Pathfinder - Southlands Bestiary
Pathfinder - Southlands Bestiary
Pathfinder - Southlands Bestiary
CREDITS
Designers: Kristian Ahonen, Eric Anderson, Anonymous, Joshua Banks, Wolfgang Baur, dpb, Clinton Boomer,
Marina de Santiago Buey, Angelica Burns, Jarrod Camiré, Aaron Cheung, Jim Davis, Lee DeBoer, Dan Dillon, John Doh,
Chris Doyle, Harold Farmer, John Foster, Erik Freund, Leonard Grand, Amanda Hamon Kunz, Andrew Harshman,
Jacob Haywood, Steven T. Helt, Jeffrey Hersh, Andrew Hind, Richard Iversen, Alex Kanous, Henry S. Kurtz,
Richard Lawson, Jeff Lee, Chris Lockey, Ari Marmell, Ben McFarland, Jesse McGatha, Brett A. McLean, Brian Wiborg
Mønster, Matt Morrissette, Robert H. Nichols, Stacy Nichols, Kalervo Oikarinen, Gunnar Ólafsson, Richard Rossi,
Stephen Rowe, Adam Roy, Wendall Roy, Matt Rupprecht, Allen F. Schell, Brian Suskind, Troy Taylor, James Thomas,
John Tolios, James Whittaker, Clarence Wisdom, and Henry Wong
Reviewers: Ben McFarland, Justin Riddler, Alistair Rigg, Brian Suskind
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3
TABLE OF CONTENTS Ostinato........................................................................... 77
Possessed Pillar................................................................ 78
Accursed Defiler.................................................................6
Prismatic Beetle Swarm.................................................... 79
Amphipteres...................................................................... 7
Pygmy Trumpet Elephant................................................. 80
Angatra.............................................................................. 8
Ravenala...........................................................................81
Anubian.............................................................................9
Rotting Wind................................................................... 82
Arbeyach, Prince of Swarms (Arch-Devil).......................... 10
Sand Hag..........................................................................83
Spawn of Arbeyach...................................................... 12
Sand Silhouette................................................................ 84
Arbeyach’s Herald, Ia’Affrat the Insatiable..........................13
Sandwyrm.........................................................................85
Arboreal Grappler.............................................................15
Sarcophagus Slime........................................................... 86
Asanbosam....................................................................... 16
Sathaq Worm................................................................... 87
Bastet Temple Cat.............................................................17
Scorpion, Night................................................................ 88
Beetle, Bellyborer..............................................................18
Scorpion, Stygian Fat-Tailed............................................. 88
Behtu............................................................................... 19
Scorpion, Swarm.............................................................. 89
Blemmyes.........................................................................20
Serpopard........................................................................90
Bolt of Ekwane................................................................. 21
Skin Bat............................................................................ 91
Bouda.............................................................................. 22
Skitterhaunt..................................................................... 92
Buraq............................................................................... 23
Snake, Swamp Adder........................................................ 93
Cactid..............................................................................24
Snake, Zanskaran Viper.................................................... 93
Clockwork, Imy-Ut Ushabti............................................. 25
Sphinx, Gypsosphinx.......................................................94
Clockwork, Shabti............................................................ 26
Spider, Sand..................................................................... 95
Clockwork, Ushabti.......................................................... 28
Subek...............................................................................96
Dau.................................................................................. 29
Tendril Puppet................................................................. 97
Demon, Kishi................................................................... 30
Titan, Degenerate.............................................................99
Demon Lord, Camazotz....................................................31
Titan, Southlands...........................................................100
Demon Lord, Mechuiti.....................................................33
Titanoboa...................................................................... 102
Demon, Apau Perape ........................................................35
Tosculi........................................................................... 103
Devil, Crystalline.............................................................. 36
Tosculi Hive Queen................................................... 103
Devil, Salt..........................................................................37
Tosculi Warrior......................................................... 104
Dingonek..........................................................................38
Tosculi Drone.............................................................105
Dipsa............................................................................... 39
Tosculi Characters..................................................... 106
Dinosaur, Dire Spinosaurus..............................................40
Tusked Skyfish............................................................... 107
Dragon, Flame.................................................................42
Tzipori........................................................................... 108
Drakon.............................................................................46
Vesiculosa...................................................................... 109
Drought Swallows............................................................ 47
Vine Lord....................................................................... 110
Dune Mimic..................................................................... 48
Wakane........................................................................... 111
Edimmu...........................................................................49
Wandering Acacia............................................................112
Elemental, Fire Dancer Swarm......................................... 50
White Ape....................................................................... 113
Elemental Loci..................................................................51
Xhkarsh..........................................................................114
Emela-Ntouka................................................................. 52
Zimwi............................................................................. 115
‘Esfwr................................................................................53
Table of Monsters by CR.................................................116
Gbahali............................................................................ 54
Genie, Al-Aeshma.............................................................55
Golem, Smaragdine.......................................................... 56
Gray Thirster.....................................................................57 A NOTE ABOUT REFERENCES
Gremlin, Azza...................................................................58
Harpy, Owl....................................................................... 59 Throughout this book, you will find a variety of
Idolic Deity......................................................................60 references to material found in other publications.
Jaculus............................................................................. 61 Most of these references take the form of
J’ba Fofi............................................................................ 62 abbreviations that appear in superscripts, although
Lemurfolk (Kaguani) ....................................................... 63 some abbreviations have regular formatting and some
Lemurfolk Characters.................................................64 references are spelled out.
Manabane Scarab Swarm.................................................. 65 Abbreviations found in this book are listed here
Mbielu .............................................................................66 as superscripts after the following Paizo Publishing
Mirager............................................................................ 67 publications:
Mngwa............................................................................. 68 Advanced Class GuideACG, Advanced Player’s GuideAPG,
Mummy, Venomous.........................................................69 Advanced Race GuideARG, Ultimate CombatUC, Ultimate
Nandi Bear....................................................................... 70 EquipmentUE, and Ultimate MagicUM.
Ngoubou...........................................................................71
Nguma-Monene.............................................................. 72 Abbreviations found in this book are listed here
Nkosi................................................................................73 as superscripts after the following Kobold Press
Nkosi Characters......................................................... 74 publications:
Nymph, Marsh................................................................$75
Deep MagicDM and Midgard Campaign SettingMCS.
Oozasis............................................................................ 76
4
MONSTERS OF ANCIENT
FURY AND DEED
W elcome to the far reaches of the world. The edge of
the map. Terra incognito. A world, in part, defined
by its creatures—in ferociousness and cruelty, often forged
Of course, the best way to discover the nature of such
creatures is in combat, though that may be a little late for
those adventurers who wish to know whether a particular
in ancient fury and deed, these beasts have no peer. beast is vulnerable to a certain weapon type. Yet it’s
The Southlands are the home of the colossal titanoboa all part of the thrill of discovery, even if it occurs at an
and the elemental loci, of the swarming minions of uncomfortably close range.
Arbeyach and tosculi hive queens, and of the undead The temptation with any new book of creatures is to lift
rotting wind and edimmu. To many, these are new the lid and unleash them on your campaign. Given the
creatures that are strangers to the weapons and tactics wonders within, though, a slow introduction may be the
from foreign, colder lands. This is their domain, their best way to establish these beasts in your game. For the
territory, and they do not suffer interlopers gladly. moment, they wear a cloak of shadow, and it is up to your
A new setting, a new land, and new creatures are players to discover their natures.
opportunities for the both the PCs and the players. Here It should be noted that such beasts can be imported into
are new vistas and mysteries, untrammeled by the sense campaigns set elsewhere in Midgard. After all, a jaculus
of the familiar. The Southlands can be the setting of new as part of a Northern traveling menagerie could become
campaigns with PCs native to the region, or they can be a source of adventure (particularly should the dragon
a location far from the more familiar lands of Midgard. get loose from its cramped cage and start preying on its
Perhaps the PCs hail from Zobeck and are exploring the captors). The appearance of such a creature may itself set
Southlands for the first time. Perhaps they hail from these the heroes on a path that takes them into parts of the map
ancient lands, and perhaps the creatures in these pages that, for them, is blank. The monsters in these pages will
have always been their bane. help bring that path to life.
This is an opportunity for GMs, as well. The Southlands’ It is a brave new world, and these are the creatures in it.
creatures are not the common orcs or even dragons with
which players are familiar. The power of a new setting Jeff Grubb
is in its sense of mystery, and here, there is a chance to March, 2015
tease, to hint, and perhaps even to frighten the heroes
with new creations. For instance, that subtle ripple in the
water next to the adventurers’ boat might actually be a
nguma‑monene waiting for its moment to strike. A gust of
sand might herald the arrival of an accursed defiler. Tales
told around the campfire may give the first hints of the
power of smaragdine golem.
5
Accursed Defiler
This gaunt figure in a tattered black mantle is shrouded within Shriveling Touch (Su) The touch of an accursed defiler
a cloud of whirling sand. Thin cracks run across the creature’s drains fluids out of any living creature. A creature
papyrus-dry skin and around its hollow, black eyes. damaged by its slam attack becomes fatigued, or
becomes exhausted if already fatigued (DC 16 Fortitude
Accursed defiler CR 5 negates). The save DC is Charisma-based.
XP 1,600 Accursed defilers are the lingering remnants of an ancient
NE Medium undead
tribe that desecrated a sacred oasis inhabited by spirits of
Init +1; Senses darkvision 60 ft., lifesense; Perception +12
Aura sand shroud (10 ft.)
the desert. For their crime, the wrathful spirits wrought
upon the tribe a terrible curse, so that they would forever
DEFENSE
wander the wastes attempting to quench an insatiable
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural) thirst. Each defiler carries the parched sandstorm within
hp 59 (7d8+28) its lungs and flowing sand in its veins, and wherever they
Fort +5, Ref +3, Will +7
roam they leave only the desiccated husks of their victims
DR 5/—; Immune undead traits
littering the sand. The desperate or foolish sometimes try
OFFENSE to converse with these ill-fated creatures in their archaic
Speed 30 ft. native tongue to learn their secrets or bargain for their
Melee slam +11 (1d8+7 plus shriveling touch) services, but a defiler’s heart is blackened with hate and
Special Attacks sandslash despair, leaving room for naught but woe.
STATISTICS
Str 20, Dex 13, Con —, Int 6, Wis 15, Cha 16
Base Atk +5; CMB +10; CMD 21
Feats Power Attack, Step Up, Toughness, Weapon Focus (slam)
Skills Perception +12, Stealth +11
Languages Ancient Native Tongue (cannot speak)
SQ cursed existence
ECOLOGY
Environment warm deserts
Organization solitary, pair, or family (3–6)
Treasure standard
SPECIAL ABILITIES
Cursed Existence (Su) When reduced to 0 hp in desert
terrain, an accursed defiler’s body is destroyed,
disintegrating into sand and a sudden parched breeze.
However, unless it was killed with holy water, a good-
aligned weapon, an effect with the good descriptor, a
creature under the effect of a bless spell, or a positive
energy effect, the accursed defiler reforms at the next
sundown 1d100 miles away in a random direction.
An accursed defiler does not reform if destroyed
within the area of a consecrate or hallow spell. A break
enchantment, dispel evil, or remove curse spell deals
1d6 hp damage per caster level to an accursed defiler (no
save); if killed by one of these spells, it does not reform.
Sandslash (Su) As a standard action, an accursed defiler
can intensify the violent vortex of swirling sand that
surrounds it, dealing 3d6 hp slashing damage (DC 16
Reflex half) to all creatures other than accursed defilers
within its aura. An accursed defiler can use this ability
once every 1d4 rounds. The save DC is Charisma-based.
Sand Shroud (Su) A miniature sandstorm constantly
whirls around an accursed defiler in a 10-ft. radius
emanation that provides concealment (20% miss chance)
to creatures 5 or more ft. apart. Perception checks within
the cloud or made to notice anything within the cloud
take a penalty of -4, as do Survival checks made to follow
the tracks of creatures within or passing through the sand
shroud. An accursed defiler’s senses are not impaired by
its own sand shroud or that of other accursed defilers.
6
Amphiptere
This gold-crested, bat-winged serpent bursts from the foliage, its
greenish-yellow feathers twitching with rage.
Amphiptere CR 3
XP 800
N Medium animal
Init +3; Senses low-light vision, scent; Perception +11
DEFENSE
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 36 (4d8+16)
Fort +8, Ref +7, Will +4
OFFENSE
Speed 20 ft., climb 20 ft., fly 30 ft. (perfect), swim 20 ft.
Melee bite +6 (1d4+1 plus poison), sting +6 (1d4+1
plus poison), 2 wings +1 (1d4+1)
Special Attacks swarming, swooping charge
STATISTICS
Str 12, Dex 17, Con 18, Int 1, Wis 17, Cha 6
Base Atk +3; CMB +4; CMD 17 (can’t be
tripped)
Feats Flyby Attack, Weapon FinesseB,
Wingover
Skills Acrobatics +15, Climb +11, Fly +15,
Perception +11, Stealth +11, Swim +11;
Racial Modifiers +4 Perception, +4
Stealth, +8 Acrobatics; modifies Climb and
Swim with Dexterity
ECOLOGY
Environment warm and tropical forests
Organization solitary, pair, flight (3-12)
Treasure none
SPECIAL ABILITIES
Poison (Ex) Bite and Sting—injury; save Fort DC
16; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1
save. A creature taking 4 or more points of Constitution
damage from an amphiptere’s poison becomes fatigued;
this fatigue lasts until the creature heals 1 or more points
of the Constitution damage.
Swarming (Ex) Amphipteres are exceptionally
maneuverable in the air and fly and fight in extremely
close quarters. Up to two amphipteres can share the
same square at the same time, taking no penalties for
squeezing. In addition, if two amphipteres in the same
square attack the same foe, they gain the benefits of
flanking against that creature. strikes. They swoop in and out of combat, striking with
Swooping Charge (Ex) When amphipteres use the charge their envenomed sting, much like a miniature wyvern.
action while flying, they can move before and after the Once a foe has been weakened by several passes and seems
attack. A flying amphiptere must move in a straight line to be tiring, they swoop in close and hover in a tightly
when using this ability, although it may use its Wingover packed flapping mass of fangs, battering wings, and further
feat at any point during a charge action to make a single jabbing stings. Despite their maneuverability, they are not
turn of up to 180 degrees. exceptionally fast and have difficulty chasing down prey.
Thus, they tend to lurk around dense foliage, bursting forth
Amphipteres are strange reptiles that possess bat-like in a deadly flurry of wings when prey comes within view.
wings with bony edges covered in greenish-yellow Amphipteres are cunning and tenacious enough to harass
feathers. Though their appearance is unassuming, they foes over a long period before closing in for the kill.
are incredibly maneuverable, able to make sudden and
unexpected changes of direction and deadly hit-and-run
7
Angatra
Wrapped in gore-stained rags, this withered creature pulls back a transgressor is cursed, cast out, and executed, and then
tattered hood to reveal glowing eyes hungry with bloodlust. wrapped head to toe in lamba cloth to soothe the spirit and
bind it within its mortal husk. Placed in a sealed tomb far
Angatra CR 7 from traditional burial grounds so none may disturb the
XP 3,200 deceased and so that their unclean spirits will not taint the
CE Medium undead blessed dead, the taboo-breakers’ bodies are visited every 10
Init +10; Senses darkvision 60 ft.; Perception +14, ancestral years. At that time, the tribe performs a famadihana ritual,
wrath replacing the lamba bindings and soothing the deceased’s
DEFENSE suffering. Over generations, the repeated performance of
AC 22, touch 17, flat-footed 15 (+6 Dex, +5 natural +1 dodge) this ritual by the descendants of the damned expiates their
hp 75 (10d8+30) guilt, until at long last the once-accursed person is admitted
Fort +5, Ref +11, Will +10 into the gates of the afterlife. However, if its descendants
Defensive Abilities evasion; DR 5/good Immune undead traits forget the lessons of the taboo and abandon their task, or
if the sealed tomb is violated and desecrated in some other
OFFENSE
way, the penance of the ancestor turn in upon itself and the
Speed 50 ft.
accursed soul becomes an angatra.
Melee 2 claws +13 (1d8+3 plus painful scratch)
Special Attacks agonizing gaze
Animated by the malice of wrong ancestors, the creature’s
form undergoes a horrible metamorphosis within the
STATISTICS
cocoon of its decaying bonds. Its fingernails grow into
Str 17, Dex 22, Con —, Int 8, Wis 16, Cha 15 vicious claws, while its skin becomes hard and leathery
Base Atk +7; CMB +10; CMD 27 and its withered form is imbued with unnatural speed and
Feats Improved Initiative, Lightning Reflexes, Toughness, agility. In time, the angatra gathers the strength to escape
Weapon Finesse, Dodge
its prison, tearing its bindings into rags that are soon
Skills Climb +8, Intimidate +13, Knowledge (religion) +6,
stained with gore from its victims. Driven mad at being
Perception +14, Stealth +17
imprisoned and forgotten by its tribesmen, an angatra
Languages Common
seeks out its descendants to bring them a measure of the
SQ ancestral wrath
torment and wrath they have endured stretched over the
ECOLOGY
gates of purgatory.
Environment warm forest
Organization solitary
Treasure standard
SPECIAL ABILITIES
Agonizing Gaze (Su) This gaze attack lowers the pain
threshold of targets that are within 30 ft. (DC 17 Will
negates). Creatures failing their saves are staggered for 1
round and take a -2 penalty on saves against effects with
the pain descriptor for the next 24 hrs. (a creature can
only be affected by this attack once; multiple agonizing
gaze attacks do not stack). In addition, whenever the
victim is damaged it becomes staggered until the end of
its next turn (DC 17 Fortitude negates); it need not save
if it is already staggered. The save DC is Charisma-based.
Ancestral Wrath (Su) An angatra immediately
recognize any individual that is descended
from its tribe, and as a swift action it can
attempt to read that creature’s thoughts as
detect thoughts spell (CL 5th). An angatra
gains +4 competency bonus on attack and
damage rolls against such creatures, and the
save DC of its supernatural abilities is likewise
increased by 2 for such creatures.
Painful Scratch (Su) A creature damaged by the
claws of an angatra takes 1d6 hp nonlethal damage
and becomes sickened with pain for 1 round (DC 17
Fortitude negates). This is a pain effect. The save DC is
Charisma-based.
In certain jungle tribes, the breaking of tribal taboos,
especially by tribal leaders or elders, invites terrible
retribution from the tribe’s ancestral spirits. The
8
Anubian
Swirling sands come together and form a snarling, canine-faced
humanoid figure seemingly formed from the sand itself, its eyes
shining with an eerie blue glow.
Anubian CR 3
XP 800
CE Medium outsider (earth, elemental, extraplanar)
Init +2; Senses darkvision 60 ft., tremorsense 30 ft.; Stealth +12
DEFENSE
AC 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 natural)
hp 26 (4d10+4)
Fort +2; Ref +6; Will +5
Immune elemental traits
OFFENSE
Speed 30 ft.; sand step
Melee 2 claws +5 (1d6+1), bite +1 (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks haboob
STATISTICS
Str 12, Dex 14, Con 12, Int 10, Wis 12, Cha 10
Base Atk +4; CMB +5; CMD 18
Feats Dodge, Ability Focus (haboob)
Skills Disguise +6, Escape Artist +8, Perception +7, Stealth +12
SQ vulnerable to water
ECOLOGY
Environment any land (Plane of Earth)
Organization solitary, pair, gang (2-4), or pack (5-10)
Treasure standard
SPECIAL ABILITIES
Haboob (Ex) Once per day, an anubian can create a
localized sandstorm in the shape of a 40-ft. line, a 20-ft.
cone-shaped spread, or a 10-ft.-radius spread centered on
the anubian. This haboob affects the area as gust of wind
while also obscuring vision as obscuring mist. In addition,
the haboob deals 1d6 hp slashing damage to creatures in
the area (DC 15 Fortitude half). Creatures failing their
save are dazzled by wind-blown sand for 1d6 rounds. As
long as it does not move more than 5 ft. per round, an
anubian can maintain its haboob for multiple rounds by
spending a full-round action each round after the first to
maintain concentration, up to a maximum duration of 4 Anubians are elementals typically summoned to perform
rounds. The save DC is Constitution-based. tasks such as guarding a tomb or protecting a treasure.
While idle, Anubians appear as nothing more than piles of
Sand Step (Ex) As a standard action which does not
sand usually strewn about an already sandy location; once
provoke attacks of opportunity, an anubian can cause
active, they rise up to form muscular humanoid figures
its humanoid form to collapse into the sand, reforming
with the heads of long-snouted canines. They are intelligent
its body at another location within 10 ft. that is also in
creatures, able to distinguish between summoner and
contact with the sand. In sandy terrain, it can use this
threat, but are bound to perform their task to the death.
ability to make a Stealth check even if being directly In combat, anubians generally engage unarmored foes in
observed. Anubians can use this ability to move under preference to creatures wearing armor. They have learned to
doors or similar obstacles but cannot pass through solid associate unarmed characters with spellcasters from their
barriers unless they are made of sand. long years of being summoned, and their latent resentment
Vulnerability to Water (Ex) Anubians take 1d6 hp when at their servile condition only enhances their perception
splashed with water, such as by a create water or hydraulic that such enemies are easier to attack when not shackled by
push spell. If completely immersed in water, an anubian magical bondage. Multiple anubians cooperate in combat,
takes 5d6 hp damage each round at the beginning of its using their haboobs in concert and shifting position to flank
turn. their foes as they are buffeted and blinded by their allies.
Once destroyed, anubians collapse into inert piles of sand.
9
Arbeyach, Prince of Swarms
This gaunt old man—unwashed, disheveled, and clad in ragged
pants and a tattered overcoat, with stringy gray hair and yellow
skin—stands nearly eight feet tall. Beneath his shredded clothing,
his flesh hangs stripped from bone, revealing innards swarming
with uncountable insects.
Arbeyach CR 21
XP 409,600
LE Large outsider (devil, evil, extraplanar, lawful)
Init +8, slow reaction; Senses all-around vision, blindsight
120 ft., darkvision 120 ft., detect chaos, detect good;
Perception +33
Aura virulence (120 ft; DC 32), unholy aura (DC 27)
DEFENSE
AC 41, touch 30, flat-footed 33 (+4 deflection, +8 Dex, +11
natural, +9 profane, −1 size)
hp 363 (22d10+242); regeneration 20 (epic and good)
Fort +22, Ref +27, Will +27
DR 15/epic and good; Immune disease, fire, poison;
Resist acid 10, cold 10; SR 32
OFFENSE
Speed 40 ft., burrow 20 ft., climb 40 ft., fly 80 ft. (good)
Melee bite +31 (2d8+10 plus Arbeyach’s rot), 2 claws
+31 (4d6+10/19-20 plus poison)
Space 10 ft. Reach 10 ft.
Special Attacks Arbeyach’s rot (DC 32), breath weapon
(120-ft. line, 22d6 damage plus Arbeyach’s rot and
poison, Reflex DC 32 half, usable every 1d4 rounds),
poison (DC 32), rend (2 claws, 4d6+15)
Spell-Like Abilities (CL 20th; concentration +29)
Constant—detect chaos, detect good, unholy aura (DC 27)
At will—blasphemy (DC 26), blindfliesDM (DC 22), creeping
doom (DC 26), enemy withinDM (DC 24), giant vermin,
greater dispel magic, greater teleport (self plus 50 lbs. of
objects only), insect plague, magic circle against chaos,
magic circle against good
3/day—quickened insect plague, quickened creeping doom
(DC 26), summon (level 7, 2–5 spawn of Arbeyach or 1–3
hellwasp swarms, 100%)
1/day—shapechange (vermin only)
STATISTICS
Str 31, Dex 27, Con 32, Int 23, Wis 26, Cha 28
Base Atk +22; CMB +33; CMD 64
Feats Combat Reflexes, Crippling Critical, Critical Focus,
Flyby Attack, Improved Critical (claw), Iron Will, Lightning
Reflexes, Power Attack, Quicken Spell-Like Ability
(creeping doom), Quicken Spell-Like Ability (insect plague),
Staggering Critical
Skills Acrobatics +30 (+38 to jump), Bluff +34, Climb +18,
Fly +35, Intimidate +34, Knowledge (arcana, dungeoneering,
nature, planes) +31, Perception +33, Sense Motive +33,
Spellcraft +28, Stealth +29
Languages Abyssal, Celestial, Common, Draconic,
Infernal; scent communication
SQ swarm prince
ECOLOGY
Environment any (Hell)
Organization solitary (unique)
Treasure double
10
SPECIAL ABILITIES Slow Reaction (Ex) If Arbeyach is ever caught by surprise,
Arbeyach’s Rot (Su) Curse and disease: Bite or breath his attackers treat the surprise round as a normal round,
weapon—injury; save Fort DC 32; onset immediate; and are thus able to take both a standard and a move
frequency 1/day; effect 1d6 Con, 1d6 Cha, any poisons action before Arbeyach can act.
affecting the creature cannot be cured prematurely by Swarm Prince (Su) Arbeyach is immune to swarm damage
making cure saving throws (thus, poisons run their full and other swarm effects (such as distraction). As a swift
duration unless cured with magic, such as neutralize action, he can direct the movement of any swarm within
poison), and uncontrolled vermin attack the creature on 120 ft.
sight until Arbeyach’s rot is cured; cure —.
Arbeyach’s rot is both a curse and disease and can only The Prince of Swarms is the slow creep of decay; he is the
be cured if the curse is first removed, at which point the worm and the locust that feeds on life and death alike. He
disease can be magically removed. Even after the curse stamps out all voices that dare speak against the customs of
element of Arbeyach’s rot is lifted, a creature suffering the hive. Even among the unyielding denizens of the Hells,
from it cannot recover naturally over time. Anyone Arbeyach is exceptionally rigid. He finds disorder painful,
casting a conjuration (healing) spell on the afflicted disobedience enraging. His lairs and his minions follow the
creature must succeed on a DC 32 caster level check, or model of the hive, with each and every member possessing
the spell is wasted and the healing has no effect. Anyone a specific function.
who dies from Arbeyach’s rot immediately transforms Arbeyach was created by Beelzebub when the Lord of Lies
into a vermin swarm (choose randomly from the types and Flies spat forth a cloud of vermin that would consume
of swarms that can be created by Arbeyach’s breath the first mortal soul to arrive in the Hells. However, the
weapon). The save DC is Constitution-based. vermin cloud melded with the evil essence of the Hells and
became something unique: Arbeyach, a being of terrible
Aura of Virulence (Su) Creatures that would normally
power. The self-styled Prince of Swarms holds little interest
be immune to disease and/or poison, including those
in mortals, viewing the mortal world not as a source of
under the effects of spells such as delay disease or delay
souls but as a chaos to be wiped clean.
poison, lose their immunity while within 120 ft. of
As the eons have passed, Arbeyach’s interests and
Arbeyach. All other creatures within 120 ft. of Arbeyach
ambitions have deviated further from the Hellish lords
take a –2 penalty on saving throws against disease and
surrounding him. He grows ever more unyielding, ever
poison effects. Arbeyach can cease or resume this aura as
more alien, but he weakens in power. Those below and
a free action.
above him finally moved against him, and so have time and
Breath Weapon (Su) Once every 1d4 rounds, Arbeyach habit have weakened him. He was once nearly as powerful
can breathe out a flesh-scouring blast of vermin in a line as the Archdukes, but now he is scarcely greater than the
up to 120 ft. long. The save DC is Constitution-based. pit fiends. Some say that his many foes merely wait for an
Any creature damaged by Arbeyach’s breath weapon is opportune moment to destroy him forever.
also exposed to Arbeyach’s rot and poison. In addition, In the Southlands, the insectoid tosculi still revere
a swarm of army ants, centipedes, cockroaches, locusts, Arbeyach, and their hives reflect their patron’s philosophy
mosquitoes, rot grubs, spiders, ticks, or wasps—at of prescribed functionality and unyielding order. While
Arbeyach’s whim—erupts from the line as though Arbeyach is indifferent to their prayers and pleas, the
summoned at any or all points at which a creature was tosculi nevertheless remain a significant source of his
damaged. These swarms remain for up to 2 min. or until following and strength.
Arbeyach dismisses them as a free action. The total HD
of such swarms that can exist at any one time cannot
exceed Arbeyach’s HD.
Poison (Ex) Breath weapon or claw—injury; save Fort DC
32; frequency 1/round for 6 rounds; effect 1d6 Str or 1d6
Dex or 1d6 Con; cure 3 consecutive saves. The save DC
is Constitution-based. Arbeyach can change his poison
to deal Strength, Dexterity, or Constitution damage as a
swift action.
Scent Communication (Ex) Arbeyach can communicate Arbeyach’s Cult
with spawn of Arbeyach and vermin, including vermin The human and gnoll followers of Arbeyach are much
swarms and giant vermin, within 60 ft. via pheromone fewer in number than the archdevil’s tosculi followers,
transmission. In a hive, this range extends to cover the but they certainly exist. They are often called “locust
entire hive. This is a silent and instantaneous mode of callers” by those they extort and threaten. A cult of
communication that only Arbeyach, spawn of Arbeyach, Arbeyach sometimes approaches a village or small
and vermin can understand. Vermin cooperate with town before harvest time, threatening to call down a
Arbeyach, and never attack him unless magically plague of vermin unless they are paid, at once and in
controlled to do so. gold. The village often has little choice, and pays or
starves as a result. After the harvest, the cult is often
hunted down by rangers and druids who see this
extortion as an affront against nature.
11
Spawn of Arbeyach
Poorly concealed behind a mask of flesh, this insectile humanoid’s
limbs are long and segmented, its mouth stretched to extrude
dripping mandibles. Barbed stingers sprout between its fingers,
and its eyes have compound irises.
Spawn of Arbeyach CR 5
XP 1,600
LE Medium aberration (extraplanar)
Init +2 (+6 with hive mind); Senses darkvision 60 ft., hive
mind, tremorsense 60 ft.; Perception +11 (+15 with hive mind)
Defense
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 45 (7d8+14)
Fort +4, Ref +4, Will +8; +4 vs. mind-affecting effects
DR 2/—; Immune nauseated, poison, sickened
OFFENSE
Speed 40 ft., climb 20 ft.
Melee bite +10 (1d6+4), 2 stings +10 (1d4+4 plus poison)
Special Attacks poison (DC 15)
Spell-Like Abilities (CL 7th; concentration +8)
1/day—summon swarm (cockroaches, locusts, or spiders only)
STATISTICS
Str 18, Dex 15, Con 15, Int 10, Wis 13, Cha 12
Base Atk +5; CMB +9; CMD 21
Feats Iron Will, Power Attack, Weapon Focus (bite), Weapon
Focus (sting)
Skills Climb +22, Intimidate +11, Perception +11 (+15 with
hive mind), Stealth +16; Racial Modifiers +4 Stealth
Languages Infernal; scent communication
SQ abberation-vermin hybrid, vermin empathy
ECOLOGY
Environment any temperate or warm land
Organization solitary, hunting party (3–9), or hive (12-96)
Treasure standard
SPECIAL ABILITIES
Aberration-Vermin Hybrid (Ex) Spawn of Arbeyach react Vermin Empathy (Ex) Spawn of Arbeyach use
to aberration-affecting effects as if they were aberrations pheromones to influence vermin. This ability functions
and vermin-affecting effects as if they were vermin, as a druid’s wild empathy, save that it only affects vermin.
whichever is least advantageous for the spawn or more A spawn of Arbeyach gains a +4 racial bonus on this
advantageous for the originator of the effect. check. Vermin empathy treats swarms as if they were one
Hive Mind (Ex) Spawn of Arbeyach share a bond with creature possessing a single mind—a spawn of Arbeyach
other members of their hive that enhances their hive can thus use this ability to influence and direct the
mates’ perception. As long as a spawn is within 60 ft. actions of swarms with relative ease.
of at least one hive mate, it gains a +4 racial bonus on
nitiative checks and Perception checks. Further, if one Spawn of Arbeyach are roughly humanoid, with many
spawn in the hive mind is aware of a particular danger, insectoid qualities including a hardened carapace and
they all are. No spawn in a hive mind is considered oddly-jointed limbs. Their faces, arms, and legs are covered
flanked or flat-footed unless all of them are. with skin that stretches and tears to reveal more insectile
traits beneath. Their human-like mouths distend to allow
Poison (Ex) Sting—injury; save Fort DC 15; frequency 1/
to accommodate their protruding mandibles.
round for 6 rounds; effect 1d3 Str; cure 1 save. The save DC
Spawn of Arbeyach are scavengers and predators, feasting
is Constitution-based.
on whatever flesh—living or dead—they find within their
Scent Communication (Ex) Spawn of Arbeyach territory. Spawn dwell in hive structures comprised of a
can communicate with each other within 60 ft. via combination of natural growth and artificial architecture.
pheromone transmission. In a spawn hive, this range The hives are usually built in isolated, easily-defensible
extends to cover the entire hive. This is a silent and locales, and visitors often must climb (or fly) to reach them.
instantaneous mode of communication that only spawn Most spawn of Arbeyach stand between 4 and 6 ft. tall,
of Arbeyach can understand. and they weigh between 85 and 160 lbs.
12
Arbeyach’s Herald,
Ia’Affrat the Insatiable
A dark, droning cloud of thousands of gray, thumb-sized wasps, ECOLOGY
each glowing with the heat of a low-burning coal and wreathed Environment any (Hell)
in foul-smelling smoke, shifts and swarms around the black Organization solitary (unique) or with 3–6 hellwasp swarms
silhouette of a tall human with glowing red eyes. Treasure double
SPECIAL ABILITIES
Ia’Affrat CR 15
Air Mastery (Ex) Any airborne creature takes a −1 penalty
XP 51,200 on attack and damage rolls against Ia’Affrat.
LE Diminutive outsider (air, elemental, evil, extraplanar, fire,
Collective Intelligence (Ex) Mind-affecting effects
swarm)
Init +10; Senses darkvision 60 ft., low-light vision, smoke
that target single creatures function normally against
sight; Perception +27
DEFENSE
AC 30, touch 20, flat-footed 24 (+6 Dex, +10 natural, +4 size)
hp 210 (20d10+100)
Fort +13, Ref +18, Will +18
Defensive Abilities air mastery; DR 10/magic; Immune
dazzled, disease, elemental traits, fire, swarm traits, weapon
damage; SR 26
Weaknesses vulnerable to cold
OFFENSE
Speed 5 ft., fly 40 ft. (perfect)
Melee swarm (5d6 plus 5d6 fire, distraction and poison)
Space 10 ft.; Reach 0 ft.
Special Attacks coordinated swarm, distraction (DC 25),
inhabit, poison (DC 25), swarmswirl (10–40 ft. high, 5d6
damage plus 5d6 fire, distraction and poison, DC 25)
Sorcerer Spells Known (CL 13th; concentration +20)
6th (5/day)—greater contagionUM (DC 25), major curseUM (DC 25)
5th (7/day)—enemy withinDM (DC 24), suffocationAPG (DC 24),
waves of fatigue
4th (7/day)—black tentacles, fear (DC 23), fleshworm
infestationUM (DC 21), wall of fire
3rd (8/day)—fireball (DC 20), ray of exhaustion (DC 22), sea of
fireDM (DC 20), vampiric touch
2nd (8/day)—blindness/deafness (DC 21), invisibility, pernicious
poisonUM, scorching ray, web (DC 19)
1st (8/day)—disguise self, obscuring mist, protection from good,
ray of enfeeblement (DC 20), silent image (DC 18)
0 (at will)—arcane mark, bleed (DC 19), detect magic, mage
hand, maggotsDM, open/close (DC 17), read magic, sparkAPG
(DC 17), touch of fatigue (DC 19)
STATISTICS
Str 1, Dex 23, Con 21, Int 20, Wis 18, Cha 24
Base Atk +20; CMB —; CMD —
Feats Empower Spell, Eschew Materials, Great Fortitude,
Greater Spell Focus (necromancy), Improved Initiative,
Improved Iron Will, Iron Will, Persistent SpellAPG, Quicken
Spell, Spell Focus (necromancy)
Skills Acrobatics +29, Bluff +30, Diplomacy +27, Disguise +27,
Fly +33, Intimidate +30, Knowledge (arcana) +28, Knowledge
(planes) +28, Perception +27, Sense Motive +27, Spellcraft
+28, Stealth +31
Languages Abyssal, Auran, Common, Draconic, Ignan, Infernal
SQ collective intelligence, smoke shroud
13
Ia’Affrat, since his individual components share a When inhabiting a body, Ia’Affrat can choose to have
collective intelligence. Ia’Affrat is immune to any any spell he casts with a range of personal affect the
physical spell or effect that targets a specific number inhabited body, rather than himself.
of creatures (including single-target spells such as The skin of a creature inhabited by Ia’Affrat crawls
disintegrate), with the exception of such spells and effects with the forms of the insects inside. Ia’Affrat may hide
generated by Ia’Affrat himself, which treat him as one this telltale sign with a Disguise check. A remove disease
single creature if he so chooses. or heal spell cast on an inhabited living victim that
Coordinated Swarm (Ex) Ia’Affrat coordinates his overcomes Ia’Affrat’s spell resistance forces him to
swarm attacks better than a typical swarm, and deals abandon his host.
swarm damage one step higher than a swarm of his HD Poison (Ex) Swarm—injury; save Fort DC 25; frequency 1/
would normally cause. In addition, his swarm damage is round for 6 rounds; effect 1d6 Dex; cure 2 consecutive
doubled against choking, helpless, or nauseated targets. saves. The save DC is Constitution-based.
Inhabit (Ex) Ia’Affrat can enter the body of a helpless Smoke Jump (Sp) Ia’Affrat can enter any area of smoke
or dead creature by crawling into its mouth and other equal to his size or larger and travel any distance to
orifices. Inhabiting requires 1 min., and the victim must another smoke-filled area in a single round, regardless
be Small, Medium, or Large. Ia’Affrat may abandon the of the distance between the two. This ability otherwise
body at any time, although doing this takes 1 full round. functions as greater teleport (caster level 20th), but
Attacks against the host deal half damage to Ia’Affrat Ia’Affrat can transport only himself and up to 50 pounds
as well, although his resistances and immunities may of objects.
negate some or all of this damage. Smoke Shroud (Ex) Ia’Affrat is perpetually shrouded in
If Ia’Affrat inhabits a dead body, he can animate it and dark smoke that obscures vision. Creatures other than
control its movements, effectively becoming a zombie Ia’Affrat inside the shroud take a –2 penalty on attack
for as long as he remains inside. In a living victim, rolls and Perception skill checks for as long as they
Ia’Affrat can neutralize the effects of his own poison and remain inside and for 1 round after exiting the shroud. In
control the victim’s movement and actions as if using addition, creatures who breathe in the smoke must make
dominate monster (no save) on the victim. Ia’Affrat may a DC 15 Fortitude save or spend that round choking and
choose to consume a living victim, dealing 2d4 points of coughing. Ia’Affrat can dismiss his shroud or resume it as
Constitution damage per hour he inhabits a body. a free action.
Smoke Sight (Su) Ia’Affrat can see through fire, fog, and
smoke without penalty. This does not allow him to
see anything he could not otherwise see (for example,
invisible creatures are still invisible). He is immune to
the dazzled condition.
Spells Ia’Affrat can cast spells as a 13th-level sorcerer.
IA’AFFRAT’S MALICIOUS Swarmswirl (Su) At will, as a standard action, Ia’Affrat can
CURIOSITY transform himself into a swirling storm of smoke and
Ia’Affrat is a wandering herald often met on the swarm. This ability functions identically to the whirlwind
road, in ancient ruins, or even is desolate deserts special attack, but the swarmswirl deals damage
and abandoned savannahs where nothing remains equal to Ia’Affrat’s swarm attack, and the save DC is
but wind and dust. He seems to be the speaker of Constitution-based.
Arbeyach’s will and prophecies when the mood
strikes him. Just as often, though, he follows his own Ia’Affrat (EE-ah-AFF-rit) is the inverted reflection of his
plots and pursues a more active, crueler streak of unkempt, overly unyielding creator, Arbeyach, Hell’s
trickery. He has an especial love of tricking humans Prince of Swarms. Ia’Affrat acts as Arbeyach’s emissary to
into unleashing great dangers or wandering into the courts of his rivals and to the mortal world as diplomat,
lethal situations—nothing pleases him more than spy, assassin, and scourge. Unknown to the rigid and
leading a caravan into a dry canyon just before the resolute Prince of Hell, Ia’Affrat bears little loyalty to his
rains unleash a flash flood, or convincing a party of creator, however, and soon the eloquent and sophisticated
dwarven adventurers that he has found a lost gold creature may seek to betray him. Until then, Ia’Affrat’s
mine in a titanoboa’s nesting cavern. shifting mind is consumed with an unquenchable lust for
Ia’Affrat will sometimes follow and taunt a group arcane mysteries, human interaction, and the material
lost in the wilderness, offering increasingly bizarre pursuit of as many unwholesome flavors as fiendish insects
deals of blood sacrifice in exchange for safe passage comprise his form.
to water or to a known road. On many occasions, Ia’Affrat delights in comedy, wine, song, dance, torture,
Ia’Affrat cooperates with efreet, corrupted genies, public humiliation, and food—he is a rapacious devourer,
and dau to create mirages and phantasms in the gluttonous and greedy for all transient pleasures. Ia’Affrat
desert, largely as a way of taunting those who irk him abhors all permanency and leaves nothing in his path but
in some way. This cruelty is second nature to him, ruin: he laughs with glee at the shattering of keystones, the
and while he always keeps his word, he twists each stench of burning paint, and the hollow echoes of a library
bargain seven ways before settling on its meaning. reduced to rubble.
14
Arboreal Grappler
Long, simian arms snake through the trees like furred serpents, ambush predators, using their long limbs to snatch their
dangling from shaggy, striped ape in the leafy canopy above and prey and drag it behind them as they use their powerful
trying to snare those below. limbs to ascend to the highest canopy they can find. Their
victims are constricted until their struggles cease; then
Arboreal Grappler CR 3 the arboreal grapplers devour them. A grappler’s flexible
XP 800 tentacles are ill-suited for terrestrial movement, requiring
NE Medium aberration them to drag themselves across open ground too wide to
Init +6; Senses darkvision 60 ft., Perception +8 swing across.
DEFENSE Arboreal grapplers are tribal in nature, constructing
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) family nests decorated with bones and prized relics of
HP 24 (4d8+8) past hunts. These nests are built high in the jungle canopy,
Fort +5, Ref +5, Will+1 typically 80 ft. or more above the ground. Clans of 40 or
more spread across crude villages atop the trees; in such
OFFENSE
large settlements typically a third of the population are
Speed 10 ft., climb 40 ft.
juveniles with the young simple template. These nests
Melee bite +5 (1d6+2), 2 tentacles +0 (1d4+1 plus
grab) Space 5 ft.; Reach 15 ft. are difficult to spot from the ground (DC 30 Perception
Special Attacks constrict (1d4+2) or Survival check, increasing by 1 for every 10 ft. off the
forest floor), but a creature observing an arboreal grappler
STATISTICS
climbing into or out of a nesting area adds a +10 bonus on
Str 14, Dex 14, Con 15, Int 6, Wis 10, Cha 6
the check (+20 if the grappler is carrying a grappled victim).
Base Atk +3, CMB +5 (+9 grapple), CMD 17
Grapplers are carnivorous but prefer humanoid flesh,
Feats Improved Initiative, Skill Focus (Stealth)
humans in particular. Some suggest that this is due as much
Skills Acrobatics +6 (+10 in jungles), Perception +8, Stealth
to hatred as hunger, a cruel combination of fascination and
+12, Climb +14; Racial Modifiers +4 Acrobatics in jungles
revulsion for the walking limbs of humanoid creatures.
ECOLOGY
Environment jungle
Organization solitary, pair or tribe (5-50)
Treasure incidental
SPECIAL ABILITIES
Boscage Brachiation (Ex) Arboreal grapplers move
seamlessly through jungle canopies, their tentacles
offering them unparalleled agility among the trees.
Arboreal grapplers gain a +2 dodge bonus to AC
against attacks of opportunity provoked by their
movement when climbing. In addition, by swinging
out on one leg-vine tentacle and flinging the second
forward to catch a distant grip ahead. It can also
easily cross gaps of up to 30 ft. without requiring an
Acrobatics check and with no chance of falling.
Canopy Climber (Ex) When an arboreal grappler begins
its turn with a creature grappled, it can make two grapple
checks as a full-round action. If either check succeeds,
it maintains the grapple, dealing constrict damage,
and can climb up to half its speed. If both
checks succeed, it deals constrict damage
twice and can climb up to its speed while
maintaining the grapple. A creature
dragged upwards can attempt a free check
to escape the grapple at the end of the
arboreal grappler’s turn, but it does not gain the
usual +4 bonus for escaping a grapple that brings the
grappled creature into a dangerous location.
Tenacious Grapple (Ex) When grappling with its
tentacles, an arboreal grappler does not gain the
grappled condition.
A malformed creation of the gods, an arboreal grappler is
a primate whose legs morphed into 15-ft.-long muscular
tentacles covered in shaggy red fur. Arboreal grapplers are
15
Asanbosam
This hirsute hulk with bulging, bloodshot eyes perches high in a
tree with its elongated legs dangling through the lowest branches,
ready to seize unwary passersby with talons like rusty hooks.
Asanbosam CR 5
XP 1,600
CE Large aberration
Init +1; Senses darkvision 60 ft.; Perception +7
DEFENSE
AC 20, touch 10, flat-footed 18 (+4 armor, +1 Dex, +6 natural,
-1 size)
hp 46 (7d8+14)
Fort +4, Ref +3, Will +5
OFFENSE
Speed 40 ft. (30 ft. with armor), climb 20 ft. (15 ft. with
armor)
Melee 2 claws +8 (1d6+4 plus disease; also see hooked) and
bite +8 (1d8+4 plus disease), or greatclub +8 (2d8+6) and
bite +3 (1d8+2 plus disease)
Ranged club +5 (1d8+3)
Space 10 ft.; Reach 10 ft. (15 ft. with claws)
Special Attacks disease (tetanus), hooked, iron bite and claws
STATISTICS
Str 18, Dex 13, Con 15, Int 11, Wis 10, Cha 5
Base Atk +5; CMB +10 (+12 sunder); CMD 21 (23 vs. sunder)
Feats Ability Focus (disease), Improved Sunder, Power Attack,
Skill Focus (Stealth)
Skills Acrobatics +8 (+12 in trees), Climb +16 (+20 in trees),
Knowledge (nature) +7, Perception +7, Stealth +10 (+14 in
trees), Survival +8
Languages Giant
SQ arboreal
ECOLOGY
Asanbosams—or sasabonsams—are
Environment warm and tropical forests
aberrations resembling hairy ogres from
Organization solitary, pair, party (3-9), or tribe (10-40)
Treasure standard (club, greatclub, hide armor, other the waist up, with muscular and flexible
treasures) legs far longer than those of an ogre. These
odd appendages end in strong, hook-like, talon feet, and
SPECIAL ABILITIES
both its hooks and fangs are composed of raw iron rather
Arboreal (Ex) Asanbosams gain a +4 racial bonus on than bone or other organic material. These iron fangs and
Acrobatics, Climb, and Stealth checks while climbing in claws mark an asanbosam’s age, not just by their size but
trees. also by their color, with the youngest specimens having
Disease (Ex) Tetanus: Bite, claw—injury; save Fort save dark gray hooks and matching dentition. Those of older
DC 17; onset 1d4 days; frequency 1/day; effect 1d3 subjects are rustier in color.
Con damage and 1d3 Dex damage and the target is The asanbosam diet includes rich sources in iron—mostly
paralysed; cure 3 consecutive saves. The save DC is red meat, poultry, fish, and leafy vegetables—though in a
Constitution‑based. pinch they have been known to grind iron filings off their
Hooked (Ex) When an asanbosam hits a creature with own hooks to slake their ferrous cravings. The propensity
both claw attacks (treating a successful sunder combat of asanbosams to consume fresh blood and humanoid flesh
maneuver with a claw as an attack), it can make a combat has led to the belief that these creatures are some kind of
maneuver check as a free action to drag, grapple, vampire, but they are living creatures of flesh and blood
reposition, or trip that target, or to sunder an item it is themselves.
wielding or wearing. Asanbosams spend most of their lives in trees, inhabiting
Iron Bite and Claws (Ex) An asanbosam possesses teeth nest-like houses or sometimes platforms of rope and raw-
and hook-like feet of natural iron, allowing it to bypass sawn planks. Asanbosam leaders often rogue levels and
DR/cold iron and also to bypass hardness of less than 10 sometimes ranger levels as well. They do not fear magic,
when attacking weapons or creatures with hardness. It and each tribe generally counts at least one adept, sorcerer,
does not provoke an attack of opportunity when using its or witch among its members.
claws to make a sunder combat maneuver.
16
Bastet Temple Cat
A slim feline far larger than any house cat slips from the shadows. Allied Spellcaster as a bonus feat for 24 hrs., though
Its coat glistens like ink as it chirps, tail flicking teasingly as its the spellcaster gains its benefits only when adjacent to
golden eyes settle on you. the cat. In addition, the spellcaster can imbue up to two
1st-level and one 2nd-level spells into the temple cat,
Bastet Temple Cat CR 4 as imbue with spell ability. The cat can use these spells
XP 1,200 without a verbal component.
CN Small magical beast
Initially thought to be outsiders, temple cats of Bastet are,
Init +2; Senses darkvision 60 ft., scent; Perception +9
in actuality, a terrestrial breed, created by the priesthood
DEFENSE
through generations of enchantment. While able to
AC 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +1 size, understand human speech, the cats are incapable of
+3 natural) speech. By day, the creatures laze about their temples,
hp 35 (5d10+10) searching out attention from the faithful, and occasionally
Fort +6, Ref +6, Will +4
granting boons to those who fit their whims. By night,
OFFENSE they serve as guardians, inciting would-be thieves to come
Speed 40 ft., climb 20 ft. close only to viciously maul them. More than one would-be
Melee 2 claw +8 (1d3+2), bite +8 (1d4+2 plus grab) rogue has met their fate at the hands of these slim, black-
Special Attacks pounce, rake (2 claws +8, 1d4+2) furred beasts.
Spell-like Abilities (CL 4th, concentration +7)
Constant—detect chaos
At will—guidance
3/day—cure light wounds, charm person (DC 14)
1/day—cat’s grace
STATISTICS
Str 15, Dex 15, Con 15, Int 12, Wis 16, Cha 16
Base Atk +5; CMB +6; CMD 19 (23 vs. trip)
Feats Allied Spellcaster, Dodge, Mobility, Spring Attack
Skills Acrobatics +6, Climb +9, Escape Artist +6, Perception +7,
Stealth+14; Racial Modifiers +8 Climb, +4 Stealth
Languages Common, Sylvan (can’t speak)
ECOLOGY
Environment urban
Organization solitary, pair, or pride (3-10)
Treasure standard
SPECIAL ABILITIES
Fascinating Lure (Su) As a full-round action, a
Bastet temple cat can purr loudly while targeting
a single humanoid within 30 ft. that has line of
sight to it. That creature is compelled to move
toward the cat and attempt to pet it or pick it up
(DC 15 Will negates), as suggestion. Once it has
spent at least 1 round petting the cat, the target
is entitled to a new saving throw each round at
the end of its turn; if failed, it continues petting
the cat for an additional round. If successful, the
compulsion is ended. At any point, the cat can attack
the target of its compulsion, who is considered flat-
footed against the cat’s attacks until the end of the cat’s
turn. Once a creature succeeds on its saving throw, it is
immune to fascinating lure of that Bastet temple cat for
24 hrs. The save is Charisma-based.
Priestly Purr (Su) Bastet temple cats were created
first and foremost for the service of Bastet’s temple
priests. A Bastet temple cat treats all divine casters that
worship Bastet as though they had the Allied Spellcaster
teamwork feat for the purpose of gaining its effects.
When a divine spellcaster who worships Bastet spends an
hour preparing spells (or renewing daily spell slots) with
a Bastet template cat within 5 ft., that spellcaster gains
17
Beetle, Bellyborer
Slightly larger than a human’s fist, this beetle possesses a
collection of tentacles that writhes just behind its over-sized
mandibles. Its wings flutter as it hisses at you.
Bellyborer Beetle CR 1
XP 400
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC 17, flat-footed 14, touch 15 (+2 size;
+3 Dex; +2 natural
hp 5 (1d8+1)
Fort +3, Ref +3, Will +0
Immune vermin traits
OFFENSE
Speed 10; fly 30 ft. (poor)
Melee bite +5 (1d3-5 plus paralysis)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks bore; disease; paralysis (1d4+1 rounds, DC 11)
STATISTICS
Str 1, Dex 16, Con 12, Int —, Wis 10, Cha 2
Base Atk +0, CMB +1, CMD 6
Feats Weapon Finesse
Skills Fly +7, Stealth +11
ECOLOGY
Environment urban
Organization solitary, pair, or pride (3-10)
Treasure standard
SPECIAL ABILITIES
Bore (Ex) As a full-round action, a bellyborer beetle
can bore into the abdomen of a helpless creature and
attach itself to the creature’s spine, where it begins
laying eggs and transmits a telepathic suggestion (DC
10 Will negates) to retreat to a more private place to
incubate the beetle’s young. If the target succeeds in its
save to resist this compulsion, the bellyborer beetle’s
neurotoxin becomes muddled and diffused, forcing the Bellyborer beetles are dangerous parasites that seek
host creature to make an additional DC 10 Will save warm flesh to inhabit, preferably with ready access to a
each round at the beginning of its turn. With each failed creature’s nervous and digestive system. Their toxic saliva
save, the host becomes confused, as the condition, until helps dissolve the neural tissue of the host and convert it
the beginning of its next turn. A target that fails any into vital enzymes for the production of its eggs, which it
Will save contracts the beetle’s disease. implants in the lining of the host’s digestion tract, where
A bellyborer beetle infestation can be removed with they incubate and then burrow forth after hatching. New
remove disease (requiring a DC 15 caster level check) or a bellyborers always seek a new host and do not re-infest the
successful DC 20 Heal check. Failing this Heal check by host in which they were birthed.
5 or more deals 1d6 hp damage to the host. Bellyborer beetles are often found in large number
Disease (Ex) Bellyborer Infestation: Bore—injury; save within the wounded flesh of large mammals, but they also
Fort DC 11; onset 1 day; frequency 1/day; effect 1d3 Con and congregate in open wounds of smaller mammals, too.
1d3 Wis damage; cure 2 consecutive saves. The save DC Some scholars believe that they actually prefer humanoid
is Constitution-based. hosts, since humanoids tend to frequently move into
Every five days until the infestation is cured or the host different biomes with an abundance of potential new hosts
dies, 1d6 mature beetles emerge from the victim, dealing for bellyborers’ offspring. Bellyborers do not need to be
1 additional point of Con damage for each new beetle. engorged in a host to reproduce, as they can lay their eggs
in any warm, wet environment. Bellyborer egg clutches
usually consist of 100-500 eggs.
18
Behtu
These ferocious half-ape, half-human pygmies, with faces like Mechuiti’s Ichor
mandrills and boar-like tusks, have demon blood flowing in In Mechuiti’s volcanic temples, his idols weep with his
their veins. blood. The Behtu use this diseased ichor to lace their
blowgun darts or to etch tattoos on their skin that infuse
Behtu CR 3
their sorcery with an Abyssal infection.
XP 800 Any creature injured by a blowgun dart laced with
CE Small monstrous humanoid Mechuiti’s ichor is exposed to a weak strain of demon fever
Init +2; Senses darkvision 60 ft., low-light vision; Perception
(as per Pathfinder spell out Roleplaying Game Core Rulebook,
+9
but only DC 16). Behtu can instead use Mechuiti’s ichor
DEFENSE
to create a dark red tattoo, typically of a demonic symbol
AC 17, touch 13, flat-footed 15 (+3 armor, +2 Dex, +1 natural, on the face, that fades over the next 2d6 days. During
+1 size) this time, if the behtu absorbs the tattoo as a free action
hp 26 (4d10+4) when using its caustic blood spell-like ability, any creature
Fort +2, Ref +6, Will +6 damaged by its blood is also exposed to the weak (DC 16)
Immune demon fever; Resist acid 5, electricity 5, fire 5
strain of demon fever.
OFFENSE
Speed 20 ft., climb 20 ft.
Melee spear +7 (1d6+3/×3), bite +3 (1d4+1)
Ranged blowgun +7 (1 plus Mechuiti’s ichor or medium
spider venom) or spear +7 (1d6+3/×3)
Spell-Like Abilities (CL 4th; concentration +5)
1/day—caustic bloodDM
STATISTICS
Str 15, Dex 14, Con 12, Int 8, Wis 15, Cha 13
Base Atk +3; CMB +5; CMD 17
Feats Power Attack, Weapon Focus (bite)
Skills Climb +15, Intimidate +9, Perception +9, Stealth +13,
Survival +9, Swim +5; Racial Modifiers +4 Intimidate,
+4 Stealth
Languages Ape
SQ demonic sorcery, poison use
ECOLOGY
Environment warm and temperate forests
Organization solitary, troupe (2–5), or war party (6–12,
including 1 witch doctor [druid, sorcerer, or witch])
Treasure NPC gear (hide shirt, spear, blowgun with 10
darts, ichor tattoo, 1 dose of Mechuiti’s ichor, 4 doses of
medium spider venom)
SPECIAL ABILITIES
Demonic Sorcery (Su) Behtu sorcerers with the Abyssal
bloodline treat their Charisma score as 2 points higher
for all sorcerer class abilities.
Mechuiti, the demonic Lord of Apes, Cannibalism,
and Torture, combines the cruelty of a demon with
the cunning of a human and the ferocity of an ape. The
demon has bred the same qualities into his people, the
Behtu. Behtu warriors use fiendish dire iguanas as war
mounts, and their most powerful witch doctors ride lava
drakes or juvenile volcano dragons.
19
Blemmyes
This headless giant has a large mouth in its upper chest, with Stunning Stone (Su) As a swift action that does not
bulging eyes at shoulder height. provoke attacks of opportunitiy, a blemmyes can imbue
the power of its inner focus into a rock it throws before
Blemmyes CR 8 the end of its turn. If the rock hits, the target is affected by
XP 4,800 one use of the blemmyes’ Stunning Fist feat. If the target
CE Large monstrous humanoid is within 30 ft., or if the blemmyes confirms a critical hit
Init +1; Senses darkvision 60 ft., low-light vision; Perception +10 with the rock, the blemmyes can also make an Intimidate
DEFENSE check as a swift action to demoralize the target.
AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, -1 size) Blemmyes (BLE-miss) are a brutish race with a keen
hp 105 (10d10+50) savor for humanoid flesh. These anthropophages see all
Fort +8, Ref +8, Will +8
humanoids as potential meals, and some have the patience
OFFENSE to tend them like unruly herds, farming them for food and
Speed 40 ft. fattening them up for maximum succulence. Blemmyes
Melee bite +16 (2d6+7 plus grab) and 2 unarmed strikes +16 are not above eating their own kind. They frequently cull
(1d4+7) the weakest specimens of their race when food is scarce
Ranged rock +10 (1d8+7) or when they sense their own population has exceeded
Space 10 ft.; Reach 10 ft.
a healthy balance with the surrounding food supply. The
Special Attacks rock throwing 120 ft., swallow whole (4d6
acid damage, AC 20, 21 hp)
most terrible habit of these monsters is that they never wait
until the end of combat to feast, eating at least one of their
STATISTICS
foes while the fight rages.
Str 25, Dex 13, Con 20, Int 7, Wis 13, Cha 5
Base Atk +10; CMB +18 (+26 grapple); CMD 29 (31 against
grapple)
Feats Greater Grapple, Improved Grapple, Improved Unarmed
Strike, Intimidating Prowess, Stunning Fist
Skills Climb +11, Intimidate +17, Perception +10, Survival +7
Languages Giant
SQ carnivorous compulsion, cast-iron stomach
ECOLOGY
Environment warm hills and mountains
Organization solitary, pair, party (4-8), or
tribe (10-30)
Treasure standard
SPECIAL ABILITIES
Carnivorous Compulsion (Ex)
A blemmyes hungers for the
chance to assault a foe unable
to fight back. When a creature
it threatens is unable to
take actions, such as when
it is dazed, stunned, or
unconscious, the blemmyes
gains a +2 morale bonus on
attack and damage rolls and
gains the fast swallow universal
monster ability, though it can use
this ability only against creatures unable to
take actions. If a blemmyes has line of sight
to an enemy unable to take actions, it must
succeed on a DC 15 Will save or be compelled
to move toward that enemy and attempt to
swallow it.
Cast-Iron Stomach (Ex) A blemmyes applies
its full natural armor bonus to the Armor
Class of the interior of its stomach. In
addition, a creature must deal damage
equal to 1/5 the blemmyes’ total
hp in order to cut its way out.
20
Bolt of Ekwane
Crackling with lightning, a dark cloud breaks into a whirlwind
of small black birds with blood-tinged beaks and claws.
Bolt of Ekwane CR 4
XP 1,200
N Tiny animal (swarm)
Init +6; Senses low-light vision, scent; Perception +12
DEFENSE
AC 17, touch 14, flat-footed 15 (+2 Dex, +2 size, +3 natural
hp 37 (8d8)
Fort +5, Ref +8, Will +4;
Defensive Abilities half damage from piercing and
slashing; Immune swarm traits; Resist electricity 10
OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee swarm (2d6 plus 1d6 electricity and pilfer)
Space 10 ft. Reach 0 ft.
Special Attacks crackling claws, lightning cloud, pilfer
STATISTICS
Str 2, Dex 15, Con 10, Int 2, Wis 14, Cha 6;
Base Atk +6; CMB +6; CMD 12
Feats Flyby Attack, Improved Initiative, Lightning Reflexes,
Skill Focus (Perception)
Skills Fly +13, Perception +12
ECOLOGY
Environment warm forests, plains
Organization solitary, bolt (2-4 swarms), or storm-front (5-10
swarms)
Treasure 1 random metallic object per swarm (20% chance of
random minor magic item)
SPECIAL ABILITIES
Crackling Claws (Ex) In addition to dealing normal
swarm damage to creatures sharing its space at the
end of its movement, other creatures in the path of as again for 1d4 rounds. The save DC is Wisdom-based.
a swarm take half damage from its swarm attack. The Pilfer (Ex) Once per round, a bolt of ekwane may attempt
swarm can use its pilfer ability against any creature it a steal combat maneuver against a creature damaged by
damages with its swarm attack. its swarm attack or flashing claws. This does not provoke
Lightning Cloud (Su) Arcs of electricity crackle through an attack of opportunity from the target of the maneuver.
the air between the individual birds within a bolt of The swarm must designate which item it will attempt to
ekwane. During any round, a bolt of ewkane may forgo steal before making the steal combat maneuver check.
its usual swarm damage (including damage from its Smaller cousins of the impundulu, or lightning bird,
flashing claws ability) until the beginning of its next ewkane are hawk-like crows with crimson beaks and
turn, instead releasing its built-up electrical charge into powerful claws. These incorrigible thieves flock in vast
a single creature whose space the swarm passes through communities among acacia and baobab trees. Violently
during its turn. That creature is affected as the primary territorial, the ekwane have been known to fly for miles
target of a chain lightning spell dealing 4d6 hp electricity to attack much larger creatures that they perceive as a
damage (DC 16 Reflex half). After striking this target, threat, attacking in swarms called bolts. They seek to drive
the lightning arcs to strike 6 random creatures (other intruders away and also to pilfer a bauble for their effort.
than the bolt of ekwane) within 30 feet of the primary Ekwane are attracted to shiny metal items and seem
target, dealing 4d6 points of electricity damage to those especially drawn to magical ones. The limited group mind
targets (DC 14 Reflex half). A bolt of ekwane cannot be that allows them to function as a swarm can only focus on
harmed by its own lightning cloud. Once the creature one “prize” at a time, and not for very long; each individual
releases its lightning cloud, it does not deal electricity member take turns holding the item before it is snatched
damage with its swarm attack and cannot use this ability away by another member. Often the branches of a bolt
of ekwane’s tree, and the ground around it, are littered
with abandoned prizes (1d10 mundane items, with a 10%
chance for 1d6 lesser magic items made of metal, glass, or
other reflective material).
21
Bouda
This hulking, hyena-faced humanoid has numerous scars along
its oversized muzzle, as if its jaw had once been ripped apart
and put back together. Clouds of gnats and fleas roil
around its arms.
Bouda CR 5
XP 1,600
NE Medium outsider (div, evil, extraplanar)
Init +6; Senses see in darkness; Perception +9
DEFENSE
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 57 (6d10+24)
Fort +6, Ref +7, Will +6
DR 10/cold iron or good; Immune fire, poison; Resist acid 10,
electricity 10
OFFENSE
Speed 30 ft.
Melee 2 claws +10 (1d4+4 plus mephitic paws),
bite +10 (1d6+4)
Special Attacks defiling smear (DC 17), prey on the weak
Spell-like Abilities (CL 5th; concentration +7)
Constant—detect good, detect magic
At will—ghost sound
3/day—darkness, expeditious retreat
1/day—vomit swarm
STATISTICS
Str 19, Dex 14, Con 18, Int 10, Wis 12, Cha 15
Base Atk +6; CMB +10; CMD 22
Feats Alertness, Improved Initiative,
Stealthy
Skills Climb +7, Escape Artist +8,
Intimidate +6, Knowledge (local) +6, Ravenous Gorge (Ex) As a full-round action that provokes
Knowledge (planes) +9, Perception +9, Sense Motive +10, an attack of opportunity, a bouda can consume the vital
Spellcraft +4, Stealth +10 organs of a corpse in the square it occupies. The bouda
Languages Abyssal, Celestial, Infernal; telepathy 100 ft. gains temporary hp equal to the dead creature’s HD
SQ change shape (beast shape I, hyena only), ravenous gorge, that last for up to 1 hr. Organs consumed by this ability
see in darkness are gone, and will prevent attempts to restore life to
ECOLOGY a creature through raise dead or similar effects which
Environment any (Abaddon) require a mostly intact corpse.
Organization solitary See in Darkness (Su) A bouda can see perfectly in darkness
Treasure standard
of any kind, including that created by deeper darkness.
SPECIAL ABILITIES
Defiling Smear (Ex) A bouda can secrete a disgusting Bouda are child-eaters, despoilers of purity and ruiners of
whitish-yellow substance with the viscosity of tar to mark family. Appearing superficially similar to oversized gnolls,
food and territory. As a standard action, the bouda can a web of scars along their muzzles is evidence of gluttonous
mark a single adjacent square, object or helpless creature eating habits. They always appear to be smiling in macabre
with this ability. Any living creature within 30 ft. of the fashion, their teeth and eyes faintly glowing yellow.
smear must make a Fortitude save (DC 17) or be sickened Bouda lurk on the fringes of society, using their
for 1 min. The stench of a smear remains potent for 1 shapechanging ability to blend in with mortals. They seek
week. A bouda can use this ability once per day—bouda out happy families, consuming the children under cover
themselves are immune to the effect. of night and leaving behind gruesomely elaborate trophies
for their victims’ parents to find. They will even mark a
Mephitic Paws (Ex) A bouda’s forearms are covered in
victim nights before their kill to drive more terror into
a visible cloud of vermin. Any living creature damaged
the hearts of the helpless parents. If the bouda does not
by the bouda’s claw attacks is nauseated for 1 round; a
fear any possible repercussion, it may even take the time
successful Fortitude save (DC 17) negates the effect. This
to haunt and terrorize the victim (and family) for weeks
ability’s DC is Constitution-based.
beforehand. Bouda on the run or roaming the wild assume
Prey on the Weak (Ex) A bouda can perform a coup de the form of a stocky hyena.
grace with its bite attack as a standard action.
22
Buraq
An aura of holiness surrounds this handsome human-headed At any point during the night journey, the buraq and its
equine, which possesses short but strong and feathery wings. rider can return to the location where it began the night
journey as a standard action, as if using word of recall.
Buraq CR 11
A buraq possesses astounding speed, determination,
XP 12,800
and resilience, among a host of noble qualities, but only
LG Medium outsider (extraplanar, lawful)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +22
pure-hearted humanoids can hope to obtain a service from
Aura holy aura (DC 24) such a righteous and honorable creature. The hide of every
buraq is white, though their beards, lashes, manes, and
DEFENSE
tails vary from silver to dusty tan to deep brown to glossy
AC 23, touch 22, flat-footed 17 (+6 Dex, +4 deflection, +1
black. A buraq is smaller than a mule but bigger than a
dodge, +2 natural)
donkey, though their carrying capacity belies their size and
hp 117 (14d10+42)
apparent strength. Nevertheless, a buraq is the ultimate
Fort +13, Ref +19, Will +20
DR 10/magic; Immune cold; Resist fire 10, electricity 10; SR 22 courier and the consummate heavenly steed. Paladins and
good-aligned clerics are the most likely candidates among
OFFENSE
those who ever hope to travel along a buraq, but other
Speed 120 ft., fly 240 ft. (perfect) virtuous individuals have also had this privilege.
Melee 4 hooves +15 (1d4+1), 2 wings +15 (1d4+1)
Spell-Like Abilities (CL 15th, concentration +21)
Constant—ant haul, holy aura (DC 24)
At will—detect evil, detect magic, pass without trace
3/day—haste, longstrider
1/day—plane shift, wind walk
STATISTICS
Str 15, Dex 23, Con 16, Int 18, Wis 21, Cha 23
Base Atk +14; CMB +20; CMD 37 (41 against trip)
Feats Agile Maneuvers, Dodge, Endurance, Great
Fortitude, Iron Will, Mobility, Weapon Finesse
Skills Acrobatics +20, Diplomacy +23, Escape
Artist +20, Fly +31, Knowledge (geography) +21,
Knowledge (planes) +21, Knowledge (religion) +21,
Perception +22, Sense Motive +22, Stealth +23
Languages Auran, Celestial, Common, Southern;
comprehend languages, elemental speech (air)
SQ buraq’s step, night journey
ECOLOGY
Environment any (Celestial planes)
Organization solitary, pair, flight (4-7)
Treasure double (buraq’s bridle, masterwork exotic
riding saddle, other treasure)
SPECIAL ABILITIES
Buraq’s Bridle (Su) Buraqs wear a gilded band
around their head or neck. While wearing this
band, a buraq gains a +2 enhancement bonus to
its Wisdom and Charisma and can use comprehend
languages and elemental speech (air) at will. It has no
power when worn by other creatures. If a buraq’s
bridle is broken, it can forge a new one with one
month of effort and 1,000 gp worth of pure gold.
Buraq’s Step (Su) Once per day, a buraq can travel
instantly (as greater teleport) with its rider to any point
within its line of sight.
Night Journey (Su) When outdoors at night, a buraq’s
vision is not limited by non-magical darkness. Once per
month, a buraq can declare that it is on a night journey,
during which it can use its buraq’s step once per round for
the next 24 hrs., though its destination must always be in
an area of non-magical darkness within its line of sight.
23
Cactid
Root-like tendrils explode from the sand at the base of a hp bleed damage per round. This bleed damage is not
pillar‑shaped cactus bristling with needles, greedily reaching for cumulative, but it cannot be halted by Heal checks or
nearby prey. magical curing as long as a creature remains grappled by
the cactid. Once the creature escapes, its bleed damage
Cactid CR 4 can be halted with a DC 15 Heal check or any amount of
XP 1,200 magical healing.
N Large plant Pull (Ex) Cactids can shoot their tendrils at targets within
Init -1; Senses blindsense 60 ft.; Perception +8 15 ft. If it strikes the same creature with both tendrils, it
DEFENSE can make a combat maneuver check to pull the target 5 ft.
AC 16, touch 8, flat-footed 16 (-2 Dex, +8 natural, -1 size) closer with each tendril.
hp 47 (5d8+25)
Cactids are semi-sentient cacti that grow in a myriad
Fort +8, Ref +0, Will +1
Defensive Abilities plant traits
of shapes and sizes, from ground-hugging barrel and
spheroid clumps that pin their victims to the ground to
OFFENSE
towering saguaros with club-like arms that yank victims
Speed 5 ft. off their feet. Most cactids are green or brown with distinct
Melee 2 slams +5 (1d8+3 plus grab)
ribs, lined with countless needles.
Space 10 ft.; Reach 5 ft.
Special Attacks pull (tendril, 5 ft.), constrict (1d8+3), desiccate
In addition to drawing water from their environment,
(1d3 Str) cactids use their tendril-roots to snag nearby creatures
and pull them into its deadly embrace. Once a creature is
STATISTICS
pinned to its spines, the cactid begins draining its bodily
Str 16, Dex 8, Con 18, Int 7, Wis 10, Cha 9 fluids through them, greedily feasting until nothing but a
Base Atk +3; CMB +7 (+11 grapple); CMD 16 dried husk remains. A cactid’s body is often adorned with
Feats Improved Natural Attack (slam), Toughness, Weapon
bright flowers or succulent fruit to lure prey into its reach.
Focus (tendril)
Skills Perception +8
Some even accumulate shiny objects that they scatter
Languages Sylvan (cannot speak) within reach to lure sentient creatures into their spiny
clutches. In the desert, however, their greatest treasure is
ECOLOGY
the water stored within their flesh. A slain cactid’s body
Environment warm deserts
yields four gallons of water that can be harvested with a
Organization solitary, or stand (3-6)
Treasure incidental
successful DC 15 Survival check. Failure indicates only one
gallon is recovered.
SPECIAL ABILITIES
It is rumored that cactids were created by a nomadic
Desiccate (Ex) When a cactid constricts a creature, it also sect of druids, but their original purpose is lost. They have
drains the target’s body fluids, dealing 1d2 points of limited mobility using their tendrils, and occasionally
Constitution damage (DC 16 Fortitude negates). The congregate in stands and migrate in groups to better
save DC is Constitution-based. hunting grounds.
Hail of Needles (Ex) When reduced below 10 hp,
a cactid can release a hail of needles as an
immediate action, dealing 6d6 hp piercing
damage in a 15-ft.-radius burst (DC 16 Reflex
half). The save DC is Constitution-based.
Spiny Constrictor (Ex) A cactid’s slams
and constrict deal bludgeoning and
piercing damage. In addition, a creature
constricted by a cactid begins taking 1d4
24
Clockwork, Imy-Ut Ushabti
Glittering scarabs scurry from under the deformed and Vomit Swarm (Ex) Once per day, and Imy-Ut Ushabti can
yellowed linen wrappings on the tomb guardian that is silently part its wrappings voluntarily and release a swarm of
approaching, an ornate sword in its hand. scarab beetles that follows its mental commands. This
statistics of this swarm are identical to a spider swarm
Imy-ut Ushabti CR 3 (Pathfinder Roleplaying Game Bestiary), but it delivers the
XP 800 Imy-Ut Ushabti’s embalming poison rather than the
N Medium monstrous humanoid usual spider swarm’s poison.
Init +0; Senses darkvision 60 ft; lowlight vision; Perception +7
The undying servants of the god-kings and queens of
DEFENSE
Nuria Natal, the Imy-ut Ushabti are tasked with guarding
AC 17, touch 10, flat-footed 17 (+3 armor, +4 natural) the tombs of their masters and shepherding them toward
hp 30 (4d10+8); regeneration 5 their eventual awakening. Generals, trusted advisors, and
Fort +3, Ref +4, Will +6
close allies of their god-king while living, these individuals
DR 5/bludgeoning
willingly accompanied their dying lords into the afterlife
Weaknesses vulnerability to fire
through a horrifying transformation. Still alive, they are
OFFENSE
tightly bound in linens and sealed within a sarcophagus
Speed 30 ft. amongst a swarm of flesh-eating scarabs which, over a
Melee khopesh +8 (2d8+3 plus embalming poison) period of days to weeks, fully consumed their bodies. The
STATISTICS servant’s devotion to their task, sufficient to endure the
Str 16, Dex 10, Con 14, Int 6, Wis 10, Cha 2 anguish of their passing, then imprints upon the scarab
Base Atk +4; CMB +7; CMD 17 colony, which, hive mind-like, animates the funerary
Feats Iron Will, Weapon Focus (khopesh) wrappings like a grotesque puppet to carry on its duty with
Skills Perception +7, Stealth +7 a primitive single-mindedness.
STATISTICS From a distance, the Imy-ut are nearly
Environment any underground (tombs) indistinguishable from the mummified form of their
Organization solitary or triad (3) masters, betrayed only by the reserved ornamentation
Treasure standard of their lacquered armor and the ripples of
SPECIAL ABILITIES movement beneath their wrappings as the
Embalming Poison (Ex) Khopesh—injury; mass of scarabs writhes beneath.
save Fort DC 14, frequency 1/round Traditionally, the Imy-ut Ushabti
for 2 rounds, effect 1d2 Con, cure 2 appear only in triads—the “Warden,”
consecutive saves. charged with ensuring the death sleep
Rent Wrappings (Ex) Creatures of their master is uninterrupted; the
damaging an Imy-Ut “Steward,” tasked with escorting their
Ushabti with slashing master back from the land of the dead;
or piercing weapons and the “Herald,” proclaiming their
shred its delicate linen master’s return to the world of the living.
wrappings, releasing In recent times it has become
a flurry of skittering fashionable among the Nurian elite to
scarabs. These beetles flow crudely imitate these ancient customs,
onto the attacker, dealing condemning scores of their servants
1d6 hp damage to that to brutal deaths, entombed with
attacker each round at the their deceased lords and swarms
beginning of its turn until of common carrion beetles.
they are removed, requiring Absent the carefully conducted
a successful DC 14 Reflex ancient rituals, the resultant
save as a full-round action. The monstrosities are a pale
beetles are also destroyed if the target shadow of the true Imy-ut.
takes any amount of damage from an area
effect. When a creature strikes an Imy-Ut
Ushabti with a natural weapon, unarmed
strike, melee touch attack, or bull rush,
drag, or grapple combat maneuver, the
creature can release a cluster of these
clinging beetles on the attacker as
an immediate action. The save
DC is Constitution-based.
25
Clockwork, Shabti
Covered in silver-and-red enamel jewelry and carrying a thinly they become king cobras (advanced giant venomous
carved stick, this angular creature appears normal, until the snakes). The shabti can mentally direct the serpents as a
faint sound of moving gears emanates from within as it turns free action. If killed in snake form, the armlets dissolve
jet-black eyes to face its enemies. into wisps of smoke that reform around the shabti’s
Shabti CR 8
XP 4,800
N Medium construct (gearforged)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 22, touch 16, flat-footed 16 (+6 Dex, +6 natural)
hp 75 (9d10+20)
Fort +3, Ref +9, Will +5
DR 5/adamantine; Immune gearforged traits
OFFENSE
Speed 40 ft
Melee +1 nabboot (see below) +16/+11 (1d4+4/15-20 plus
lesser tomb taint)
Space 5 ft.; Reach 5 ft.
Special Attacks lesser tomb taint, serpentine armlets
Spell-like Abilities (CL 9th)
At will—telekinesis (DC 17)
STATISTICS
Str 16, Dex 22, Con -, Int 10, Wis 12, Cha 14
Base Atk +9; CMB +17; CMD 28
Skills Climb +15, Intimidate +11
Feats Improved Critical (nabboot), Dodge, Mobility, Spring
Attack, Weapon Finesse
Languages Ancient Southern
Gear +1 nabboot, 2 black opals (250 gp each)
DEFENSE
Environment any land (ruins)
Organization solitary
Treasure none
SPECIAL ABILITIES
Lesser Tomb Taint (Su) A successful critical hit by a
shabti’s nabboot inflicts the target with a weaker form of
mummy rot.
Lesser Tomb Taint: curse and disease—injury; save Fort
DC 14; onset 1 round; frequency 1/day; effect 1d4 Con
and -5 speed; cure —. A creature failing multiple saves
against lesser tomb taint reduces all of its speeds by 5 for
each failed save. No speed can be reduced below 5 ft. by
this curse. Tomb taint is both a curse and a supernatural
disease. It can be cured only if the curse is first removed,
at which point the disease can be magically removed.
Even after the curse element is lifted, a creature suffering
from it cannot recover naturally over time. Conjuration
(healing) spells cast on an afflicted creature fail unless
the caster succeeds as a DC 16 caster level check. Anyone
who dies from tomb taint turns to stone and cannot be
raised without a resurrection or greater magic. The save
DC is Charisma-based.
Serpentine Armlets (Su) The brass-and-precious-stone
armlets wound around the shabti’s forearms disguise
a potent weapon. As a move action, the shabti can
command the armlets to drop to the floor, whereupon
26
forearms. They cannot be returned to snake form for 1
week thereafter. These armlets are linked to the shabti
at the time of its creation and do not function for other
creatures. Nabboot
The shabti’s weapon is a four-foot rattan or bundled
Shabti (SHAHB-tee) are lifelike constructs designed to reed stick commonly used in ancient forms of single-
tend to the needs of their masters in the afterlife. Dressed stick fighting. A dextrous tool, the nabboot does 1d4
in ceremonial regalia, they are sometimes mistaken hp piercing damage, has a critical hit range of 18-20
for living beings by tomb intruders, though careful and can be used with the Weapon Finesse feat. A non-
examination reveals faintly glowing hieroglyphs graven magical nabboot costs 2 gp.
into their garments and their bodies. Usually driven mad
by centuries within its master’s tomb, a shabti fiercely Gearforged Traits
attacks anything that threatens its sworn charge. It These living constructs have no Constitution scores
begins by releasing its serpentine armlets to attack front- and are immune to disease, poison, magical sleep
line combatants and then uses its telekinesis to engage effects, enchantment effects, paralysis, and effects that
spellcasters who try to hide behind their allies, thrashing require a Fortitude save (unless those effects can also
any who stand in their way with archaic but effective stick- affect objects). Gearforged cannot become fatigued or
fighting maneuvers. Shabti fight until destroyed. exhausted, nor do they need to eat, sleep, or breathe.
As living creatures, though, they do not have any other
immunities common to constructs. They cannot heal
damage on their own; cure spells and the like only heal
hybrids for the minimum amount per charge or dose.
Magical repair spells work normally however. For
more information about gearforged, see the Midgard
Campaign Setting or Advanced Races #3: Gearforged.
27
Clockwork, Ushabti
Wielding a khopesh and scepter, this towering figure in ancient • binding earthARG (Fort DC 17)
armor wears an ornate headpiece with eyes that ignite in a golden • disfiguring touchUM (Will DC 17)
radiance upon detecting intruders. • frigid touchUM (Fort DC 17)
• ill omenAPG (no save)
Ushabti CR 11 • inflict moderate wounds (Will DC 17)
XP 12,800 • murderous commandUM (Will DC 16)
N Large construct (gearforged) • spontaneous immolationUC (Fort/Ref DC 17)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +12 • steal breathARG (Fort DC 17)
DEFENSE Healing Leech (Su) When a conjuration (healing) effect
AC 25, touch 12, flat-footed 22 (+6 armor, +7 natural, -1 size, or channeled positive energy heals damage within 30 ft.
+3 Dex) of an ushabti, its magical siphons reduce the amount
hp 148 (14d10+78) of healing by half, applying the stolen healing effect to
Fort +4, Ref +7, Will +9 the ushabti as healing (or as temporary hp, if the stolen
DR 10/adamantine; Immune gearforged traits healing would bring it above its maximum hp). If the
OFFENSE creature creating the healing effect succeeds on a DC 22
Speed 15 ft. Will save, the healing effect is not halved but the ushabti
Melee Medjai’s scepter +19/+14/+9 (2d6+10) and +1 khopesh still gains half of the healing effect as described above.
+18/+13 (2d6+9, 19-20); or Medjai’s sceptre +23/+18/+13 Medjai’s Scepter (Su) This specialized rod of the viper
(2d6+10) only functions for the ushabti for whom it was created.
Space 10 ft.; Reach 10 ft. It strikes as a +2 light mace and once per day as a
Special Attacks dynastic aura, Medjai’s scepter standard action the ushabti envenoms the weapon for 10
STATISTICS rounds. Any creature it strikes with the Medjai’s scepter
Str 26, Dex 17, Con -, Int 12, Wis 20, Cha 9 during this time is affected as poison (DC 16 Fortitude
Base Atk +14; CMB +23; CMD 36 negates). Each additional failed
Feats Cleave, Double Slice, Improved Two-Weapon Fighting, save by a creature already poisoned
Lunge, Power Attack, Two-Weapon Fighting, extend the poison’s duration by 3
Two-Weapon Rend rounds increase the save
Skills Intimidate +10, Knowledge (History) +10, DC by 2.
Perception +12, Spellcraft +10, Stealth +11
Languages Ancient Southern
Gear Medjai’s scepter, +1 khopesh, breastplate
SQ healing leech
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Dynastic Aura (Sp) As a standard action, an
ushabti (oo-SHAB-tee) can create a spell effect in
a 30-ft. emanation centered on itself and moving
with it. Enemies within or entering this area must
save or be affected (even if the companion spell effect
normally affects only a limited number of targets).
Creatures failing their saves remain affected as long as
they remain within the dynastic aura (up to a maximum
of the spell’s normal duration). If they leave the aura or it
is changed before that duration expires, they can attempt
a new save each round to end the effect.
Creatures that successfully save are immune to that
effect from the ushabti’s dynastic aura for 24 hrs.;
however, they are not immune to other effects from
its dynastic aura. An ushabti can change the spell
effect of its dynastic aura as a move action, though it
cannot change auras until at least 1 round has passed
since the previous activation or change. Activating or
changing this dynastic aura does not provoke attacks
of opportunity. The specific spells available to the
Ushabti’s dynastic aura (and their Saving Throw
DCs) follow.
28
Dau
This small, impish humanoid has a wide grin, a lilting laugh,
and a spindly body covered in sand-colored skin. The desert winds
whip around it, making it almost indistinguishable from the
surrounding dunes.
Dau CR 5
XP 1,600
CN Small fey (air, extraplanar)
Init +3; Senses detect thoughts, low-light vision; Perception +13
DEFENSE
AC 19, touch 15, flat-footed 15 (+3 Dex, +1 dodge, +4 natural,
+1 size)
hp 38 (7d6+14)
Fort +4, Ref +8, Will +8
Defensive Abilities mirror dodge; DR 10/cold iron; SR 16
OFFENSE
Speed 20 ft., fly 60 ft. (perfect)
Melee 2 desiccating touches +7 (2d6 nonlethal plus 1d4
Strength drain)
Spell-Like Abilities (CL 8th; concentration +11)
Constant—blur, detect thoughts (DC 15)
At will—color spray (DC 14), create water, endure elements,
hypnotic pattern (DC 15), silent image (DC 14)
3/day—create food and water, hallucinatory terrain (DC 17),
invisibility, mirror image
1/day—mirage arcana (DC 18), permanent image (DC 19),
programmed image (DC 19), rainbow pattern (DC 18)
STATISTICS
Str 7, Dex 17, Con 14, Int 14, Wis 17, Cha 16
Base Atk +3; CMB +0; CMD 14
Feats Dodge, Flyby Attack, Mobility, Weapon Finesse
Skills Acrobatics +13 (+9 to jump), Bluff +12,
Diplomacy +12, Escape Artist +13, Fly +19, Knowledge
(nature) +12, Perception +13, Sense Motive +13, Survival +4,
Stealth +13
Languages Aklo, Auran, Sylvan; telepathy 60 ft.
SQ tangible illusion
ECOLOGY
Environment warm desert
Organization solitary
Treasure standard
SPECIAL ABILITIES
Mirror Dodge (Su) Once per day, as an immediate action 10 min., after which it reverts to being an illusion (or
when hit by a melee or ranged attack, a dau can replace vanishes, if the duration of the original illusion has
itself with an illusory duplicate and teleport to any expired). During that time, the illusion gains all the
open square within 30 ft. of its current position. The physical properties of the depicted illusory object. The
dau takes no damage from this attack, which instead dau must touch the illusion to use this ability, and the
destroys the illusory duplicate (similar to mirror image). object can be no larger than 5 cubic ft.
The dau requires a line of effect to the square into which Daus are mirage fey of the desert. They stand around three
it teleports. feet tall, with sand-like skin and a shimmering aura that
Strength Drain (Su) Creatures hit by a dau’s touch attack looks like a heat haze.
must succeed on a DC 15 Fortitude save or take 1d6 points Daus are flighty creatures, physically weak and unfocused
of Constitution drain. On each successful attack, the dau but agile in both body and wit. Their ability to magically
gains 5 temporary hp. The save DC is Charisma-based. provide for themselves in most material ways tends to make
Tangible Illusion (Su) Once per day as a full-round daus lazy and hedonistic. As a result, daus are often openly
action, a dau can temporarily transform a single object friendly and eager for company. They frequently invite
created by an illusion spell that it casts into a physical, others to rest in their lairs but their hospitality can turn to
nonmagical version of that object. The object lasts for cruelty if their intricate rules of etiquette are breached.
29
Demon, Kishi
This strong and handsome warrior has a snarling hyena’s face at Trophy Shield (Su) Once per day, a kishi demon can
the back of its head. perform a special coup de grace. If the target is killed, the
demon takes part of the slain creature’s essence along
Kishi demon CR 9 with a grisly trophy and mounts it upon its shield, which
XP 6,400 becomes a +1 defiantUE shield for 24 hours. The shield’s
CE Medium outsider (chaotic, demon, evil, extraplanar) defiant property applies against creatures of the same
Init +4; Senses darkvision 60 ft., all-around vision, low-light type (and subtype, if any) as the slain creature.
vision, scent; Perception +13 Vise Jaws (Ex) A kishi demon can use its grab special
DEFENSE attack against creatures up to its own size, and can make
AC 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, a grapple check as a swift action to maintain a grapple.
+3 natural, +3 shield) It gains a +5 racial bonus on the check if it uses a move
hp 113 (12d10+48) action to maintain the grapple, or a +10 racial bonus if
Fort +8, Ref +12, Will +8 it uses a standard action. Using all three types of action,
DR 10/cold iron and good; Immune electricity, a kishi can make up to three grapple checks per round
poison; Resist acid 10, cold 10, fire 10 SR 20 while maintaining a grapple. A creature grappled by it
OFFENSE takes a -10 penalty on Escape Artist or grapple checks
Speed 50 ft. made to escape. A kishi demon deals bite damage each
Melee mwk longspear +17/+12/+7 (1d8+2) and time it succeeds on a grapple check.
bite +17 (1d6+4 plus grab)
Ranged spear +17 (1d8+4) Kishi are two-faced demons perpetually
Spell-Like Abilities (CL 10th; concentration +16) driven by their voracious appetites, with
Constant—detect good, detect magic a predilection for humanoids. Kishi
At will—greater teleport (self plus 50 lbs. of frequently behead, scalp, or skin their
objects only), magic weapon, suggestion (DC victims, decorating their shields with
20), tongues, unnatural lust (DC 19) their trophies. They masquerade as
3/day—glibness muscular warriors or handsome
1/day—dominate person (DC 22), summon
storytellers, wearing elaborate
(level 4, 1 kishi 35%)
headdresses or clan veils to hide
STATISTICS
their demonic hyena head. They
Str 19, Dex 19, Con 19, Int 15, Wis 11, Cha 23 use magical and non-magical
Base Atk +12; CMB +16 (+20 grapple with means of persuasion to set
bite); CMD 31
their victims at ease because
Space 5 ft.; Reach 5 ft. (10 ft. with
they inevitably feast upon their
longspear)
Special Attacks vise jaws delicate flesh.
Feats Combat Reflexes, Dodge, Missile
ShieldAPG, Shield Focus, Skill Focus (Bluff),
Spell Focus (enchantment)
Skills Acrobatics +12, Bluff +25, Climb
+12, Craft (weapon) +15, Intimidate +19,
Knowledge (planes) +12, Perception
+13, Perform (oratory) +19, Sense
Motive +11, Stealth +12, Swim +12
Languages Abyssal, Celestial, Common,
Draconic, Southern, telepathy (100 ft.)
ECOLOGY
Environment any (Abyss)
Organization solitary or hunting party
(1 kishi and 1d4 fiendish dire hyenas)
Treasure standard (masterwork
longspear, 1d4+1 spears, heavy
wooden shield, and other treasures)
SPECIAL ABILITIES
Spearman (Ex) A kishi demon
can wield a spear or longspear
in one hand while using a
shield and can draw a spear or
longspear as a swift action.
30
Demon Lord, Camazotz
This cunning demon lord can appear as a monstrous, gore-caked DC 30 half. A character that fails to save against this
bat or a simple peddler with a bat-like nose and clawed feet. attack has his flesh scoured away by the unholy fire and
In his true form, he is a lean man with short black fur, large takes 1d4 points of Constitution damage. The save DC is
membranous wings and a chilling bat Constitution-based.
Gift of Vampirism (Su) Camazotz may, at his discretion,
Camazotz CR 24 raise those characters slain by means of his strength
XP 1,228,800 drain ability as vampires. The character rises after 1d4
CE Large outsider (chaotic, evil, extraplanar, fire) days and is completely under Camazotz’s control until
Init +10; Senses darkvision 120 ft., see in darkness; such time as he sees fit to grant it free will. At any given
Perception +29 time, Camazotz may have enslaved vampires totaling no
Aura fear 30 ft. more than twice his own Hit Dice.
DEFENSE Heat Mantle (Su) Camazotz is infused with the heart
AC 44, touch 16, flat-footed 37 (+6 Dex, +1 dodge, +28 natural, of volcanoes and inflicts 2d6 hp fire damage when
-1 size)
hp 322 (28d8+196)
Fort +23, Ref +22, Will +22
DR 20/cold iron and good; Immune fire, paralysis, poison,
sonic; Resist acid 10, electricity 10; SR 37
Weakness cold
OFFENSE
Speed 30 ft., fly 50 ft. (average)
Melee bite +37 (1d8+10 plus 2d6 fire plus 2d6 Strength drain)
2 claws +35 (1d6+10 plus 2d6 fire plus 2d6 Strength drain)
Space 10 ft.; Reach 10 ft.
Special Attacks fire breath, gift of vampirism, strength
drain, summon bats, summon demon
Spell-Like Abilities (CL 23rd; concentration +30)
At will—astral projection, blasphemy (DC 24),
deeper darkness, desecrate, detect good, detect
law, greater dispel magic, greater teleport,
nightmare (DC 23), plane shift (DC 23),
shapechange, telekinesis (DC 23), unhallow,
unholy aura, unholy blight (DC 23)
3/day—banishment (DC 24), haste,
symbol of pain (DC 22)
1/day—earthquake, shades (DC 26)
STATISTICS
Str 30, Dex 22, Con 25, Int 12, Wis
22, Cha 25
Base Atk +28; CMB +39; CMD 56
Feats Alertness, Bleeding Critical,
Cleave, Combat Reflexes, Critical
Focus, Deflect Arrows, Dodge, Flyby
Attack, Greater Cleave, Improved
Initiative, Multiattack, Power Attack,
Stealthy, Wingover
Skills Acrobatics +29, Bluff +30, Climb
+33, Intimidate +33, Knowledge
(planes) +24, Knowledge (religion) +23,
Perception +29, Stealth +32, Survival +29
Languages Abyssal, Common, Draconic,
Ignan, Infernal; speak with animals (bats
only), telepathy 300 ft.
SQ heat mantle
SPECIAL ABILITIES
Fire Breath (Su) Camazotz can
breathe a 30-ft. cone of unholy fire
once every 1d4 rounds: damage
10d8 (half fire, half evil), Reflex
31
he strikes a foe with bite or claw. A foe that strikes Camazotz is a brutal and violent creature, and his
Camazotz with a natural weapon or unarmed strike also followers are blindly destructive and rapacious. They
takes 2d6 hp fire damage. spread pain and horror wherever they go, feed upon
See in Darkness (Ex) Camazotz can see perfectly in the still-beating hearts of their victims, and slaughter
darkness of any kind, even that created by deeper darkness. innocents in his name. Those who invoke his name on the
Speak with Bats (Sp) Camazotz can speak with all bats battlefield usually wear armor made from the flayed skin
and bat-like creatures. of captives, their masks carved to resemble a bat’s face.
They often wield weapons that are spiked or made from
Strength Drain (Su) Any creature damaged by Camazotz’s razor-sharp obsidian.
bite or claws suffers 2d6 hp Strength damage (DC 30 Large drums of carved wood with heads of dire bat skin
Fortitude halves). play an important role in rituals. Worshippers beat on
Summon Bats (Sp) Camazotz can summon 4d6 dire bats them with human femur bones, creating a deep, ominous
or 2d6 bat swarms with 100% chance of success once per thrum that builds to a wild crescendo as the sacrifices are
day. The bats appear immediately and serve the demon made in an orgy of blood and gore. All the while, bat-
for up to 1 hr. This ability is the equivalent of an 8th-level masked men and women dance in frenzy.
spell cast at Camazotz’s CL. Victims of these rituals are typically dismembered in
Summon Demon (Sp) Once per day, Camazotz can death. Organs are removed from the corpse for ritual
summon 4d10 dretches of a variety native to his feasting, while particularly noteworthy victims are skinned
cavernous realm (pathetic, squat, and blubbery creatures to make body suits or cloaks for high-ranking priests.
with clawed batwings for arms) as a standard action with Finally, the corpse is thrown into an abyssal pit where it is
100% chance of success. believed that Camazotz will claim the soul as his prize.
Telepathy (Su) Camazotz can communicate telepathically Only in the most remote areas do followers of Camazotz
with any creature with a language to a range of 300 ft. practice their faith in the open. Instead, most rituals take
place in deep labyrinths or caverns, their entrances marked
While many stories of lurking monsters and night terrors with bat carvings and numerous niches for offerings.
are simply designed to frighten children, Camazotz, Bat Shrines are usually high-vaulted chambers: ceilings are
Lord of the Underworld, is all too real. A being of pure roiling masses of roosting bats and floors are covered in
savagery and hatred, he is a vile demon lord that holds guano. Though usually small, a large, established cult is
sway over bats, vampires, and the underworld. From the a blight on the surrounding land; their savage, nighttime
deep recesses of the earth and the caves connecting to the assaults wipe out entire villages.
surface, he waits restlessly until the slow creep of night
begins to engulf the land. Then, he emerges to feed and
spread terror.
32
Demon Lord, Mechuiti
A yellow-green fire burns atop this towering red-furred mandrill’s
head. It has massive, muscular arms ending in razor-sharp claws,
and a slavering jaw filled with huge fangs and boar-like tusks
that curl almost back to its blue cheeks.
Mechuiti CR 26
XP 2,457,600
CE Gargantuan outsider (chaotic, demon, evil,
extraplanar, fire)
Init +10; Senses darkvision 120 ft., detect magic,
detect thoughts, low-light vision, true seeing;
Perception +39
Aura frightful presence (120 ft., DC 33),
unholy aura (DC 26)
DEFENSE
AC 44, touch 28, flat-footed 34 (+4 deflection,
+10 Dex, +16 natural, +8 profane, −4 size)
hp 635 (31d10+465); regeneration 30 (deific or mythic)
Fort +36, Ref +31, Will +19
Defensive Abilities Abyssal resurrection, diseased ichor,
freedom of movement; DR 20/cold iron, epic, and good;
Immune ability damage, ability drain, acid, charm
effects, compulsion effects, death effects, demon fever,
electricity, energy drain, fire, petrification, and poison;
Resist cold 30; SR 37
Weaknesses vulnerable to cold
OFFENSE
Speed 60 ft., climb 60 ft.
Melee bite +49 (4d6+22/18-20/×3 plus 4d6 acid and
grab), 2 claws +49 (2d8+22/18-20/×3 plus rend)
Space 20 ft.; Reach 20 ft.
Special Attacks breath weapon (60 ft. cone, 20d6
damage [half acid, half fire], Reflex DC 40 halves,
usable every 1d4 rounds), deadly weapons,
immolating corona, rend (1 claw, 2d8+33)
Spell-Like Abilities (CL 26th; concentration +34)
Constant—detect magic, detect thoughts (DC 20), freedom
of movement, mind blank, true seeing, unholy aura
At will—blasphemy (DC 25), burning monkey swarmDM (DC
21), cannibal compulsionDM (DC 25), delayed blast fireball
(DC 25), dream, fire storm (DC 25), greater dispel magic,
greater teleport (self plus 50 lbs. of objects only), hold
monster (DC 23), nightmare (DC 23), power word stun,
pyrotechnics (DC 20), repulsion (DC 24), telekinesis (DC 23),
unholy blight (DC 22), wall of fire
3/day—quickened power word stun, summon (level 9, 2–5 ape
demons or 1–3 baregaras, 100%)
1/day—mage’s disjunction (DC 27), meteor swarm (DC 27),
power word kill, summon (level 9, any 1 CR 19 or lower
demon, 100%)
STATISTICS
Str 54, Dex 30, Con 40, Int 20, Wis 20, Cha 27
Base Atk +31; CMB +57 (+59 awesome blow, +59 bull rush,
+61 grapple), CMD 89 (91 vs. awesome blow, 91 vs. bull rush) Skills Acrobatics +44 (+56 to jump), Bluff +42, Climb +30,
Feats Awesome Blow, Cleave, Critical Focus, Great Cleave, Intimidate +64, Knowledge (arcana, nature, religion) +36,
Greater Vital Strike, Improved Awesome BlowACG, Improved Knowledge (planes) +39, Perception +39, Sense Motive +39,
Bull Rush, Improved Vital Strike, Intimidating Prowess, Power Stealth +32, Use Magic Device +42
Attack, Quick Bull RushUC, Quicken Spell-Like Ability (power Languages Abyssal, Ape, Celestial, Common, Draconic, Ignan;
word stun), Rending FuryUC, Staggering Critical, Stunning telepathy 300 ft.
Critical, Vital Strike SQ demon lord traits
33
ECOLOGY Though he was cast out of the Hells in ancient times,
Environment island prison Mechuiti has remained a terror through the ages. Only
Organization solitary (unique) or troupe (Mechuiti plus 6–15 with the most powerful of their magics and technologies
ape demons or 3–9 baregaras) did the ancient humans drive him back to the island where,
Treasure triple unable to destroy him, they bound him within a volcano.
SPECIAL ABILITIES In combat, Mechuiti alternates between tearing enemies
Deadly Weapons (Ex) Mechuiti’s fangs and claws are apart with his claws and fangs, and using his breath weapon
razor sharp with a critical threat range of 18–20 and a of flaming, boiling acid. He does this while immolating
critical multiplier of ×3. his attackers with bursts of unholy fire or disabling them
with a quickened power word stun. His unrelenting fury
Diseased Ichor (Ex) Any creature that confirms a critical
and bloodlust mean he always uses Power Attack, taking a
hit against Mechuiti with a piercing or slashing (non-
−8 on his attack rolls to gain a +16 on his damage rolls. If
reach) melee weapon is sprayed with his blood and must
enemies prove too resistant to his immolating corona or
succeed at a DC 40 Fortitude save or contract demon
breath weapon, he strips their magical protections away
fever (see Pathfinder Roleplaying Game Core Rulebook). The
with mage’s disjunction.
save DC is Constitution-based.
Immolating Corona (Su) Every 1d4 rounds as a swift MECHUITI’S CULT
action, Mechuiti can cause his fiery crown to explode out
in a burst of yellow-green flames. All creatures within Mechuiti first enthralled a small band of cannibal pygmies,
20 ft. of Mechuiti take 10d6 hp damage and catch fire, known as the Behtu, by visiting their leaders and priests
taking 2d6 hp damage until the flames are extinguished. in dreams and nightmares. After crossbreeding them with
The flames deal half fire and half unholy damage. A carnivorous apes, he infected them with his demonic ichor.
successful DC 40 Reflex save halves the damage and He also taught them tattoo magic to give them fiendish
avoids catching on fire. Attempts to extinguish this fire power and strength. The Behtu have not found the key
use the save DC. The save DC is Constitution-based. to secure their master’s full release, but they still search,
torturing and enchanting any unlucky explorers stumbling
Mechuiti (meh-CHOO-ee-tee) resembles a 25-ft.-tall, upon their abode to extract information.
fiendish mandrill, with a yellow-green flame blazing atop Mechuiti commanded the Behtu to breed many fiendish
its head. He can stand erect like a human, but frequently beasts and lizards with his blood: dire apes, fiendish giant
chooses to knuckle walk. lizards, and even demonic spiders. He has raised several
Expelled from the sweltering jungles and deadly swamps generations of fiendish lava dragons lairing in the volcano’s
of the Hell of Cannibals, Mechuiti was coughed out of a caldera which guard his temple-fane and deal with any
volcanic portal into an island prison. Here he schemes and threats beyond the Behtu’s reach.
plots his revenge while breeding his demonic minions:
tieflings, fiendish beasts, and the Behtu (see page 19).
34
Demon, Apau Perape
Sharp teeth fill this large, demon’s mouth. Its fur is midnight slashing (non-reach) melee weapon is sprayed with its
black, and its eyes glow a deep, disturbing red. Its long, muscular blood and exposed to a contact version of demon fever
arms stretch to the ground, ending in wickedly curved claws. (see Pathfinder Roleplaying Game Core Rulebook).
35
Devil, Crystalline
A pretty, sparkling jewel lies on the ground before you, seeming to
glow with an appealing inner light.
Crystalline Devil CR 7
XP 3,200
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +6; Senses darkvision 60 ft., low-light vision, see in
darkness; Perception +14
DEFENSE
AC 20, touch 16, flat-footed 18 (+4 deflection, +2 Dex, +4
natural)
hp 94 (9d10+45)
Fort +11, Ref +5, Will +7
Defensive Abilitiies DR 10/good or silver; Immune fire,
poison; Resist acid 10, cold 10; SR 19
OFFENSE
Speed 30 ft.
Melee 2 claws +12 (1d8+3) and bite +10 (1d6+3)
Special Attacks crystalline spray (9d4 plus bleed, DC 19),
sneak attack (+2d6)
Spell-Like Abilities (CL 9th; concentration +14)
Constant—detect thoughts (DC 17), tongues
At will—charm person (DC 18), darkness, greater teleport (self
plus 50 lbs. of objects only)
3/day—mad hallucinationUM (DC 17), murderous commandUM
(DC 18), suggestion (DC 20)
1/day—summon (level 3, 1 crystalline devil, 25%), malicious
spiteUM (DC 21)
STATISTICS
Str 16, Dex 14, Con 20, Int 18, Wis 14, Cha 20
Base Atk +9; CMB +12; CMD 24
Feats Greater Spell Focus (enchantment), Improved Initiative,
Iron Will, Multiattack, Spell Focus (enchantment)
Skills Acrobatics +14, Bluff +25, Diplomacy +17, Intimidate
+17, Knowledge (arcana) +16, Knowledge (planes) +16, it uses spell-like abilities in this form. Transforming into
Knowledge (religion) +16, Perception +14, Sense Motive +14, or out of this form ends the devil’s turn.
Stealth +14; Racial Modifiers +8 Bluff Crystalline Spray (Su) As a standard action, a crystalline
Languages Celestial, Common, Infernal; telepathy 100 ft. devil can release a flurry of crystalline shards in a 30-ft.
Combat Gear none
line, 15-ft cone-shaped burst, or in a burst that affects
SQ betraying carbuncle
all creatures adjacent to the devil. This crystalline spray.
ECOLOGY
deals 9d4 hp piercing and slashing damage (DC 19
Environment underground, urban Reflex half). Creatures failing their Reflex save also
Organization solitary or cache (2–5) take 1d4 hp bleed damage. After using this ability, a
Treasure double coins and trade goods
crystalline devil must wait 1d4 rounds before using it
SPECIAL ABILITIES again. The save DC is Constitution-based.
Betraying Carbuncle (Su) As a move action, a crystalline
devil may take the form of a Diminutive gemstone with Crystalline devils resemble gem-coated humanoids with
an apparent value of 500 gp. It radiates enchantment cruel, twisted faces, jagged teeth, and terrible talons like
magic in this form, and if identified (DC 22 Spellcraft shards of broken glass. Their feet, however, are soft and
check) will be revealed as a bluffing bauble, a magical jewel bare, allowing them to pad along with surprising stealth,
that grants a +5 competence bonus on Bluff checks to always looking for a favorable spot to assume gem form
a creature carrying it. The devil may choose to grant a and catch the eye of unwary creatures whose minds it may
bonus on the Bluff checks of a creature carrying the gem, corrupt. If their identity is revealed in gem form, they
though it actually provides a profane bonus rather than a reassume their normal form and attack.
competence bonus. Created and favored by Mammon, the Lord of Greed,
In this form, a crystalline devil has hardness 10 and crystalline devils masquerade as magic treasures.
uses its own hp. It retains all of its normal senses and Insinuating themselves into groups and communities while
special abilities; however, it can take only purely mental encouraging betrayal and murder, then persuading a host to
actions. It does not provoke attacks of opportunity when pass on their treasure to another to atone for their crimes.
36
Devil, Salt
This lanky creature has sharp, wicked teeth, curving
claws, and grayish skin studded with salty, pebble-like
growths. Unmatched cruelty glints in its dull red eyes.
Salt devil CR 6
XP 2,400
LE Medium outsider (devil, evil, extraplanar,
lawful)
Init +6; Senses darkvision 60 ft., low-light vision,
see in darkness; Perception +18
DEFENSE
AC 22, touch 12, flat-footed 20 (+4 armor, +1 Dex,
+1 dodge, +6 natural)
hp 73 (7d10+35)
Fort +7, Ref +6, Will +7
DR 10/silver or good; Immune fire, poison; Resist acid 10,
cold 10; SR 17
OFFENSE
Speed 30 ft.
Melee 2 claws +12 (1d6+5) and bite +7 (1d4+5) or
mwk scimitar +13/+8 (1d6 +5) and bite +7 (1d4+5)
Special Attacks desiccate (3d6 plus fatigued, Fort DC 18)
Spell-Like Abilities (CL 7th; concentration +10)
Constant—see invisibility
At will—cup of dustAPG (DC 16), darkness, greater teleport (self
plus 50 lbs. of objects only)
3/day— dispel magic, howling agonyUM (DC 15)
1/day— desiccating breath, summon (level 3, 1 salt devil, 40%)
STATISTICS
Str 21, Dex 13, Con 20, Int 13, Wis 14, Cha 16
Base Atk +7; CMB +12; CMD 24
Feats Dodge, Improved Initiative, Mobility, Spring Attack
Skills Acrobatics +8, Bluff +13, Diplomacy +10, Intimidate
+10, Knowledge (planes) +6, Linguistics +3, Perception
+17, Sense Motive +12, Stealth +17; Racial Modifiers +8
Perception, +8 Stealth
Languages Celestial, Common, Gnoll, Infernal; telepathy 100 ft.
ECOLOGY
Environment deserts
Organization solitary or brood (2–12)
Treasure standard (chain shirt, other treasure)
SPECIAL ABILITIES
Desiccate (Su) A salt devil can destroys the moisture Salt devils claim to serve Mammon; they have sharp,
within a living creature as a melee touch attack, dealing crystalline teeth, a sparkling skin studded with fine salt
3d6 hp damage (DC 18 Fortitude half). A creature failing crystals, and terrible claws that leave jagged, burning
its Fortitude save also becomes fatigued, or exhausted if wounds, though they can forge salt-encrusted blades
already fatigued. Plants and creatures with the aquatic seemingly from thin air with which to torment and savage
or water subtype take 50% more damage than normal those who stand against them. Salt devils often ally with
and take a -2 penalty on their saving throw. The save DC gnolls and slavers and seek out oases to poison with bitter
is Constitution-based. A creature killed by this effect is water or to claim as ambush sites. They strive to create slave
affected as gentle repose (caster level 5th). markets and salt mines, thriving on the misery of those
Salt Scimitar (Ex) As a full-round action, a salt devil can indentured into their service. Salt devils detest summoning
crystallize a curving, jagged blade of hardened salt crystal peers during combat, as they hate being indebted to
that functions as a masterwork scimitar, and when a salt another devil, preferring to forge alliances with mortals
devil confirms a critical hit with it the target becomes when partners are needed for an endeavor.
sickened with pain and wracking thirst for 1d4 rounds
(DC 18 Fortitude negates). A salt scimitar crumbles into
salty dust 1 round after the devil releases it. The save DC
is Constitution-based.
37
Dingonek
This scaly, blubbery horror has a long, spiraling horn coming from The dingonek is a strange and highly territorial monster
its head and a scorpion-like sting at the end of its bony tail; it inhabiting the lakes and rivers at the heart of the jungle. The
shrieks as it bursts from the lake’s dark waters. creature’s flaccid body and blocky, tusked head resemble
a walrus, though a long, spiraling horn protrudes from its
Dingonek CR 10 skull like that of a narwhal. Some rare specimens possess
XP 9,600 one or two straight tusks in addition to their down-curving,
CE Large aberration (aquatic) walrus-like ones. A thick layer of hard, diamond-shaped
Init +1; Senses darkvision 60 ft.; Perception +10 scales covers the dingonek’s blubbery hide. A hard, bony
DEFENSE plate rests above its rear flippers, where a thick, muscular
AC 31, touch 10, flat-footed 31 (+1 Dex, +22 natural, -1 size) tail and long bony sting curl up over its back, constantly
hp 124 (15d8+60) dripping a fatal poison. Dingoneks claim entire lakes or
Fort +9, Ref +6, Will +8 stretches of river miles long and suffers no intrusions or
rivals, fighting crocodiles and explorers alike with equal
OFFENSE
rapacity to drive them away from their watery nests.
Speed 10 ft., swim 50 ft.
Melee bite +16 (2d6+6), 2 claws +16 (1d6+6), and sting +14
(1d8+6 plus poison) DINGONEK, HORNED TERROR (CR 11)
Space 10 ft.; Reach 10 ft. (15 ft. with tail) One dingonek out of a hundred is born with one or two
Special Attacks poison straight tusks similar to those of a narwhal, in addition to
STATISTICS the pair that a typical dingonek possesses. These horned
Str 23, Dex 12, Con 19, Int 7, Wis 9, Cha 17 terrors gain Power Attack and Improved Bull Rush as
Base Atk +11; CMB +18; CMD 29 (33 vs. trip) bonus feats and gain a
Feats Ability Focus (poison), Bleeding Critical, Critical Focus, gore attack dealing 1d8+6
Improved Natural Armor, Improved Natural Attack (bite), (if it has one extra tusk)
Improved Natural Attack (sting), Multiattack, Power Attack or 2d8+6 (if it has two)
Skills Intimidate +16, Perception +10, Stealth +9, hp damage.
Swim +20
SQ amphibious
ECOLOGY
Environment warm and tropical freshwaters
Organization solitary, pair or nest (3-6)
Treasure incidental
SPECIAL ABILITIES
Flop (Ex) Dingoneks are sluggish on land and cannot run
or charge; however, as a full-round action a dingonek
can hurl itself out of the water to crush creatures near
the shore. The dingonek makes a Swim check, using the
result in place of an Acrobatics check made to jump; it is
considered to have a running start. Medium creatures in
the space it occupies at the end of this jump take 2d6+9
hp bludgeoning damage (DC 21 Reflex half) and are
pushed to the edge of the dingonek’s space. If they failed
the Reflex save, they are knocked prone as well. Small
or smaller creatures failing their save are knocked prone
but instead are stuck underneath the dingonek, gaining
the grappled condition. The dingonek falls prone at the
end of this action. At the beginning of its next turn, it
can make a grapple check as a move action to maintain
the grapple, dealing 2d6+9 hp bludgeoning damage
each round. A dingonek must remain prone but is not
considered grappled while maintaining a grapple in
this fashion. The save DC is Constitution-based.
Poison (Ex) Sting—injury; save Fort DC 23;
frequency 1/round for 5 rounds; effect 2d4 Con;
cure 2 saves.
38
Dipsa
Except for a pair of tiny fangs, the entire body of this yellowish- Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/
green worm looks like a ropy tangle of slime-covered tubes and round for 6 rounds; effect 1 Con plus 1d6 acid; cure 3
puddles of mucus. saves. A dipsa’s poison has an onset time of 1 round.
Translucent (Ex) A dipsa’s coloration makes it difficult
Dipsa CR 4 to notice in a swampy environment (DC 20 Perception
XP 1,200 check required). A creature that fails to notice a dipsa and
N Tiny ooze moves into its space provokes an attack of opportunity
Init +5; Senses blindsight 60 ft.; Perception +0 from the dipsa.
DEFENSE
Many jungle clans believe the dipsa is a sort of strange
AC 17, touch 17, flat-footed 12 (+5 Dex, +2 size)
eyeless snake, but in fact it is a rare kind of tubular
hp 24 (5d8)
ooze: one that possesses a poisonous, often lethal bite.
Fort +1, Ref +6, Will +1
Defensive Abilities ooze traits; Immune acid
The dipsa’s ooze-venom has anesthetic properties that
allow them to cling to creatures and turn their innards
OFFENSE
to jelly without notice, until a creature literally falls
Speed 20 ft., climb 20 ft., swim 20 ft. down dead. Once its numbing properties wear off,
Melee bite +10 (1 point plus poison)
however, victims report it as an agonizing experience
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
of burning liquefaction from the inside out. A dipsa’s
undulating movement evokes that of a snake as much as its
STATISTICS
serpentiginous form. Close examination, though, reveals
Str 3, Dex 21, Con10, Int —, Wis 10, Cha 2 no evidence of bones or internal organs, only tiny fangs
Base Atk +3; CMB -3; CMD 12 (can’t be tripped)
of the same color and substance as the rest of its body.
Feats Weapon FinesseB
A dipsa never exceeds 1 ft. in length and its coloration
SQ discreet bite, translucent
oscillates between sickly hues of yellow or green. A dipsa
ECOLOGY
is hermaphroditic, and when two dipsae breed they left
Environment warm and tropical swamp behind about 100 gelatinous eggs in a small puddle of
Organization solitary, pair, nest (6-12) highly acidic milt, though only a dozen usually fertilize and
Treasure none
survive long enough to devour the others after hatching.
SPECIAL ABILITIES
Discreet Bite (Ex) The bite of a dipsa is barely perceptible
and the wound is quickly anesthetized. A creature bitten
must succeed on a DC 17 Perception check to notice the
attack. The DC is Dexterity based.
39
Dinosaur, Dire Spinosaurus
This immense saurian has a long tooth-filled maw, powerful Young dire spinosaurus CR 6
claws, and colorful spines running the length of its body.
XP 2,400
Dire Spinosaurus CR 14 N Huge animal
Init +6; Senses low-light vision, scent; Perception +13
XP 38,400 Aura frightful presence (30 ft., DC 14)
N Colossal animal
DEFENSE
Init +5; Senses low-light vision, scent; Perception +25
Aura frightful presence (60 ft., DC 21) AC 19, touch 10, flat-footed 17 (+2 Dex, +9 natural, -2 size)
hp 76 (9d8+36)
DEFENSE
Fort +10, Ref +10, Will +5
AC 29, touch 3, flat-footed 28 (+1 Dex, +26 natural, -8 size) Weakness tamed
hp 210 (20d8+120)
OFFENSE
Fort +18, Ref +15, Will +9
Weakness tamed Speed 40 ft., swim 30 ft.
Melee bite +8 (2d6+4 plus grab), 2 claws +8 (1d8+4)
OFFENSE
Space 15 ft.; Reach 15 ft.
Speed 50 ft., swim 40 ft. Special Attacks death roll (2d6+4 plus trip), fast swallow,
Melee bite +21 (4d6+14 /19-20 plus grab), 2 claws +21 pounce, swallow whole (2d6+4, AC 14, 7 hp)
(2d8+14)
Space 25 ft.; Reach 25 ft. STATISTICS
Special Attacks death roll (4d6+21 plus trip), fast swallow, Str 19, Dex 15, Con 18, Int 2, Wis 14, Cha 11
pounce, swallow whole (4d6+14, AC 23, 21 hp) Base Atk +6; CMB +12 (+16 grapple); CMD 24
Feats Coordinated ChargeUC, Improved Initiative, Lightning
STATISTICS
Reflexes, Pack AttackUC, Paired OpportunistsAPG
Str 38, Dex 13, Con 22, Int 2, Wis 17, Cha 13 Skills Perception +13, Swim +16
Base Atk +15; CMB +37 (+41 grapple); CMD 48 SQ hold breath, trained
Feats Coordinated ChargeUC, Critical Focus, Diehard,
ECOLOGY
Endurance, Improved Critical (bite), Improved Initiative,
Lightning Reflexes, Pack AttackUC, Paired OpportunistsAPG, Environment warm forests or swamps
Staggering Critical Organization solitary, pair, or pack (3-6)
Skills Perception +25, Swim +26 Treasure none
SQ hold breath, trained SPECIAL ABILITIES
ECOLOGY Trained (Ex) As a dire spinosaurus, except the young
Environment warm forests or swamps dire spinosaurus can carry only three Medium-sized
Organization solitary, pair, or pack (3-6) creatures or one Large-sized creature. If a single creature
Treasure none rides the young dire spinosaurus, it counts as mounted
SPECIAL ABILITIES for the purposes of feats and abilities.
Death Roll (Ex) When grappling a foe of its size or The dire spinosaurus is a special saurian bred for size and
smaller, a spinosaurus can perform a death roll upon loyalty by lizardfolk. An adult dire spinosaurus is 70 ft.
making a successful grapple check. As it clings to its long and weighs 35,000 lbs. or more, and a young dire
foe, it tucks in its legs and rolls rapidly, twisting and spinosaurus is 20 ft. long and weighs 6,000 lbs. or more.
wrenching its victim. The spinosaurus inflicts its bite
damage and knocks the creature prone. If successful, the
spinosaurus maintains its grapple.
Spinosauruses as Mounts
Spinosauruses mate each year in the winter. Male
Tamed (Ex) A dire spinosaurus never willingly attacks
spinosauruses bring food and help build an enormous
any creature with both the humanoid type and reptilian
nest of reeds, sticks, and mud. Then the male departs,
subtype. If ordered or compelled to harm a reptilian
leaving the female to lay and care for the eggs. Dire
humanoid, it takes a -4 morale penalty to attack rolls. A
spinosaurus eggs are typically found in nests along
dire spinosaurus that spends a month or more away from
riversides or deep in marshes. They are sometimes stolen
reptilian humanoids loses this weakness, but regains it
and sold, generally to lizardfolk and sometimes to daring
if a reptilian humanoid can succeed on a DC 25 Handle
humans with a knack for training animals. These eggs are
Animal check.
worth as much as 10,000 gp apiece; live young are worth
Trained (Ex) A dire spinosaurus knows the tricks attack, twice that. Characters eager for dire spinosaurus mounts,
come, defend, down, guard, and heel (per the Handle however, should note that buying or domesticating such
Animal skill) spoken in the Draconic language. Up to an enormous carnivore requires vast amounts of food
twelve Medium-sized or four Large-sized creatures may and vast stores of patience. They do not take easily to
ride the saurian, but do not count as mounted for the domestication.
purposes of feats and abilities. Before it can be ridden in combat, a dire spinosaurus
requires practice bearing the weight of its trainer and
passengers. To be trained successfully, a dire spinosaurus
must first be helpful toward its trainer (possibly requiring
40
a Diplomacy, Intimidate, or Handle Animal check). After
that, 12 weeks of practice and a successful DC 30 Handle
Animal check is sufficient for the beast to be comfortable
with its burden or passengers (lizardfolk gain a +4
circumstance bonus to this check). They rarely master more
than a handful of tricks, but they are extremely
comfortable in the water and are aware that some
of their riders may not breathe water.
An adult dire spinosaurus can carry up to 6,000
pounds as a light load, 9,000 pounds as a medium
load, and 12,000 pounds as a heavy load. Riding
a dire spinosaurus requires an exotic saddle, a riding
platform, or howdah.
41
Dragon, Flame
The dragon bears black scales, more charred than naturally alight by the dragon’s burning breath or burn ability
colored. Cracks between the scales glow a dull red, until the benefit from fire resistance normally, after the initial
dragon rears its head and roars. Red embers become bright orange cause deals its damage.
flames as the creature lights up from tail to maw. Fires From Below (Su) Once per day, a great wyrm flame
dragon can cause the ground to erupt with volcanic force.
Flame Dragon This functions as an earthquake spell (CL 20th), except
CE dragon (fire) the affected area is also exposed to lava dealing 2d6
BASE STATISTICS points of fire damage per round of exposure. Creatures
CR 6; Size Small; Hit Dice 7d12 that become pinned under rubble due to the earthquake
Speed 40 ft. spell’s effects are totally immersed in the lava, which
Natural Armor +4; Breath Weapon cone, 2d10 fire deals 20d6 hp fire damage per round. Fire damage taken
Str 10, Dex 19, Con 16, Int 11, Wis 12, Cha 15 from the lava continues for 1d3 rounds after exposure
ECOLOGY
ceases, but this additional damage is only half the initial
Environment any mountains or underground (1d6 or 10d6 per round). The lava flowing within the area
Organization solitary cools after 1 hour.
Treasure triple Living Fire (Su) The fire of an ancient or older flame
SPECIAL ABILITIES dragon burns without fuel and spreads with dark
Berserkers (Su) An adult or older fire dragon’s flames purpose. A creature that catches on fire from the
cause uncontrollable anger. A creature caught on fire by dragon’s burn ability or breath weapon remains on fire
the dragon’s burn ability or breath weapon must succeed until the flames are extinguished (as opposed to the
on a Will save (DC 10 + 1/2 the fire dragon’s HD + the normal 1d4 round duration). Burning creatures gain
dragon’s Cha modifier) or go on a rampage. A rampaging the flame dragon’s burn and living fire ability for as long
creature must attack the nearest living creature or smash as they remain burning. Creatures with resistance or
some object smaller than itself if no creature is within immunity to fire may still spread the dragon’s fire, even if
reach. The burning creature may attempt a new Will save they are otherwise undamaged.
each round to act normally. Any creature that catches Shifting Flames (Su) A very young or older flame dragon
on fire due to a burning creature is also subject to this can assume the form of any creature with the fire subtype
ability. This is a mind-affecting pain effect that persists three times per day as the shapechange spell. A flame
until the flames are extinguished. dragon cannot shapechange into any creature larger than
Burning Breath (Su) A fire dragon’s breath is a living its size category, and is limited to changing into one form
extension of its body. On a failed save against the fire per use of this ability.
dragon’s breath weapon, an affected creature catches on Spell-Like Abilities (Sp) A flame dragon gains the
fire as the dragon’s burn ability. following spell-like abilities, usable at will upon
Fire Incarnate (Su) The fire damage of an old or older reaching the listed age category. Young— rage; Adult—
flame dragon burns through potent defenses and unadulterated loathingUM; Old— malicious spiteUM;
incinerates vulnerable creatures. The flame dragon’s Ancient— utter contemptUM; Great wyrm— vengeful
breath weapon completely ignores resistance to fire from outrageUM.
any source. Only creatures immune to fire avoid damage
from the flame dragon’s breath weapon. Creatures set
42
Young Flame Dragon CR 10 2nd (7/day)—continual flame, resist energy, scorching ray
1st (8/day)—color spray (DC 16), charm person (DC 16),
XP 9,600 comprehend languages, grease (DC 16), hypnotism (DC 16)
CE Large dragon (elemental, fire) 0 (at will)—bleed (DC 15), daze (DC 15), dancing lights, flare
Init +7; Senses dragon senses; Perception +16 (DC 15), light, read magic, touch of fatigue (DC 15)
DEFENSE STATISTICS
AC 23, touch 13, flat-footed 19 (+3 Dex, +1 dodge, +10 Str 24, Dex 15, Con 24, Int 17, Wis 19, Cha 21
natural, -1 size) Base Atk +17; CMB +26; CMD 39 (43 vs. trip)
hp 126 (11d12+55) Feats Cleave, Combat Reflexes, Dodge, Great Cleave,
Fort +12, Ref +10, Will +9 Improved Initiative, Mobility, Spring Attack, Step Up, Strike
Immune elemental traits, fire, paralysis, sleep Back
Weaknesses vulnerability to cold Skills Bluff +25, Diplomacy +25, Fly +14, Intimidate +25,
OFFENSE Knowledge (local) +23, Perception +24, Sense Motive +24,
Speed 50 ft., fly 200 ft. (poor) Spellcraft +23, Use Magic Device +25
Melee bite +14 (2d6+6 plus burn), 2 claws +14 (1d8+4 plus Languages Common, Draconic, Giant, Ignan
burn), 2 wings +9 (1d6+2 plus burn), tail slap +9 (1d8+6 plus
burn) Ancient Fame Dragon CR 19
Space 10 ft.; Reach 5 ft. (10 ft. with bite) XP 204,800
Special Attacks burn (1d8, DC 20), burning breath, breath CE Gargantuan dragon (elemental, fire)
weapon (40-ft. cone, DC 20, 6d10 fire) Init +5; Senses dragon senses; Perception +34
Spell-Like Abilities (CL 11th, concentration +14) Aura destructive passions (10 ft.), frightful presence (300 ft.,
At will—rage DC 29)
Spells Known (CL 1st, concentration +4) DEFENSE
1st (4/day)—color spray (DC 14), hypnotism (DC 14)
AC 39, touch 11, flat-footed 27 (+1 Dex, +1 dodge, +31
0 (at will)—daze (DC 13), dancing lights, flare (DC 13), light
natural, -4 size)
STATISTICS hp 387 (25d12+225)
Str 18, Dex 17, Con 20, Int 13, Wis 15, Cha 17 Fort +24, Ref +16, Will +21
Base Atk +11; CMB +16; CMD 30 (34 vs. trip) DR 15/magic; Immune elemental traits, fire, paralysis, sleep;
Feats Cleave, Combat Reflexes, Dodge, Great Cleave, SR 30
Improved Initiative, Mobility Weaknesses vulnerability to cold
Skills Bluff +17, Diplomacy +17, Fly +11, Intimidate +17, OFFENSE
Knowledge (local) +15, Perception +16, Sense Motive +16
Speed 50 ft., fly 250 ft. (clumsy)
Languages Ignan, Draconic
Melee bite +32 (4d6+16/19-20 plus burn), 2 claws +32
Adult Flame Dragon CR 14 (2d8+11 plus burn), 2 wings +30 (2d6+5 plus burn), tail slap
+30 (2d8+16 plus burn)
XP 38,400 Space 20 ft.; Reach 15 ft. (20 ft. with bite)
CE Huge dragon (elemental, fire)
Init +6; Senses dragon senses; Perception +24
Aura frightful presence (180 ft., DC 23)
DEFENSE
AC 30, touch 11, flat-footed 27 (+2
Dex, +1 dodge, +19 natural, -2 size)
hp 229 (17d12+119)
Fort +17, Ref +12, Will +14
DR 5/magic; Immune elemental traits,
fire, paralysis, sleep; SR 25
Weaknesses vulnerability
to cold
OFFENSE
Speed 50 ft., fly 200 ft. (poor)
Melee bite +22 (2d8+10 plus
burn), 2 claws +22 (2d6+7
plus burn), 2 wings +17 (1d8+3
plus burn), tail slap +17 (2d6+10
plus burn)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks berserkers (DC 23), burning breath,
burn (2d6, DC 25), breath weapon (40-ft. cone, DC 25,
12d10 fire), crush
Spell-Like Abilities (CL 17th, concentration +22)
At will— rage, malicious spiteUM (DC 19),
unadulterated loathingUM (DC 18)
Spells Known (CL 7th, concentration +12)
3rd (5/day)—fireball (DC 18), haste
43
The flame dragons of Midgard are capricious creatures,
fascinated by dark emotions and destructive passions.
The dragons of eternal fire are proud and jealous, quick to
anger, and utterly unforgiving. They bring complete and
total ruin to entire civilizations for trivial reasons, but their
true motivation is the fun to be had. These burning serpents
treat rage, deceit, and despair like children’s toys made for
their amusement. “May you be the fire’s plaything,” is a
curse often used by the wicked and the foolish.
These hot-blooded creatures tease their victims like cats,
seeing the world and all within it as their rightful prey.
Young flame dragons are less subtle than their
elders. Wyrmlings may only force a mortal to
watch her family die, or ruin a beautiful face for pleasure.
As the dragon matures, this natural sadism develops into a
desire for ever-greater and more complicated sport. Aging
dragons of fire use politics, murder, and magic in elaborate
schemes only their ilk can appreciate. Many create plots so
intricate and layered that there is never a true resolution,
only endless cycles of manipulation and death. A hero
might foil an assassination, only to see the king thus saved
become a despot. She might unseat the vizier whispering
lies in the ruler’s ear, only to discover he was but a pawn in a
vast conspiracy. She might identify and oppose corruption
wherever it arises, only to discover that the fire dragon
behind it has spent lifetimes planting countless seeds.
The dances of dark ambition, poisoned daggers, and old
Special Attacks berserkers (DC 29), burning breath, burn (2d8, vendettas build such momentum that one scheme begins
DC 31), breath weapon (50-ft. cone, DC 31, 20d10 fire), crush,
each time another ends. Often, even killing the draconic
tail sweep
Spell-Like Abilities (CL 25th, concentration +32)
mastermind cannot extinguish the fires they have started.
At will—malicious spiteUM (DC 21), rage, unadulterated The results of flame dragon schemes are often almost
loathingUM (DC 21), utter contemptUM (DC 23) meaningless in comparison to the enjoyment in pursuit
3/day—quickened unadulterated loathingUM (DC 21) of a nebulous and ever-changing goal. Some spend
Spells Known (CL 15th, concentration +22) centuries torturing a family line for the gross temerity of
7th (5/day)—delayed blast fireball (DC 24), plane shift trespassing on their own land. Others plot eternal curses
6th (7/day)—disintegrate (DC 23), mass bull’s strength, veil after twisting poorly chosen words into the most dire of
(DC 23) insults. The vengeance itself is not as important as having
5th (7/day)—feeblemind (DC 22), mind fog (DC 22), mirage an excuse to hate, plot, and ruin. The dragons of fire relish
arcana (DC 22), teleport such opportunities for revenge, seeing each as a delightful
4th (8/day)—charm monster (DC 21), dimension door, rainbow hobby. The disruption of a game causes true and terrible
pattern (DC 21), wall of fire (DC 21) rage in a flame dragon. In these rare moments of defeat,
3rd (8/day)—burrow, fireball (DC 20), haste, tongues
their anger can be catastrophic. Entire cities can burn as
2nd (8/day)—continual flame, detect thoughts (DC 19),
pyrotechnics (DC 19), resist energy, scorching ray
maddened citizens spread the dragon’s flame, even as it
1st (8/day)—color spray (DC 18), charm person (DC 18), consumes them.
comprehend languages, grease (DC 18), hypnotism (DC 18) Flame dragons are as materialistic and territorial as other
0 (at will)— bleed (DC 17), daze (DC 17), detect magic, true dragons. Each possesses an individual obsession they
dancing lights, flare (DC 17), light, mage hand, read magic, fixate upon with mad devotion to fill their hoard. Some
touch of fatigue (DC 17) corrupt innocence, and others push nations to war, but
STATISTICS they always collect a memento to help recall each victory,
Str 32, Dex 13, Con 28, Int 21, Wis 23, Cha 25 whether petty or grand. Flame dragons tend to collect
Base Atk +25; CMB +40; CMD 51 (55 vs. trip) a great number of these trophies within their lairs over
Feats Cleave, Combat Reflexes, Dodge, Great Cleave, the centuries. One might have a collection of scorched
Improved Critical (bite), Improved Initiative, Mobility, skulls from defeated foes, while another fills its cave with
Multiattack, Quicken Spell, Quickened Spell-Like Ability the melted treasures of toppled empires. When not out
(unadulterated contempt), Spring Attack, Step Up, Strike Back sowing discord, the eternal flames enjoy contemplation of
Skills Appraise +33, Bluff +35, Diplomacy +35, Fly +15, their hoards. Every piece is a reminder of their unopposed
Intimidate +35, Knowledge (arcana) +33, Knowledge (local) majesty and genius.
+33, Perception +34, Sense Motive +34, Spellcraft +33, Use Nothing is safe from a flame dragon’s endless scheming
Magic Device +35 and depthless narcissism. The burning serpents crave
Languages Abyssal, Common, Dwarven, Draconic, Ignan, absolute attention and constant reassurance as if it
Giant
were the fuel for their fire. Should anyone succeed in
SQ shifting flames
humiliating a flame dragon, they would be wise to kill it.
44
Its survival ensures the dragon’s undivided attention for Glaurvistus possesses many lairs, most of which are
generations of suffering. It would be wiser still to make within active volcanoes or deep underground. Each boasts
certain there is not even a trace of involvement in a flame a variety of unique treasures to lure would-be heroes. She
dragon’s death. All burning serpents see the murder of gifts many fortresses to her most beloved spawn, who
their kin as the gravest insult. oversee their mother’s domain. There is no surer way
for a hero to gain her attention than by slaying one of
Glaurvistus, the Smoking Scourge her favored children. Legends claim she possesses a true
All flame dragons descend from Glaurvistus, the sanctuary, and accesses the outside world only through
passionate daughter of the great World Serpent. Bards magic or caves of molten adamantine.
say a new flame dragon egg appears in the world when As an advanced great wyrm, the Smoking Scourge
Glaurvistus completes her cyclical games of lust and recognizes few rivals. She views most dragons as mere
revenge. Her satisfaction brings ruin in the moment, and children, offering grudging esteem only to the oldest and
for centuries to come when a new egg hatches. most powerful. She greets her immediate siblings with
Glaurvistus inserts herself into many mortal events, familial respect, but believes that they are all beneath her.
burning her mark upon history as she chooses. She From her spawn she demands unquestioning obedience,
manufactures an outrage when bored, working and her regard is only earned with constant success. She
unnecessarily complex plots against arbitrary enemies expects immediate discarding of centuries-long plots at
until it all ends in death. Her favorite game involves her merest whim, and the price for disloyalty is becoming
pledging admiration for a stalwart hero, and bringing the object of terrible vengeance. The oldest of her children
subtle but destructive ruin upon any force around him. see patterns in the moves she makes over the millennia.
Her false affections culminate in a fiery death for the They wonder if the Smoking Scourge possesses some
unfortunate object of her attentions. She always leaves greater goal they cannot fathom. Each fears in private that
some cherished possession untouched by the cremation, even the greatest among them are little more than pawns in
and builds her hoards with the memories of a thousand her game.
murdered champions. They are wise to be afraid, for all creation is a plaything to
Glaurvistus.
45
Drakon
This snakelike creature has bat-like wings and a pungent odor Breath Weapon (Su) Cone of acidic vapors, 20-ft. cone-
that fills the air as it swoops down on its prey. shaped spread or 10-ft.-radius burst centered on the
drakon, once every 1d4 rounds, damage 6d4 hp acid,
Drakon CR 6 Reflex DC 16 half; effective both on the surface and
XP 2,400 underwater. The save DC is Constitution-based.
N Large magical beast Dissolving Gaze (Su) Large or smaller creatures are
Init +9; Senses darkvision 60 ft., low-light vision, scent; paralyzed, as hold monster, 30 ft., Fortitude DC 16
Perception +12 negates. A creature paralyzed by the drakon’s gaze takes
DEFENSE 1 point of Strength and Dexterity damage for each round
AC 21, touch 14, flat-footed 16 (+5 Dex, +7 natural, -1 size) it remains paralyzed. The save DC is Charisma-based.
hp 61 (8d10+16)
Fort +8, Ref +11, Will +2 Drakons are winged snakes, but their fangs do not deliver
Immune acid, paralysis venom. However, volatile digestive acids burble constantly
OFFENSE
up drakons’ throats, and they drool caustic bile constantly.
This dangerous chyme clings to creatures they bite, and
Speed 30 ft., fly 60 ft. (average), swim 60 ft.
Melee bite +9 (1d6+2 plus acidic bite), 2 wings +7 (1d6+1),
they can belch out copious clouds of searing vapor. Deadlier
tail slap +7 (1d8+3) still, drakons’ gazes can paralyze nearby creatures, and this
Special Attacks breath weapon, dissolving gaze paralysis induces a chemical change within a creature’s body
STATISTICS
causing it to begin dissolving from the inside out. Drakons
typically let their paralyzed prey marinate in their own
Str 14, Dex 21, Con 14, Int 4, Wis 11, Cha 11
secretions a bit before feasting upon them at their leisure.
Base Atk +8; CMB +11; CMD 26 (can’t be tripped)
Feats Ability Focus (gaze), Improved Initiative, Multiattack, Drakons lair along the warm, uninhabited coastlines of
Skill Focus (Stealth) the Southlands and rarely travel far within the continent,
Skills Fly +11, Perception +12, Stealth +12, Swim +18; Racial preferring to explore the shores and the ocean, spending as
Modifiers +4 Fly, +4 Perception, +4 Stealth, +4 Swim much time above as under the waves.
ECOLOGY
Environment warm coastlines
Organization solitary, pair, flight (3-12)
Treasure none
SPECIAL ABILITIES
Acidic Bite (Su) A drakon’s bite deals an
additional 1d4 hp acid damage, and the
creature bitten must succeed on a DC
16 Fortitude save or be coated in acid,
becoming sickened (as the condition)
with pain until the end of its next
turn and taking 1d4 hp acid
damage at the beginning of its
next turn. This is considered
continuous damage for the
purpose of concentration
checks. A creature coated
in acid is entitled a
new saving throw
each round to end
the effect. The save
DC is reduced by
2 each round after
the first, and a
creature immersed
in water gains a +2
circumstance bonus
on all saves to avoid
being coated in acid or to end the effect.
46
Drought Swallows
A massive flock of red-eyed birds descends upon you, filling the
air with shrill cries. As it passes overhead, your flesh cracks and
begins crumbling away.
Drought Swallows CR 6
2,400 XP
N Tiny magical beast (swarm)
Init +8; Senses low-light vision; Perception +13
Aura desiccation field (20 ft., DC 15)
DEFENSE
AC 23, touch 17, flat-footed 18 (+4 Dex, +1 dodge, +6 natural,
+2 size)
hp 52 (7d10+14)
Fort +7, Ref +9, Will +3
Defensive Abilities moisture retention, scatter, swarm traits;
DR 5/magic; Immune fire
OFFENSE
Speed 10 ft., fly 80 ft. (perfect)
Melee swarm (2d6 plus 1d2 bleed)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 17)
STATISTICS
Str 6, Dex 19, Con 14, Int 2, Wis 13, Cha 11
Base Atk +7; CMB —; CMD —
Feats Ability Focus (distraction), Alertness, Dodge, Improved
Initiative
Skills Fly +16, Perception +13
ECOLOGY
Environment warm plains and deserts
Organization solitary or flock (2-5)
Treasure incidental
SPECIAL ABILITIES
Desiccation Field (Su) A swarm of drought swallows A minor cousin species to the firebird, drought
radiates a magical emanation that evaporates moisture swallows have sand-colored feathers and reddish eyes.
from the bodies of living creatures and causes their Flying alone or in small groups, they are harmless, if
flesh to wither, crack, and crumble to dust. A creature not particularly friendly. In larger masses, however,
beginning its turn within a drought swallow swarm takes often provoked by cries of distress or concentrations
7d4 points of damage (DC 15 Fortitude half). Creatures of humanoids in or near their nesting areas, drought
beginning their turn within 20 feet of the swarm take swallows form raging swarms that can decimate whole
half damage (one-quarter damage with a successful save). caravans. Experienced caravanners keep their eyes out
The save DC is Constitution-based. when drought swallows are spotted, looking for the cliff-
Moisture Retention (Ex) Drought swallows are face rookeries or twisted hillside thorn bushes where they
immune to effects that cause dehydration, desiccation, roost in massive colonies of hundreds or thousands. When
heatstroke, and similar effects. agitated, teeming masses of drought swallows surge out
Scatter (Ex) When a swarm of drought swallows is struck of their nests and surround intruders in their territory,
by an attack, including a spell or supernatural effect, leaching the moisture from their bodies and leaving
as an immediate action the swarm can scatter away desiccated husks behind.
from the attack, moving up to 10 ft. away from its prior Thankfully, drought swallows are very territorial not only
location. If this movement takes the swarm out of the with respect to other creatures, but toward other flocks of
reach of its attacker, the attack deals no damage to the drought swallows as well. Unrelated flocks frequently fight
swarm. If the effect affects an area and the swarm is still for dominance and choice nesting grounds, engaging in
within that area, the damage dealt by the area effect is pitched aerial skirmishes, striking and peeling away until
increased by only 25% rather than 50%. one flock submits and retreats. Fortunately for settled
kingdoms, drought swallows rarely encroach on civilized
lands. On the few occasions when it this has occurred,
rivers have dried up, crops have withered, and livestock has
perished in vast numbers. Most humanoid races consider
drought swallows a menace to be eradicated.
47
Dune Mimic
The sand at your feet surges and shifts, as a sinkhole opens below manner. Disguise is always a class skill for a mimic.
and sandy tendrils erupt to snatch those nearby. Surprising Quicksand (Ex) A dune mimic can harden
its outer surface to be as solid as firm ground, allowing
Dune Mimic CR 10 potential prey to travel across it. Creatures when
XP 9,600 walking upon the dune mimic must succeed on a DC 20
N Huge aberration (shapechanger) Perception or Survival check to notice it is not natural
Init +3; Senses all-around vision, darkvision 60 ft., ground. As an immediate action, the dune mimic can
tremorsense 30 ft.; Perception +16 soften its skin, releasing its adhesive slime. At the
DEFENSE beginning of its next turn, it can attempt to engulf any
AC 22, touch 7, flat-footed 22 (-1 Dex, +5 armor, +10 natural, creatures or objects stuck to it. Creatures can avoid
-2 size) being engulfed (as the engulf Universal Monster Ability)
hp 135 (15d8+75), fast healing 5 with a successful DC 25 Reflex save, or they can forgo
Fort +10, Ref +6, Will +10 their saving throw to make an attack of opportunity
Immune acid against the dune mimic before being engulfed. As a
OFFENSE move action, a dune mimic can spread over a 25-ft.-
Speed 10 ft. square area, compressing itself to be only 5 ft. thick,
Melee slam +15 (2d6+12 plus adhesive) though this reduces the save DC of its engulf ability to
Special Attacks constrict (slam, 2d6+12), surprising quicksand 20 and it can only engulf Medium or smaller creatures
STATISTICS or objects. Engulfed creatures are pinned, taking 2d6
Str 27, Dex 8, Con 20, Int 10, Wis 13, Cha 10 hp bludgeoning and slashing damage per round from
Base Atk +7; CMB +17; CMD 26 (can’t be tripped) gnawing mouths the mimic creates on its interior
Feats Great Fortitude, Improved Great Fortitude, Improved surfaces, and must hold their breath or begin suffocating.
Initiative, Improved Lightning Reflexes, Lightning Reflexes, The save DC is Strength-based.
Lunge, Skill Focus (Perception), Weapon Focus (slam)
Skills Climb +18, Disguise +12 (+32 when mimicking objects), Dune mimics were created by a forgotten God-King of
Intimidate +15, Knowledge (Nature) +10, Perception Nuria Natal as guardians for his desert tomb. Though
+16, Survival +17; Racial Modifiers +20 Disguise when not designed to reproduce, they spontaneously began
mimicking objects producing spores and replicated themselves, eventually
Languages Common spreading across the northern deserts. Luckily for the other
SQ mimic object inhabitants, dune mimics only reproduce once per century.
ECOLOGY
Environment warm plains and deserts
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Adhesive (Ex) Like common mimics, dune mimics
exude a thick slime that acts as a powerful adhesive,
allowing it to automatically grapple any creature it
hits with its slam attack. Opponents so grappled
cannot escape while the dune mimic is alive without
removing the adhesive first. Strong alcohol or
universal solvent dissolves the adhesive, but the
mimic can still grapple normally. A mimic can
dissolve its adhesive at will, and the substance
breaks down 5 rounds after the creature dies. A
weapon striking an adhesive-coated mimic is
stuck fast (DC 20 Reflex negates). A successful
DC 20 Strength check is needed to pry off a
stuck weapon. The save DC is Strength-based.
Mimic Object (Ex) A dune mimic can assume the
general shape of any Huge object or terrain feature,
though its coating of dust, sand, and gravel cannot
be hidden. Hence, it usually disguises itself as a
terrain feature or eroded ruin. A dune mimic cannot
substantially alter its size. A mimic’s body is hard
and has a rough texture, no matter what appearance
it might present. A mimic gains a +20 racial bonus
on Disguise checks when imitating an object in this
48
Edimmu
An evil wind swirls out of the desert and you feel your
lips begin to parch.
Edimmu CR 5
XP 1,600
CE Medium Humanoid Undead (incorporeal)
Init +7; Senses darkvision 60 ft., lifesense, Perception +10
DEFENSE
AC 18, touch 18, flat-footed 15 (+5 Deflection Dex, +3)
hp 47 (5d10+25)
Fort +10, Ref +6, Will +10
Defensive Abilities channel resistance +2, rejuvenation,
incorporeal; Immune undead traits
OFFENSE
Speed fly 60 ft. (good)
Melee incorporeal touch +6 (1d6 nonlethal plus 1d3 Con
damage)
Space 10 ft.; Reach 5 ft.
Special Attacks curse of eternal thirst, water siphon
STATISTICS
Str —, Dex 16, Con —, Int 14, Wis 14, Cha 21
Base Atk +3; CMB +6; CMD 21
Feats Blind-Fight, Combat Reflexes, Great Fortitude, Improved
Great Fortitude, Improved Initiative, Improved Lightning
Reflexes, Lunge
Skills Bluff +10 Diplomacy, +10 Fly +7, Intimidate +15,
Knowledge (local) +7 Perception +10, Stealth+11, Survival +17
ECOLOGY
Environment warm deserts
Organization solitary
Treasure none
SPECIAL ABILITIES
Curse of Eternal Thirst (Su) An edimmu can affect one
creature within 30 ft. as cup of dustAPG (DC 17). A creature
that saves becomes immune to the curse of that edimmu
for 24 hrs.
Lifesense (Su) An edimmu notices and locates living
creatures within 60 ft., as if it possessed the blindsight fatigued due to dehydration until all nonlethal damage
ability. has been cured.
Rejuvenation (Su) An edimmu destroyed in combat An edimmu’s water siphon heals the edimmu even
rises again in 2d4 days. Even powerful spells can only as it harms its enemies. On each successful attack, the
temporarily lay it to rest. Permanently destroying an edimmu heals 1d8 hp. If undamaged or this healing
edimmu requires the recovery of its mortal remains and would restore it above its maximum hit points, excess hit
their proper burial in consecrated or hallowed ground. points are gained as temporary hit points, to a maximum
Edimmu rarely venture more than a mile from the place amount equal to its Charisma score. These temporary hit
of their death. points last for 1 hr. or until expended.
Unnatural Aura (Su) Animals do not willingly approach Desert tribes often exile their criminals to wander the
within 30 ft. of an edimmu, unless a master makes a DC desert alone. A banished criminal who dies of thirst
25 Handle Animal, Ride, or wild empathy check. sometimes rises as an edimmu (eh-DIH-moo), a hateful
Water Siphon (Su) An edimmu’s touch drains water from undead who blames all sentient living beings for their fate
the target’s body, dealing 1d6 hp nonlethal damage and craving the life-giving water contained in their bodies.
and 1d3 points of Constitution damage, and the target Unless their bodies can be found and given a proper burial,
must succeed on a DC 17 Fortitude save or become edimmu are nearly impossible to destroy. Edimmu are
staggered by the sudden shock. It can attempt a new always found near their bodies but will often follow prey
save each round thereafter at the end of its turn to end they have cursed to make sure they share their fate; then,
the staggered condition. Regardless of the save, a living they return to the site of their demise to start the process
creature damaged by an edimmu’s water siphon becomes over again.
49
Elemental, Fire
Dancer Swarm
A swirling mass of tiny, blue dancing flames advances; the
likeness of a skull is embedded in each little flickering fire.
Fire Dancer Swarm CR 7
XP 3,200
NE Diminutive outsider (elemental, extraplanar, fire, swarm)
Init +11; Senses darkvision 60 ft.; Perception +12
Aura Fire (10 ft., DC 1d6)
DEFENSE
AC 22, touch 22, flat-footed 14 (+7 Dex, +1
dodge, +4 size)
hp 85 (9d10+36)
Fort +11, Ref +10, Will +6
Defensive Abilities elemental traits,
swarm traits; Immune fire,
weapon damage
Weaknesses hive mind, vulnerable
to cold
OFFENSE
Speed 30 ft., fly 30 ft. (average)
Melee swarm +8 (2d6 plus burn)
Space 10 ft.; Reach 0 ft.
Special Attacks burn (2d6 fire, DC 17)
STATISTICS
Str 1, Dex 24, Con 16, Int 3, Wis 10, Cha 7
Base Atk +9; CMB —; CMD —
Feats Dodge, Great Fortitude, Hover,
Improved Initiative, Toughness
Skills Fly +25, Perception +12
Languages Ignan
ECOLOGY
Environment any (Plane of Fire)
Organization solitary, pair, or pyre (3–6 swarms)
Treasure none
SPECIAL ABILITIES
Fire dancers are individual creatures, but in such close
Fire Aura (Su) Creatures that start their turn within 10 ft. proximity to one another and from working so closely
of the fire dancer swarm take 1d6 hp fire damage. in concert, they have developed a hive-like mentality.
Hive Mind (Ex) When coalesced into a single swarm, the While it allows their swarm to function as a unit, it also
fire dancers become collectively susceptible to mind- works against them. Their collective sometimes falls prey
affecting effects. to mind-affecting effects. Savvy bards, conjurers, and
enchanters know to maintain a tight control on the swarm,
Fire dancers are tiny fire elementals; whether they’re
for they make surly slaves at the best of times.
simply immature or somehow stunted is a question that is
Fire dancers hail from the Plane of Fire, but have no
much debated in the Southlands. Some theories suggest
instinct to return there. A swarm sees itself as a greater
they are animated castoffs from larger fiery elemental
singular entity on the Material Plane. It is not uncommon
beings. A single, solitary fire dancer is no more than a semi-
to find a swarm that has adapted to Midgard’s desert lands
sentient spark that has a fragment of life. Collected in large
and acquired the native subtype.
numbers, though, they’re a powerful menace.
It is not uncommon to observe a fire dancer with the
likeness of a skull in its flame. This is an illusion created by
the creature, a learned behavior and not unlike the will-o’-
wisp—though there seems to be no other connection. Fire
dancers simply enjoy giving the impression that they might
have a humanoid form.
50
Elemental Loci
The ground below ripples and tears as rocks fall, jets of flame Spawn Elementals (Su) Slow and cumbersome, elemental
erupt, and howling winds rage. The land, it seems, is angry. loci can spawn elementals to serve it. These elementals
are extensions of their creator’s will and are not
Elemental Loci CR 15 independent creatures. Spawning an elemental is a full-
XP 51,200 round action. Each Medium elemental spawned drains a
N Colossal outsider (elemental, native) portion of the loci’s life force; each portion drained deals
Init –2; Senses darkvision 60 ft., tremorsense 60 ft.; 10 hp damage to the loci and inflicts a -1 penalty on its
Perception +22 attack rolls for 24 hrs. This damage and these penalties
DEFENSE stack as it spawns more (or more powerful) elementals.
AC 25, touch 0, flat-footed 25 (–2 Dex, +25 natural, –8 size) Spawning larger elementals is more taxing, as follows:
hp 265 (25d10+155) Large (20 hp, -2 penalty), Huge (40 hp, -4 penalty),
Fort +25, Ref +0, Will +25 Greater (60 hp, -6 penalty), Elder (80 hp, -8 penalty). A
Defensive Abilities immortal; DR 15/—; Immune ability loci may spawn up to 10 Small elementals per day; these
damage, ability drain, elemental traits; SR 26 do not drain its life force but exist for only 24 hours.
OFFENSE The type of elementals a loci can spawn depends on the
Speed 20 ft. terrain it embodies. Desert loci produce earth, fire, and
Melee 2 slams +33 (6d6+16/19–20) air, for example.
Space 60 ft.; Reach 40 ft.
Special Attacks engulf (DC 38, 6d6 bludgeoning), spawn
Elemental loci are living spirits inhabiting or embodying
elemental, trample (6d6+24, DC 38) tracts of land and geographical features. They are the
Spell-like Abilities (caster level 25th, concentration +25) ultimate personification of nature—the land itself come to
At will—commune with nature, control weather, move earth, life—with no discernible pattern to where they take root.
shield other (spawn only), status (spawn only) Elemental loci typically stay in the same general area their
STATISTICS whole lives; fiercely protective of their chosen location,
Str 42, Dex 6, Con 26, Int 10, Wis 11, Cha 11 elemental loci tolerate no interference in the natural order
Base Atk +25; CMB +49 (+53 sunder); CMD 57 and challenge all who attempt to despoil the land, be they
Feats Awesome Blow, Cleave, Great Cleave, Greater Sunder, mortal, monster, or god.
Greater Vital Strike, Improved Critical (slam), Improved Among the Tamasheq, the elemental loci are cherished
Natural Attack (slam), Improved Sunder, Improved Vital as minor deities, nearly as powerful as the Wind Lords
Strike, Iron Will, Power Attack, Sense Motive +28, Sundering themselves. However, the sorcerers of Kush have tried
StrikeAPG, Toughness, Vital Strike to capture and enslave loci for decades, thus far without
Skills Intimidate +28, Knowledge (dungeoneering) +20, success—but they grow closer to their goal with each
Knowledge (nature) +20, Knowledge (planes) +19, attempt.
Perception +22, Sense Motive +28, Stealth +10
Languages Aquan, Auran, Ignan, Terran
SQ massive
ECOLOGY
Environment varies
Organization solitary
Treasure double standard
SPECIAL ABILITIES
Immortal (Ex): Elemental loci are effectively immortal,
immune to death effects, energy drain, negative energy,
and magical aging effects. While they cannot die, they
can be suppressed. The most common way to do so is to
destroy the elementals spawned by the loci. If the loci
uses up all of its hp to create minions through its spawn
elementals ability and these are subsequently slain,
the loci falls into a quiescent state for 25 weeks.
Massive (Ex) Elemental loci are far larger than most
Colossal creatures, with a space of 60 ft. They
cannot be bull rushed, dragged, repositioned,
or tripped, and their movement is not
impeded by most difficult terrain (GM’s
discretion) or Huge or smaller creatures.
They cannot flank (or be flanked by any
others) or make opportunities against Large
or smaller creatures. Such creatures can climb a
loci (Climb DC 30) and move through its space.
51
Emela-Ntouka
This beast resembles an oversized rhinoceros with a heavy tail SPECIAL ABILITIES
and four short, stump-like legs. Harmonic Choir (Ex) When two or more emela-ntouka
are within 30 ft. of each other, each emela‑ntouka
Emela-Ntouka CR 8 receives a bonus equal to the number of other
XP 4,800 emela‑ntouka to their saving throws against sonic,
N Huge Animal language-dependent, and fear effects. In addition, if an
Init -1; Senses low-light vision, scent; Perception +15 emela-ntouka is already affected by a non-instantaneous
DEFENSE sonic, language-dependent, or fear effect, it gains a new
AC 20, touch 7, flat-footed 18 (-1 Dex, +12 natural, -2 size) saving throw against the effect each round it ends its
hp 136 (12d8+84) turn within 30 ft. of at least two other emela-ntouka.
Fort +14, Ref +7, Will +6 This ability provides no benefit against effects that do not
OFFENSE allow saving throws.
Speed 30 ft.; swim 15 ft. Hold Breath (Ex) An emela-ntouka can hold its breath for
Melee gore +19 (2d6+12), tail slap +14 (2d6+6) a number of minutes equal to six times its Constitution
Special Attacks powerful charge (gore, 4d6+18), sonic score before it risks drowning.
shockwave Subsonic Shockwave (Ex) When an emela-ntouka
STATISTICS charges, it generates an intense subsonic vibration
Str 34, Dex 9, Con 23, Int 2, Wis 14, Cha 4 within its skull, which is channeled through its horn.
Base Atk +9; CMB +23 (+25 against bull rush); CMD 32 (34 If the charge attack hits, the target takes 3d6 hp sonic
against bull rush, 36 against trip) damage (DC 22 Fortitude half). In addition, if the target
Feats Awesome Blow, Improved Bull Rush, Power Attack, Run, fails its save, the emela-ntouka can attempt an awesome
Skill Focus (Swim), Toughness
blow combat maneuver against that creature as a swift
Skills Perception +15, Swim +28
action. The save DC is Constitution-based.
SQ harmonic choir, hold breath, vocalization
ECOLOGY
Vocalization (Ex) An emela-ntouka can communicate up
to 10 miles away with members of its race using a series
Environment warm marshes and plains
Organization solitary, pair, or gathering (4-16)
of snorts, rumbles, and growls to signal the presence of
Treasure incidental danger, food, water, or anything else. Any emela-ntouka
can use such vocalizations to organize a gathering,
and the group thus assembled often emits structured
harmonic sounds akin to music. Such performances,
whatever their purpose, often last many hours and can be
heard from miles away.
The emela-ntouka (ee-MELL-ah n-TOOK-ah) is similar in
shape to a rhinoceros, including its distinct horn, though
it is as large as an elephant with thick brownish‑gray
skin and a heavy saurian tail. This herbivore is
equally comfortable on land or in the water,
and it is known for its peculiar vocalization.
The emela‑ntouka (“killer of the elephants”)
is so named because its grazing lands often
overlap with those of elephants. However,
the aggressive emela-ntouka jealously guard
their watering holes and drive out elephant
herds with violent and thunderous
charges. They are known under many
names in as many languages across the
Southlands, including aseka‑moke,
njago‑gunda, ngamba‑namae,
chipekwe and irizima.
52
‘Esfwr
The man before you howls for mercy from the gods, as his
body erupts into a flock of pure-white sparrows, swirling in a
maddened rage.
‘ESFWR CR 6
XP 2,400
NE Medium outsider (evil, extraplanar, shapechanger)
Init +6; Senses darkvision 60 ft., detect evil, detect good;
Perception +12
DEFENSE
AC 21, touch 17, flat-footed 14 (+6 Dex, +1 dodge, +4 natural)
hp 76 (8d10+32)
Fort +6, Ref +12, Will +10
DR 5/good or evil; Immune paralysis, poison, sleep effects;
Resist electricity 10, fire 10; SR 16
OFFENSE
Speed 30 ft. (in swarm form, 5 ft., fly 50 ft. [good])
Melee short sword +14/+9 (1d6+3 / 19-20), or swarm (2d6
plus distraction)
Special Attacks distraction (DC 17)
Spell-Like Abilities (CL 11th; concentration +16)
Constant—detect evil, detect good, innocenceAPG
At will—distracting cacophonyUM, St. Whiteskull’s steal powerDM
(DC 18)
3/day—exalted chanceDM, searing light
1/day—mass cacophonous callAPG (DC 20), song of
discord (DC 20)
STATISTICS
Str 16 (5), Dex 23, Con 18, Int 14, Wis 18, Cha 21
Base Atk +8; CMB +11; CMD 28
Feats Combat Reflexes, Dodge, Spring Attack, Weapon
Finesse
Skills Bluff +13, Disguise +13, Fly +14, Intimidate +13,
Knowledge (local) +10, Knowledge (nature) +10, Knowledge form only by using its change shape ability. When it
(religion) +10, Perception +12, Sense Motive +12, Stealth +14, resumes swarm form, all held, worn, and carried items
Survival +7 are dropped, and the ‘esfwr’s Strength score drops to
Languages EnochianMCS, Infernal, NurianMCS, Trade TongueMCS 5. An ‘esfwr gains swarm traits, with a reach of 0 feet
SQ change shape (any Small or Medium humanoid; and a space of 10 feet. The swarm loses the ability to
polymorph), divine sunder, swarm form manipulate objects, but retains full use of spell-like and
ECOLOGY supernatural abilities.
Environment any (SouthlandsMCS) ‘Esfwr (ESS-fer) are ancient beings, left over from the
Organization solitary
creation of the world; they are the spiritual remnants on
Treasure NPC gear
the gods’ workshop floor. In their natural state, ‘esfwr are
SPECIAL ABILITIES
actually an amalgamation of hundreds of small, white-
Divine Sunder (Su): When an ‘esfwr fails its save against feathered demons, resembling cruel angelic sparrows.
a harmful spell or ability that requires the use of a divine Though each tiny demon possesses an individual will, the
focus (such as channel energy), it immediately breaks flock has learned from ancient days to act in perfect unison
into a swarm of tiny demonic white birds. The ‘esfwr to merge their flesh into humanoid form to impersonate
cannot use its change shape ability for 24 hrs. after being and walk among them. Jealous of the humanity they lack,
forced into swarm form in this fashion. ‘esfwr seize the mortal’s role with relish. Living out their
Fetching (Su): As a full-round action an ‘esfwr can reach stolen existence with verve, ‘esfwr often adopt extremes
through space and time into the ancient workshops where of stereotypes that they observe, from unscrupulous
their spirits first took form, taking up a leftover tool or mercenaries to wanton and seductive courtesans. ‘Esfwr
light or one-handed weapon into their hand. This item is despise the gods, avoiding places of worship and religious
always a masterwork item, but it lasts only as long as the observances, yet they must submit to their power. If
‘esfwr wields it. If dropped, it fades into nothingness 1 tricked into such places, the divine residue within each
round later. An ‘esfwr can have only one object at a time. ‘esfwr compels it to proclaim the glories of that deity and
Swarm Form (Su): An ‘esfwr’s natural state is a swarm beg for mercy while struggling to resist unravelling into
of Tiny demonic white birds; it can assume humanoid their true form.
53
Gbahali
A large reptile charges out of nowhere, its skin a shifting pastiche developed chameleon-like powers to ambush their prey.
of colors. The only things visible are its dagger-like teeth as its Gbahali’s hides changes colors to match their surroundings,
robust jaws snap. providing near invisibility. What often seems like just a
lonely rock on the grasslands may actually be a gbahali in
Gbahali (postosuchus) CR 7 wait along a trail, caravan route, or water holes.
XP 3,200 Gbahali are usually the dominant predators in their
N Huge animal hunting grounds. Gbahali live solitary lives except during
Init +6; Senses low light vision, scent; Perception +11 the fall, when males seek out females in their territory
DEFENSE to mate. Females lay eggs in the spring and guard their
AC 22, touch 10, flat-footed 22 (+2 Dex, +12 natural, -2 size) nests until the eggs hatch; afterward, the baby gbahali
hp 84 (8d10+40) are abandoned to their own devices. Killing a gbahali is a
Fort +11, Ref +8, Will +5 legendary sign of bravery and skill for many plains hunters.
Defensive Abilities chameleon power Gbahali’s thick hides can be used to make hide or leather
OFFENSE
armor, and with the proper alchemical techniques the hides
can retain their color-shifting properties, reducing the cost
Speed 50 ft.
Melee bite +11 (4d6+6 plus grab), 2 claws +10 (2d6+6) to add the shadow armor special ability by 25%.
Space 15 ft.; Reach 10 ft. In combat, gbahali lurk in hiding, using their chameleon-
Special Attacks death roll (4d6+6 plus trip), powerful charge like abilities to ambush prey. They may lie quietly still for
(bite, 8d6+12) hours at a time, but they also can use their speed and stealth
STATISTICS
to stalk prey, picking off victims one by one as they travel
Str 23, Dex 15, Con 20, Int 2, Wis 13, Cha 6
across the savannah, seemingly striking out of nowhere.
Base Atk +6; CMB +14; CMD 26 (30 vs. trip) Gbahali prefer isolated and weak prey, but their sudden
Feats Improved Initiative, Improved Natural Attack (bite), Iron and unexpected onslaught is often enough to scatter a herd
Will, Skill Focus (Perception), Weapon Focus (bite) and leave the weakest members for the predators to bring
Skills Perception +11, Stealth+13 (+25 when still); Racial down. If they are able to kill their prey quickly, they use
Modifiers +12 Stealth their speed to carry the prey off to devour at their leisure.
SQ freeze
ECOLOGY
Environment warm plains
Organization solitary
Treasure none
SPECIAL ABILITIES
Chameleon Power (Ex) A gbahali gains a +12 racial bonus
on Stealth checks. When a gbahali moves half its speed or
less, any attacks made against it until the beginning of its
next turn have a 20% miss chance.
Death Roll (Ex) When grappling a foe of its size
or smaller, a gbahali can perform a death
roll upon making a successful grapple
check. As it clings to its foe, it tucks in
its legs and rolls rapidly, twisting and
wrenching its victim. The gbahali
inflicts its bite damage and
knocks the creature prone.
If successful, the gbahali
maintains its grapple.
Freeze (Ex): A gbahali can
hold itself perfectly still,
allowing its chameleon
power to perfectly match
its background, allowing it
to take 20 on its Stealth check and
to hide in plain sight.
Gbahali (guh-bah-HA-lee; also called
postosuchus) are related to crocodiles, but they
have fully adapted to life away from the water. To
make up for the lack any sort of cover, gbahali have
54
Genie, Al-Aeshma
The skin of this malevolent entity is as black as its heart. A savage
parody of a djinni, its lower half is composed of scorching winds
and desert sand.
Al-Aeshma CR 8
XP 4,800
CE Large outsider (air, native)
Init +8; Senses darkvision 60 ft.; Perception +15
DEFENSE
AC 23, touch 14, flat-footed 18 (+4 armor, +4 Dex,
+1 dodge, +5 natural, –1 size)
hp 75 (10d10+20); regeneration 3 (fire and holy)
Fort +9, Ref +11, Will +5
Immune acid, poison
Weakness bound
OFFENSE
Speed 20 ft., fly 60 ft. (perfect)
Melee mwk falchion +17/+12 (2d6+10/18–20) or 2
slams +16 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks air hatred, dust devil (3/
day, 10–30 ft. high, 3d8+7 on contact
then 1d8+7, DC 22), ill wind
Spell-Like Abilities (CL 9th; concentration +12)
At will—invisibility (self only), putrefy food and drinkAPG
1/day—create food and water, hallucinatory terrain (DC 17),
gaseous form (for up to one hour), insect plague, major
creation (vegetable matter becomes permanent), persistent
image (DC 18)
STATISTICS
Str 24, Dex 19, Con 14, Int 14, Wis 15, Cha 17
Base Atk +10; CMB +18; CMD 33
Feats Combat Casting, Combat Reflexes, Dodge, Improved
InitiativeB, Mobility, Wind Stance
Skills Acrobatics +10, Bluff +14, Craft (any one) +13, Fly +19,
Intimidate +11, Knowledge (planes) +13, Perception +13,
Spellcraft +13, Stealth +9, Survival +10 Ill Wind (Su) An al-Aeshma may choose to modify their
Languages Auran, Common; telepathy 100 ft. gaseous form spell-like ability to be fouled with choking
Other Gear chain shirt, mwk falchion scent of their spiritual decay. This is a modification
SPECIAL ABILITIES
of the gaseous form spell-like ability that adds a new
function. When passing through any square occupied
Air Hatred (Ex) An al-Aeshma receives a racial bonus +2 by another creature while in gaseous form (which still
to attack and damage rolls against airborne opponents. may draw attacks of opportunity normally), the target
Bound (Su) An al-Aeshma can no longer plane shift, as must make a Fortitude saving throw with a DC equal to
they are bound to this plane. Further, al-Aeshma must 10 + 1/2 HD + their Charisma modifier or be affected
always be anchored to the earth. Even in gaseous form or by stinking cloud, with a range equal to the al-Aeshma’s
sandstorm form, some piece of them must always touch occupied squares. The al-Aeshma may turn this ability
the ground. An al-Aeshma’s maximum height above on and off as a swift action. This ability is dependent on
ground while flying is 50 ft. (10 squares). gaseous form and has no effect by itself. If the gaseous form
Dust Devil (Su) The whirlwind of an al-Aeshma is effect ends, ill wind immediately does as well. The save
composed of skin-flaying sand. This functions identically DC is Charisma-based.
to the universal whirlwind ability with the following Al-Aeshma are former djinni viziers and possess many
exceptions. When a target first comes in contact with the of the same powers, albeit with some perversion. Their
dust devil and fails their Reflex saving throw, they take skin is black as pitch and their whirlwind form is seen
triple the creature’s base slam attack damage plus their to be composed of dust and sand as much as the wind.
Strength bonus. The target takes normal slam attack Only a holy weapon or the fiery element of their former
damage from the whirlwind if they are subsequently tormentors, the efreeti, can slay them entirely—otherwise
picked up bodily and suspended inside the cyclone. This the desert sands flow to seal their wounds and even rejoin
damage counts as both bludgeoning and slashing. amputated limbs.
55
Golem, Smaragdine
This large statue of emerald-green crystal has a humanoid body 1d6 points of damage per spell level of the absorbed spell
with the head of an ibis. It steps down from its pedestal to block and are blinded for 1 round. A successful Reflex save (DC
your path. 18 + spell level) reduces the damage by half and negates
the blindness effect.
Smaragdine Golem CR 12
Smaragdine (sma-RAG-deen) golems are creations of
XP 19,200 the Emerald Order, crafted by disciples of Thoth-Hermes
N Large construct
and the emerald esoterica, to guard their secret meeting
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
halls, sacred texts, and the Emerald Tablet itself. As they
DEFENSE
are grown from fragments of the Emerald Tablet, these
AC 27, touch 9, flat-footed 27 (+18 natural armor, −1 size) golems possess an innate embodiment of the wisdom and
hp 118 (16d10+30) knowledge of Thoth-Hermes. It is this trait that makes
Fort +5, Ref +5, Will +5
them strangely susceptible to spells that normally have no
DR 10/adamantine; Immune construct traits, magic
effect on the mindless.
OFFENSE
Their link to the Tablets also means that they can track
Speed 30 ft. them unerringly if commanded to do so, as long as the
Melee 2 slams +25 (2d10+10) Tablets and the golems are on the same plane. When
Space 10 ft.; Reach 10 ft. tracking in this manner, the golems act uncannily as
Special Attacks absorb magic
if possessed of some intelligence. Rather than blindly
STATISTICS blundering through a wall or other obstacle in their path,
Str 30, Dex 11, Con —, Int —, Wis 11, Cha 1 they seek a doorway or some other way to bypass it, taking
Base Atk +16; CMB +27; CMD 37 an indirect path to the Tablets if necessary, but always
ECOLOGY moving closer to them.
Environment any
Organization solitary or gang (2–4)
Treasure none (see text)
SPECIAL ABILITIES
Immunity to Magic (Ex) A smaragdine golem is
immune to any spell or spell-like ability that allows spell
resistance. In addition, certain spells and effect function
differently against a smaragdine golem, as described
below.
• A shatter spell damages a smaragdine golem as if it
were a crystalline creature.
• A touch of idiocy spell causes a smaragdine golem to
act as if it were confused for 1 round.
• A feeblemind spell stuns a smaragdine golem for
1 round.
Absorb Magic (Su) A smaragdine golem can, as
a free action, absorb a spell effect it touches,
including existing effects in an area, such
as a silence spell or a fog cloud. This can be done in
conjunction with a slam attack, absorbing a spell effect
on an opponent, or to any spell cast upon the smaragdine
golem (with the exception of the specific spells
mentioned in its spell immunity ability description).
The strongest effect is always absorbed in
preference to any other.
When it has absorbed a spell effect,
its body glows, as if under the effect
of a light spell. A smaragdine golem can
only hold one absorbed spell effect
at a time. As a standard action,
the golem can release absorbed
spell energy as a blast of green
energy, which lashes out in a radius
of 10 ft. per level of the absorbed spell. All beings
within the area of effect must make a Reflex save or take
56
Gray Thirster
This dried-out body of a long-dead adventurer is still clad in the drinking water. It can be removed by magical effects. The
tattered remains of his clothes. Dry, parchment-like skin clings to save DC is Charisma-based.
bones clearly distinguishable underneath. Withering Turban (Su) At will as a standard action, a
gray thirster can cause the dusty wrappings of its turban
Gray Thirster CR 3 to lash out at creatures nearby, enabling it to attack
XP 800 or make disarm or trip combat maneuvers as though
NE Medium undead wielding a whip. If its withering turban lash hits a
Init +5; Senses darkvision 60 ft.; Perception +8 creature that has been fatigued by its thirst ability, it
Aura thirst (30 ft., DC 14) withers the target’s flesh, dealing 1 point of Strength and
DEFENSE Dexterity damage (DC 14 Fortitude negates). The save
AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural) DC is Charisma-based.
hp 29 (4d8+8)
Fort +3, Ref +2, Will +5 The greatest danger to people traversing the deep deserts
DR 5/bludgeoning; Immune fire, undead traits of the Southlands is thirst, and even the best-prepared
travelers can find themselves without water in the middle
OFFENSE
of the desert. The lucky ones die quickly, while those less
Speed 30 ft.
fortunate linger in sun-addled torment for days before
Melee 2 claws +4 (1d4+1), withering turban +4 (1d3+1
nonlethal)
their tortured bodies give up. These souls often rise from
Space 5 ft.; Reach 5 ft. the sands as gray thirsters, driven to inflict the torment
Special Attacks rend (2 claws, 1d4+1), withering turban they suffered upon other travelers. Gray thirsters try to
destroy oases and wells wherever they find them and
STATISTICS
often lurk nearby to ambush those hoping for a life-giving
Str 12, Dex 13, Con —, Int 6, Wis 12, Cha 14
draught. These creatures often hunt alone, but entire
Base Atk +3; CMB +4; CMD 16
Feats Dodge, Improved Initiative caravans of gray thirsters have been known to prowl the
Skills Perception +8, Stealth +12 (+16 in sandy deep deserts and are the bane of travelers there.
environments); Racial Modifiers +4 Stealth (+8 in sandy
environments)
Languages Common (cannot speak)
ECOLOGY
Environment warm deserts
Organization solitary, pair, gang (3-6)
Treasure standard
SPECIAL ABILITIES
Drought (Su) Once per day as a standard
action, a gray thirster can draw the
moisture from an area in a 20-ft.
radius centered on itself. Non-magical
water and liquids within this area are
immediately turned to dust; liquids carried
by creatures are affected only if that creature fails
its save. Living creatures take 2d8 hp damage
(Fortitude DC 14 half). Oozes, plants, and
creatures with the aquatic or water subtype take
double damage and take a –2 penalty on their
saving throw. The save DC is Charisma-based.
Thirst (Su) Living creatures within 30 ft. of a
gray thirster become fatigued with thirst (DC
14 Will negates). Whether or not the save is
successful, that creature cannot be affected
again by the same gray thirster’s thirst aura
for 24 hrs. If multiple gray thirsters are present,
multiple failed saves do not worsen this fatigue to
exhaustion, though it can stack with other sources
of fatigue to produce exhaustion. Fatigue caused by
a gray thirster can be removed by drinking
a half-gallon of water (requires a
full-round action), but it cannot be
removed by rest and time without
57
Gremlin, Azza
This tiny, hairless, rail–thin creature crackles with static. With a
snap, an arc of electricity flashes between its long ears.
Gremlin, Azza CR 1
XP 400
N Tiny fey
Init +1; Senses darkvision 120 ft., low-light vision; Perception +5
DEFENSE
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 6 (1d6+4)
Fort +1, Ref +3, Will +3
DR 5/cold iron; Immune electricity
OFFENSE
Speed 20 ft., fly 40 ft. (perfect)
Melee electric jolt +3 (1d6 electricity) plus contagious
electricity
Ranged electric jolt +3 ranged touch, 30 ft. (1d6 electricity)
plus contagious electricity
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks contagious electricity
Spell-Like Abilities (CL 1st; concentration +1)
At will—prestidigitation, spark
1/hour—shocking grasp, shock shield
STATISTICS
Str 6, Dex 16, Con 12, Int 12, Wis 13, Cha 11
Base Atk +0; CMB –1; CMD 9
Feats Skill Focus (Disable Device), Weapon FinesseB
Skills Appraise +2, Bluff +4, Disable Device +9, Fly +23,
Knowledge (nature) +5, Perception +5, Stealth +7
Racial Modifiers +4 Fly, +4 Disable Device
Languages Auran, Common
ECOLOGY
Environment any outdoor or urban
Organization solitary, pair, cluster (3–12), or storm (13–20
with 1–3 sorcerers of 1st–3rd level, 1 rogue leader of 2nd–4th
Ride The Bolt (Su) Azza can travel instantly along any
level, and 1–4 small lightning elementals)
electrical current, including instantaneous spell and
Treasure standard
spell-like ability effects. As an immediate action when
SPECIAL ABILITIES
an azza is within the area of an electricity effect, it can
Contagious Electricity (Su) When an azza hits with instantly move from its current location to any other
its electric jolt, the target is infected with a crackling square within or adjacent to the area of the electricity
electrical curse (DC 11 Will negates) lasting 6 rounds. effect. This is in addition to any other movement
If the azza is struck in melee with a metallic weapon allowed. An azza can use its own electric jolt attack to
or item, or with a natural weapon, unarmed strike, or move itself up to 30 ft., exiting the path of its electric
melee touch attack, its attacker must save after the attack jolt at any point along its length. This movement
is resolved to avoid contracting this curse. As long as does not provoke attacks of opportunity and is not a
the curse persists, creatures using electricity attacks teleportation effect, although it does enable the azza to
(including attacks with shock or shocking burst weapons move through the space of other creatures and objects
or other effects that deal electricity damage) against the without difficulty.
target gain a +2 circumstance bonus on attack rolls and
caster level checks with electricity spells, and the target Azza gremlins live among storm clouds, electrical
takes a -2 penalty on saves against electricity effects machinery, or any place with an abundance of electricity.
and a -4 penalty on concentration checks. If the victim Though wingless, their light bodies are perfectly attuned
of this curse takes more electricity damage, it becomes to electromagnetic fields, giving them buoyancy and flight.
staggered until the end of its next turn (DC 11 Fortitude They love playing in thunderstorms, riding lightning bolts
negates). The save DC is Constitution-based. between clouds and ground or other clouds. They feed off
Electrical Tinker (Su) Azza can use their electric jolt to electricity and love to see its effects on other creatures,
make Disable Device checks up to 15 ft. away. making them hazardous pests. Azza stand one-and-a-half
feet tall and weigh approximately 8 lbs.
58
Harpy, Owl
The face of this winged woman is wreathed in a
headdress of feathers; her luminous eyes
and aquiline nose lend a certain
beauty to her feral demeanor, but
her sharp, taloned feet are even more
inhuman to compensate.
Owl Harpy CR 5
XP 1,600
NE Medium monstrous humanoid
Init +3; Senses blindsight 60 ft., low-light vision; Perception +13
DEFENSE
AC 18, touch 14, flat-footed 14 (+2 armor, +3 Dex, +1 dodge,
+2 natural)
hp 58 (9d10+9)
Fort +4, Ref +9, Will +8
Resist cold 5
Weaknesses dissonance
OFFENSE
Speed 20 ft., fly 80 ft. (good)
Melee mwk shortspear +11/+6 (1d6+1), claws +8 (1d6), 2 the harpy’s attacks. This effect continues for as long
talons +8 (1d6) or 2 claws +10 (1d6+1), 2 talons +10 (1d6+1) as the harpy sings and for 1 round thereafter. This is
Special Attacks captivating song, hovering darkness, rend (2 a sonic mind‑affecting charm effect. The save DC is
talons, 1d6+1) Charisma‑based.
Spell-Like Abilities (CL 7th; concentration +10)
Dissonance (Ex) An owl harpy’s blightsight is hearing
3/day—darkness
based. While they are not particularly sensitive to loud
STATISTICS
noise it does disrupt their sensory faculties. When an
Str 12, Dex 17, Con 12, Int 11, Wis 14, Cha 17 owl harpy takes sonic damage, they immediately lose
Base Atk +9; CMB +10; CMD 24 their blindsight for 1d4 rounds. Additional sonic damage
Feats Dodge, Flyby Attack, Hover, Multiattack, Skill Focus extends the duration of the blindsight loss by another
(Intimidate) 1d4 rounds.
Skills Bluff +8, Fly +16, Intimidate +15, Perception +13,
Perform (sing) +9, Stealth +11 Hovering Darkness (Su) As a standard action, an owl
Languages Common harpy that hovers in flight may shake a fine magical
SQ stealthy flier dander from her wings that functions as dust of twilight
Other Gear leather armor, shortspear and requires a DC 17 Fortitude save. A creature may only
ECOLOGY
fatigued by from this ability by a specific owl harpy once
Environment temperate or warm desert, forest/jungle, or
every 24 hrs. The save DC is Charisma-based.
urban Stealthy Flier (Ex) An owl harpy may use Stealth and
Organization solitary, pair, or parliament (3–12) move their entire fly speed without penalty.
Treasure NPC Gear (leather armor, mwk shortspear, other
treasure)
An owl harpy is a queen among her kind, possessing
superior grace and intelligence with the same predatory
SPECIAL ABILITIES instinct and savage appetite. Owl harpies resemble standard
Captivating Song (Su) An owl harpy’s song has the power harpies in many respects, with a few notable exceptions.
to infect the minds of those that hear it, calling them to Owl harpies never grow hair, only feathers, which often
the harpy’s side. When an owl harpy sings, all creatures wreathe their faces and crown their heads like a headdress.
aside from other harpies (including standard harpies) Their taloned feet are stronger and razor sharp. They are
within a 300-ft. spread must succeed on a DC 17 Will superior fliers than their lesser kin; they swoop down and
save or become captivated. A creature that successfully hover in mid-air with ease to tear their prey apart with all of
saves is not subject to the same harpy’s song for 24 their limbs. They are not unheard of anywhere in Midgard,
hrs. A victim under the effects of the captivating song but they are the most prevalent in the Southlands.
moves toward the harpy using the most direct means Owl harpies possess a strange, potent magic associated
available. If the path leads them into a dangerous area with darkness and the night. They can counter most light
such as through fire or off a cliff, that creature receives sources and snuff them out completely. So refined is their
a second saving throw to end the effect before moving hearingthat they can feel sound vibrations on and around
into peril. Captivated creatures can take no actions their faces, and so neither darkness nor invisibility detracts
other than to defend themselves. A victim within 5 ft. from their ability to hunt. This is sometimes a disadvantage
of the harpy simply stands and offers no resistance to as sonic attacks can confound them.
59
Idolic Deity
This small demonic idol seems to fade in and out of reality. Its -4 penalty for 3 rounds to one of the following: attack
malignant will suffocates all creatures nearby. rolls, saves, ability checks and skill checks (DC 20 Will
negates). If it targets a creature already affected by this
Idolic Deity CR 8 ability, a second failed save causes the target to become
XP 4,800 sickened for 24 hrs. but has no other effect. This is a
NE Small outsider (augmented construct, native) mind-affecting curse effect. Creatures using protection
Init +4; Senses see in darkness, darkvision 60 ft.; Perception +0 from evil are immune to this effect. The save DC is are
Aura apostasy aura (30 ft.) Charisma-based.
DEFENSE Shadow Blend (Su): In any illumination other than bright
AC 24, touch 16, flat-footed 19 (+4 Dex, +1 dodge, +8 natural, light, an idolic deity blends into the shadows, giving it
+1 size); incorporeal step concealment (20% miss chance). An idolic deity can
hp 58 (7d10+20) suspend or resume this ability as a free action.
Fort +2, Ref +7, Will +4
Defensive Abilities shadow blend, hardness 8; DR 5/magic; Idolic deities are found in ancient temples and deserted
Immune construct traits; Resist cold 20 tombs, relics of an elder age and all that remains of the
Weaknesses vulnerable to fire favored children of the deceiver Ahriman, mighty div
OFFENSE lordlings like Akoman the evil thought, Nanghant the
Speed fly 30 ft. (good) discontented, and Sarvar the oppressor. Sent to consume
Melee 2 slams +10 (2d6+3) the souls of those worshiping Ormuzd, brother of their
Special Attacks seduce the righteous lord, these beings of shadow and sand labored slowly
Spell Like Abilities (CL 12th, concentration +17) through corruption of the soul, rather than outright
At will—charm monster (DC 19), detect good, detect magic war. The corrupted ancient tribes and their priests began
3/day—waves of fatigue worshiping them as gods, and they forsook their masters’
1/day—suggestion (DC 18), summon (level 3, 1d4 shadows, purpose to revel in their pride and vanity until they were
35%) struck down for their treachery, wasted now to a shadow
STATISTICS remnant, imprisoned in stony idols that barely cling to
Str 14, Dex 18, Con —, Int 10, Wis 10, Cha 20 solidity.
Base Atk +8; CMB +10; CMD 23
Feats Ability Focus (seduce the righteous), Dodge, Hover,
Iron Will
Skills Bluff +10, Fly +14, Intimidate +10, Knowledge (religion)
+3, Sense Motive +10, Stealth +8
Languages telepathy 60 ft.
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Apostasy Aura (Su) An idolic deity’s presence causes
devout creatures with line of sight to it to doubt their
faith. Divine spellcasters must succeed on a DC 18
concentration check in order to successfully cast a spell
or use a spell-like domain power or class feature from a
divine spellcasting class, and take a -4 penalty on other
concentration checks required when using such abilities.
Supernatural domain powers or class features of divine
spellcasting classes function as if their creator were 2
levels lower, and divine spellcasters take a -2 penalty on
saving throws against mind-affecting effects.
Incorporeal Step (Su): While moving an idolic deity is
incorporeal, losing its natural armor bonus to AC but
gaining a deflection bonus to AC equal to its Charisma
bonus. This incorporeal state ends when it stops moving,
so only attacks or effects that occur during its movement,
such as attacks of opportunity and readied actions, attack
it while it is incorporeal.
Seduce the Righteous (Su) An idolic deity may target one
creature within 30 ft. with its gaze, causing it to takes a
60
Jaculus
This small dragon possesses feathered wings on its forearms, with
a pair of strong lower legs it uses to cling to trees.
Jaculus CR 3
XP 800
NE Small dragon
Init +4; Senses dragon senses; Perception +8
DEFENSE
AC 21, touch 15, flat-footed 17 (+4 Dex, +1 size,
+6 natural)
hp 42 (4d12+12)
Fort +7, Ref +8, Will +5
DR 5/magic; Resist acid 5, electricity 5; SR 14
OFFENSE
Speed 20 ft., climb 20 ft., fly 10 ft. (clumsy)
Melee bite +9 (1d4+4) and tail slap +5 (1d4+2)
Special Attacks jagged jaws, rake (2 claws +5,
1d4+4), spearhead
STATISTICS
Str 19, Dex 19, Con 17, Int 13, Wis 13, Cha 13
Base Atk +4; CMB +7; CMD 21
Feats Acrobatic, Skill Focus (Acrobatics)
Skills Acrobatics +8 (+20 when jumping), Appraise
+8, Climb +16, Fly +7, Knowledge (local) +7,
Knowledge (nature) +8, Perception +8, Stealth +11;
Racial Modifiers +12 Acrobatics when jumping.
Languages Draconic, Southern
SQ tree jump
ECOLOGY
Environment warm and tropical forests
Organization solitary, pair, flight (3-12)
Treasure none
SPECIAL ABILITIES
Jagged Jaws (Ex) A jaculus has jagged, bony spurs along
each side of its head that lie flat when it’s calm but jut
outwards when it’s agitated, allowing it to slash its
targets. When it hits with its spearhead attack, it deals 1
hp bleed damage, plus 1 hp bleed damage for each rake
attack that hits.
Spearhead (Ex) When in flight or jumping, a jaculus
can make a special charge attack, extending its long
orange in hue with a line of beige dots running alongside
wedge‑shaped head like the blade of a spear. This
them. Jaculi are far better jumpers than flyers and rely
functions as gore attack, adding 1-1/2 times its Strength
mainly on their Acrobatics skills to perform their attacks,
bonus to damage and with a +1 racial bonus on attack
flapping clumsily back into the trees only when necessary.
rolls (gore +9, 1d6+6/x3). If its spearhead attack hits, it
Despite their small stature, jaculi are remarkably
can rake.
intelligent creatures and are known to pursue cunning and
Tree Jump (Ex) A jaculus that is clinging to a tree jumps complicated plots to build their hoards. Many traditional
down from a tree doesn’t need a running start. tales tell of jaculi flights that live deep in the southern
The jaculus (plural jaculi), also called the javelin snake by forests and work together to separate traveling merchants
many jungle tribes, is a draconic predator that roams the and other caravans from their wealth, often using their
forest and jungle looking for targets that carry valuable climbing and flight to abscond with gems and jewels
objects that it can add to its hoard. It loves shiny or before the victims even know they’ve been robbed. Some
reflective items, but it is clever enough to identify items of jaculi may feign docility, but wise travelers know that the
real value, which it hides in hidden caches within hollow creatures drop any such ruse as soon as they can steal what
trees far from any forest trail. Jaculi have long, narrow they’re really after.
heads that are sandy-colored or beige with lighter spurs,
wings, legs, and underbelly. The flanks and tail are burnt
61
J’ba Fofi
A large brownish spider that resembles to a tarantula with Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/
exaggeratedly long legs gracefully emerges from the bushes, followed round for 6 rounds; effect 1d3 Str; cure 2 consecutive
by similar arachnids that are smaller and yellow in color. saves. Save DC is Con-based with a +2 racial bonus.
Spider Symbiosis (Ex) A j’ba fofi has an empathic
J’ba Fofi CR 4 connection with ordinary spiders, which will not attack
XP 1,200 a j’ba fofi unless magically controlled or unless the j’ba
N Large animal fofi attacks first. In addition, each j’ba fofi is typically
Init +6; Senses darkvision 60 ft., tremorsense 60 ft; accompanied by a spider swarm (as described in the
Perception +10 Pathfinder Roleplaying Game Bestiary), which moves and
DEFENSE attacks at the j’ba fofi’s mental command. The j’ba fofi
AC 19, touch 15, flat-footed 13 (+6 Dex, +4 natural, –1 size) never takes damage from its companion spider swarm.
hp 39 (5d8+15)
Fort +7, Ref +10, Will +1
The j’ba fofi (jah-BAH fo-fee; “giant spider”) resembles an
oversized tarantula with very long legs, although a flicker of
OFFENSE
intelligence imbues these creatures with cunning beyond
Speed 40 ft., climb 40 ft. that of mere vermin. The youngest are yellow in color, but
Melee bite +8 (1d8+4 plus poison)
their hairs turn brown as they age. The natural coloring of
Space 10 ft.; Reach 10 ft.
a j’ba fofi, along with its proficiency at camouflage, makes
STATISTICS
them virtually invisible in their natural environment.
Str 17, Dex 23, Con 17, Int 1, Wis 11, Cha 3
Base Atk +3; CMB +10; CMD 23 (31 vs. trip)
Feats Agile Maneuvers, Skill Focus (Stealth), Weapon Finesse
Skills Climb +19, Perception +10, Stealth +13 (+16 in forests
and jungles, +20 in webs, +24 in camouflaged webs); Racial
Modifiers +8 Climb, +4 Perception, +4 Stealth (+8 in webs)
SQ camouflage, camouflaged lair and webs, spider symbiosis
ECOLOGY
Environment warm and tropical forests
Organization solitary, pair, or colony (3–12)
Treasure incidental
SPECIAL ABILITIES
Camouflage (Ex) The bristle hairs of a j’ba
fofi are always covered by a layer of leaves
impaled on them, which provides the
creatures with a +4 racial bonus on their
Stealth checks when in a forest or jungle.
The j’ba fofi can also make Stealth
checks in forest or jungle terrain even
when under direct observation.
Camouflaged Lair and Webs (Ex) A
j’ba fofi uses leaves in conjunction
with its spider silk to weave lairs
and circular webs that render
them difficult to spot (Perception
DC 20). A character who fails
to notice such hazards and
walks across a j’ba fofi’s web
anchored between a pair of
trees becomes grappled by
the sticky strands and must
succeed at a DC 19 Escape
Artist or Strength check to
get free.
62
Lemurfolk (Kaguani)
A squirrel-like, furred humanoid glides silently from the canopy
of trees, the membrane between its limbs carrying it. It holds a
blowgun in its hand; two intelligent, bulbous eyes observe its
surroundings with curiosity.
Lemurfolk rogue 1 CR 1/2
XP 200
N Small monstrous humanoid (lemurfolk)
Init +3; Senses all-around vision, darkvision 60 ft.,
Perception +1
DEFENSE
AC 14, touch 11, flat-footed 11 (+3 Dex, +1 size)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +1
OFFENSE
Speed 20 ft., climb 10 ft., fly 40
ft. (average, see below)
Melee kukri +0 (1d3/18–20) or bite +0
(1d4)
Ranged mwk blowgun +4 (1d2 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks sneak attack, poison use
STATISTICS
Str 10, Dex 16, Con 12, Int 14, Wis 12, Cha 8
Base Atk +0; CMB -1; CMD +2
Feats Acrobatic
Skills Acrobatics +7, Climb +2, Fly +7, Stealth
+7 (+11 in forests; +11 gliding)
Languages Lemurfolk, Common
SQ all-around vision, camouflage, silent glide,
trapfinding
ECOLOGY
Environment warm forests
Organization solitary, gang (2–5), or tribe (21–30 plus 1
druid leader of 3rd level)
Treasure NPC gear (kukri, mwk blowgun, 10 poisoned needles
[darts], other treasure)
SPECIAL ABILITIES
Camouflage (Ex) A lemurfolk gains a +4 racial bonus on
Stealth checks in forest or jungle terrain.
Poison Use (Ex) A lemurfolk uses debilitating poison
to incapacitate its victims. They use specially crafted
poisoned needles (darts), which will be launched by
masterwork blowguns up to 3 ft. long. most of what they need from available materials in the deep
Blue Whinnis Poison—injury; save Fort DC 14; frequency 1/ jungle but sometimes barter with more advanced creatures
round for 2 rounds; initial effect 1 Con damage; secondary for metal and crafted items. Lemurfolk are nocturnal but
effect unconsciousness for 1d3 hours; cure 1 save. can function normally during daytime hours. They can live
80 years, their fur graying with age. Lemurfolk stand about
Silent Glide (Ex) A lemurfolk can launch itself into the air three feet tall and weigh about 35 lbs.
and glide along for 1 min., making almost no sound, and
gaining a fly speed of 40 ft. and average maneuverability. Lemurfolk Characters
A gliding lemurfolk gains a +4 circumstance bonus on Lemurfolk have no racial Hit Dice, gaining their
Stealth checks. capabilities from class levels. All lemurfolk have the
These small, intelligent, squirrel-like humanoids live in following racial traits.
secret primitive societies deep in the jungles of the world. +2 Dexterity, +2 Intelligence, –2 Strength: Lemurfolk
They are omnivorous, subsisting on fruits, roots, insects, are nimble and quick-witted, but slender.
larvae, eggs stolen from treetop nests, and birds and small Small: Lemurfolk are Small sized.
mammals they bring down with their blowguns. They craft Darkvision: Lemurfolk can see in the dark up to 60 ft.
63
Table 1: Lemurfolk Age, Height, and Weight
Adulthood Intuitive Self-Taught Trained
12 years +1d4 +1d6 +2d6
Middle Age Old Venerable Maximum Age
20 30 40 40+1d20 years
Male Base Height Male Base Weight Male Modifier Male Weight Modifier
3 ft. 0 in. 35 lbs. +2d4 ×1 lbs.
Female Base Height Female Base Weight Female Modifier Female Weight Modifier
2 ft. 10 in. 30 lbs. +2d4 ×1 lbs.
All-Around Vision: A lemurfolk sees in all directions at Hunter: Add a +1/2 bonus on Perception checks while in a
once. It cannot be flanked. forest.
Camouflage: Lemurfolk receive a +4 racial bonus on Ranger: Add +1/4 to damage rolls against one of the
Stealth checks in forested areas. ranger’s favored enemies.
Silent Glide: See above. Rogue: Add +1 to the rogue’s sneak attack damage rolls,
Weapon Familiarity: Lemurfolk are proficient with and a +1 bonus to all Bluff skill checks.
blowguns. Shaman: Add 1/4 to the shaman’s effective class level for
Languages: Lemurfolk speak Lemurfolk and Common. A the purpose of determining her spirit animal’s natural
lemurfolk who has a high Intelligence score can choose armor adjustment and special abilities.
from the following bonus languages: Auran, Elven, Sorcerer: Choose a bloodline power from the verdant
Gnome, Sylvan. bloodline that the sorcerer can use. The sorcerer treats her
class level as though it were 1/2 higher (to a maximum of
Favored Class Options +4) when determining the effects of that power.
The following options are available to all lemurfolk who White Necromancer: The white necromancer’s rebuke
have the listed favored class, and the bonus applies each death ability heals an additional +1 hp.
time you select the listed favored class reward. Witch: Add +1/4 to the witch’s caster level when casting
spells of the necromancy school.
Druid: Add +1 hp to the druid’s animal companion. If the
lemurfolk ever replaces her animal companion, the new
animal companion gains these bonus hp.
64
Manabane Scarab Swarm
These clicking, turquoise-colored beetles have faintly luminescent however, items within a magical container that become
golden glyphs on their backs, which grow brighter and brighter as non-magical cannot be accessed (its contents are not
they draw near. ejected or lost while the container is non-functional).
Artifacts are immune to this ability.
Manabane Scarab Swarm CR 6 Non-instantaneous magical effects with the swarm’s
XP 2,400 area at the end of its turn are dispelled (as dispel magic),
N Fine vermin (swarm) using a caster level check of 1d20+9 against a DC of 11
Init +0; Senses darkvision 60 ft., scent magic, tremorsense 30 plus the spell’s caster level. This can dispel any spell that
ft.; Perception +4 can be effected by a dispel magic. Permanent spells are
DEFENSE suppressed for 1d4 rounds.
AC 18, touch 18, flat-footed 18 (+8 size) Scent Magic (Su) Manabane scarabs can detect the
hp 49 (9d8+9) presence of magical beasts, outsiders, and creatures
Fort +7, Ref +3, Will +3 using active spell effects or carrying magical items as
Defensive Abilities swarm traits; Immune mind-affecting though they had scent.
effects, weapon damage; SR 20
OFFENSE
Manabane scarabs are vermin infused with the ancient
Speed 30 ft., climb 10 ft., fly 20 ft. (clumsy)
magics of fallen desert empires. Whether from gnawing
Melee swarm (2d6 plus mana blight and distraction) on the flesh of the undead or nesting in areas rife with
Space 10 ft.; Reach 0 ft. lingering enchantments, these beetles have developed a
Special Attacks distraction (DC 15), mana blight, mana erosion taste for the power of magic even as its power has marked
STATISTICS
them. The graven glyphs upon their carapaces resemble
the priestly hieroglyphics of the long-dead kingdoms,
Str 1, Dex 10, Con 13, Int —, Wis 11, Cha 2
Base Atk +6; CMB —; CMD — and these runes glow more brightly, to the brightness of a
Skills Climb +8, Fly +0, Perception +4; Racial Modifiers +4 torch, the more magical energy they consume. They pursue
Perception magic without hesitation or mercy, tirelessly tracking
ECOLOGY
sources of magic to drain them for sustenance.
Environment warm deserts (magic-rich areas or tombs)
Organization solitary, pair, or infestation (3-6)
Treasure none
SPECIAL ABILITIES
Mana Blight (Su) Creatures damaged by a manabane
scarab swarm are affected by a curse of magic negationUM
(caster level 9th, DC 15 Fortitude negates). The save DC
is Constitution-based.
Mana Erosion (Ex) Manabane scarabs feast upon any
magic they encounter. Unattended magic items within
the swarm’s space at the end of its turn have their
effects suppressed (DC 15 Fortitude negates) as
long as they remain within the swarm and for
1d4 rounds thereafter. Single-use items such
as potions or scrolls failing their save are
destroyed, while charged items lose 1d6
charges each round they remain within
the swarm and are non-functional for 1d4
rounds after leaving it. Items with limited
uses per day lose one daily use per round
they remain within the swarm.
Creatures damaged by its swarm
must save as well or one random worn,
wielded, or carried magic item is affected
in the same way; roll 1d10 each round
to determine which item is affected, in
the following order. 1: shield; 2: armor; 3:
helmet, hat, or headband; 4: item in hand;
5: cloak; 6: stowed or sheathed weapon; 7:
bracers or gloves; 8: boots, robe, shirt, or vest;
9: jewelry (including rings); 10: anything else.
Items inside a closed container cannot be affected;
65
Mbielu
This lumbering saurian quadruped has large oblong plates of toxic skin. Both the mbielu and the grappler fall prone.
bone covered in greenish slime protruding from its back and its Toxic Skin (Ex) A creature that strikes a mbielu with an
thick, club-like tail. unarmed strike, natural weapon, melee touch attack, or
a bull rush, drag, or grapple combat maneuver exposes
Mbielu CR 6 itself to the mbielu’s poisonous skin.
XP 2,400 Skin—contact; save Fort DC 19; frequency 1/round for 4
N Large animal (aquatic) rounds; effect 1d2 Wisdom damage; cure 1 save. The save
Init +2; Senses low-light vision, scent; Perception +9 DC is Constitution based.
DEFENSE
AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, -1 size) The indigenous peoples of the Southlands describe this
hp 67 (9d8+27) reptilian herbivore as “the animal with planks growing
Fort +9, Ref +8, Will +4 out of its back.” The mbielu (m-BOO-loo) is a large
Defensive Abilities toxic skin dinosaur akin to a stegosaurus with square dorsal plates,
OFFENSE
on which grow symbiotic colonies of toxic green algae.
Speed 30 ft.; swim 10 ft.
A mbielu spends most of its life underwater, feeding on
Melee tail slap +12 (2d6+7 plus trip) aquatic plants and avoiding the withering glare of the
Space 10 ft.; Reach 5 ft. harsh Southlands sun, but it comes onto land frequently
Special Attacks rollover to sun itself for brief periods before immersing itself once
STATISTICS
again. Sages speculate that the algal blooms carried on
its dorsal plates undergo a strange alchemical reaction in
Str 22, Dex 15, Con 16, Int 2, Wis 13, Cha 10
Base Atk +6; CMB +13; CMD 25 (29 against trip) the constant transition between water and sky, especially
Feats Ability Focus (toxic skin), Improved Natural Attack (tail), during the mbielu’s migrations to new watery dens,
Skill Focus (Swim), Weapon Focus (tail slap), Run forming a hallucinogenic contact poison that clouds
Skills Perception +9, Swim +24 the minds of creatures afflicted with it. A mbielu itself is
SQ amphibious immune to this algal toxin. Southern tribes take care to
ECOLOGY avoid this enormous reptile as well as a much larger and
Environment warm marshes and plains more fearsome version of the creature, which they call
Organization solitary, pair, or herd (4-12) mbielu-mbielu-mbielu.
Treasure none
SPECIAL ABILITIES
Rollover (Ex) A mbielu can stand
up from being prone as a swift
action. In addition, when a
mbielu is grappled, it can
attempt to dislodge its
attacker by rolling on top
of it and crushing it to the
ground. Treat this as a bull
rush combat maneuver;
if successful, the grapple
is broken and the creature
grappling the mbielu takes
2d6+7 hp damage and is
exposed to the
mbielu’s
66
Mirager
A lovely lass clad in diaphonous veils and too-revealing skirts its beauty and resting within it for 1 hr. Creatures are
looks on flirtatiously as her graceful toes dance through the dust. affected as enthrall (DC 16 Will negates), but the mirager
may choose to have creatures focus their attention on
Mirager CR 5 itself or on the hallucinatory terrain. Creatures affected by
XP 1,600 this enthrall effect automatically fail any saving throws to
NE Medium fey (earth, shapechanger) disbelieve the hallucinatory terrain. The mirager need not
Init +7; Senses low-light vision, Perception +10 sing or speak to maintain the enthrall effect, but it ends if
DEFENSE the hallucinatory terrain is dispelled.
AC 19, touch 14, flat-footed 15 (+3 Dex, +1 dodge, +5 natural) Thirst Kiss (Ex) As a standard action, a mirager can feed
hp 44 (8d6+16) on the body moisture of a creature it is able to lure into
Fort +4; Ref +9; Will +8 its embrace by kissing it. A creature must be dazed,
DR 5/cold iron grappled, pinned, or helpless to be kissed, and each
OFFENSE kiss deals 1d6 points of Constitution damage and fills
Speed 30 ft. the mirager with an exultant rush of euphoria, which
Melee slam +6 (1d6+3) affects it as a heroism spell for 1 min. The duration stacks
Special Attacks captivating dance, thirst kiss for multiple kisses. The creature being kissed, does not
Spell-Like Abilities (CL 9th, concentration +13) notice the Constitution damage unless it succeeds on a
3/day—charm person (DC 15), daze monster (DC 16) DC 18 Will save. The save DC is Charisma-based.
1/day—hallucinatory terrain (DC 18), suggestion (DC 16)
STATISTICS
In its natural form, a mirager resembles a
shifting mass of sand and dust with a
Str 14, Dex 16, Con 14, Int 10, Wis 14, Cha 18
Base Atk +4; CMB +6; CMD 20 vaguely humanoid shape that is always
Feats Combat Reflexes, Deceitful, Dodge, crumbling like a sandcastle in
Improved Initiative the wind. However, it is able
Skills Bluff +14, Disguise +14, Escape Artist +11, to garb itself in a guise of
Knowledge (nature) +11, Knowledge (local) +10, humanoid flesh, appearing
Perception +10, Sense Motive +10, Survival +10 as a delightfully lovely man
Languages Aklo, Common, Terran or woman with tanned skin,
SQ change shape (Small or Medium humanoid, alter luminous eyes, delicate features,
self) and revealing garments. Whether
ECOLOGY male or female in appearance, a
Environment any desert mirager usually garbs itself in veils
Organization solitary or harem (3-8) and flowing garments that reveal just
Treasure standard enough to allow the unwary to notice its
SPECIAL ABILITIES natural beauty.
Captivating Dance (Su) When in humanoid Whatever its apparent form, a
form, as a move action a mirager can perform mirager’s existence is one of unnatural
a rhythmic dance of sinuously swaying and endless thirst, and they hunger for
movements up to three times per day. flesh and thirst for blood, though they
Humanoids within 20 ft. that view its draw a unique pleasure from leaching
dance are dazed for 1d4 rounds (DC 18 a creature’s fluids in the throes of
Will negates). Creatures of the same passion, draining their target to a
humanoid subtype it has assumed take lifeless husk and then feasting on the
a –2 penalty on their saving throws, as dehydrated remains.
do creatures sexually attracted to the
gender it assumes; these penalties
stack. A creature that succeeds on its
save is immune to the captivating
dance of that mirager for 24 hrs.
Enthralling Mirage (Sp) When
a mirager creates hallucinatory
terrain, the area appears so lush
and inviting that creatures feel
compelled to visit it. Any
creature within 120 ft. of its
hallucinatory terrain gives the
mirage its undivided attention,
exploring it and marveling at
67
Mngwa
Tiny wisps of grayish smoke ooze from the slate-colored coat of an outsider. It can converse with lions (as speak with
this leonine beast. animals) at will.
The skills of a lion are always considered as Class Skills
Mugwa CR 5 for a mngwa. A mngwa also inherited the lion’s senses
XP 1,600 and racial modifiers.
NE Medium outsider (native)
Init +3; Senses darkvision 60 ft., low-light vision, scent;
The elusive mngwa (MING-wah; “the strange ones”) are
Perception +16 the offspring of a sentient feline beast from the Ethereal
Plane that mated with the lionesses of the Southlands long
DEFENSE
ago. Also called nunda (“smoke-cats”), mngwas are strong
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
and cunning hunters that can elude pursuit or draw near
hp 47 (6d10+12)
to their prey unseen and unheeded simply by disappearing
Fort +4, Ref +8, Will +10
into the Ethereal Plane for a brief period of time. Mngwas
OFFENSE
choose their hunting grounds carefully, avoiding the
Speed 40 ft. flatlands where competing predators are plentiful and
Melee bite +11 (1d6+5), 2 claws +11 (1d3+5) favoring rocky and treacherous terrain where it can
Special Attacks pounce, rake (2 claws +11, 1d3+5) talent for dancing along the veil between worlds allows
Spell-Like Abilities (CL 13th, concentration +16)
it to outmaneuver its prey. They sometimes recruit other
3/day—blink, calm animals (DC 14, cats only)
1/day—charm animal (DC 14, cats only), ethereal jaunt
great cats into their prides, though these associations are
generally short-lived.
STATISTICS
Str 21, Dex 17, Con 15, Int 17, Wis 20, Cha 17
Base Atk +6; CMB +11; CMD 24 (28 against trip)
Feats Acrobatic Steps, Alertness, Nimble Moves
Skills Acrobatics +16, Bluff +12, Climb +14, Intimidate +12,
Knowledge (nature) +12, Knowledge (planes) +12, Perception
+16, Sense Motive +13, Spellcraft +9, Stealth +16 (+20
in undergrowth) Racial Modifiers +4 Acrobatics, +4
Stealth (+8 in undergrowth)
Languages Common, Southern, Sylvan
SQ ethereal coat, feline empathy, lionheart
ECOLOGY
Environment warm forest and plains
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Ethereal Coat (Su) A mngwa’s natural
armor is considered a force effect and
applies to its AC against incorporeal
touch attacks. The mantle of ethereal
smoke that constantly swirls
around it results in a 20% miss
chance for melee and ranged
attacks made against it. This does
not grant it concealment; however,
if a mngwa is adjacent to an area of
smoke or mist it can attempt a Stealth
check even if it is directly observed.
Feline Empathy (Sp) A mngwa can send
a cat to deliver a message as the animal
messenger spell, though unlike the spell
it can send a cat or great cat of any size
as its messenger, as long as it has fewer Hit
Dice than the mngwa. A mngwa can adjust
the reactions of cats and train them to follow its
instructions as though it had Diplomacy and
Handle Animal racial skill modifiers of +12.
Lionheart (Ex) A mngwa gains all class
skills of a lion, in addition to its class skills as
68
Mummy, Venomous
This shambling corpse-warrior is draped in stained linen
wrappings, dripping greenish liquid from rents in the fabric.
Mummy, venomous CR 5
XP 1,600
LE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +11
Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 17
negates)
DEFENSE
AC 20, touch 10, flat-footed 20 (+10 natural)
hp 60 (8d8+24)
Fort +5, Ref +2, Will +8
Defensive Abilities venomous ejecta; DR 5/—; Immune
undead traits
Weaknesses vulnerable to fire
OFFENSE
Speed 20 ft.
Melee slam +14 (1d8+10 plus Selket’s venom)
Special Attacks Selket’s venom, toxic smoke
STATISTICS
Str 24, Dex 10, Con —, Int 7, Wis 15, Cha 16
Base Atk +6; CMB +13; CMD 23
Feats Blind-fight, Cleave, Power Attack, Weapon Focus (slam)
Skills Intimidate +8, Perception +11, Stealth +11
Languages Common
ECOLOGY
Environment any
Organization solitary, squad (2–6), or detail (7–12)
Treasure standard
SPECIAL ABILITIES
Selket’s Venom (Su) A venomous mummy’s body
and wrappings are imbued with supernaturally toxic
substances. Its slam attack delivers this poison on a
successful hit, and any creature striking the venomous
mummy with a natural weapon, unarmed strike, melee
touch attack, or bull rush, drag, or grapple combat
maneuver is also exposed to its poison.
Selket’s venom: type contact/slam; save Fort
DC 17; onset 1 minute; frequency 1/minute;
effect 1d6 Con and 1d6 Dex; cure —. Selket’s venom is
both a curse and a poison and cannot be cured unless
the curse is removed. The save DC is Charisma-based.
These variant mummies are crafted by Selket’s faithful
Toxic Smoke (Ex) The venomous mummy’s
to guard their holy sites and tombs, and to serve as the
poison‑imbued wrappings and flesh create toxic fumes
agents of the goddess’s retribution. Should Selket or her
when burned. When a venomous mummy takes fire
faithful feel themselves slighted by a particular individual
damage, it is surrounded by a cloud of toxic smoke in a
or community, these toxic terrors may be awakened from
10-ft. radius that lasts until the end of its next turn. This
the crypts of her temples to go forth and wreak deadly
cloud obscures vision as obscuring mist and does not
vengeance upon those failing to pay their proper respects
move with the mummy. The save DC is Charisma-based.
to the goddess. In most cases, this retribution is limited to
Toxic smoke: type inhaled; save Fort DC 17; frequency 1/ those who actually undertook the acts of blasphemy that
round for 6 rounds; effect 1 Con drain/1d3 Con; cure 2 attracted Selket’s wrath, but if her clergy feel that an entire
consecutive saves. community has grown heretical and over-proud, they may
Venomous Ejecta (Ex) Any creature that confirms a call for a widespread decimation of the populace.
critical hit against a venomous mummy with a piercing
or slashing melee weapon is sprayed with its poison.
Melee weapons with reach don’t endanger their users in
this way.
69
Nandi Bear
This hirsute animal has the massive forequarters of an oversized (DC 12 Will negates). Creatures of the same type (and
bear. Its sloping back and stubby hind legs resemble those of a subtype, if applicable) as the slain creature take a -2
hyena, though its rear legs sport retractable, ripping claws. penalty on this save. At the GM’s option, tales of this
horrific habit of nandi bears may have spread within the
Nandi Bear CR 5 hearing of the PCs, and creatures familiar with their fell
XP 1,600 reputation may also take a -2 penalty on their save. These
N Large animal penalties stack. The save DC is Charisma-based.
Init +6; Senses low-light vision, scent; Perception +11
The nandi bear, also known as ngoloko or kerit, is a
DEFENSE
powerful carnivore of the Southlands forests. Nandi bears
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size) are generally solitary, though occasional mated pairs may
hp 60 (7d8+28) be encountered. Once a cub is born, however, the male
Fort +9, Ref +7, Will +3 either departs or devours the young bear before it can
OFFENSE grow to maturity and possible rival its parent. Formerly
Speed 40 ft. mated pairs sometimes engage in brutal battles over the
Melee bite +10 (1d8+6 plus grab), 2 claws +10 (1d6+6) lives of a cub, often orphaning the fledgling nandi bear in
Space 10 ft.; Reach 5 ft. the process if both parents die. Nandi bears are no more
Special Attacks blow to the head, pounce, rake (2 claws +10, evil than any other animal, but they have a reputation
1d6+6) for cruelty and malice due to their particular fondness
STATISTICS for brains and their habit of cracking open the skulls of
Str 22, Dex 14, Con 18, Int 2, Wis 13, Cha 8 their victims to devour the tasty gray matter within. This
Base Atk +5; CMB +12; CMD 24 (28 against trip) grotesque dietary peculiarity has contributed to the nandi
Feats Ability Focus (blow to the head), Improved Initiative, bear’s unnecessarily awful reputation among hunters,
Run, Skill Focus (Perception) explorers, and tribal elders.
Skills Perception +11, Swim +16; Racial Modifiers +4 Swim
SQ brain-eater
ECOLOGY
Environment warm forest
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Blow to the Head (Ex) A nandi bear has a unique knack
for delivering punishing blows to the head with clubbing
blows from its claws. When it confirms a critical hit
with its claw attack, the target is staggered for
at least 1 round (DC 19 Fortitude negates).
A creature staggered by this blow can
attempt a new save to recover each
round at the end of its turn. Each
failed save results in being staggered
for an additional round. If a nandi
bear confirms a critical hit with a
claw against a creature that is already
staggered, that creature is stunned for
at least 1 round on a failed save. If the
target is already stunned, it is knocked
unconscious for at least 1 round. The save
DC is Constitution-based.
Brain-Eater (Ex) When adjacent to a helpless
creature, a nandi bear attempts a coup de grace
against that creature in preference to attacking
other targets. If a creature is killed by this coup
de grace, the nandi bear devours its brain in
a grisly feast. Living creatures within 30
ft. observing this gruesome display
become shaken for 2d6 rounds
70
Ngoubou
This ill-tempered, six-horned creature resembles a small Stalwart Spikes (Ex) When a creature attempts a grapple
triceratops the size of an ox, with pairs of horns atop its nose and or bull rush combat maneuver or uses an engulf or
its brows as well as great tusks jutting from each side of its mouth. trample special attack against a ngoubou (or a creature
adjacent to it), as an immediate action the ngoubou
Ngoubou CR 7 can ready an action to make a gore attack against that
XP 3,200 creature.
N Large animal Sweeping Spikes (Ex) A ngoubou’s is always poised to
Init -1; Senses low-light vision, scent; Perception +11 strike back at creatures approaching it, and its horns
DEFENSE and tusks are ideally placed for striking back at creatures
AC 20, touch 8, flat-footed 20 (-1 Dex, +12 natural, -1 size) coming around its flanks. It is treated as if its reach
hp 94 (10d8+50) were 10 ft. for the purpose of threatening attacks of
Fort +10, Ref +4, Will +1 opportunity, and it gains a +2 racial bonus on attack and
Defensive Abilities ferocity, stalwart spikes, sweeping spikes damage rolls when making attacks of opportunity or
OFFENSE readied attacks. If it hits with an attack of opportunity
Speed 30 ft. or readied attack, it can attempt a bull rush maneuver
Melee gore +13 (2d6+9) against the same target as a swift action.
Space 10 ft.; Reach 5 ft. (10 ft. for attacks of opportunity) Twice as Many Horns (Ex) Due to a ngoubou’s extra
Special Attacks elephants’ bane, powerful charge (gore, horns, its gore attack deals damages as a Huge creature.
2d6+12), trample (1d6+9, DC 23), twice as many horns
STATISTICS
The ngoubou (n-GOO-boo) is an ox-sized dinosaur
Str 23, Dex 9, Con 21, Int 2, Wis 9, Cha 7 perpetually at war with elephants for territory. Ngoubous
Base Atk +7; CMB +14 (+18 bull rush); CMD 23 (25 against are irascible and suspicious creatures, prone to chases
bull rush) after any creature that stays too long inside the perimeter
Feats Ability Focus (trample), Greater Bull Rush, Improved Bull that it guards. They also become highly aggressive when
Rush, Power Attack, Weapon Focus (gore) elephants are within sight or within range of their scent.
Skills Perception +11, Swim +10 Some Southlands tribes have attempted to train ngoubous
ECOLOGY as beasts of burden or war animals, but most have given up
Environment warm plains on the ill-tempered beasts as their behavior is too erratic,
Organization solitary, pair, or herd (4-16) especially if elephants are nearby. Even old traces of an
Treasure incidental (ivory tusks) elephant’s scent is sufficient to expunge training from a
SPECIAL ABILITIES
ngoubou’s mind and trigger its foul rages.
Elephants’ Bane (Ex) Elephants are a ngoubou’s natural
rivals, and a ngoubou can detect them by scent up to 180
ft. away (twice that range if upwind). A ngoubou gains
a +2 morale bonus on attack and damage rolls against
elephants or creatures mounted on elephants, as they
are driven to throw back such invaders before they
get a foothold in the ngoubou’s territory.
71
Nguma-Monene
This enormous aquatic reptile is a horrid cross among a serrated Elusive (Su) Nguma-monene are rarely seen and almost
serpent, a ridge-backed lizard, and a prehistoric pliosaur. never caught, in part because few survive encounters
with them. Even the mightiest who have sought to
Nguma-Monene CR 12 master them were unable to catch the beast once it had
XP 19,200 been bested. As a full-round action while in the water, a
N Gargantuan animal (aquatic) nguma-monene can move up to its run speed (200 ft.)
Init +12; Senses low-light vision, scent; Perception +15 without leaving any trace of its passage, as if using pass
OFFENSE without trace, and with a +40 circumstance bonus on
AC 31, touch 19 flat-footed 18 (+12 Dex, +1 Dodge, +12 its Stealth check. In addition, except when in combat
natural, -4 size) a nguma-monene is always considered to be under the
hp 174 (17d8+102) effects of a nondetection spell (caster level 20th). This
Fort +16, Ref +22, Will +10 effect cannot be dispelled.
Defensive Abilities elusive
The nguma-monene (n-GOO-mah moh-NEE-nee;
OFFENSE
“ripping python”) is an elusive creature that prefers to
Speed 30 ft., swim 40 ft. remain hidden most of the time. It rarely exposes its
Melee bite +20 (4d6+6 plus grab), 4 claws +20 (1d8+6)
entire bulk, cunningly using vegetation and water to
Space 20 ft.; Reach 20 ft.
maintain cover and concealment whenever it travels. It is
Special Attacks capsize, constrict (4d6+6), strangle
a canny combatant, keeping its body shielded underwater
STATISTICS
when fighting flying or terrestrial foes to maximize its
Str 23, Dex 34, Con 23, Int 2, Wis 21, Cha 9 advantages in aquatic combat (as described in Chapter 13
Base Atk +12; CMB +22 (+26 drag and grapple); CMD 44 of the Pathfinder Roleplaying Game Core Rulebook).
(can’t be tripped)
The nguma-monene is a long-bodied lizard strong
Feats Acrobatic Steps, Dodge, Lightning Stance, Mobility,
Nimble Moves, Skill Focus (Stealth), Spring Attack, Weapon
enough to kill a hippopotamus with ease, able to snatch
Finesse, Wind Stance one from a herd before its fellows have even noticed it is
Skills Perception +15, Stealth +23, Swim +34; Racial gone. A nguma-monene is over 40 ft. long, with a body
Modifiers +12 Stealth, +12 Swim diameter around 5 ft., but it is able to distend itself when
ECOLOGY
gorging upon thick-bodied prey; it then sleeps off its large
Environment warm aquatic (freshwater)
meal in deep underwater mud banks. A serrated ridge runs
Organization solitary along the grayish brown lizard’s entire back. The creature
Treasure none has a light-brown underbelly.
The few reports of these creatures never mention legs,
SPECIAL ABILITIES
but in combat a nguma-monene displays its four stump-
Capsize (Ex) A nguma-monene can attempt to capsize like limbs, which extend perpendicularly to the nguma-
a boat or ship of its size or smaller by ramming it as a monene’s body and end in clawed toes. Despite its great
charge attack and making a combat maneuver check. The size, a nguma-monene is extremely lithe and quick,
DC of this check is 25 or the result of the boat captain’s attacking and moving with agility and surprising speed
Profession (sailor) check, whichever is higher. even across rough terrain.
Drag to the Deeps (Ex) When swimming and using its
Spring Attack feat, a nguma-monene does not need to
move before attacking. In addition, when
a swimming nguma-monene
hits a creature smaller than
itself with its bite attack,
it can attempt two
combat maneuver
checks against
the target: one to
grapple the target
and one to drag
the target. If the
nguma-monene has
movement remaining,
it can drag the creature
along with it as far
as it moves; if it has
no further movement
remaining, it can drag the
creature 5 ft.
72
Nkosi
Throwing back his thick mane of beaded locks, this powerful- Nkosi Characters
looking bestial humanoid grins with a mouth of pointed teeth Nkosi have no racial Hit Dice, gaining their capabilities
before turning into a noble lion. from class levels. All nkosi have the following racial traits.
For more information about nkosi, including physical,
Nkosi fighter 1 CR 1/2
cultural, and societal details as well as how and where they
XP 200 live in the Southlands, see the Southlands setting book,
Nkosi fighter 1 page 22.
LN Medium monstrous humanoid (shapechanger)
Init +7; Senses darkvision 60 ft.; Perception +2 +2 Strength, +2 Dexterity, -2 Charisma: Nkosi are
physically strong and nimble, but they are also abrasive
DEFENSE
and confrontational.
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10+1)
Monstrous Humanoids: Nkosi are considered
Fort +1, Ref +3, Will +1 monstrous humanoids with the shapechanger subtype.
OFFENSE
Size: Nkosi are Medium creatures and have no bonuses or
Speed 35 ft. penalties due to their size.
Melee scimitar +5 (1d6+3/18-20) and bite -1 (1d6+1)
Ranged hunga mungaUE +3 (1d6)
Special Attacks hunter’s maw
STATISTICS
Str 17, Dex 16, Con 13, Int 8, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 17
Feats Improved Initiative, Weapon Focus (scimitar)
Skills Perception +2
SQ hunter’s form (3/day)
Languages Common, Southern
ECOLOGY
Environment any
Organization scouts (2-4), hunting party (6-10), pack (15-
20), tribe (25+ plus 50% noncombantants)
Treasure NPC gear (studded leather, hunga munga,
scimitar, 91 gp)
A leonine race, the nkosi appear to be bestial humans
with cat’s eyes and the fangs and fur of a lion. Most
grow their hair long, braiding colorful beads into
their locks to mark important events in their lives.
The most striking feature of the nkosi is their
ability to change their shape, taking the
form of a zwana lion (see the Southlands
setting book, page 203). Though
comfortable in the wilds, nkosi can
adapt to any environment. In combat,
they favor curved blades, wielded in
a brutal fighting style in concert with
snapping lunges using their sharp
teeth. They prefer light armor and
often decorate it with bone beads,
fetishes, and similar tokens taken
from beasts they have slain.
73
NKOSI OF THE SOUTHLANDS
The werelions of the Southlands are a dangerous nkosi target the shameful trickster. Entire families,
breed: they are proud, strong, and warlike. Their sagas clans, or even whole tribes of nkosi may begin the
sing of great hunts, raids, and feuds, and their love of honor chase. The chase continues by day and night,
combat makes most other races rather wary of them. with various prides coordinating with one another,
Werelions are, however, complete fools for flattery, scouting, scenting, and tracking. The victim must
and their high opinion of themselves sometimes immediately outrun pursuit, for the hunt will not
leads to their downfall. In particular, lemurfolk bards end until the trail is lost entirely (and it can run for
and the various jali of Lignas sometimes swindle hundreds of miles).
and outwit werelions—and this leads to a particular The nkosi who catches the trickster and kills him
tradition in Omphaya and elsewhere called the “honor or her is seen as a champion of all werelions against
chase.” This constitutes a form of nkosi vigilante liars and swindlers, and gains immediate +1 Status
justice against outsiders and troublemakers. and great acclaim in Omphaya and other werelion
Whenever a bard or trickster has stolen a treasure, territories.
insulted a great nkosi warrior, or made some nkosi Most bards, rogues, jali, and tricksters are advised
chieftain look foolish, the werelions may use horns, to be cautious in their dealings and trickery with the
drums, and their own powerful voices to call for nkosi.
assistance, beginning a hunt in which all honorable
Base Speed: Nkosi are quicker than other races and have a A nkosi may change their shape a number of times
base speed of 35 ft. per day equal to 3 + half their character level. This ability
Stalker: Instinctive hunters, Perception, and Stealth are otherwise functions as alter self and beast shape I, except
always class skills for nkosi. for the following:
Hunter’s Form (Su): The nkosi’s true form is that of a They do not adjust ability scores or base attack.
feline humanoid with leonine features: a coat of tawny They lose any class abilities and feats that depend
fur, slit pupils, and a slender tail. When they wish, the on form.
nkosi may change shape into the form of a zwana lion. They gain the abilities of their new form.
While in animal shape, they gain a +10 racial bonus on They do not heal any damage upon changing form.
Disguise checks to appear as a normal lion. Changing
into lion shape is a standard action that provokes attacks Hunter’s Maw (Ex): Nkosi have a natural bite attack
of opportunity, but returning to normal is only a swift that deals 1d6 hp damage. This can be used as a primary
action that does not provoke. attack, or as a secondary attack if the nkosi is wielding
manufactured weapons. Unlike lycanthropes, nkosi are
natural shapechangers, so their bite does not impart any
disease or grant any shape-changing ability.
Languages: Nkosi begin play speaking Southern. Nkosi
with high Intelligence scores can also choose bonus
languages from the following: Common, Draconic,
Giant, Gnoll, and Sylvan.
74
Nymph, Marsh
A beautiful maiden wearing a dress fashioned from water lilies
seductively smiles at you.
Marsh Nymph CR 7
XP 3,200
CE Medium fey (water)
Init +9; Senses low-light vision; Perception +12
DEFENSE
AC 24, touch 23, flat-footed 18 (+1 armor, +7 deflection, +5
Dex, +1 dodge)
hp 93 (12d6+48)
Fort +15, Ref +20, Will +16
DR 10/cold iron
OFFENSE
Speed 30 ft., swim 30 ft.
Melee dagger +7/+2 (1d4+1) or net +7/+2 (entangle)
Ranged dagger +11 (1d4+1), net +11 (entangle)
Space 5 ft.; Reach 5 ft. (10 ft. with net)
Spell-Like Abilities (CL 10th, concentration +17)
At will—bleed (DC 12), charm person (DC 18), dancing lights,
fog cloud, gentle repose, lily pad strideAPG, silent image (DC 18)
3/day—charm monster (DC 20), detect thoughts (DC 19),
goodberry, major image (DC 20), suggestion (DC 19), water
breathing
1/day—hallucinatory terrain (DC 21), persistent image (DC 22)
STATISTICS
Str 13, Dex 21, Con 19, Int 14, Wis 13, Cha 25
Base Atk +6; CMB +11; CMD 30
Feats Agile Maneuvers, Dodge, Exotic Weapon Proficiency
(net)B, Far Shot, Improved Initiative, Net AdeptUC, Net
ManeuveringUC, Point Blank Shot, Stealthy
Skills Bluff +20, Climb +8, Craft (clothing) +15, Escape Artist
+18, Knowledge (geography) +10, Knowledge (local) +10,
Knowledge (nature) +10, Perception +12, Perform (dance)
+12, Perform (sing) +15, Sense Motive +12, Stealth +18 (+22 the net. A creature entangled by the reed flower net takes
in wetlands), Swim +18 a -2 penalty on Will saves, Wisdom checks, and Wisdom-
Languages Aquan, Common, Elven, Southern, Sylvan based skill checks for as long as it remains entangled and
SQ nymphaeaceae armor, unearthly grace for 1d4 rounds thereafter. A reed flower net persists as
ECOLOGY long as a marsh nymph holds it and for up to 1 min. after
Environment temperate, warm, and tropical marches being released, or until destroyed.
Organization solitary or pair Unearthly Grace (Su) A marsh nymph adds her Charisma
Treasure standard modifier as a racial bonus on all her saving throws and as
SPECIAL ABILITIES a deflection bonus to her Armor Class.
Nymphaeaceae Armor (Ex) A thick layer of aquatic plants Marsh nymphs are beautiful fey who hold sway over many
worn as clothing grants a marsh nymph a +1 armor bonus wetlands all over Midgard, though they are more prevalent
to AC and a +4 racial bonus on Stealth checks made in in Verrayne, the Garden of Cardessa, and the Southlands.
swamp terrain. This armor causes plants to part around Marsh nymphs are cruel and depraved creatures that
the marsh nymph, allowing her to move through any seduce travelers with their charms and illusions while
sort of undergrowth at her normal speed and without leading them to a watery grave. They are known to keep
taking damage or suffering any other impairment, even if the most handsome captives as companions until they
those plants have been magically manipulated to impede grow weary of their company, and then take great joy in
motion. If the armor is destroyed, a marsh nymph can drowning them personally. Many marsh nymphspreserve
construct a new garment with 8 hours of work. the bodies of previous mates in aquatic cemeteries, where
Reed Flower Net (Su) As a move action, a marsh the corpses float among fields of water lilies, and the
nymph can weave a net from swamp reeds and grasses, fey spend much time singing to the dead. Such watery
decorated with heady-scented blossoms with an almost graveyards are often guarded by charmed allies of the
intoxicating aroma. If a marsh nymph entangles a marsh nymphs or other caretakers or guardians. While
creature with the net, she can release the net and it marsh nymphs have few weaknesses, their vainness and
immediately roots itself to the ground; she need not hold overconfidence can be exploited to vanquish them.
75
Oozasis
This oasis appears as an idyllic desert respite,
offering water, shade, and perhaps even edible
nuts and fruit in the trees above.
Oozasis CR 11
XP 12,800
N Colossal ooze
Init +2; Senses blindsight 60 ft., tremorsense
120 ft.; Perception +20
DEFENSE
AC 0, touch 0, flat-footed 0 (-2 Dex, -8 size)
hp 248 (16d8+176)
Fort +16, Ref +5, Will +14
Defensive Abilities amorphous; DR 10/-;
Immune acid, ooze traits; Resist electricity 20,
fire 30
Weaknesses vulnerable to sonic
OFFENSE
Speed 20 ft., swim 20 ft.
Melee slam +19 (6d8+14 plus 1d8 acid and grab)
Space 30 ft.; Reach 30 ft.
Spell-Like Abilities (CL 16th; concentration +20)
Constant—tongues, whispering loreARG
At will—fog cloud
3/day—acid pit, goodberry
1/month—legend lore
Special Attacks adaptive camouflage (DC 24), engulf
(DC 22, 1d8 acid and smother), vapors of tranquility and
turmoil (DC 24)
STATISTICS
20 Hit Dice of creatures), or confusion, as chosen by the
Str 38, Dex 6, Con 32, Int 12, Wis 24, Cha 18 oozasis. A successful DC 24 Will save negates the effect
Base Atk +12; CMB +34 (+38 grapple); CMD 42 (can’t be and makes a creature immune to this ability from the
tripped) same oozasis for 24 hrs. The save DC is Charisma-based.
Feats Ability Focus (adaptive camouflage), Ability Focus
(vapors of tranquility and turmoil), Alertness, Improved Waters of Unfathomable Compulsion (Su) Any creature
Initiative, Iron Will, Lightning Reflexes, Persuasive, Weapon that drinks the water of an oozasis, or eats fruit from the
Focus (slam) plants growing within it, has a dream (as the spell) the
Skills Diplomacy +12, Intimidate +8, Knowledge (geography) next time it sleeps. In this dream, the oozasis places a
+7, Knowledge (nature) +13, Perception +20, Sense Motive compulsion to carry out some activity. This command is
+16, Swim +26; Racial Modifiers +4 Swim not language-dependent but typically comes as a torrent
Languages tongues, telepathy 100 ft. of images and sensations. When the creature awakens,
ECOLOGY it is affected as geas/quest (caster level 16th). Creatures
Environment warm deserts successfully smothered while engulfed in the oozasis
Organization solitary are considered to have drunk the oozasis waters and are
Treasure standard affected by this ability.
SPECIAL ABILITIES The oozasis, or oasis ooze, is also known as a mockmire
Adaptive Camouflage (Ex) As a standard action, an in other climates. It mimics a peaceful, pristine watering
oozasis can create a mirage around itself to lure victims hole to draw in unsuspecting prey. An oozasis’s habitual
toward it while disguising its true nature. This functions cycle mirrors its hunting techniques, sliding seemingly
as mirage arcana (caster level 16th, DC 24 Will disbelief) at random between hibernation and perturbation, but
but is non‑magical. The oozasis can dismiss this effect as a beneath this cloak of calm detachment stirs an ancient
swift action. The save DC is Charisma-based. mind with an inscrutable purpose. Far from being a mere
Vapors of Tranquility and Turmoil (Su) Three times mindless sludge, its fractured intelligence occasionally
per day as a standard action, an oozasis can sublimate awakens to impress hapless fools who have partaken of
its waters into a vapor that fills a 60-ft.-radius spread, its tainted bounty, whether citrus draught or sweet fruit,
allowing it to lull creatures within the vapor into peaceful to undertake quests along archaic directives for long-
relaxation and rest or to cause them to descend into lost benefactors. Some tales claim the oozases preserve
madness. This is mind-affecting effect can duplicate memories of mad wizards from dead empires, others
the effects of calm emotions, deep slumber (affecting up to whisper of more antediluvian and inhuman origins.
76
Ostinato
A bit of catchy, repetitive music seems to emanate from nowhere, (DC 19 Will negates), but does not require a receptacle.
drifting and moving as if dancing in the empty air. A creature that saves is immune to that ostinato’s aural
symbiosis for 24 hrs.
Ostinato CR 6 Once an ostinato establishes its symbiosis, the host
XP 2,400 can detect its intrusion with a successful DC 23 Sense
CN Medium aberration (extraplanar, incorporeal) Motive check. On a failed check, the host is unaware of
Init +11; Senses darkvision 60 ft.; Perception +5 (+13 to the ostinato’s presence. The ostinato sustains its host
detect noises) in a variety of ways. The host no longer needs to eat or
DEFENSE
drink and gains the ostinato’s spell resistance. The host’s
Charisma is treated as if it were 2 points higher for the
AC 20, touch 20, flat-footed 13 (+3 deflection, +7 Dex)
purpose of determining class abilities, setting save DCs,
hp 48 (9d8+12)
Fort +6, Ref +10, Will +7
bonus spells, and Charisma-based skill checks. Finally,
Defensive Abilities incorporeal, natural invisibility; SR 19 once per day the host can roll twice and use the higher
Weaknesses soundwave flux result when making a Charisma-based skill check. The
CR of the ostinato’s host is increased by 1.
OFFENSE
A host aware of the ostinato can attempt a new save
Speed fly 50 ft. (perfect) once per day to expel the creature, though the DC
Ranged cacophony ray +10 (4d6 sonic)
increases by 1 for every two days after the first (maximum
Special Attacks aural symbiosis, voracious aura
DC 30). Break enchantment or remove curse expels the
STATISTICS
ostinato with a successful caster level check against a
Str —, Dex 25, Con 17, Int 5, Wis 12, Cha 17 DC equal to the save DC against its aural symbiosis.
Base Atk +6; CMB +13; CMD 26 Dismissal, dispel chaos, and banishment can also drive out
Feats Great Fortitude, Improved Great Fortitude, Improved the ostinato if it fails its saving throw. When an ostinato
Initiative, Ability Focus (aural symbiosis) vacates a host (a full-round action if it leaves of its own
Skills Acrobatics +11, Fly +20, Intimidate +11, Perception +5
volition), it bursts forth in a thundering explosion of
(+13 to detect noises)
sound. Creatures and unattended objects within 60
Languages all
ft. take 6d6 hp sonic damage (DC 19 Reflex half), and
ECOLOGY
creatures within 30 ft. are also stunned for 1d3 rounds
Environment any land and permanently deafened (DC 19 Fortitude negates).
Organization solitary
Treasure none
Voracious Aura (Su) While the ostinato does not adversely
affect its host, it feeds on nearby living creatures 24 hrs.
SPECIAL ABILITIES
after entering its host. An ostinato feeds once per
Natural Invisibility (Su) As a creature day and can affect up to 9 creatures within
of living music, an ostinato is 60 ft. All targets take 1d4 hp damage
naturally invisible, even when it and 1 point of Charisma drain (DC
attacks. This inherent ability is 18 Fortitude negates). The damage
not subject to the invisibility dealt by this effect cannot be healed
purge spell. until the Charisma drain is cured.
Soundwave Flux (Ex) Spells If a creature fails its saving throw
that modify or control against an ostinato’s voracious
sound, including sonic aura more than one day in a
spells as well as sculpt row, the effect increases by 1d4
sound, whispering wind, points of damage and 1 point
message, and the like of Charisma drain for each
(GM’s discretion), that consecutive day it fails its save.
affect an ostinato force
the creature to succeed Creatures of living music,
at a Fortitude save against ostinatos wander the Material
the spell’s DC or take 1d4 hp Plane as repetitive snippets of
damage per level of the spell and song, searching for hosts and rich
become confused for 1 round. This feeding grounds. They enter hosts
is in addition to any other effects of secretly, remaining undetected
the spell and any other saving throw and prolonging their voracious
normally allowed. feasting as long as possible.
Aural Symbiosis (Su) Once per day, an
ostinato can join with another creature,
merging its incorporeal form with their physical
body and becoming an enjoyable repetitive tune in
its host’s mind. This ability functions as magic jar
77
Possessed Pillar
This ancient pillar is graven with weathered symbols of ancient
empires and a palpable aura of power.
Possessed Pillar CR 6
XP 1,600
N Large construct
Init -1; Senses darkvision 60 ft., low-light vision; Perception +1
DEFENSE
AC 19, touch 8, flat-footed 19 (-1 Dex, +11 natural, –1 size)
hp 74 (8d10+30)
Fort +2, Ref +1, Will +3
Defensive Abilities graven hieroglyph, immunity to magic,
trap weapons (Will DC 16); DR 5/—; Immune construct traits
OFFENSE
Speed 20 ft.
Melee 2 slams +12 (2d6+5)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 20, Dex 8, Con —, Int —, Wis 12, Cha 6
Base Atk +8; CMB +14; CMD 23
SQ silent guardian
ECOLOGY
Environment warm deserts or urban
Organization solitary, pair, or colonnade (4–10)
Treasure none or incidental
SPECIAL ABILITIES
Graven Hieroglyph (Su) A possessed pillar can be imbued
with a glyph of warding that triggers when it is struck in
melee. A blast glyph affects a 5-ft.-radius burst centered
on the side of the possessed pillar facing the creature that
struck it. A spell glyph targets the creature that struck it.
Once its graven glyph has been triggered, it automatically
resets 24 hrs. later. The master of the possessed pillar can
change the pillar’s graven glyph by casting a new glyph of
warding spell on it.
Immunity to Magic (Ex) A possessed pillar is immune to of a possessed pillar can order it to release any trapped
any spell or spell-like ability allowing spell resistance. weapons affixed to it. The DC for this ability is Wisdom
Certain spells and effects function differently against it, based.
as noted below.
Carved from enormous blocks of stone, possessed pillars
• A soften earth and stone spell causes the possessed pillar’s look like the animal-headed gods of the Nurian pantheon.
slam attack to deal nonlethal damage for 1 min. The most common are the jackal-faced Anu-Akma or the
• A transmute rock to mud spell deals 1d6 hp damage per ibis-headed Thoth, but those with baboon, crocodile, or
caster level to a possessed pillar, with no saving throw. hawk heads also exist, as well as still more dedicated to
• Transmute mud to rock immediately heals any and all long‑forgotten cults of beast-headed deities. Priests claim
damage currently suffered by a possessed pillar. the weapons taken from victims and distribute them to
• A stone to flesh spell does not actually change the living temple guards or sell them to help fund temple
construct’s body, but eliminates its damage reduction activities.
and immunity to magic for 1 round.
Construction
Silent Guardian (Ex) A possessed pillar can stand
A possessed pillar is carved from a single 4,000-lb. block
perfectly still, emulating a statue or a carved column.
of stone, such as granite or marble. The stone must be of
Observers must succeed on a DC 20 Perception check
exceptional quality, and costs 5,000 gp.
to notice the construct is animated. If it is not noticed, a
possessed pillar gains a +6 bonus on its initiative roll. CL 9th; Price 15,000 gp
Trap Weapons (Ex) The magic of a possessed pillar causes CONSTRUCTION REQUIREMENTS
weapons that strike it to become affixed to its body (DC Craft Construct, lesser geas, polymorph, shatter, caster
16 Will negates) until it is destroyed. Stuck weapons can must be at least 9th level; Skill Craft (sculpting) or Craft
be removed with a DC 16 Strength check, and the master (stonemasonry) DC 15; Cost 10,000 gp
78
Prismatic Beetle Swarm
A dazzling explosion of multicolored lights erupts from the Refraction (Ex) Prismatic beetles are immune to
foliage as a cloud of flying beetles emerges, flashing every color of light‑based effects, including effects with the light
the rainbow. descriptor. The save DC of any illusion (pattern) or
light‑based effect is increased by 2 within a prismatic
Prismatic Beetle Swarm CR 7 beetle swarm, and whenever such an effect is used within
XP 3,200 the swarm’s area the save DC of the swarm’s distraction
N Diminutive vermin (swarm) and glittering carapace are also increased by 2 until the
Init +2; Senses darkvision 60 ft.; Perception +2 end of its next turn.
DEFENSE
The depths of the jungle are filled with exotic flora and
AC 18, touch 17, flat-footed 15 (+3 Dex, +1 natural, +4 size) fauna that are as beautiful as they are lethal, and prismatic
hp 55 (10d8+10) beetles are a superlative examples of this. These flesh-
Fort +8, Ref +6, Will +4 eating venomous insects distract and subdue their prey
Defensive Abilities swarm traits, vermin traits; Immune with their sparkling beauty even as they begin devouring
mind-affecting effects, weapon damage them alive. Individual prismatic beetles sparkle like
OFFENSE precious gems in the light, and natives often incorporate
Speed 10 ft., fly 30 ft. (good) their carapaces in decorative jewelry or utilize them as
Melee swarm (2d6 plus euphoria and poison) special components in enchantment- and illusion-based
Space 10 ft.; Reach 0 ft. spells and items. When they swarm in the thousands,
Special Attacks distraction (DC 16) however, these beautiful bugs create a hypnotic cascade
STATISTICS of glimmering, multi-hued lights capable of enthralling
Str 1, Dex 16, Con 12, Int —, Wis 14, Cha 9 creatures. As they descend on their dazed prey, the beetles’
Base Atk +7; CMB —; CMD — bites slowly paralyze their victims while their secretions
SQ glittering carapace, refraction distract the mind with feelings of euphoria and delight.
ECOLOGY Although carnivorous, prismatic beetles are not overly
Environment warm forests aggressive and do not attack other creatures unless
Organization solitary, pair, or colony (3-8 swarms) attempting to feed or when threatened. However, more
Treasure none than one unwary traveler has fallen prey to other jungle
SPECIAL ABILITIES predators while captivated by the radiant lights of a docile
Euphoria (Ex) Instead of pain, creatures damaged by a prismatic beetle swarm.
prismatic beetle swarm are overwhelmed with euphoria.
The swarm’s distraction ability still causes creatures
failing their saves to become nauseated due to this
sensory overload, but the dulling override of their
normal caution caused by this euphoria causes creatures
beginning their turn inside a prismatic beetle swarm
to take a -1 penalty on all saving throws for 1 min. This
penalty stacks for creatures beginning more than one
turn within the swarm.
Glittering Carapace (Ex) The glossy, iridescent
carapaces of the beetles in the swarm scatter
and tint light in a dazzling exhibit of colors.
In bright or normal light, creatures within
30 ft. that look at a prismatic beetle
swarm become dazed for 1d3 rounds
(DC 17 Will negates). In dim light,
creatures looking at the swarm are
dazed for 1 round (DC 12 Will negates).
This ability has no effect in darkness.
This is treated as a gaze attack for the
purpose of avoiding looking at the swarm.
Creatures successfully saving are immune
to this effect from that swarm for 24 hrs. The
save DC is Wisdom-based.
Poison (Ex) Swarm—injury; save Fort DC 16,
frequency 1/round for 6 rounds, effect 1d4 Dex, cure 1
save. The save DC is Constitution-based.
79
Pygmy Trumpeter Elephant
A miniature elephant stands sturdily, raising its trunk to emit a with hearing-based blindsense or blindsight (and, at the
ringing trumpet blast that reverberates through bystanders’ skulls. GM’s discretion, animalistic humanoids like gnolls and
catfolk), take double damage and a -2 penalty on their
Pygmy Trumpeter Elephant CR 4 saving throw. A pygmy trumpeter requires 1d4 rounds
XP 600 between trumpet blasts to regain its breath. It cannot
N Medium animal use this ability in the same round it makes a gore attack.
Init +1 Senses low-light vision, scent, perception +8 Stability (Ex) Sonic trumpeters receive a +4 racial bonus
DEFENSE to their CMD while resisting bull rush or trip attempts if
AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural) on solid ground.
hp 21 (3d8+9)
Fort +5, Ref +5, Will+1 Pygmy trumpeter elephants are miniature elephants the
size of large working dogs or ponies. Their small stature
OFFENSE
and unique cranial anatomy and vocal organs allow them
Speed 40 ft. to produce a sonic blast that is surprising in its power.
Melee gore +3 (1d6+4)
Their foot-long tusks extend below their dexterous trunks.
Space 5 ft.; Reach 5 ft.
Special Attacks sonic trumpet (1d6 sonic damage + 1d4
Gnolls, catfolk, and many other races have hunted pygmy
rounds shaken) trumpeters almost to extinction, and they typically unleash
a sonic trumpet to discomfit their pursuers while they flee.
STATISTICS
They have been successfully bred in captivity and trained as
Str 17, Dex 12, Con 15, Int 2, Wis 11, Cha 6
extremely loyal companions by naturalists. They are ideal
Base Atk + 2, CMB +5, CMD 16
for the “bodyguard” companion archetype in Pathfinder
Feats Toughness, Skill Focus (Perception)
Skills Perception +8 (+16 by scent), Stealth +5, Swim +3; Player Companion: Animal Archive.
Racial Modifiers +8 Perception by scent
SQ stability
Pygmy Trumpeter Elephant Companions
Starting Statistics: Size: Medium; Speed 40 ft.; AC
ECOLOGY
+1 natural armor; Attack gore (1d6+3) or sonic trumpet
Environment jungle or temperate plains
as 2 HD creature; Ability Scores Str 17, Dex 12, Con 15,
Organization solitary or herd (5-20)
Treasure none Int 2, Wis 11, Cha 6; Special Qualities low-light vision,
scent, sonic trumpet
SPECIAL ABILITIES
Hollow Tusks (Ex) A pygmy trumpeter’s 4th -Level Adv: Ability Scores: Str +2, Wis +2.
tusks are brittle, hollow chambers
that act as resonance chambers for its
sonic trumpet. If a pygmy trumpeter
rolls a natural 1 when making a gore
attack, its tusks become broken,
causing it to take a -2 penalty on attack rolls
and deal half damage with its gore attack.
This also halves the area and damage of its
sonic trumpet, which can no longer cause the
shaken condition. If a pygmy trumpeter rolls a
natural 1 with its gore attack when its tusks are
already broken, it loses its gore attack and sonic
trumpet attack until its tusks heal in 1d4 weeks.
A regenerate spell can restore its tusks.
Sonic Trumpet (Ex) A pygmy trumpeter
elephant can unleash a reverberating
sonic blast that fills a cone‑shaped
burst 15 ft. long, plus 5 feet per Hit
Die of the pygmy trumpeter (a 30-ft.
cone for most pygmy trumpeters). This deals
1d6 hp sonic damage, plus 1 hp per Hit Die, and
causes creatures to become shaken for 1d3 rounds.
A successful Fortitude save (DC 10 + 1/2 the pygmy
trumpeter’s Hit Dice + its Constitution modifier) halves
damage and negates the shaken condition. This shaken
condition is a pain effect rather than a mind-affecting
fear effect and is not cumulative with other fear effects.
Creatures with sensitive hearing, including creatures
80
Ravenala
An anthropomorphic palm tree strides into view, its
head crowned with fronds and spiked seed pods. Its
dangling arms end in hooked wooden talons.
Ravenala CR 7
XP 3,200
N Large plant
Init +0; Senses low-light vision; Perception +12
DEFENSE
AC 21, touch 9, flat-footed 21 (+0 Dex, +12 natural, -1 size)
hp 85 (10d8+40)
Fort +9, Ref +3, Will +9
Defensive Abilities plant traits; DR 5/slashing, SR 18
Weaknesses vulnerability to cold
OFFENSE
Speed 30 ft.
Melee 2 claws +10 (1d8+4/19-20)
Ranged 2 pods +6 (1d4+4)
Space 10 ft.; Reach 10 ft.
Special Attacks bursting pods, lamentable engulf
Spell-Like Abilities (CL 14th, concentration +17)
At will—detect animals and plants, detect magic, detect
thoughts (DC 15), entangle (DC 14), sleep (DC 14)
3/day—plant growth, quench (DC 16), quickened spike growth
(DC 16), summon nature’s ally III, summon swarm
1/day—cure serious wounds, deep slumber (DC 16), wall of
thorns
1/year—limited wish
STATISTICS
Str 18, Dex 10, Con 14, Int 12, Wis 19, Cha 16
Base Atk +7; CMB +12; CMD 22
creatures that fail their saving throw three times are
Feats Alertness, Combat Casting, Iron Will, Persuasive,
permanently trapped within the ravenala until it is slain
Quicken Spell-like Ability (spike growth)
Skills Diplomacy +9, Intimidate +7, Knowledge (nature) +9, or releases them (a free action that does not provoke
Perception +12, Sense Motive +9, Stealth -4 (+5 in forests), attacks of opportunity). Each round a creature begins
Survival +14; Racial Modifiers +9 Stealth in forests its turn engulfed, it must succeed on DC 18 Will save or
Languages Common, Sylvan, Treant be compelled to sing a lament of all the missteps and
SQ greenwalker, treespeech misdeeds in its life as long as it remains engulfed; this
ECOLOGY prevents uttering command words or casting spells
Environment warm forests with a verbal component. This is a supernatural mind-
Organization solitary, pair, or grove (3-7) affecting compulsion. The save DC is Charisma-based.
Treasure standard Treespeech (Ex) A ravenala has the ability to converse with
SPECIAL ABILITIES plants as if subject to a continual speak with plants spell,
Bursting Pods (Ex) As a standard action, a ravenala can and most plants greet them with an attitude of friendly
hurl its spiked seed pods at creatures within 60 ft. These or helpful.
seed pods deal damage to the creature struck and then Ravenala are guardians of tropical forests and watch after
burst on impact, dealing 1d4 hp piercing damage to the local flora and fauna. They are respected by native peoples
target and any adjacent creatures (DC 17 Reflex negates). who venerate them and sometimes seek their advice or
If a seed pod misses, determine where it lands as a splash magical aid at great need. They avoid most humanoids
weapon. A seed pod that misses deals only burst damage. but are greatly feared by those seeking to harm the forest.
Greenwalker (Su) A ravenala can move through any sort Unlike their treant cousins, ravenala avoid physical conflict
of undergrowth (such as thorns, briars, overgrown areas, in favor of magical responses. They are called “man-eating
and similar terrain) at its normal speed and without trees” by some explorers, but they seem more inclined to
taking damage or suffering any other impairment, imprison hostile creatures within their trunks rather than
regardless of whether that undergrowth is natural or has eat them. Trapped creatures may be compelled to sing
been magically manipulated. their own requiem and lullaby lament, drawn down into
Lamentable Engulf (Ex/Su) This ability functions as the enchanted slumber and carried off to another (potentially
engulf special attack, but a ravenala can only engulf a hostile) location before being released. Ravenala grow to
single Medium or smaller creature at a time. Engulfed about 15 ft. and can weigh 1,800 lbs.
81
Rotting Wind
A chilling gust rips through the air, turning nearby foliage to rot plants, while plant creatures take double damage from
and imbuing a sense of dread into all creatures in its path. its rending wind and can be affected by its tomb rot.
Unattended liquids are tainted as putrefy food and drink.
Rotting Wind CR 5 Rending Wind (Su) A rotting wind deals its rending wind
XP 1,600 damage to creatures in its space at the end of its turn. It
NE Large undead also damages creatures entering its space on their turn.
Init +3; Senses all-around vision, lifesense 120 ft.; Perception +3 Creatures damaged by its rending wind are exposed to
DEFENSE its tomb rot.
AC 12, touch 12, flat-footed 9 (+3 Dex, -1 size) Seep (Ex) A rotting wind is a gaseous creature and can
hp 39 (6d8+12) slip through tiny cracks into any area that is not airtight,
Fort +4, Ref +5, Will +8 though it cannot pass through solid barriers.
Defensive Abilities air mastery, improved evasion, natural
invisibility; Immune swarm traits, undead traits, weapon
Swarm-Like (Ex) A rotting wind has the traits of the
damage swarm subtype, although it is not an actual swarm.
Weaknesses vulnerable to area effects, vulnerable to winds Tomb Rot (Su) Curse and disease—touch; save Fort DC 17;
OFFENSE onset immediate; frequency 1/day (see text); effect 1 Con and
Speed fly 60 ft. (perfect) 1 Cha; cure see text. Creatures must succeed on a Fortitude
Melee rending wind (2d6 negative energy plus tomb rot) save each round they take damage from a rotting wind or
Space 10 ft; Reach 0 ft. take Constitution and Charisma damage. Once they exit
Special Attacks befouling presence, distraction (DC 15) the rotting wind’s space, they need save only once per day.
STATISTICS Tomb rot is a supernatural disease and a curse, and the
Str —, Dex 16, Con —, Int —, Wis 16, Cha 14 curse must be removed before the disease can be cured (by
Base Atk +4; CMB +5; CMD 18 (can’t be tripped, grappled or remove disease or one successful Fortitude save).
bull rushed) Vulnerable to Winds (Ex) A rotting wind takes a -4
Skills Fly +9, Perception +3 penalty on saving throws against wind effects, and it is
Feats Ability Focus (tomb rot)B treated as a Tiny creature for the purpose of wind effects
SQ swarm-like determined by size.
ECOLOGY
A rotting wind is an undead creature made up of the foul
Environment any
Organization solitary air and grave dust sloughed off by innumerable undead
Treasure none creatures within the countless lost tombs and grand
necropolises of the Southlands deserts. A rotting wind
SPECIAL ABILITIES
carries the foul stench of death upon it, sometimes flying
Air Mastery (Ex) Airborne creatures take a -1 penalty on before undead armies and tomb legions or circling around
attack and damage rolls against a rotting wind. long-extinct cities and civilizations. At other times, it
Befouling Presence (Su) All normal plant life and liquid simply mindlessly drifts across the sands, blighting all life it
within the same space as a rotting wind at the comes across and leaving only famine and death in its wake.
end of its turn are blighted and cursed.
Normal vegetation is affected as diminish
82
Sand Hag
This withered crone has scorched skin, lank gray hair, and a
malicious grin will with shark-like teeth. Drool trickles from her
lips as she glares malevolently.
Sand Hag CR 5
XP 1,600
CE Medium monstrous humanoid
Init +1; Senses darkvision 90 ft.; Perception +14
DEFENSE
AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
hp 78 (9d10+27)
Fort +8, Ref +7, Will +6
SR 16
OFFENSE
Speed 30 ft., burrow 30 ft.
Melee 2 claws +12 (1d4+3 plus dehydration)
Spell-Like Abilities (CL 9th; concentration +11)
Constant—pass without trace, tongues, undetectable
alignment
At will—alter self, ghost sound (DC 12), hallucinatory
terrain (DC 16), invisibility, minor image (DC 14),
shifting sand (DC 15), whispering wind
STATISTICS
Str 16, Dex 12, Con 16, Int 12, Wis 11, Cha 14
Base Atk +9; CMB +12; CMD 23
Feats Alertness, Blind-Fight, Combat Casting, Deceitful, Great
Fortitude
Skills Bluff +13, Disguise +13, Knowledge (arcana) +4,
Perception +14, Sense Motive +8, Stealth +13
Languages Aklo, Common, Giant
SQ mimicry, scorpion step
ECOLOGY
Environment temperate or warm deserts
Organization solitary or coven (3 hags of any kind)
Treasure standard
SPECIAL ABILITIES
Dehydration (Su) A sand hag’s claws drain the moisture
from creatures she strikes, causing the target to take
an additional 1d6 hp nonlethal damage and become
fatigued. A successful DC 16 Fortitude save halves this
damage and negates fatigue. Multiple failed saves do not nonlethal damage and are dazzled for 1d4 rounds (DC 16
cause a creature to become exhausted, but this fatigue Fortitude negates). Creatures in the area become fatigued
stacks with other sources of fatigue to cause a creature to from heatstroke until this nonlethal damage is cured;
become exhausted. The save DC is Charisma-based. this does not stack with fatigue from hot environments.
Mimicry (Ex) A sand hag can imitate the sounds of almost A sand hag must wait 1d4 rounds after using this ability
any animal found near its lair. Hawks, snakes, camels, before using it again. The save DC is Charisma-based.
and scorpions are all within her range of mimicry. Haunting desert ruins and forgotten oases, sand hags are
Scorpion Step (Ex) A sand hag walks lightly across sandy terrifying crones whose hatred for things of beauty and
surfaces, never sinking into soft sand or leaving tracks. peace is terrible to behold. A sand hag uses her illusionary
Her movement is not impeded by shifting or unstable powers and mimicry to lure travelers into an “oasis” to
sand or when walking up sloped sand dunes. In addition, ambush them. A sand hag delights is tricking a caravan
when walking on sandy surfaces, a sand hag gains into an illusionary oasis, then slaughtering beasts of
tremorsense 30 ft. burden so the caravanners cannot flee, and then terrifying
Scouring Sirocco (Su) A sand hag can generate a blast of and slaughtering them one by one. Sand hags typically
hot wind in a 40-ft. line or 20-ft. cone-shaped burst. This dress in torn and tattered robes, standing 6 to 7 ft. tall and
wind functions as gust of wind, throwing up windblown weighing less than 150 lbs. Though skeletally thin, a sand
sand that blocks vision as obscuring mist. Creatures in hag’s apparent frailty belies her prodigious strength.
the area also take 1d6 hp slashing damage and 1d6 hp
83
Sand Silhouette
A mass of swirling sand takes on a vaguely humanoid shape as it
reaches out to crush opponents in its sandy embrace.
Sand Silhouette CR 6
XP 2,400
NE Medium undead
Init +8; Senses darkvision 60 ft., tremorsense 60 ft.;
Perception +11
DEFENSE
AC 19, touch 12, flat-footed 19 (+2 deflection, +7 natural)
hp 52 (7d8+21)
Fort +4, Ref +2, Will +6
Defensive Abilities amorphous; DR 5/—; Immune undead
traits
Weaknesses vulnerability to water
OFFENSE
Speed 30 ft.; sand glide
Melee slam +9 (1d6+6 plus grab)
Special Attack engulf (DC 19, 1d6+6 bludgeoning),
grinding grit, haunted haboob, smother
Spell-Like Abilities (CL 7th, concentration +9)
At will—shifting sand (DC 15)
STATISTICS
Str 19, Dex 11, Con —, Int 7, Wis 12, Cha 15
Base Atk +5; CMB +9 (+13 to grapple); CMD 21
(can’t be tripped)
Feats Ability Focus (engulf), Improved Initiative,
Power Attack, Toughness
Skills Intimidate +11, Perception +11, Sense
Motive +11, Stealth +4 (+12 in sandy environments);
Racial Modifiers +8 Stealth in sandy environments
Languages Common, Infernal, Necril
SQ camouflage
ECOLOGY
Haunted Haboob (Su) A sand silhouette can disperse
Environment any deserts its body into a roiling cloud of dust and sand. The sand
Organization solitary
silhouette itself assumes gaseous form and is surrounded
Treasure none
by a cloud of obscuring mist in a 20-ft.-radius emanation
SPECIAL ABILITIES
that moves with it. A sand silhouette may create
Camouflage (Ex) A sand silhouette can make Stealth frightening shapes within the mist, as haunting mistsUM
checks in sandy environments even when directly (DC 15 Will negates). A creature that saves cannot be
observed and without cover or concealment. harmed by that sand silhouette’s haunted haboob for 24
Grinding Grit (Ex) A sand silhouette’s body grinds at hrs. The save DC is Charisma-based.
creatures it engulfs. Each time it damages a creature Sand Glide (Ex) This ability functions like the earth
with natural armor with its slam or engulf attack, that elemental’s earth glide ability, but works only on sand,
creature loses 1 point of its natural armor bonus (DC dirt, and other fine-grained solid matter. The sand
15 Fortitude negates), to a minimum of 0. Lost points silhouette’s speed using sand glide equals its base speed.
of natural armor can be restored by magical or natural Vulnerability to Water (Ex) For every 2 gallons of water
healing as though each point were equivalent to 1 point that hit a sand silhouette, it is slowed (as the slow spell)
of ability damage. A regenerate spell restores all lost points for 1 round (no save).
of natural armor bonus immediately.
Unattended objects within a sand silhouette’s space at Sand silhouettes are spirits of those who died in desperation
the end of its turn lose 1 point of hardness. Armor worn by that have seeped into the sand. Appearing as a shadow
a creature engulfed or grappled by a sand silhouette also stretched out along the ground, a sand silhouette’s erratic
loses 1 point of hardness (DC 17 Fortitude negates). Lost movements are difficult to discern. If disturbed or agitated,
hardness can be repaired with make whole, with each point these restless souls cause the sand around them to swirl and
of lost hardness consuming 10 hp that would normally be form into a mass that vaguely resembles their now-deceased
applied to the item’s hp. An item reduced to 0 hardness physical body. Sand silhouettes glide through the sand,
is destroyed unless it is constructed of a material that attacking the living with their magical abilities before rising
normally has 0 hardness. The save DC is Strength-based. up to engulf and asphyxiate their victims.
84
Sandwyrm
What seemed like the bleached bones of a desert creature are mere of bones. Some sandwyrms affix bits of glinting metal or
bony adornments along the back of this horned, scaled lizard. crystal to their bony spines to attract prey.
Sand Glide (Ex) This ability functions like the earth
Sandwyrm CR 7 elemental’s earth glide ability, but works only on sand,
XP 3,200 dirt, and other fine-grained solid natural matter. The sand
N Large dragon silhouette’s speed using sand glide equals its base speed.
Init +7; Senses tremorsense 100 ft., low-light vision, scent;
Perception +20 These lethargic reptilian quadrupeds spend most of their
DEFENSE
lives lying in wait under the desert sands, their long-
necked, spine-tailed bulk below the surface, exposing only
AC 21, touch 10, flat-footed 19 (+1 Dex, -1 size, +9 natural)
the long, jagged bones that line their backs. This external
hp 102 (8d6+72)
skeletal structure resembles a sun-bleached ribcage,
Fort +10, Ref +7, Will +9
Immune sleep, paralysis
attracting carrion birds and curious travelers. When prey
passes nearby, it flexes its dorsal musculature, snapping
OFFENSE
the rows of bone closed over its prey. Once its victim is
Speed 20 ft., burrow 30 ft.; sand glide restrained, the sandwyrm paralyses its meal with repeated
Melee sting +12 melee (1d4+5 plus paralysis), bite +12 melee stings and carries it away.
(2d6+5), and gore +12 melee (1d8+5)
Sandwyrms conserve energy with this hunting strategy,
Space 10 ft.; Reach 5 ft.
sometimes waiting for weeks in a torpid hibernation before
Special Attack backbone entrapment (DC 19, 1d8+5),
paralysis (1d4 rounds, DC 18)
the vibration of footsteps on the sand above alert it to a
fresh meal approaching. To guard against paucity of prey,
STATISTICS
sandwyrms carry kills down to their lairs below the sands
Str 20, Dex 13, Con 19, Int 5, Wis 13, Cha 8 and store them there. They are not above eating carrion if
Base Atk +8; CMB +14; CMD 25 fresh meat is not available. When outmatched in a fight,
Feats Improved Initiative, Iron Will, Skill Focus (Perception), sandwyrms retreat to their lairs with whatever paralyzed
Skill Focus (Stealth)
catches they have managed to obtain.
Skills Bluff+3, Perception +20, Stealth +11, , Survival +12
It is believed by most experts in the Southlands that
Racial Modifiers +6 Perception
Languages Draconic sandwyrms evolved as an offshoot of drakes or wyverns
SQ freeze rather than true dragons, as the structure of their forearms
suggests that they are recent additions to the animal’s body.
ECOLOGY
The bones on their back may have once been wings, and it
Environment desert is thought that some primordial species of winged reptiles
Organization solitary
migrated to the Southlands but were driven to (and under)
Treasure standard
the ground by sandstorms and harsh winds, gradually
SPECIAL ABILITIES adapting to the harsh conditions and developing their
Backbone Entrapment (Ex) When underground with its current hunting technique.
bony spines exposed, a sandwyrm can snap its spines
closed on one Large, two Medium, or four Small or
smaller creatures. This functions like the engulf universal
monster rule, but creatures pinned by its back spines
are not at risk of suffocation unless the sandwyrm
moves underground. Creatures engulfed by the
sandwyrm are carried along when it moves.
A sandwyrm can attack trapped creatures
with its sting without difficulty.
Freeze (Ex) A sandwyrm can rest
underground, holding itself so
still that the bones on its back
appear to be inanimate bony
remains. It can take 20 on
its Stealth check to hide in
plain sight as a heap
85
Sarcophagus Slime
This sarcophagus opens to reveal an eerie, scintillating light, Sarcophagus slimes are amorphous, undead guardians
with wisps of gelid amber ectoplasm undulating outward from a placed within the tombs of the powerful to guard them
quivering mass. A blackened skull sits at its center. from intrusion—and to wreak terrible vengeance on
would-be defilers of the ancient crypts. Like their fellow
Sarcophagus Slime CR 6 guardian mummies, sarcophagus slimes are ever-vigilant
XP 2,400 for those who would dare to desecrate their sacred
NE Medium undead wards. Many sages speculate that the first sarcophagus
Init +0; Senses blindsight 60 ft.; Perception +4 slime was spawned accidentally, in a mummy-creation
Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 15 ritual gone horribly wrong; giving life to the congealed
negates) contents of the canopic jars rather than the mummified
DEFENSE body. Others maintain it was purposefully created by a
AC 10, touch 10, flat-footed 10 powerful necromancer pharaoh bent on formulating the
hp 42 (5d8 + 15) perfect alchemical sentry to guard his accursed crypt.
Fort +4, Ref +1, Will +8 Whatever their origin, these ectoplasmic slimes are the
Immune ooze traits, undead traits bane of burglars and are a constant danger for excavators
OFFENSE and antiquarians meddling in the ruins. The rituals for
Speed 20 ft. their creation have not been entirely lost, however, and
Melee slam +4 (3d4 plus slimy doom) even modern necromancers still create these undead
Special Attacks corrupting gaze abominations for their own fell purposes.
STATISTICS
Str 10, Dex 10, Con —, Int 3, Wis 15, Cha 16
Base Atk +3; CMB +3; CMD +13
Feats Iron Will, Skill Focus (Stealth), Weapon Focus (slam)
Skills Perception +6, Stealth +10
Languages Common (can’t speak)
ECOLOGY
Environment any
Organization solitary
Treasure standard
SPECIAL ABILITIES
Corrupting Gaze (Su) The distorted visage of
the sarcophagus slime wracks the body
and mind of living creatures meeting its
gaze with agony and unraveling shards of
madness. Each round, creatures within 30
ft. meeting its gaze take 2d8 hp damage
(DC 15 Fortitude half) and 1d4 points of
Charisma damage (DC 15 Will half). The
save DC is Charisma-based.
Despair (Su) All creatures within a 30-ft. radius
that see a sarcophagus slime are paralyzed by fear
for 1d4 rounds (DC 15 Will negates). Whether or not
the save is successful, that creature cannot be affected
again by the same sarcophagus slime’s despair ability
for 24 hrs. This is a paralysis and mind-affecting fear
effect. The save DC is Charisma-based.
Disease (Su) Slimy Doom: disease—slam; save
Fortitude DC 15; onset 1 day; frequency 1/day;
effect 1d4 Con damage, target must make a
second Fort save or 1 point of the damage is
drain instead; cure 2 consecutive saves. The
save DC is Charisma-based.
Ooze Traits (Su) While sarcophagus slimes
are undead, they also gain all ooze traits. They do
not gain the mindless trait. They are considered both
oozes and undead for the purpose of bane weapons,
ranger favored enemies, and other effects that depend on
creature type.
86
Sathaq Worm
This titanic worm’s rocky hide is rough and hard as stone. Its
yawning gullet is filled with miniature worms like itself.
Sathaq Worm CR 10
XP 9,600
NE Huge outsider (earth, native)
Init –2; Senses tremorsense 60 ft.; Perception +16
Aura agonizing aura (30 ft., DC 19)
DEFENSE
AC 24, touch 6, flat-footed 24 (–2 Dex, +18 natural, –2 size)
hp 137 (11d10+77)
Fort +10, Ref +5, Will +9
DR 10/magic; Immune acid, paralysis, petrification;
Resist fire 10; SR 17
Weakness vulnerable to sonic
OFFENSE
Speed 20 ft., burrow 20 ft., swim 20 ft.
Melee bite +19 (2d6+15 /19–20 plus
grab and poison) or 7 larva bites +14
(1d6+10 plus poison)
Space 15 ft.; Reach 10 ft. (15 ft. with
larva bites)
Special Attacks drag down, swallow whole
(1d8+10 bludgeoning plus 3d6 slashing
and 3d6 acid damage, AC 19, 13 hp),
trample (1d8+15, DC 25)
Spell-like Abilities (CL 11th, concentration +15)
At will—grease (DC 15), soften earth and stone (DC 16)
1/day—transmute rock to mud
STATISTICS
Str 31, Dex 6, Con 24, Int 9, Wis 14, Cha 19
Base Atk +11; CMB +23 (+27 bull rush or
grapple); CMD 31 (33 vs. bull rush, can’t be
tripped)
Feats Awesome Blow, Blind-Fight, Greater Bull Rush, Improved worm drags a creature underwater, that creature must
Bull Rush, Improved Critical (bite), Power attack hold its breath or begin drowning. If it drags a creature 5
Skills Climb +24, Escape Artist +12, Perception +16, Stealth or more ft. below ground level, the character is treated as
+8 (+20 in sand, mud or stone), Swim +32; Racial Modifiers if in the slide zone of a cave-in, as described in Chapter
+4 Stealth (+12 in sand, mud or stone) 13 of the Pathfinder Roleplaying Game Core Rulebook, taking
Languages Aklo, Terran (can’t speak) 2d6 hp bludgeoning damage and becoming buried (DC
ECOLOGY 15 Reflex negates).
Environment any desert, swamp, or underground Poison (Ex) Bite—injury; save Fort DC 22; frequency 1/
Organization solitary, pair, or nest (3-6) round for 6 rounds; effect 1d3 Dex; cure 2 saves.
Treasure none
Swallow Whole (Ex) Sathaq worms carry their young
SPECIAL ABILITIES
within their bodies, where the smaller larva greedily wait
Agonizing Aura (Su) The sathaq worm’s presence induces for their next meal. A swallowed victim suffers 1d8+10
pain in creatures native to the Material Plane, causing hp bludgeoning damage from crushing, 3d6 hp slashing
them to become sickened with pain as long as they damage from the gnawing larvae within and 3d6 hp acid
remain within 30 ft. and for 1d6+4 min. thereafter (DC damage from the digestive acid.
19 Fortitude negates). A creature that saves is immune to
that sathaq worm’s aura for 24 hrs. This is a pain effect. Sathaq (sah-THACK) worms are nightmarish predators
The save DC is Charisma-based. from the Plane of Earth, 30 ft. long and 10 ft. thick, with
Drag Down (Ex) When burrowing or swimming, a sathaq rugged brown hide embedded with stones. They are
worm can take a move action and a standard action solitary, allowing other adults nearby only to mate and
at any point during its movement. It cannot use that incubating their young inside their gullets. They drag prey
standard action to take another move action. If it strikes down to drown or suffocate, and creatures they swallow
a creature smaller than itself, it can use a drag combat are flayed alive and digested simultaneously by the parent
maneuver against that target with a +4 racial bonus in worm and these larvae.
place of attempting to grapple that target. If the sathaq
87
Scorpions
SCORPION, NIGHT ECOLOGY
Environment warm or arid deserts, forests, plains, or
This midnight-black scorpion has a bright-red stripe on its tail,
underground
signaling the crippling poison within. Organization solitary, pair, or colony (3–6)
Treasure none
Night Scorpion CR 3
SPECIAL ABILITIES
XP 800
hp 37 (Pathfinder Roleplaying Game Bestiary 242; same
Poison (Ex) Sting—injury; save Fort DC 12; frequency 1/
statistics as giant scorpion, except as below) hour for 15 hours; Initial effect sickened for 3d6 hours;
Secondary effect 2d4 Con damage; cure 1 save.
SPECIAL ABILITIES
Poison (Ex) Sting—injury; save Fort DC 17; onset 1 round; These desert scorpions can be identified by their hefty
effect Blinded for 1d3 hours; cure 1 save. physique and their aggressive behavior. Considered one of
This aptly named arachnid hunter is an offshoot of the the most dangerous species of scorpions in the Southlands,
more commonly known giant scorpion. Instead of the Stygian fat-tailed scorpion brings instant death to
enfeebling its prey, the night scorpion blinds victims with a those who feel the terror of its toxic sting. A dose of fat-
dose of its crippling poison. tailed scorpion venom is worth 4,000 gp or more.
Night scorpion venom is highly prized for its unique Fat-Tailed Scorpion Venom
properties and can command upwards of 400 gp per dose.
Type poison (injury); Save Fortitude DC 15
Night Scorpion Venom Onset immediate (sickened), 10 min. (Con damage)
Type poison (injury); Save Fortitude DC 17 Frequency 1/hr. for 15 hrs.
Onset 1 round Initial Effect sickened for 3d6 hours; Secondary Effect
Effect Blinded for 1d3 hours; Cure 1 save 2d4 Con damage; Cure 1 save
88
Scorpion, Swarm
Faint scraping sounds crescendo into a cacophony of skittering This seemingly unending, waterfall-like crush of small,
as tiny scorpions pour from the sands, ready to devour all poisonous scorpions is the stuff of many adventurers’
unsuspecting sleepers in the tent. nightmares. A scorpion swarm is rare but deadly; the
odd tiny scorpion in one’s shoes or discarded robes is not
Scorpion Swarm CR 4 necessarily cause for concern, but experienced desert
XP 1,200 dwellers prefer to crush all such creatures in case they are
N Diminutive vermin (swarm) the harbinger of a swarm. Indeed, scorpion swarms can
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; descend upon the unwitting rather quickly. When they do,
Perception +5 their innumerable bites, not to mention their poison, can
DEFENSE be enough to kill even the heartiest humanoids.
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size) Scorpion swarms are favored by Selket, Goddess of
hp 39 (6d8+12) Scorpions and patroness of desert nomads, raiders, and
Fort +5, Ref +5, Will +3 assassins. Followers of Selket do not fear scorpion swarms.
Defensive Abilities swarm traits; Immune weapon damage Rather, they see them as signs of their goddess’s favor,
OFFENSE particularly if the swarms inexplicably aid them during
Speed 20 ft., burrow 5 ft. their dark exploits. Some assassins in the Cult of Selket
Melee swarm (2d6 plus poison) even carefully bottle scorpion swarms and unleash them
Space 10 ft.; Reach 0 ft. upon their marks, allowing the creepy creatures to do their
STATISTICS
bloody work for them.
Str 1, Dex 16, Con 14, Int —, Wis 13, Cha 2
Base Atk +4; CMB —; CMD —
Skills Climb +7, Perception +5, Stealth +19 (+23 in deserts);
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth (+8 in
deserts)
SQ swarm traits, vermin traits
ECOLOGY
Environment warm deserts
Organization solitary, pair, or colony (3–6 swarms)
Treasure none
SPECIAL ABILITIES
Poison (Ex) Swarm: injury; save Fort DC 15; frequency 1/
round for 4 rounds; effect 1 Dexterity and 1 Strength
damage; cure 1 save. The save DC is Constitution-based.
89
Serpopard
These spotted and scaly quadrupeds run on hairless leonine paws,
while their cat-like heads perch atop sinuous serpentine necks.
Serpopard CR 5
XP 1,600
N Large animal
Init +7; Senses low-light vision, scent; Perception +10
DEFENSE
AC 18, touch 12, flat-footed 12 (+3 Dex, +6 natural, –1 size)
hp 52 (7d8+21)
Fort +8, Ref +8, Will +3
Defensive Abilities savage scavenger
OFFENSE
Speed 40 ft.; swim 30 ft.
Melee bite +10 (2d8+5 plus grab), 2 claws +11 (1d8+5)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks musk, pounce, rake (2 claws +11, 1d8+5)
STATISTICS
Str 21, Dex 17, Con 17, Int 2, Wis 12, Cha 6
Base Atk +5; CMB +11 (+15 grapple); CMD 24 (28
vs. trip)
Feats Improved Initiative, Power Attack, Skill Focus
(Perception), Weapon Focus (claws)
Skills Acrobatics +11, Perception +10, Stealth
+9 (+13 in undergrowth); Racial Modifiers +4
Acrobatics, +4 Stealth (+8 in undergrowth)
SQ sinuous strikeback
ECOLOGY
Environment warm deserts or swamps
Organization solitary, pair, or pack (3–10)
Treasure incidental
SPECIAL ABILITIES
Camouflage (Ex) A serpopard can make
Stealth checks in desert or swamp
environments even when directly observed
and without cover or concealment.
Musk (Ex) Once per hour, a serpopard can release a the creature. A serpopard cannot use this ability when it
jet of foul-smelling musk in a 10-ft. cone that coats is grappling a creature with its bite.
creatures in the area with musk that lasts for 2d4
Serpopards are 13 ft. long, weighing 600 lbs., with little
rounds (DC 16 Reflex negates). Creatures coated in
gender dimorphism. They have a feline body with a long,
musk, and any creature adjacent to them, must succeed
serpentine neck and a furred yet draconic head filled with
on a DC 16 Fortitude save each round or be sickened
sharp teeth. Their hairless paws have retractable, black,
until the beginning of their next turn. The save DC
wickedly curved talons.
is Constitution-based. The odor from this musk on
Serpopards are foul-tempered predators and scavengers,
creatures struck by it for 1d4 hrs., and can be detected
even resorting to cannibalism when convenient. They
at a range of 100 ft. (creatures with the scent ability can
actively hunt humanoids when possible and have no
smell it at double this range).
qualms about attacking other predators to steal their kills
Savage Scavenger (Ex) Serpopards are carnivores and or simply devour them and their victims. Serpopards
carrion-eaters inured to the stench of rot and filth. They are indiscriminate poachers, and the smells of recent
are immune to ingested or inhaled diseases and poisons, successful hunts often draws their attention. Serpopards
as well as musk and stench special abilities. They gain a are not tenacious hunters, however, and easier meals often
+2 racial bonus on saving throws against other forms of distract them from an ongoing pursuit.
disease and poison, as well as any effect that would cause In Nurian culture, serpopards are revered for their ability
them to become nauseated or sickened. to conceal themselves. Their skin and secretions are highly
Sinuous Strikeback (Ex) A serpopard’s neck is in constant prized for use in cosmetics and perfumes, and they regularly
motion, allowing it to keep track of foes on all sides of feature in Southlands iconography and decoration.
it and strike back unexpectedly. A creature flanking a
serpopard provokes an attack of opportunity if it attacks
90
Skin Bat
A repulsive, bat-like creature darts from the stygian darkness, drained 10 points of Charisma it releases its victim and
apparently composed entirely from rotting sheets of stolen skin. retreats to digest the meal.
Though its large eyes are glassy and lifeless, an unmistakable Steal Face (Ex) When a skin bat reduces a victim to 0
evil intent glimmers within them as its toothless mouth snaps Charisma (helpless), as a full-round action that provokes
hungrily. attacks of opportunity, it peels the victim’s face off and
places it over its own head and becomes even more
Skin Bat CR 3 terrifying. Creatures within 30 ft. must make a DC 12
XP 800 Will save to avoid being frightened; friends of the fallen
NE Medium undead suffer a -4 penalty on this save. The face rots away within
Init +3; Senses darkvision 60 ft.; Perception +3 2d6 days.
DEFENSE Summon Bats (Ex) The excited, high frequency cries of
AC 13, touch 13, flat-footed 10 (+3 Dex) a skin bat attract nearby bats of the mundane variety.
hp 18 (4d8) Whenever a skin bat enters combat or faces danger, there
Fort +1, Ref +4, Will +5 is a 50% chance that 1d3 bat swarms will arrive in 2d6
Immune undead traits rounds. These bats are not under the skin bat’s command.
OFFENSE
Skin bats are undead creatures created from the skin flayed
Speed 10 ft., fly 40 ft. (poor) from the victims of sacrificial rites, often in the name of
Melee touch +6 (1d3+1) bite +6 (paralysis)
Camazotz, Bat Lord of the Underworld. They are given
Space 5 ft.; Reach 5 ft.
Special Attacks attach, paralysis, skin feeding, steal face,
a measure of unlife by a vile rituals involving immersion
summon bats in flesh-fillws vats. They feed on the skin of living beings,
replenishing their own constantly rotting skin.
STATISTICS
Skin bats can live almost anywhere. In cool climes they
Str 12, Dex 16, Con —, Int 2, Wis 13, Cha 10
tend to take long breaks between feedings, since the cold
Base Atk +3; CMB +4 (+14 grapple); CMD 7
Feats Alertness, Weapon Finesse
preserves their forms and negates the need to regularly
Skills Perception +3, Stealth +7, Survival +4 replenish skin. This helps explain why they are so frequently
attracted to the dark depths of ageless dungeons. In hot,
ECOLOGY
wet, tropical climes where their skin decomposes more
Environment any
rapidly, they are voracious feeders by necessity. The skin
Organization solitary, pair, or flock (4-8)
bats of the Southlands are particularly vicious.
Treasure standard
Skin bats vaguely resemble normal bats, with thin bodies,
SPECIAL ABILITIES
long trailing tails, and large wings of flapping skin. The
Attach (Ex) If a skin bat hits with a melee touch attack, typical wingspan is 8 ft. Its eyes are large, lifeless, and
it latches onto the victim, pulling its body tight against glassy. The color of their skin matches that of their prey,
the victim and wrapping itself around it in an effective and as a result, a skin bat’s coloration can change over time.
grapple. While attached, the skin bat loses its Dex bonus They typically weigh about 15 lbs.
to AC.
The skin bat is hard to remove; it
has a +10 racial bonus to grapple,
and to remove it an opponent
must succeed at pinning it.
Even then, the creature
is peeled off reluctantly,
taking considerable skin with
it (the victim suffers 1d4 hp
damage and must make a DC 10
Fortitude save or suffer a 1 Cha
damage due to scarring).
Paralysis (Ex) The saliva of a skin
bat causes paralysis. Victims of a
successful bite attack must make
a DC 12 Fortitude save or be
paralyzed for 1d4 rounds.
Skin Feeding (Ex) An attached skin bat
hungrily feeds on its victim’s skin. Acid
secreted from its own skin dissolves the
epidermis into a paste that is devoured by tiny feeding
tubes on the creature’s underside. The target takes 1d3
points of Charisma damage each round. When it has
91
Skitterhaunt
This large vermin moves erratically, leaking noxious
fluid from its cracked exoskeleton.
Skitterhaunt Scorpion CR 4
XP 1,200
N Large ooze
Init -2, Senses blind, blindsight 40 ft.
DEFENSE
AC 14, touch 7, flat-footed 14 (+7 armor, -2 Dex, -1
size)
hp 52 (5d10+25)
Fort +9, Ref -1, Will -4
Defensive Abilities broken shell (1d6,
DC 17); Immune sonic, ooze traits
OFFENSE
Speed 40 ft.
Melee 2 claws +6 (1d6+4 plus grab and
1d6 acid), sting +6 (1d6+4 plus 1d6 acid)
Special Attacks acid spray (4d6 acid), constrict (1d6+4 plus
1d6 acid)
STATISTICS Defensive Abilities: Skitterhaunts lose their normal
Str 19, Dex 6, Con 20, Int —, Wis 1, Cha 1 defensive abilities and gain ooze traits.
Base Atk +3; CMB +8 (+12 grapple); CMD 16 (28 vs trip) Speed: As the base creature, reduced by 10 ft. If this reduces
ECOLOGY speed to 0, the skitterhaunt loses that movement type.
Environment warm deserts Attacks: As the base creature.
Organization solitary, pair Special Attacks: The skitterhaunt loses poison and web
Treasure none attacks, or other attacks that produce substances from
SPECIAL ABILITIES the vermin’s body. It gains the following special attacks:
Acid Spray (Ex) Once per minute (10 rounds), a Acid (Ex) The monsters natural attacks deal 1d6 hp acid
skitterhaunt scorpion can spray a line of acid as a 40 ft. damage on a hit.
ranged touch attack dealing 5d6 hp acid damage. Acid Spray (Ex) Once per minute (10 rounds), the
Broken Shell (Ex) Creatures striking a skitterhaunt skitterhaunt can spray a line of acid as a ranged touch
scorpion with a melee attack take 1d6 hp acid damage attack with a range of 40 ft., dealing 1d6 hp acid
(DC 20 Reflex negates). Creatures striking it with damage per HD.
reach weapons do not take this damage unless the Infest Vermin (Ex) If a skitterhaunt damages a vermin,
skitterhaunt scorpion is below half its maximum hp. On it can attempt to infest that vermin as a swift action
a critical hit against the skitterhaunt scorpion, damage is (Fortitude negates). An infested vermin takes 1d8
doubled and the save DC increases to 22. The save DC is points of temporary Strength damage per hour,
Constitution-based. becoming helpless at 0 Strength. The skitterhaunt
then oozes out of its prior host (which kills it) and
This parasitic ooze lives in the shells of monstrous vermin
inhabits the new body. After 1 hour, the new body
it has infested and killed. Often mistaken for living vermin,
gains the skitterhaunt template and regains 1 point of
skitterhaunts’ sluggish, erratic movements and oozing
temporary Strength damage, healing 1 point per hour
carapaces quickly reveal their true nature with a successful
thereafter. The save DC is Constitution-based.
DC 15 Knowledge (dungeoneering) check.
Abilities: -4 Dex, +4 Con, Wis and Cha drop to 1, no Int
Creating a Skitterhaunt score.
“Skitterhaunt” is an acquired template that can be added to Special Qualities: The creature gains blindsight 40 ft. and
any living vermin with an exoskeleton, referred to hereafter sonic immunity, and the following special qualities:
as the base creature. Blind (Ex) Skitterhaunts are blind and immune to all
Challenge Rating: Same as base creature +1. visual effects.
Alignment: Always neutral. Broken Shell (Ex) Creatures striking a skitterhaunt with
Type: The creature’s type changes to ooze. It retains all a melee attack take 1d6 hp acid damage per 4 HD,
the base creature’s statistics and special abilities except minimum 1d6 (Reflex negates). Creatures striking it
as noted here. Do not recalculate saves or base attack with reach weapons do not take this damage unless
bonus, other than modifiers for ability scores. the skitterhaunt is below half its maximum hp. On a
Armor Class: Any natural armor from the base creature critical hit against the skitterhaunt, damage is doubled
become an armor bonus. and the save DC increased by 2. The save DC is
Constitution-based.
Hit Dice: Change hit die to d10.
92
Snakes
SNAKE, SWAMP ADDER Skills Acrobatics +8, Climb +8, Perception +9, Stealth +4,
Swim +8; Racial Modifiers +4 Perception, +4 Stealth, +8
This vicious snake has a squat, diamond-shaped head, a puffed
Acrobatics; modifies Climb and Swim with Dexterity
neck, and a peculiar yellow band with brownish speckles.
ECOLOGY
Swamp Adder Snake CR 2 Environment any temperate or warm swamps
Organization solitary, pair, or nest (3-8)
XP 600
Treasure none
hp 13 (Pathfinder Roleplaying Game Bestiary; same statistics as
venomous snake, except as below) SPECIAL ABILITIES
SPECIAL ABILITIES Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round
Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/ for 6 rounds; effect 1d4 Con; cure 1 save.
round for 6 rounds; effect 1d2 Con; cure 1 save. This giant venomous snake is known as one of the most
This venomous snake variant—sometimes known as the lethal serpents along the Spice Coast and on Zanskar—one
“speckled band”—is native to the marshes of the southern bite from the Zanskaran viper can kill a healthy human in
reaches of the Southlands, particularly Veles-Sa, and is mere seconds. A dose of its viscous green venom is known
simultaneously feared and prized for its potent paralytic to fetch as much as 2,500 gp on the black market.
venom. A dose of swamp adder venom could command Zanskaran Viper Venom
3,000 gp or more on the black market.
Type poison (injury); Save Fortitude DC 16
Swamp Adder Venom Frequency 1/round for 6 rounds
Type poison (injury); Save Fortitude DC 15 Effect 1d4 Con damage; Cure 1 save
Onset immediate (Con damage), 1d2 rounds (paralysis)
Frequency 1/round for 6 rounds
Initial Effect 1d2 Con damage and paralyzed for 1 minute;
Cure 2 consecutive saves
93
Sphinx, Gypsosphinx
With black wings and a body pale as alabaster, the vulture-beaked
gypsosphinx is easy to identify. Its riddles and obsessions all hinge
on death and carrion, and they are powerful servants of the gods
of death and the desert. Their eyes can spot prey miles away, and
the distance they climb into the sky hides their enormous size.
Gypsosphinx CR 11
XP 12,800
NE Huge magical beast
Init +6; Senses darkvision 60 ft., low-light vision, mystic sight;
Perception +16
DEFENSE
AC 25, touch 10, flat-footed 23 (+2 Dex, +15 natural, -2 size)
hp 147 (14d10+70)
Fort +14, Ref +11, Will +10
OFFENSE
Speed 50 ft., fly 90 ft. (average)
Melee bite +22 (2d6+10) and 2 claws +22 (1d8+5)
Space 15 ft.; Reach 10 ft.
Special Attacks pounce, rake (2 claws +22, 1d8+5)
Spell-Like Abilities (CL 14th, +19 concentration)
At will—augury, detect magic, see invisibility
3/day—comprehend languages, greater dispel magic,
legend lore
1/day—slay living (DC 21)
STATISTICS
Str 30, Dex 14, Con 20, Int 18, Wis 18, Cha 20
Base Atk +14; CMB +26; CMD +38 (+42 vs. trip)
Feats Alertness, Improved Initiative, Improved Natural Armor,
Iron Will, Skill Focus (Knowledge [arcana]), Skill Focus
(Knowledge [history]), Skill Focus (Knowledge [religion]) it can conceal itself when it flies in front of the moon in the
Skills Acrobatics +17, Bluff +15, Climb +14, Diplomacy +9, night sky. Gypsosphinxes are found anywhere bodies are
Fly +7, Knowledge (arcana) +15, Knowledge (history) +15, buried or left to rot, frequently harvesting the corpses of
Knowledge (religion) +15, Perception +16, Sense Motive +12, battlefields of warring desert tribes. It is said that wherever
Stealth +11 there has been a massacre on the great dunes, there will
Languages Sphinx, Southern, Common, Darakhul, Draconic soon be a gypsosphinx. Gypsosphinxes commonly converse
ECOLOGY with intelligent undead, priests of death gods, and even
Environment any desert or underground with other sphinxes, but they rarely gather among their
Organization solitary, pair, or colony (4-16) own kind. The creatures guard their territories jealously,
Treasure double standard typically claiming a necropolis as the heart of its territory.
SPECIAL ABILITIES Like all sphinxes, the gypsosphinx are gifted in the lore
Mystic Sight (Su) A gypsosphinx sees death coming and of riddles, relying upon magic to solve any challenges
often can foretell the manner of a person’s death. This it cannot solve on its own. Unlike most of their varied
ability does not come with a corresponding urge to cousins, gypsosphinx are gifted fliers capable of diving
share that information, however. Gypsosphinxes are steeply from the night sky to snatch carrion on the ground
notorious for hinting, teasing, and even lying about a below. Although the creatures do not truly sleep, its activity
creature’s death (“If we fight, I will kill you and eat your cycle mimics that of a nocturnal creature, far more active
heart—I have seen it” is a favorite bluff). at night than the day with the stroke of midnight having
special spiritual significance for the beasts. Nevertheless,
Rake (Ex) If a gypsosphinx succeeds with both claw a large banquet of corpses draws the gypsosphinx from
attacks it is entitled to an automatic follow-up with a rake its lair regardless of hour. Occasionally, paranoid nobles
attack. If the attack roll succeeds, the rake inflicts 2d8+12 seek out a gypsosphinx in its lair and entreat the creature
damage and may knock targets that are Large or smaller to reveal the secret of their death in the hopes that such
prone. Make an immediate opposed CMB check; if the knowledge will somehow enable them to later cheat their
gypsosphinx wins, the raked creature is knocked prone. fate. A gypsosphinx demands a high price for such a service,
Huge lion-bodied and vulture-headed creatures, the pale typically with payment in corpses or unusual or near-extinct
alabaster fur of the gypsosphinx makes it almost shine in species. Rarely, though, does the gypsosphinx honor its side
the desert sun. With its pale coloration, the gypsosphinx of the bargain, either giving false information or turning on
stands out equally in underground tombs and caverns, yet the supplicant with its death magic.
94
Spider, Sand
Two speckled, wickedly pointed legs erupt from the sand, When a sand spider begins its turn underground,
plunging forward with murderous speed, followed by spider the it can take a move action and a standard action at any
size of a rhino. point during its movement. It cannot use that standard
action to take another move action. If it strikes a creature
Sand Spider CR 7 smaller than itself, it can use a drag combat maneuver
XP 3,200 against that target with a +4 racial bonus. If the spider
N Large vermin pulls a creature 5 or more ft. below ground level, the
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; target is dragged into its burrow and is considered to be
Perception +8 squeezing (though the spider is not), taking a -4 penalty
DEFENSE on attack rolls and to AC. Its movement is halved, and it
AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, -1 size) can escape the sand spider’s burrow only by burrowing
hp 70 (10d8+30) or climbing (DC 20 Climb check). Creatures above
Fort +10, Ref +6, Will +3 can attempt to rescue the trapped creature by breaking
Immune mind-affecting effects through the trapdoor of compressed saliva and sand
OFFENSE (hardness 5, hp 30, Break DC 23). A sand spider in its
Speed 30 ft., burrow 30 ft. burrow gains cover against attacks from outside its
Melee bite +12 (1d8+7 plus poison), 2 legs +11 (1d6+2) burrow if the trapdoor is open (or destroyed), or total
Space 10 ft.; Reach 10 ft. cover if the trapdoor is closed.
Special Attacks impaling legs (2d6+4), trapdoor ambush
Sand spiders are solitary hunting spiders that lurk beneath
STATISTICS the deserts and arid plains of the Southlands. These
Str 20, Dex 17, Con 16, Int —, Wis 10, Cha 2 carnivores hunt all manner of desert dwellers and travelers,
Base Atk +7; CMB +13; CMD 26 (34 vs. trip) striking from hiding, snaring their prey, and dragging it
Skills Acrobatics +11, Climb +13, Perception +4, Stealth +4; down into its sandy burrow. Occasionally, groups of sand
Racial Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +4
spiders form connected lair networks called clusters. A
Stealth
typical cluster consists of 2-4 sand spiders, usually one
SQ compression
female and the rest male.
ECOLOGY
Environment deserts and arid plains
Organization solitary or cluster (2–4)
Treasure incidental
SPECIAL ABILITIES
Impaling Legs (Ex) The two front legs of the sand spider
end in sharp chitin points, which it uses in unison:
one to pin its prey and the other to impale them. A
creature struck by one of its legs while denied its
Dexterity bonus, or any creature struck by both
legs in the same round, takes an additional 2d6+4
hp piercing damage. In addition, if the spider
confirms a critical with one of its leg attacks and
the target is Medium or smaller, the target is
affected as the Impaling CriticalUC feat.
Poison (Ex) Bite—injury; save Fort DC 17;
frequency 1/round for 6 rounds; effect 1d3 Con and
staggered; cure 2 saves. Save DC is Con-based
with a +2 racial bonus.
Trapdoor Ambush (Ex) A sand spider creates
burrows in loose sand, completely hiding
itself from view (although a successful DC
20 Perception or Survival check allows a
creature to notice the presence of sand spider
burrows). Creatures that do not notice the
burrows are automatically surprised by the
sand spider, which waits until a creature
approaches within reach of its burrow. All
squares adjacent to its burrow are considered
threatened by a sand spider hiding in its burrow; this is
an exception to normal rules for concealment, cover, and
threatened squares.
95
Subek
This tall creature has a scaly hide and large clawed hands, with season subeks become violent and territorial, ruthlessly
the head of a crocodile and bright, intelligent eyes. killing and consuming all trespassers.
Subeks are aware of the destructive and violent nature
Subek CR 5 that awaits them during the flood season. As the dry
XP 1,600 season comes to a close, they distance themselves from
LN Large monstrous humanoid other cultures, warning locals when the flood season
Init +4; Senses darkvision 60 ft., low-light vision; Scent; approaches. Most migrate upriver, though some construct
Perception +13 underground prisons or cages and pay brave retainers to
DEFENSE keep them fed during their time of savagery. During flood
AC 16, touch 17, flat-footed 12 (+7 natural, -1 size) fever, subeks do not recognize friends or colleagues and
hp 63 (6d10+30) kill indiscriminately. Once the fever clears, they remember
Fort +7, Ref +5, Will +7 nothing of their actions.
OFFENSE Despite the potential danger, subeks are highly
Speed 30 ft., swim 20 ft. regarded as engineers, historians, and teachers. In
Melee bite +9 (1d8+4), 2 claws +9 (1d6+4) many communities, subeks often live on the outskirts of
Space 10 ft.; Reach 10 ft. communities, acting as advisors, elders, sages, or wise men
Special Attacks death roll (1d8+4), rend (2 claws, 1d6+6) in exchange for gifts of food or trinkets. Subeks rarely live
STATISTICS together for long, preferring to seek out a mate once or
Str 19, Dex 10, Con 20, Int 14, Wis 14, Cha 14 twice during their lives, fostering a single egg and raising
Base Atk +6; CMB +10; CMD 21 the hatchling together for a decade before parting ways.
Feats Alertness, Improved Initiative, Power Attack Subek scholars and oracles debate their duality; some
Skills Craft (any one) +11, Intimidate +11, Knowledge (any believe it an ancient curse and others a shared ancestry with
one) +8, Perception +13, Sense Motive +10, Swim +13 northern trolls, with some loathsome and primitive part of
Languages Common their soul exerting control. A rare few, often shamans and
ECOLOGY oracles, embrace their duality, often
Environment warm rivers living in remote upriver regions
Organization solitary far from civilization.
Treasure standard
SPECIAL ABILITIES
Death Roll (Ex) When grappling a foe of its size or smaller,
a subek can perform a death roll upon making a successful
grapple check. As it clings to its foe, it tucks in its legs and
rolls rapidly, twisting and wrenching its victim. The subek
inflicts its bite damage and knocks the creature prone. If
successful, the subek maintains its grapple.
Flood Fever (Ex) During the flood season, subek are
overcome with bloodthirsty malice as their alignment
shifts to Chaotic Evil. They gain a +2 racial
bonus to Strength and Constitution and
the blood rage universal monster ability.
At the same time, they lose the ability to
speak Common and cannot use Craft or
Knowledge checks.
Hold Breath (Ex) A subek can hold its breath for a
number of rounds equal to 4 times its Constitution score
before it risks drowning.
Subeks are crocodile-headed humanoid creatures that
dwell along the banks of great rivers. They are tailless with
muscular physiques, surprisingly dexterous hands, and
a frightening maw of sharp teeth. They are 9 ft. tall, 700
lbs., and can live up to 300 years.
During the dry season, subek are friendly,
thoughtful scholars, historians, and artisans.
For most of the year they are willing to advise
others and lend their physical prowess to local
construction projects for any price they
consider fair. However, during the flood
96
Tendril Puppet
Moving in odd starts and jerks, this advancing warrior has thin
green vines reaching out from its empty eye sockets, its mouth,
and its ears to twine around its head, chest, and arms.
Tendril Puppet (verdant servitor) CR 3
XP 400
Human warrior 3
LN Medium plant (augmented humanoid)
Init +4; Senses root mind; Perception –1
DEFENSE
AC 20, touch 10, flat-footed 20 (+4 armor, +2 shield,
+4 natural)
hp 19 (3d10+3); fast healing 5
Fort +6, Ref +1, Will +1
Immune plant traits; SR 14
OFFENSE
Speed 30 ft.
Melee assegai +7 (1d10+3/19-20)
Ranged thorn +3 (1d8)
Special Attacks hurl thorns
STATISTICS
Str 17, Dex 11, Con 17, Int 6, Wis 4, Cha 8
Base Atk +3; CMB +6; CMD 16
Feats Improved Initiative, Weapon Focus (assegai),
Quick Draw
Skills Intimidate +5, Perception –1
SQ root mind, jungle strider
Gear assegai, chain shirt, heavy zebra hide shield
ECOLOGY
Environment warm jungles
Organization solitary, pair, or troop (3-10), or
army (11-40)
Treasure none
SPECIAL ABILITIES
Jungle Strider (Ex) Verdant servitor
tendril puppets can move through
natural undergrowth without
impairment or damage.
Magically manipulated
plants can impede and
harm them, but those
manipulated by vine
lords do not.
Hurl Thorns (Ex) Verdant servitor
tendril puppets can extrude and hurl a large
thorn as a standard action. The thorn has a 30-ft. range
increment and deals 1d8 hp piercing damage and then Linked to the Green Walker, tendril puppets mindlessly
explodes in a 10-ft.-radius burst of splinters dealing 1d4 attack creatures that threaten the Living Jungle of
hp piercing damage (DC 15 Reflex half). Yawchaka in Kush. They fight to the death.
Plant Traits (Ex) Verdant servitor tendril puppets gain
plant traits and immunities and apply their Charisma
Tendril Puppet Template
modifier on Will saves rather than their Wisdom “Tendril puppet” is an acquired template that can be
modifier. added to humanoids, animals, or magical beast (referred
to hereafter as the base creature). A tendril puppet retains
Root Mind (Ex) All tendril puppets have a shared
the base creature’s ability scores, defensive abilities, speed,
consciousness called the root mind. Within the Living
melee and ranged attacks and special abilities except as
Jungle, they gain blindsense 60 ft. and cannot be flanked,
noted below and as modified by its infection stage, as
surprised, or caught flat-footed.
described in Table 3: Tendril Puppet Infection Progression.
97
Table 3: Tendril Puppet Infection Progression
Infection Stage CR Adjustment AC Bonus Ability Adjustment Special Ability
The Unaware +0 0 Str +1, Con +1, Int -1, Wis -2 root mind, fast healing 5
Hungering Pawn +1 +2 Str +2, Con +2, Int -3, Wis -4 jungle strider, plant traits
Verdant Servitor +2 +4 Str +3, Con +4, Int -4, Wis -6 hurl thorns, spell resistance
For more information about tendril puppets, see the core Special Attacks: As the base creature, modified by its
Southlands setting book, page 128. infection progression (see Table 3: Tendril Puppet
Size and Type: The creature’s type changes to plant in the Infection Progression above)
Hungering Pawn stage. Do not recalculate the creature’s Hurl Thorns (Ex) Verdant servitor tendril puppets can
Hit Dice, base attack bonus, saves, or skill points. Size is extrude and hurl a large thorn as a standard action. The
unchanged. thorn has a 30-ft. range increment and deals 1d8 hp
Defensive Abilities: As the base creature, modified by its piercing damage and then explodes in a 10-foot-radius
infection progression: burst of splinters dealing 1d4 piercing damage (DC 15
Plant Traits (Ex) Hungering pawn tendril puppets gain Reflex half).
plant traits and immunities and apply their Charisma Special Qualities: As the base creature, modified by
modifier on Will saves rather than their Wisdom its infection progression (see Table 3: Tendril Puppet
modifier. Infection Progression above)
Root Mind (Ex) All tendril puppets have a shared Jungle Strider (Ex) Hungering pawn tendril puppets
consciousness called the root mind. Within the Living can move through natural undergrowth without
Jungle, they gain blindsense 60 ft. and cannot be flanked, impairment or damage. Magically manipulated plants
surprised, or caught flat-footed. can impede and harm them, but those manipulated by
Spell Resistance (Ex) Verdant servitor tendril puppets gain vine lords do not.
spell resistance equal to their CR + 11 (maximum 25).
98
Titan, Degenerate
This massively powerful-looking giant has a stooped bearing still-active magical devices of the city as if they were gods.
and wears tattered clothing and armor that look slapdash, as if Their lairs are filled with items scavenged from the city.
gathered here and there without knowing exactly what they were. These collections are a hodge-podge of dross and delight,
as the degenerate titans are not intelligent enough to
Degenerate Titan CR 8 discern treasure from trash. Degenerate titans have lost
XP 3,200 their ability to command magical words of power, but to
CE Huge humanoid (giant) survive the dangerous magics in the Abandoned Lands
Init –2; Senses darkvision 60 ft.; Perception +6 they have tapped into the latent mystic powers that still
DEFENSE reside within them to empower unique offensive and
AC 22, touch 6, flat-footed 22 (+4 armor, –2 Dex, +12 natural, defensive abilities. These devolved misfits may have
–2 size) lost most of their former gifts, but what remains are
hp 100 (10d8+40) primal powers that tap, without subtlety or skill, into the
Fort +13, Ref +1, Will +3 fundamental building blocks of magic.
Defensive Abilities fortification (25%); Immune death effects;
SR 18
OFFENSE
Speed 40 ft. (30 ft. in armor)
Melee greatclub +17/+12 (3d8+16) or 2 slams +16 (2d6+11)
Space 15 ft.; Reach 15 ft.
Special Attacks earthstrike, shout of the void
STATISTICS
Str 33, Dex 6, Con 23, Int 6, Wis 10, Cha 7
Base Atk +7; CMB +20; CMD 28
Feats Cleave, Great Cleave, Martial Weapon
Proficiency (greatclub), Power Attack,
Weapon Focus (greatclub)
Skills Climb +11, Intimidate +8,
Perception +6
Languages Titan
ECOLOGY
Environment warm plains and ruins
Organization solitary or groups (2-15)
Treasure incidental (Huge greatclub, Huge
crude armored coat); double in lair
SPECIAL ABILITIES
Earthstrike (Su) As a standard action, a
degenerate titan can slam his fists onto the
ground creating a magical shockwave in a 120-
ft. line that deals 5d6 hp force damage (DC 21 Reflex
negates). Creatures failing their save are pushed 1d6
times 5 ft. in a random direction (or until they strike a
solid barrier or creature, taking 1d6 hp damage) and then
fall prone. The save DC is Constitution-based.
Shout of the Void (Su) As a standard action, a
degenerate titan can utter a reality-rending scream
that acts as greater dispel magic (caster level
11th). If the titan uses an area dispel, it
affects a 60-ft. cone-shaped spread.
These degenerate descendants of
the once-noble titans continue to
haunt the Abandoned Lands. These
miserable creatures hunt for any
living thing to eat, including each
other, in the streets of Gala’ikos
and surrounding environs. Prone
to insanity and unexpected mood
shifts, degenerate titans are fiercely
territorial creatures who worship the
99
Titan, Southlands
Radiating a powerful presence, this towering humanoid has
sharp-edged features that seem hewn from ancient stone.
Southlands Titan CR 15/mr 3
76,800
NG Gargantuan outsider (mythic, native)
Init +2; Senses darkvision 120 ft., true seeing; Perception +27
DEFENSE
AC 30, touch 8, flat-footed 28 (+6 armor, +2 Dex, +16
natural, -4 size)
hp 272 (19d10+152+30)
Fort +19, Ref +8, Will +13; +4 vs. mind-affecting
Defensive Abilities fortification (50%); DR 10/epic;
Immune aging, death effects; SR 25
OFFENSE
Speed 50 ft. (35 ft. in armor)
Melee mwk greatsword +33/+28/+23/+18 (6d6+27/17-20)
or 2 slams +28 (2d8+18)
Ranged mwk composite longbow +18/+13/+8/+3
(4d6+18/×3)
Space 20 ft. Reach 20 ft.
Special Attacks eldritch singularity, mythic power (3/day,
surge +1d6), trample (2d8+27, DC 32)
Spell-Like Abilities (CL 20th; concentration +27)
Constant—true seeing
At-Will Power Words—boost (meta), burning flash,
burst (target), dash, distant (meta), inverted (meta,
Deep Magic), selected (target),
3/day Power Words—complex order, damage, frost
fingers, gradual (meta), paralyze humanoid
1/day Power Words—force blast, unfetter
1/week Power Words—horror
For ease of game play, sample pre-constructed
combat utterances can be found in Deep
Magic.
STATISTICS
Str 47, Dex 14, Con 27, Int 16, Wis 20, Cha 24
Base Atk +19; CMB +41 (+45 sunder);
CMD 53 (55 vs. sunder)
Feats Cleave, Combat Reflexes, Great
Cleave, Greater Sunder, Improved
Critical (greatsword), Improved Sunder,
Improved Vital Strike, Iron Will, Mythic
Cleave, Mythic Power Attack, Power
Attack, Vital Strike
Skills Acrobatics +17, Bluff +30,
Climb +19, Craft (any one) +13,
Intimidate +20, Knowledge
(planes) +22, Knowledge (local)
+22, Knowledge (history) +22,
Perception +27, Perform
(sing) +12, Sense
Motive +24, Swim
+24, Survival +7
100
Languages Titan, Southern (Common), Giant; telepathy 150 ft.
SQ militant, longevity
ECOLOGY
OPTIONAL SPELL-LIKE ABILITIES
Environment warm forests, mountains, plains, or hills
Organization solitary (CL 15TH)
Treasure standard (mwk breastplate, mwk composite longbow GMs who do not wish to use the words of power rules
[+18 Str bonus] with 20 arrows, mwk greatsword) plus other can instead use this set of spell-like abilities for the
treasure; double standard Southlands titan:
SPECIAL ABILITIES At will—break, command (DC 18), dispel magic, slow (DC 20)
Eldritch Singularity (Su) As a standard action, a 3/day—heal, polar ray, power word: blind, power word: stun
Southlands titan can open a rupture into the eldritch 1/day—overwhelming presence (DC 26), power word: kill,
source that fuels its words of power. This rupture appears soulreaver (mythic, DC 25)
at a spot designated by the titan within 100 ft., and
creatures within 60 ft. take 6d6 hp force damage and
must succeed on a DC 26 Reflex save or be pulled 1d6 Words of Power (Su) Masters of words of power,
times 10 ft. toward the eldritch singularity, taking an Southlands titans have utterances as their spell-like
additional 1d6 hp damage per 10 ft. traveled and falling abilities. Word choice varies widely so every titan can have
prone. In addition, the singularity is surrounded by a a different collection of utterances at any given time.
60-ft.-radius emanation equal to an antimagic field until
the end of the titan’s next turn. This antimagic field does Southlands titans are the surviving immortal children
not affect the titan’s words of power or spell-like abilities. of Aurgelmir. Fleeing to the wild Southlands after the
After using this ability, the titan must wait 1d4 rounds Vanir War, they founded the empire of Glorious Umbuso,
before using it again. The save DC is Charisma-based. which lasted thousands of years before plague brought
Longevity (Ex) Southlands titans cannot die from old age about its collapse. A remnant dwells in the ocean realm
and do not take penalties to ability scores due to aging. of Nethus, spared by the sea god in exchange for eternal
Militant (Ex) Southlands titans are proficient with all servitude. Southlands titans have long, glossy hair that
simple and all martial weapons. is usually black, red, or silver. They stand 60 ft. tall and
weigh over 20 tons.
Mythic Surge (Su) Three times per day, a Southlands titan
can add 1d6 to any d20 roll as an immediate action.
101
Titanoboa
A titanic green serpent rises up before you, its enormous head fascinate effect is automatically broken for a creature
towering high above, as its body extends in endless coils. attacked by a titanoboa. Other fascinated creatures
observing the attack gain a new saving throw but do not
Titanoboa CR 13 automatically recover from their fascination. The save
XP 25,600 DC is Charisma-based.
N Colossal animal Tenacious Grapple (Ex) As long as all creatures it grapples
Init +9; Senses low-light vision, scent; Perception +18 are Large or smaller, a titanoboa does not gain the
DEFENSE grappled condition when grappling.
AC 28, touch 8, flat-footed 22 (+5 Dex, +1 dodge, +20 natural,
-8 size) Territorial and voracious, the rare titanoboa devours all
hp 184 (16d8+112) trespassers in its domain. Stronger and faster than the
Fort +17, Ref +15, Will +11 giant anaconda, this true king of the rainforest is also more
stubborn, regularly fighting off entire groups of hunters and
OFFENSE
poachers. When stalking prey, these great serpents strike
Speed 40 ft., climb 40 ft., swim 40 ft.
from ambush, swallowing even many dinosaurs in one bite.
Melee bite +22 (4d6+25 plus grab)
Space 30 ft.; Reach 20 ft.
Against groups of foes, titanoboas charge through enemy
Special Attacks constrict (4d6+25), crushing coils, swallow ranks in an avalanche of scaly flesh, grinding enemies into
whole (2d8+17, AC 20, 18 hp), trample (4d6+25 plus grab, the ground and entwining survivors in its crushing coils.
DC 35) Titanoboas mate rarely. They live for hundreds of
years and never stop growing, which makes the need for
STATISTICS
propagation less urgent. When two titanoboas nest, the
Str 45, Dex 20, Con 25, Int 2, Wis 19, Cha 10
result is a brood of a half-dozen smaller snakes (use the
Base Atk +12; CMB +37 (+41 grapple); CMD 53 (can’t be
tripped)
statistics for the giant anaconda
Feats Dodge, Improved Initiative, Iron Will, Mobility, Power [Pathfinder Roleplaying Game
Attack, Skill Focus (Stealth), Vital Strike, Weapon Focus (bite) Bestiary 2]). An adult
Skills Climb +29, Perception +18, Stealth +7; Racial Modifiers titanoboa is at least 80
+4 Perception, +4 Stealth ft. long and weighs
SQ slither, sparkling scales 12,000 lbs. or more.
ECOLOGY
Environment warm forests
Organization solitary or nest (2 adults and 2-11 Huge young)
Treasure none
SPECIAL ABILITIES
Crushing Coils (Ex) When a titanoboa uses
its trample ability, it may attempt one or
more grapple checks as free actions against
creatures that failed their saving throw against
its trample. It can make only a single grapple
check against a Gargantuan creature, two grapple
checks if all targets are Huge or smaller, or three
grapple checks if all targets are Large or smaller.
It deals constrict damage with each successful
grapple check.
Slither (Ex) Although a titanoboa is Colossal,
it can fit through an opening as narrow as
10 ft. without squeezing, and as narrow
as 5 ft. while squeezing. This ability
is suppressed if the titanoboa has
swallowed a Huge or larger creature
within the last 24 hrs.
Sparkling Scales (Su) In
bright light or normal light,
a titanoboa’s scales refract
the light in iridescent
cascades that are hypnotic to
gaze upon. Creatures within
30 ft. are fascinated for 2d4
rounds (DC 18 Will negates). The
102
Tosculi
The insectoid tosculi are diverse,
verminous creatures that are
numerous in the Abandoned Lands
and seek to overrun anything in their
path. Tosculi usually fall into one of
three primary roles: drones, warriors,
and queens. The latter are quite rare—
there is only one queen per hive-city,
although there are many hives scattered
through the Southlands.
Occasionally, a tosculi wishes to
escape the wretched society into
which it is born. Many of these tosculi
become adventurers, and they have the
traits presented at the end of this entry.
For more information about tosculi society,
culture, and PCs, see the core Southlands book,
page 24.
103
TOSCULI RACIAL NOTES
These traits make tosculi an 11-RP race, equivalent
to dhampir and dwarves. Tosculi drones are sterile
and asexual. To make them a 10-RP race, replace
gliding wings with:
Jumper (Ex): Tosculi are always considered to have
a running start when making Acrobatics checks
to jump.
104
DEFENSE Skills Acrobatics +8, Climb +5, Craft (any one) +5, Disable
AC 20, touch 18, flat-footed 14 (+6 Dex, +1 dodge, +2 natural, Device +8, Escape Artist +8, Knowledge (local) +6, Perception
+1 size) +6, Profession (any one) +5, Stealth +14
hp 32 (5d10+5) Languages Aklo
Fort +5, Ref +10, Will +2 SQ rogue talents (finesse rogue), skitterer, trapfinding +1
OFFENSE ECOLOGY
Speed 30 ft., fly 60 ft. (good) Environment temperate forests
Melee bite +12 (1d4+1), 2 claws +12 (1d3+1), sting +12 Organization solitary or brood (2–12)
(1d3+1 plus poison) Treasure none
Special Attacks implant SPECIAL ABILITIES
Spell-Like Abilities (CL 5th; concentration +5) Gliding Wings (Ex) Tosculi take no damage from falling
1/day—soften earth and stone
(as if subject to a constant nonmagical feather fall spell).
STATISTICS While in midair, tosculi can move up to 5 ft. in any
Str 13, Dex 22, Con 13, Int 8, Wis 12, Cha 10 horizontal direction for every 1 ft. they fall, at a speed of
Base Atk +5; CMB +5; CMD 22 60 ft. per round. Tosculi cannot gain height with these
Feats Dodge, Hover, Weapon Finesse wings alone; it merely coasts in other directions as it
Skills Fly +16, Intimidate +8, Perception +8, Stealth +14
falls. If subjected to a strong wind or lift of any kind, it
Languages Aklo
can use the updraft to glide further.
ECOLOGY
Skittering (Ex) As tosculi hive-queen.
Environment temperate forests
Organization solitary or brood (2–12) Tosculi drones have only vestigial wings, able to glide
Treasure none and slow their fall but not truly fly, and are infertile. They
SPECIAL ABILITIES are scouts and workers among their kind, often used as
Implant (Ex) As tosculi hive-queen (see above).
Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/
minute for 6 min.; effect paralysis for 1 min.; cure 1 save.
The save DC is Constitution-based.
Skittering (Ex) As tosculi hive-queen.
Tosculi warriors are overseers of work crews and battle
groups of drones, directing their activities and relaying
commands from minds higher up in the hive mind. Tosculi
are also egg-layers, implanting their brood in paralyzed
captives in order to propagate their race.
TOSCULI, DRONE
This worker insectoid goes about its toils diligently, gliding about
on stunted wings as needed.
Tosculi Drone CR 2
XP 400
Tosculi drone rogue 2
LE Small monstrous humanoid
Init +3; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +1 natural,
+1 size)
hp 15 (2d8+6)
Fort +2, Ref +6, Will +1
Defensive Abilities evasion
OFFENSE
Speed 30 ft.; gliding wings
Melee claws +5 (1d3/19–20)
Ranged light crossbow +5 (1d6/19–20)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 5th; concentration +6)
1/day—soften earth and stone
STATISTICS
Str 10, Dex 17, Con 14, Int 13, Wis 12, Cha 4
Base Atk +1; CMB +2; CMD 15
Feats Point Blank Shot, Weapon Finesse
105
TOSCULI HIVES, RAIDS, AND HIVELESS
The tosculi of the Southlands live in dozens of as food or a hatching ground for eggs: any goat, sheep,
towering hives such as Snowcap Hive, the Great Hive human, or antelope will do. The flying companies
of Arbeyach, and many others; each queen is certain usually include at least one flying drone and several
that her way is best. As a result, the hives are widely officers charged with a particular task, such as caravan
separated and rarely cooperate with one another. If raiding or scouting a village for attack. The larger
the hivefolk ever manage to cooperate in their raiding swarms appear when a village or town is raided and
and wars against humans, dwarves, and lizardfolk, it taken wholesale back to a tosculi hive as slaves or food.
might go poorly for the less chitinous races. While the tosculi are a highly regimented,
Tosculi are most often encountered in raiding cooperative species within each hive, they also have
parties; these vary from small “wings” of three soldiers among them the “hiveless,” who do not hear the song
and a sergeant, to companies of 20 or 22, to entire of the swarm, which all tosculi hear and understand
swarms. Swarms usually number 200 to 400 and as the voice of their hive and their queen. See Advanced
include drones, warriors, sergeants, captains, swarm Races: Tosculi for more about the hiveless and playing a
masters, and flights (the tosculi scouts). A wing is tosculi PC.
usually seeking little more than a warm body to serve
skirmishers and decoys by their warrior overseers to flush Skittering (Ex): Tosculi are accustomed to living and
out enemies in preparation for a mass attack. fighting communally with other members of their race.
Up to two tosculi can share the same square at once. If
Tosculi Characters two tosculi that are occupying the same square attack the
same foe, they are considered to be flanking that foe as if
Tosculi adventurers have the following racial traits.
they were in two opposite-facing squares.
+2 Dexterity, +2 Wisdom, -2 Charisma: Tosculi are quick
Gliding Wings (Ex): Tosculi take no damage from falling,
and possess excellent instincts, but almost universally
as if they are subject to a permanent, nonmagical feather
creatures find their verminous appearance repulsive.
fall spell. While in mid-air, tosculi can move up to 5 ft. in
Monstrous Humanoids: Tosculi are monstrous any horizontal direction for every 1 ft. they fall, at a speed
humanoids. of 60 ft. per round. Tosculi with gliding wings cannot
Small: Tosculi are Small creatures and gain a +1 size bonus gain height with these wings alone; they merely coast in
to their AC, a +1 size bonus on attack rolls, a –1 penalty to other directions as they fall. If subjected to a strong wind
their Combat Maneuver Bonus and Combat Maneuver or any other effect that causes a creature with gliding
Defense, and a +4 size bonus on Stealth checks. wings to rise, tosculi can take advantage of the updraft to
Normal Speed: Tosculi have a base speed of 30 ft. increase the distance it can glide.
Carapace: Tosculi have a +1 natural armor bonus from Hive Builder (Sp): Tosculi can use soften earth and stone
their hardened outer shells. once per day as a spell-like ability. Their caster level is
Claws: Tosculi receive two claw attacks as primary natural equal to their character level.
attacks that deal 1d3 damage. Languages: Tosculi begin play speaking Common. Tosculi
Stalker (Ex): Perception and Stealth are always class skills with high Intelligence scores can choose from the
for tosculi. following: Abyssal, Aklo, Auran, and Goblin.
106
Tusked Skyfish
This horrid creature looks like an enormous flying fish, with long,
wicked tusks curving from its gaping mouth and tentacle-like
whiskers trailing behind it.
Tusked Skyfish CR 4
XP 1,200
LG Large aberration
Init +4; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, -1 size)
hp 47 (5d8+25)
Fort +6, Ref +2, Will +6
OFFENSE
Speed 5 ft., fly 20 ft. (perfect)
Melee gore +9 (1d8+6), tentacle +1 (1d8+3 plus acid injection)
Special Attacks powerful charge (gore, 1d8+6), stench spray,
tendril curtain (DC 17, acid injection)
STATISTICS
Str 22, Dex 12, Con 21, Int 3, Wis 14, Cha 10
Base Atk +3; CMB +10; CMD 21
Feats Alertness, Improved Bull Rush, Power Attack
Skills Fly +7, Intimidate +7, Perception +5, Sense Motive +5;
Racial Bonus +8 Fly
ECOLOGY
Environment any land (most common along coastlines)
Organization solitary, pair, or colony (4-16)
Treasure incidental
SPECIAL ABILITIES
Acid Injection (Ex) When a tusked skyfish strikes
an opponent with its tentacles, it injects a burning,
digestive acid dealing 1d6 hp acid damage immediately
and another 1d6 hp acid damage on the round after the
attack. The target can end the acid’s effects by immersing
itself in water for 1 round or with a DC 15 Heal check.
A creature grappling a tusked skyfish takes this acid
damage automatically every round it maintains this
contact with a living tusked skyfish.
Stench Spray (Ex) A tusked skyfish can spray a 20-ft. line
of foul-smelling liquid once every 1d4 rounds from a
central blowhole. This spray functions like the stench
universal monster ability, except it only affects creatures
struck by the spray, which must make a DC 17 Fortitude
save or be sickened for 2d4 rounds. The save DC is the space of other creatures, not the skyfish itself. Hence,
Constitution-based. creatures in the path of its movement cannot take attacks
Alternatively, a tusked skyfish can shoot a of opportunity against it unless they threaten the tusked
concentrated spray at a single target within 10 ft. as a skyfish; attacking its tendril curtain does not harm
ranged touch attack (+3 attack bonus). If it hits, the target the creature. Creatures failing a DC 17 Reflex save are
is nauseated for 2d4 rounds on a failed DC 17 Fortitude affected by the skyfish’s acid injection. The save DC is
save, or sickened for 2d4 rounds on a successful save. Constitution-based.
The odor from this spray lingers in the area and on all Floating like thick-membraned balloons suspended by
creatures struck for 1d4 hrs., and can be detected at a internal alchemical reactions, these aerial jellyfish waft
range of 100 ft. (creatures with the scent ability can smell through the air, scavenging, catching slow-moving or
it at double this range). inattentive prey, and sometimes fishing in shallow lakes
Tendril Curtain (Ex) A flying tusked skyfish can trail its and streams. They can suppress the acid in their tentacles
wispy acidic tendrils beneath it as it moves, touching and on their carapace, allowing them to manipulate objects
all creatures within 20 ft. directly below its space as it quite dexterously. Tusked skyfish with special saddles may
moves. This functions like the trample special attack, but be ridden without their riders being affected by the acid
it is the skyfish’s acidic tendrils that are moving through injection ability.
107
Tzipori
What appears to be a cross between a Badger and a Dragon dealing 1d6 hp fire damage and entangling creatures in
surfaces from the now melted sand to bite with its steaming maw. these squares (DC 16 Reflex partial). A burrowing tzipori
can encase itself in a cyst of molten glass just below
Tzipori CR 12 the surface, intensifying its body heat, by remaining
XP 19,200 stationary for at least 1 min. This increases its body heat
N Large dragon (fire) damage by 1d6 and its natural armor bonus to AC by 2
Init +1; Senses darkvision 60 ft., low-light vision, scent, for 1d6 rounds after it emerges.
tremorsense 60 ft., blind; Perception +19 Heat Shimmer (Su) Attacks against a tzipori from more
DEFENSE than 20 ft. away have a 20% miss chance due to the heat
AC 27, touch 10, flat-footed 26 (+1 Dex, +17 natural, –1 size) shimmer created by the tzipori’s scorching body.
hp 162 (13d12+78) Vitrific Slag (Su) When a tzipori uses its breath weapon, it
Fort +14, Ref +9, Will +11 exhales a blast of furnace-hot vapor as a line or cone or as
Immune fire, paralysis and sleep, dragon traits; DR 5/ a burst centered on itself. Sand within the area liquefies
adamantine; SR 23
into molten glass, as obsidian flowUC, dealing an additional
Weaknesses vulnerable to cold, vulnerability to water
1d6 hp fire damage and entangling creatures in the fast-
OFFENSE
hardening volcanic glass (DC 16 Reflex partial).
Speed 30 ft., burrow 60 ft.
Vulnerability to Water (Ex) Tziporis are harmed by water
Melee bite +20 (2d6+8 plus grab), 2 claws +20 (1d8+8/19–
20), tail slap +15 (1d8+4) as if it were acid. Splashing water on a tzipori deals 1d6
Space 10 ft.; Reach 10 ft. hp damage from a direct hit or 1 hp from a splash, while
Special Attacks breath weapon (120-ft. line, 60-ft. cone, or total immersion deals 10d6 hp damage per round.
30-ft.-radius burst, 5d6 fire and 5d6 nonlethal, Reflex DC 24
Tziporis (zee-PORE-ees) are ravenous hunters, preferring
for half, usable every 1d4 rounds), rend (2 claws, 1d8+12),
vitrific slag
flesh but able to digest nearly anything, including metal
and crystal, due to the extreme heat of their internal
STATISTICS
furnaces. They often lurk just below the surface in cysts
Str 27, Dex 13, Con 22, Int 8, Wis 17, Cha 14 of molten glass, waiting to burst open and splatter their
Base Atk +13; CMB +22 (+26 grapple); CMD 33 prey with burning sand. Despite their vulnerability to
Feats Ability Focus (breath weapon), Bleeding Critical, water, tziporis inhabit beaches as often as the deep desert;
Blind‑Fight, Cleave, Critical Focus, Improved Critical (claws),
wherever sand predominates, tziporis can make a home.
Power Attack
Skills Acrobatics +14, Climb +24, Perception +19, Stealth +13,
Survival +19
Languages Draconic
SQ body heat, glazing, heat shimmer
ECOLOGY
Environment warm deserts
Organization solitary
Treasure double
SPECIAL ABILITIES
Blind (Ex) Tziporis are blind and immune to all visual
effects.
Body Heat (Su) Creatures striking a tzipori with
a natural weapon, unarmed strike, or melee
touch attack take 1d6 hp fire damage. A
manufactured weapon also takes this
damage, ignoring hardness 10
or less, unless the wielder
succeeds on a DC 22
Reflex save. A creature
grappling a tzipori takes
4d6 hp fire damage each
round at the end of its turn
unless it escapes the grapple. The save
DC is Consitution-based.
Glazing Kiln (Su) If a tzipori moves 5
ft. or less during its turn, all sandy
surfaces within its space and in
adjacent squares dissolve into
molten glass, as obsidian flowUC,
108
Vesiculosa
A glittering pool stands among lush and verdant fruiting plants.
Vesiculosa CR 9
XP 6,400
N Gargantuan plant
Init +0; Senses low-light vision, tremorsense 60 ft.;
Perception +2
DEFENSE
AC 18, touch 6, flat-footed 18 (+12 natural, -4 size)
hp 105 (10d8+60)
Fort +13, Ref +3, Will +5
Immune mind-affecting effects, plant
traits; DR 10/slashing
OFFENSE
Speed burrow 5 ft.
Melee rootlet swarm (1d6 plus
bleed and distraction)
Space 20 ft; Reach 0 ft
Special Attack engulf, entrap (DC
21, 2d4 rounds, hardness 5, hp 20),
pull (rootlet swarm, 10 feet)
STATISTICS
Str 26, Dex 11, Con 23, Int —, Wis 15, Cha 2
Base Atk +7; CMB +19; CMD 29 (can’t be
tripped)
SQ camouflage, sweet water, verdant
ECOLOGY
Environment warm deserts
Organization solitary Sweet Water (Ex) A vesiculosa’s pool bears a sweet
Treasure standard, plus 3d6 goodberries and heartvine fragrance that calls creatures to it to drink. This inhaled
poison functions like suggestion (DC 11 Will negates)
SPECIAL ABILITIES
to living creatures within 60 ft., compelling them to
Camouflage (Ex) Since a vesiculosa looks like a pool of approach the vesiculosa and drink. The sweet water is
water surrounded by undergrowth when at rest, a DC cool and refreshing, curing 1d4 hp nonlethal damage and
20 Perception, Survival, or Knowledge (nature) check is suppressing fatigue for 1 min. However, it also carries a
required to notice it before it attacks for the first time. sleep-inducing toxin similar to drow poison.
Pull (Ex) A vesiculosa can use its pull attack against Sweet Water—ingested; onset 1 min.; save Fortitude DC
creatures that fail their saves against its entrap atack. 13; frequency 1/min. for 2 min,; effect unconsciousness
Rootlet Swarms (Ex) A vesiculosa is surrounded at all for 1 min./ unconsciousness for 2d4 hrs.; cure 1 save.
times by four swarms of fist-sized rootlets that move Creatures put to sleep by this poison are pulled into the
as the vesiculosa directs. These swarms are identical to vesiculosa’s body and drowned and slowly digested in
spider swarms (Pathfinder Roleplaying Game Bestiary) but the sweet water. The save DC is Charisma-based.
are not poisonous. However, creatures damaged by a Verdant (Su) A vesiculosa’s sap seeps into the ground
swarm take 1 hp bleed damage. Each swarm acts on the around it, promoting lush vegetation nearby, as if plant
vesiculosa’s initiative but takes its own actions. These growth (enrichment) had been cast. In addition, at any
swarms are linked to the vesiculosa in a hive mind; if it given time 3d6 goodberries (which may be fruits, nuts,
or any of the swarms are aware of a creature, all of them or seeds rather than actual berries) can be found with
are. The swarms cannot move more than 60 ft. from the a search of the area within 30 ft. of a vesiculosa. These
vesiculosa. A vesiculosa can regrow one destroyed swarm goodberries lose their potency 1 week after being picked
every 24 hrs. On its turn, a vesiculosa can direct any or all or after a vesiculosa is killed.
of its swarms to entrap creatures rather than attacking
as swarms. This standard action by the swarm uses the A vesiculosa (vess-sih-koo-LOW-sah) is a huge burrowing
vesiculosa’s entrap attack. If a creature is entrapped, the pitcher plant that dwells in oases, spurring nearby growth
rootlets harden into a thick, fibrous tangle and can be as it lures prey in with soporific scents and subdues them
harmed by weapon attacks, using the hardness and hit with its tainted waters. A vesiculosa’s symbiotic rootlets
points listed for the entrap attack. If destroyed in this swarm in ropy tangles, dragging meals to it forcibly if
form, the swarm is destroyed. victims resist its perfumed allure. A vesiculosa’s heartvine
resembles a lump of sapphire and is highly prized by
alchemists (worth 1,000 gp).
109
Vine Lord
Covered with dark green bark and twining tendrils, this long-
limbed humanoid exudes a palpable aura of horror as it turns
burning crimson eyes upon you.
Vine Lord CR 10
XP 9,600
N Medium plant
Init +9; Senses low-light vision; Perception +20 (plus root mind)
Aura frightful presence (30 ft., DC 25)
DEFENSE
AC 23, touch 22, flat-footed 18 (+7 deflection, +5 Dex,
+1 natural)
hp 112 (15d8+45); regeneration 10 (acid or fire, only within
the Living Jungle)
Fort +13, Ref +10, Will +8
Defensive Abilities plant traits, regeneration: Immune plant
traits; SR 21
OFFENSE
Speed 20 ft. (40 ft within Living Jungle); climb 20 ft. (within
the Living Jungle)
Melee 2 claws +16 (1d6+1) and 4 animated tendrils +16 (1d4
plus poison)
Space 5 ft.; Reach 5 ft. (15 ft. with tendrils)
Special Attacks animated tendrils, awaken the jungle,
poison cornucopia
Spell-Like Abilities (CL 10th; concentration +16)
Constant—speak with animals, speak with plants
At will—climbing beanstalkACG, entangle (DC 17), plant
growth, spike growth (DC 19)
3/day—crushing despair (DC 20), quickened hold person
(DC 18), empowered spiked pitAPG (DC 19), tree stride tree immediately takes root wherever it is and returns to
1/day—animate plants, heal, harm its normal state. It does not threaten with its tendrils and
ECOLOGY
cannot make attacks of opportunity with them.
Environment warm jungles Jungle Strider (Ex) A vine lord can move through natural
Organization solitary, pair, or group (3-4) undergrowth without impairment or damage. Magically
Treasure double manipulated plants can impede and harm them, but
STATISTICS
those manipulated by vine lords do not.
Str 12, Dex 21, Con 14, Int 15, Wis 16, Cha 22 Poison Cornucopia (Ex) As a swift action, vine lords can
Base Atk +11; CMB +12; CMD 34 infuse their tendril attacks with any injury or contact
Feats Ability Focus (walker’s presence), Empower Spell‑like poison with a save DC of 25 or less. The maximum save
Ability (spiked pit), Great Fortitude, Improved Great DC is reduced to 20 when it is injured but above half
Fortitude, Improved Initiative, Intimidate +21, Knowledge its maximum hp, and to 15 below half its maximum hp.
(nature) +5, Quicken Spell-Like Ability (hold person), If damaged and its chosen poison’s DC exceeds this
Toughness, Weapon Finesse maximum, it must select a new poison on its next turn.
Skills Bluff +21, Diplomacy +10, Perception +20, Stealth +17 Root Mind (Ex) Vine lords are controlled by the Green
Languages Southern, Common
Walker, having a shared consciousness called the root
SQ jungle strider, root mind, spore sacs
mind. Within the Living Jungle, they gain blindsense 60
SPECIAL ABILITIES ft. and cannot be flanked, surprised, or caught flat-footed.
Animated Tendrils (Ex) As a free action, a vine lord can Spore Sacs (Ex) Once per week, a vine lord can release
animate four tendrils wrapped around its body, making spore-seeds from specialized sacs on its tendrils. These
one attack with each, though only one tendril can strike affix themselves to nearby objects and grow into 1d4
within each 90-degree arc around the vine lord. Other green spore pods within 1d4 days.
tendrils must attack targets in other arcs.
Awaken the Jungle (Sp) A vine lord can animate two trees Formed from the union of full-grown tendril puppets and
within 180 ft., controlling them mentally. These trees take the force-grown descendants of the kijani, the original
1 round to uproot themselves and thereafter function as inhabitants of Kush, vine lords are agents of the Green
treants, though with a speed of 10 and only one slam attack. Walker, working to spread the Living Jungle beyond its
These trees lack a treant’s animation and rockthrowing current borders. Vine lords marshal jungle denizens to
abilities. If the vine lord that animated it terminates the fight for them, using their mystic powers and toxic tendrils
animation, moves out of range, or is incapacitated, the from a distance.
110
Wakane
A feathered pterosaur with huge bat-like wings, a sharp acicular maneuver allows, even if its movement for the round
beak, and a long tail ending in a diamond-shaped vane swoops would otherwise have been completed. The target is not
down to tear apart anything that moves. grappled and is released at the end of the drag maneuver,
which may result in a fall if dragged into the air or off of
Wakane CR 6 a wall, tree, or other high place. If the dragged creature
XP 2,400 is helpless, the monster does not need to drop it and can
N Large animal carry it away.
Init +4; Senses low-light vision, scent; Perception +7
The wakane (“breaker of boats”) is an evolutionary
DEFENSE
holdover, a large pterodactyl that has developed many
AC 17, touch 13, flat-footed 13 (+4 Dex, +4 natural, –1 size) avian traits, such as emergent feathers and long, beak-like
hp 58 (9d8+18) jaws. As its name implies, these creatures systematically
Fort +8, Ref +10, Will +3 destroy the small vessels that they encounter,
OFFENSE along with those who come too close to their
Speed 10 ft., fly 50 ft. (average) perches. No one knows what motivates this
Melee bite +10 (1d8+5), 2 claws +10 (1d6+5), and tail slap +5 form of attack, although some sages suppose
(1d8+2) that wakanes mistake canoes for larger prey
Space 10 ft.; Reach 10 ft. (15 ft. with tail) such as hippopotami or crocodiles.
Special Attacks breaker of boats
STATISTICS
Str 21, Dex 19, Con 15, Int 2, Wis 11, Cha 14
Base Atk +6; CMB +12 (+16 sunder); CMD 26
Feats Flyby Attack, Greater
Sunder, Improved Sunder,
Power Attack, Wingover
Skills Fly +10, Perception +7
ECOLOGY
Environment warm and tropical
marshes
Organization solitary, pair, or flock
(3–12)
Treasure incidental
SPECIAL ABILITIES
Breaker of Boats (Ex) A wakane
destroys and sinks small watercraft
with a mad relentlessness well
before attacking their crews. A
wakane’s natural weapons deal
double damage against objects
with a hardness of 5 or less.
It never takes an attack roll
penalty or penalty on sunder
checks from using its Power
Attack feat to attack an object,
and if it attacks an object with
only its bite, it treats its bite as
a two-handed weapon for the
purpose of its Strength bonus to
damage and from Power Attack.
Snatching Beak (Ex) If a wakane
hits with its bite while flying, it can
attempt a drag combat maneuver
against its target as a free action
that does not provoke attacks
of opportunity. If the maneuver
succeeds, the wakane can move
with its target after making
its attack as far as the drag
111
Wandering Acacia
A small copse of trees stands nearby, providing welcome shade Poison (Ex) Thorn–injury; save Fort DC 20; frequency
from the blistering sun. 1/round for 4 rounds; effect slowed (as the spell) 1d4
rounds; cure 2 consecutive saves.
Wandering Acacia CR 7 Rooting (Ex) As a full-round action, a wandering acacia
XP 3,200 can bury its roots in the ground gaining fast healing 1
N Huge plant and a +10 racial bonus on its CMD against bull rush,
Init -2; Senses blind; scent; tremorsense 30 ft.; Perception +10 drag, overrun, reposition, and trip combat maneuvers,
DEFENSE and on saving throws against effects that would force
AC 20, touch 6, flat-footed 20 (-2 Dex, +14 natural, -2 size) it to move. Unrooting itself is a full-round action for a
hp 95 (10d8+50); fast healing 1 (while rooted) wandering acacia.
Fort +12, Ref +1, Will +5 Thorns (Ex) Creatures that strike a wandering acacia with
Defensive Abilities thorns; Immune plant traits; DR 10/ a natural weapon, unarmed strike, or melee touch attack
slashing take 1d6 hp piercing damage and are exposed to the
OFFENSE acacia’s poison.
Speed 20 ft. Thorn Spray (Ex) As a standard action, a wandering
Space 15 ft.; Reach 0 ft. acacia can release a spray of thorns in a 30-ft. line or a
Special Attacks trample (2d6+13, DC 24) 15-ft., cone-shaped burst. Creatures in the area take 4d6
STATISTICS hp piercing damage (DC 20 Reflex half), and creatures
Str 28, Dex 6, Con 20, Int —, Wis 15, Cha 8 failing their saves are exposed to the acacia’s poison.
Base Atk +7; CMB +18 (+22 grapple); CMD 26 After using this ability, the acacia must wait 1d4 rounds
Skills Perception +10; Racial Modifiers +8 Perception before using it again. The save DC is Constitution-based.
SQ camouflage, rooting
Wandering acacias are nocturnal plants, remaining
ECOLOGY
stationary during the day unless disturbed. They root by
Environment warm plains day near oases or other bodies of water, and those who
Organization solitary, copse (2-4)
make camp near shady pools may awaken in the night to
Treasure none
stinging darts and strangling roots. Though blind, the trees
SPECIAL ABILITIES can track down carrion, campsites, or burrows, paralyzing
Blind (Ex) Wandering acacias are blind and immune to all targets with their toxic thorns and rumbling over them,
visual effects. sending their rootlets to crush, strangle, and drain their
Camouflage (Ex) Since a wandering acacia looks like a prey of nutrients before moving on.
normal plant when at rest, a DC 20 Perception, Survival,
or Knowledge (nature) check is required to notice it
before it attacks for the first time.
Crushing Trample (Ex) When a creature fails
its save against a wandering acacia’s trample
attack, it may attempt a combat maneuver
check as a free action to grapple that creature.
If the creature hit the wandering acacia with
an attack of opportunity provoked by its
trample attack, the creature may add one-
half the damage dealt to the acacia as a
bonus to its CMD against this grapple
attempt. If the grapple check succeeds
and the acacia ends its movement
with the grappled creature within
its space, that creature is pinned and
takes damage equal to the acacia’s
trample damage each round at the end
of its turn if it does not escape the pin.
The wandering acacia does not gain the
grappled condition while maintaining
the pin and can maintain a pin on multiple
Large or smaller creatures simultaneously as long as it
does not move away from their space. The acacia must
maintain the pin each turn. It can maintain the pin and
use its thorn spray in the same round as a full-round
action, but a successful grapple check during that round
simply maintains the pin without dealing damage.
112
White Ape
This enormous primate hulks over others of its kind. Its filthy White apes were once docile, gentle giants that roamed
white fur is matted and yellowed and a deranged look haunts its the lands surrounding Morreg. Two thousand years ago,
beady red eyes. though, a kingdom of mages near modern-day Morreg
struggled with waning numbers. These sorcerers came up
White Ape CR 7 with a plan: they awakened the apes and employed them
XP 3,200 as the soldiers and servants while their own people slowly
N Large magical beast died off. For a while, this strategy worked, but the sorcerers
Init +9; Senses darkvision 60 ft., low-light vision, scent; eventually died out and the apes remained.
Perception +14 The enchantments that imbued the apes with
DEFENSE intelligence also bleached their fur white, a characteristic
AC 22, touch 14, flat-footed 17 (+5 Dex, +8 natural, –1 size) the apes have retained to this day. Another trait the apes
hp 92 (8d10+48) have kept is more sinister; they are carriers of the arcane
Fort +12, Ref 11, Will +7 wasting, a disease that likely hastened their creators’
OFFENSE
demise. The apes are immune to the wasting’s effects, but
they can and do still pass it to others. Among spellcasters,
Speed 40 ft., climb 40 ft.
Melee bite +13 (1d8+6), 2 claws +13 (1d6+6 plus disease) the wasting spreads like a plague. About 100 years ago,
Space 10 ft.; Reach 10 ft. the apes were the source of a major outbreak of the arcane
Special Attacks frenzy wasting in Morreg and Lignas, where this brutal disease
STATISTICS
claimed hundreds.
Str 23, Dex 21, Con 22, Int 8, Wis 16, Cha 7
Base Atk +8; CMB +15; CMD 30
Feats Combat Reflexes, Improved Initiative, Iron Will, Skill
Focus (Perception)
Skills Climb +10, Perception +14, Stealth +14
Languages Southern (can’t speak)
ECOLOGY
Environment jungle, warm forests
Organization solitary or tribe (5–8)
Treasure none
SPECIAL ABILITIES
Disease (Su) Arcane wasting: Claw—injury;
save Fort DC 18; onset 1d6 days; frequency 1/
day; effect 1d3 Wis and 1d3 Int; if a creature
takes more than 2 damage in either Wis or
Int from a single check, the creature must
make an additional Fort save or suffer 1d4 Con
damage; cure 2 consecutive saves.
Spellcasters infected with arcane wasting
can pass it to other spellcasters who are affected
by their spells. The DC to avoid contracting the
arcane wasting this way is 20.
Frenzy (Ex) When a white ape is flanked, it
enters a deadly battle frenzy that heightens
its combat abilities. Once per day as a full-
round action that does not provoke attacks of
opportunity, a flanked white ape can make two
full-attack actions. After a white ape frenzies,
beginning on its next turn it is
fatigued for 1d4 rounds.
113
Xhkarsh
With rows of unblinking eyes, this mantis-like creature strikes Poisonous Blood (Ex) Any creature that confirms a
with slashing claws and recurved barbs dripping with venom. critical hit against a xhkarsh with a piercing or slashing
melee weapon is sprayed with poison. (Melee weapons
Xhkarsh CR 8 with reach don’t endanger their users in this way.)
XP 4,800 Ungol dust—inhaled; save Fortitude DC 15; frequency 1/
NE Large aberration round for 4 rounds; effect 1 Cha drain/1d2 Cha damage;
Init +11; Senses all-around vision, darkvision 60 ft., cure 1 save.
tremorsense 120 ft.; Perception +22 Seize Strand (Su) As a standard action, a xhkarsh
DEFENSE can possess a creature afflicted by fate venom, as a
AC 24, touch 16, flat-footed 17 (+7 Dex, +8 natural armor, -1 permanent magic jar (DC 21 Will negates). It can have
size) multiple creatures possessed simultaneously, up to a
hp 102 (12d8+60) total of 12 Hit Dice, implanting a portion of its soul into
Fort +10 Ref +11 Will +12 each without the need for a receptacle. If a creature’s
Defensive Abilities poisonous blood (ungol dust); Immune curse is removed, its possession is also ended. Since only
poison a portion of xhkarsh’s soul inhabits a possessed creature,
OFFENSE it merely gains a negative level rather than dying if a
Speed 50 ft., climb 30 ft. body it possesses is killed. While possessing a creature, a
Melee 2 stings +13 (1d6+4 plus fate venom), 2 claws +13 xhkarsh gains the benefits of the oracle’s curse afflicting
(1d6+4) it, using its own HD as its oracle level. If a xhkarsh
Space 10 ft.; Reach 10 ft. has multiple creatures possessed, it can benefit from
Spell-Like Abilities (CL 12th, concentration +15) multiple curses simultaneously, though it cannot benefit
Constant—nondetection from a single curse more than once. A possessed creature
At will—blur, clairaudience/clairvoyance, detect scrying, remains aware of its surroundings but otherwise its soul
invisibility, modify memory (DC 17) helplessly shares its body with the xhkarsh during the
Special Attacks fate venom (DC 21), seize strand (DC 21)
possession. The save DC is Charisma-based and includes
STATISTICS a +2 racial modifier.
Str 19, Dex 25, Con 19, Int 17, Wis 19, Cha 17
Base Atk +9; CMB +14 (+17 grapple); CMD 31 (39 vs. trip) Beings from another cosmic cycle, the clandestine
Feats Ability Focus (fate venom), Alertness, Improved xhkarsh (sh-CARSH) utilize their fate-altering powers
Initiative, Great Fortitude, Lunge, Weapon Focus (sting) to distort personal histories and manipulate mortal
Skills Acrobatics +15, Bluff +12, Climb +18, Diplomacy +8, destinies like puppeteers, realigning the universe toward
Intimidate +15, Knowledge (pick one) +10, Perception +22, their esoteric ends.
Sense Motive +12, Spellcraft +15, Stealth +18, Survival +15
Racial Modifiers +4 Stealth
Languages Common, Aklo, Terran, Undercommon
SQ compression
ECOLOGY
Environment any land
Organization solitary, thread (3-5), unraveling (6-12)
Treasure standard
SPECIAL ABILITIES
Fate Venom (Su) A creature struck by the xhkarsh’s
stings must succeed on a DC 21 Will save or have
its fate corrupted. On a failed save, the target gains
an oracle’s curse (see the Advanced Player’s Guide)
of the xhkarsh’s choice, suffering all of the curse’s
hindrances and gaining none of the benefits.
The target’s corrupted fate also results in either a
permanent -4 penalty to its Charisma score or its
Status; the xhkarsh chooses which effect to apply, and
it remains until the curse is removed. A creature can gain
only one curse from fate venom, though a creature that
already has an oracle’s curse can gain an additional curse
from this effect. The curse gained from fate venom
is always different from the oracle’s normal
curse (or curses, for a dual-cursed oracle [see
Ultimate Magic]). This is a necromantic
curse effect. The save DC is
Charisma-based.
114
Zimwi
This swiftly moving, lanky humanoid has overly long arms ending an additional 1d4+1 hp damage to the target and can
in wicked claws and teeth-filled jaws that open impossibly wide. attempt a combat maneuver check with a +4 racial bonus
as a free action to grapple that creature.
Zimwi CR 4
Distantly related to the trolls in the North, the swift and
XP 1,200
nimble zimwi are a plague upon the Southlands. Constantly
CE Medium humanoid (giant)
hungry and ill-tempered, with the speed to run down horses,
Init +4; Senses darkvision 60 ft., low-light vision, scent;
Perception +8
zimwi have been known to attack whole caravans without
regard to the likelihood of success. Most of their attacks
DEFENSE
are driven by hunger. The stomach of a zimwi is impossibly
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural, +0 size) larger than its body should accommodate, extending extra-
hp 51 (6d8+24) dimensionally and driving the zimwi nearly insane with the
Fort +9, Ref +6, Will +3 constant sensation of emptiness, as though it is starving
OFFENSE to death. Due to their endless hunger and low intelligence,
Speed 40 ft. zimwi have little awareness of the course of a battle. Losing
Melee bite +8 (1d6+1), 2 claws +8 (1d4+1) means only that they have not eaten, and as long as they
Space 5 ft.; Reach 5 ft. continue to feast they fight on feeling victorious, until death
Special Attacks gaping jaws, rending grab, swallow whole comes to them or all of their prey.
(1d6+1 bludgeoning plus 1d6+1 acid, AC 12, hp 25) The mage-crafters in Kush have discovered the secret to
STATISTICS turning zimwi stomachs into extradimensional containers
Str 13, Dex 18, Con 19, Int 6, Wis 9, Cha 6; akin to bags of holding. Using a zimwi stomach in the
Base Atk +4; CMB +5; CMD 19 creation of such items reduces their materials cost by
Feats Iron Will, Skill Focus (Perception), Weapon Finesse 1,000 gp.
Skills Intimidate +9, Perception +8
Languages Giant
ECOLOGY
Environment temperate and tropical plains,
hills, jungles and mountains
Organization solitary or gang (2-4)
Treasure standard, plus extra-
dimensional stomach
SPECIAL ABILITIES
Gaping Jaws (Ex) A zimwi may
attack two adjacent Medium
or smaller creatures with its
bite as a standard action. In
addition, if it begins its turn with a
Medium or smaller creature grappled, it
can use its swallow whole attack against
that creature. If the creature it has grappled
is Small or smaller, it can use its swallow
whole attack as a move action rather than a
standard action.
Extradimensional Stomach (Su) A
zimwi’s stomach is larger on the
inside than the outside. It can
swallow and hold 2 Medium
creatures or 4 Small or smaller
creatures inside its gut at one
time. Cutting out of a zimwi’s stomach
is more requires dealing at least one-half the
zimwi’s hp to escape. Damaging the stomach
does not harm the zimwi, and creatures cutting
their way out of its extradimensional stomach find
themselves deposited in a random square
adjacent to the zimwi.
Rending Grab (Ex) When a zimwi hits a
Medium or smaller creature with both
claw attacks in the same round, it deals
115
TABLE OF MONSTERS BY CR
CR Monster Name CR 6 ‘Esfwr
CR 1/2 Lemurfolk (Kaguani) CR 6 Devil, Salt
CR 1/2 Nkosi CR 6 Drakon
CR 1 Beetle, Bellyborer CR 6 Drought Swallows
CR 1 Gremlin, Azza CR 6 Manabane Scarab Swarm
CR 2 Snake, Swamp Adder CR 6 Mbielu
CR 2 Tosculi Drone CR 6 Ostinato
CR 3 Amphiptere CR 6 Possessed Pillar
CR 3 Anubian CR 6 Sand Silhouette
CR 3 Arboreal Grappler CR 6 Sarcophagus Slime
CR 3 Behtu CR 6 Wakane
CR 3 Clockwork, Imy-Ut Ushabti CR 7 Angatra
CR 3 Gray Thirster CR 7 Demon, Apau Perape
CR 3 Jaculus CR 7 Devil, Crystalline
CR 3 Scorpion, Night CR 7 Elemental, Fire Dancer Swarm
CR 3 Scorpion, Stygian Fat-Tailed CR 7 Gbahali
CR 3 Skin Bat CR 7 Ngoubou
CR 3 Tendril Puppet CR 7 Nymph, Marsh
CR 3 Tosculi Warrior CR 7 Prismatic Beetle Swarm
CR 4 Bastet Temple Cat CR 7 Ravenala
CR 4 Bolt of Ekwane CR 7 Sandwyrm
CR 4 Cactid CR 7 Spider, Sand
CR 4 Dipsa CR 7 Wandering Acacia
CR 4 J’ba Fofi CR 7 White Ape
CR 4 Pygmy Trumpet Elephant CR 8 Blemmyes
CR 4 Scorpion, Swarm CR 8 Clockwork, Shabti
CR 4 Skitterhaunt CR 8 Emela-Ntouka
CR 4 Snake, Zanskaran Viper CR 8 Genie, Al-Aeshma
CR 4 Tusked Skyfish CR 8 Idolic Deity
CR 4 Zimwi CR 8 Titan, Degenerate
CR 5 Accursed Defiler CR 8 Xhkarsh
CR 5 Asanbosam CR 9 Demon, Kishi
CR 5 Bouda CR 9 Vesiculosa
CR 5 Dau CR 10 Dingonek
CR 5 Edimmu CR 10 Dragon, Flame (young)
CR 5 Harpy, Owl CR 10 Dune Mimic
CR 5 Mirager CR 10 Sathaq Worm
CR 5 Mngwa CR 10 Vine Lord
CR 5 Mummy, Venomous CR 11 Buraq
CR 5 Nandi Bear CR 11 Clockwork, Ushabti
CR 5 Rotting Wind CR 11 Oozasis
CR 5 Sand Hag CR 11 Sphinx, Gypsosphinx
CR 5 Serpopard CR 12 Golem, Smaragdine
CR 5 Spawn of Arbeyach CR 12 Nguma-Monene
116
CR 12 Tzipori CR 15 Elemental Loci
CR 13 Titanoboa CR 15/MR 3 Titan, Southlands
CR 14 Dinosaur, Dire Spinosaurus CR 19 Dragon, Flame (ancient)
CR 14 Dragon, Flame (adult) CR 21 Arbeyach, Prince of Swarms (Arch-Devil)
CR 14 Tosculi Hive Queen CR 24 Demon Lord, Camazotz
CR 15 Arbeyach’s Herald, Ia’Affrat the Insatiable CR 26 Demon Lord, Mechuiti
117
OPEN GAME LICENSE Version 1.0a
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118
EXPAND YOUR
HORIZONS
si m a r
!
AaBy Adam
Roy
Dark D
F reeport
CULTS
AND C
HAOS
IN THE C
eeDs
ITY O
in
F ADV
ENTU
RE
TM
TM
Available at the
TM
Kobold Press is a trademark of Open Design.
Pathfinder and associated marks and logos are
www.KoboldPress.com
Green Ronin Publishing and is used under license.
Freeport, Green Ronin, and their associated logos are
Trademarks of Green Ronin Publishing.
119
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