root wherever it wishes, as long as the ground can hold its roots. Taking root is a
full-round action that does not provoke attacks of opportunity. An ancient must take root
in order to rest, which it must do 8 hours each day.While rooted, the ancient cannot move
voluntarily. It gains a +8 bonus on CMD to avoid being bull rushed, tripped, or otherwise
moved from its location. It gains a +1 bonus on attack rolls and a +2 bonus on damage
rolls. Pulling up its roots, so the ancient can move again, is a full-round action that
provokes attacks of opportunity.
* Skills: Ancients have a +5 racial bonus on Stealth checks to hide in forested areas
(where the trees are similar in appearance to them). This bonus increases to +10 if the
ancient is stationary.

Ancient of War CR 15
XP 51,200
NG Huge plant
Init +4; Senses low-light vision; Perception +24
Defense
AC 32, touch 8, flat-footed 32 (+24 natural, -2 size)
hp 279 (18d8+198)
Fort +22, Ref +6, Will +9
DR 15/slashing and magic; Defensive Abilities plant traits; SR 25
Offense
Speed 30 ft. (6 squares)
Melee 2 slams +30 (4d6+16/19-20)
Space/Reach 15 ft./15 ft.
Special Attacks trample (4d6+18, DC 33), tree slam
Statistics
Str 34, Agy 10, Sta 32, Int 10, Spt 16, Cha 12
Base Atk +18; CMB +32 (+34 bull rush or sunder); CMD 42 (44 bull rush or sunder)
Skills: Perception +24
Feats: Ability Focus (trample), Awesome Blow, Blind-Fight, Improved Initiative,
Bloodletter, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam),
Improved Natural Attack (slam), Improved Sunder, Greater Penetrating Strike (slam),
Greater Weapon Focus (slam), Improved Weapon Specialization (slam), Penetrating
Attack (slam), Power Attack, Reckless Attack, War Stomp, Weapon Focus (slam)
SQ eat tree, take roots, plant warrior
Special Abilities
Plant Warrior: An ancient of war’s plant Hit Dice grant it bonus feats as if they were
warrior levels. They also count as warrior levels for the purposes of meeting prerequisites.
In addition, unlike most plants, an ancient of war’s base attack bonus is equal to its plant
Hit Dice (plus any base attack bonus it gains from class levels).
Tree Slam (Ex) Ancients that plant their feet and swing deal incredible amounts of
damage. They can smash apart buildings and other structures as well as turning
living creatures into bloody splatters. An ancient can take a full attack to make a single
slam attack. If the attack hits, it deals double damage (triple on a critical). A tree slam
also ignore up to 10 points of an object’s hardness.
Eat Tree (Ex) An ancient can eat trees (and parts of trees) in order to heal itself. In an area
where trees are plentiful, 1 minute of tree-eating restores hit points equal to the ancient’s
Hit Dice. In areas where an ancient does not have access to several trees, this ability is less
useful, at the GM’s discretion.
Take Root (Ex) An ancient’s natural state is rooted to the ground. The ancient can
take root wherever it wishes, as long as the ground can hold its roots. Taking root is a
full-round action that does not provoke attacks of opportunity. An ancient must take root
in order to rest, which it must do 8 hours each day.While rooted, the ancient cannot move
voluntarily. It gains a +8 bonus on CMD to avoid being bull rushed, tripped, or otherwise
moved from its location. It gains a +1 bonus on attack rolls and a +2 bonus on damage
rolls. Pulling up its roots, so the ancient can move again, is a full-round action that
provokes attacks of opportunity.
* Skills: Ancients have a +10 racial bonus on Stealth checks to hide in forested areas
(where the trees are similar in appearance to them). This bonus increases to +20 if the
ancient is stationary.

Ancient of Wind CR 12
XP 19,200
NG Huge plant
Init +5; Senses low-light vision; Perception +23
Defense
AC 23, touch 9, flat-footed 22 (+1 Agy, +14 natural, -2 size)
hp 187 (15d8+120)
Fort +17, Ref +8, Will +12
DR 10/slashing and magic; Defensive Abilities plant traits; SR 22
Offense
Speed 30 ft. (6 squares)
Melee 2 slams +18 (3d6+9)
Space/Reach 15 ft./15 ft.
Special Attacks trample (3d6+13, DC 26), tree slam
Druid Spells (CL 15th; concentration +20; 178 mana points; save DC 15 + spell level)
Statistics
Str 28, Agy 12, Sta 26, Int 17, Spt 21, Cha 12
Base Atk +11; CMB +22; CMD 33
Skills: Nature +25, Perception +23, Spellcraft +21, Survival +27
Feats: Brew PotionB, Extend Spell, Improved Initiative, Iron Will, Lighting Reflexes,
Silent Spell, Skill Focus (Nature), Skill Focus (Survival), Still Spell
SQ eat tree, take roots
Special Abilities
Tree Slam (Ex) Ancients that plant their feet and swing deal incredible amounts of
damage. They can smash apart buildings and other structures as well as turning
living creatures into bloody splatters. An ancient can take a full attack to make a single
slam attack. If the attack hits, it deals double damage (triple on a critical). A tree slam
also ignore up to 10 points of an object’s hardness.
Eat Tree (Ex) An ancient can eat trees (and parts of trees) in order to heal itself. In an area
where trees are plentiful, 1 minute of tree-eating restores hit points equal to the ancient’s
Hit Dice. In areas where an ancient does not have access to several trees, this ability is less
useful, at the GM’s discretion.
Take Root (Ex) An ancient’s natural state is rooted to the ground. The ancient can
take root wherever it wishes, as long as the ground can hold its roots. Taking root is a
full-round action that does not provoke attacks of opportunity. An ancient must take root
in order to rest, which it must do 8 hours each day.While rooted, the ancient cannot move
voluntarily. It gains a +8 bonus on CMD to avoid being bull rushed, tripped, or otherwise
moved from its location. It gains a +1 bonus on attack rolls and a +2 bonus on damage
rolls. Pulling up its roots, so the ancient can move again, is a full-round action that
provokes attacks of opportunity.
* Skills: Ancients have a +5 racial bonus on Stealth checks to hide in forested areas
(where the trees are similar in appearance to them). This bonus increases to +10 if the
ancient is stationary.

Ancient of Wonder CR 10
XP 9,600
NG Huge plant
Init -1; Senses low-light vision; Perception +22
Defense
AC 26, touch 7, flat-footed 26 (-1 Agy, +19 natural, -2 size)
hp 147 (14d8+84)
Fort +15, Ref +3, Will +9
DR 10/slashing and magic; Defensive Abilities plant traits; SR 20
Offense
Speed 30 ft. (6 squares)
Melee 2 slams +15 (3d6+7)
Space/Reach 15 ft./15 ft.
Special Attacks trample (3d6+10, DC 24), tree slam
Statistics
Str 24, Agy 8, Sta 22, Int 20, Spt 20, Cha 15
Base Atk +10; CMB +19; CMD 28
Skills: Alchemy +26, Nature +22, Perception +22, Spellcraft +22
Feats: Brew PotionB, Craft Magic Arms and Armor, Craft Staff, Craft Rod, Craft Wand,
Craft Wondrous Item, Forge Ring, Scribe ScrollB, Skill Focus (Alchemy)
SQ eat tree, take roots, item crafter
Special Abilities
Item Crafter (Ex) An ancient of wonders knows spells as a druid equal to its plant Hit Dice
(14th, in this case). However, it cannot cast these spells; it can use them only as
prerequisites to create magic items. The spells are considered to be on the ancient’s spell
list for the purposes of whether or not it can use magic items such as staffs and wands. An
ancient of wonders’ high Spirit and ranks in Spellcraft allow it to prepare 15 spells per
level. It can prepare most of the spells on the druid list.This ability stacks with actual druid
levels to determine the spells that an ancient of wonders has available for magic item
creation. Thus, a 5th-level ancient of wonders druid has the spells of a 19th-level druid,
but its druid abilities, including the spells that it can actually cast, are otherwise those of a
5th-level druid.
Tree Slam (Ex) Ancients that plant their feet and swing deal incredible amounts of
damage. They can smash apart buildings and other structures as well as turning
living creatures into bloody splatters. An ancient can take a full attack to make a single
slam attack. If the attack hits, it deals double damage (triple on a critical). A tree slam
also ignore up to 10 points of an object’s hardness.
Eat Tree (Ex) An ancient can eat trees (and parts of trees) in order to heal itself. In an area
where trees are plentiful, 1 minute of tree-eating restores hit points equal to the ancient’s
Hit Dice. In areas where an ancient does not have access to several trees, this ability is less
useful, at the GM’s discretion.
Take Root (Ex) An ancient’s natural state is rooted to the ground. The ancient can
take root wherever it wishes, as long as the ground can hold its roots. Taking root is a
full-round action that does not provoke attacks of opportunity. An ancient must take root
in order to rest, which it must do 8 hours each day.While rooted, the ancient cannot move
voluntarily. It gains a +8 bonus on CMD to avoid being bull rushed, tripped, or otherwise
moved from its location. It gains a +1 bonus on attack rolls and a +2 bonus on damage
rolls. Pulling up its roots, so the ancient can move again, is a full-round action that
provokes attacks of opportunity.
* Skills: Ancients have a +5 racial bonus on Stealth checks to hide in forested areas
(where the trees are similar in appearance to them). This bonus increases to +10 if the
ancient is stationary.

Tree of Life CR 21
XP 409,600
NG Gargantuan plant
Init -2; Senses low-light vision; Perception +34
Aura nature's blessing (240 ft.)
Defense
AC 36, touch 9, flat-footed 36 (-2 Agy, +27 natural, +5 deflection, -4 size)
hp 372 (24d8+264)
Fort +25, Ref +6, Will +15
DR 15/slashing and magic; Defensive Abilities plant traits; SR 31
Offense
Speed 40 ft. (8 squares)
Melee 2 slams +30 (6d6+15/19-20)
Space/Reach 20 ft./20 ft.
Special Attacks trample (6d6+22, DC 37), tree slam
Druid Spells (CL 24th; concentration +31; 290 mana points; save DC 17 + spell level)
Statistics
Str 40, Agy 6, Sta 32, Int 18, Spt 25, Cha 19
Base Atk +18; CMB +37; CMD 45
Skills: Nature +31, Perception +34, Spellcraft +31, Survival +34
Feats: Greater Spell Penetration, Improved Counterspell, Improved Critical (slam),
Improved Natural Attack (slam), Improved Vital Strike, Maximize Spell, Quicken Spell,
Silent Spell, Spell Penetration, Still Spell, Vital Strike, Weapon Focus (slam)
SQ eat tree, take roots, root healing
Special Abilities
Nature’s Blessing (Su): Allied ancients within a radius equal to (10 feet per the tree of life’s
plant Hit Dice) of the tree of life (including the tree of life itself), gain an enhancement
bonus to movement speed of +10 feet, and a +5 deflection bonus to AC. These bonuses are
already taken into account in the above tree of life’s statistics.
Root Healing (Su): While they are rooted, trees of life gain fast healing 10.
Advancement: When a tree of life reaches 28 Hit Dice, it is called a tree of ages. When
it reaches 33 Hit Dice (and Colossal size), it is called a tree of eternity.
Tree Slam (Ex) Ancients that plant their feet and swing deal incredible amounts of
damage. They can smash apart buildings and other structures as well as turning
living creatures into bloody splatters. An ancient can take a full attack to make a single
slam attack. If the attack hits, it deals double damage (triple on a critical). A tree slam
also ignore up to 10 points of an object’s hardness.
Eat Tree (Ex) An ancient can eat trees (and parts of trees) in order to heal itself. In an area
where trees are plentiful, 1 minute of tree-eating restores hit points equal to the ancient’s
Hit Dice. In areas where an ancient does not have access to several trees, this ability is less
useful, at the GM’s discretion.
Take Root (Ex) An ancient’s natural state is rooted to the ground. The ancient can
take root wherever it wishes, as long as the ground can hold its roots. Taking root is a
full-round action that does not provoke attacks of opportunity. An ancient must take root
in order to rest, which it must do 8 hours each day.While rooted, the ancient cannot move
voluntarily. It gains a +8 bonus on CMD to avoid being bull rushed, tripped, or otherwise
moved from its location. It gains a +1 bonus on attack rolls and a +2 bonus on damage
rolls. Pulling up its roots, so the ancient can move again, is a full-round action that
provokes attacks of opportunity.
* Skills: Ancients have a +5 racial bonus on Stealth checks to hide in forested areas
(where the trees are similar in appearance to them). This bonus increases to +10 if the
ancient is stationary.

Avatar of Vengeance CR 12
XP 19,200
CN Medium outsider
Init +9; Senses darkvision 60 ft.; Perception +17
Defense
AC 29, touch 22, flat-footed 23 (+5 Agy, +1 dodge, +6 deflection, +7 natural)
hp 168 (16d10+80)
Fort +10, Ref +16, Will +14
SR 22
Offense
Speed 40 ft. (8 squares)
Melee weapon +23/+18/+13/+8 (1d8+6/17-20 plus 1d6 energy drain)
Space 5 ft., Reach 5 ft.
Special Attacks create spawn, summon spawn, vengeance weapon
Spell-Like Abilities (CL 16th; concentration +19)
3/day — find the path, locate creature
Statistics
Str 23, Agy 20, Sta 20, Int 10, Spt 18, Cha 17
Base Atk +16; CMB +22; CMD 38
Skills: Acrobatics +16, Athletics +17, Perception +17, Religion +11, Stealth +18, Survival
+17; Racial Modifier +2 Stealth
Feats: Ability Focus (energy drain), Combat Reflexes, Dodge, Improved Critical (weapon),
Improved Initiative, Mobility, Skill Focus (Perception), Skill Focus (Survival)B, Weapon
Focus (weapon)
SQ improved deflection, partial incorporeality, unnatural aura
Special Abilities
Create Spawn (Su) Any humanoid that an avatar of vengeance slays becomes a spirit of
vengeance on the following round (see the listing below). Spawn are under the command
of the avatar of vengeance that created them, and remain enslaved until its destruction.
They do not possess any of the abilities they had in life.
Energy Drain (Su) Living creatures hit by an avatar of vengeance’s weapon attack gain two
negative levels. The DC is 23 for the Fortitude save to remove a negative level. The save
DC is Charisma-based. For each such negative level bestowed, the avatar of vengeance
gains 5 temporary hit points.
Summon Spawn (Su) An avatar of vengeance can create a spirit of vengeance from any
humanoid corpse (see the listing below). Doing so is a standard action that does not
provoke attacks of opportunity; the ability has a range of 30 feet. The corpse cannot have
been dead more than 14 days. A spirit of vengeance under the control of the avatar of
vengeance rises from the corpse.
Vengeance Weapon (Ex) An avatar of vengeance’s weapon is a shadowy extension of itself.
Their weapons can take many forms; those that are summoned usually bear weapons
similar to those who summoned them. Whatever their form, all avatar of vengeance
weapons have the statistics of longswords (1d8 points of damage, threatens a critical on a
19 or 20).Also, an avatar of vengeance is partially incorporeal. As its weapon is an
extension of itself, it shares this quality, and armor is only somewhat effective against its
attack. Targets of the avatar of vengeance’s weapon attacks lose up to 4 points of armor
or natural armor bonus. This effectively means that the avatar of vengeance gains a +4
bonus on its attack rolls against opponents with at least a +4 armor and/or natural armor
bonus.
Improved Deflection (Su): An avatar of vengeance has a deflection bonus to AC equal to
twice its Charisma bonus.
Partial Incorporeality (Ex): An avatar of vengeance is partially incorporeal. It can be
harmed normally by incorporeal creatures; magic weapons or creatures that strike as
magic weapons; and spells, spell-like abilities or supernatural abilities. Even when hit by
spells or magic weapons, it has a 20% chance to ignore any damage from a corporeal
source (except for positive energy, negative energy, force effects such as arcane missile,
or attacks made with ghost touch weapons). It has a 50% chance to ignore any damage
from nonmagical attack forms.
Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural
presence of an avatar of vengeance at a distance of 30 feet. They do not willingly approach
nearer than that and panic if forced to do so; they remain panicked as long as they are
within that range.

Battle Ram CR 2
XP 600
N Large animal
Init +1; Senses low-light vision, scent; Perception +6
Defense
AC 14, touch 10, flat-footed 13 (+4 natural, +1 Agy, –1 size)
hp 28 (3d8+15)
Fort +7, Ref +4, Will +2
Offense
Speed 50 ft.
Melee 2 hooves +2 (1d4+3), gore +7 (1d8+6)
Space 10 ft., Reach 5 ft.
Special Attacks powerful charge (2d8+12)
Statistics
Str 22, Agy 13, Sta 19, Int 2, Spt 13, Cha 6
Base Atk +2; CMB +9; CMD 20 (24 vs. trip)
Feats Endurance, Toughness
Skills Perception +6, Survival +5
Ecology
Environment cold and temperate forest, hill, and mountains
Organization solitary or group (2-8)
Treasure none
Special Abilities
Charge (Ex) A charging battle ram deals doubles damage on a gore attack with its
horns.

Nightsaber Panther CR 2
XP 600
N Medium animal
Init +2; Senses darkvision 60 ft., low-light vision; Perception +4
Defense
AC 16, touch 13, flat-footed 13 (+3 natural, +2 Agy, +1 dodge)
hp 22 (3d8+9)
Fort +6, Ref +5, Will +1
Offense
Speed 40 ft.
Melee 2 claws +6 (1d4+4 plus grab), bite +6 (1d6+4)
Space 10 ft., Reach 5 ft.
Special Attacks pounce, rake (2 claws, 1d4+4)
Statistics
Str 19, Agy 14, Sta 16, Int 2, Spt 10, Cha 10
Base Atk +2; CMB +6 (+10 grapple); CMD 19 (23 vs. trip)
Feats Dodge, Mobility
Skills Acrobatics +6, Perception +4, Stealth +6; Racial Modifier +15 Stealth to hide while
in shadows
Ecology
Environment temperate forest
Organization solitary or pride (2-4)
Treasure none

Frostsaber Panther CR 6
XP 2,400
N Medium animal
Init +7; Senses darkvision 60 ft., low-light vision; Perception +9
Defense
AC 19, touch 14, flat-footed 15 (+5 natural, +3 Agy, +1 dodge)
hp 76 (9d8+36)
Fort +10, Ref +9, Will +3
DR 5/magic
Offense
Speed 40 ft.
Melee 2 claws +11 (1d8+5 plus grab), bite +11 (2d6+5)
Space 10 ft., Reach 5 ft.
Special Attacks pounce, rake (2 claws, 1d8+5)
Statistics
Str 21, Agy 16, Sta 18, Int 2, Spt 10, Cha 10
Base Atk +6; CMB +11 (+15 grapple); CMD 21 (25 vs. trip)
Feats Dodge, Improved Initiative, Mobility, Skill Focus (Perception), Spring Attack
Skills Acrobatics +13, Perception +9, Stealth +13; Racial Modifier +4 Acrobatics, +4
Stealth (+8 to hide in snowy environment)
Ecology
Environment cold mountains
Organization solitary or pride (2-4)
Treasure none

Chimaera CR 9
XP 6,400
N Medium magical beast
Init +4; Senses darkvision 60 ft., low-light vision; Perception +20
Defense
AC 19, touch 9, flat-footed 19 (+10 natural, -1 size)
hp 126 (12d10+60)
Fort +10, Ref +9, Will +3
DR 5/-
Offense
Speed 20 ft., fly 40 ft. (poor)
Melee 2 bites +16 (4d6+5), tail slap +14 (1d8+2)
Space 10 ft., Reach 5 ft. (10 ft. with bite)
Special Attacks corrosive breath, lighting breath
Statistics
Str 20, Agy 10, Sta 20, Int 4, Spt 16, Cha 14
Base Atk +12; CMB +18; CMD 28
Feats Cleave, Flyby Attack, Improved Initiative, Multiattack, Power Attack, Snatch
Skills Perception +20; Racial Modifier +2 Perception
Ecology
Environment temperate forest
Organization solitary
Treasure none
Special Abilities
Corrosive Breath (Su) A chimaera can unleash a 60-foot line of corrosive acid once every
1d4 rounds. This breath deals 12d6 points of acid damage (DC 21 Reflex half). The save DC
is Stamina-based.
Lightning Breath (Su) Each round, one of a chimaera’s heads can exhale a massive bolt
of lighting instead of biting. This breath weapon extends in a 60-foot line from the
chimaera and deals 8d6 points of electricity damage (DC 21 Reflex half). The save DC is
Stamina-based.
Dual Minds (Ex) Chimaeras can attack with both their heads at no penalty, even if they
move or charge during the round. Each head can breathe instead of biting, if it wishes.

Dire Cobra CR 7
XP 3,200
N Large animal
Init +10; Senses low-light vision, scent; Perception +12
Defense
AC 22, touch 16, flat-footed 15 (+6 Agy, +1 dodge, +6 natural, -1 size)
hp 90 (12d8+36)
Fort +11, Ref +14, Will +5
Offense
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +13 (2d8+6 plus poison)
Space 10 ft., Reach 10 ft.
Statistics
Str 18, Agy 22, Sta 16, Int 1, Spt 12, Cha 6
Base Atk +9; CMB +13; CMD 30
Feats Ability Focus (poison), Dodge, Improved Initiative, Run, Skill Focus (Perception),
Weapon Focus (bite)
Skills Acrobatics +12, Climb +11, Perception +12, Stealth +12 (+8 to hide), Swim +11
Ecology
Environment temperate marshes
Organization solitary
Treasure none
Special Abilities
Poison (Ex) Bite—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 Sta
damage; cure 2 saves. The save DC is Stamina-based.

Huge Dire Cobra CR 10


XP 9,600
N Huge animal
Init +10; Senses low-light vision, scent; Perception +14
Defense
AC 26, touch 16, flat-footed 19 (+6 Agy, +1 dodge, +10 natural, -2 size)
hp 178 (21d8+84)
Fort +16, Ref +18, Will +8
Offense
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +22 (4d8+12/19-20 plus poison)
Space 15 ft., Reach 15 ft.
Statistics
Str 26, Agy 22, Sta 18, Int 1, Spt 12, Cha 6
Base Atk +15; CMB +25; CMD 41
Feats Ability Focus (poison), Dodge, Improved Critical (bite), Improved Initiative,
Improved Natural Attack (bite), Mobility, Power Attack, Run, Skill Focus (Perception),
Weapon Focus (bite)
Skills Acrobatics +15, Climb +21, Perception +14, Stealth +16 (+12 to hide), Swim +18
Ecology
Environment temperate marshes
Organization solitary
Treasure none
Special Abilities
Poison (Ex) Bite—injury; save Fort DC 28; frequency 1/round for 6 rounds; effect 1d4 Sta
damage; cure 2 saves. The save DC is Stamina-based.

Dragonhawk CR 3
XP 800
N Medium animal
Init +3; Senses darkvision 60 ft., low-light vision; Perception +14
Defense
AC 16, touch 12, flat-footed 13 (+4 natural, +3 Agy, -1 size)
hp 30 (4d8+12)
Fort +7, Ref +7, Will +3
Offense
Speed 10 ft., fly 90 ft.
Melee bite +7 (1d8+6)
Space 10 ft., Reach 10 ft.
Statistics
Str 19, Agy 17, Sta 17, Int 2, Spt 14, Cha 6
Base Atk +3; CMB +8; CMD 21
Feats Skill Focus (Perception), Weapon Focus (bite)
Skills Perception +14; Racial Modifier +2 Perception
Ecology
Environment temperate forest
Organization solitary or pride (2-4)
Treasure none

Dryad CR 4
XP 1,200
CG Medium fey
Init +3; Senses low-light vision; Perception +12
Defense
AC 18, touch 13, flat-footed 15 (+5 natural, +3 Agy)
hp 38 (7d6+14)
Fort +4, Ref +8, Will +7
Offense
Speed 40 ft.
Melee spear +5 (1d8+1/x3 plus poison)
Ranged spear +7 (1d8+1/x3 plus poison)
Space 5 ft., Reach 5 ft.
Special Attacks dispel magic
Statistics
Str 13, Agy 16, Sta 14, Int 11, Spt 15, Cha 12
Base Atk +3; CMB +4; CMD 17 (21 vs. trip)
Feats Improved Natural Armor, Point Blank Shot, Precise Shot, Weapon Focus (spear)
Skills Acrobatics +13, Knowledge (nature) +11, Perception +12, Spellcraft +11, Stealth
+13
Ecology
Environment temperate forest
Organization solitary, pair or squad (3-7)
Treasure none
SQ immunity to magic
Special Abilities
Dispel Magic (Sp) A dryad can use dispel magic at will as a 10th-level caster.
Poison (Ex) Spear—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str
and 1d2 Sta damage; cure 1 saves. The save DC is Stamina-based.
Immunity to Magic (Ex) A dryad is immune to any spell or spell-like ability that allows
spell resistance

Faerie Dragon CR 4
XP 1,200
NG Medium fey
Init +8; Senses low-light vision, magic vision; Perception +11
Defense
AC 17, touch 14, flat-footed 13 (+3 natural, +4 Agy)
hp 31 (7d6+7)
Fort +3, Ref +9, Will +6
DR 5/arcanite
Offense
Speed 10 ft., fly 40 ft. (good)
Melee bite +7 (1d4-1)
Space 5 ft., Reach 5 ft.
Special Attacks mana flare
Statistics
Str 8, Agy 18, Sta 12, Int 6, Spt 13, Cha 17
Base Atk +3; CMB +2; CMD 16 (20 vs. trip)
Feats Ability Focus (mana flare), Hover, Improved Intitiative, Weapon Finesse
Skills Perception +11, Spellcraft +8, Survival +11
Ecology
Environment temperate forest
Organization solitary, pair or group (3-5)
Treasure none
SQ immunity to magic, palne shift
Special Abilities
Mana Flare (Sp) Faerie dragons can use mana flare (see Chapter 4: Magic) at will as a
spell-like ability (save DC 18). The faerie dragon uses this ability as a caster equal to its fey
Hit Dice (7th, in the case of the faerie dragon presented above). When a faerie dragon uses
this ability, it also gains a +5 deflection bonus to AC for the duration of the mana flare. The
save DC is Charisma-based.
Phase Shift (Su) A faerie dragon is constantly under the effects of a phase shift spell (see
Chapter 4: Magic). This effect can be dispelled (it is as if cast by a caster equal to the
faerie dragon’s fey Hit Dice; 7th, in the faerie dragon presented above), but the
faerie dragon can reinstate it as a free action.
Immunity to Magic (Ex) A dryad is immune to any spell or spell-like ability that allows
spell resistance

Gryphon CR 5
XP 1,600
LG Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision; Perception +13
Defense
AC 18, touch 12, flat-footed 15 (+6 natural, +3 Agy, -1 size)
hp 60 (8d10+16)
Fort +8, Ref +9, Will +3
Resist electricity 10
Offense
Speed 30 ft., fly 80 ft. (average)
Melee bite +12 (2d6+4), 2 claws +12 (1d4+4)
Space 10 ft., Reach 5 ft.
Special Attacks pounce, rake (2 claws +13, 1d4+4)
Statistics
Str 18, Agy 17, Sta 15, Int 5, Spt 13, Cha 10
Base Atk +8; CMB +13; CMD 26 (30 vs. trip)
Feats Flyby Attack, Skill Focus (Perception), Weapon Focus (bite), Weapon Focus (claw)
Skills Acrobatics +8, Perception +13; Racial Modifier +4 Acrobatics made to jump, +4
Perception in daylight
Ecology
Environment temperate and cold hills and mountains
Organization solitary or pair
Treasure none

Hippogryph CR 4
XP 1,200
CG Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision; Perception +13
Defense
AC 17, touch 13, flat-footed 13 (+4 natural, +1 dodge, +3 Agy, -1 size)
hp 37 (5d10+10)
Fort +6, Ref +7, Will +3
Offense
Speed 50 ft., fly 80 ft. (average)
Melee bite +8 (1d8+4), 2 claws +8 (1d4+4/19-20)
Space 10 ft., Reach 5 ft.
Special Attacks razor sharp claws
Statistics
Str 18, Agy 17, Sta 15, Int 6, Spt 14, Cha 11
Base Atk +5; CMB +10; CMD 24 (28 vs. trip)
Feats Dodge, Flyby Attack, Skill Focus (Perception)
Skills Perception +13; Racial Modifier +4 Perception in daylight
Ecology
Environment temperate and cold forest, hills, mountains and plains
Organization solitary, pair or flight (7-12)
Treasure none
Special Abilities
Razor Sharp Claws (Ex) Hippogryph claws are exceptionally sharp. Their critical range
is 19–20.

Keeper of the Grove CR 11


XP 12,800
CG Large fey
Init +5; Senses low-light vision; Perception +21
Defense
AC 25, touch 16, flat-footed 24 (+9 natural, +6 insight, +1 Agy, -1 size)
hp 114 (12d6+72)
Fort +10, Ref +9, Will +17
DR 10/arcanite; SR 22
Offense
Speed 40 ft.
Melee 2 slams +10 (1d6+5)
Space 10 ft., Reach 5 ft.
Special Attacks command plants and animals
Druid Spells (CL 12th): 144 mana points, max spell level 6th, (DC spells 16 + spell level)
Spell-Like Abilities (CL 12th, concentration +16)
at will — speak with animals, speak with plants
2/day — commune with nature
Statistics
Str 21, Agy 13, Sta 22, Int 12, Spt 23, Cha 18
Base Atk +6; CMB +12; CMD 23 (27 vs. trip)
Feats Block Spell, Magic Energy Control, Improved Counterspell, Improved Initiative,
Iron Will, Spell Penetration
Skills Knowledge (any two) +16, Knowledge (nature) +16, Perception +21, Spellcraft
+16, Survival +20, Use Magic Device +19
Ecology
Environment temperate forest
Organization solitary
Treasure none
Special Abilities
Spontaneous Casting (Ex) A keeper of the grove can spontaneously cast summon nature’s
ally spells, just as a druid can.
Group Stride (Ex) The keeper of the grove can bestow the effects of his strider
ability (see below) upon a number of beings of Small to Large size traveling with him.
As long as the beings travel with the keeper of the grove, they leave no tracks or trail,
unless the keeper wishes them to. The keeper may exclude specific individuals from
the effects this ability. This ability can affect a number of creatures equal to 6 + the
keeper’s Spirit modifier (a total of 12, in the case of the keeper presented above).
Strider (Ex) The keeper of the grove may move through any sort of undergrowth
(such as natural thorns, briars, overgrown areas and similar terrain) at his normal
speed and without taking damage or suffering any other impairment. However,
thorns, briars and overgrown areas that have been magically manipulated to impede
motion still affect him.The keeper also leaves no trail in natural surroundings and
cannot be tracked. He may choose to leave a trail.

Mountain Giant CR 12
XP 19,200
NG Huge humanoid (giant)
Init -1; Senses low-light vision; Perception +18
Defense
AC 27, touch 7, flat-footed 27 (+20 natural, -1 Agy, -2 size)
hp 161 (14d8+98)
Fort +16, Ref +3, Will +7
Defensive Abilities rock catching; DR 7/-; SR 24
Offense
Speed 20 ft.
Melee greatclub +21/+16 (3d8+19/19-20) or 2 slams +21 (3d6+13)
Ranged rock +7 (2d8+13)
Space 15 ft., Reach 15 ft.
Special Attacks rock throwing
Statistics
Str 36, Agy 8, Sta 24, Int 6, Spt 13, Cha 10
Base Atk +10; CMB +25; CMD 34
Feats Challenging Shout (DC 17), Craggy Exterior, Cleave, Improved Critical (greatclub),
Iron Will, Power Attack, War Stomp
Skills Perception +18
Ecology
Environment temperate forest
Organization solitary
Treasure none
Special Abilities
Rock Throwing (Ex): Mountain giants receive a +1 racial bonus on attack rolls when
throwing rocks. A mountain giant can hurl rocks of 60 to 80 pounds (Medium
objects) up to five range increments. A mountain giant’s range increment is 120 feet for
thrown rocks.
Rock Catching (Ex): Mountain giants can catch Small, Medium or Large rocks (or
projectiles of similar shape). Once per round, a mountain giant who would normally be hit
by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock,
20 for a Medium one, and 25 for a Large one. (If the projectile provides a magic bonus on
attack rolls, the DC increases by that amount.) The mountain giant must be ready for and
aware of the attack in order to make a rock-catching attempt.

Spirit of Vengeance CR 3
XP 800
CN Medium undead
Init +3; Senses darkvision 60 ft.; Perception +8
Defense
AC 18, touch 13, flat-footed 15 (+5 natural, +3 Agy)
hp 26 (4d8+8)
Fort +3, Ref +4, Will +5
SR 14
Offense
Speed 30 ft.
Melee weapon +7 (1d8+3/19-20 plus energy drain)
Space 5 ft., Reach 5 ft.
Special Attacks energy drain, vengeance weapon
Statistics
Str 17, Agy 16, Sta -, Int 6, Spt 12, Cha 14
Base Atk +3; CMB +6; CMD 19
Feats Combat Reflexes, Weapon Focus (weapon)
Skills Perception +8, Stealth +14; Racial Modifier +4 Stealth
Ecology
Environment any
Organization squad (1 avatar of vengeance plus 1-6 spirits of vengeance)
Treasure none
SQ avatar tie, immunity to weapons, partial incorporeality, unnatural aura
Special Abilities
Energy Drain (Su) Living creatures hit by a spirit of vengeance’s weapon attack gain one
negative level. The DC is 14 for the Fortitude save to remove a negative level. The
save DC is Charisma-based. For each such negative level bestowed, the spirit of
vengeance gains 5 temporary hit points.
Vengeance Weapon (Ex) A spirit of vengeance’s weapon is a shadowy extension of itself.
Their weapons can take many forms; most resemble either the weapon of the avatar
that created them or the weapons of the living creatures from which they were
summoned. Whatever their form, all spirit of vengeance weapons have the statistics of
longswords (1d8 points of damage, threatens a critical on a 19 or 20).Also, a spirit of
vengeance is partially incorporeal. As its weapon is an extension of itself, it shares this
quality, and armor is only somewhat effective against the attack. Targets of the spirit
of vengeance’s weapon attack lose up to 4 points of armor or natural armor bonus. This
effectively means that the spirit of vengeance gains a +4 bonus on its attack rolls against
opponents with at least a +4 armor and/or natural armor bonus.
Avatar Tie (Ex) Spirits of vengeance are tied to the avatar of vengeance that created them.
When the avatar is destroyed or departs the plane, the spirits of vengeance vanish.
Immunity to Weapons (Ex) Spirits of vengeance are immune to damage from
weapons, both magic and mundane.
Partial Incorporeality (Ex) A spirit of vengeance is partially incorporeal. It can be harmed
normally by spells, spell-like abilities or supernatural abilities. Even when hit by spells, it
has a 20% chance to ignore any damage from a corporeal source (except for positive
energy, negative energy, or arcane effects such as arcane missile).
Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural
presence of a spirit of vengeance at a distance of 30 feet. They do not willingly approach
nearer than that and panic if forced to do so; they remain panicked as long as they are
within that range.

Treant CR 2
XP 600
NG Medium plant
Init +0; Senses low-light vision; Perception +6
Defense
AC 17, touch 10, flat-footed 17 (+7 natural)
hp 22 (4d8+4)
Fort +5, Ref +1, Will +2
Defensive Abilities plant traits
Offense
Speed 30 ft.
Melee claw +6 (1d8+2)
Space 5 ft., Reach 5 ft.
Statistics
Str 14, Agy 10, Sta 13, Int 7, Spt 12, Cha 6
Base Atk +3; CMB +5; CMD 15
Feats Improved Natural Attack (claw), Weapon Focus (claw)
Skills Climb +7, Perception +6
Ecology
Environment temperate forest
Organization solitary or group (2-5)
Treasure none

Treant, Elite CR 5
XP 1,600
NG Medium plant
Init +2; Senses low-light vision; Perception +8
Defense
AC 20, touch 12, flat-footed 18 (+2 Agy, +8 natural)
hp 176 (8d8+8 [x4])
Fort +9, Ref +6, Will +5
Defensive Abilities plant traits
Offense
Speed 30 ft.
Melee claw +11 (1d8+4)
Space 5 ft., Reach 5 ft.
Statistics
Str 18, Agy 14, Sta 13, Int 7, Spt 12, Cha 6
Base Atk +6; CMB +10; CMD 22
Feats Improved Natural Armor, Improved Natural Attack (claw), Power Attack, Weapon
Focus (claw)
Skills Climb +11, Perception +8
Ecology
Environment temperate forest
Organization solitary or group (2-5)
Treasure none

Wisp CR 1/3
XP 135
NG Small fey
Init +2; Senses low-light vision; Perception +6
Defense
AC 13, touch 13, flat-footed 11 (+1 size, +2 Agy)
hp 3 (1d6)
Fort +0, Ref +4, Will +1
Offense
Speed fly 30 ft. (good)
Space 5 ft., Reach 5 ft.
Special Attacks detonate
Statistics
Str 6, Agy 14, Sta 10, Int 1, Spt 8, Cha 8
Base Atk +0; CMB -3; CMD 9
Feats Skill Focus (Perception)
Skills Perception +6
Ecology
Environment any forest
Organization solitary or company (2-4)
Treasure none
SQ renew, harbest lumber, seed ancient, work wood
Special Abilities
Detonate (Su) A wisp can sacrifice itself as a standard action. Creatures within 30 feet
suffer the simultaneous effects of the spells banishment (DC 16), dispel magic, and
mana burn (DC 11). The caster level equals the wisp’s Hit Dice (1st, in the case of the
wisp presented above). The DCs are 10 + the wisp’s Charisma bonus + the spell’s level.
Renew (Su) As a standard action, a wisp may heal an ancient, plant or wooden structure.
The wisp must touch the plant or structure, and it heals 1d8 points of damage per its Hit
Dice (1d8, in the case of the wisp presented above).
Harvest Lumber (Su) Wisps have the ability to safely extract wood from a tree without
damaging or harming the plant. This is a slow process, but over the course of a day, a single
wisp can produce about 20 pounds of lumber from a large tree.
Work Wood (Su) Wisps have the capability to mold wood into nearly any form. As a
standard action, a wisp can change the shape of up to a 5-foot cube of wood, shifting the
wood’s dimensions at will. This potent ability allows wisps to swiftly create
structures for the night elves.

Abomination CR 15
XP 51,200
NE Large undead
Init -2; Senses darkvision 60 ft.; Perception +27
Defense
AC 29, touch 7, flat-footed 29 (-1 size, -2 Agy, +22 natural)
hp 187 (25d8+75)
Fort +12, Ref +6, Will +13
DR 10/- and 20/piercing or slashing; Immunity undead traits; SR 25
Offense
Speed 20 ft.
Space 10 ft., Reach 10 ft. (15 ft. with spiked chain)
Melee 2 cleavers +25/+20/+15/+10 melee (2d6+7/19–20/x3), spiked chain
+25/+20/+15/+10 melee (2d6+7/19–20)
Special Attacks hook handler, rot, rot cloud, superior multiweapon fighting
Statistics
Str 24, Agy 6, Sta -, Int 4, Spt 8, Cha 14
Base Atk +18; CMB +26; CMD 34
Feats Ability Focus (rot), Awesome Blow, Cleave, Exotic Weapon Proficiency (spiked
chain)B, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (cleaver),
Improved Critical (spiked chain), Power Attack, Toughness, Weapon Focus (cleaver),
Weapon Focus (spiked chain)
Skills Perception +27
Ecology
Environment any land
Organization solitary, pair, or troop (3-6)
Treasure none
SQ cannibalize
Special Abilities
Hook Handler (Ex) Abominations are adept at wielding spiked chains with one hand
and do so with no penalties.
Rot (Ex) Abominations carry horrible rotting diseases. Because of its immediate nature,
this ability functions as a poison instead of a disease, but creatures treat it as a
disease for any special abilities they have (such as immunity to disease or a bonus on
saving throws against disease), rather than a poison.
Injury; save Fort DC 29; frequency 1/round for 6 rounds; effect 1d2 Sta damage; cure 1
saves. The save DC is Strenght-based.
Rot Cloud (Ex) A cloud of disease surrounds an abomination in a 10-foot radius. A
living creature that begins its turn in the cloud is subject to the abomination’s rot,
just as if it had been struck with an attack. In addition, the creature must make another
DC 27 Fortitude save or be nauseated for 1d4 rounds. The save DC is Strength-based.
Superior Multiweapon Fighting (Ex) An abomination takes no penalties for fighting with
weapons in all its limbs.
Cannibalize (Ex) Abominations can devour fresh corpses to heal their wounds. If an
abomination spends a full round cannibalizing a corpse, it regains hit points equal to its
Hit Dice (25, in the case of the abomination presented above) at the end of the round.
The corpse cannot be more than one day old. A typical Medium corpse has enough
meat to feed an abomination for 10 rounds; after this time, the corpse is stripped of
flesh. The corpse can be no more than 1 hour old.A cannibalized corpse is befouled. If an
abomination cannibalizes a corpse for at least 3 rounds, raise dead is no longer effective on
it, though resurrection and true resurrection function normally. Cannibalized corpses
can be raised as zombies (if they still possess some flesh) or skeletons.

Banshee CR 12
XP 19,200
CE Medium undead (incorporeal)
Init +8; Senses darkvision 60 ft.; Perception +19
Defense
AC 21, touch 21, flat-footed 16 (+4 Agy, +1 dodge, +6 deflection)
hp 157 (15d8+90)
Fort +9, Ref +9, Will +12
Defensive Abilities incorporeal traits, +4 turn resistance; Immunity undead traits; SR
22
Offense
Speed fly 60 ft. (perfect)
Space 5 ft., Reach 5 ft.
Melee incorporeal touch +15 melee (2d6 cold plus 1d6 Str damage)
Special Attacks possession
Spell-Like Abilities (CL 15th; concentration +21)
at will—banshee’s curse (DC 21)
3/day—anti-magic shell
Statistics
Str -, Agy 18, Sta -, Int 11, Spt 12, Cha 23
Base Atk +11; CMB +11; CMD 30
Feats Ability Focus (banshee’s curse), Ability Focus (possession), Combat Reflexes,
Dodge, Improved Initiative, Mobility, Iron Will, Quicken Spell-Like Ability (banshee’s
curse)
Skills Knowledge (any two) +18, Perception +19
Ecology
Environment any
Organization solitary or group (2-7)
Treasure normal
SQ unnatural aura
Special Abilities
Possession (Su) Once per round, a banshee can merge its body with a corporeal
creature. This ability is similar to a possession spell, except that it does not require a
receptacle. To use this ability, the banshee must try move into the target’s space;
moving into the target’s space to use the possession ability does not provoke attacks of
opportunity. The target can resist the attack with a DC 25 Will save. A creature that
successfully saves is immune to that same banshee’s possession for 24 hours, and the
banshee cannot enter the target’s space. If the save fails, the banshee vanishes into the
target’s body. The save DC is Charisma based.
Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural
presence of a banshee at a distance of 30 feet. They do not willingly approach nearer than
that and panic if forced to do so; they remain panicked as long as they are within 30 feet of
the banshee.

Giant Bat CR 1/3


XP 135
N Small animal
Init +2; Senses blindsense 20 ft., low-light vision; Perception +9
Defense
AC 15, touch 13, flat-footed 13 (+2 Agy, +2 natural, +1 size)
hp 9 (2d8)
Fort +3, Ref +5, Will +2
Offense
Speed 15 ft. (3 squares), fly 40 ft. (good)
Melee bite +4 (1d4-2)
Statistics
Str 6, Agy 15, Sta 10, Int 2, Spt 14, Cha 4
Base Atk +1; CMB -2; CMD 10
Feats Skill Focus (Perception), Weapon FinesseB
Skills Perception +9, Stealth +6 (+10 to hide); Racial Modifiers +4 Perception when
using blindsense
Ecology
Environment temperate forests
Organization pair or colony (5-8)
Treasure none

Vampire Bat CR 3
XP 800
CN Large magical beast
Init +6; Senses blindsense 120 ft., low-light vision, keen scent; Perception +10
Defense
AC 18, touch 15, flat-footed 12 (+6 Agy, +3 natural, -1 size)
hp 34 (4d10+12)
Fort +7, Ref +10, Will +3
Offense
Speed 20 ft. (4 squares), fly 60 ft. (good)
Melee bite +9 (1d6+6 plus wounding)
Statistics
Str 19, Agy 22, Sta 17, Int 7, Spt 14, Cha 7
Base Atk +4; CMB +9; CMD 25
Feats Skill Focus (Perception), Weapon Finesse
Skills Perception +10, Stealth +11 (+7 to hide); Racial Modifiers +8 Perception when
using blindsense
Ecology
Environment temperate jungles
Organization solitary, pair, or colony (5-8)
Treasure none
Special Abilities
Wounding (Ex) A vampire bat’s saliva contains an anticoagulant that causes bite wounds
the creature inflicts to bleed freely. A wound from a vampire bat’s bite attack bleeds
for an additional 1 point of damage per round thereafter. Multiple wounds from such
attacks result in cumulative bleeding loss (two wounds result in 2 points of damage per
round, and so on). The bleeding stops after 1 minute. Alternatively a DC 15 First Aid check
stops it, as does any spell that heals at least 1 point of damage.
Keen Scent (Ex) A vampire bat can notice creatures by scent in a 180-foot radius and
detect blood in the air at ranges up to a mile.

Centaur CR 3
XP 800
LE Large monstrous humanoid (centaur)
Init +2; Senses darkvision 60 ft.; Perception +8
Defense
AC 15, touch 12, flat-footed 12 (+2 Agy, +1 dodge, +3 natural, -1 size)
hp 30 (4d10+8)
Fort +3, Ref +6, Will +5
Offense
Speed 50 ft. (10 squares)
Melee greataxe +7 (3d6+6/x3), 2 hooves +3 (1d6+2)
Ranged composite longbow +5 (2d6+4)
Statistics
Str 18, Agy 14, Sta 15, Int 8, Spt 13, Cha 11
Base Atk +4; CMB +9; CMD 22 (26 vs. trip)
Feats Dodge, Weapon Focus (hoof)
Skills Perception +8, Stealth +9 (+5 to hide), Survival +8
Ecology
Environment temperate and warm mountains and plains
Organization solitary, company (5–8), troop (8–18 plus 1 leader of 2nd–5th level),
or tribe (20–150 plus 30% noncombatants plus 10 3rd-level sergeants, 5 5th-level
lieutenants, and 1 khan of 5th–9th level)
Treasure standard

Kodo Beast CR 7
XP 3,200
N Huge animal
Init +0; Senses low-light vision, scent; Perception +22
Defense
AC 16, touch 8, flat-footed 16 (+8 natural, -2 size)
hp 113 (11d8+66)
Fort +12, Ref +7, Will +5
Offense
Speed 40 ft. (8 squares)
Melee gore +16 (2d6+15) or bite +16 (2d6+15 plus grab)
Special Attacks powerful charge, stampede (DC 25), swallow whole, trample 2d6+15 (DC
25)
Statistics
Str 30, Agy 10, Sta 21, Int 2, Spt 15, Cha 7
Base Atk +8; CMB +20 (+24 grapple); CMD 30 (34 vs. trip)
Feats Endurance, Skill Focus (Perception), Snatch, Toughness
Skills Perception +22
Ecology
Environment temperate and warm plains
Organization solitary, pair, or herd (5–50 plus 50% young plus 1 Gargantuan kodo per
10 adults)
Treasure none
Special Abilities
Powerful Charge (Ex) A kodo beast deals 4d6+30 points of damage when it makes a
charge.
Stampede (Ex) A frightened herd of kodos flees as a group in a random direction (but
always away from the perceived source of danger). They literally run over anything of
Large size or smaller that gets in their way, dealing 1d12 points of damage for each five
kodos in the herd (Reflex DC 25 half). The save DC is Strength-based.
Swallow Whole (Ex) A kodo can try to swallow a grabbed opponent of up to two sizes
smaller by making a successful grapple check. The swallowed creature takes 2d6+5 points
of bludgeoning damage and 1d6 points of acid damage per round from the kodo’s gizzard.
A swallowed creature can cut its way out by using a light slashing or piercing weapon to
deal 11 points of damage to the gizzard (AC 14). Once the creature exits, muscular action
closes the hole; another swallowed opponent must cut its own way out. A Huge kodo’s
gizzard can hold 2 Medium, 8 Small or Tiny, 32 Diminutive, or 128 Fine creatures.

Kodo Riding CR 4
XP 1,200
N Large animal
Init +1; Senses low-light vision, scent; Perception +14
Defense
AC 15, touch 10, flat-footed 14 (+1 Agy, +5 natural, -1 size)
hp 68 (8d8+32)
Fort +10, Ref +7, Will +4
Offense
Speed 50 ft. (10 squares)
Melee gore +11 (2d6+7)
Special Attacks powerful charge, stampede (DC 18), swallow whole
Statistics
Str 22, Agy 12, Sta 19, Int 2, Spt 15, Cha 7
Base Atk +6; CMB +13 (+17 grapple); CMD 24 (28 vs. trip)
Feats Endurance, Skill Focus (Perception), Improved Natural Attack (gore), Run
Skills Perception +14
Ecology
Environment temperate and warm plains
Organization solitary or herd (4-16)
Treasure none
Special Abilities
Powerful Charge (Ex) A riding kodo deals 4d6+14 points of damage when it makes a
charge.
Stampede (Ex) Reflex half DC 18. The save DC is Strength-based.
Swallow Whole (Ex) A riding kodo can try to swallow a grabbed opponent of up to two
sizes smaller by making a successful grapple check. The swallowed creature takes
1d8+4 points of bludgeoning damage and 1d4 points of acid damage per round from the
kodo’s gizzard. A swallowed creature can cut its way out by using a light slashing or
piercing weapon to deal 7 points of damage to the gizzard (AC 12). Once the creature exits,
muscular action closes the hole; another swallowed opponent must cut its own way out. A
Large kodo’s gizzard can hold a single Small creature.

Ogre CR 3
XP 800
CE Large monstrous humanoid (ogre)
Init -1; Senses darkvision 60 ft., low-light vision; Perception +7
Defense
AC 16, touch 8, flat-footed 16 (-1 Agy, +5 natural, +3 hide armor, -1 size)
hp 42 (4d10+12)
Fort +3, Ref +3, Will +4
Offense
Speed 20 ft. In hide armor (4 squares); base speed 30 ft.
Melee greatclub +9 (2d8+7)
Ranged javelin +3 (1d8+5)
Statistics
Str 21, Agy 8, Sta 15, Int 6, Spt 10, Cha 7
Base Atk +4; CMB +10; CMD 19
Feats Toughness, Weapon Focus (greatclub)
Skills Perception +7, Survival +9; Racial Modifier +2 Survival
Ecology
Environment temperate and warm land
Organization solitary, pair, gang (3–4), or band (5–8)
Treasure standard

Creating an Ogre Mage


“Ogre mage” is an acquired template that can be added to any ogre (referred to hereafter as
the base creature). An ogre mage uses all the base creature’s statistics and special abilities
except as noted here.
Special Attacks: An ogre mage retains all the special attacks of the base creature and gains
those described below.
Spellcaster: An ogre mage casts spells as a member of a specific healer or arcanist
path he chooses (or his master chooses) when he gains this template. He casts spells
as a member of that class equal to his ogre racial Hit Dice. (Which usually means 4th
level.) As with all monsters that cast spells, these levels stack with actual class levels to
determine the ogre mage’s spellcasting ability.
Spells: Ogre magi have certain spells that are inherent to their natures: spells that Gul’dan
considered important for his purposes. Therefore, no matter what the ogre mage’s
spellcasting class, he adds the following spells to his spell list at the indicated levels:
bloodlust (3rd), eye of Kilrogg (4th), and rune trap (3rd).
Abilities: Increase from the base creature as follows: Int +6, Spt +2, Cha +4.
Skills: Ogre magi have a +2 racial bonus on Knowledge (arcana) and Spellcraft checks.
Otherwise same as the base creature.
Environment: Same as base creature.
Organization: Solitary or band (1 plus 3–6 ogres).
Challenge Rating:Same as the base creature +1.
Treasure: Double standard.
Alignment: Usually lawful evil.

Quilbeast CR 3
XP 800
N Medium animal
Init +1; Senses low-light vision, scent; Perception +11
Defense
AC 17, touch 11, flat-footed 16 (+1 Agy, +6 natural)
hp 34 (4d8+16)
Fort +7, Ref +5, Will +2
Offense
Speed 40 ft. (8 squares)
Melee gore +5 (1d8+3)
Ranged quill +4 (1d6+2/19-20)
Special Attacks ferocity, quills
Statistics
Str 15, Agy 13, Sta 17, Int 2, Spt 13, Cha 4
Base Atk +3; CMB +5; CMD 16 (20 vs. trip)
Feats Skill Focus (Perception), Toughness
Skills Perception +11
Ecology
Environment temperate and warm forests and plains
Organization solitary or herd (3-6)
Treasure none
Special Abilities
Quills (Ex) With a thrust of its hackles, a quilbeast can loose a single quill as a standard
action. This attack has a range increment of 10 feet and a maximum range of 5 range
increments (50 feet). The creature can launch only 6 quills in any 24-hour period.
Ferocity (Ex) A quilbeast is such a tenacious combatant that it continues to fight without
penalty even while disabled or dying.

Dire Quilbeast CR 6
XP 2,400
N Large animal
Init +1; Senses low-light vision, scent; Perception +15
Defense
AC 19, touch 10, flat-footed 18 (+1 Agy, +9 natural, -1 size)
hp 68 (8d8+32)
Fort +9, Ref +7, Will +5
Offense
Speed 40 ft. (8 squares)
Melee gore +13 (1d8+12)
Ranged 6 quills +6 (1d8+8/19-20)
Special Attacks ferocity, quills
Statistics
Str 27, Agy 13, Sta 17, Int 2, Spt 13, Cha 8
Base Atk +6; CMB +15; CMD 26 (30 vs. trip)
Feats Endurance, Iron Will, Skill Focus (Perception), Toughness
Skills Perception +15
Ecology
Environment temperate and warm forests and plains
Organization solitary or herd (3-6)
Treasure none
Special Abilities
Quills (Ex) With a thrust of its hackles, a quilbeast can loose a volley of 6 quills as a
standard action (make an attack roll for each quill). This attack has a range increment of
20 feet and a maximum range of 5 range increments (100 feet). All targets must be within
30 feet of each other. The creature can launch only 24 quills (4 volleys) in any 24-hour
period.
Ferocity (Ex) A quilbeast is such a tenacious combatant that it continues to fight without
penalty even while disabled or dying.

Raptor CR 3
XP 800
N Large animal
Init +2; Senses low-light vision, scent; Perception +9
Defense
AC 16, touch 11, flat-footed 14 (+2 Agy, +5 natural, -1 size)
hp 34 (4d8+16)
Fort +8, Ref +6, Will +2
Offense
Speed 60 ft. (12 squares)
Melee talons +6 melee (2d6+4) and 2 foreclaws +1 melee (1d3+2) and bite +6 melee
(2d4+4)
Special Attacks pounce
Statistics
Str 19, Agy 15, Sta 19, Int 2, Spt 12, Cha 10
Base Atk +3; CMB +8; CMD 20
Feats Run, Skill Focus (Survival)
Skills Acrobatics +6, Perception +9, Stealth +10 (+6 to hide), Survival +9; Racial
Modifier +8 Acrobatics made to jump, +4 Perception, +4 Stealth, +4 Survival
Ecology
Environment warm forests and plains
Organization solitary, pair, or pack (3-6)
Treasure none

Creating a Spirit Beast


“Spirit Beast” is an inherited template that can be added to any animal (referred to
hereafter as the base creature). A spirit beast uses all the base creature’s statistics and
special abilities except as noted here.
Size and Type: Types changes to magical beast. Size remains unchanged. Spirit beasts
encountered outside the Emerald Dream have the extraplanar subtype.
Hit Dice: Increase all current and future Hit Dice to d10s.
Armor Class: A spirit beast has a +2 deflection bonus to its AC.
Attacks: A spirit beast retains all the natural weapons of the base creature. A spirit
beast’s base attack bonus is equal to its Hit Dice.
Special Qualities:A spirit beast retains all the special qualities of the base creature and
gains those described below.
Darkvision (Ex): Spirit beasts have darkvision out to 60 feet.
Dimension Blink (Sp): A spirit beast can use dimension blink at will as a spell-like
ability. Its caster level equals its Hit Dice. (See the Alliance Player ’s Guide, Chapter 4:
Magic for the dimension blink spell.)
Invisibility (Su): A spirit beast is invisible at all times, as if affected by a permanent
invisibilityspell. The spirit beast may suppress or resume this ability as a free action
(including becoming invisible again after attacking).
Abilities: Increase from the base creature as follows: +4 Int, +4 Cha.
Environment: The Emerald Dream.
Area: The Emerald Dream.
Challenge Rating: Same as the base creature +2.

Thunder Lizard CR 8
XP 4,800
N Huge magical beast
Init -1; Senses low-light vision, scent; Perception +22
Defense
AC 18, touch 7, flat-footed 18 (+11 natural, -1 Agy, -2 size)
hp 186 (12d10+120)
Fort +15, Ref +7, Will +5
Immune electricity
Offense
Speed 40 ft. (8 squares)
Melee gore +20 (2d8+15) or bite +20 (2d6+15 plus grab)
Special Attacks breath weapon (DC 23), powerful charge, swallow whole, trample
2d8+15 (DC 26)
Statistics
Str 30, Agy 9, Sta 25, Int 1, Spt 12, Cha 7
Base Atk +12; CMB +24 (+28 grapple); CMD 33 (37 vs. trip)
Feats Endurance, Skill Focus (Perception), Snatch, Toughness (x3)
Skills Perception +22
Ecology
Environment temperate plains
Organization solitary, pair, or herd (5–8 plus 1–2 Gargantuan thunder lizards)
Treasure none
Special Abilities
Breath Weapon (Su) 60-foot long, 5-foot wide line of lightning, once every 1d4 rounds as a
standard action (but no more than five times per day). The lightning deals electricity
damage equal to 1d6 for every two Hit Dice of the thunder lizard (6d6 in the case of the
thunder lizard presented above). Reflex DC 23 for half damage. The save DC is
Stamina-based.
Powerful Charge (Ex) If a thunder lizard charges, it deals 4d8+30 points of damage with
its gore attack.
Swallow Whole (Ex) A thunder lizard can try to swallow a grabbed opponent of up to
one size smaller by making a successful grapple check. The swallowed creature takes
2d8+7 points of bludgeoning damage and 1d8 points of acid damage per round from
the thunder lizard’s gizzard. A swallowed creature can cut its way out by using a light
slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15).
Once the creature exits, muscular action closes the hole; another swallowed opponent must
cut its own way out. A Huge thunder lizard’s gizzard can hold 2 Large, 8 Medium or
Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Salamanders
Deep underground or in sweltering landscapes, living near pools of magma, lives a
cousin to the thunder lizard, the salamander. These orange lizards are a rare and exotic
offshoot of the race, and should not be confused with flamewakers. Tauren claim the
existence of these firebreathing creatures as further proof of spirits of the elements on
earth, representing the burning fury of fire. Salamanders breathe a line of fire and have
immunity to fire, rather than electricity. Otherwise, they are identical to thunder lizards.

Wyvern CR 3
XP 800
N Large magical beast
Init +1; Senses darkvision 60 ft., low-light vision; Perception +12
Defense
AC 16, touch 10, flat-footed 15 (+6 natural, +1 Agy, -1 size)
hp 37 (5d10+10)
Fort +6, Ref +5, Will +2
Offense
Speed 30 ft. (6 squares), fly 70 ft. (average)
Melee sting +8 (1d6+4 plus poison), 2 talons +6 (1d4+2) or bite +8 melee (1d8+4), 2
talons +6 (1d4+2)
Special Attacks poison (DC 14)
Statistics
Str 18, Agy 13, Sta 15, Int 11, Spt 13, Cha 11
Base Atk +5; CMB +10; CMD 21 (25 vs. trip)
Feats Flyby Attack, Hover, MultiattackB, Skill Focus (Perception)
Skills Perception +12, Stealth +13 (+9 to hide); Racial Modifier +4 Stealth
Ecology
Environment warm desert, mountains and plains
Organization solitary, pair, or flight (5–9)
Treasure none
Special Abilities
Poison (Ex) Sting—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Sta;
cure 1 saves. The save DC is Stamina-based.

Clockwerk Goblin CR 1
XP 300
N Small construct (mechanical)
Init -1; Senses darkvision 60 ft., low-light vision; Perception +0
Defense
AC 14, touch 10, flat-footed 14 (+4 natural, -1 Agy, +1 size)
hp 32 (4d10+10)
Fort +1, Ref +0, Will +1
Hardness 5; Defensive Abilities construct traits
Offense
Speed 20 ft. (4 squares)
Melee spear +6 (1d6+1/x3)
Special Attacks detonate (10 ft., DC 12, 2d6)
Statistics
Str 13, Agy 9, Sta -, Int -, Spt 10, Cha 1
Base Atk +4; CMB +4; CMD 13
Feats -
Skills -
Ecology
Environment any land
Organization solitary, pair, or squad (3–7)
Treasure none
Special Abilities
Detonate (Ex) A set period of time (see below) after its activation, a clockwerk goblin
detonates. It always detonates on its turn, after it takes its normal actions. The explosion
deals 1d6 points of damage per 2 Hit Dice of the goblin to everything within a radius equal
to 5 feet per 2 Hit Dice of the goblin. Half of the damage is fi re and half is slashing.
Creature can make DC 12 Reflex saves for half damage. The save DC is Stamina-based.If
the clockwerk goblin is destroyed prior to the set amount of time, it does not detonate.

Couatl CR 6
XP 2,400
N Large magical beast (air)
Init +5; Senses darkvision 60 ft., scent; Perception +16
Defense
AC 22, touch 15, flat-footed 16 (+5 Agy, +1 dodge, +7 natural, -1 size)
hp 76 (9d10+27)
Fort +9, Ref +11, Will +5
Offense
Speed 20 ft. (4 squares), fly 90 ft. (good), swim 40 ft.
Melee bite +13 (1d6+3 plus poison)
Ranged venom spray +13 touch (poison plus special)
Special Attacks dispel magic, poison (DC 19), venom spray
Statistics
Str 15, Agy 21, Sta 17, Int 2, Spt 14, Cha 6
Base Atk +9; CMB +12; CMD 28
Feats Ability Focus (poison), Dodge, Hover, Skill Focus (Perception), Weapon Finesse
Skills Perception +16, Stealth +16 (+12 to hide), Swim +14; Racial Modifier +4 Perception,
+4 Stealth
Ecology
Environment temperate coasts
Organization solitary or band (1–2 plus 1 3rd-level naga)
Treasure none
Special Abilities
Dispel Magic (Sp) A couatl can use dispel magic at will as a 10th-level caster.
Poison (Ex) Bite - injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d4 Sta
damage; cure 2 saves. The save DC is Stamina-based.
Venom Spray (Ex) As a standard action that provokes an attack of opportunity, a couatl
may spit venom at a target. This is a ranged touch attack with a maximum range of 30 feet
and no range increment. A successful hit deals poison damage, as above, and forces the
creature to make a DC 17 Reflex save or be blinded for 1d4 minutes. The save DC is
Stamina-based.

Dragon Turtle CR 9
XP 6,400
N Huge animal (aquatic)
Init -3; Senses low-light vision; Perception +24
Defense
AC 23, touch 5, flat-footed 23 (-3 Agy, +18 natural, -2 size)
hp 147 (14d8+84)
Fort +14, Ref +6, Will +5
Offense
Speed 40 ft. (8 squares), swim 40 ft.
Melee bite +22 (3d8+19/19-20)
Special Attacks swallow whole
Statistics
Str 36, Agy 4, Sta 27, Int 2, Spt 13, Cha 6
Base Atk +10; CMB +25 (+29 grapple); CMD 32 (36 vs. trip)
Feats Craggy Exterior, Improved Bull Rush, Improved Critical (bite), Power Attack, Skill
Focus (Perception), War Stomp, Weapon Focus (bite)
Skills Perception +24, Swim +21
SQ amphibious, spiked shell
Ecology
Environment warm aquatic
Organization solitary
Treasure none
Special Abilities
Swallow Whole (Ex) A dragon turtle can try to swallow a grabbed opponent of Large or
smaller size by making a successful grapple check. Once inside, the opponent takes 2d6+6
points of crushing damage plus 2d6+4 points of acid damage per round from the turtle’s
digestive juices. A swallowed creature can cut its way out by dealing 14 points of damage to
the turtle’s digestive tract (AC 19). Once the creature exits, muscular action closes the hole;
another swallowed opponent must cut its own way out. A dragon turtle’s gullet can hold 2
Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Spiked Shell (Ex) Any creature striking a dragon turtle with natural or hand-held weapons
takes 2d8 points of piercing and slashing damage from the turtle’s barbs. However,
weapons with exceptional reach, such as longspears, do not endanger their users in this
way.

Hobgoblin CR 3
XP 800
N Large humanoid (goblin)
Init -1; Senses low-light vision; Perception +7
Defense
AC 15, touch 8, flat-footed 15 (-1 Agy, +4 natural, +3 hide armor, -1 size)
hp 42 (5d8+20)
Fort +8, Ref +0, Will +0
Offense
Speed 30 ft. (6 squares)
Melee slam +7 (1d8+6) or greathammer +7 (3d6+6/x3)
Special Attacks blitz, acidic sweat, tackle
Statistics
Str 19, Agy 8, Sta 18, Int 6, Spt 8, Cha 6
Base Atk +3; CMB +8; CMD 17
Feats Power Attack, Weapon Focus (greathammer), Weapon Focus (slam)
Skills Perception +7
Ecology
Environment any land
Organization solitary
Treasure none
Special Abilities
Blitz (Ex) A hobgoblin can enter a blitz, moving and attacking at incredible speeds.
Entering a blitz is a free action that the hobgoblin can perform only on its turn. The effects
of a blitz are identical to those of the bloodlust spell, save that the hobgoblin does not gain
a bonus to Strength. A blitz lasts for 1d4 minutes +1 minute per point of the hobgoblin’s
Stamina bonus. After a blitz, a hobgoblin passes out, falling unconscious to the floor. The
hobgoblin remains unconscious for 1d4 x 10 minutes.
Acidic Sweat (Ex) When a hobgoblin uses one of his alchemically-created abilities, he
secretes a sticky acid that builds up on his skin. After a hobgoblin uses blitz, his skin
becomes coated with this acid. A creature touching the hobgoblin, or that he touches
(including slam attacks), takes 1d6 points of acid damage. In a grapple, the acid deals 1d6
points of damage per round. In addition, after 3 rounds of combat, if the hobgoblin has
used both blitz and tackle, a great deal of sweat has built up on him. As a full-round action
that does not provoke attacks of opportunity, the hobgoblin can shake himself like a dog,
spraying acid. Creatures within 5 feet take 4d6 points of acid damage (DC 16 Reflex save
for half). After he shakes, the hobgoblin cannot shake again for 3 rounds (though his body
remains covered with the acidic sweat). The save DC is Stamina-based. In addition to these
effects, hobgoblin sweat is flammable. If a sweating hobgoblin takes fire damage or comes
into contact with a fl ame, he bursts alight. He takes 1d6 points of fi re damage per round.
A creature touching the hobgoblin, or that he touches (including slam attacks), takes 1d6
points of fire damage (in addition to the acid damage). In a grapple, the fire deals 1d6
points of damage per round. (The most insane hobgoblins set themselves on fire before
entering combat). Hobgoblin sweat dries within 1d4 rounds after combat or exertion.
Tackle (Ex) A hobgoblin sometimes charges and leaps on a foe, pounding with his fi sts
(and breathing terrible breath in his foe’s face). If a hobgoblin charges, he can make a
grapple attempt (instead of attacking normally) without provoking an attack of
opportunity.

Makrura Prawn CR 2
XP 600
N Large animal (aquatic)
Init +0; Senses low-light vision; Perception +11
Defense
AC 16, touch 9, flat-footed 16 (+7 natural, -1 size)
hp 32 (5d8+10)
Fort +6, Ref +4, Will +1
Offense
Speed 20 ft. (4 squares), swim 20 ft.
Melee 2 claws +7 (1d6+4 plus grab)
Special Attacks constrict (1d6+4)
Statistics
Str 19, Agy 10, Sta 14, Int 1, Spt 10, Cha 2
Base Atk +3; CMB +8 (+12 grapple); CMD 18 (22 vs. trip)
Feats Power Attack, Skill Focus (Perception), Weapon Focus (claw)
Skills Perception +11, Swim +12
Ecology
Environment warm aquatic and beaches
Organization solitary, pair, or patrol (3–6 plus 1–3 makrura handlers)
Treasure none
Special Abilities

Nerubian Worker CR 4
XP 1,200
LE Large aberration
Init +7; Senses darkvision 60 ft.; Perception +13
Defense
AC 17, touch 13, flat-footed 13 (+3 Agy, +1 dodge, +4 natural, -1 size)
hp 32 (5d8+10)
Fort +3, Ref +4, Will +5
Resist cold 5
Offense
Speed 40 ft. (8 squares), climb 20 ft.
Melee spear +4 (2d6+3), 2 claws -1 (1d4+1) or bite +4 (1d8+2 plus poison), 2 claws +4
(1d4+2)
Ranged javelin +5 (1d8+2)
Special Attacks poison (DC 18), web (+5 ranged, DC 16, 5 hp)
Statistics
Str 15, Agy 17, Sta 14, Int 14, Spt 12, Cha 10
Base Atk +3; CMB +6; CMD 20 (24 vs. trip)
Feats Ability Focus (poison), Dodge, Improved Initiative
Skills Climb +18, Craft (any one) +7, Knowledge (any one) +10, Perception +13, Stealth
+11 (+15 to hide); Racial Modifier +4 Perception, +8 Stealth to hide
Ecology
Environment cold and temperate forest, hills, plains, and underground
Organization solitary, pair, squad (2–4), town (6–18 plus 50% young Solitary or council
(2–5) plus 1 warrior or webspinner per 5 adults), or city (20–200 plus 50% young plus 1
warrior and 1 webspinner per 10 adults, plus 1 seer per 20 adults, plus 1 nerubian
spiderlord per 50 adults, plus 1 queen per 150 adults)
Treasure standard
SQ frozen mind
Special Abilities
Poison (Ex) Bite - injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Str
damage; cure 1 saves. The save DC is Stamina-based +2 racial bonus.
Web (Ex) Common nerubians can throw a web eight times per day as a standard action.
This is similar to an attack with a net, but has a maximum range of 50 feet with a range
increment of 10 feet and is effective against targets up to one size category larger than the
nerubian. An entangled creature can escape with a successful Escape Artist check, or it
may burst the web with a Strength check. In either case, the DC is (10 + 1/2 the nerubian’s
HD + the nerubian’s Sta modifier + 2 racial bonus). In addition to using webbing as an
attack, a nerubian can spin a single strand to ascend or descend at its climb speed. The
strand can hold the weight of the nerubian and one creature of Medium or smaller size.
Some nerubians can instead create sheets of webbing; all nerubians can move across
nerubian webbing at their climb speed.
Frozen Mind (Ex) Nerubians are immune to mindaffecting and fear effects and to
telepathy.

Nerubian Spiderlord CR 14
XP 38,400
LE Huge aberration
Init +11; Senses darkvision 60 ft.; Perception +29
Defense
AC 28, touch 16, flat-footed 20 (+7 Agy, +1 dodge, +6 natural, +6 frost armor, -2 size)
hp 210 (20d8+120)
Fort +12, Ref +13, Will +14
Resist cold 5
Offense
Speed 40 ft. (8 squares), climb 20 ft.
Melee bite +23 (3d6+10 plus poison), 2 claws +23 (2d6+10)
Special Attacks poison (DC 28), web
Spell-Like Abilities (CL 20th; concentration +25)
at will—cause fear (DC 16), charm person (DC 16), detect thoughts (DC 17), frost armor,
summon swarm
3/day—arcane intellect, blizzard, eagle’s splendor, frostbolt (DC 18), frost nova (DC 18),
hold person (DC 17), suggestion (DC 18).
Statistics
Str 30, Agy 25, Sta 22, Int 20, Spt 14, Cha 20
Base Atk +15; CMB +27; CMD 44 (48 vs. trip)
Feats Ability Focus (poison), Dodge, Combat Expertise, Improved Disarm, Improved
Initiative, Improved Natural Armor (x3), Improved Natural Attack (bite), Improved
Natural Attack (claw)
Skills Bluff +14, Climb +23, Diplomacy +10, Jump +15, Knowledge (engineering; local)
+14, Knowledge (history; nobility and royalty) +13, Perception +30, Sense Motive +12,
Spellcraft +12, Stealth +21; Racial Modifier +4 Perception, +8 Stealth to hide
Ecology
Environment cold forest, hills, plains, and underground
Organization solitary or council (2–5)
Treasure standard
SQ frozen mind
Special Abilities
Poison (Ex) Bite - injury; save Fort DC 28; frequency 1/round for 6 rounds; effect 1d3 Str
damage; cure 2 saves. The save DC is Stamina-based +2 racial bonus.
Web (Ex) Nerubian spiderlords do not throw webs like common nerubians. They can spin
a single strand to ascend or descend at their climb speed, however. The strand can hold the
weight of the spiderlord and one creature of Large or smaller size. Some nerubians (but not
spiderlords) can instead create sheets of webbing; all nerubians can move across this
nerubian webbing at their climb speed.
Frozen Mind (Ex) Nerubians are immune to mindaffecting and fear effects and to
telepathy.

Snap Dragon CR 4
XP 1,200
N Medium magical beast (aquatic)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +10
Defense
AC 17, touch 14, flat-footed 13 (+4 Agy, +3 natural)
hp 42 (5d10+15)
Fort +7, Ref +8, Will +3
Offense
Speed 30 ft. (6 squares), swim 40 ft.
Melee bite +8 (1d6+4)
Ranged spit +10 (1d8 acid plus poison)
Special Attacks poison (DC 15), spit
Statistics
Str 16, Agy 18, Sta 16, Int 4, Spt 15, Cha 6
Base Atk +5; CMB +8; CMD 22 (26 vs. trip)
Feats Improved Natural Attack (spit), Skilled (Stealth and Swim), Weapon Focus (spit)
Skills Perception +10, Stealth +6, Swim +13; Racial Modifier +8 Stealth when in water
Ecology
Environment cold and temperate forest, hills, plains, and underground
Organization solitary, pair, or family (3–5 plus noncombatant young equal to the adults
Treasure none
SQ amphibious
Special Abilities
Poison (Ex) Spit - contact; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str
and 1d2 Sta damage; cure 1 saves. The save DC is Stamina-based.
Spit (Ex) A snap dragon spits powerful jets of acidic poison. This is a normal ranged attack
with a range increment of 20 feet and a maximum range of 5 range increments (100 feet).
Amphibious (Ex) Snap dragons function equally well on land and in the water.

Spiderling Swarm CR 5
XP 1,600
LE Tiny aberration (swarm)
Init +8; Senses darkvision 60 ft.; Perception +9
Defense
AC 18, touch 16, flat-footed 14 (+4 Agy, +2 natural, +2 size)
hp 45 (10d8)
Fort +3, Ref +7, Will +7
Defensive Abilities swarm traits
Offense
Speed 30 ft. (6 squares), climb 10 ft.
Melee swarm (6d6 plus poison)
Special Attacks distraction, poison (DC 19)
Statistics
Str 6, Agy 19, Sta 10, Int 7, Spt 10, Cha 8
Base Atk +7; CMB -; CMD -
Feats Ability Focus (distraction), Ability Focus (poison), Improved Initiative, Improved
Natural Attack (swarm)
Skills Climb +12, Perception +9, Stealth +17 (+25 to hide)
Ecology
Environment cold and temperate forest, hills, plains, and underground
Organization solitary, pair, or mass (3–7)
Treasure none
SQ frozen mind
Special Abilities
Poison (Ex) Swarm - injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d2
Str damage; cure 1 saves. The save DC is Stamina-based +2 racial bonus.
Distraction (Ex) Any living creature that begins its turn with a spiderling swarm in its
space must succeed on a DC 19 Fortitude save or be nauseated for 1 round. The save DC is
Stamina-based.

Tube Wyrm CR 11
XP 12,800
NE Large magical beast (aquatic)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +25
Defense
AC 25, touch 12, flat-footed 22 (+3 Agy, +13 natural, -1 size)
hp 175 (14d10+98)
Fort +18, Ref +12, Will +6
Offense
Speed 40 ft. (8 squares), swim 120 ft.
Melee bite +19 (3d8+9 plus poison)
Ranged spit +17 (3d6 acid plus poison)
Special Attacks constrict (3d8+9), poison (DC 24), spit acid
Statistics
Str 23, Agy 17, Sta 25, Int 5, Spt 14, Cha 3
Base Atk +14; CMB +21 (+25 grapple); CMD 34
Feats Great Fortitude, Point Blank Shot, Power Attack, Improved Natural Attack (bite),
Improved Natural Attack (spit), Skill Focus (Perception), Weapon Focus (spit acid)
Skills Perception +25, Swim +14
Ecology
Environment any aquatic
Organization solitary, pair, or colony (7–12)
Treasure standard
Special Abilities
Poison (Ex) Spit - contact; save Fort DC 24; frequency 1/round for 6 rounds; effect 1d2 Str
drain; cure 1 saves. The save DC is Stamina-based.
Spit Acid (Ex) A snap dragon spits powerful jets of acidic poison. This is a normal ranged
attack with a range increment of 20 feet and a maximum range of 5 range increments (100
feet).

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