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Abadon CR 9 A winged undead creature with an arachnid appearance.
XP 6,400
NE Large Undead
Init +8; Senses Darkvision 120 ft.; Perception +17
DEFENSE
AC 23, touch 13; flat-footed 19 (-1 size, +4 dex, +10 natural)
hp 102 (12d8+48)
Fort +9, Ref +8, Will +8
Defensive Abilities Channel Resistance +4; DR 5/magic and silver; Immune Shadow; Resist Ice 10
Weakness Holy
OFFENSE
Speed 40 ft., Fly 80 ft. (average)
Melee 2 Claws +17 (1d8+8), Bite +11 (1d8+8)
Space 10 ft.; Reach 10 ft.
Special Attacks Rend (Claw, 1d6+12), Virus Fly
STATISTICS
Str 26, Dex 18, Con —, Int 10, Wis 10, Cha 16
Base Atk +9; CMB +18; CMD 32
Feats Alertness, Flyby Attack, Great Fortitude, Improved Initiative, Toughness, Weapon Focus (Claw)
Skills Acrobatics +16, Fly +19, Perception +17, Sense Motive +17
Language Abyssal
SQ Undead Traits, Does Not Breathe, Does Not Sleep
SPECIAL ABILITIES
Rend (Ex)
When an abadon hits with both of its claws in 1 round, it causes 1d6+12 damage by latching onto the
opponent’s body and tearing flesh.
Virus Fly (Su)
An abadon can release a plague of flies upon a single target within 30 ft. The abadon must make a ranged
touch attack (+11), if it hits, the target takes 14d6 points of shadow damage and must make a Fortitude save
(DC 19) or be inflicted with the Curse status for 1d6 rounds. Blue mages may learn this ability as a 6th level
spell (Knowledge: Religion DC 27).
Ahriman CR 10 A giant pale yellow eye with two enormous wings and two tiny legs. Its eye constantly drips thick
green ichor, and occasionally blinks. It inhabits mostly broken towers and castles or ruins. XP 9,600
NE Large Aberration (Evil)
Init +9; Senses Darkvision 60 ft., low-light vision; Perception +17
DEFENSE
AC 24, touch 15, flat-footed 19 (+5 Dex, -1 size, +1 dodge, +10 natural)
hp 110 (13d8+52)
Fort +8, Ref +9, Will +9
Immune Blind, Doom, and Sleep status effects
OFFENSE
Speed 15 ft.; Fly 30 ft. (good)
Melee Bite +11 (1d10+3)
Space 10 ft.; Reach 5 ft.
Special Attacks Bewitching Gaze, Confusing Glare, Umbral Storm
STATISTICS
Str 15, Dex 21, Con 19, Int 10, Wis 12, Cha 18
Base Atk +9; CMB +12; CMD 27
Feats Dodge, Improved Initiative, Improved Natural Attack (Bite), Mobility, Skill Focus
(Perception)
Skills Fly +21, Perception +17
Language Infernal, Abyssal
SPECIAL ABILITIES
Bewitching Gaze (Su)
An ahriman can unleash an overwhelming gaze at a target within 50 feet, inflicting many status
effects. The target must make a Fortitude save (DC 20) per each status affect or be inflicted with
Blind, Silence, Immobilize, Disable, or Petrify for 1d4 rounds each. Blue mages may learn this
ability as a 6th level spell (Knowledge: Dungeoneering DC 27).
Confusing Glare (Su)
An ahriman can unleash a mind-affecting gaze against a group of targets within 30-ft.-cone. The
targets must make a Will save (DC 20) or be inflicted with Confuse status for 1d4 rounds. Blue
mages may learn this ability as a 6th level spell (Knowledge: Dungeoneering DC 27).
Umbral Storm (Su)
An ahriman can unleash a blinding lightning burst against a group of targets within 50 feet in a 20-
ft.-radius burst. Creatures within the area of effect take 8d6 points of lightning damage and are
inflicted with the Blind status for 1d4+1 rounds. A successful Reflex (DC 18) halves the damage and
negates the status effect. Blue mages may learn this ability as a 4th level spell (Knowledge:
Dungeoneering DC 23).
Blood Eye CR 2 A giant red eye with two enormous wings and two tiny legs. It has the ability to blind or confuse its
prey and is quite good at being a pest in battle. XP 600
NE Small Aberration (Evil)
Init +7; Senses Darkvision 60 ft., low-light vision; Perception +6
DEFENSE
AC 17, touch 15, flat-footed 13 (+1 size, +3 Dex, +1 dodge, +2 natural)
hp 21 (3d8+6)
Fort +3, Ref +4, Will +3
Immune Blind and Sleep status effects
OFFENSE
Speed 15 ft.; Fly 30 ft. (perfect)
Melee Bite +3 (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks Umbral Gaze
STATISTICS
Str 10, Dex 16, Con 14, Int 6, Wis 10, Cha 10
Base Atk +2; CMB +1; CMD 14
Feats Dodge, Improved Initiative, Skill Focus (Perception)
Skills Fly +9, Perception +6
Language Infernal, Abyssal
SPECIAL ABILITIES
Umbral Gaze (Su)
A blood eye can unleash a blast of electricity against a single target within 30 feet. The blood eye
must make a range touch attack (+4), if it hits, the attack deals 1d6+2 points of lightning damage
and must make a Fortitude save (DC 13) or be inflicted with the Blind status for 1d4 rounds. Blue
mages may learn this ability as a 1st level spell (Knowledge: Dungeoneering DC 17).
Evil Eye CR 4 A giant gray eye with two enormous wings and two tiny legs. It has the ability to blind or confuse its
prey and it seeks prey on whom it can feed upon. XP 1,200
NE Medium Aberration (Evil)
Init +7; Senses Darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 natural)
hp 47 (6d8+18)
Fort +5, Ref +5, Will +5
Immune Blind and Sleep status effects
OFFENSE
Speed 20 ft.; Fly 30 ft. (perfect)
Melee Bite +5 (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Umbral Gaze
STATISTICS
Str 10, Dex 16, Con 14, Int 6, Wis 10, Cha 10
Base Atk +2; CMB +1; CMD 14
Feats Dodge, Improved Initiative, Skill Focus (Perception)
Skills Fly +9, Perception +6
Language Infernal, Abyssal
SPECIAL ABILITIES
Umbral Gaze (Su)
An evil eye can unleash a blast of electricity against a single target within 30 feet. The evil eye must
make a range touch attack (+4), if it hits, the attack deals 1d6+2 points of lightning damage and
must make a Fortitude save (DC 13) or be inflicted with the Blind status for 1d4 rounds. Blue mages
may learn this ability as a 1st level spell (Knowledge: Dungeoneering DC 17).
Floating Eye CR 1/2 A giant eye with two enormous wings and two tiny legs. It has the ability to blind its prey and is
quite good at being a nuisance in battle. XP 200
NE Small Aberration (Evil)
Init +6; Senses Darkvision 60 ft., low-light vision; Perception +4
DEFENSE
AC 14, touch 13, flat-footed 12 (+1 size, +2 Dex, +1 natural)
hp 7 (1d8+2)
Fort +2, Ref +2, Will +2
Immune Blind status effects
OFFENSE
Speed 15 ft.; Fly 30 ft. (perfect)
Melee Bite -1 (1d4-1)
Space 5 ft.; Reach 5 ft.
Special Attacks Umbral Gaze
STATISTICS
Str 7, Dex 14, Con 14, Int 6, Wis 10, Cha 8
Base Atk +0; CMB -3; CMD 9
Feats Improved Initiative
Skills Fly +6, Perception +4
Language Infernal, Abyssal
SPECIAL ABILITIES
Umbral Gaze (Su)
A floating eye can unleash a blast of electricity against a single target within 30 feet. The floating
eye must make a range touch attack (+4), if it hits, the attack deals 1d6+2 points of lightning
damage and must make a Fortitude save (DC 13) or be inflicted with the Blind status for 1d4
rounds. Blue mages may learn this ability as a 1st level spell (Knowledge: Dungeoneering DC 17).
Plague Horror CR 6 A giant black eye with two enormous wings and two tiny legs. It has the ability to blind or confuse
its prey and picks off the weak ones within the group. XP 2,400
NE Medium Aberration (Evil)
Init +8; Senses Darkvision 60 ft., low-light vision; Perception +13
DEFENSE
AC 21, touch 14, flat-footed 14 (+4 Dex, +1 dodge, +6 natural)
hp 75 (9d8+36)
Fort +7, Ref +7, Will +7
Immune Blind and Sleep status effects
OFFENSE
Speed 20 ft.; Fly 30 ft. (good)
Melee Bite +8 (1d8+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Confusing Glare, Umbral Storm
STATISTICS
Str 14, Dex 19, Con 18, Int 10, Wis 12, Cha 16
Base Atk +6; CMB +8; CMD 22
Feats Dodge, Improved Initiative, Improved Natural Attack (Bite), Mobility, Skill Focus
(Perception)
Skills Fly +16, Perception +13
Language Infernal, Abyssal
SPECIAL ABILITIES
Confusing Glare (Su)
A plague horror can unleash a mind-affecting gaze against a group of targets within 30-ft.-cone. The
targets must make a Will save (DC 20) or be inflicted with Confuse status for 1d4 rounds. Blue
mages may learn this ability as a 6th level spell (Knowledge: Dungeoneering DC 27).
Umbral Storm (Su)
A plague horror can unleash a blinding lightning burst against a group of targets within 50 feet in a
20-ft.-radius burst. Creatures within the area of effect take 8d6 points of lightning damage and are
inflicted with the Blind status for 1d4+1 rounds. A successful Reflex (DC 18) halves the damage
and negates the status effect. Blue mages may learn this ability as a 4th level spell (Knowledge:
Dungeoneering DC 23).
Antlion CR 5 This gigantic burrowing insect has an oversized abdomen. A terrifying set of long, hooked
mandibles protrudes from its head.
XP 1,600
N Large Magical Beast
Init +0; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +0
DEFENSE
AC 19, touch 9; flat-footed 19 (+10 natural, -1 size)
hp 60 (8d8+24)
Fort +9, Ref +2, Will +2
Immune Mind-affecting effects
OFFENSE
Speed 30 ft.; Burrow 10 ft.
Melee Bite +10 (2d8+7 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks Sandblast, Sandpit, Venom Spray
STATISTICS
Str 20, Dex 11, Con 17, Int —, Wis 11, Cha 10
Base Atk +6; CMB +12 (+16 grapple); CMD 22 (30 vs. trip)
SPECIAL ABILITIES
Sandblast (Su)
An antlion can stir up the sand around it to blast sand at its enemies within a 30-ft.-radius.
Creatures within the area of effect must make a Fortitude save (DC 14) or be inflicted with
Blind status for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell
(Knowledge: Arcana DC 19).
Sandpit (Su)
An antlion can cause a hole to engulf a single target within 30 ft. The target must make a
Reflex save (DC 14) or be inflicted with Immobilize status for 1d4 rounds. Blue mages may
learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Venom Spray (Ex)
An antlion can breathe out a spray of venom in a 30-ft.-cone. Creatures within the area of
effect take 3d6 points of non-elemental damage and must make a Fortitude save (DC 17) or be
inflicted with Poison status for 1d6 rounds.
Bandersnatch CR 8 A bizarre creature that seems to be on the borderline between living and dead, these creatures strike
terror at night. Though they clearly have an intact body compared to other undead such as skeletons, it is
speculated that these dog-like animals are conjured up from black magic. In appearance they all share a
black dirty hide on an emaciated frame.
XP 4,800
NE Large Magical Beast
Init +1; Senses Darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 14, touch 10; flat-footed 13 (+1 dex, +4 natural, -1 size)
hp 95 (10d10+40)
Fort +13, Ref +12, Will +8
OFFENSE
Speed 30 ft.
Melee Bite +14 (2d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks Aqualung, Eerie Howl
STATISTICS
Str 19, Dex 13, Con 16, Int 3, Wis 10, Cha 10
Base Atk +10; CMB +15; CMD 26
Feats Alertness, Improved Natural Attack (Bite), Toughness, Weapon Focus (Bite)
Skills Acrobatics +10, Perception +9, Survival +6
SPECIAL ABILITIES
Aqualung (Su)
3/day, a bandersnatch can emit a 30-ft.-cone of watery breath. Creatures within the area of effect take
8d6 points of water damage and are inflicted with Silence status (Fort save DC 18 to reduce damage by
half and negate the Silence status effect) for 1d6 rounds. Blue mages may learn this ability as a 4th level
spell (Knowledge: Arcana DC 23).
Eerie Howl (Su)
3/day, a bandersnatch can emit a loud, piercing howl within a 10-ft.-radius. Creatures within the area of
effect are inflicted with Disable status (Fortitude save DC 18 to negate) for 1d4 rounds. Blue mages may
learn this ability as a 5th level spell (Knowledge: Arcana DC 25).
Bat CR 1/6
Just your run-of-a-mill bat.
XP 65
N Diminutive Magical Beast
Init +2; Senses Blindsense 20 ft., low-light vision; Perception +6
DEFENSE
AC 16, touch 16; flat-footed 14 (+2 Dex, +4 size)
hp 3 (1d10-2)
Fort +0, Ref +4, Will +2
OFFENSE
Speed 5 ft., Fly 40 ft. (good)
Melee Bite +6 (1d3-4)
Space 1 ft.; Reach 0 ft.
Special Attacks Blood Drain
STATISTICS
Str 1, Dex 15, Con 6, Int 2, Wis 14, Cha 5
Base Atk +0; CMB -2; CMD 3
Feats Weapon Finesse
Skills Fly +16, Perception +6; Racial Modifiers Perception +4
SPECIAL ABILITIES
Blood Drain (Su)
Once per day, a bat can drain the blood from a target within 30 feet. The target must make a
Fortitude save (DC 11) or take 1d8 points of shadow damage and the bat is healed for that much.
Blue mages may learn this ability as a 1st level spell (Knowledge: Arcana DC 17).
Bat, Blood CR 4
This red looking bat with glowing yellow eyes has blood dripping off of it and seeking more.
XP 1,200
NE Large Magical Beast
Init +4; Senses Blindsense 60 ft., low-light vision; Perception +10
DEFENSE
AC 17, touch 14; flat-footed 12 (+4 Dex, -1 size, +1 dodge, +3 natural)
hp 45 (5d10+15)
Fort +7, Ref +8, Will +4
Immune Blind status effect
OFFENSE
Speed 20 ft., Fly 50 ft. (good)
Melee Bite +8 (2d6+3), and Tail Lash +3 (1d6+1)
Space 10 ft.; Reach 5 ft. (10 ft. with tail)
Special Attacks Leech, Shriek
STATISTICS
Str 17, Dex 19, Con 17, Int 2, Wis 16, Cha 6
Base Atk +5; CMB +9; CMD 23
Feats Dodge, Skill Focus (Stealth), Weapon Finesse
Skills Escape Artist +7, Fly +15, Perception +10, Stealth +10; Racial Modifiers Perception +4
SPECIAL ABILITIES
Leech (Su)
3/day, a blood bat can leech the blood from a target within 30 feet. The target must make a
Fortitude save (DC 15) or take 2d6 points of shadow damage and the blood bat is healed for that
much. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Shriek (Ex)
A blood bat can emit a piercing shriek every 1d4 rounds. All creatures that can hear the blood
bat’s shriek (except other bats) within a 100-ft. radius must succeed on a DC 15 Will save or
become shaken for 1d4+1 rounds. Successive shrieks do not stack with each other but do extend
the duration of the effect. A creature that successfully saves is immune to the same blood bat’s
shriek for 24 hours. The save DC is Constitution-based.
Bat, Cave CR 1
A basic bat in a cave.
XP 400
N Small Magical Beast
Init +2; Senses Blindsense 20 ft., low-light vision; Perception +6
DEFENSE
AC 14, touch 14; flat-footed 13 (+2 Dex, +1 size, +1 natural)
hp 11 (2d10-4)
Fort +1, Ref +5, Will +2
OFFENSE
Speed 15 ft., Fly 40 ft. (good)
Melee Bite +5 (1d6-2)
Space 1 ft.; Reach 0 ft.
Special Attacks Blood Drain
STATISTICS
Str 7, Dex 15, Con 6, Int 2, Wis 14, Cha 5
Base Atk +2; CMB +0; CMD 10
Feats Weapon Finesse
Skills Fly +13, Perception +6; Racial Modifiers Perception +4
SPECIAL ABILITIES
Blood Drain (Su)
Once per day, a cave bat can drain the blood from a target within 30 feet. The target must make
a Fortitude save (DC 11) or take 1d8 points of shadow damage and the cave bat is healed for that
much. Blue mages may learn this ability as a 1st level spell (Knowledge: Arcana DC 17).
Bat, Poison CR 2
This green looking bat has a poison bite.
XP 600
N Medium Magical Beast
Init: +2; Senses Blindsense 30 ft., low-light vision; Perception +8
DEFENSE
AC 15, touch 14; flat-footed 12 (+3 Dex, +1 dodge, +1 natural)
hp 21 (3d10)
Fort +3, Ref +5, Will +4
OFFENSE
Speed 20 ft., Fly 40 ft. (good)
Melee Bite +5 (1d6 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Blood Drain
STATISTICS
Str 11, Dex 16, Con 10, Int 2, Wis 16, Cha 5
Base Atk +3; CMB +3; CMD 16
Feats Dodge, Weapon Finesse
Skills Fly +15, Perception +8; Racial Modifiers Perception +4
SPECIAL ABILITIES
Blood Drain (Su)
Once per day, a poison bat can drain the blood from a target within 30 feet. The target must
make a Fortitude save (DC 11) or take 1d8 points of shadow damage and the poison bat is
healed for that much. Blue mages may learn this ability as a 1st level spell (Knowledge: Arcana
DC 17).
Poison (Ex)
Bite — injury; save Fort DC 10; frequency 1/round for 3 rounds; effect 1d3 non-elemental
damage; cure 1 save. The save DC is Constitution-based.
Bat, Steel CR 7
This bat is made out of steel with red glowing eyes seeking nourishment from another victim.
What it lacks in speed, it makes up with defense.
XP 3,200
NE Large Magical Beast
Init +7; Senses Blindsense 60 ft., low-light vision; Perception +15
DEFENSE
AC 21, touch 13; flat-footed 17 (+3 Dex, -1 size, +1 dodge, +8 natural)
hp 100 (9d10+54)
Fort +11, Ref +11, Will +6
Immune Blind status effect Resist Wind 5
OFFENSE
Speed 20 ft., Fly 50 ft. (poor)
Melee Bite +14 (2d6+6), and Tail Lash +9 (1d6+3)
Space 10 ft.; Reach 5 ft. (10 ft. with tail)
Special Attacks Leech, Shriek
STATISTICS
Str 22, Dex 16, Con 20, Int 2, Wis 16, Cha 6
Base Atk +9; CMB +9; CMD 23
Feats Dodge, Improved Initiative, Lightning Reflexes, Skill Focus (Stealth), Toughness
Skills Escape Artist +9, Fly +9, Perception +15, Stealth +10; Racial Modifiers Perception +4
SPECIAL ABILITIES
Leech (Su)
3/day, a steel bat can leech the blood from a target within 30 feet. The target must make a
Fortitude save (DC 17) or take 2d6 points of shadow damage and the steel bat is healed for that
much. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Shriek (Ex)
A steel bat can emit a piercing shriek every 1d4 rounds. All creatures that can hear the steel bat’s
shriek (except other bats) within a 100-ft. radius must succeed on a DC 19 Will save or become
shaken for 1d4+1 rounds. Successive shrieks do not stack with each other but do extend the
duration of the effect. A creature that successfully saves is immune to the same steel bat’s shriek
for 24 hours. The save DC is Constitution-based.
Bat, Vampire CR 5
This type of bat feed on the blood of others.
XP 1,600
NE Large Magical Beast
Init +9; Senses Blindsense 60 ft., low-light vision; Perception +11
DEFENSE
AC 19, touch 15; flat-footed 13 (+5 Dex, -1 size, +1 dodge, +4 natural)
hp 45 (7d10+28)
Fort +9, Ref +10, Will +5
Immune Blind status effect
OFFENSE
Speed 20 ft., Fly 50 ft. (good)
Melee Bite +11 (2d6+4), and Tail Lash +6 (1d6+2)
Space 10 ft.; Reach 5 ft. (10 ft. with tail)
Special Attacks Leech, Shriek
STATISTICS
Str 18, Dex 20, Con 18, Int 2, Wis 16, Cha 6
Base Atk +7; CMB +11; CMD 26
Feats Dodge, Improved Initiative, Skill Focus (Stealth), Weapon Finesse
Skills Escape Artist +9, Fly +11, Perception +11, Stealth +11; Racial Modifiers Perception +4
SPECIAL ABILITIES
Leech (Su)
5/day, a vampire bat can leech the blood from a target within 30 feet. The target must make a
Fortitude save (DC 16) or take 2d6 points of shadow damage and the vampire bat is healed for
that much. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Shriek (Ex)
A vampire bat can emit a piercing shriek every 1d4 rounds. All creatures that can hear the
vampire bat’s shriek (except other bats) within a 100-ft. radius must succeed on a DC 19 Will
save or become shaken for 1d4+1 rounds. Successive shrieks do not stack with each other but do
extend the duration of the effect. A creature that successfully saves is immune to the same
vampire bat’s shriek for 24 hours. The save DC is Constitution-based.
Behemoth CR 13 Behemoths resemble huge bulls with overly developed muscles. They have dark purple carapaces and
curved obsidian horns. Their eyes crackle with florescent energy, as they froth violently at the mouth.
XP 25,600
N Huge Magical Beast
Init +6; Senses Darkvision 60 ft., low-light vision, scent; Perception +28
DEFENSE
AC 23, touch 8; flat-footed 23 (+15 natural, -2 size)
hp 255 (22d10+134)
Fort +18, Ref +15, Will +10
OFFENSE
Speed 40 ft.
Melee 2 Claws +27 (1d8+9), Gore +26 (2d6+9)
Space 15 ft.; Reach 10 ft.
Special Attacks Impale, Shock Wave, Thunderbolt
STATISTICS
Str 28, Dex 11, Con 20, Int 6, Wis 12, Cha 8
Base Atk +22; CMB +32; CMD 42
Feats Alertness, Charge Through, Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Lightning
Reflexes, Multiattack, Power Attack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +25, Climb +32, Perception +28, Survival +23
SPECIAL ABILITIES
Impale (Ex)
When charging, a behemoth deals double damage with horns.
Shock Wave (Su)
3/day, a behemoth can cause the ground to quake that ripples from it within a 30-ft.-radius spread.
Creatures within the area of effect take 8d6 points of earth damage, inflicted with the Weighted status
effect, and are pushed back 5 feet per 10 damage sustained. A successful Reflex save (DC 19) reduces
damage by half, negates the status effect, and stops being pushed back. Blue mages may learn this ability
as a 4th level spell (Knowledge: Arcana DC 23).
Thunderbolt (Su)
Once every 1d4 rounds, a behemoth can discharge a large lightning storm within 120 ft. and in a 40-ft.-
radius. Creatures within the area of effect take 10d6 points of lightning damage and are inflicted with
Static status effect for 1d4 rounds. A successful Reflex save (DC 20) reduces the damage by half and
negates the status effect. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC
25).
Behemoth, Dark CR 18
Dark behemoths resembles black huge bulls with overly developed muscles. They have dark carapaces
and curved obsidian horns. Their eyes crackle with florescent energy, as they froth violently at the mouth.
Beware, once a dark behemoth falls it likes to takes its foes along with it.
XP 153,600
N Huge Magical Beast
Init +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +37
DEFENSE
AC 32, touch 10; flat-footed 30 (+22 natural, +2 dex, -2 size)
hp 371 (29d10+240)
Fort +24, Ref +20, Will +13
OFFENSE
Speed 40 ft.
Melee 2 Claws +36 (2d6+11), Gore +35 (2d8+11)
Space 15 ft.; Reach 10 ft.
Special Attacks Impale, Magnitude 8, Shock Wave, Thunderbolt
STATISTICS
Str 32, Dex 14, Con 26, Int 6, Wis 16, Cha 8
Base Atk +29; CMB +42; CMD 54
Feats Alertness, Charge Through, Cleave, Great Cleave, Improved Bull Rush, Improved Natural Attack
(Claw and Gore), Improved Overrun, Iron Will, Lightning Reflexes, Multiattack, Power Attack,
Toughness, Vital Strike, Weapon Focus (Gore)
Skills Acrobatics +34, Climb +40, Perception +37, Survival +32
SPECIAL ABILITIES
Impale (Ex)
When charging, a dark behemoth deals double damage with horns.
Magnitude 8 (Su)
Once every 1d4 rounds, a dark behemoth can cause the ground to erupt wildly around it within a 60-ft.-
radius. Creatures within the area of effect take 15d10 points of earth damage and are inflicted with the
Weighted status effect. They must make a successful Reflex save (DC 27) to reduce the damage by half
and negate the status effect. Blue mages may learn this ability as an 8th level spell (Knowledge: Arcana
DC 31).
Shock Wave (Su)
5/day, a dark behemoth can cause the ground to quake that ripples from it within a 30-ft.-radius spread.
Creatures within the area of effect take 8d6 points of earth damage, inflicted with the Weighted status
effect, and are pushed back 5 feet per 10 damage sustained. A successful Reflex save (DC 22) reduces
damage by half, negates the status effect, and stops being pushed back. Blue mages may learn this ability
as a 4th level spell (Knowledge: Arcana DC 23).
Thunderbolt (Su)
Once every 1d2 rounds, a dark behemoth can discharge a large lightning storm within 120 ft. and in a 40-
ft.-radius. Creatures within the area of effect take 10d6 points of lightning damage and are inflicted with
Static status effect for 1d4 rounds. A successful Reflex save (DC 23) reduces the damage by half and
negates the status effect. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC
25).
Behemoth, King CR 16 King behemoths resembles yellow huge bulls with overly developed muscles. They have yellow
carapaces and curved obsidian horns. Their eyes crackle with florescent energy, as they froth violently at
the mouth.
XP 76,800
N Huge Magical Beast
Init +1; Senses Darkvision 60 ft., low-light vision, scent; Perception +33
DEFENSE
AC 29, touch 9; flat-footed 28 (+20 natural, +1 dex, -2 size)
hp 314 (26d10+189)
Fort +22, Ref +18, Will +12
OFFENSE
Speed 40 ft.
Melee 2 Claws +32 (2d6+10), Gore +31 (2d6+10)
Space 15 ft.; Reach 10 ft.
Special Attacks Impale, Shock Wave, Thunderbolt
STATISTICS
Str 30, Dex 12, Con 24, Int 6, Wis 14, Cha 8
Base Atk +26; CMB +38; CMD 49
Feats Alertness, Charge Through, Cleave, Great Cleave, Improved Bull Rush, Improved Natural Attack
(Claw), Improved Overrun, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Toughness,
Weapon Focus (Gore)
Skills Acrobatics +30, Climb +36, Perception +33, Survival +28
SPECIAL ABILITIES
Impale (Ex)
When charging, a king behemoth deals double damage with horns.
Shock Wave (Su)
5/day, a king behemoth can cause the ground to quake that ripples from it within a 30-ft.-radius spread.
Creatures within the area of effect take 8d6 points of earth damage, inflicted with the Weighted status
effect, and are pushed back 5 feet per 10 damage sustained. A successful Reflex save (DC 21) reduces
damage by half, negates the status effect, and stops being pushed back. Blue mages may learn this ability
as a 4th level spell (Knowledge: Arcana DC 23).
Thunderbolt (Su)
Once every 1d3 rounds, a king behemoth can discharge a large lightning storm within 120 ft. and in a 40-
ft.-radius. Creatures within the area of effect take 10d6 points of lightning damage and are inflicted with
Static status effect for 1d4 rounds. A successful Reflex save (DC 22) reduces the damage by half and
negates the status effect. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC
25).
Kuza Beast CR 14 A formidable foe with large horns that positively crackle with electricity. It's a distance cousin of the
behemoth with more of yellow tint to it.
XP 38,400
N Huge Magical Beast
Init +0; Senses Darkvision 60 ft., low-light vision, scent; Perception +28
DEFENSE
AC 25, touch 8; flat-footed 25 (+17 natural, -2 size)
hp 255 (22d10+134)
Fort +18, Ref +15, Will +10
OFFENSE
Speed 40 ft.
Melee 2 Claws +27 (1d8+9), Gore +26 (2d6+9)
Space 15 ft.; Reach 10 ft.
Special Attacks Fists and Lightning and Thunder, Impale, Thunderbolt
STATISTICS
Str 28, Dex 11, Con 20, Int 6, Wis 12, Cha 8
Base Atk +22; CMB +32; CMD 42
Feats Alertness, Charge Through, Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Lightning
Reflexes, Multiattack, Power Attack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +25, Climb +32, Perception +28, Survival +23
SPECIAL ABILITIES
Impale (Ex)
When charging, a kuza beast deals double damage with horns.
Fists of Lightning and Thunder (Su)
3/day, a kuza beast can cause its natural attacks to do either lightning or thunder damage (caster's choice).
A lightning attack deals an additional 3d6 points of lightning damage, and the resulting flash blinds the
target for 2d6 rounds, a successful Fortitude save (DC 18) negates the blindness. A thunder attack deals an
additional 3d6 points of non-elemental damage, and the resulting thunderclap deafens the target for 2d6
rounds, a successful Fortitude save (DC 18) negates the deafness. Blue mages may learn this ability as a
3rd level spell (Knowledge: Arcana DC 21).
Thunderbolt (Su)
Once every 1d3 rounds, a kuza beast can discharge a large lightning storm within 120 ft. and in a 40-ft.-
radius. Creatures within the area of effect take 10d6 points of lightning damage and are inflicted with
Static status effect for 1d4 rounds. A successful Reflex save (DC 20) reduces the damage by half and
negates the status effect. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC
25).
Kuza Kit CR 6 A beast wreathed in lightning and specializes in thunder attacks. It represents a younger version of a kuza
beast.
XP 2,400
N Large Magical Beast
Init +0; Senses Darkvision 60 ft., low-light vision, scent; Perception +10
DEFENSE
AC 19, touch 9; flat-footed 19 (+10 natural, -1 size)
hp 95 (9d10+46)
Fort +10, Ref +6, Will +4
OFFENSE
Speed 30 ft.
Melee 2 Claws +13 (1d6+6), Gore +12 (1d8+6)
Space 10 ft.; Reach 5 ft.
Special Attacks Electric Shock, Impale
STATISTICS
Str 22, Dex 10, Con 18, Int 6, Wis 12, Cha 8
Base Atk +9; CMB +16; CMD 26
Feats Improved Overrun, Multiattack, Power Attack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +8, Climb +12, Perception +10, Survival +7
SPECIAL ABILITIES
Impale (Ex)
When charging, a kuza kit deals double damage with horns.
Electric Shock (Su)
A kuza kit can send an electric jolt at a single target within 5 feet. This attack deals 2d8 points of lightning
damage to the target and a successful Reflex save (DC 16) halves the damage. Blue mages may learn this
ability as a 2nd level spell (Knowledge: Arcana DC 19).
Zaghnol CR 6 A beast wreathed in lightning and specializes in thunder attacks. It represents a younger version of a kuza
beast.
XP 2,400
N Large Magical Beast
Init +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +9
DEFENSE
AC 19, touch 11; flat-footed 17 (+2 dex, +8 natural, -1 size)
hp 85 (8d10+42)
Fort +10, Ref +6, Will +3
Resist Lightning 10
Weakness Water
OFFENSE
Speed 30 ft.
Melee 2 Claws +13 (1d6+6), Gore +12 (1d8+6)
Space 10 ft.; Reach 5 ft.
Special Attacks Electrocute, Impale
STATISTICS
Str 22, Dex 14, Con 18, Int 6, Wis 12, Cha 8
Base Atk +9; CMB +16; CMD 28
Feats Improved Overrun, Power Attack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +7, Climb +11, Perception +9, Survival +6
SPECIAL ABILITIES
Impale (Ex)
When charging, a zaghnol deals double damage with horns.
Electric Shock (Su)
Once every 1d2 rounds, a zaghnol charges themselves up with electricity with varying effects. To
determine the effect, roll a 1d10: 1 for Thunder, 2 to 4 for Thunder II, 5 to 6 for Defensive Shock, 7 to 8
for Elemental Touch (Lightning), 9 for Thundara, and 10 for Thunder III. The caster can decide who they
want to target once they know the result and if they don't like their result they can cancel the affect but
must spend the MP cost and time spent on it. Blue mages may learn this ability as a 2nd level spell
(Knowledge: Arcana DC 19).
Bomb CR 3 A red, floating ball of crimson fire, with big eyes, and an even bigger mouth. Bombs are often shaped
similarly to a fireball with arms and a face, and are capable of self-destructing. They usually have bright
yellow eyes and a wicked, toothy grin.
XP 800
CE Medium Outsider (Fiend)
Init +7; Senses Darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC 15, touch 13; flat-footed 12 (+2 Dex, +2 natural, +1 dodge)
hp 33 (4d10+8)
mp 5
Fort +3, Ref +6, Will +4
Immune Fire, outsider traits
Weakness Water
OFFENSE
Speed Fly 30 ft. (average)
Melee Bite +5 (1d8+1)
Spells Known (Red Mage CL 4th; Concentration +4)
1st – Fire (DC 11)
2nd – Fire II (DC 12)
STATISTICS
Str 12, Dex 15, Con 14, Int 3, Wis 10, Cha 10
Base Atk +4; CMB +5; CMD 17
Feats Dodge, Improved Initiative
Skills Fly +8, Perception +8, Survival +7
Language Infernal, Abyssal
SQ Self-Destruct
SPECIAL ABILITIES
Self-Destruct (Ex)
After each successful physical attack made against the bomb, the bomb increases in size by 1-ft. in
diameter (the bomb increases Strength by 2 per physical attack, size increase lasts for 1d6+4 rounds);
after the 3rd successful physical attack, the bomb explodes as an immediate action, destroying itself and
dealing 4d6 points of fire and physical (half and half) damage to everything within a 15-ft.-radius (Reflex
save DC 14 for half damage).
Ballon CR 5 A green, floating ball of emerald fire, with big eyes, and have an even bigger mouth. Ballons are often
shaped similarly to a fireball with arms and a face, and are capable of self-destructing. They usually have
bright green eyes and a wicked, toothy grin.
XP 1,600
CE Medium Outsider (Fiend)
Init +7; Senses Darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 17, touch 14; flat-footed 13 (+3 Dex, +3 natural, +1 dodge)
hp 50 (6d10+12)
mp 11
Fort +5, Ref +8, Will +6
Immune Fire, outsider traits
Weakness Water
OFFENSE
Speed Fly 30 ft. (average)
Melee Bite +8 (1d8+2)
Spells Known (Red Mage CL 6th; Concentration +7)
1st – Fire (DC 12)
2nd – Fire II (DC 13)
STATISTICS
Str 14, Dex 16, Con 15, Int 3, Wis 10, Cha 12
Base Atk +6; CMB +8; CMD 21
Feats Dodge, Improved Initiative, Mobility
Skills Fly +10, Perception +10, Survival +9
Language Infernal, Abyssal
SQ Self-Destruct
SPECIAL ABILITIES
Self-Destruct (Ex)
After each successful physical attack made against the ballon, the ballon increases in size by 1-ft. in
diameter (the ballon increases Strength by 2 per physical attack, size increase lasts for 1d6+4 rounds);
after the 3rd successful physical attack, the ballon explodes as an immediate action, destroying itself and
dealing 6d6 points of fire and physical (half and half) damage to everything within a 15-ft.-radius (Reflex
save DC 14 for half damage).
Circuitron CR 7 A yellow, floating ball of topaz lightning, with big eyes, and have an even bigger mouth. Circuitron are
often shaped similarly to a lightning ball with arms and a face, and are capable of self-destructing. They
usually have bright purple eyes and a wicked, toothy grin.
XP 3,200
CE Medium Outsider (Fiend)
Init +9; Senses Darkvision 60 ft., low-light vision; Perception +12
DEFENSE
AC 19, touch 15; flat-footed 14 (+4 Dex, +4 natural, +1 dodge)
hp 72 (8d10+24)
mp 21
Fort +6, Ref +10, Will +6
Immune Lightning, outsider traits
Weakness Earth
OFFENSE
Speed Fly 30 ft. (average)
Melee Bite +10 (1d8+2)
Spells Known (Red Mage CL 8th; Concentration +10)
1st – Thunder (DC 13)
2nd – Thunder II (DC 14)
3rd – Thunder III (DC 15)
STATISTICS
Str 15, Dex 18, Con 16, Int 3, Wis 10, Cha 14
Base Atk +8; CMB +10; CMD 24
Feats Dodge, Improved Initiative, Mobility, Spring Attack
Skills Fly +14, Perception +12, Survival +11
Language Infernal, Abyssal
SQ Self-Destruct
SPECIAL ABILITIES
Self-Destruct (Ex)
After each successful physical attack made against the circuitron, the circuitron increases in size by 1-ft.
in diameter (the circuitron increases Strength by 2 per physical attack, size increase lasts for 1d6+4
rounds); after the 3rd successful physical attack, the circuitron explodes as an immediate action,
destroying itself and dealing 8d6 points of lightning and physical (half and half) damage to everything
within a 15-ft.-radius (Reflex save DC 18 for half damage).
Cryohedron CR 7 A blue, floating ball of azure ice, with big eyes, and have an even bigger mouth. Cryohedron are often
shaped similarly to an iceball with arms and a face, and are capable of self-destructing. They usually have
bright blue eyes and a wicked, toothy grin.
XP 3,200
CE Medium Outsider (Fiend)
Init +9; Senses Darkvision 60 ft., low-light vision; Perception +12
DEFENSE
AC 19, touch 15; flat-footed 14 (+4 Dex, +4 natural, +1 dodge)
hp 72 (8d10+24)
mp 21
Fort +6, Ref +10, Will +6
Immune Ice, outsider traits
Weakness Fire
OFFENSE
Speed Fly 30 ft. (average)
Melee Bite +10 (1d8+2)
Spells Known (Red Mage CL 8th; Concentration +10)
1st – Blizzard (DC 13)
2nd – Blizzard II (DC 14)
3rd – Blizzard III (DC 15)
STATISTICS
Str 15, Dex 18, Con 16, Int 3, Wis 10, Cha 14
Base Atk +8; CMB +10; CMD 24
Feats Dodge, Improved Initiative, Mobility, Spring Attack
Skills Fly +14, Perception +12, Survival +11
Language Infernal, Abyssal
SQ Self-Destruct
SPECIAL ABILITIES
Self-Destruct (Ex)
After each successful physical attack made against the cryohedron, the cryohedron increases in size by 1-
ft. in diameter (the cryohedron increases Strength by 2 per physical attack, size increase lasts for 1d6+4
rounds); after the 3rd successful physical attack, the cryohedron explodes as an immediate action,
destroying itself and dealing 8d6 points of ice and physical (half and half) damage to everything within a
15-ft.-radius (Reflex save DC 18 for half damage).
Cryonade CR 5 A blue, floating ball of azure ice, with big eyes, and have an even bigger mouth. Cryohedron are often
shaped similarly to an iceball with arms and a face, and are capable of self-destructing. They usually
have bright blue eyes and a wicked, toothy grin.
XP 1,600
CE Medium Outsider (Fiend)
Init +7; Senses Darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 17, touch 14; flat-footed 13 (+3 Dex, +3 natural, +1 dodge)
hp 50 (6d10+12)
mp 11
Fort +5, Ref +8, Will +6
Immune Ice, outsider traits
Weakness Fire
OFFENSE
Speed Fly 30 ft. (average)
Melee Bite +8 (1d8+2)
Spells Known (Red Mage CL 6th; Concentration +8)
1st – Blizzard (DC 12)
2nd – Blizzard II (DC 13)
STATISTICS
Str 14, Dex 16, Con 15, Int 3, Wis 10, Cha 12
Base Atk +6; CMB +8; CMD 21
Feats Dodge, Improved Initiative, Mobility
Skills Fly +10, Perception +10, Survival +9
Language Infernal, Abyssal
SQ Self-Destruct
SPECIAL ABILITIES
Self-Destruct (Ex)
After each successful physical attack made against the cryonade, the cryonade increases in size by 1-ft.
in diameter (the cryonade increases Strength by 2 per physical attack, size increase lasts for 1d6+4
rounds); after the 3rd successful physical attack, the cryonade explodes as an immediate action,
destroying itself and dealing 6d6 points of ice and physical (half and half) damage to everything within a
15-ft.-radius (Reflex save DC 14 for half damage).
Galvanade CR 5 A yellow, floating ball of topaz lightning, with big eyes, and have an even bigger mouth. Galvanade are
often shaped similarly to a lightning ball with arms and a face, and are capable of self-destructing. They
usually have bright purple eyes and a wicked, toothy grin.
XP 1,600
CE Medium Outsider (Fiend)
Init +7; Senses Darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 17, touch 14; flat-footed 13 (+3 Dex, +3 natural, +1 dodge)
hp 50 (6d10+12)
mp 11
Fort +5, Ref +8, Will +6
Immune Lightning, outsider traits
Weakness Earth
OFFENSE
Speed Fly 30 ft. (average)
Melee Bite +8 (1d8+2)
Spells Known (Red Mage CL 6th; Concentration +8)
1st – Thunder (DC 12)
2nd – Thunder II (DC 13)
STATISTICS
Str 14, Dex 16, Con 15, Int 3, Wis 10, Cha 12
Base Atk +6; CMB +8; CMD 21
Feats Dodge, Improved Initiative, Mobility
Skills Fly +10, Perception +10, Survival +9
Language Infernal, Abyssal
SQ Self-Destruct
SPECIAL ABILITIES
Self-Destruct (Ex)
After each successful physical attack made against the galvanade, the galvanade increases in size by 1-ft.
in diameter (the galvanade increases Strength by 2 per physical attack, size increase lasts for 1d6+4
rounds); after the 3rd successful physical attack, the galvanade explodes as an immediate action,
destroying itself and dealing 6d6 points of lightning and physical (half and half) damage to everything
within a 15-ft.-radius (Reflex save DC 14 for half damage).
Grenade CR 7 A black, floating ball of ebony fire, with big eyes, and have an even bigger mouth. Grenades are often
shaped similarly to a fireball with arms and a face, and are capable of self-destructing. They usually have
bright blue eyes and a wicked, toothy grin.
XP 3,200
CE Medium Outsider (Fiend)
Init +9; Senses Darkvision 60 ft., low-light vision; Perception +12
DEFENSE
AC 19, touch 15; flat-footed 14 (+4 Dex, +4 natural, +1 dodge)
hp 72 (8d10+24)
mp 21
Fort +6, Ref +10, Will +6
Immune Fire, outsider traits
Weakness Water
OFFENSE
Speed Fly 30 ft. (average)
Melee Bite +10 (1d8+2)
Spells Known (Red Mage CL 8th; Concentration +10)
1st – Fire (DC 13)
2nd – Fire II (DC 14)
3rd – Fire III (DC 15)
STATISTICS
Str 15, Dex 18, Con 16, Int 3, Wis 10, Cha 14
Base Atk +8; CMB +10; CMD 24
Feats Dodge, Improved Initiative, Mobility, Spring Attack
Skills Fly +14, Perception +12, Survival +11
Language Infernal, Abyssal
SQ Self-Destruct
SPECIAL ABILITIES
Self-Destruct (Ex)
After each successful physical attack made against the grenade, the grenade increases in size by 1-ft. in
diameter (the grenade increases Strength by 2 per physical attack, size increase lasts for 1d6+4 rounds);
after the 3rd successful physical attack, the grenade explodes as an immediate action, destroying itself
and dealing 8d6 points of fire and physical (half and half) damage to everything within a 15-ft.-radius
(Reflex save DC 18 for half damage).
Bomb, King CR 12 This bomb is a larger version of itself and makes itself known to be king of the bombs. The king bomb
will not self-destruct until it dies making many other bombs from its remains.
XP 19,200
CE Large Outsider (Fiend)
Init +10; Senses Darkvision 60 ft., low-light vision; Perception +20
DEFENSE
AC 24, touch 16; flat-footed 18 (+6 Dex, +8 natural, -1 size)
hp 179 (16d10+96)
mp 77
Fort +10, Ref +16, Will +11
Immune Fire, outsider traits
Weakness Water
OFFENSE
Speed Fly 40 ft. (average)
Melee Bite +20 (2d8+5)
Spells Known (Red Mage CL 16th; Concentration +20)
1st – Fire (DC 15)
2nd – Fire II (DC 16)
3rd – Fire III (DC 17), Fira (DC 17)
4th – Blaze Spikes
5th – Burn (DC 19), Firaga (DC 19)
6th – Blaze Spikes II
STATISTICS
Str 20, Dex 22, Con 20, Int 3, Wis 12, Cha 18
Base Atk +16; CMB +22; CMD 38
Feats Dodge, Improved Initiative, Improved Natural Attack (Bite), Mobility, Sidestep, Spring Attack,
Toughness
Skills Fly +23, Perception +20, Survival +20
Language Infernal, Abyssal
SQ Self-Destruct
SPECIAL ABILITIES
Self-Destruct (Ex)
After the king bomb goes reaches 0 hit points or lower, it explodes as an immediate action, destroying
itself and dealing 14d6 points of fire and physical (half and half) damage to everything within a 15-ft.-
radius (Reflex save DC 23 for half damage). After its own destruction, it creates 1d6+1 bombs in its
place.
Krysta CR 9 A blue, floating ball of azure ice, with big eyes, and have an even bigger mouth. Krysta are often shaped
similarly to an iceball with arms and a face, and are capable of self-destructing. They usually have bright
blue eyes and a wicked, toothy grin.
XP 6,400
CE Medium Outsider (Fiend)
Init +9; Senses Darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 21, touch 15; flat-footed 16 (+4 Dex, +6 natural, +1 dodge)
hp 107 (11d10+44)
mp 39
Fort +7, Ref +12, Will +7
Immune Ice, outsider traits
Weakness Fire
OFFENSE
Speed Fly 30 ft. (average)
Melee Bite +14 (2d6+3)
Spells Known (Red Mage CL 11th; Concentration +14)
1st – Blizzard (DC 14)
2nd – Blizzard II (DC 15)
3rd – Blizzard III (DC 16), Blizzara (DC 16)
4th – Ice Spikes
STATISTICS
Str 16, Dex 20, Con 18, Int 3, Wis 10, Cha 16
Base Atk +11; CMB +13; CMD 28
Feats Dodge, Improved Initiative, Improved Natural Attack (Bite), Mobility, Sidestep, Spring Attack
Skills Fly +18, Perception +15, Survival +15
Language Infernal, Abyssal
SQ Self-Destruct
SPECIAL ABILITIES
Self-Destruct (Ex)
After each successful physical attack made against the krysta, the krysta increases in size by 1-ft. in
diameter (the krysta increases Strength by 2 per physical attack, size increase lasts for 1d6+4 rounds);
after the 3rd successful physical attack, the krysta explodes as an immediate action, destroying itself and
dealing 10d6 points of ice and physical (half and half) damage to everything within a 15-ft.-radius (Reflex
save DC 19 for half damage).
Perkunas CR 9 A yellow, floating ball of topaz lightning, with big eyes, and have an even bigger mouth. Perkunas are
often shaped similarly to a lightning ball with arms and a face, and are capable of self-destructing. They
usually have bright purple eyes and a wicked, toothy grin.
XP 6,400
CE Medium Outsider (Fiend)
Init +9; Senses Darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 21, touch 15; flat-footed 16 (+4 Dex, +6 natural, +1 dodge)
hp 107 (11d10+44)
mp 39
Fort +7, Ref +12, Will +7
Immune Lightning, outsider traits
Weakness Earth
OFFENSE
Speed Fly 30 ft. (average)
Melee Bite +14 (2d6+3)
Spells Known (Red Mage CL 11th; Concentration +14)
1st – Thunder (DC 14)
2nd – Thunder II (DC 15)
3rd – Thunder III (DC 16), Thundara (DC 16)
4th – Shock Spikes
STATISTICS
Str 16, Dex 20, Con 18, Int 3, Wis 10, Cha 16
Base Atk +11; CMB +13; CMD 28
Feats Dodge, Improved Initiative, Improved Natural Attack (Bite), Mobility, Sidestep, Spring Attack
Skills Fly +18, Perception +15, Survival +15
Language Infernal, Abyssal
SQ Self-Destruct
SPECIAL ABILITIES
Self-Destruct (Ex)
After each successful physical attack made against the perkunas, the perkunas increases in size by 1-ft.
in diameter (the perkunas increases Strength by 2 per physical attack, size increase lasts for 1d6+4
rounds); after the 3rd successful physical attack, the perkunas explodes as an immediate action,
destroying itself and dealing 10d6 points of lightning and physical (half and half) damage to everything
within a 15-ft.-radius (Reflex save DC 19 for half damage).
Purobolos CR 9 A purple, floating ball of amethyst fire, with big eyes, and have an even bigger mouth. Purobolos are
often shaped similarly to a fireball with arms and a face, and are capable of self-destructing. They
usually have bright violet eyes and a wicked, toothy grin.
XP 6,400
CE Medium Outsider (Fiend)
Init +9; Senses Darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 21, touch 15; flat-footed 16 (+4 Dex, +6 natural, +1 dodge)
hp 107 (11d10+44)
mp 39
Fort +7, Ref +12, Will +7
Immune Fire, outsider traits
Weakness Water
OFFENSE
Speed Fly 30 ft. (average)
Melee Bite +14 (2d6+3)
Spells Known (Red Mage CL 11th; Concentration +14)
1st – Fire (DC 14)
2nd – Fire II (DC 15)
3rd – Fire III (DC 16), Fira (DC 16)
4th – Blaze Spikes
STATISTICS
Str 16, Dex 20, Con 18, Int 3, Wis 10, Cha 16
Base Atk +11; CMB +13; CMD 28
Feats Dodge, Improved Initiative, Improved Natural Attack (Bite), Mobility, Sidestep, Spring Attack
Skills Fly +18, Perception +15, Survival +15
Language Infernal, Abyssal
SQ Self-Destruct
SPECIAL ABILITIES
Self-Destruct (Ex)
After each successful physical attack made against the purobolos, the purobolos increases in size by 1-
ft. in diameter (the purobolos increases Strength by 2 per physical attack, size increase lasts for 1d6+4
rounds); after the 3rd successful physical attack, the purobolos explodes as an immediate action,
destroying itself and dealing 10d6 points of fire and physical (half and half) damage to everything
within a 15-ft.-radius (Reflex save DC 19 for half damage).
Bomb, Thunder CR 3
A yellow, floating ball of topaz lightning, with big eyes, and have an even bigger mouth. Thunder
bombs are often shaped similarly to a lightning ball with arms and a face, and are capable of self-
destructing.
They usually have bright purple eyes and a wicked, toothy grin.
XP 800
CE Medium Outsider (Fiend)
Init +7; Senses Darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC 15, touch 13; flat-footed 12 (+2 Dex, +2 natural, +1 dodge)
hp 33 (4d10+8)
mp 5
Fort +3, Ref +6, Will +4
Immune Lightning, outsider traits
Weakness Earth
OFFENSE
Speed Fly 30 ft. (average)
Melee Bite +5 (1d8+1)
Spells Known (Red Mage CL 4th; Concentration +4)
1st – Thunder (DC 11)
2nd – Thunder II (DC 12)
STATISTICS
Str 12, Dex 15, Con 14, Int 3, Wis 10, Cha 10
Base Atk +4; CMB +5; CMD 17
Feats Dodge, Improved Initiative
Skills Fly +8, Perception +8, Survival +7
Language Infernal, Abyssal
SQ Self-Destruct
SPECIAL ABILITIES
Self-Destruct (Ex)
After each successful physical attack made against the thunder bomb, the thunder bomb increases in
size by 1-ft. in diameter (the thunder bomb increases Strength by 2 per physical attack, size increase
lasts for 1d6+4 rounds); after the 3rd successful physical attack, the thunder bomb explodes as an
immediate action, destroying itself and dealing 4d6 points of lightning and physical (half and half)
damage to everything within a 15-ft.-radius (Reflex save DC 14 for half damage).
Bomb, Ice CR 3 A blue, floating ball of azure ice, with big eyes, and have an even bigger mouth. The ice bomb are
often shaped similarly to an iceball with arms and a face, and are capable of self-destructing. They
usually have bright blue eyes and a wicked, toothy grin.
XP 800
CE Medium Outsider (Fiend)
Init +7; Senses Darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC 15, touch 13; flat-footed 12 (+2 Dex, +2 natural, +1 dodge)
hp 33 (4d10+8)
mp 5
Fort +3, Ref +6, Will +4
Immune Ice, outsider traits
Weakness Fire
OFFENSE
Speed Fly 30 ft. (average)
Melee Bite +5 (1d8+1)
Spells Known (Red Mage CL 4th; Concentration +4)
1st – Blizzard (DC 11)
2nd – Blizzard II (DC 12)
STATISTICS
Str 12, Dex 15, Con 14, Int 3, Wis 10, Cha 10
Base Atk +4; CMB +5; CMD 17
Feats Dodge, Improved Initiative
Skills Fly +8, Perception +8, Survival +7
Language Infernal, Abyssal
SQ Self-Destruct
SPECIAL ABILITIES
Self-Destruct (Ex)
After each successful physical attack made against the ice bomb, the ice bomb increases in size by 1-ft.
in diameter (the ice bomb increases Strength by 2 per physical attack, size increase lasts for 1d6+4
rounds); after the 3rd successful physical attack, the ice bomb explodes as an immediate action,
destroying itself and dealing 4d6 points of ice and physical (half and half) damage to everything within
a 15-ft.-radius (Reflex save DC 14 for half damage).
Baretta CR 5 The weakest of the bulette family, this armor-plated creature roams in packs of two to four.
XP 1,600
N Large Magical Beast
Init +6; Senses Darkvision 60 ft., low-light vision, scent; Perception +6
DEFENSE
AC 21, touch 11; flat-footed 19 (+2 dex, +10 natural, -1 size)
hp 58 (6d10+24)
Fort +9, Ref +7, Will +5
Defensive Abilities Spines; Resist Earth 5
OFFENSE
Speed 30 ft.
Melee 2 Claws +10 (1d8+5), Bite +11 (2d6+7/19-20)
Space 10 ft.; Reach 10 ft.
Special Attacks Leap, Savage Bite
STATISTICS
Str 20, Dex 15, Con 18, Int 2, Wis 12, Cha 6
Base Atk +6; CMB +12; CMD 24 (28 vs. trip)
Feats Improved Initiative, Iron Will, Weapon Focus (Bite)
Skills Acrobatics +7 (+15 jumping), Perception +6, Racial Modifiers +8 on Acrobatics checks made to
jump
SPECIAL ABILITIES
Leap (Ex)
A baretta can perform a special kind of pounce attack by jumping into combat. When a baretta charges,
it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the
Acrobatics check, it can follow up with four claw attacks against foes in reach, but cannot make a bite
attack.
Savage Bite (Ex)
A baretta’s bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted
with its bite attack, and threatens a critical hit on a 19–20.
Spines (Ex)
A baretta has large spines that jut from between its armor plates; any creature attacking it with natural
attacks or unarmed strikes take 1d6 damage and must make a DC 16 Reflex save or have the quill break
off and embed in its flesh. Lodged quills impose a –1 penalty on attacks, saves, and skill checks per
quill. The save DC is Dexterity-based.
Barette CR 7
This armor-plated creature's toothy maw gapes wide as a fin-like dorsal plate rises between its
shoulders.
XP 3,200
N Large Magical Beast
Init +6; Senses Darkvision 60 ft., low-light vision, scent; Perception +11
DEFENSE
AC 23, touch 11; flat-footed 21 (+2 dex, +12 natural, -1 size)
hp 84 (8d10+40)
Fort +11, Ref +8, Will +5
Defensive Abilities Spines; Resist Earth 5
OFFENSE
Speed 30 ft.
Melee 2 Claws +13 (1d8+6), Bite +14 (2d6+9/19-20)
Space 10 ft.; Reach 10 ft.
Special Attacks Leap, Savage Bite
STATISTICS
Str 23, Dex 15, Con 20, Int 2, Wis 13, Cha 6
Base Atk +8; CMB +15; CMD 27 (31 vs. trip)
Feats Improved Initiative, Iron Will, Skill Focus (Perception), Weapon Focus (Bite)
Skills Acrobatics +9 (+17 jumping), Perception +11, Racial Modifiers +8 on Acrobatics checks made
to jump
SPECIAL ABILITIES
Leap (Ex)
A barette can perform a special kind of pounce attack by jumping into combat. When a barette charges,
it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it makes the
Acrobatics check, it can follow up with four claw attacks against foes in reach, but cannot make a bite
attack.
Savage Bite (Ex)
A barette’s bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted
with its bite attack, and threatens a critical hit on a 19–20.
Spines (Ex)
A barette has large spines that jut from between its armor plates; any creature attacking it with natural
attacks or unarmed strikes take 1d6 damage and must make a DC 16 Reflex save or have the quill break
off and embed in its flesh. Lodged quills impose a –1 penalty on attacks, saves, and skill checks per
quill. The save DC is Dexterity-based.
Ironback CR 9 This armor-plated creature is related to the bulette except what it lacks in spines, it makes up in armor.
XP 6,400
N Large Magical Beast
Init +6; Senses Darkvision 60 ft., low-light vision, scent; Perception +13
DEFENSE
AC 25, touch 11; flat-footed 23 (+2 dex, +14 natural, -1 size)
hp 112 (10d10+60)
Fort +12, Ref +9, Will +6
DR 5/cold-iron; Resist Earth 5
OFFENSE
Speed 30 ft.
Melee 2 Claws +16 (1d8+7), Bite +17 (2d6+10/19-20)
Space 10 ft.; Reach 10 ft.
Special Attacks Leap, Savage Bite
STATISTICS
Str 24, Dex 15, Con 20, Int 2, Wis 13, Cha 6
Base Atk +10; CMB +18; CMD 30 (34 vs. trip)
Feats Improved Initiative, Iron Will, Skill Focus (Perception), Toughness, Weapon Focus (Bite)
Skills Acrobatics +11 (+19 jumping), Perception +13, Racial Modifiers +8 on Acrobatics checks
made to jump
SPECIAL ABILITIES
Leap (Ex)
An ironback can perform a special kind of pounce attack by jumping into combat. When an ironback
charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its enemies. If it
makes the Acrobatics check, it can follow up with four claw attacks against foes in reach, but cannot
make a bite attack.
Savage Bite (Ex)
An ironback’s bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage
inflicted with its bite attack, and threatens a critical hit on a 19–20.
Spines (Ex)
An ironback has large spines that jut from between its armor plates; any creature attacking it with
natural attacks or unarmed strikes take 1d6 damage and must make a DC 16 Reflex save or have the
quill break off and embed in its flesh. Lodged quills impose a –1 penalty on attacks, saves, and skill
checks per quill. The save DC is Dexterity-based.
Sharnbulette CR 11 The larger version of a bulette with extra armor-plating and larger spines.
XP 12,800
N Huge Magical Beast
Init +6; Senses Darkvision 60 ft., low-light vision, scent; Perception +16
DEFENSE
AC 25, touch 10; flat-footed 23 (+2 dex, +15 natural, -2 size)
hp 145 (13d10+78)
Fort +14, Ref +10, Will +8
Defensive Abilities Spines; DR 5/cold-iron; Resist Earth 10
OFFENSE
Speed 40 ft.
Melee 2 Claws +19 (2d6+8), Bite +20 (2d8+12/19-20)
Space 15 ft.; Reach 15 ft.
Special Attacks Leap, Savage Bite
STATISTICS
Str 26, Dex 15, Con 22, Int 2, Wis 14, Cha 6
Base Atk +13; CMB +23; CMD 35 (39 vs. trip)
Feats Improved Initiative, Iron Will, Skill Focus (Perception), Toughness, Weapon Focus (Bite)
Skills Acrobatics +14 (+22 jumping), Perception +16, Racial Modifiers +8 on Acrobatics checks
made to jump
SPECIAL ABILITIES
Leap (Ex)
A sharnbulette can perform a special kind of pounce attack by jumping into combat. When a
sharnbulette charges, it can make a DC 20 Acrobatics check to jump into the air and land next to its
enemies. If it makes the Acrobatics check, it can follow up with four claw attacks against foes in reach,
but cannot make a bite attack.
Savage Bite (Ex)
A sharnbulette’s bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage
inflicted with its bite attack, and threatens a critical hit on a 19–20.
Spines (Ex)
A sharnbulette has large spines that jut from between its armor plates; any creature attacking it with
natural attacks or unarmed strikes take 1d6 damage and must make a DC 16 Reflex save or have the
quill break off and embed in its flesh. Lodged quills impose a –1 penalty on attacks, saves, and skill
checks per quill. The save DC is Dexterity-based.
Cactuar CR 2 This creature appears to be a small cactus having physical characteristics similar to a humanoid: two
arms, two legs and dark spots on its anterior in the shape of a mouth and eyes. Its limbs protrude and
bend at ninety-degree angles giving it a rigid look, which belies the speed and agility with which it
can move.
XP 600
N Small Plant (Humanoid)
Init +7; Senses Low-light vision; Perception +5
DEFENSE
AC 21, touch 19; flat-footed 13 (+7 Dex, +2 natural, +1 dodge, +1 size)
hp 25 (4d8+4)
Fort +5, Ref +8, Will +2
Immune Plant traits.
OFFENSE
Speed 20 ft.
Melee Slam +11 (1d3-1)
Space 5 ft.; Reach 5 ft.
Special Attacks Thousand Needles
STATISTICS
Str 8, Dex 24, Con 13, Int 8, Wis 12, Cha 10
Base Atk +3; CMB +1; CMD 11
Feats Dodge, Weapon Finesse
Skills Escape Artist +11, Perception +5, Stealth +11, Survival +5
Language Cactuar
SQ Evasion
SPECIAL ABILITIES
Evasion (Ex)
The cactuar can avoid even magical and unusual attacks with great agility. If the cactuar makes a
successful Reflex saving throw against an attack that normally deals half damage on a successful
save, it instead takes no damage. A helpless cactuar does not gain the benefit of evasion.
Thousand Needles (Su)
3/day, a cactuar conjure up a spray of needles and fire them at targets in a 30-ft.-cone. Creatures
within the area take 8d4 points of non-elemental damage (Reflex save DC 20 for half damage). Blue
mages may learn this ability as a 3rd level spell (Knowledge: Nature DC 21).
Gigantuar CR 9 A huge cactuar with a dignified mustache that would probably look great in a top hat and monocle.
XP 6,400
N Huge Plant (Humanoid)
Init +10; Senses Low-light vision; Perception +13
DEFENSE
AC 24, touch 19; flat-footed 13 (+10 Dex, +5 natural, +1 dodge, -2 size)
hp 109 (12d8+60)
Fort +13, Ref +18, Will +5
Immune Plant traits.
OFFENSE
Speed 40 ft.
Melee 2 Slams +17 (2d6+5)
Space 15 ft.; Reach 15 ft.
Special Attacks Ten Thousand Needles
STATISTICS
Str 20, Dex 30, Con 20, Int 8, Wis 12, Cha 10
Base Atk +9; CMB +14; CMD 34
Feats Dodge, Juke, Mobility, Sidestep, Wind Stance, Weapon Finesse
Skills Escape Artist +22, Perception +13, Stealth +22, Survival +13
Language Cactuar
SQ Evasion, Improved Evasion
SPECIAL ABILITIES
Improved Evasion (Ex)
This works like evasion, except that while the gigantuar still takes no damage on a successful Reflex
saving throw against attacks, it henceforth takes only half damage on a failed save. A helpless
gigantuar does not gain the benefit of improved evasion.
Ten Thousand Needles (Su)
3/day, a gigantuar conjure up a spray of needles and fires them at targets in a 60-ft.-cone. Creatures
within the area take 16d4 points of piercing damage and are inflicted with 5 points of bleeding. A
successful Reflex (DC 20) save halves the damage and negates the bleeding effect. Blue mages may
learn this ability as a 5th level spell (Knowledge: Nature DC 25).
Ankheg CR 10 This orange creature resembles a gigantic centipede cover with chitinous plates of hardened bone that
run along its back in double rows. Its rear portion ends in a long, scorpion-like stinger.
XP 9,600
N Huge Magical Beast
Init +6; Senses Darkvision 60 ft.; Perception +18
DEFENSE
AC 22, touch 10; flat-footed 20 (+2 dex, +12 natural, -2 size)
hp 126 (12d10+60)
Fort +12, Ref +10, Will +4
Immune Earth, Mind-affecting effects
Weakness Ice
OFFENSE
Speed 40 ft., Climb 40 ft.
Melee Bite +15 (2d6+5 plus poison), Sting +15 (2d6+5 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks Earthquake
STATISTICS
Str 20, Dex 15, Con 19, Int -, Wis 10, Cha 2
Base Atk +12; CMB +19; CMD 31 (can’t be tripped)
Feats Furious Focus, Improved Initiative, Power Attack, Skill Focus (Perception), Toughness, Vital
Strike
Skills Climb +22, Perception +18, Stealth +17; Racial Modifiers +4 Perception, +8 Stealth
SPECIAL ABILITIES
Poison (Ex)
Bite or sting — injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d8 non-elemental
damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Earthquake (Su)
Once every 1d3+1 rounds, an ankheg can cause the ground to erupt around it within a 30-ft.-radius.
Creature with the area of effect take 8d6 points of earth damage and are inflicted with the Weighted
status effect must make a Reflex save (DC 18) for half damage and negates the status effect. Blue mage
may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).
Andagranda CR 15 This king of a gigantic centipede is covered with chitinous plates of hardened bone that run along its
back in double rows. Its rear portion ends in a long, scorpion-like stinger and also likes to create
massive earthquakes with its mighty stinger.
XP 51,200
N Gargantuan Magical Beast
Init +7; Senses Darkvision 60 ft.; Perception +18
DEFENSE
AC 25, touch 9; flat-footed 22 (+3 dex, +16 natural, -4 size)
hp 201 (16d10+128)
Fort +17, Ref +15, Will +5
Immune Earth, Mind-affecting effects
Weakness Ice
OFFENSE
Speed 40 ft., Climb 40 ft.
Melee Bite +22 (3d6+9 plus poison), Sting +21 (3d6+9 plus poison)
Space 20 ft.; Reach 20 ft.
Special Attacks Earthquake, Magnitude 8
STATISTICS
Str 28, Dex 16, Con 24, Int -, Wis 10, Cha 2
Base Atk +16; CMB +29; CMD 42 (can’t be tripped)
Feats Furious Focus, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Perception),
Toughness, Vital Strike, Weapon Focus (Bite)
Skills Climb +25, Perception +22, Stealth +17; Racial Modifiers +4 Perception, +8 Stealth
SPECIAL ABILITIES
Poison (Ex)
Bite or sting — injury; save Fort DC 27; frequency 1/round for 6 rounds; effect 2d6 non-elemental
damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Earthquake (Su)
Once every 1d3+1 rounds, an andagranda can cause the ground to erupt around it within a 30-ft.-radius.
Creature with the area of effect take 8d6 points of earth damage and are inflicted with the Weighted
status effect must make a Reflex save (DC 18) for half damage and negates the status effect. Blue mage
may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).
Magnitude 8 (Su)
Once every 1d6+1 rounds, an andagranda can cause the ground to erupt wildly around it within a 60-ft.-
radius. Creatures within the area of effect take 15d10 points of earth damage and are inflicted with the
weighted status effect. They must make a successful Reflex save (DC 25) to reduce the damage by half
and negate the status effect. Blue mages may learn this ability as a 8th level spell (Knowledge: Arcana
DC 31).
Centipede CR 1/2 This brown lengthy, segmented horror writhes and twists, pulsing its venomous mandibles in search
of prey.
XP 200
N Medium Vermin
Init +2; Senses Darkvision 60 ft.; Perception +4
DEFENSE
AC 14, touch 12; flat-footed 12 (+2 dex, +2 natural)
hp 5 (1d8+1)
Fort +3, Ref +2, Will +0
Immune Mind-affecting effects; Resist Earth 5
Weakness Ice
OFFENSE
Speed 40 ft., Climb 40 ft.
Melee Bite +2 (1d6-1 plus poison)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 9, Dex 15, Con 12, Int -, Wis 10, Cha 2
Base Atk +0; CMB -1; CMD 11 (can’t be tripped)
Feats Weapon Finesse
Skills Climb +10, Perception +4, Stealth +10; Racial Modifiers +4 Perception, +8 Stealth
SPECIAL ABILITIES
Poison (Ex)
Bite or sting — injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 non-elemental
damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Groundpede CR 7 This purple creature resembles a gigantic centipede that is covered with chitinous plates of hardened
bone that run along its back in double rows. Its rear portion ends in a long, scorpion-like stinger.
XP 3,200
N Huge Magical Beast
Init +6; Senses Darkvision 60 ft.; Perception +15
DEFENSE
AC 17, touch 10; flat-footed 15 (+2 dex, +7 natural, -2 size)
hp 94 (9d10+45)
Fort +10, Ref +8, Will +3
Immune Mind-affecting effects; Resist Earth 10
Weakness Ice
OFFENSE
Speed 40 ft., Climb 40 ft.
Melee Bite +11 (2d6+4 plus poison), Sting +11 (2d6+4 plus poison)
Space 15 ft.; Reach 15 ft.
Special Attacks Earthquake
STATISTICS
Str 19, Dex 15, Con 18, Int -, Wis 10, Cha 2
Base Atk +9; CMB +15; CMD 27 (can’t be tripped)
Feats Improved Initiative, Power Attack, Skill Focus (Perception), Toughness
Skills Climb +19, Perception +15, Stealth +14; Racial Modifiers +4 Perception, +8 Stealth
SPECIAL ABILITIES
Poison (Ex)
Bite or sting — injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d8 non-elemental
damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Earthquake (Su)
Once every 1d3+1 rounds, a groundpede can cause the ground to erupt around it within a 30-ft.-
radius. Creature with the area of effect take 8d6 points of earth damage and are inflicted with the
Weighted status effect must make a Reflex save (DC 18) for half damage and negates the status
effect. Blue mage may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).
Hundlegs CR 2 This gray armored lengthy, segmented horror writhes and twists, pulsing its venomous mandibles in
search of prey.
XP 400
N Medium Vermin
Init +3; Senses Darkvision 60 ft.; Perception +6
DEFENSE
AC 17, touch 13; flat-footed 14 (+3 dex, +4 natural)
hp 23 (3d8+9)
Fort +5, Ref +4, Will +1
Immune Mind-affecting effects; Resist Earth 5
Weakness Ice
OFFENSE
Speed 40 ft., Climb 40 ft.
Melee Bite +5 (1d6+1 plus poison), Sting +5 (1d6+1 plus poison)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 12, Dex 16, Con 14, Int -, Wis 10, Cha 2
Base Atk +2; CMB +3; CMD 16 (can’t be tripped)
Feats Toughness, Weapon Finesse
Skills Climb +14, Perception +6, Stealth +13; Racial Modifiers +4 Perception, +8 Stealth
SPECIAL ABILITIES
Poison (Ex)
Bite or sting — injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d4 non-elemental
damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Redlegs CR 4 This large red armored lengthy, segmented horror writhes and twists, pulsing its fiery mandibles in
search of prey.
XP 1,200
N Large Vermin
Init +6; Senses Darkvision 60 ft.; Perception +8
DEFENSE
AC 16, touch 11; flat-footed 14 (+2 dex, +5 natural, -1 size)
hp 50 (6d8+24)
Fort +8, Ref +4, Will +2
Immune Mind-affecting effects; Resist Earth 5, Fire 10
Weakness Ice
OFFENSE
Speed 40 ft., Climb 40 ft.
Melee Bite +5 (1d8+3 plus burn), Sting +5 (1d8+3 plus burn)
Space 10 ft.; Reach 10 ft.
Special Attacks Burn (1d6 fire damage, DC 16)
STATISTICS
Str 16, Dex 14, Con 16, Int -, Wis 10, Cha 2
Base Atk +3; CMB +6; CMD 18 (can’t be tripped)
Feats Improved Initiative, Power Attack, Toughness
Skills Climb +16, Perception +8, Stealth +11; Racial Modifiers +4 Perception, +8 Stealth
SPECIAL ABILITIES
Burn (Ex)
A redlegs deals fire damage in addition to damage dealt on a successful hit in melee. Those affected
by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an
additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round
action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning
creature with natural weapons or unarmed attacks take fire damage as though hit by the burning
creature and must make a Reflex save to avoid catching on fire.
Remorazz CR 4 This large blue armored lengthy, segmented horror writhes and twists, pulsing its icy mandibles in
search of prey.
XP 1,200
N Large Vermin
Init +7; Senses Darkvision 60 ft.; Perception +8
DEFENSE
AC 16, touch 11; flat-footed 14 (+2 dex, +5 natural, -1 size)
hp 50 (6d8+24)
Fort +8, Ref +4, Will +2
Immune Mind-affecting effects; Resist Earth 5, Ice 10
Weakness Fire
OFFENSE
Speed 40 ft., Climb 40 ft.
Melee Bite +5 (1d8+3 plus 1d6 ice damage), Sting +5 (1d8+3 plus 1d6 ice damage)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 16, Dex 14, Con 16, Int -, Wis 10, Cha 2
Base Atk +3; CMB +6; CMD 18 (can’t be tripped)
Feats Improved Initiative, Power Attack, Toughness
Skills Climb +16, Perception +8, Stealth +11; Racial Modifiers +4 Perception, +8 Stealth
Cerberus CR 13 This unearthly three-headed beast prowls the underground, usually guarding an entrance or a treasure
hoard.
XP 25,600
NE Large Magical Beast (Fiend)
Init +6; Senses Darkvision 60 ft., low-light vision, scent; Perception +28
DEFENSE
AC 24, touch 11; flat-footed 21 (+2 dex, +13 natural, -1 size)
hp 211 (22d10+90)
Fort +18, Ref +17, Will +11
Immune Fire; Resist Earth 15, Ice 15, Lightning 15, Water 15
OFFENSE
Speed 40 ft.
Melee 3 Bites +27 (2d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks Gates of Hades, Sulfurous Breath
STATISTICS
Str 20, Dex 14, Con 16, Int 6, Wis 16, Cha 10
Base Atk +22; CMB +28; CMD 40
Feats Alertness, Cleave, Great Fortitude, Improved Initiative, Improved Natural Attack (Bite), Iron Will,
Lightning Reflexes, Multiattack, Power Attack, Toughness, Weapon Focus (Bite)
Skills Acrobatics +27, Climb +29, Perception +28, Survival +28
SQ Magma Hoplon
SPECIAL ABILITIES
Gates of Hades (Su)
3/day, Cerberus can launch an explosive fireball within a 100 ft. in a 20-ft.-radius. Creatures within the
area of effect take 8d6 points of fire damage and inflicts the Burning status effect. A successful Reflex
save (DC 18) reduces the damage by half and negates the status effect. Blue mages may learn this ability
as a 4th level spell (Knowledge: Arcana DC 23).
Magma Hoplon (Su)
Once per day, Cerberus can surround itself with a red, fiery barrier. Cerberus gains 10/- DR and creatures
attacking it with natural weapons, unarmed strikes, or handheld weapons take 3d6 points of fire damage
for 1 minute. Blue mages may learn this ability as a 7th level spell (Knowledge: Arcana DC 29).
Sulfurous Breath (Ex)
Once every 1d4+1 rounds, Cerberus can emit a 60-ft.-cone of deadly fiery breath. Creatures within the
area of effect take 10d6 points of fire damage (Reflex save DC 21 for half damage).
Chimera CR 8 This creature has the hindquarters of a big goat and the forequarters of a great lion. It has dragon wings
and three heads: a horned goat, a mane-less lion, and a fierce dragon.
XP 4,800
NE Large Magical Beast
Init +5; Senses Darkvision 60 ft., low-light vision, scent; Perception +10
DEFENSE
AC 19, touch 10; flat-footed 18 (+1 dex, +9 natural, -1 size)
hp 88 (9d10+36)
Fort +9, Ref +7, Will +6
Resist Fire 5, Lightning 5, Water 5
OFFENSE
Speed 30 ft., Fly 50 ft. (poor)
Melee Bite +11 (2d6+4), Bite +11 (1d8+4 plus burn), Gore +11 (1d8+4),
2 Claws +11 (1d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks Aqualung, Breath Weapon (20-ft. Cone, 6d8 fire damage, Reflex DC 17 for half, usable
1d4 rounds), Burn (1d6, DC 17)
STATISTICS
Str 19, Dex 12, Con 17, Int 4, Wis 13, Cha 10
Base Atk +9; CMB +14; CMD 25 (29 vs. trip)
Feats Improved Initiative, Iron Will, Multiattack, Skill Focus (Perception), Toughness
Skills Fly +7, Perception +10, Stealth +4 (+8 in scrubland or brush); Racial Modifiers +2 Perception, +4
Stealth in scrubland or brush
Languages Draconic
SPECIAL ABILITIES
Aqualung (Su)
A chimera can emit a 30-ft.-cone of watery breath, once every 1d4 rounds. Creatures within the area of
effect take 8d6 points of water damage and are inflicted with Silence status (Reflex save DC 17 to reduce
damage by half and negate the Silence status effect) for 1d6 rounds. Blue mages may learn this ability as
a 4th level spell (Knowledge: Arcana DC 23).
Chimera Brain CR 14 This black chimera is slightly smarter and more dangerous than any of its weaker versions.
XP 38,400
CE Huge Magical Beast
Init +6; Senses Darkvision 60 ft., low-light vision, scent; Perception +20
DEFENSE
AC 28, touch 10; flat-footed 26 (+2 dex, +18 natural, -2 size)
hp 182 (17d10+90)
Fort +15, Ref +12, Will +10
DR 10/cold iron and magic; Resist Ice 10; Immune Death effects, Disease, Fire, Lightning, Poison,
Water; SR 25
OFFENSE
Speed 30 ft., Fly 50 ft. (poor)
Melee Bite +23 (2d8+8/19-20), Bite +23 (2d6+8/19-20 plus burn), Gore +23 (2d6+8), 2 Claws +23
(1d8+8)
Space 15 ft.; Reach 10 ft.
Special Attacks Aqualung, Breath Weapon (60-ft. Cone, 13d8 fire damage, Reflex DC 23 for half,
usable 1d4 rounds), Burn (2d8, DC 23), Fulmination, Snowstorm
STATISTICS
Str 27, Dex 15, Con 21, Int 5, Wis 16, Cha 10
Base Atk +17; CMB +27; CMD 37 (41 vs. trip)
Feats Cleave, Improved Critical (Bite), Improved Initiative, Iron Will, Multiattack, Power Attack, Skill
Focus (Perception), Toughness, Vital Strike
Skills Fly +15, Perception +20, Stealth +1 (+5 in scrubland or brush); Racial Modifiers +2 Perception,
+4 Stealth in scrubland or brush
Languages Draconic
SPECIAL ABILITIES
Aqualung (Su)
A chimera brain can emit a 30-ft.-cone of watery breath, once every 1d4 rounds. Creatures within the
area of effect take 8d6 points of water damage and are inflicted with Silence status (Reflex save DC 20
to reduce damage by half and negate the Silence status effect) for 1d6 rounds. Blue mages may learn
this ability as a 4th level spell (Knowledge: Arcana DC 23).
Fulmination (Su)
A chimera brain can launch a powerful blast of lightning against creatures within 60 ft. in a 20-ft.-
radius, once every 1d3 rounds. Creatures in the area of effect take 10d6 points of lightning damage are
inflicted with Disable status for 1d4 rounds, a successive Reflex save (DC 21) for half damage and
negates status effect. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC 25).
Snowstorm (Su)
A chimera brain can create a shredding flurry of icy slivers hitting all creatures within the 30-ft. line.
Creatures in the area of effect take 14d6 points of ice damage are inflicted with Frozen status for 1d4
rounds, a successive Reflex save (DC 22) for half damage and negates status effect. Blue mages may
learn this ability as a 6th level spell (Knowledge: Arcana DC 27).
Dhorme Chimera CR 10 This winged monster has the body of a lion, though two more heads flank its central feline one – a
dragon and a horned goat. They tend to ambush wondering parties in the desert.
XP 9,600
CE Large Magical Beast
Init +6; Senses Darkvision 60 ft., low-light vision, scent; Perception +14
DEFENSE
AC 25, touch 11; flat-footed 23 (+2 dex, +14 natural, -1 size)
hp 126 (12d10+60)
Fort +12, Ref +10, Will +8
Resist Fire 10, Lightning 10, Water 10; Immune Poison
OFFENSE
Speed 30 ft., Fly 50 ft. (poor)
Melee Bite +16 (2d6+6), Bite +16 (1d8+6 plus burn), Gore +16 (1d8+6), 2 Claws +16 (1d6+6)
Space 10 ft.; Reach 5 ft.
Special Attacks Aqualung, Breath Weapon (30-ft. Cone, 9d8 fire damage, Reflex DC 20 for half,
usable 1d4 rounds), Burn (1d8, DC 20), Fulmination
STATISTICS
Str 22, Dex 14, Con 19, Int 4, Wis 14, Cha 10
Base Atk +12; CMB +19; CMD 31 (35 vs. trip)
Feats Improved Initiative, Iron Will, Multiattack, Power Attack, Skill Focus (Perception), Toughness
Skills Fly +11, Perception +14, Stealth +5 (+9 in scrubland or brush); Racial Modifiers +2 Perception,
+4 Stealth in scrubland or brush
Languages Draconic
SPECIAL ABILITIES
Aqualung (Su)
A dhorme chimera brain can emit a 30-ft.-cone of watery breath, once every 1d4 rounds. Creatures
within the area of effect take 8d6 points of water damage and are inflicted with Silence status (Reflex
save DC 19 to reduce damage by half and negate the Silence status effect) for 1d6 rounds. Blue mages
may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).
Fulmination (Su)
A dhorme chimera brain can launch a powerful blast of lightning against creatures within 60 ft. in a 20-
ft.-radius, once every 1d3 rounds. Creatures in the area of effect take 10d6 points of lightning damage
are inflicted with Disable status for 1d4 rounds, a successive Reflex save (DC 20) for half damage and
negates status effect. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC
25).
Gorgimera CR 12 This green chimera acts much like the chimera but with wider array of elemental attacks.
XP 19,200
CE Large Magical Beast
Init +6; Senses Darkvision 60 ft., low-light vision, scent; Perception +17
DEFENSE
AC 27, touch 11; flat-footed 25 (+2 dex, +16 natural, -1 size)
hp 161 (15d10+80)
Fort +14, Ref +11, Will +9
DR 5/cold iron; Resist Fire 15, Ice 5, Lightning 15, Water 15; Immune Disease, Poison; SR 23
OFFENSE
Speed 30 ft., Fly 50 ft. (poor)
Melee Bite +20 (2d6+6), Bite +20 (1d8+6 plus burn), Gore +20 (1d8+6), 2 Claws +20 (1d6+6)
Space 10 ft.; Reach 5 ft.
Special Attacks Aqualung, Breath Weapon (40-ft. Cone, 11d8 fire damage, Reflex DC 22 for half,
usable 1d4 rounds), Burn (2d6, DC 22), Fulmination, Snowstorm
STATISTICS
Str 24, Dex 15, Con 20, Int 4, Wis 15, Cha 10
Base Atk +15; CMB +23; CMD 35 (39 vs. trip)
Feats Cleave, Improved Initiative, Iron Will, Multiattack, Power Attack, Skill Focus (Perception),
Toughness, Vital Strike
Skills Fly +14, Perception +17, Stealth +5 (+9 in scrubland or brush); Racial Modifiers +2 Perception,
+4 Stealth in scrubland or brush
Languages Draconic
SPECIAL ABILITIES
Aqualung (Su)
A gorgimera can emit a 30-ft.-cone of watery breath, once every 1d4 rounds. Creatures within the area
of effect take 8d6 points of water damage and are inflicted with Silence status (Reflex save DC 20 to
reduce damage by half and negate the Silence status effect) for 1d6 rounds. Blue mages may learn this
ability as a 4th level spell (Knowledge: Arcana DC 23).
Fulmination (Su)
A gorgimera can launch a powerful blast of lightning against creatures within 60 ft. in a 20-ft.-radius,
once every 1d3 rounds. Creatures in the area of effect take 10d6 points of lightning damage are
inflicted with Disable status for 1d4 rounds, a successive Reflex save (DC 21) for half damage and
negates status effect. Blue mages may learn this ability as a 5th level spell (Knowledge: Arcana DC
25).
Snowstorm (Su)
A gorgimera can create a shredding flurry of icy slivers hitting all creatures within the 30-ft. line.
Creatures in the area of effect take 14d6 points of ice damage are inflicted with Frozen status for 1d4
rounds, a successive Reflex save (DC 22) for half damage and negates status effect. Blue mages may
learn this ability as a 6th level spell (Knowledge: Arcana DC 27).
Chocobo Eater CR 5 A monster with large arms who, as its name suggests, has a taste for chocobo meat
XP 1,600
N Huge Aberration
Init +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +5
DEFENSE
AC 18, touch 10; flat-footed 16 (+2 dex, +8 natural, -2 size)
hp 52 (7d8+21)
Fort +5, Ref +4, Will +6
OFFENSE
Speed 40 ft.
Melee Bite +11 (2d8+7 plus grab), 2 Claws +10 (1d8+7 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks Swallow Whole (1d8+4, AC 14, 5 HP)
STATISTICS
Str 25, Dex 15, Con 16, Int 2, Wis 12, Cha 2
Base Atk +5; CMB +14 (+20 to grapple); CMD 25 (27 against grapple)
Feats Improved Grapple, Improved Initiative, Skill Focus (Perception), Weapon Focus (bite)
Skills Acrobatics +11, Perception +14, Stealth +7
SPECIAL ABILITIES
Swallow Whole (Ex)
If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it
can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it
swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up
to one size category Smaller than the swallowing creature. Being swallowed causes a creature to take
damage each round. The amount and type of damage varies and is given in the creature’s statistics. A
swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A
swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of
cutting damage required to get free is equal to 1/10 the creature’s total hit points), or it can just try to
escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 +
1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way
out, the swallowing creature cannot use swallow whole again until the damage is healed. If the
swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be
bitten or swallowed again.
CHOCOBO Chocobos are normally between 8 to 9 feet tall and weigh about 400 lbs. Chocobos are easily trained as mounts,
and are used similarly to heavy warhorses. They are omnivores, but prefer to eat greens and nuts. Their wings
are vestigial, serving no purpose but to assist in balance and jumping. Chocobos are masters of terrain, able to
easily run over anything except water and mountains. Although chocobos cannot speak, they do understand
basic commands in Common. The common type of Chocobo is Yellow, but you can find or breed some other
types.
A chocobo requires training before it can bear a rider in combat. Training a chocobo requires three weeks of
work and a DC 15 Handle Animal check. Riding a chocobo requires an exotic saddle. A chocobo can fight
while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Chocobo eggs
are worth 200 gil apiece on the open market, while young are worth 300 gil each. Professional trainers charge
200 gil to rear or train a chocobo.
Carrying Capacity: A light load for a chocobo is 300 pounds; a medium load, 301-600 pounds; a heavy load,
601-900 pounds. A chocobo can drag 4,500 pounds. They count as quadrupeds for carrying capacity purposes.
Skills: Chocobos have a +3 racial bonus on Acrobatics and Perception checks.
Combat
While chocobos tend to be peaceful, they will defend themselves violently if they feel threatened, lashing out
with their beak. If a chocobo is riderless and packless, it may also make a claw attack. A chocobo can fight
while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Chocobo, Black CR 8 The black-plumed chocobo is the only variety capable of flight. The black chocobo is hard to find in general
but you may get lucky finding one in a chocobo forest. XP 4,800
N Large Magical Beast
Init +5; Senses Darkvision 60 ft., low-light vision scent; Perception +7
DEFENSE
AC 22, touch 15; flat-footed 16 (+5 dex, +8 natural, +1 dodge, -1 size)
hp 112 (10d10+60)
Fort +13, Ref +12, Will +6
OFFENSE
Speed 70 ft., Fly 150 ft. (average), Swim 40 ft.
Melee Bite +16 (1d8+6), Claw +10 (1d6+3)
Space 10 ft.; Reach 10 ft.
Special Attacks Choco Meteor
STATISTICS
Str 22, Dex 20, Con 22, Int 10, Wis 16, Cha 12
Base Atk +10; CMB +17; CMD 32
Feats Dash, Dodge, Endurance, Run, Weapon Focus (Bite)
Skills Acrobatics +17, Climb +25, Perception +15, Stealth +25, Survival +12, Swim +25
SQ Choco Cure, camouflage, stealth, swimming, water walking
SPECIAL ABILITIES
Choco Cure (Su)
5/day, a black chocobo can bestow healing on itself or an ally within 30 feet for 3d8+6 points of damage. Blue
mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Choco Meteor (Su)
2/day, a black chocobo can fire one meteor off towards its target. The black chocobo summons a molten
meteor into the sky to rain your enemies those within the area of effect take 10d6 points of damage (half fire,
half earth) and must make a Reflex save (DC 18) for half. Blue mages may learn this ability as a 5th level spell
(Knowledge: Arcana DC 25).
Camouflage (Ex)
Black chocobos can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or
concealment.
Stealth (Ex)
Black chocobos are natural hiders. It gains a +8 bonus on Stealth checks. It can also take 10 on Stealth checks,
even if stress or distractions would otherwise prevent it from doing so. Also, it is never flat-footed while
hiding.
Swimming (Ex)
Black chocobos are natural swimmers. It has a swim speed of 40 feet and gains a +8 bonus on Swim checks. It
can also take 10 on Swim checks, even if stress or distractions would otherwise prevent it from doing so.
Water Walking (Ex)
Black chocobos have the ability to walk on water while running. A black chocobo that is running, can walk on
water as if it was a solid surface. If it ever stops running, it loses its ability, although it can resume this ability
anytime.
Chocobo, Blue CR 2 The blue-plumed chocobo shoots out water projectiles. The blue chocobo can be found near streams or oceans. XP 600
N Large Magical Beast
Init +2; Senses Darkvision 60 ft., low-light vision scent; Perception +8
DEFENSE
AC 13, touch 11; flat-footed 11 (+2 dex, +2 natural, -1 size)
hp 36 (4d10+12)
Fort +7, Ref +6, Will +2
OFFENSE
Speed 60 ft., Swim 40 ft.
Melee Bite +7 (1d8+4), Claw +2 (1d6+2)
Space 10 ft.; Reach 10 ft.
Special Attacks Choco Water
STATISTICS
Str 18, Dex 14, Con 16, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +9; CMD 21
Feats Endurance, Run
Skills Acrobatics +8, Perception +8, Survival +5, Swim +16
SQ Choco Cure, swimming, water walking
SPECIAL ABILITIES
Choco Cure (Su)
2/day, a blue chocobo can bestow healing on itself or an ally within 30 feet for 3d8+6 points of damage. Blue
mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Choco Water (Su)
2/day, a blue chocobo can blast an opponent with pressured water within 30 ft. The blue chocobo must make a
ranged touch attack (+5), if it hits, the attack deals 3d6+5 water damage and inflicts the Drenched status effect
for 1d4 rounds (Fortitude save DC 13 to negate). Blue mage may learn this ability as a 2nd level spell
(Knowledge: Arcana DC 19).
Swimming (Ex)
Blue chocobos are natural swimmers. It has a swim speed of 40 feet and gains a +8 bonus on Swim checks. It
can also take 10 on Swim checks, even if stress or distractions would otherwise prevent it from doing so.
Water Walking (Ex)
Blue chocobos have the ability to walk on water while running. A blue chocobo that is running, can walk on
water as if it was a solid surface. If it ever stops running, it loses its ability, although it can resume this ability
anytime.
Chocobo, Brown CR 2 The brown-plumed chocobo creates barriers on its allies. The brown chocobo is the desert chocobo and is hard
to track down. XP 600
N Large Magical Beast
Init +2; Senses Darkvision 60 ft., low-light vision scent; Perception +8
DEFENSE
AC 13, touch 11; flat-footed 11 (+2 dex, +2 natural, -1 size)
hp 36 (4d10+12)
Fort +7, Ref +6, Will +2
OFFENSE
Speed 60 ft.
Melee Bite +7 (1d8+4), Claw +2 (1d6+2)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 18, Dex 14, Con 16, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +9; CMD 21
Feats Endurance, Run
Skills Acrobatics +16, Perception +8, Survival +5
SQ Choco Cure, Choco Guard, acrobatics, sandwalking
SPECIAL ABILITIES
Choco Cure (Su)
2/day, a brown chocobo can bestow healing on itself or an ally within 30 feet for 3d8+6 points of damage.
Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Choco Guard (Su)
2/day, a brown chocobo can create a magical guard around itself granting Protect and Shell status for 1d6
rounds. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Acrobatics (Ex)
Brown chocobos are natural at acrobatics. It gains a +8 bonus on Acrobatics checks. It can also take 10 on
Acrobatics checks, even if stress or distractions would otherwise prevent it from doing so
Sandwalking (Ex)
Brown chocobos travels at full speed across sand, rocky ground, or dust, and leaves no trail behind unless it
chooses to.
Chocobo, Gold CR 10 The gold-plumed chocobo is a rare sight to behold assuming one can find one. XP 9,600
N Large Magical Beast
Init +9; Senses Darkvision 60 ft., low-light vision scent; Perception +18
DEFENSE
AC 24, touch 15; flat-footed 18 (+5 dex, +9 natural, +1 dodge, -1 size)
hp 154 (13d10+91)
Fort +15, Ref +13, Will +8
OFFENSE
Speed 80 ft., Climb 20 ft., Fly 150 ft. (average), Swim 40 ft.
Melee Bite +20 (1d8+7), Claw +15 (1d6+3)
Space 10 ft.; Reach 10 ft.
Special Attacks Choco Meteor
STATISTICS
Str 24, Dex 20, Con 24, Int 10, Wis 18, Cha 12
Base Atk +13; CMB +21; CMD 36
Feats Dash, Diehard, Dodge, Endurance, Run, Improved Initiative, Weapon Focus (Bite)
Skills Acrobatics +28, Climb +28, Perception +18, Stealth +28, Survival +15, Swim +28
SQ Choco Cure, Choco Halo, acrobatics, camouflage, climbing, stealth, swimming, water walking
SPECIAL ABILITIES
Choco Cure (Su)
7/day, a gold chocobo can bestow healing on itself or an ally within 30 feet for 3d8+6 points of damage. Blue
mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Choco Meteor (Su)
3/day, a gold chocobo can fire one meteor off towards its target. The gold chocobo summons a molten meteor
into the sky to rain your enemies those within the area of effect take 10d6 points of damage (half fire, half
earth) and must make a Reflex save (DC 19) for half. Blue mages may learn this ability as a 5th level spell
(Knowledge: Arcana DC 25).
Choco Halo (Su)
1/day, a gold chocobo casts a halo on its ally. This halo grants Reraise, Float, and Haste status for 1 minute.
Blue mage may learn this ability as an 8th level spell (DC 31).
Acrobatics (Ex)
Gold chocobos are natural at acrobatics. It gains a +8 bonus on Acrobatics checks. It can also take 10 on
Acrobatics checks, even if stress or distractions would otherwise prevent it from doing so.
Camouflage (Ex)
Gold chocobos can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover or
concealment.
Climbing (Ex)
Gold chocobos are natural climbers. It has a climb speed of 20 feet and gains a +8 bonus on Climb checks. It
can also take 10 on Climb checks, even if stress or distractions would otherwise prevent it from doing so.
Also, it is never flat-footed while climbing.
Stealth (Ex)
Gold chocobos are natural hiders. It gains a +8 bonus on Stealth checks. It can also take 10 on Stealth checks,
even if stress or distractions would otherwise prevent it from doing so. Also, it is never flat-footed while
hiding.
Swimming (Ex)
Gold chocobos are natural swimmers. It has a swim speed of 40 feet and gains a +8 bonus on Swim checks. It
can also take 10 on Swim checks, even if stress or distractions would otherwise prevent it from doing so.
Water Walking (Ex)
Gold chocobos have the ability to walk on water while running. A gold chocobo that is running, can walk on
water as if it was a solid surface. If it ever stops running, it loses its ability, although it can resume this ability
anytime.
Chocobo, Green CR 2 The green-plumed chocobo removes ailments from its allies using choco esuna. The green chocobo is found
in forests or woods. XP 600
N Large Magical Beast
Init +2; Senses Darkvision 60 ft., low-light vision scent; Perception +9
DEFENSE
AC 13, touch 11; flat-footed 11 (+2 dex, +2 natural, -1 size)
hp 32 (4d10+8)
Fort +6, Ref +6, Will +3
OFFENSE
Speed 60 ft., Climb 20 ft.
Melee Bite +7 (1d8+4), Claw +2 (1d6+2)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 18, Dex 14, Con 15, Int 2, Wis 14, Cha 6
Base Atk +4; CMB +9; CMD 21
Feats Endurance, Run
Skills Acrobatics +8, Perception +9, Stealth +16, Survival +6
SQ Choco Cure, Choco Esuna, camouflage, stealth
SPECIAL ABILITIES
Choco Cure (Su)
2/day, a green chocobo can bestow healing on itself or an ally within 30 feet for 3d8+6 points of damage.
Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Choco Esuna (Su)
1/day, a green chocobo can cure one negative status effect of 4th level or lower that functions like an esuna
spell. A green chocobo has a CL of 7th. Blue mages may learn this ability as a 4th level spell (Knowledge:
Arcana DC 23).
Camouflage (Ex)
Green chocobos can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant cover
or concealment.
Stealth (Ex)
Green chocobos are natural hiders. It gains a +8 bonus on Stealth checks. It can also take 10 on Stealth
checks, even if stress or distractions would otherwise prevent it from doing so. Also, it is never flat-footed
while hiding.
Chocobo, Pink CR 1 The pink-plumed chocobo that can mend wounds. The pink chocobo is very common in the plains or
through breeding. XP 400
N Large Magical Beast
Init +2; Senses Darkvision 60 ft., low-light vision scent; Perception +8
DEFENSE
AC 13, touch 11; flat-footed 11 (+2 dex, +2 natural, -1 size)
hp 25 (3d10+6)
Fort +5, Ref +5, Will +3
OFFENSE
Speed 60 ft.
Melee Bite +6 (1d8+4), Claw +1 (1d6+2)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 18, Dex 14, Con 15, Int 2, Wis 14, Cha 6
Base Atk +3; CMB +8; CMD 20
Feats Endurance, Run
Skills Acrobatics +7, Perception +8, Survival +5
SQ Choco Cure
SPECIAL ABILITIES
Choco Cure (Su)
1/day, a pink chocobo can bestow healing on itself or an ally within 30 feet for 3d8+6 points of damage.
Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Chocobo, Purple CR 5 The purple-plumed chocobo that shields allies and shoots ice out of its beak. The purple chocobo is usually
found in the icy plains or snow-covered mountains. XP 1,600
N Large Magical Beast
Init +3; Senses Darkvision 60 ft., low-light vision scent; Perception +13
DEFENSE
AC 18, touch 13; flat-footed 14 (+3 dex, +5 natural, +1 dodge, -1 size)
hp 73 (7d10+35)
Fort +10, Ref +8, Will +6
OFFENSE
Speed 70 ft., Climb 20 ft., Swim 40 ft.
Melee Bite +11 (1d8+5), Claw +6 (1d6+2)
Space 10 ft.; Reach 10 ft.
Special Attacks Choco Ice
STATISTICS
Str 20, Dex 16, Con 20, Int 8, Wis 18, Cha 12
Base Atk +7; CMB +13; CMD 26
Feats Dash, Dodge, Endurance, Run
Skills Acrobatics +14, Climb +22, Perception +13, Survival +10, Swim +22
SQ Choco Barrier, Choco Cure, climbing, snow move, surefooted stride, swimming, water walking
SPECIAL ABILITIES
Choco Barrier (Su)
2/day, a purple chocobo can create a magical barrier to itself granting Protect, Shell, and Regen status for
1d6 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Arcana DC 21).
Choco Cure (Su)
3/day, a purple chocobo can bestow healing on itself or an ally within 30 feet for 3d8+6 points of damage.
Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Choco Ice (Su)
5/day, a purple chocobo can blast an opponent with ice within 30 ft. The purple chocobo must make a
ranged touch attack (+9), if it hits, the attack deals 3d6+5 ice damage and inflicts the Frozen status effect
for 1d4 rounds (Fortitude save DC 16 to negate). Blue mages may learn this ability as a 2nd level spell
(Knowledge: Arcana DC 19).
Climbing (Ex)
Purple chocobos are natural climbers. It has a climb speed of 20 feet and gains a +8 bonus on Climb checks.
It can also take 10 on Climb checks, even if stress or distractions would otherwise prevent it from doing so.
Also, it is never flat-footed while climbing.
Snow Move (Ex)
Because of its large, fur-covered claws, purple chocobos suffer no penalties for moving through snow-
covered terrain.
Surefooted Stride (Ex)
Purple chocobos may move through any sort of difficult terrain (such as thorns, overgrown areas, rubble
and the like) at its normal speed without taking damage or suffering any other impairment. Areas that have
been magically manipulated, however, still effect it.
Swimming (Ex)
Purple chocobos are natural swimmers. It has a swim speed of 40 feet and gains a +8 bonus on Swim
checks. It can also take 10 on Swim checks, even if stress or distractions would otherwise prevent it from
doing so.
Water Walking (Ex)
Purple chocobos have the ability to walk on water while running. A purple chocobo that is running, can
walk on water as if it was a solid surface. If it ever stops running, it loses its ability, although it can resume
this ability anytime.
Chocobo, Rainbow CR 13 The rainbow-plumed chocobo is considered the legendary chocobo. Some believe they're a myth but who
really knows. XP 25,600
N Large Magical Beast
Init +10; Senses Darkvision 60 ft., low-light vision scent; Perception +22
DEFENSE
AC 27, touch 16; flat-footed 21 (+6 dex, +11 natural, +1 dodge, -1 size)
hp 202 (17d10+119)
Fort +17, Ref +16, Will +10
OFFENSE
Speed 90 ft., Climb 20 ft., Fly 160 ft. (average), Swim 40 ft.
Melee Bite +24 (2d6+8), Claw +19 (1d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks Choco Meteor, Choco Trishot
STATISTICS
Str 26, Dex 22, Con 24, Int 10, Wis 20, Cha 12
Base Atk +17; CMB +26; CMD 41
Feats Dash, Diehard, Dodge, Endurance, Improved Initiative, Improved Natural Attack (Bite), Mobility,
Run, Weapon Focus (Bite)
Skills Acrobatics +32, Climb +32, Perception +22, Stealth +32, Survival +19, Swim +32
SQ Choco Cure, Choco Halo, acrobatics, camouflage, climbing, sandwalking, snow move, stealth,
swimming, water walking
SPECIAL ABILITIES
Choco Cure (Su)
10/day, a rainbow chocobo can bestow healing on itself or an ally within 30 feet for 3d8+6 points of
damage. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Choco Halo (Su)
1/day, a rainbow chocobo casts a halo on its ally. This halo grants Reraise, Float, and Haste status for 1
minute. Blue mage may learn this ability as an 8th level spell (DC 31).
Choco Meteor (Su)
5/day, a rainbow chocobo can fire one meteor off towards its target. The rainbow chocobo summons a
molten meteor into the sky to rain your enemies those within the area of effect take 10d6 points of damage
(half fire, half earth) and must make a Reflex save (DC 18) for half. Blue mages may learn this ability as a
5th level spell (Knowledge: Arcana DC 25).
Choco Trishot (Su)
1/day, a rainbow chocobo can blast an opponent with ice, fire and lightning all at once within 30 ft. The
rainbow chocobo must make a ranged touch attack (+22), if it hits, the attack deals 5d6+5 fire damage,
5d6+5 ice damage, and 5d6+5 lightning damage. Blue mages may learn this ability as a 8th level spell (DC
31).
Acrobatics (Ex)
Rainbow chocobos are natural at acrobatics. It gains a +8 bonus on Acrobatics checks. It can also take 10
on Acrobatics checks, even if stress or distractions would otherwise prevent it from doing so.
Camouflage (Ex)
Rainbow chocobos can use Stealth to hide in any sort of natural terrain, even if the terrain does not grant
cover or concealment.
Climbing (Ex)
Rainbow chocobos are natural climbers. It has a climb speed of 20 feet and gains a +8 bonus on Climb
checks. It can also take 10 on Climb checks, even if stress or distractions would otherwise prevent it from
doing so. Also, it is never flat-footed while climbing.
Sandwalking (Ex)
Rainbow chocobos travels at full speed across sand, rocky ground, or dust, and leaves no trail behind
unless it chooses to.
Snow Move (Ex)
Because of its large, fur-covered claws, rainbow chocobos suffer no penalties for moving through snow-
covered terrain.
Stealth (Ex)
Rainbow chocobos are natural hiders. It gains a +8 bonus on Stealth checks. It can also take 10 on Stealth
checks, even if stress or distractions would otherwise prevent it from doing so. Also, it is never flat-footed
while hiding.
Swimming (Ex)
Rainbow chocobos are natural swimmers. It has a swim speed of 40 feet and gains a +8 bonus on Swim
checks. It can also take 10 on Swim checks, even if stress or distractions would otherwise prevent it from
doing so.
Water Walking (Ex)
Rainbow chocobos have the ability to walk on water while running. A rainbow chocobo that is running,
can walk on water as if it was a solid surface. If it ever stops running, it loses its ability, although it can
resume this ability anytime.
Chocobo, Red CR 2 The red-plumed chocobo that shoots flame out of its beak. The red chocobo is usually found in the
mountain regions or hill tops. XP 600
N Large Magical Beast
Init +2; Senses Darkvision 60 ft., low-light vision scent; Perception +8
DEFENSE
AC 13, touch 11; flat-footed 11 (+2 dex, +2 natural, -1 size)
hp 33 (4d10+8)
Fort +6, Ref +6, Will +2
OFFENSE
Speed 60 ft., Climb 20 ft.
Melee Bite +8 (1d8+5), Claw +3 (1d6+2)
Space 10 ft.; Reach 10 ft.
Special Attacks Choco Flame
STATISTICS
Str 20, Dex 14, Con 15, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +9; CMD 21
Feats Endurance, Run
Skills Acrobatics +8, Climb +17, Perception +8, Survival +5
SQ Choco Cure, climbing, surefooted stride
SPECIAL ABILITIES
Choco Cure (Su)
2/day, a red chocobo can bestow healing on itself or an ally within 30 feet for 3d8+6 points of damage.
Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Choco Flame (Su)
2/day, a red chocobo can blast an opponent with flame within 30 ft. The red chocobo must make a ranged
touch attack (+5), if it hits, the attack deals 3d6+5 fire damage and inflicts the Burning status effect for
1d4 rounds (Reflex save DC 13 to negate). Blue mages may learn this ability as a 2nd level spell
(Knowledge: Arcana DC 19).
Climbing (Ex)
Red chocobos are natural climbers. It has a climb speed of 20 feet and gains a +8 bonus on Climb checks.
It can also take 10 on Climb checks, even if stress or distractions would otherwise prevent it from doing
so. Also, it is never flat-footed while climbing.
Surefooted Stride (Ex)
Red chocobos may move through any sort of difficult terrain (such as thorns, overgrown areas, rubble and
the like) at its normal speed without taking damage or suffering any other impairment. Areas that have
been magically manipulated, however, still effect it.
Chocobo, Silver CR 5 The silver-plumed chocobo has a tougher plums compared to most other chocobos and shoots lightning
out of its beak. The silver chocobo found in desert mountains or near dunes. XP 1,600
N Large Magical Beast
Init +3; Senses Darkvision 60 ft., low-light vision scent; Perception +12
DEFENSE
AC 18, touch 13; flat-footed 14 (+3 dex, +5 natural, +1 dodge, -1 size)
hp 78 (7d10+42)
Fort +11, Ref +8, Will +5
OFFENSE
Speed 70 ft., Climb 20 ft., Swim 40 ft.
Melee Bite +11 (1d8+5), Claw +6 (1d6+2)
Space 10 ft.; Reach 10 ft.
Special Attacks Choco Thunder
STATISTICS
Str 20, Dex 16, Con 22, Int 8, Wis 16, Cha 12
Base Atk +7; CMB +13; CMD 26
Feats Dash, Dodge, Endurance, Run
Skills Acrobatics +22, Climb +22, Perception +12, Survival +9, Swim +22
SQ Choco Cure, Choco Guard, actrobatics, climbing, cloudwalking, sandwalking, surefooted stride
SPECIAL ABILITIES
Choco Cure (Su)
3/day, a silver chocobo can bestow healing on itself or an ally within 30 feet for 3d8+6 points of damage.
Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Choco Guard (Su)
3/day, a silver chocobo can create a magical guard around itself granting Protect and Shell status for 1d6
rounds. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Choco Thunder (Su)
5/day, a silver chocobo can shoot lightning at an opponent within 30 ft. The silver chocobo must make a
ranged touch attack (+9), if it hits, the attack deals 3d6+5 lightning damage and inflicts the Static status
effect for 1d4 rounds (Reflex save DC 13 to negate). Blue mages may learn this ability as a 2nd level spell
(Knowledge: Arcana DC 19).
Climbing (Ex)
Purple chocobos are natural climbers. It has a climb speed of 20 feet and gains a +8 bonus on Climb
checks. It can also take 10 on Climb checks, even if stress or distractions would otherwise prevent it from
doing so. Also, it is never flat-footed while climbing.
Cloudwalking (Ex)
Silver chocobos can tread on clouds or fog as though on solid ground.
Sandwalking (Ex)
Silver chocobos travels at full speed across sand, rocky ground, or dust, and leaves no trail behind unless
it chooses to.
Surefooted Stride (Ex)
Purple chocobos may move through any sort of difficult terrain (such as thorns, overgrown areas, rubble
and the like) at its normal speed without taking damage or suffering any other impairment. Areas that
have been magically manipulated, however, still effect it.
Chocobo, White CR 8 The white-plumed chocobo restores magical power with its choco recharge. The white chocobo are
generally found in a chocobo forest but some are known to be found roaming elsewhere. XP 4,800
N Large Magical Beast
Init +3; Senses Darkvision 60 ft., low-light vision scent; Perception +15
DEFENSE
AC 21, touch 14; flat-footed 16 (+4 dex, +7 natural, +1 dodge, -1 size)
hp 112 (10d10+60)
Fort +13, Ref +11, Will +7
OFFENSE
Speed 70 ft., Climb 20 ft., Swim 40 ft.
Melee Bite +16 (1d8+6), Claw +11 (1d6+3)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 22, Dex 18, Con 22, Int 10, Wis 18, Cha 12
Base Atk +10; CMB +17; CMD 31
Feats Dash, Dodge, Endurance, Run, Weapon Focus (Bite)
Skills Acrobatics +25, Climb +25, Perception +15, Survival +12, Swim +25
SQ Choco Cure, Choco Life, acrobatics, climbing, swimming, water walking
SPECIAL ABILITIES
Choco Cure (Su)
5/day, a white chocobo can bestow healing on itself or an ally within 30 feet for 3d8+6 points of damage.
Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Choco Life (Su)
2/day, a white chocobo can bring back the dead alive. This spell functions like the Raise spell. Blue
mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).
Choco Recharge (Su)
1/day, a white chocobo can recharge a single allies' MP by transferring some of its own MP over to it
(since it has no MP, it has a once per day use only). The transfer is 5d6 MP from self to target. Blue
mages may learn this ability as a 5th level spell (Knowledge: Arcana DC 25).
Climbing (Ex)
White chocobos are natural climbers. It has a climb speed of 20 feet and gains a +8 bonus on Climb
checks. It can also take 10 on Climb checks, even if stress or distractions would otherwise prevent it
from doing so. Also, it is never flat-footed while climbing.
Swimming (Ex)
White chocobos are natural swimmers. It has a swim speed of 40 feet and gains a +8 bonus on Swim
checks. It can also take 10 on Swim checks, even if stress or distractions would otherwise prevent it from
doing so.
Water Walking (Ex)
White chocobos have the ability to walk on water while running. A white chocobo that is running, can
walk on water as if it was a solid surface. If it ever stops running, it loses its ability, although it can
resume this ability anytime.
Chocobo, Yellow CR 1 A bird-like creature with a pleasant temperament. Its choco cure can mend the wounds of its allies. The
yellow chocobo can be found almost anywhere and are the most common bred type. XP 400
N Large Magical Beast
Init +2; Senses Darkvision 60 ft., low-light vision scent; Perception +7
DEFENSE
AC 13, touch 11; flat-footed 11 (+2 dex, +2 natural, -1 size)
hp 27 (3d10+9)
Fort +6, Ref +5, Will +2
OFFENSE
Speed 60 ft.
Melee Bite +6 (1d8+4), Claw +1 (1d6+2)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 18, Dex 14, Con 16, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +8; CMD 20
Feats Endurance, Run
Skills Acrobatics +7, Perception +7, Survival +4
SQ Choco Cure
SPECIAL ABILITIES
Choco Cure (Su)
1/day, a yellow chocobo can bestow healing on itself or an ally within 30 feet for 3d8+6 points of
damage. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Clockwork Dragon CR 16 Made from gleaming metal and countless complex cogs and gears, this draconic creature has the
presence of a dangerous killing machine. XP 76,800
N Huge Construct (Clockwork)
Init +9; Senses Darkvision 60 ft., low-light vision, see invisibility; Perception +8
DEFENSE
AC 34, touch 14, flat-footed 28 (+4 dex, +2 dodge, +20 natural, -2 size)
hp 203 (25d10+40)
Fort +8, Ref +14, Will +8
DR 15/adamantine; Immune Construct traits; Resist Fire 20; SR 27
Weakness Lightning
OFFENSE
Speed 60 ft., Fly 100 ft. (average), Swim 60 ft.
Melee Bite +33 (4d6+12), 2 Claws +33 (2d8+12), Tail Slap +28 (2d6+6), 2 Wings +28 (2d6+6)
Space 15 ft.; Reach 15 ft.
Special Attacks Adamantine Weapons, Breath Weapon (100-ft.-line, 14d6 fire damage, Reflex DC 22
half, usable every 1d4 rounds), Self-Destruction
STATISTICS
Str 34, Dex 19, Con -, Int -, Wis 11, Cha 1
Base Atk +25; CMB +39; CMD 55 (59 vs trip)
Feats Improved Initiative, Lightning Reflexes
Skills Fly +8, Perception +8, Swim +20; Racial Modifiers +8 Fly, +8 Perception
SQ Difficult to create, Efficient winding, Swift reactions
SPECIAL ABILITIES
Adamantine Weapons (Ex)
The teeth and claws of a clockwork dragon are made of adamantine and have the qualities of a weapon
made from that material.
Efficient Winding (Ex)
Built for long and dangerous missions, a clockwork dragon can function for 3 days per HD each time it is
wound up.
Self-Destruction (Ex)
When a clockwork dragon's hit points are reduced to 10% of its total (20 in the case of most clockwork
dragon) or less but are still above 0, the creature self-destructs on its next turn, bursting into an explosion
of metal scraps and steam that deals 10d6 points of slashing damage plus 10d6 points of fire damage to
all creatures within a 20-foot-radius burst. A successful DC 22 Reflex save halves the damage. The save
is Charisma-based.
Clockwork Mage CR 9 This faceless construct has a crystal set into its chest, bristling with arcane energy.
XP 6,400
N Medium Construct (Clockwork)
Init +9; Senses Darkvision 60 ft., low-light vision, see invisibility; Perception +2
DEFENSE
AC 25, touch 17, flat-footed 18 (+5 dex, +2 dodge, +8 natural)
hp 119 (15d10+20)
Fort +5, Ref +12, Will +7
DR 5/adamantine; Immune Construct traits; SR 20
Weakness Lightning
OFFENSE
Speed 30 ft.
Melee 4 Slams +18 (1d4+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Crystal Magic
STATISTICS
Str 16, Dex 21, Con -, Int -, Wis 14, Cha 1
Base Atk +15; CMB +18; CMD 35
Feats Improved Initiative, Lightning Reflexes
SQ Difficult to create, Swift reactions, Winding
SPECIAL ABILITIES
Crystal Magic (Su)
A clockwork mage's crystal magic allows it to cast spells as if using a spell trigger magic item (CL 9th)
without the use of MP. The crystal type determines a clockwork mage's spells. They cast 1st-level spells
at will, 2nd-level spells 3 times per day, and 3rd level spells 1 time per day.
Shadow: 1st – Blind (DC 11), Bone Armor, Dark (DC 11), Dread (DC 11), Obscure (DC 11); 2nd
– Bone Shield, Dark II (DC 12), Darkness, Darkvision, Obscure II (DC 12); 3rd – Blindga (DC
13), Dark III (DC 13), Darkra (DC 13), Infect (DC 13), Obscure III (DC 13), Void Aura (DC 13)
Holy: 1st – Brighten (DC 11), Charm (DC 11), Dia (DC 11), Light (DC 11); 2nd – Aid, Brighten
II (DC 12), Burst of Radiance (DC 12), Dia II (DC 12), Grace, Holy Weapon, Light II (DC 12);
3rd – Barrier, Brighten III (DC 13), Dia III (DC 13), Dispel, Light III (DC 13), Lightra (DC 13),
Searing Light
Fire: 1st – Burning Disarm (DC 11), Detonate (DC 11), Fire (DC 11), Flame Breath (DC 11); 2nd
– Burning Arc (DC 12), Detonate II (DC 12), Fiery Shuriken, Fire II (DC 12), Flaming Sphere
(DC 12), Shooting Star, Temper; 3rd – Ash Storm, Detonate III (DC 13), Fira (DC 13), Fire III
(DC 13)
Water: 1st – Engulf (DC 11), Shell, Sleep (DC 11), Water (DC 11), Water Blast; 2nd – Engulf II
(DC 12), Water II (DC 12); 3rd – Aqueous Orb (DC 13), Engulf III (DC 13), Shell II, Shellra,
Sleepga (DC 13), Water III (DC 13), Watera (DC 13), Water Walk
Earth: 1st – Entomb (DC 11), Protect, Stone (DC 11), Stone Fist; 2nd – Entomb II (DC 12),
Might, Shield, Stone II (DC 12), Stone Call, Wall Climb; 3rd – Entomb III (DC 13), Immobilize
(DC 13), Protect II, Protectra, Slow (DC 13), Stone III (DC 13), Stonera (DC 13)
Wind: 1st – Aero (DC 11), Blast (DC 11), Quick Step, Wind Armor, Wind Shield; 2nd – Aero II
(DC 12), Blast II (DC 12), Float, Silence (DC 12), Wind Barrier; 3rd – Aera (DC 13), Aero III
(DC 13), Battering Blast (DC 13), Blast III (DC 13), Cloak of Winds, Floatga
Lighting: 1st – Shocking Grasp, Spark (DC 11), Thunder (DC 11); 2nd – Defensive Shock, Spark
II (DC 12), Sure Strike, Thunder II (DC 12); 3rd – Call Lightning (DC 13), Displacement, Haste,
Lightning Bolt (DC 13), Spark III (DC 13), Thundara (DC 13), Thunder III (DC 13)
Ice: 1st – Blizzard (DC 11), Frostbite, Icicle Dagger, Mage Armor, Slick (DC 11); 2nd – Blizzard
II (DC 12), Frigid Touch, Frost Fall (DC 12), Icy Breath (DC 12), Slick (DC 12); 3rd – Blizzara
(DC 13), Blizzard III (DC 13), Ice Spears (DC 13), Sleet Storm, Slick III (DC 13)
Clockwork Soldier CR 6 Cogs and gears are visible in the gaps of this metallic creature's armor. It wields a polearm as it stands
ready at attention. XP 2,400
N Medium Construct (Clockwork)
Init +6; Senses Darkvision 60 ft., low-light vision, see invisibility; Perception +0
DEFENSE
AC 20, touch 14, flat-footed 16 (+2 dex, +2 dodge, +6 natural)
hp 70 (8d10+20)
Fort +2, Ref +6, Will +2
DR 5/adamantine; Immune Construct traits
Weakness Lightning
OFFENSE
Speed 30 ft.
Melee +1 Halberd +18/+13 (1d10+13/x3), 2 Claws +17 (1d8+9)
Space 5 ft.; Reach 5 ft.
Special Attacks Latch
STATISTICS
Str 28, Dex 15, Con -, Int -, Wis 11, Cha 1
Base Atk +8; CMB +17 (+19 disarm); CMD 31 (33 vs disarm)
Feats Improved Initiative, Lightning Reflexes
SQ Efficient winding, Lightning Craze, Proficient, Standby, Swift reactions
SPECIAL ABILITIES
Efficient Winding (Ex)
A clockwork soldier can function for 2 days per HD each time it is wound up.
Lightning Craze (Ex)
Whenever struck by any lightning damage there is a 50% chance the clockwork soldier can malfunction
giving it the confuse status effect during its next turn.
Latch (Ex)
Clockwork soldiers have specially designed hands that easily grasp and lock onto weapons and objects. A
soldier can attempt to disarm or grapple as a standard action without provoking an attack of opportunity,
and it receives a +2 bonus on disarm checks. In addition, it receives a +2 bonus to CMD against attempts
to disarm it.
Proficient (Ex)
A clockwork soldier is proficient with all simple and martial weapons.
Standby (Ex)
A clockwork soldier can place itself on standby as a standard action. While on standby, a clockwork
soldier cannot move or take any actions. It remains aware of its surroundings but takes a -4 penalty on
Perception checks. Time spent on standby does not count against the soldier's wind-down duration. A
clockwork soldier can exit standby as a swift action—if it does so to initiate combat, it gains a +4 racial
bonus on its Initiative check.
Cocadrille CR 5 A hideous bird that uses its stout beak to vent its frustrations. A distant cousin of the cockatrice with an
extra 'bite'.
XP 1,600
N Small Magical Beast
Init +4; Senses Darkvision 60 ft., low-light vision, scent; Perception +12
DEFENSE
AC 18, touch 16; flat-footed 13 (+4 dex, +1 dodge, +2 natural, +1 size)
hp 52 (7d10+7)
Fort +6, Ref +9, Will +4
Immune Petrify and Burn; Resist Fire 5
Weakness Ice
OFFENSE
Speed 20 ft.; Fly 60 ft. (poor)
Melee Bite +12 (1d6)
Special Attacks Fireflash, Petrify
STATISTICS
Str 10, Dex 19, Con 12, Int 2, Wis 14, Cha 8
Base Atk +7; CMB +6; CMD 20
Feats Dodge, Improved Natural Attack (bite), Skill Focus (Perception), Weapon Finesse
Skills Fly +8, Perception +12
SPECIAL ABILITIES
Fireflash (Su)
3/day, a cocadrille can focus a single target to burst into flames. The target takes 4d6 points of fire
damage and is inflicted with Blind status for 1d4 rounds (Fortitude save DC 16 to negate). Blue mages
may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Petrify (Su)
3/day, a cockatrice can focus its stony gaze upon a single target within 30 feet. The target receives the
Petrify status (Fortitude save DC 18 to negate). Blue mages may learn this ability as a 4th level spell
(Knowledge: Arcana DC 23).
Cockatrice CR 3 This hideous avian creature has the body of an emaciated rooster, the wings of a bat, and a long, scaly tail.
XP 800
N Small Magical Beast
Init +3; Senses Darkvision 60 ft., low-light vision, scent; Perception +10
DEFENSE
AC 15, touch 15; flat-footed 11 (+3 dex, +1 dodge, +1 size)
hp 35 (5d10)
Fort +4, Ref +7, Will +2
Immune Petrify and Burn; Resist Fire 5
OFFENSE
Speed 20 ft.; Fly 60 ft. (poor)
Melee Bite +9 (1d4-2)
Special Attacks Petrify
STATISTICS
Str 6, Dex 17, Con 11, Int 2, Wis 13, Cha 8
Base Atk +5; CMB +2; CMD 15
Feats Dodge, Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +10
SPECIAL ABILITIES
Petrify (Su)
3/day, a cockatrice can focus its stony gaze upon a single target within 30 feet. The target receives the
Petrify status (Fortitude save DC 17 to negate). Blue mages may learn this ability as a 4th level spell
(Knowledge: Arcana DC 23).
Bandercoeurl CR 8 This vile savage carnivore resembles a tiger with a slightly bigger head and two long whiskers.
XP 4,800
NE Large Magical Beast
Init +8; Senses Darkvision 60 ft., low-light vision, scent; Perception +13
DEFENSE
AC 18, touch 13; flat-footed 14 (+4 dex, +5 natural, -1 size)
hp 98 (10d10+40)
mp 46
Fort +11, Ref +11, Will +5
OFFENSE
Speed 40 ft.
Melee 2 Claws +17 (1d8+7 plus grab), Bite +16 (2d6+7 plus grab)
Special Attacks Blaster, Pounce, Rake (2 Claws +17, 1d8+7)
Spells Known (Black Mage CL 10th, Concentration +16)
1st – Blizzard (DC 13), Thunder (DC 13)
2nd – Blizzard II (DC 14), Poison (DC 14), Silence (DC 14), Thunder II (DC 14)
3rd – Bio (DC 15), Blizzara (DC 15), Blizzard III (DC 15), Lightning Bolt (DC 15), Thundara (DC
15), Thunder III (DC 15)
4th – Ball Lightning (DC 16), Poisonga (DC 16), Silencega (DC 16)
5th – Blizzaga (DC 17), Cone of Cold (DC 17), Drain (DC 17), Freeze (DC 17), Lightning Arc (DC
17), Shock (DC 17)
STATISTICS
Str 25, Dex 18, Con 18, Int 15, Wis 14, Cha 8
Base Atk +10; CMB +17 (+21 grapple); CMD 31 (35 vs. trip)
Feats Combat Casting, Improved Initiative, Skill Focus (Perception), Spell Penetration, Weapon Focus
(Claw)
Skills Acrobatics +16, Perception +13, Stealth +13 (+17 in areas of tall grass), Swim +16; Racial Modifiers
+4 Acrobatics, +4 Stealth (+8 in tall grass)
SPECIAL ABILITIES
Blaster (Su)
A bandercoeurl can send out a pulse of electricity through its whiskers at a single target within 30 ft. The
bandercoeurl must make a ranged tough attack (+13), if it hits, the target takes 3d6 points of lightning damage
and must make a Fortitude save (DC 15) or be inflicted with Immobilize status for 1d4 rounds. Blue mages
may learn this ability as a 3rd level spell (Knowledge: Arcana DC 21).
Pounce (Ex)
A bandercoeurl can make a full attack (including its rake attack) when it makes a charge attack.
Coeurl CR 5
This savage carnivore resembles a tiger in some respects with two long whiskers.
XP 1,600
N Large Magical Beast
Init +6; Senses Darkvision 60 ft., low-light vision, scent; Perception +8
DEFENSE
AC 14, touch 11; flat-footed 12 (+2 dex, +3 natural, -1 size)
hp 54 (6d10+18)
mp 15
Fort +8, Ref +7, Will +3
OFFENSE
Speed 40 ft.
Melee 2 Claws +12 (1d8+6 plus grab), Bite +11 (2d6+6 plus grab)
Special Attacks Blaster, Pounce, Rake (2 Claws +12, 1d8+6)
Spells Known (Black Mage CL 6th, Concentration +7)
1st – Blizzard (DC 12), Thunder (DC 12)
2nd – Blizzard II (DC 13), Poison (DC 13), Silence (DC 13), Thunder II (DC 13)
3rd – Bio (DC 14), Blizzara (DC 14), Blizzard III (DC 14), Lightning Bolt (DC 14), Thundara (DC
14), Thunder III (DC 14)
STATISTICS
Str 23, Dex 15, Con 17, Int 13, Wis 12, Cha 8
Base Atk +6; CMB +13 (+17 grapple); CMD 25 (29 vs. trip)
Feats Improved Initiative, Skill Focus (Perception), Weapon Focus (Claw)
Skills Acrobatics +10, Perception +8, Stealth +7 (+11 in areas of tall grass), Swim +11; Racial Modifiers
+4 Acrobatics, +4 Stealth (+8 in tall grass)
SPECIAL ABILITIES
Blaster (Su)
A coeurl can send out a pulse of electricity through its whiskers at a single target within 30 ft. The coeurl
must make a ranged tough attack (+7), if it hits, the target takes 3d6 points of lightning damage and must
make a Fortitude save (DC 14) or be inflicted with Immobilize status for 1d4 rounds. Blue mages may learn
this ability as a 3rd level spell (Knowledge: Arcana DC 21).
Pounce (Ex)
A coeurl can make a full attack (including its rake attack) when it makes a charge attack.
Coeurl Regina CR 14 This vile savage carnivore resembles a tiger with a bigger head and two long whiskers. She protects the
weaker version of her kin.
XP 38,400
NE Large Magical Beast
Init +9; Senses Darkvision 60 ft., low-light vision, scent; Perception +21
DEFENSE
AC 24, touch 14; flat-footed 18 (+5 dex, +9 natural, -1 size)
hp 189 (18d10+56)
mp 157
Fort +16, Ref +16, Will +10
Immune Mind-affecting effects
OFFENSE
Speed 40 ft.
Melee 2 Claws +26 (2d6+8 plus grab), Bite +25 (2d6+8 plus grab)
Special Attacks Blaster, Hyper Blaster, Pounce, Rake (2 Claws +26, 2d6+8)
Spells Known (Black Mage CL 18th, Concentration +26)
1st – Blizzard (DC 15), Thunder (DC 15)
2nd – Blizzard II (DC 16), Poison (DC 16), Silence (DC 16), Thunder II (DC 16)
3rd – Bio (DC 17), Blizzara (DC 17), Blizzard III (DC 17), Lightning Bolt (DC 17), Thundara (DC
17), Thunder III (DC 17)
4th – Ball Lightning (DC 18), Poisonga (DC 18), Silencega (DC 18)
5th – Blizzaga (DC 19), Cone of Cold (DC 19), Drain (DC 19), Freeze (DC 19), Lightning Arc (DC
19), Shock (DC 19)
6th – Chain Lightning (DC 20), Confusion (DC 20), Flare (DC 20), Icy Blast (DC 20), Syphon (DC
20)
7th – Freeze II (DC 21), Shock II (DC 21)
8th – Flare II (DC 22), Mass Confusion (DC 22)
9th – Death (DC 23), Meteor (DC 23)
STATISTICS
Str 26, Dex 20, Con 20, Int 19, Wis 14, Cha 8
Base Atk +16; CMB +27 (+31 grapple); CMD 42 (46 vs. trip)
Feats Combat Casting, Greater Spell Penetration, Improved Initiative, Improved Natural Attack (Claw),
Power Attack, Skill Focus (Perception), Spell Penetration, Weapon Focus (Claw)
Skills Acrobatics +25, Perception +21, Stealth +22 (+26 in areas of tall grass), Swim +19; Racial Modifiers
+4 Acrobatics, +4 Stealth (+8 in tall grass)
SPECIAL ABILITIES
Blaster (Su)
A coeurl regina can send out a pulse of electricity through its whiskers at a single target within 30 ft. The
coeurl regina must make a ranged tough attack (+20), if it hits, the target takes 3d6 points of lightning
damage and must make a Fortitude save (DC 17) or be inflicted with Immobilize status for 1d4 rounds. Blue
mages may learn this ability as a 3rd level spell (Knowledge: Arcana DC 21).
Hyper Blaster (Su)
3/day, a coeurl regina can send out a pulse of extreme electricity through its whiskers at a single target
within 30 ft. The coeurl regina must make a ranged tough attack (+20), if it hits, the target takes 5d6 points
of lightning damage and must make a Fortitude save (DC 23) or be inflicted with Death. Blue mages may
learn this ability as a 9th level spell (Knowledge: Arcana DC 33).
Pounce (Ex)
A coeurl regina can make a full attack (including its rake attack) when it makes a charge attack.
Master Coeurl CR 12 This vile savage carnivore resembles a tiger with a bigger head and two long whiskers. It seeks out prey to
toy with.
XP 19,200
NE Large Magical Beast
Init +9; Senses Darkvision 60 ft., low-light vision, scent; Perception +17
DEFENSE
AC 20, touch 14; flat-footed 15 (+5 dex, +6 natural, -1 size)
hp 137 (14d10+56)
mp 93
Fort +13, Ref +14, Will +8
Immune Mind-affecting effects
OFFENSE
Speed 40 ft.
Melee 2 Claws +22 (2d6+8 plus grab), Bite +21 (2d6+8 plus grab)
Special Attacks Blaster, Hyper Blaster, Pounce, Rake (2 Claws +22, 2d6+8)
Spells Known (Black Mage CL 14th, Concentration +21)
1st – Blizzard (DC 14), Thunder (DC 14)
2nd – Blizzard II (DC 15), Poison (DC 15), Silence (DC 15), Thunder II (DC 15)
3rd – Bio (DC 16), Blizzara (DC 16), Blizzard III (DC 16), Lightning Bolt (DC 16), Thundara (DC
16), Thunder III (DC 16)
4th – Ball Lightning (DC 17), Poisonga (DC 17), Silencega (DC 17)
5th – Blizzaga (DC 18), Cone of Cold (DC 18), Drain (DC 18), Freeze (DC 18), Lightning Arc (DC
18), Shock (DC 18)
6th – Chain Lightning (DC 19), Confusion (DC 19), Flare (DC 19), Icy Blast (DC 19), Syphon (DC
19)
7th – Freeze II (DC 20), Shock II (DC 20)
STATISTICS
Str 26, Dex 20, Con 18, Int 17, Wis 14, Cha 8
Base Atk +14; CMB +24 (+28 grapple); CMD 39 (43 vs. trip)
Feats Combat Casting, Improved Initiative, Improved Natural Attack (Claw), Iron Will, Skill Focus
(Perception), Spell Penetration, Weapon Focus (Claw)
Skills Acrobatics +21, Perception +17, Stealth +18 (+22 in areas of tall grass), Swim +19; Racial Modifiers
+4 Acrobatics, +4 Stealth (+8 in tall grass)
SPECIAL ABILITIES
Blaster (Su)
A master coeurl can send out a pulse of electricity through its whiskers at a single target within 30 ft. The
master coeurl must make a ranged tough attack (+18), if it hits, the target takes 3d6 points of lightning
damage and must make a Fortitude save (DC 16) or be inflicted with Immobilize status for 1d4 rounds. Blue
mages may learn this ability as a 3rd level spell (Knowledge: Arcana DC 21).
Hyper Blaster (Su)
3/day, a master coeurl can send out a pulse of extreme electricity through its whiskers at a single target
within 30 ft. The master coeurl must make a ranged tough attack (+18), if it hits, the target takes 5d6 points
of lightning damage and must make a Fortitude save (DC 22) or be inflicted with Death. Blue mages may
learn this ability as a 9th level spell (Knowledge: Arcana DC 33).
Pounce (Ex)
A master coeurl can make a full attack (including its rake attack) when it makes a charge attack.
Corrosive Spider CR 2 A spider the size of a man crawls silently from the depths of its funnel-shaped web.
XP 600
N Medium Magical Beast
Init +3; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 14, touch 13; flat-footed 11 (+3 dex, +1 natural armor)
hp 16 (3d8+3)
Fort +4, Ref +4, Will +1
Immune Mind-affecting effects
OFFENSE
Speed 30 ft., Climb 30 ft.
Melee Bite +2 (1d6 plus poison)
Special Attacks Corrosive Web, Web (+5 ranged, DC 12, hp 2)
STATISTICS
Str 11, Dex 17, Con 12, Int —, Wis 10, Cha 2
Base Atk +2; CMB +2; CMD 15 (27 vs. trip)
Skills Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in web); Racial Modifiers +4
Perception (+8 in webs), +4 Stealth (+8 in web), +16 Climb
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1
save.
Corrosive Web (Su)
A corrosive spider can throw a corrosive web on enemies in a 15-ft.-cone burst. All creatures
caught within the cone are entangled, but can break loose by spending 1 round and making a DC 12
Strength check or Escape Artist check. The webbed victims take 1d6 points of non-elemental
damage per round while in the web. The strands of the web are flammable. A magic flaming sword
can slash them away as easily as a hand brushes away cobwebs. Any fire—a torch, burning oil, a
flaming sword, and so forth—can set the webs alight and burn away in 1 round. All creatures
within flaming webs take 2d4 points of fire damage from the flames. Blue mages may learn this
ability as a 2nd level spell (Knowledge: Arcana DC 19).
Death Claw CR 11 It is a green anthropomorphic, six-armed insectoid enemy with bone spikes at the end of each limb. The
death claw has the ability to paralysis its foe so it can rend them apart.
XP 12,800
NE Large Magical Beast
Init +8; Senses Darkvision 60 ft., low-light vision; Perception +13
DEFENSE
AC 23, touch 13; flat-footed 19 (+4 dex, +10 natural, -1 size)
hp 126 (12d10+60)
Fort +13, Ref +12, Will +7
DR 5/magic
Weakness Ice
OFFENSE
Speed 40 ft.
Melee 6 Claws +19 (1d8+7)
Space 10 ft.; Reach 5 ft.
Special Attacks Improved Rend (2 Claws, 1d8+10; 4 Claws, 2d6+10; 6 Claws, 2d8+10), Death Claw
STATISTICS
Str 24, Dex 18, Con 18, Int 6, Wis 12, Cha 6
Base Atk +12; CMB +19; CMD 33
Feats Cleave, Cleaving Finish, Improved Initiative, Iron Will, Power Attack, Toughness, Weapon Focus
(Claw)
Skills Acrobatics +16, Climb +19, Perception +13, Stealth +16
SPECIAL ABILITIES
Death Claw (Su)
Once every 1d2 rounds, a death claw can wrap its craws around its target squeezing the life from them.
The death claw must make a melee touch attack (+19), if it hits, 14d6 points of non-elemental damage and
must make a Fortitude save (DC 20) or be inflicted with the Paralysis status for 1d4+1 rounds. Blue
mages may learn this ability as a 6th level spell (Knowledge: Arcana DC 27).
Improved Rend (Ex)
When a death claw hits with its claws in 1 round, depending on the number of claw strikes that hit the
target improves the damage of the latching onto the opponent's body and tearing flesh. If two claws hit,
the damage will be 1d8+10, if four claws hit, the damage will be 2d6+10, or if six claws hit, the damage
will be 2d8+10.
Iron Claw CR 16 It is a gray iron anthropomorphic, six-armed insectoid enemy with steel spikes at the end of each limb.
The iron claw is considered a killing machine, destroying all those who dare get in its way.
XP 76,800
NE Large Magical Beast
Init +8; Senses Darkvision 60 ft., low-light vision; Perception +18
DEFENSE
AC 27, touch 13; flat-footed 23 (+4 dex, +14 natural, -1 size)
hp 179 (16d10+96)
Fort +15, Ref +14, Will +9
DR 10/adamantine
Weakness Ice
OFFENSE
Speed 40 ft.
Melee 6 Claws +24 (2d6+8)
Space 10 ft.; Reach 10 ft.
Special Attacks Improved Rend (2 Claws, 2d6+12; 4 Claws, 2d8+12; 6 Claws, 4d6+12), Death Claw
STATISTICS
Str 26, Dex 18, Con 20, Int 6, Wis 14, Cha 6
Base Atk +16; CMB +24; CMD 38
Feats Cleave, Cleaving Finish, Great Cleave, Improved Cleaving Finish, Improved Initiative, Improved
Natural Attack, Iron Will, Power Attack, Toughness, Weapon Focus(Claw)
Skills Acrobatics +20, Climb +24, Perception +18, Stealth +20
SPECIAL ABILITIES
Death Claw (Su)
An iron claw can wrap its craws around its target squeezing the life from them. The iron claw must make
a melee touch attack (+23), if it hits, 14d6 points of non-elemental damage and must make a Fortitude
save (DC 21) or be inflicted with the Paralysis status for 1d4+1 rounds. Blue mages may learn this ability
as a 6th level spell (Knowledge: Arcana DC 27).
Improved Rend (Ex)
When an iron claw hits with its claws in 1 round, depending on the number of claw strikes that hit the
target improves the damage of the latching onto the opponent's body and tearing flesh. If two claws hit,
the damage will be 2d6+12, if four claws hit, the damage will be 2d8+12, or if six claws hit, the damage
will be 4d6+12.
Diamond Weapon CR 22
This giant white construct is one of five Weapons that the planet has produced and dispatched to cleanse
any threats to its continued existence.
XP 614,400
N Colossal Construct
Init +4; Senses Darkvision 120 ft., low-light vision, tremorsense 60 ft., superior optics; Perception +37
DEFENSE
AC 35, touch 2; flat-footed 43 (+43 natural armor, -8 size)
hp 283 (37d10+80)
Fort +13, Ref +13, Will +16
Defensive Abilities Hardness 50 (see below); Immune Mind-affecting effects, Status effects, Dark, Holy;
Resist Fire 30
Weaknesses Lightning
OFFENSE
Speed 50 ft., Fly 120 ft. (clumsy)
Melee 2 Slams +50 (4d8+20)
Space 30 ft.; Reach 30 ft.
Special Attacks Grand Stomp, Diamond Fire, Diamond Flash
STATISTICS
Str 50, Dex 10, Con —, Int 12, Wis 17, Cha 18
Base Atk +37; CMB +65; CMD 75
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Dodge, Great
Fortitude, Improved Bull Rush, Improved Initiative, Lightning Reflexes, Power Attack, Quickened Spell-
Life Ability (Diamond Fire), Weapon Focus (Slam)
Skills Fly +37, Perception +37
SQ Construct traits; Spell Resistance 32; Fast Healing 10
SPECIAL ABILITIES
Grand Stomp (Ex)
Diamond Weapon stomps its foot down upon any creature within its 30-ft.-reach. Creatures within a 30-ft.-
radius take 10d6+20 points of damage (Reflex save DC 32 for half damage). Diamond Weapon uses this
ability if there are more than one foe around it.
Diamond Fire (Su)
Diamond Weapon fires off a ray of non-elemental energy at a random foe. Ranged touch attack (+29), if it
hits, deals 10d6 points of non-elemental damage. Diamond Weapon must wait 1d4 rounds to use this
ability again. Blue mages may learn this ability as a 6th level spell (Knowledge: Engineering or
Technology DC 27).
Diamond Flash (Su)
Diamond Weapon lowers down its defenses for one round as it blasts its foes around it. Creatures within a
60’ radius of Diamond Weapon take 20d6 points of holy damage (Reflex save DC 32 for half damage).
Creatures who fail the Reflex save must also make a Fortitude save (DC 32) or be inflicted with Silence
status for 1 minute. During the round that Diamond Flash is used, the Diamond Weapon's hardness is
reduced to 0. Diamond Weapon must wait 1d4 rounds to use this ability again. Blue mages may learn this
ability as a 9th level spell (Knowledge: Engineering or Technology DC 33).
Superior Optics (Ex)
Diamond Weapon sees invisible creatures or objects as if they were visible.
Diamond Weapon CR 22
This giant white construct is one of five Weapons that the planet has produced and dispatched to cleanse
any threats to its continued existence.
XP 614,400
N Colossal Construct
Init +4; Senses Darkvision 120 ft., low-light vision, tremorsense 60 ft., superior optics; Perception +37
DEFENSE
AC 35, touch 2; flat-footed 43 (+43 natural armor, -8 size)
hp 283 (37d10+80)
Fort +13, Ref +13, Will +16
Defensive Abilities Hardness 50 (see below); Immune Mind-affecting effects, Status effects, Dark, Holy;
Resist Fire 30
Weaknesses Lightning
OFFENSE
Speed 50 ft., Fly 120 ft. (clumsy)
Melee 2 Slams +50 (4d8+20)
Space 30 ft.; Reach 30 ft.
Special Attacks Grand Stomp, Diamond Fire, Diamond Flash
STATISTICS
Str 50, Dex 10, Con —, Int 12, Wis 17, Cha 18
Base Atk +37; CMB +65; CMD 75
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Dodge, Great
Fortitude, Improved Bull Rush, Improved Initiative, Lightning Reflexes, Power Attack, Quickened Spell-
Life Ability (Diamond Fire), Weapon Focus (Slam)
Skills Fly +37, Perception +37
SQ Construct traits; Spell Resistance 32; Fast Healing 10
SPECIAL ABILITIES
Grand Stomp (Ex)
Diamond Weapon stomps its foot down upon any creature within its 30-ft.-reach. Creatures within a 30-ft.-
radius take 10d6+20 points of damage (Reflex save DC 32 for half damage). Diamond Weapon uses this
ability if there are more than one foe around it.
Diamond Fire (Su)
Diamond Weapon fires off a ray of non-elemental energy at a random foe. Ranged touch attack (+29), if it
hits, deals 10d6 points of non-elemental damage. Diamond Weapon must wait 1d4 rounds to use this
ability again. Blue mages may learn this ability as a 6th level spell (Knowledge: Engineering or
Technology DC 27).
Diamond Flash (Su)
Diamond Weapon lowers down its defenses for one round as it blasts its foes around it. Creatures within a
60’ radius of Diamond Weapon take 20d6 points of holy damage (Reflex save DC 32 for half damage).
Creatures who fail the Reflex save must also make a Fortitude save (DC 32) or be inflicted with Silence
status for 1 minute. During the round that Diamond Flash is used, the Diamond Weapon's hardness is
reduced to 0. Diamond Weapon must wait 1d4 rounds to use this ability again. Blue mages may learn this
ability as a 9th level spell (Knowledge: Engineering or Technology DC 33).
Superior Optics (Ex)
Diamond Weapon sees invisible creatures or objects as if they were visible.
Black Dragon CR 16 Scales the color of black armor this ferocious dragon while crowned with large curved pointy horns.
XP 76,800
NE Huge Dragon
Init +4; Senses Dragon senses, see in darkness; Perception +31
Aura Frightful Presence (210 ft., DC 26)
DEFENSE
AC 31, touch 8, flat-footed 31 (+23 natural, -2 size)
hp 226 (19d12+95)
mp 197
Fort +16, Ref +13, Will +16
DR 10/magic; Immune Shadow, Paralysis, Sleep; SR 26
Weakness Holy
OFFENSE
Speed 40 ft., fly 200 ft. (poor)
Melee Bite +26 (2d8+13), 2 Claws +26 (2d6+9), 2 Wings +24 (1d8+4), Tail Slap +24 (2d6+13)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks Breath Weapon (100-ft. line, 14d10 shadow damage, Reflex DC 24 half, usable every 1d4
rounds), Crush (Small creatures, DC 24, 2d8+13), Dragon Force
Spells Known (Necromancer CL 19th, Concentration +24)
At will – Bleed, Dark Orb, Detect Magic, Message, Read Magic
1st – Bone Armor, Dark (DC 20), Fear (DC 20)
2nd – Alter self, Dark II (DC 21), Death Armor
3rd – Blacklight, Dark III (DC 22), Darkra (DC 22), Dispel, Haste, Infect (DC 20)
4th – Bestow Curse (DC 21), Greater Fear (DC 23), Slay Living (DC 21)
5th – Darkga (DC 24), Drain (DC 24), Infectga (DC 22)
6th – Aura of Terror (DC 23), Greater Dispel, Shadowfire Ray (DC 25), Syphon (DC 25)
7th – Avasculate (DC 24), Countdown (DC 26), Shadow Blast (DC 26)
8th – Avascular Mass (DC 25), Doom (DC 27), Evaporate (DC 27), Greater Bestow Curse (DC25)
9th – Banshee Wail (DC 28), Death (DC 28
STATISTICS
Str 28, Dex 10, Con 20, Int 16, Wis 16, Cha 25
Base Atk +19; CMB +30; CM 40 (44 vs. trip)
Feats Combat Casting, Elemental Focus (Shadow), Hover, Greater Elemental Focus (Shadow), Improved
Counterspell, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Parry Spell, Power Attack
Skills Fly +15, Intimidate +26, Knowledge (arcana, history) +26, Perception +27, Spellcraft +29, Stealth +29,
Survival +24; Racial Modifiers +8 Stealth
Languages Common, Draconic, Undercommon
SPECIAL ABILITIES
Dragon Force (Su)
A black dragon releases the dragon soul within, improving itself or an ally by touch. This ability grants the
subject an increase to all physical damage, melee and range, by +1 per three caster levels. It also grants the
subject an increase to all magical damage and healing by +1 per three caster levels. Blue mages may learn this
ability as an 8th level spell (Knowledge: Arcana DC 31).
See in Darkness (Su)
A black dragon can see perfectly in darkness of any kind, including that created by the blacklight spell.
Blue Dragon CR 16 This dragon's scales are the color of ocean's waves, this large, serpentine dragon moves with the waves
themselves. Blue dragons are usually found by large bodies of water. XP 76,800
CG Huge Dragon
Init +4; Senses Dragon senses; Perception +28
Aura Frightful Presence (210 ft., DC 23)
DEFENSE
AC 32, touch 8, flat-footed 32 (+23 natural, -2 size)
hp 226 (19d12+95)
mp 169
Fort +18, Ref +13, Will +16
DR 10/magic; Immune Water, Paralysis, Sleep; SR 26
Weakness Lightning
OFFENSE
Speed 40 ft., burrow 30 ft., fly 200 ft. (poor), swim 80 ft.
Melee Bite +27 (2d8+14/19-20), 2 Claws +27 (2d6+9/19-20), 2 Wings +24 (1d8+4), Tail Slap +24 (2d6+14)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks Blizzard, Breath Weapon (100-ft. line, 14d10 water damage, Reflex DC 24 half, usable every
1d4 rounds), Crush (Small creatures, DC 24, 2d8+15), Dragon Force, Flash Rain
Spells Known (Black Mage CL 19th, Concentration +22)
At will – Dark Orb, Detect Magic, Mending, Message, Read Magic
1st – Engulf (DC 14), Water (DC 14), Water Blast (DC 14)
2nd – Alter Self, Elemental Resistance, Engulf II (DC 15), See Invisibility, Water II (DC 15)
3rd – Engulf III (DC 16), Dispel, Haste, Water III (DC 16), Watera (DC 16), Water Walk
4th – Greater Invisibility, Hydraulic Torrent (DC 17)
5th – Drown (DC 18), Geyser (DC 18), Waterga (DC 18)
6th – Control Water, Greater Dispel
7th – Drown II (DC 20), Vortex
8th – Seamantle
9th – Tsunami (DC 22)
STATISTICS
Str 29, Dex 10, Con 21, Int 16, Wis 21, Cha 18
Base Atk +19; CMB +30; CMD 40 (44 vs. trip)
Feats Alertness, Flyby Attack, Great Fortitude, Improved Critical (bite and claw), Improved Initiative,
Lightning Reflexes, Lunge, Multiattack, Power Attack, Weapon Focus (bite and claw)
Skills Diplomacy +24, Fly +12, Intimidate +25, Knowledge (arcana, geography, nature) +21, Perception +28,
Sense Motive +28, Stealth +12, Survival +24, Swim +37
Languages Common, Draconic
SQ Unfettered swimmer, water breathing
SPECIAL ABILITIES
Dragon Force (Su)
A blue dragon releases the dragon soul within, improving itself or an ally by touch. This ability grants the
subject an increase to all physical damage, melee and range, by +1 per three caster levels. It also grants the
subject an increase to all magical damage and healing by +1 per three caster levels. Blue mages may learn this
ability as an 8th level spell (Knowledge: Arcana DC 31).
Flash Rain (Su)
Once every 1d3 rounds, a blue dragon causes a shower of icy cold rain in a flash, hitting all those in a 30-ft.-
cone. Those in the area of effect take 10d6 ice and 10d6 water damage, a successful Reflex (DC 23) for half
damage. Blue mages may learn this ability as an 8th level spell (Knowledge: Arcana DC 31).
Unfettered Swimmer (Ex)
While swimming, the blue dragon is treated as if under the effects of the spell freedom of movement.
Brown Dragon CR 16 This massive wingless dragon has rocky scales with two large horns. Brown dragons usually live in caves or
underground. XP 76,800
N Huge Dragon
Init -1; Senses Dragon senses, tremorsense 120 ft.; Perception +25
Aura Frightful Presence (210 ft., DC 22)
DEFENSE
AC 33, touch 7, flat-footed 33 (+26 natural, -2 size)
hp 279 (19d12+171)
mp 169
Fort +19, Ref +12, Will +14
DR 10/magic; Immune Earth, Paralysis, Sleep; SR 26
Weakness Wind
OFFENSE
Speed 40 ft., burrow 20 ft.
Melee Bite +30 (4d6+19/19-20), 2 Claws +30 (2d6+13), Gore +30 (2d6+19), Tail Slap +28 (2d6+19)
Space 15 ft.; Reach 10 ft. (15 ft. with bite and gore)
Special Attacks Breath Weapon (100-ft. line, 14d10 earth damage, Reflex DC 27 half, usable every 1d4
rounds), Crush (Small creatures, DC 27, 2d8+19), Dragon Force, Magnitude 8
Spells Known (Geomancer CL 19th, Concentration +22)
At will – Detect Magic, Ignite, Mending, Message, Read Magic
1st – Pass without Trace, Stone Fist
2nd – Alter Self, Binding Earth, Elemental Resistance, Groundswell, Soften Earth and Stone, Stonecall
(DC 15), Wall Climb
3rd – Dispel, Meld into Stone, Shifting Sand, Stone Shape
4th – Spike Stones (DC 17)
5th – Stoneskin, Transmute Mud to Rock, Transmute Rock to Mud
6th – Greater Dispel, Mass Binding Earth, Move Earth, Wall of Stone
8th – Earth Rupture, Iron Body
9th – Clashing Rocks (DC 22)
STATISTICS
Str 36, Dex 8, Con 26, Int 13, Wis 16, Cha 16
Base Atk +19; CMB +34; CMD 43 (47 vs. trip)
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Iron Will,
Improved Natural Attack (bite), Lightning Reflexes, Multiattack, Power Attack, Toughness
Skills Bluff +25, Climb +29, Intimidate +27, Knowledge (dungeoneering) +23, Perception +25, Sense Motive
+25, Stealth +14, Survival +14; Racial Modifiers +4 Climb, +4 Stealth
Languages Draconic, Undercommon
SQ Earth glide
SPECIAL ABILITIES
Dragon Force (Su)
A brown dragon releases the dragon soul within, improving itself or an ally by touch. This ability grants the
subject an increase to all physical damage, melee and range, by +1 per three caster levels. It also grants the
subject an increase to all magical damage and healing by +1 per three caster levels. Blue mages may learn this
ability as an 8th level spell (Knowledge: Arcana DC 31).
Magnitude 8 (Su)
Once every 1d4 rounds, a brown dragon can cause the ground to erupt wildly around it within a 60-ft.-radius.
Creatures within the area of effect take 15d10 points of earth damage and are inflicted with the weighted status
effect. They must make a successful Reflex save (DC 27) to reduce the damage by half and negate the status
effect. Blue mages may learn this ability as an 8th level spell (Knowledge: Arcana DC 31).
Crystal Dragon CR 18 This brilliantly colored dragon has scales, teeth, and claws made of multicolored crystal, and its wings are
sheets of flexible glass. XP 153,600
CN Gargantuan Dragon
Init +3; Senses Dragon senses, smoke vision; Perception +34
Aura Frightful Presence (360 ft., DC 31), Scintillating Aura (60 ft., DC 30)
DEFENSE
AC 40, touch 5, flat-footed 40 (-1 dex, +35 natural, -4 size)
hp 350 (25d12+200)
mp 305
Fort +24, Ref +15, Will +20
Defensive Abilities Ray Reflection, DR 20/magic; Immune Non-Elemental, Paralysis, Sleep; SR 29
OFFENSE
Speed 60 ft., climb 30 ft., fly 250 ft. (clumsy)
Melee Bite +34 (4d6+18/19-20), 2 Claws +33 (2d8+12), 2 Wings +31 (2d6+6), Tail Slap +31 (2d8+18)
Space 20 ft.; Reach 15 ft. (20 ft. with bite)
Special Attacks Breath Weapon (60-ft. Cone, 24d4 non-elemental damage, Reflex DC 30 half, usable every
1d4 rounds), Crush (DC 30, 4d6+18), Dragon Force, Tail Sweep (2d6+18, DC 30)
Spells Known (Time Mage CL 25th, Concentration +34)
At will – Amanuensis, Detect Magic, Mending, Message Moment, Read Magic
1st – Anticipate Peril, Awaiting, Deceleration (DC 17), Mage Armor, True Strike
2nd – Alter Self, Clockwork Timer (DC 18), Delay Response (DC 18), Lesser Celerity, Recall Agony
(DC 18), Slow Magic, Time Shudder
3rd – Alter Fortune (DC 19), Blink, Dimension Step, Dispel, Haste, Mass Deceleration (DC 19), Slow
(DC 19)
4th – Baleful Blink, Celerity, Dimension Door, Temporal Jolt (DC 20), Time Shield
5th – Anticipatory Strike, Greater Blink, Second Chance, Temporary Repair
6th – 24 Hours, Age Resistance, Contingency, Greater Dispel, Hastega, Mass Recall Agony (DC 22),
Slowga (DC 22)
7th – Déjà vu (DC 23), Fate of One, Lesser Time Stop, Reverse (DC 23), Slow Skin, Stop (DC 23),
Time Spellsurge
8th – Greater Celerity, Moment of Prescience, Recall Death (DC 24), Withering (DC 24)
9th – Paradox Haze, Stopga (DC 25), Timeless Body, Time Regression, Time Stop
STATISTICS
Str 35, Dex 8, Con 27, Int 22, Wis 23, Cha 28
Base Atk +25; CMB +41; CMD 50 (54 vs. trip)
Feats Deceitful, Great Fortitude, Greater Vital Strike, Hover, Improved Critical (bite), Improved Initiative,
Improved Vital Strike, Lightning Reflexes, Multiattack, Power Attack, Vital Strike, Weapon Focus (bite),
Wingover
Skills Appraise +34, Bluff +41, Climb +48, Disguise +38, Fly +13, Intimidate +37, Knowledge
(dungeoneering, geography) +34, Perception +34, Sense Motive +34, Stealth +15, Survival +34; Racial
Modifiers +8 Climb
Languages Common, Draconic, Undercommon
SQ Razor sharp
SPECIAL ABILITIES
Dragon Force (Su)
A crystal dragon releases the dragon soul within, improving itself or an ally by touch. This ability grants the
subject an increase to all physical damage, melee and range, by +1 per three caster levels. It also grants the
subject an increase to all magical damage and healing by +1 per three caster levels. Blue mages may learn
this ability as an 8th level spell (Knowledge: Arcana DC 31).
Razor Sharp (Ex)
All of a crystal dragon's natural attacks deal slashing damage.
Ray Reflection (Ex)
A crystal dragon's scales reflect ray spells back upon the ray's source if the ray fails to overcome the dragon's
spell resistance.
Scintillating Aura (Su)
A crystal dragon radiates an aura of scintillating color from its jeweled scales to a radius of 60 feet. All within
this area must make a Will save each round to avoid being stunned (if the victim has 15 or fewer Hit Dice) or
confused (if the victim has more than 15 Hit Dice) for 1 round. The save DC is equal to the dragon’s breath
weapon save DC. This is a mind-affecting effect. The dragon can activate or suppress this aura as a free
action.
Green Dragon CR 16 Scales the color of emerald armor this ferocious dragon with multiple horns pointed behind atop of its head.
XP 76,800
LE Huge Dragon
Init +7; Senses Dragon senses; Perception +28
Aura Wind aura (5-ft., 1d6 wind damage), Frightful Presence (210 ft., DC 22)
DEFENSE
AC 34, touch 14, flat-footed 20 (+5 dex, +1 dodge, +20 natural, -2 size)
hp 226 (19d12+95)
mp 173
Fort +16, Ref +18, Will +217
DR 10/magic; Immune Wind, Paralysis, Sleep; SR 26
Weakness: Ice
OFFENSE
Speed 40 ft., fly 200 ft. (poor)
Melee Bite +25 (2d8+12/19-20), 2 Claws +25 (2d6+8/19-20), 2 Wings +23 (1d8+4), Tail Slap +23 (2d6+12)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks Breath Weapon (50-ft. cone, 14d10 wind damage, Reflex DC 23 half, usable every 1d4
rounds), Crush (Small creatures, DC 25, 2d8+12), Dragon Force, Wind Slash
Spells Known (Geomancer CL 19th, Concentration +23)
At will – Detect Magic, Mending, Message, Read Magic
1st – Alter Winds (DC 15), Choco Feather, Wind Armor, Wind Runner, Wind Shield
2nd – Alter self, Elemental Resistance, Float, Whispering Wind, Wind Barrier
3rd – Battering Blast (DC 17), Cloak of Winds, Dispel, Hurricane Blast, Wind Wall
4th – Air Walk, Freedom of Movement, River of Wind (DC 18)
5th – Control Winds, Fickle Winds (DC 19)
6th – Greater Dispel, Wind Walk
7th – Control Weather, Scouring Winds (DC 21)
8th – Whirlwind (DC 22)
9th – Winds of Vengeance (DC 23)
STATISTICS
Str 26, Dex 20, Con 20, Int 14, Wis 18, Cha 16
Base Atk +19; CMB +29; CMD 46 (50 vs. trip)
Feats Alertness, Cleave, Dodge, Flyby Attack, Great Cleave, Hover, Improved Critical (bite), Improved
Critical (claw), Iron Will, Lightning Reflexes, Mobility, Multiattack, Power Attack
Skills Fly +25, Knowledge (arcana) +22, Knowledge (nature) +22, Perception +28, Spellcraft +23, Stealth
+17, Survival +23, Use Magic Device +22; Racial Modifiers +8 Fly
Languages Common, Draconic
SPECIAL ABILITIES
Dragon Force (Su)
A green dragon releases the dragon soul within, improving itself or an ally by touch. This ability grants the
subject an increase to all physical damage, melee and range, by +1 per three caster levels. It also grants the
subject an increase to all magical damage and healing by +1 per three caster levels. Blue mages may learn
this ability as an 8th level spell (Knowledge: Arcana DC 31).
Wind Aura (Su)
A green dragon is surrounded by an aura of intense winds. All creatures within 5 feet take 1d6 points of
wind damage at the beginning of the dragon's turn.
Wind Slash (Su)
Once every 1d4+1 rounds as a full round action, a green dragon can choose to do this effect twice since it
reacts really quickly. A green dragon uses its wings to cause the wind to slice all those in a 60-ft.- cone.
Creatures within the area of effect take 15d6 points of wind damage, a successful Reflex save (DC 23)
reduces the damage by half. Blue mages may learn this ability as an 8th level spell (Knowledge: Arcana DC
31).
Red Dragon CR 16 A crown of cruel horns surrounds the head of this mighty dragon. Thick scales the color of molten rock
cover its long body. XP 76,800
CE Huge Dragon
Init +4; Senses Dragon senses; smoke vison; Perception +25
Aura Fire aura (5-ft., 1d6 fire damage), Frightful Presence (210 ft., DC 22)
DEFENSE
AC 32, touch 8, flat-footed 32 (+24 natural, -2 size)
hp 239 (19d12+114)
mp 169
Fort +17, Ref +11, Will +16
DR 10/magic; Immune Fire, Paralysis, Sleep; SR 26
Weakness Water
OFFENSE
Speed 40 ft., fly 200 ft. (poor)
Melee Bite +28 (2d8+16/19-20), 2 Claws +28 (2d6+11), 2 Wings +26 (1d8+5), Tail Slap +26 (2d6+16)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks Breath Weapon (50-ft. Cone, 14d10 fire damage, Reflex DC 25 half, usable every 1d4
rounds), Crush (Small creatures, DC 25, 2d8+16), Dragon Force
Spell-Like Abilities (Black Mage CL 19th, Concentration +22)
At will – Bleed, Detect Magic, Ignite, Mending, Message, Read Magic, Torchlight
1st – Detonate (DC 14), Fire (DC 14)
2nd – Alter Self, Detonate II (DC 15), Elemental Resistance, Fire II (DC 15), See Invisibility
3rd – Detonate III (DC 16), Dispel, Fira (DC 16), Fire III (DC 16), Haste
4th – Blaze Spikes, Volcanic Storm (DC 17)
5th – Burn (DC 18), Firaga (DC 18)
6th – Blaze Spikes II, Flare (DC 19), Greater Dispel
7th – Burn II (DC 20)
8th – Blaze Spikes III, Flare II (DC 21), Wall of Lava (DC 21)
9th – Meltdown (DC 22), Star Flare (DC 22)
STATISTICS
Str 33, Dex 10, Con 23, Int 16, Wis 17, Cha 16
Base Atk +19; CMB +32; CMD 42 (46 vs. trip)
Feats Cleave, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Vital Strike,
Iron Will, Multiattack, Power Attack, Vital Strike
Skills Appraise +25, Bluff +25, Fly +14, Intimidate +25, Knowledge (arcana) +25, Perception
+25,Spellcraft +25, Stealth +14
Languages Common, Draconic
SPECIAL ABILITIES
Dragon Force (Su)
A red dragon releases the dragon soul within, improving itself or an ally by touch. This ability grants the
subject an increase to all physical damage, melee and range, by +1 per three caster levels. It also grants the
subject an increase to all magical damage and healing by +1 per three caster levels. Blue mages may learn
this ability as an 8th level spell (Knowledge: Arcana DC 31).
Fire Aura (Su)
A red dragon is surrounded by an aura of intense heat. All creatures within 5 feet take 1d6 points of fire
damage at the beginning of the dragon's turn.
Smoke Vision (Ex)
A red dragon can see perfectly in smoky conditions.
Silver Dragon CR 16
The scales of this tall, elegant dragon shine like polished silver, and its tail has a feathered appearance.
XP 76,800
LG Huge Dragon
Init +4; Senses Dragon senses; Perception +26
Aura Frightful Presence (210 ft., DC 23)
DEFENSE
AC 34, touch 8, flat-footed 34 (+26 natural, -2 size)
hp 212 (19d12+76)
mp 197
Fort +15, Ref +13, Will +20
DR 10/magic; Immune Holy, Paralysis, Sleep; SR 26
Weakness Shadow
OFFENSE
Speed 40 ft., fly 200 ft. (poor)
Melee Bite +26 (2d8+13), 2 Claws +26 (2d6+9), 2 Wings +24 (1d8+4), Tail Slap +24 (2d6+13)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks Breath Weapon (50-ft. Cone, 14d10 holy damage, Reflex DC 23 half, usable every 1d4
rounds), Crush (Small creatures, DC 23, 2d8+13), Dragon Force
Spell-Like Abilities (White Mage CL 19th, Concentration +26)
At will – Dancing Light, Detect Magic, Holy Orb, Mending, Message, Purify Food and Drink, Read
Magic
1st – Cure, Dia (DC 18), Heal, Light (DC 18)
2nd – Aid, Alter Self, Cure II, Dia II (DC 19), Elemental Resistance, Grace, Healara, Light II (DC
19), See Invisibility
3rd – Cura, Cure III, Dia III (DC 20), Dispel, Haste, Healaga, Light III (DC 20), Lightra (DC 20)
4th – Diara (DC 21), Esuna, Holy (DC 21), Greater Vanish, Raise
5th – Bless, Breath of Life, Curaga, Diaga (DC 22), Holy Light, Lightga (DC 22)
6th – Arise, Auto-Cure, Esunaga, Greater Dispel, Holy II (DC 23)
7th – Auto-Raise, Bless II, Full-Cure
8th – Arisega, Condemn (DC 25), Holy III (DC 25), Holy Burst (DC 25)
9th – Basuna, Full-Life, Mass Full-Cure, Saintly Beam (DC 26)
STATISTICS
Str 28, Dex 10, Con 18, Int 16, Wis 25, Cha 18
Base Atk +19; CMB +30; CMD 40 (44 vs. trip)
Feats Arcane Strike, Combat Casting, Destructive Dispel, Dispelling Critical, Hover, Improved
Counterspell, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Parry Spell
Skills Acrobatics +19 (+23 jump), Diplomacy +26, Fly +18, Knowledge (arcana, local, nobility) +24,
Perception +26, Sense Motive +26, Spellcraft +24
Languages Common, Draconic
SPECIAL ABILITIES
Dragon Force (Su)
A silver dragon releases the dragon soul within, improving itself or an ally by touch. This ability grants the
subject an increase to all physical damage, melee and range, by +1 per three caster levels. It also grants the
subject an increase to all magical damage and healing by +1 per three caster levels. Blue mages may learn
this ability as an 8th level spell (Knowledge: Arcana DC 31).
White Dragon CR 16 This dragon's scales are a frosty white. Its head is crowned with slender horns, with a thin membrane
stretched between them. XP 76,800
CE Huge Dragon
Init +4; Senses Dragon senses; snow vision; Perception +30
Aura Ice aura (5-ft., 1d6 ice damage), Frightful Presence (210 ft., DC 22)
DEFENSE
AC 32, touch 8, flat-footed 32 (+24 natural, -2 size)
hp 252 (19d12+133)
mp 169
Fort +17, Ref +13, Will +15
DR 10/magic; Immune Ice, Paralysis, Sleep; SR 26
Weakness Fire
OFFENSE
Speed 40 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
Melee Bite +27 (2d8+15/19-20), 2 Claws +27 (2d6+10), 2 Wings +25 (1d8+5), Tail Slap +25 (2d6+15)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks Blizzard, Breath Weapon (50-ft. Cone, 14d10 ice damage, Reflex DC 26 half, usable
every 1d4 rounds), Crush (Small creatures, DC 25, 2d8+15), Dragon Force, Northern Cross
Spells Known (Black Mage CL 19th, Concentration +23)
At will – Bleed, Detect Magic, Mending, Message, Read Magic
1st – Blizzard (DC 14), Slick (DC 14)
2nd – Alter Self, Blizzard II (DC 15), Elemental Resistance, See Invisibility, Slick II (DC 15)
3rd – Blizzara (DC 16), Blizzard III (DC 16), Dispel, Haste, Slick III (DC 16)
4th – Greater Vanish, Ice Spikes, Ice Storm (DC 17)
5th – Blizzaga (DC 18), Freeze (DC 18), Icy Prison (DC 18)
6th – Freezing Sphere (DC 19), Greater Dispel, Ice Spikes II, Icy Blast (DC 19)
7th – Freeze II (DC 20)
8th – Ice Spikes III, Polar Ray (DC 21)
9th – Mass Icy Prison (DC 22), Polar Midnight (DC 22)
STATISTICS
Str 30, Dex 10, Con 25, Int 16, Wis 18, Cha 16
Base Atk +19; CMB +31; CMD 41 (45 vs. trip)
Feats Alertness, Flyby Attack, Greater Vital Strike, Improved Critical (bite), Improved Initiative,
Improved Sunder, Improved Vital Strike, Lightning Reflexes, Multiattack, Power Attack, Vital Strike
Skills Fly +14, Intimidate +25, Knowledge (arcana) +25, Knowledge (history) +25, Perception +30, Sense
Motive +30, Spellcraft +25, Stealth +14, Swim +41; Racial Modifier +8 swim
Languages Common, Draconic
SQ Icewalking, Ice shape
SPECIAL ABILITIES
Dragon Force (Su)
A white dragon releases the dragon soul within, improving itself or an ally by touch. This ability grants the
subject an increase to all physical damage, melee and range, by +1 per three caster levels. It also grants the
subject an increase to all magical damage and healing by +1 per three caster levels. Blue mages may learn
this ability as an 8th level spell (Knowledge: Arcana DC 31).
Ice Aura (Su)
A white dragon radiates an aura of ice. All creatures within 5 feet take 1d6 points of fire damage at the
beginning of the dragon's turn.
Ice Shape (Su)
A white dragon can shape ice and snow at will. This ability functions as stone shape, but only targeting ice
and snow, not stone. A white dragon's caster level for this effect is equal to its Hit Dice.
Icewalking (Ex)
This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. The dragon
can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or
charge on ice.
Northern Cross (Su)
Once every 1d4 rounds, a white dragon will summon a 30 ft.-radius blizzard in a select area completely
freezing all those who fail their Fortitude save (DC 26). Every target can be trapped in solid ice 19 inches
thick. If the creature fails its save, it is helpless, but can still breathe (the ice blocks line of effect to the
target). If the target makes its save, it gains the entangled condition but can otherwise act normally.
Whether or not the target saves, it takes 19 points of ice damage each round it is helpless or entangled in
the ice. The ice has hardness 0 and 57 hit points; if broken, the creature is freed. A creature can break the
ice as a full-round action with a successful Strength check (DC 29) or Escape Artist skill check (DC 34).A
white dragon will always start the fight with this ability. Blue mages may learn this ability as an 8th level
spell (Knowledge: Arcana DC 31).
Snow Vision (Ex)
A white dragon learns to see perfectly in snowy conditions. A white dragon does not suffer any penalties to
Perception checks while in snow.
Yellow Dragon CR 16 Scales the color of topaz armor this ferocious dragon while crowned with large pointy horns.
XP 76,800
NE Huge Dragon
Init +7; Senses Dragon senses; Perception +24
Aura Electricity aura (5-ft., 1d6 lightning damage), Frightful Presence (210 ft., DC 22)
DEFENSE
AC 33, touch 11, flat-footed 30 (+22 natural, +3 dex, -2 size)
hp 239 (19d12+114)
mp 179
Fort +17, Ref +16, Will +14
DR 10/magic; Immune Lightning, Paralysis, Sleep; SR 26
Weakness Earth
OFFENSE
Speed 40 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
Melee Bite +27 (2d8+13/19-20), 2 Claws +26 (2d6+9), 2 Wings +24 (1d8+4), Tail Slap +24 (2d6+13)
Space 15 ft.; Reach 10 ft. (15 ft. with bite)
Special Attacks Breath Weapon (100-ft. line, 14d10 lightning damage, Reflex DC 25 half, usable every
1d4 rounds), Crush (Small creatures, DC 25, 2d8+13), Dragon Force, Gigavolt
Spells Known (Black Mage CL 19th, Concentration +24)
At will – Bleed, Light, Detect Magic, Mending, Message, Read Magic
1st – Spark (DC 16), Thunder (DC 16)
2nd – Alter Self, Elemental Resistance, See Invisibility, Spark II (DC 17), Thunder II (DC 17)
3rd – Dispel, Haste, Spark III (DC 18), Thundara (DC 18), Thunder III (DC 18)
4th – Ball Lightning (DC 19), Greater Vanish, Shock Spikes
5th – Lightning Arc (DC 20), Shock (DC 20), Thundaga (DC 20)
6th – Chain Lightning (DC 21), Greater Dispel, Shock Spikes II
7th – Shock II (DC 22)
8th – Shock Spikes III, Stormbolts (DC 22)
9th – Lightning Form (DC 23)
STATISTICS
Str 28, Dex 16, Con 22, Int 20, Wis 13, Cha 16
Base Atk +19; CMB +31; CMD 44 (47 vs. trip)
Feats Combat Casting, Dazzling Display, Deadly Stroke, Extend Spell, Hover, Improved Critical (bite),
Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Shatter Defenses, Weapon Focus (bite)
Skills Fly +14, Intimidate +25, Knowledge (arcana) +27, Knowledge (dungeoneering) +27, Perception
+25, Sense Motive +30, Spellcraft +25, Stealth +14, Survival +24
Languages Common, Draconic
SPECIAL ABILITIES
Dragon Force (Su)
A yellow dragon releases the dragon soul within, improving itself or an ally by touch. This ability grants
the subject an increase to all physical damage, melee and range, by +1 per three caster levels. It also grants
the subject an increase to all magical damage and healing by +1 per three caster levels. Blue mages may
learn this ability as an 8th level spell (Knowledge: Arcana DC 31).
Gigavolt (Su)
Once every 1d4 rounds, a yellow dragon can charges up and shoots out a charged bolt towards its target or
a 60-ft. radius of lightning centered shock wave from its self. The single target shot does 15d10 points of
lightning damage or the radius blast does 10d10 points of lightning damage per target, a Reflex save for
half damage (DC 25). A blue mage may learn this ability as an 8th level spell (Knowledge: Arcana DC
31).
Dual Horn CR 6 A rampaging bull with (as its name implies) two horns, which sometimes breathes fire.
XP 2,400
N Large Magical Beast
Init +0; Senses Darkvision 60 ft., low-light vision, scent; Perception +10
DEFENSE
AC 19, touch 9; flat-footed 19 (+10 natural, -1 size)
hp 95 (9d10+46)
Fort +10, Ref +6, Will +4
OFFENSE
Speed 30 ft.
Melee 2 Claws +14 (1d6+6), Gore +13 (1d8+6)
Space 10 ft.; Reach 5 ft.
Special Attacks Impale, Fire Breath (20-ft.-cone, Reflex DC 16 save, 4d6 fire damage)
STATISTICS
Str 22, Dex 10, Con 18, Int 6, Wis 12, Cha 8
Base Atk +9; CMB +16; CMD 26
Feats Power Attack, Improved Overrun, Multiattack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +8, Climb +12, Perception +10, Survival +7
SPECIAL ABILITIES
Impale (Ex)
When charging, a dual horn deals double damage with horns
Grendel CR 11 A rampaging bull with quadhorns which sometimes breathes fire and shoots fire balls. Its gore is powerful and
it is also heavily armored. XP 12,800
N Large Magical Beast
Init +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +20
DEFENSE
AC 24, touch 11; flat-footed 22 (+2 dex, +13 natural, -1 size)
hp 168 (16d10+80)
Fort +15, Ref +14, Will +8
DR 5/-; Resist Fire 10
OFFENSE
Speed 30 ft.
Melee 2 Claws +23 (1d6+8), Gore +22 (2d6+8)
Space 10 ft.; Reach 5 ft.
Special Attacks Impale, Fireball, Fire Breath (20-ft.-cone, Reflex DC 23 save, 10d6 fire damage)
STATISTICS
Str 26, Dex 14, Con 20, Int 6, Wis 12, Cha 8
Base Atk +16; CMB +23; CMD 35
Feats Charge Through, Improved Natural Attack (Gore), Improved Overrun, Iron Will, Lightning Reflexes,
Multiattack, Power Attack, Toughness, Weapon Focus (Gore)
Skills Acrobatics +18, Climb +23, Perception +20, Survival +17
SPECIAL ABILITIES
Impale (Ex)
When charging, a grendel deals double damage with horns
Fireball (Su)
A grendel generates a searing explosion of flame that detonates with a low roar and deals 5d8 points of fire
damage to every creature within the 20-ft.-radius. Every creature caught in the explosion must make a Reflex
save (DC 18) to take half damage. Blue mages may learn this ability as a 3rd level spell (Knowledge: Arcana
DC 21).
Valaha CR 8 A grayish blue rampaging bull with two horns, which sometimes breathes fire and shoots fire balls out.
XP 4,800
N Large Magical Beast
Init +0; Senses Darkvision 60 ft., low-light vision, scent; Perception +16
DEFENSE
AC 20, touch 9; flat-footed 20 (+11 natural, -1 size)
hp 117 (12d10+48)
Fort +12, Ref +8, Will +7
Resist Fire 5
OFFENSE
Speed 30 ft.
Melee 2 Claws +18 (1d6+7), Gore +17 (1d8+7)
Space 10 ft.; Reach 5 ft.
Special Attacks Impale, Fireball, Fire Breath (20-ft.-cone, Reflex DC 20 save, 7d6 fire damage)
STATISTICS
Str 24, Dex 11, Con 18, Int 6, Wis 12, Cha 8
Base Atk +12; CMB +20; CMD 30
Feats Charge Through, Improved Overrun, Iron Will, Multiattack, Power Attack, Toughness, Weapon Focus
(Gore)
Skills Acrobatics +13, Climb +18, Perception +16, Survival +12
SPECIAL ABILITIES
Impale (Ex)
When charging, a valaha deals double damage with horns
Fireball (Su)
A valaha generates a searing explosion of flame that detonates with a low roar and deals 5d8 points of fire
damage to every creature within the 20-ft.-radius. Every creature caught in the explosion must make a Reflex
save (DC 17) to take half damage. Blue mages may learn this ability as a 3rd level spell (Knowledge: Arcana
DC 21).
Air Elemental, Minor CR 1 XP 400
N Small Outsider (Air, Elemental, Extraplanar)
Init +7; Senses Darkvision 60 ft.; Perception +4
DEFENSE
AC 17, touch 14; flat-footed 14 (+3 dex, +3 natural, +1 size)
hp 14 (2d10)
mp 2
Fort +3, Ref +6, Will +0
Defensive Abilities Air Mastery; Immune Wind, elemental traits
Weakness Ice
OFFENSE
Speed Fly 100 ft. (perfect)
Melee Slam +6 (1d4+1 plus 1d4 wind damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Whirlwind (DC 11, 10-20 ft.)
Spells Known (Black Mage CL 2nd, Concentration +2)
1st – Aero (DC 11)
STATISTICS
Str 12, Dex 17, Con 10, Int 11, Wis 11, Cha 4
Base Atk +2; CMB +2; CMD 15
Feats Flyby Attack, Improved Initiative, Weapon Finesse
Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (Planes) +2, Perception +4, Stealth +11
Languages Auran
SPECIAL ABILITIES
Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Air Elemental CR 3 XP 800
N Medium Outsider (Air, Elemental, Extraplanar)
Init +9; Senses Darkvision 60 ft.; Perception +7
DEFENSE
AC 19, touch 16; flat-footed 13 (+5 dex, +1 dodge, +3 natural)
hp 33 (4d10+8)
mp 8
Fort +6, Ref +9, Will +1
Defensive Abilities Air Mastery; Immune Wind, elemental traits
Weakness Ice
OFFENSE
Speed Fly 100 ft. (perfect)
Melee Slam +9 (1d6+3 plus 1d6 wind damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Whirlwind (DC 14, 10-30 ft.)
Spells Known (Black Mage CL 4th, Concentration +5)
1st – Aero (DC 12)
2nd – Aero II (DC 13)
STATISTICS
Str 14, Dex 21, Con 14, Int 12, Wis 11, Cha 4
Base Atk +4; CMB +6; CMD 22
Feats Dodge, Flyby Attack, Improved Initiative, Weapon Finesse
Skills Acrobatics +11, Escape Artist +9, Fly +19, Knowledge (Planes) +4, Perception +7, Stealth +10
Languages Auran
SPECIAL ABILITIES
Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Air Elemental, Large CR 5 XP 1,600
N Large Outsider (Air, Elemental, Extraplanar)
Init +11; Senses Darkvision 60 ft.; Perception +11
DEFENSE
AC 21, touch 17; flat-footed 13 (+7 dex, +1 dodge, +4 natural, -1 size)
hp 72 (8d10+24)
mp 29
Fort +9, Ref +13, Will +2
Defensive Abilities Air Mastery; DR 5/-; Immune Wind, elemental traits
Weakness Ice
OFFENSE
Speed Fly 100 ft. (perfect)
Melee 2 Slams +14 (1d8+4 plus 1d6 wind damage)
Space 10 ft.; Reach 10 ft.
Special Attacks Whirlwind (DC 18, 10-40 ft.)
Spells Known (Black Mage CL 8th, Concentration +10)
1st – Aero (DC 13)
2nd – Aero II (DC 14)
3rd – Aera (DC 15), Aero (DC 15)
4th – River of Wind (DC 16), Vanish
STATISTICS
Str 18, Dex 25, Con 16, Int 14, Wis 11, Cha 4
Base Atk +8; CMB +13; CMD 31
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility, Weapon Finesse
Skills Acrobatics +15, Escape Artist +15, Fly +21, Knowledge (Planes) +7, Perception +11, Stealth +11
Languages Auran
SPECIAL ABILITIES
Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Air Elemental, Huge CR 7 XP 3,200
N Huge Outsider (Air, Elemental, Extraplanar)
Init +13; Senses Darkvision 60 ft.; Perception +13
DEFENSE
AC 22, touch 18; flat-footed 12 (+9 dex, +1 dodge, +4 natural, -2 size)
hp 98 (10d10+40)
mp 46
Fort +11, Ref +16, Will +5
Defensive Abilities Air Mastery; DR 5/-; Immune Wind, elemental traits
Weakness Ice
OFFENSE
Speed Fly 100 ft. (perfect)
Melee 2 Slams +17 (2d6+6 plus 1d8 wind damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Whirlwind (DC 21, 10-50 ft.)
Spells Known (Black Mage CL 12th, Concentration +14)
1st – Aero (DC 13)
2nd – Aero II (DC 14)
3rd – Aera (DC 15), Aero (DC 15)
4th – River of Wind (DC 16), Vanish
5th – Aeroga (DC 17), Slice (DC 17)
STATISTICS
Str 22, Dex 29, Con 18, Int 14, Wis 11, Cha 4
Base Atk +10; CMB +18; CMD 38
Feats Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Weapon Finesse
Skills Acrobatics +18, Escape Artist +18, Fly +23, Knowledge (Planes) +10, Perception +13, Stealth +9
Languages Auran
SPECIAL ABILITIES
Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Air Elemental, Greater CR 9 XP 6,400
N Huge Outsider (Air, Elemental, Extraplanar)
Init +16; Senses Darkvision 60 ft.; Perception +16
DEFENSE
AC 27, touch 21; flat-footed 14 (+12 dex, +1 dodge, +6 natural, -2 size)
hp 127 (13d10+52)
mp 77
Fort +12, Ref +20, Will +6
Defensive Abilities Air Mastery; DR 10/-; Immune Wind, elemental traits
Weakness Ice
OFFENSE
Speed Fly 100 ft. (perfect)
Melee 2 Slams +23 (2d8+7 plus 2d6 wind damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Whirlwind (DC 23, 10-60 ft.)
Spells Known (Black Mage CL 16th, Concentration +19)
1st – Aero (DC 14)
2nd – Aero II (DC 15)
3rd – Aera (DC 16), Aero (DC 16)
4th – River of Wind (DC 17), Vanish
5th – Aeroga (DC 18), Slice (DC 18)
6th – Greater Vanish, Hastega, Path of the Winds
7th – Blade Barrier (DC 20), Scouring Winds, Slice II (DC 20)
STATISTICS
Str 24, Dex 35, Con 18, Int 17, Wis 11, Cha 4
Base Atk +13; CMB +22; CMD 45
Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power
Attack, Weapon Finesse
Skills Acrobatics +25, Escape Artist +23, Fly +27, Knowledge (Planes) +16, Perception +16, Stealth +15
Languages Auran
SPECIAL ABILITIES
Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Air Elemental, Elder CR 11 XP 12,800
N Huge Outsider (Air, Elemental, Extraplanar)
Init +16; Senses Darkvision 60 ft.; Perception +19
DEFENSE
AC 29, touch 21; flat-footed 16 (+12 dex, +1 dodge, +8 natural, -2 size)
hp 156 (16d10+64)
mp 121
Fort +14, Ref +22, Will +7
Defensive Abilities Air Mastery; DR 10/-; Immune Wind, elemental traits
Weakness Ice
OFFENSE
Speed Fly 100 ft. (perfect)
Melee 2 Slams +26 (2d8+9 plus 2d6 wind damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Whirlwind (DC 27, 10-60 ft.)
Spells Known (Black Mage CL 20th, Concentration +23)
1st – Aero (DC 14)
2nd – Aero II (DC 15)
3rd – Aera (DC 16), Aero (DC 16)
4th – River of Wind (DC 17), Vanish
5th – Aeroga (DC 18), Slice (DC 18)
6th – Greater Vanish, Hastega, Path of the Winds
7th – Blade Barrier (DC 20), Scouring Winds, Slice II (DC 20)
STATISTICS
Str 28, Dex 35, Con 18, Int 17, Wis 11, Cha 4
Base Atk +16; CMB +27; CMD 50
Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility,
Power Attack, Weapon Finesse
Skills Acrobatics +25, Escape Artist +23, Fly +27, Knowledge (Planes) +16, Perception +16, Stealth +15
Languages Auran
SPECIAL ABILITIES
Air Mastery (Ex)
Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Earth Elemental, Minor CR 1 XP 400
N Small Outsider (Earth, Elemental, Extraplanar)
Init -1; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 19, touch 10; flat-footed 19 (-1 dex, +9 natural, +1 size)
hp 18 (2d10+7)
mp 2
Fort +5, Ref -1, Will +3
Immune Earth, elemental traits
Weakness Wind
OFFENSE
Speed 20 ft., Burrow 20 ft.
Melee Slam +6 (1d6+4 plus 1d4 earth damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Earth Mastery
Spells Known (Red Mage CL 2nd, Concentration +2)
1st – Stone (DC 11)
STATISTICS
Str 17, Dex 8, Con 14, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 13
Feats Improved Bull Rush, Power Attack, Toughness
Skills Appraise +1, Climb +7, Knowledge (Dungeoneering and Planes) +1, Perception +4, Stealth +7
Languages Terran
SQ Earth Glide
SPECIAL ABILITIES
Earth Glide (Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as
easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its
burrowing leave behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A
move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet,
stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the
ground. If an opponent is airborne or waterborne, the elemental takes -4 penalty on attack and damage
rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or
resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
Earth Elemental CR 3
XP 800
N Medium Outsider (Earth, Elemental, Extraplanar)
Init -1; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +7
DEFENSE
AC 18, touch 9; flat-footed 18 (-1 dex, +9 natural)
hp 42 (4d10+20)
mp 6
Fort +8, Ref +0, Will +4
Immune Earth, elemental traits
Weakness Wind
OFFENSE
Speed 20 ft., Burrow 20 ft.
Melee Slam +9 (1d8+7 plus 1d6 earth damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Earth Mastery
Spells Known (Red Mage CL 4th, Concentration +5)
1st – Stone (DC 12)
2nd – Stone II (DC 13)
STATISTICS
Str 21, Dex 8, Con 18, Int 6, Wis 11, Cha 12
Base Atk +4; CMB +9; CMD 18
Feats Cleave, Improved Bull Rush, Power Attack, Toughness
Skills Appraise +1, Climb +10, Knowledge (Dungeoneering and Planes) +3, Perception +7, Stealth +3
Languages Terran
SQ Earth Glide
SPECIAL ABILITIES
Earth Glide (Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as
easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its
burrowing leave behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move
earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet,
stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the
ground. If an opponent is airborne or waterborne, the elemental takes -4 penalty on attack and damage rolls.
These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting
these kinds of attacks. (These modifiers are not included in the statistics block.)
Earth Elemental, Large CR 5
XP 1,600
N Large Outsider (Earth, Elemental, Extraplanar)
Init -1; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +11
DEFENSE
AC 18, touch 8; flat-footed 18 (-1 dex, +10 natural, -1 size)
hp 95 (8d10+56)
mp 20
Fort +12, Ref +1, Will +6
DR 5/-; Immune Earth, elemental traits
Weakness Wind
OFFENSE
Speed 20 ft., Burrow 20 ft.
Melee 2 Slams +14 (2d6+7 plus 1d8 earth damage)
Space 10 ft.; Reach 10 ft.
Special Attacks Earth Mastery
Spells Known (Red Mage CL 8th, Concentration +9)
1st – Stone (DC 12)
2nd – Stone II (DC 13)
3rd – Slow (DC 14), Stone III (DC 14), Stonera (DC 14)
STATISTICS
Str 25, Dex 8, Con 22, Int 6, Wis 11, Cha 13
Base Atk +8; CMB +13; CMD 31
Feats Cleave, Greater Bull Rush, Improved Bull Rush, Improved Overrun, Power Attack, Toughness
Skills Appraise +6, Climb +15, Knowledge (dungeoneering) +3, Knowledge (planes) +6, Perception +11,
Stealth +5
Languages Terran
SQ Earth Glide
SPECIAL ABILITIES
Earth Glide (Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as
easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its
burrowing leave behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A
move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet,
stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the
ground. If an opponent is airborne or waterborne, the elemental takes -4 penalty on attack and damage
rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or
resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
Earth Elemental, Huge CR 7 XP 3,200
N Huge Outsider (Earth, Elemental, Extraplanar)
Init -1; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +13
DEFENSE
AC 19, touch 7; flat-footed 18 (-1 dex, +12 natural, -2 size)
hp 131 (10d10+88)
mp 32
Fort +14, Ref +2, Will +7
DR 5/-; Immune Earth, elemental traits
Weakness Wind
OFFENSE
Speed 20 ft., Burrow 20 ft.
Melee 2 Slams +17 (2d8+9 plus 1d10 earth damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Earth Mastery
Spells Known (Red Mage CL 12th, Concentration +14)
1st – Stone (DC 13)
2nd – Stone II (DC 14)
3rd – Slow (DC 15), Stone (DC 15), Stonera (DC 15)
4th – Guard, Rock Spikes, Stoneskin
STATISTICS
Str 29, Dex 8, Con 26, Int 8, Wis 11, Cha 15
Base Atk +10; CMB +21; CMD 30
Feats Awesome Blow, Cleave, Greater Bull Rush, Improved Bull Rush, Improved Overrun, Power Attack,
Toughness
Skills Appraise +7, Climb +18, Knowledge (dungeoneering) +5, Knowledge (planes) +8, Perception +13,
Stealth +4
Languages Terran
SQ Earth Glide
SPECIAL ABILITIES
Earth Glide (Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as
easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its
burrowing leave behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move
earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet,
stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the
ground. If an opponent is airborne or waterborne, the elemental takes -4 penalty on attack and damage rolls.
These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting
these kinds of attacks. (These modifiers are not included in the statistics block.)
Earth Elemental, Greater CR 9 XP 6,400
N Huge Outsider (Earth, Elemental, Extraplanar)
Init -1; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +16
DEFENSE
AC 21, touch 7; flat-footed 21 (-1 dex, +14 natural, -2 size)
hp 189 (13d10+140)
mp 56
Fort +18, Ref +3, Will +8
DR 10/-; Immune Earth, elemental traits
Weakness Ice
OFFENSE
Speed 20 ft., Burrow 20 ft.
Melee 2 Slams +23 (2d10+11 plus 2d6 earth damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Earth Mastery
Spells Known (Red Mage CL 16th, Concentration +19)
1st – Stone (DC 14)
2nd – Stone II (DC 15)
3rd – Slow (DC 16), Stone (DC 16), Stonera (DC 16)
4th – Guard, Rock Spikes, Stoneskin
5th – Crush (DC 18), Stonega (DC 18)
STATISTICS
Str 33, Dex 9, Con 30, Int 8, Wis 11, Cha 17
Base Atk +13; CMB +26; CMD 31
Feats Awesome Blow, Cleave, Greater Bull Rush, Improved Bull Rush, Improved Overrun, Improved
Sunder, Power Attack, Toughness
Skills Appraise +10, Climb +25, Knowledge (dungeoneering) +10, Knowledge (planes) +13, Perception
+16, Stealth +7
Languages Terran
SQ Earth Glide
SPECIAL ABILITIES
Earth Glide (Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as
easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its
burrowing leave behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A
move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet,
stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the
ground. If an opponent is airborne or waterborne, the elemental takes -4 penalty on attack and damage
rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or
resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
Earth Elemental, Elder CR 11 XP 12,800
N Huge Outsider (Earth, Elemental, Extraplanar)
Init -1; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +19
DEFENSE
AC 23, touch 7; flat-footed 23 (-1 dex, +16 natural, -2 size)
hp 235 (16d10+176)
mp 79
Fort +20, Ref +4, Will +10
DR 10/-; Immune Earth, elemental traits
Weakness Wind
OFFENSE
Speed 20 ft., Burrow 20 ft.
Melee 2 Slams +27 (2d12+13/19-20 plus 2d6 earth damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Earth Mastery
Spells Known (Red Mage CL 20th, Concentration +23)
1st – Stone (DC 14)
2nd – Stone II (DC 15)
3rd – Slow (DC 16), Stone (DC 16), Stonera (DC 16)
4th – Guard, Rock Spikes, Stoneskin
5th – Crush (DC 18), Stonega (DC 18)
6th – Rock Spikes II, Slowga (DC 19)
STATISTICS
Str 37, Dex 8, Con 30, Int 10, Wis 11, Cha 17
Base Atk +16; CMB +31; CMD 40
Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull Rush, Improved
Critical (Slam), Improved Overrun, Improved Sunder, Power Attack, Toughness
Skills Appraise +19, Climb +32, Knowledge (dungeoneering, planes) +19, Perception +19, Stealth +10
Languages Terran
SQ Earth Glide
SPECIAL ABILITIES
Earth Glide (Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as
easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its
burrowing leave behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A
move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet,
stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Mastery (Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the
ground. If an opponent is airborne or waterborne, the elemental takes -4 penalty on attack and damage
rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or
resisting these kinds of attacks. (These modifiers are not included in the statistics block.)
Fire Elemental, Minor CR 1 XP 400
N Small Outsider (Fire, Elemental, Extraplanar)
Init +6; Senses Darkvision 60 ft.; Perception +5
DEFENSE
AC 17, touch 14; flat-footed 14 (+2 dex, +1 dodge, +3 natural, +1 size)
hp 14 (2d10)
mp 2
Fort +3, Ref +5, Will +2
Immune Fire, elemental traits
Weakness Water
OFFENSE
Speed 50 ft.
Melee Slam +5 (1d4 plus burn)
Space 5 ft.; Reach 5 ft.
Special Attacks Burn (1d4, Reflex DC 11)
Spells Known (Black Mage CL 2nd, Concentration +2)
1st – Fire (DC 11)
STATISTICS
Str 11, Dex 14, Con 11, Int 11, Wis 11, Cha 4
Base Atk +2; CMB +1; CMD 13
Feats Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +6, Climb +4, Escape Artist +6, Intimidate +4, Knowledge (planes) +2, Perception +5
Languages Ignan
SPECIAL ABILITIES
Burn (Ex)
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected
by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an
additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round
action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning
creature with natural weapons or unarmed attacks take fire damage though hit by the burning creature and
must make a Reflex save to avoid catching on fire. See Burn for more details.
Fire Elemental CR 3 XP 800
N Medium Outsider (Fire, Elemental, Extraplanar)
Init +8; Senses Darkvision 60 ft.; Perception +7
DEFENSE
AC 18, touch 15; flat-footed 13 (+4 dex, +1 dodge, +3 natural)
hp 33 (4d10+8)
mp 8
Fort +6, Ref +8, Will +3
Immune Fire, elemental traits
Weakness Water
OFFENSE
Speed 50 ft.
Melee Slam +8 (1d6+1 plus burn)
Space 5 ft.; Reach 5 ft.
Special Attacks Burn (1d6, Reflex DC 14)
Spells Known (Black Mage CL 4th, Concentration +5)
1st – Fire (DC 12)
2nd – Fire II (DC 13)
STATISTICS
Str 13, Dex 18, Con 15, Int 12, Wis 14, Cha 4
Base Atk +4; CMB +5; CMD 19
Feats Dodge, Improved Initiative, Mobility, Weapon Finesse
Skills Acrobatics +9, Climb +5, Escape Artist +9, Intimidate +5, Knowledge (planes) +4, Perception +7
Languages Ignan
SPECIAL ABILITIES
Burn (Ex)
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected
by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an
additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round
action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning
creature with natural weapons or unarmed attacks take fire damage though hit by the burning creature and
must make a Reflex save to avoid catching on fire. See Burn for more details.
Fire Elemental, Large CR 5 XP 1,600
N Large Outsider (Fire, Elemental, Extraplanar)
Init +10; Senses Darkvision 60 ft.; Perception +13
DEFENSE
AC 18, touch 15; flat-footed 13 (+6 dex, +1 dodge, +4 natural, -1 size)
hp 78 (8d10+32)
mp 30
Fort +10, Ref +12, Will +6
DR 5/-; Immune Fire, elemental traits
Weakness Water
OFFENSE
Speed 50 ft.
Melee 2 Slams +13 (1d8+2 plus burn)
Space 10 ft.; Reach 10 ft.
Special Attacks Burn (1d8, Reflex DC 18)
Spells Known (Black Mage CL 8th, Concentration +10)
1st – Fire (DC 13)
2nd – Fire II (DC 14)
3rd – Fira (DC 15), Fire III (DC 15)
4th – Blaze Spikes
STATISTICS
Str 15, Dex 22, Con 18, Int 14, Wis 14, Cha 4
Base Atk +8; CMB +11; CMD 28
Feats Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse
Skills Acrobatics +15, Climb +9, Escape Artist +13, Intimidate +9, Knowledge (planes) +7, Perception
+13
Languages Ignan
SPECIAL ABILITIES
Burn (Ex)
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected
by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an
additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round
action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning
creature with natural weapons or unarmed attacks take fire damage though hit by the burning creature and
must make a Reflex save to avoid catching on fire. See Burn for more details.
Fire Elemental, Huge CR 7 XP 3,200
N Huge Outsider (Fire, Elemental, Extraplanar)
Init +12; Senses Darkvision 60 ft.; Perception +15
DEFENSE
AC 22, touch 17; flat-footed 13 (+8 dex, +1 dodge, +5 natural, -2 size)
hp 105 (10d10+50)
mp 48
Fort +12, Ref +15, Will +7
DR 5/-; Immune Fire, elemental traits
Weakness Water
OFFENSE
Speed 50 ft.
Melee 2 Slams +16 (2d6+4 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks Burn (2d6, Reflex DC 20)
Spells Known (Black Mage CL 12th, Concentration +14)
1st – Fire (DC 13)
2nd – Fire II (DC 14)
3rd – Fira (DC 15), Fire (DC 15)
4th – Blaze Spikes
5th – Burn (DC 17), Firaga (DC 17)
STATISTICS
Str 19, Dex 26, Con 20, Int 15, Wis 14, Cha 4
Base Atk +10; CMB +16; CMD 35
Feats Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse
Skills Acrobatics +17, Climb +13, Escape Artist +17, Intimidate +9, Knowledge (planes) +10, Perception
+15
Languages Ignan
SPECIAL ABILITIES
Burn (Ex)
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those
affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for
an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round
action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning
creature with natural weapons or unarmed attacks take fire damage though hit by the burning creature and
must make a Reflex save to avoid catching on fire. See Burn for more details.
Fire Elemental, Greater CR 9 XP 6,400
N Huge Outsider (Fire, Elemental, Extraplanar)
Init +13; Senses Darkvision 60 ft.; Perception +18
DEFENSE
AC 24, touch 18; flat-footed 14 (+9 dex, +1 dodge, +6 natural, -2 size)
hp 145 (13d10+78)
mp 86
Fort +14, Ref +17, Will +8
DR 10/-; Immune Fire, elemental traits
Weakness Ice
OFFENSE
Speed 60 ft.
Melee 2 Slams +20 (2d8+7 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks Burn (2d8, Reflex DC 22)
Spells Known (Black Mage CL 16th, Concentration +19)
1st – Fire (DC 14)
2nd – Fire II (DC 15)
3rd – Fira (DC 16), Fire (DC 16)
4th – Blaze Spikes
5th – Burn (DC 18), Firaga (DC 18)
6th – Blaze Spikes II, Flare (DC 19)
7th – Burn II (DC 20)
STATISTICS
Str 25, Dex 28, Con 22, Int 17, Wis 14, Cha 4
Base Atk +13; CMB +22; CMD 42
Feats Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack,
Weapon Finesse, Wind Stance
Skills Acrobatics +24, Climb +20, Escape Artist +22, Intimidate +15, Knowledge (planes) +13,
Perception +18
Languages Ignan
SPECIAL ABILITIES
Burn (Ex)
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those
affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for
an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round
action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning
creature with natural weapons or unarmed attacks take fire damage though hit by the burning creature
and must make a Reflex save to avoid catching on fire. See Burn for more details.
Fire Elemental, Elder CR 11 XP 12,800
N Huge Outsider (Fire, Elemental, Extraplanar)
Init +14; Senses Darkvision 60 ft.; Perception +21
DEFENSE
AC 27, touch 19; flat-footed 16 (+10 dex, +1 dodge, +8 natural, -2 size)
hp 179 (16d10+96)
mp 135
Fort +16, Ref +20, Will +9
DR 10/-; Immune Fire, elemental traits
Weakness Water
OFFENSE
Speed 60 ft.
Melee 2 Slams +24 (2d8+8 plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks Burn (2d10, Reflex DC 24)
Spells Known (Black Mage CL 20th, Concentration +24)
1st – Fire (DC 15)
2nd – Fire II (DC 16)
3rd – Fira (DC 17), Fire (DC 17)
4th – Blaze Spikes
5th – Burn (DC 19), Firaga (DC 19)
6th – Blaze Spikes II, Flare (DC 20)
7th – Burn II (DC 21)
8th – Blaze Spikes III, Flare II (DC 22)
STATISTICS
Str 27, Dex 30, Con 22, Int 18, Wis 14, Cha 4
Base Atk +16; CMB +26; CMD 47
Feats Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Stance, Mobility,
Spring Attack, Weapon Finesse, Wind Stance
Skills Acrobatics +29, Climb +27, Escape Artist +29, Intimidate +19, Knowledge (planes) +23,
Perception +21
Languages Ignan
SPECIAL ABILITIES
Burn (Ex)
A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those
affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage
for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-
round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a
burning creature with natural weapons or unarmed attacks take fire damage though hit by the burning
creature and must make a Reflex save to avoid catching on fire. See Burn for more details.
Ice Elemental, Minor CR 1 XP 400
N Small Outsider (Ice, Elemental, Extraplanar)
Init -1; Senses Darkvision 60 ft., snow vision; Perception +6
DEFENSE
AC 16, touch 10; flat-footed 16 (-1 dex, +6 natural, +1 size)
hp 18 (2d10+7)
mp 2
Fort +5, Ref +2, Will +3
Immune Ice, elemental traits
Weakness Fire
OFFENSE
Speed 20 ft., Burrow (ice and snow only) 20 ft., Swim 60 ft.
Melee Slam +4 (1d4+1 plus 1d4 ice damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Numbing Cold (Fort DC 13)
Spells Known (Black Mage CL 2nd, Concentration +2)
1st – Blizzard (DC 11)
STATISTICS
Str 12, Dex 8, Con 14, Int 11, Wis 12, Cha 8
Base Atk +2; CMB +2; CMD 11 (can’t be tripped)
Feats Iron Will, Power Attack, Toughness
Skills Escape Artist +9, Intimidate +4, Knowledge (planes) +5, Perception +6, Stealth +8, Swim +9
Languages Aquan
SQ Ice Glide, Icewalking
SPECIAL ABILITIES
Ice Glide (Ex)
A burrowing ice elemental can pass through nonmagical ice and snow as easily as a fish swims through
water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its
presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental
back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Icewalking (Ex)
This ability works like spider climb spell, but the surfaces the elemental climbs must be icy. The elemental
can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge
on ice.
Numbing Cold (Su)
When an ice elemental deals ice damage to a creature, that creature must succeed on a Fortitude save or be
staggered for 1 round. The save DC is listed in the elemental's stat block and is Constitution-based.
Snow Vision (Ex)
An ice elemental can see perfectly well in snowy conditions and does no take any penalties on Perception
checks while in snow.
Ice Elemental CR 3 XP 800
N Medium Outsider (Ice, Elemental, Extraplanar)
Init +0; Senses Darkvision 60 ft., snow vision; Perception +9
DEFENSE
AC 16, touch 10; flat-footed 16 (+6 natural)
hp 39 (4d10+16)
mp 8
Fort +7, Ref +4, Will +5
Immune Ice, elemental traits
Weakness Fire
OFFENSE
Speed 20 ft., Burrow (ice and snow only) 20 ft., Swim 60 ft.
Melee Slam +7 (1d3+4 plus 1d6 ice damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Numbing Cold (Fort DC 15)
Spells Known (Black Mage CL 4th, Concentration +5)
1st – Blizzard (DC 12)
2nd – Blizzard II (DC 13)
STATISTICS
Str 16, Dex 10, Con 16, Int 12, Wis 14, Cha 8
Base Atk +4; CMB +7; CMD 17 (can’t be tripped)
Feats Cleave, Iron Will, Power Attack, Toughness
Skills Escape Artist +11, Intimidate +6, Knowledge (planes) +7, Perception +9, Stealth +7, Swim +11
Languages Aquan
SQ Ice Glide, Icewalking
SPECIAL ABILITIES
Ice Glide (Ex)
A burrowing ice elemental can pass through nonmagical ice and snow as easily as a fish swims through
water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its
presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental
back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Icewalking (Ex)
This ability works like spider climb spell, but the surfaces the elemental climbs must be icy. The elemental
can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge
on ice.
Numbing Cold (Su)
When an ice elemental deals ice damage to a creature, that creature must succeed on a Fortitude save or be
staggered for 1 round. The save DC is listed in the elemental's stat block and is Constitution-based.
Snow Vision (Ex)
An ice elemental can see perfectly well in snowy conditions and does no take any penalties on Perception
checks while in snow.
Ice Elemental, Large CR 5 XP 1,600
N Large Outsider (Ice, Elemental, Extraplanar)
Init +5; Senses Darkvision 60 ft., snow vision; Perception +13
DEFENSE
AC 17, touch 10; flat-footed 16 (+1 dex, +7 natural, -1 size)
hp 78 (8d10+32)
mp 30
Fort +10, Ref +7, Will +6
DR 5/-; Immune Ice, elemental traits
Weakness Fire
OFFENSE
Speed 20 ft., Burrow (ice and snow only) 20 ft., Swim 60 ft.
Melee 2 Slams +12 (1d8+5 plus 1d8 ice damage)
Space 10 ft.; Reach 10 ft.
Special Attacks Numbing Cold (Fort DC 18)
Spells Known (Black Mage CL 8th, Concentration +10)
1st – Blizzard (DC 13)
2nd – Blizzard II (DC 14)
3rd – Blizzara (DC 15), Blizzard III (DC 15)
4th – Ice Spikes, Ice Storm (DC 16)
STATISTICS
Str 20, Dex 12, Con 18, Int 14, Wis 14, Cha 8
Base Atk +8; CMB +14; CMD 25 (can’t be tripped)
Feats Cleave, Greater Cleave, Improved Initiative, Iron Will, Power Attack, Toughness
Skills Escape Artist +15, Intimidate +10, Knowledge (planes) +12, Perception +13, Stealth +8, Swim +13
Languages Aquan
SQ Ice Glide, Icewalking
SPECIAL ABILITIES
Ice Glide (Ex)
A burrowing ice elemental can pass through nonmagical ice and snow as easily as a fish swims through
water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its
presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental
back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Icewalking (Ex)
This ability works like spider climb spell, but the surfaces the elemental climbs must be icy. The elemental
can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge
on ice.
Numbing Cold (Su)
When an ice elemental deals ice damage to a creature, that creature must succeed on a Fortitude save or be
staggered for 1 round. The save DC is listed in the elemental's stat block and is Constitution-based.
Snow Vision (Ex)
An ice elemental can see perfectly well in snowy conditions and does no take any penalties on Perception
checks while in snow.
Ice Elemental, Huge CR 7 XP 3,200
N Huge Outsider (Ice, Elemental, Extraplanar)
Init +7; Senses Darkvision 60 ft., snow vision; Perception +15
DEFENSE
AC 20, touch 12; flat-footed 16 (+3 dex, +8 natural, -2 size)
hp 112 (10d10+60)
mp 49
Fort +12, Ref +10, Will +7
DR 5/-; Immune Ice, elemental traits
Weakness Fire
OFFENSE
Speed 20 ft., Burrow (ice and snow only) 20 ft., Swim 60 ft.
Melee 2 Slams +15 (2d6+7 plus 1d10 ice damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Numbing Cold (Fort DC 20)
Spells Known (Black Mage CL 12th, Concentration +14)
1st – Blizzard (DC 13)
2nd – Blizzard II (DC 14)
3rd – Blizzara (DC 15), Blizzard (DC 15)
4th – Ice Spikes, Ice Storm (DC 16)
5th – Blizzaga (DC 17), Cone of Cold (DC 17), Freeze (DC 17), Icy Prison (DC 17)
STATISTICS
Str 24, Dex 16, Con 20, Int 15, Wis 14, Cha 8
Base Atk +10; CMB +19; CMD 33 (can’t be tripped)
Feats Cleave, Dodge, Great Cleave, Improved Initiative, Iron Will, Power Attack, Toughness
Skills Escape Artist +17, Intimidate +12, Knowledge (planes) +15, Perception +15, Stealth +8, Swim +15
Languages Aquan
SQ Ice Glide, Icewalking
SPECIAL ABILITIES
Ice Glide (Ex)
A burrowing ice elemental can pass through nonmagical ice and snow as easily as a fish swims through
water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its
presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental
back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Icewalking (Ex)
This ability works like spider climb spell, but the surfaces the elemental climbs must be icy. The elemental
can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or
charge on ice.
Numbing Cold (Su)
When an ice elemental deals ice damage to a creature, that creature must succeed on a Fortitude save or be
staggered for 1 round. The save DC is listed in the elemental's stat block and is Constitution-based.
Snow Vision (Ex)
An ice elemental can see perfectly well in snowy conditions and does no take any penalties on Perception
checks while in snow.
Ice Elemental, Greater CR 9 XP 6,400
N Huge Outsider (Ice, Elemental, Extraplanar)
Init +8; Senses Darkvision 60 ft., snow vision; Perception +18
DEFENSE
AC 23, touch 13; flat-footed 18 (+4 dex, +1 dodge, +10 natural, -2 size)
hp 154 (13d10+91)
mp 86
Fort +14, Ref +12, Will +8
DR 10/-; Immune Ice, elemental traits
Weakness Ice
OFFENSE
Speed 20 ft., Burrow (ice and snow only) 20 ft., Swim 60 ft.
Melee 2 Slams +20 (2d8+7 plus 2d6 ice damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Numbing Cold (Fort DC 22)
Spells Known (Black Mage CL 16th, Concentration +19)
1st – Blizzard (DC 14)
2nd – Blizzard II (DC 15)
3rd – Blizzara (DC 16), Blizzard III (DC 16)
4th – Ice Spikes, Ice Storm (DC 17)
5th – Blizzaga (DC 18), Cone of Cold (DC 18), Freeze (DC 18), Icy Prison (DC 18)
6th – Ice Spikes II, Icy Blast (DC 19)
7th – Freeze II (DC 20)
STATISTICS
Str 28, Dex 18, Con 22, Int 17, Wis 14, Cha 8
Base Atk +13; CMB +24; CMD 39 (can’t be tripped)
Feats Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Initiative, Iron Will, Power Attack,
Toughness, Vital Strike
Skills Escape Artist +20, Intimidate +15, Knowledge (planes) +18, Perception +18, Stealth +12, Swim +17
Languages Aquan
SQ Ice Glide, Icewalking
SPECIAL ABILITIES
Ice Glide (Ex)
A burrowing ice elemental can pass through nonmagical ice and snow as easily as a fish swims through
water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its
presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental
back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Icewalking (Ex)
This ability works like spider climb spell, but the surfaces the elemental climbs must be icy. The elemental
can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or
charge on ice.
Numbing Cold (Su)
When an ice elemental deals ice damage to a creature, that creature must succeed on a Fortitude save or be
staggered for 1 round. The save DC is listed in the elemental's stat block and is Constitution-based.
Snow Vision (Ex)
An ice elemental can see perfectly well in snowy conditions and does no take any penalties on Perception
checks while in snow.
Ice Elemental, Elder CR 11 XP 12,800
N Huge Outsider (Ice, Elemental, Extraplanar)
Init +9; Senses Darkvision 60 ft., snow vision; Perception +21
DEFENSE
AC 24, touch 14; flat-footed 18 (+5 dex, +1 dodge, +10 natural, -2 size)
hp 190 (16d10+112)
mp 135
Fort +16, Ref +15, Will +9
DR 10/-; Immune Ice, elemental traits
Weakness Fire
OFFENSE
Speed 20 ft., Burrow (ice and snow only) 20 ft., Swim 60 ft.
Melee 2 Slams +24 (2d10+7/19-20 plus 2d8 ice damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Numbing Cold (Fort DC 24)
Spells Known (Black Mage CL 20th, Concentration +24)
1st – Blizzard (DC 15)
2nd – Blizzard II (DC 16)
3rd – Blizzara (DC 17), Blizzard III (DC 17)
4th – Ice Spikes, Ice Storm (DC 18)
5th – Blizzaga (DC 19), Cone of Cold (DC 19), Freeze (DC 19), Icy Prison (DC 19)
6th – Ice Spikes II, Icy Blast (DC 20)
7th – Freeze II (DC 21)
8th – Ice Spikes III, Polar Ray (DC 22)
STATISTICS
Str 30, Dex 20, Con 2, Int 19, Wis 14, Cha 8
Base Atk +16; CMB +28; CMD 44 (can’t be tripped)
Feats Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Critical (slam), Improved Initiative, Iron
Will, Power Attack, Toughness, Vital Strike
Skills Escape Artist +24, Intimidate +18, Knowledge (planes) +23, Perception +21, Stealth +16, Swim
+19
Languages Aquan
SQ Ice Glide, Icewalking
SPECIAL ABILITIES
Ice Glide (Ex)
A burrowing ice elemental can pass through nonmagical ice and snow as easily as a fish swims through
water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its
presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental
back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Icewalking (Ex)
This ability works like spider climb spell, but the surfaces the elemental climbs must be icy. The
elemental can move across icy surfaces without penalty and does not need to make Acrobatics checks to
run or charge on ice.
Numbing Cold (Su)
When an ice elemental deals ice damage to a creature, that creature must succeed on a Fortitude save or
be staggered for 1 round. The save DC is listed in the elemental's stat block and is Constitution-based.
Snow Vision (Ex)
An ice elemental can see perfectly well in snowy conditions and does no take any penalties on Perception
checks while in snow.
Lightning Elemental, Minor CR 1 XP 400
N Small Outsider (Air, Elemental, Extraplanar)
Init +6; Senses Darkvision 60 ft.; Perception +5
DEFENSE
AC 14, touch 13; flat-footed 12 (+2 dex, +1 natural, +1 size)
hp 14 (2d10)
mp 3
Fort +3, Ref +5, Will +1
Immune Lightning, elemental traits
Weakness Earth
OFFENSE
Speed Fly 100 ft. (perfect)
Melee Slam +5 (1d4 plus 1d4 lightning damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Metal Mastery, Spark Leap
Spells Known (Black Mage CL 2nd, Concentration +4)
1st – Thunder (DC 13)
STATISTICS
Str 10, Dex 15, Con 10, Int 14, Wis 12, Cha 4
Base Atk +2; CMB +1; CMD 13
Feats Flyby Attack, Improved Initiative, Weapon Finesse
Skills Acrobatics +7, Escape Artist +6, Fly +12, Knowledge (Planes) +6, Perception +6
Languages Auran
SPECIAL ABILITIES
Metal Mastery (Ex)
A lightning elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a
metal weapon, or is made of metal (such as an iron giant).
Spark Leap (Ex)
A lightning elemental gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a
creature against whom its metal mastery ability applies.
Lightning Elemental CR 3 XP 800
N Medium Outsider (Air, Elemental, Extraplanar)
Init +8; Senses Darkvision 60 ft.; Perception +7
DEFENSE
AC 16, touch 15; flat-footed 11 (+4 dex, +1 dodge, +3 natural)
hp 30 (4d10+4)
mp 10
Fort +5, Ref +8, Will +2
Immune Lightning, elemental traits
Weakness Earth
OFFENSE
Speed Fly 100 ft. (perfect)
Melee Slam +8 (1d6+2 plus 1d6 lightning damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Metal Mastery, Spark Leap
Spells Known (Black Mage CL 4th, Concentration +6)
1st – Thunder (DC 13)
2nd – Thunder II (DC 14)
STATISTICS
Str 14, Dex 19, Con 12, Int 14, Wis 12, Cha 4
Base Atk +4; CMB +6; CMD 21
Feats Dodge, Flyby Attack, Improved Initiative, Weapon Finesse
Skills Acrobatics +11, Escape Artist +9, Fly +12, Knowledge (Planes) +7, Perception +7
Languages Auran
SPECIAL ABILITIES
Metal Mastery (Ex)
A lightning elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a
metal weapon, or is made of metal (such as an iron giant).
Spark Leap (Ex)
A lightning elemental gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a
creature against whom its metal mastery ability applies.
Lightning Elemental, Large CR 5 XP 1,600
N Large Outsider (Air, Elemental, Extraplanar)
Init +8; Senses Darkvision 60 ft.; Perception +12
DEFENSE
AC 18, touch 16; flat-footed 11 (+6 dex, +1 dodge, +2 natural, -1 size)
hp 67 (8d10+16)
mp 33
Fort +8, Ref +12, Will +3
DR 5/-; Immune Lightning, elemental traits
Weakness Earth
OFFENSE
Speed Fly 100 ft. (perfect)
Melee 2 Slams +13 (1d8+3 plus 1d8 lightning damage)
Space 10 ft.; Reach 10 ft.
Special Attacks Metal Mastery, Spark Leap
Spells Known (Black Mage CL 8th, Concentration +11)
1st – Thunder (DC 14)
2nd – Thunder II (DC 15)
3rd – Lightning Bolt (DC 16), Thundara (DC 16), Thunder (DC 16)
4th – Ball Lightning (DC 17), Shock Spikes
STATISTICS
Str 16, Dex 23, Con 14, Int 16, Wis 12, Cha 4
Base Atk +8; CMB +12; CMD 29
Feats Dodge, Flyby Attack, Improved Initiative, Mobility, Weapon Finesse
Skills Acrobatics +17, Escape Artist +17, Fly +12, Knowledge (Planes) +14, Perception +12
Languages Auran
SPECIAL ABILITIES
Metal Mastery (Ex)
A lightning elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding
a metal weapon, or is made of metal (such as an iron giant).
Spark Leap (Ex)
A lightning elemental gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a
creature against whom its metal mastery ability applies.
Lightning Elemental, Huge CR 7 XP 3,200
N Huge Outsider (Air, Elemental, Extraplanar)
Init +12; Senses Darkvision 60 ft.; Perception +14
DEFENSE
AC 19, touch 17; flat-footed 10 (+8 dex, +1 dodge, +2 natural, -2 size)
hp 91 (10d10+30)
mp 53
Fort +10, Ref +15, Will +6
DR 5/-; Immune Lightning, elemental traits
Weakness Earth
OFFENSE
Speed Fly 100 ft. (perfect)
Melee 2 Slams +16 (2d6+5 plus 1d10 lightning damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Metal Mastery, Spark Leap
Spells Known (Black Mage CL 12th, Concentration +16)
1st – Thunder (DC 15)
2nd – Thunder II (DC 16)
3rd – Lightning Bolt (DC 17), Thundara (DC 17), Thunder (DC 17)
4th – Ball Lightning (DC 18), Shock Spikes
5th – Lightning Arc (DC 19), Shock (DC 19), Thundaga (DC 19)
STATISTICS
Str 20, Dex 27, Con 16, Int 18, Wis 12, Cha 4
Base Atk +10; CMB +17; CMD 36
Feats Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Weapon Finesse
Skills Acrobatics +21, Escape Artist +21, Fly +12, Knowledge (Planes) +17, Perception +14
Languages Auran
SPECIAL ABILITIES
Metal Mastery (Ex)
A lightning elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding
a metal weapon, or is made of metal (such as an iron giant).
Spark Leap (Ex)
A lightning elemental gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a
creature against whom its metal mastery ability applies.
Lightning Elemental, Greater CR 9 XP 6,400
N Huge Outsider (Air, Elemental, Extraplanar)
Init +14; Senses Darkvision 60 ft.; Perception +18
DEFENSE
AC 23, touch 19; flat-footed 12 (+10 dex, +1 dodge, +4 natural, -2 size)
hp 118 (13d10+39)
mp 90
Fort +11, Ref +18, Will +7
DR 10/-; Immune Lightning, elemental traits
Weakness Earth
OFFENSE
Speed Fly 100 ft. (perfect)
Melee 2 Slams +21 (2d8+6 plus 2d6 lightning damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Metal Mastery, Spark Leap
Spells Known (Black Mage CL 16th, Concentration +21)
1st – Thunder (DC 16)
2nd – Thunder II (DC 17)
3rd – Lightning Bolt (DC 18), Thundara (DC 18), Thunder (DC 18)
4th – Ball Lightning (DC 19), Shock Spikes
5th – Lightning Arc (DC 20), Shock (DC 20), Thundaga (DC 20)
6th – Chain Lightning (DC 21), Shock Spikes II
7th – Shock II (DC 22)
STATISTICS
Str 22, Dex 31, Con 16, Int 20, Wis 14, Cha 4
Base Atk +13; CMB +21; CMD 42
Feats Blind-Fight, Dodge, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Weapon
Finesse
Skills Acrobatics +26, Escape Artist +26, Fly +14, Knowledge (Planes) +21, Perception +18
Languages Auran
SPECIAL ABILITIES
Metal Mastery (Ex)
A lightning elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a
metal weapon, or is made of metal (such as an iron giant).
Spark Leap (Ex)
A lightning elemental gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a
creature against whom its metal mastery ability applies.
Lightning Elemental, Elder CR 11 XP 12,800
N Huge Outsider (Air, Elemental, Extraplanar)
Init +14; Senses Darkvision 60 ft.; Perception +21
DEFENSE
AC 26, touch 20, flat-footed 14 (+11 dex, +1 dodge, +6 natural, -2 size)
hp 145 (16d10+48)
mp 131
Fort +13, Ref +21, Will +9
DR 10/-; Immune Lightning, elemental traits
Weakness Earth
OFFENSE
Speed Fly 100 ft. (perfect)
Melee 2 Slams +25 (2d8+8 plus 2d8 lightning damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Metal Mastery, Spark Leap
Spells Known (Black Mage CL 20th, Concentration +25)
1st – Thunder (DC 16)
2nd – Thunder II (DC 17)
3rd – Lightning Bolt (DC 18), Thundara (DC 18), Thunder (DC 18)
4th – Ball Lightning (DC 19), Shock Spikes
5th – Lightning Arc (DC 20), Shock (DC 20), Thundaga (DC 20)
6th – Chain Lightning (DC 21), Shock Spikes II
7th – Shock II (DC 22)
8th – Shock Spikes III, Stormbolts (DC 23)
STATISTICS
Str 26, Dex 33, Con 16, Int 20, Wis 14, Cha 4
Base Atk +16; CMB +26; CMD 48
Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Iron Will,
Mobility, Power Attack, Weapon Finesse
Skills Acrobatics +30, Escape Artist +30, Fly +15, Knowledge (Planes) +24, Perception +21
Languages Auran
SPECIAL ABILITIES
Metal Mastery (Ex)
A lightning elemental gains a +3 bonus on attack rolls if its opponent is wearing metal armor, is wielding a
metal weapon, or is made of metal (such as an iron giant).
Spark Leap (Ex)
A lightning elemental gains a +10 bonus on bull rush, disarm, overrun, and trip attacks when it charges a
creature against whom its metal mastery ability applies.
Water Elemental, Minor CR 1 XP 400
N Small Outsider (Air, Elemental, Extraplanar)
Init +0; Senses Darkvision 60 ft.; Perception +5
DEFENSE
AC 17, touch 11; flat-footed 17 (+6 natural, +1 size)
hp 15 (2d10+2)
mp 3
Fort +4, Ref +3, Will +3
Immune Water, elemental traits
Weakness Lightning
OFFENSE
Speed 20 ft., Swim 90 ft.
Melee Slam +5 (1d6+3 plus 1d4 water damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Drench, Vortex (Reflex DC 15, 10-30 ft.), Water Mastery
Spells Known (Black Mage CL 2nd, Concentration +3)
1st – Water (DC 12)
STATISTICS
Str 14, Dex 10, Con 13, Int 12, Wis 12, Cha 4
Base Atk +2; CMB +3; CMD 13
Feats Combat Casting, Iron Will, Power Attack
Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +5, Perception +5, Stealth +8, Swim +14
Languages Aquan
SPECIAL ABILITIES
Drench (Ex)
The elemental's touch puts out non-magical flames of Large size or smaller. The creature can dispel magical
fire it touches as dispel (caster level equals elemental's HD).
Vortex (Su)
A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to
the whirlwind special attack, but can only form underwater and cannot leave the water.
Water Mastery (Ex)
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching
water. If the opponent or the elemental is touching the ground, the element takes a -4 penalty on attack and
damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating
or resisting these kinds of attacks.
Water Elemental CR 3 XP 800
N Medium Outsider (Air, Elemental, Extraplanar)
Init +1; Senses Darkvision 60 ft.; Perception +7
DEFENSE
AC 17, touch 11, flat-footed 16 (+1 dex, +6 natural)
hp 33 (4d10+8)
mp 10
Fort +6, Ref +5, Will +5
Immune Water, elemental traits
Weakness Lightning
OFFENSE
Speed 20 ft., Swim 90 ft.
Melee Slam +7 (1d8+4 plus 1d6 water damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Drench, Vortex (Reflex DC 15, 10-30 ft.), Water Mastery
Spells Known (Black Mage CL 4th, Concentration +6)
1st – Water (DC 13)
2nd – Water II (DC 14)
STATISTICS
Str 16, Dex 12, Con 15, Int 14, Wis 14, Cha 4
Base Atk +4; CMB +6; CMD 22
Feats Cleave, Combat Casting, Iron Will, Power Attack
Skills Acrobatics +6, Escape Artist +6, Knowledge (planes) +7, Perception +7, Stealth +6, Swim +16
Languages Aquan
SPECIAL ABILITIES
Drench (Ex)
The elemental's touch puts out non-magical flames of Large size or smaller. The creature can dispel
magical fire it touches as dispel (caster level equals elemental's HD).
Vortex (Su)
A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to
the whirlwind special attack, but can only form underwater and cannot leave the water.
Water Mastery (Ex)
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching
water. If the opponent or the elemental is touching the ground, the element takes a -4 penalty on attack and
damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is
initiating or resisting these kinds of attacks.
Water Elemental, Large CR 5 XP 1,600
N Large Outsider (Air, Elemental, Extraplanar)
Init +2; Senses Darkvision 60 ft.; Perception +11
DEFENSE
AC 18, touch 12, flat-footed 15 (+2 dex, +1 dodge, +6 natural, -1 size)
hp 72 (8d10+24)
mp 33
Fort +9, Ref +8, Will +6
DR 5/-; Immune Water, elemental traits
Weakness Lightning
OFFENSE
Speed 20 ft., Swim 90 ft.
Melee 2 Slams +12 (1d8+5 plus 1d6 water damage)
Space 10 ft.; Reach 10 ft.
Special Attacks Drench, Vortex (Reflex DC 19, 10-40 ft.), Water Mastery
Spells Known (Black Mage CL 8th, Concentration +11)
1st – Water (DC 14)
2nd – Water II (DC 15)
3rd – Water (DC 16), Watera (DC 16)
4th – Hydraulic Torrent (DC 17)
STATISTICS
Str 20, Dex 14, Con 17, Int 16, Wis 14, Cha 4
Base Atk +8; CMB +14; CMD 27
Feats Cleave, Combat Casting, Dodge, Great Cleave, Iron Will, Power Attack
Skills Acrobatics +9, Escape Artist +11, Knowledge (planes) +10, Perception +11, Stealth +5, Swim +24
Languages Aquan
SPECIAL ABILITIES
Drench (Ex)
The elemental's touch puts out non-magical flames of Large size or smaller. The creature can dispel
magical fire it touches as dispel (caster level equals elemental's HD).
Vortex (Su)
A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to
the whirlwind special attack, but can only form underwater and cannot leave the water.
Water Mastery (Ex)
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching
water. If the opponent or the elemental is touching the ground, the element takes a -4 penalty on attack and
damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is
initiating or resisting these kinds of attacks.
Water Elemental, Huge CR 7 XP 3,200
N Huge Outsider (Air, Elemental, Extraplanar)
Init +4; Senses Darkvision 60 ft.; Perception +15
DEFENSE
AC 21, touch 13, flat-footed 16 (+4 dex, +1 dodge, +8 natural, -2 size)
hp 98 (10d10+40)
mp 53
Fort +11, Ref +11, Will +7
DR 5/-; Immune Water, elemental traits
Weakness Lightning
OFFENSE
Speed 20 ft., Swim 90 ft.
Melee 2 Slams +15 (2d6+7 plus 1d8 water damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Drench, Vortex (Reflex DC 22, 10-60 ft.), Water Mastery
Spells Known (Black Mage CL 12th, Concentration +16)
1st – Water (DC 15)
2nd – Water II (DC 16)
3rd – Water (DC 17), Watera (DC 17)
4th – Hydraulic Torrent (DC 18)
5th – Drown (DC 19), Waterga (DC 19)
STATISTICS
Str 24, Dex 18, Con 19, Int 18, Wis 14, Cha 4
Base Atk +10; CMB +19; CMD 34
Feats Cleave, Combat Casting, Dodge, Great Cleave, Improved Bull Rush, Iron Will, Power Attack
Skills Acrobatics +11, Escape Artist +15, Knowledge (planes) +13, Perception +15, Stealth +3, Swim +26
Languages Aquan
SPECIAL ABILITIES
Drench (Ex)
The elemental's touch puts out non-magical flames of Large size or smaller. The creature can dispel
magical fire it touches as dispel (caster level equals elemental's HD).
Vortex (Su)
A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to
the whirlwind special attack, but can only form underwater and cannot leave the water.
Water Mastery (Ex)
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching
water. If the opponent or the elemental is touching the ground, the element takes a -4 penalty on attack and
damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is
initiating or resisting these kinds of attacks.
Water Elemental, Greater CR 9 XP 6,400
N Huge Outsider (Air, Elemental, Extraplanar)
Init +5; Senses Darkvision 60 ft.; Perception +18
DEFENSE
AC 23, touch 14, flat-footed 17 (+5 dex, +1 dodge, +9 natural, -2 size)
hp 136 (13d10+65)
mp 98
Fort +13, Ref +15, Will +8
DR 10/-; Immune Water, elemental traits
Weakness Lightning
OFFENSE
Speed 20 ft., Swim 90 ft.
Melee 2 Slams +20 (2d8+9 plus 2d6 water damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Drench, Vortex (Reflex DC 26, 10-60 ft.), Water Mastery
Spells Known (Black Mage CL 16th, Concentration +22)
1st – Water (DC 18)
2nd – Water II (DC 19)
3rd – Water (DC 20), Watera (DC 20)
4th – Hydraulic Torrent (DC 21)
5th – Drown (DC 22), Waterga (DC 22)
6th – Confusion (DC 22), Control Water
7th – Drown II (DC 23)
STATISTICS
Str 28, Dex 20, Con 21, Int 22, Wis 14, Cha 4
Base Atk +13; CMB +24; CMD 40
Feats Cleave, Combat Casting, Dodge, Elemental Focus (Water), Great Cleave, Improved Bull Rush, Iron
Will, Lightning Reflexes Power Attack
Skills Acrobatics +18, Escape Artist +20, Knowledge (planes) +19, Perception +18, Stealth +10, Swim +30
Languages Aquan
SPECIAL ABILITIES
Drench (Ex)
The elemental's touch puts out non-magical flames of Large size or smaller. The creature can dispel magical
fire it touches as dispel (caster level equals elemental's HD).
Vortex (Su)
A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to
the whirlwind special attack, but can only form underwater and cannot leave the water.
Water Mastery (Ex)
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching
water. If the opponent or the elemental is touching the ground, the element takes a -4 penalty on attack and
damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating
or resisting these kinds of attacks.
Water Elemental, Elder CR 11 XP 12,800
N Huge Outsider (Air, Elemental, Extraplanar)
Init +5; Senses Darkvision 60 ft.; Perception +21
DEFENSE
AC 24, touch 15, flat-footed 17 (+6 dex, +1 dodge, +9 natural, -2 size)
hp 168 (16d10+80)
mp 149
Fort +15, Ref +18, Will +9
DR 10/-; Immune Water, elemental traits
Weakness Lightning
OFFENSE
Speed 20 ft., Swim 90 ft.
Melee 2 Slams +24 (2d10+10/19-20 plus 2d6 water damage)
Space 15 ft.; Reach 15 ft.
Special Attacks Drench, Vortex (Reflex DC 26, 10-60 ft.), Water Mastery
Spells Known (Black Mage CL 20th, Concentration +27)
1st – Water (DC 19)
2nd – Water II (DC 20)
3rd – Water (DC 21), Watera (DC 21)
4th – Hydraulic Torrent (DC 22)
5th – Drown (DC 23), Waterga (DC 23)
6th – Confusion (DC 23), Control Water
7th – Drown II (DC 25)
8th – Mass Confusion (DC 25), Seamantle
STATISTICS
Str 30, Dex 22, Con 21, Int 24, Wis 14, Cha 4
Base Atk +16; CMB +28; CMD 45
Feats Cleave, Combat Casting, Dodge, Elemental Focus (Water), Great Cleave, Improved Bull Rush,
Improved Critical (Slam), Iron Will, Lightning Reflexes Power Attack
Skills Acrobatics +25, Escape Artist +25, Knowledge (planes) +26, Perception +21, Stealth +17, Swim +37
Languages Aquan
SPECIAL ABILITIES
Drench (Ex)
The elemental's touch puts out non-magical flames of Large size or smaller. The creature can dispel magical
fire it touches as dispel (caster level equals elemental's HD).
Vortex (Su)
A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to
the whirlwind special attack, but can only form underwater and cannot leave the water.
Water Mastery (Ex)
A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching
water. If the opponent or the elemental is touching the ground, the element takes a -4 penalty on attack and
damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating
or resisting these kinds of attacks.
Emerald Weapon CR 22
This giant green construct is one of five Weapons that the planet has produced and dispatched to cleanse any
threats to its continued existence. Emerald Weapon is accompanied by 4 floating Emerald Eye constructs.
XP 614,400
N Colossal Construct
Init +4; Senses Darkvision 120 ft., low-light vision, tremorsense 60 ft., superior optics; Perception +37
DEFENSE
AC 35, touch 2; flat-footed 45 (+43 natural armor, -8 size)
hp 283 (37d10+80); Fast Healing 10
Fort +13, Ref +13, Will +16
Defensive Abilities Hardness 15; Immune Construct traits, Status effects, Earth, Water; Resist Ice 30; SR
32
Weaknesses Lightning
OFFENSE
Speed 50 ft., Fly 120 ft. (clumsy)
Melee 2 Slams +50 (4d8+20)
Space 30 ft.; Reach 30 ft.
Special Attacks Grand Stomp, Eye Reconstruct, Emerald Beam, Emerald Blast, Aire Tam Storm
STATISTICS
Str 50, Dex 10, Con —, Int 12, Wis 17, Cha 18
Base Atk +37; CMB +65; CMD 75
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Dodge, Great
Fortitude, Improved Bull Rush, Improved Initiative, Lightning Reflexes, Power Attack, Quickened Spell-
Life Ability (Emerald Beam), Weapon Focus (Slam)
Skills Fly +37, Perception +37
SPECIAL ABILITIES
Grand Stomp (Ex)
Emerald Weapon stomps its foot down upon any creature within its 30-ft.-reach. Creatures within a 30-ft.-
radius take 10d6+20 points of damage (Reflex save DC 32 for half damage). Emerald Weapon uses this
ability if there are more than one foe around it.
Emerald Beam (Su)
Emerald Beam fires off a ray of non-elemental energy at a random foe. Ranged touch attack (+29), if it hits,
deals 10d6 points of non-elemental damage. Emerald Weapon must wait 1d4 rounds to use this ability again.
Blue mages may learn this ability as a 6th level spell (Knowledge: Engineering or Technology DC 27).
Emerald Blast (Su)
Emerald Weapon engulfs one opponent in suffocating, crushing water. This attack deals 15d10 points of
water damage and inflicts the Drenched status (Fortitude save DC 32 for half damage and negates the status
effect). Emerald Weapon must wait 1d4 rounds to use this ability again. Blue mages may learn this ability as
a 9th level spell (Knowledge: Engineering or Technology DC 33).
Aire Tam Storm (Su)
Emerald Weapon unleashes the energy within materias around it, causing them to erupt. This attack deals 5
points of non-elemental damage per material level (5/10/15/20) per materia on or equipped on each person
within a 60-ft.-radius (No save). Emerald Weapon must wait 1d4 rounds to use this ability again. Blue mages
may learn this ability as a 9th level spell (Knowledge: Engineering or Technology DC 33).
Superior Optics (Ex)
Emerald Weapon sees invisible creatures or objects as if they were visible.
Emerald Eye (Type 1 and 2) CR 8
These eye constructs follow the commands of the Emerald Weapon. Two of each type (1 and 2) that drain
HPs and MPs with their attacks.
XP 4,800
N Small Construct
Init: +5; Senses Darkvision 60 ft., low-light vision, superior optics; Perception +0
DEFENSE
AC 21, touch 16; flat-footed 16 (+5 dex, +5 natural, +1 size)
hp 65 (10d10+10)
Fort +5, Ref +10, Will +5
Defensive Abilities Hardness 5; Immune Construct traits, Status effects, Earth, Ice, Water
Weakness Lightning
OFFENSE
Speed Fly 120 ft. (perfect)
Melee Slam +8 (1d6-2)
Special Attacks HP Absorb (Type 1), MP Absorb (Type 2)
STATISTICS
Str 6, Dex 20, Con —, Int —, Wis 11, Cha 1
Base Atk +10; CMB +7; CMD 22
SQ Improved Evasion
SPECIAL ABILITIES
HP Absorb (Su)
Type 1 Emerald Eyes fires a pulsating green beam at a single target that drains HPs and heals either itself or
the Emerald Weapon. This attack deals 5d6 points of non-elemental damage (Fortitude save DC 20 to
negate). Damage dealt this way heals either the Emerald Eye construct or the Emerald Weapon. Blue mages
may learn this ability as a 5th level spell (Knowledge: Engineering or Technology DC 25).
MP Absorb (Su)
Type 2 Emerald Eyes fires a pulsating green beam at a single target that drains MPs and heals either itself or
the Emerald Weapon. This attack deals 5d6 points of MP damage (Fortitude save DC 20 to negate).
Damage dealt this way heals either the Emerald Eye construct or the Emerald Weapon. Does not work
against foes without a MP pool. Blue mages may learn this ability as a 5th level spell (Knowledge:
Engineering or Technology DC 25).
Superior Optics (Ex)
Emerald eyes see invisible creatures or objects as if they were visible.
Faceless CR 3
These humanoids resemble hairless, genderless humes with no facial features and grey skin that
changes color, allowing them to blend perfectly with their surroundings.
XP 800
NE Medium Monstrous Humanoid
Init: +7; Senses Darkvision 60 ft., Perception +6
DEFENSE
AC 16, touch 13; flat-footed 13 (+3 Dex, +1 natural, +2 armor)
hp 28 (4d8+8)
Fort +3, Ref +7, Will +4
OFFENSE
Speed 30 ft.
Melee Shortsword +7 (1d6+2)
Special Attacks Shadow Blink, +2d6 sneak attack
STATISTICS
Str 15, Dex 17, Con 15, Int 13, Wis 11, Cha 6
Base Atk +4; CMB +6; CMD 19
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +7, Escape Artist +7, Perception +11, Stealth +14 (+19 with cloak); Racial
Modifiers +4 Perception, +4 Stealth
Languages Common, Sign Language
SQ 20% concealment (with cloak)
Gear shortsword, studded leather armor, faceless cloak (20% concealment, +5 on Stealth checks,
disintegrates in sunlight)
SPECIAL ABILITIES
Shadow Blink (Su)
The faceless can teleport adjacently to any creature within 15 ft. and may attack the creature, once, as
a swift action. This ability cannot be used while in Sunlight nor can it be used if there's no room to
teleport adjacently to the creature. This ability does not provoke attacks of opportunity. Blue mages
may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Farfadet CR 1 This tiny creature looks like a humanoid with large wispy wings and long ears.
XP 400
CN Tiny Fey
Init +3; Senses Detect evil, detect good, low-light vision; Perception +7
DEFENSE
AC 16, touch 16, flat-footed 12 (+4 dex, +2 size)
hp 8 (2d6)
mp 3
Fort +1, Ref +7, Will +5
DR 5/cold iron; Resist Holy 10
Weakness Shadow
OFFENSE
Speed 15 ft., Fly 60 ft. (perfect)
Melee Shortsword +3 (1d3-3/19-20)
Range Shortbow +7 (1d3-3/x3)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Zephyr Arrow
Spells Known (White Mage/Illusionist CL 1st, Concentration +1)
At will – Dancing Lights, Daze (DC 10), Holy Orb
1st – Color Spray (DC 11), Cure, Light (DC 11)
STATISTICS
Str 5, Dex 19, Con 11, Int 10, Wis 14, Cha 14
Base Atk +1; CMB +3; CMD 5
Feats Hover*, Weapon Finesse
Skills Escape Artist +14, Fly +20, Perception +7, Sense Motive +6, Stealth +17
Language Common, Sylvan
SQ Luminous
Gear Shortsword, Shortbow (10 arrows)
SPECIAL ABILITIES
Luminous (Ex)
A farfadet naturally sheds light equal to that provided by a torch. A farfadet can control the color and
intensity of the light as a swift action, reducing it to the dimness of a candle or even extinguishing its
luminosity entirely if its wishes.
Zephyr Arrow (Su)
1/day, a farfadet shoots out a green arrow towards her opponent within 60 ft. The farfadet must makes a
ranged touch attack (+8), if it hits, the attack deals 3d6 points of wind damage and knocks her opponent
back 10 ft. (Fortitude save DC 14 to negate). Blue mages may learn this ability as a 2nd level spell
(Knowledge: Nature DC 19).
Pixie CR 4 This small whimsical-looking creature darts about swiftly on wildly colored gossamer wings.
XP 1,200
CN Small Fey
Init +5; Senses Detect chaos, detect evil, detect good, detect law, low-light vision; Perception +10
DEFENSE
AC 18, touch 17, flat-footed 12 (+5 dex, +1 dodge, +1 natural, +1 size)
hp 19 (4d6+4)
mp 10
Fort +2, Ref +9, Will +7
Defensive Abilities Invisibility; DR 10/cold iron; Resist Holy 15; SR 15
Weakness Shadow
OFFENSE
Speed 20 ft., Fly 60 ft. (perfect)
Melee Shortsword +8 (1d4-2/19-20)
Range Longbow +8 (1d6-2/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Zephyr Arrow
Spells Known (White Mage/Illusionist CL 4th, Concentration +7)
At will – Dancing Lights, Daze (DC 13), Holy Orb
1st – Color Spray (DC 14), Cure, Heal, Light (DC 14), Mage Armor
2nd – Blur, Cure II, Healara, Jitterbugs (DC 15), Light II (DC15)
STATISTICS
Str 7, Dex 21, Con 12, Int 16, Wis 16, Cha 16
Base Atk +2; CMB -1; CMD 15
Feats Dodge, Hover*, Weapon Finesse
Skills Acrobatics +12, Bluff +10, Escape Artist +12, Fly +18, Knowledge (nature) +10, Perception +10,
Sense Motive +11, Stealth +16, Use Magic Device +10
Language Common, Sylvan
SQ Autumn Breeze
Gear Shortsword, longbow, quiver (10 arrows)
SPECIAL ABILITIES
Autumn Breeze (Su)
3/day, a pixie surrounds herself in a reddish-green breeze that heals for 3d8+12 points of damage. Blue
mages may learn this ability as a 2nd level spell (Knowledge: Nature DC 19).
Invisibility (Su)
A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume
it as a free action.
Zephyr Arrow (Su)
3/day, a pixie shoots out a green arrow towards her opponent within 60 ft. The pixie must makes a ranged
touch attack (+8), if it hits, the attack deals 3d6 points of wind damage and knocks her opponent back 10 ft.
(Fortitude save DC 15 to negate). Blue mages may learn this ability as a 2nd level spell (Knowledge: Nature
DC 19).
Seelie CR 4 This small white whimsical-looking creature darts about swiftly on pink colored gossamer wings.
XP 2,400
NG Small Fey
Init +11; Senses Detect chaos, detect evil, detect good, detect law, low-light vision; Perception +14
DEFENSE
AC 22, touch 19, flat-footed 14 (+7 dex, +1 dodge, +3 natural, +1 size)
hp 39 (8d6+8)
mp 37
Fort +3, Ref +13, Will +12
Defensive Abilities Charmed Life, Invisibility; DR 10/cold iron; Resist Holy 15; SR 17
Weakness Shadow
OFFENSE
Speed 20 ft., Fly 60 ft. (perfect)
Melee Longsword +11 (1d6-1/19-20)
Range Longbow +11 (1d6-1/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Lethe Arrow, Spring Breeze, Zephyr Arrow
Spells Known (White Mage/Illusionist CL 8th, Concentration +12)
At will – Dancing Lights, Daze (DC 14), Holy Orb, Ghost Sound (DC 14)
1st – Color Spray (DC 15), Cure, Heal, Light (DC 15), Mage Armor, Silent Image (DC 15)
2nd – Blur, Cure II, Healara, Jitterbugs (DC 16), Light II (DC 16), Magic Mouth
3rd – Cura, Cure III, Dispel, Displacement, Light III (DC 17), Lightra (DC 17)
4th – Esuna, Holy (DC 18), Illusory Wall (DC 18)
STATISTICS
Str 8, Dex 24, Con 13, Int 16, Wis 18, Cha 18
Base Atk +4; CMB +2; CMD 19
Feats Combat Casting, Dodge, Hover*, Improved Initiative, Weapon Finesse
Skills Acrobatics +16, Bluff +14, Escape Artist +16, Fly +22, Knowledge (nature) +14, Perception +14,
Sense Motive +15, Stealth +20, Use Magic Device +14
Language Common, Sylvan
SQ White Wind
Gear Longsword, longbow, quiver (10 arrows)
SPECIAL ABILITIES
Charmed Life (Ex)
A seelie gains a +4 luck bonus on all saves against figment-based illusions and compulsion effects.
Invisibility (Su)
A seelie remains invisible even when it attacks. This ability is constant, but the seelie can suppress or
resume it as a free action.
Lethe Arrow (Su)
1/day, a seelie shoots out a blue arrow towards her opponent within 60 ft. The seelie must makes a ranged
touch attack (+11), if it hits, the attack deals 8d6 points of wind damage and inflicts Sleep status effect for
1d6 rounds (Will save DC 19 to negate). Blue mages may learn this ability as a 5th level spell (Knowledge:
Nature DC 25).
Spring Breeze (Su)
1/day, a seelie surrounds herself in a bluish-yellow breeze within a 30-ft.-radius. Creatures within the area
of effect must make a Will save (DC 17) or be inflicted with Sleep status effect for 1d6 rounds. Blue mages
may learn this ability as a 3rd level spell (Knowledge: Nature DC 21).
White Wind (Su)
1/day, a seelie summons a soft healing wind, healing herself and all nearby allies within 30 ft. for 4d6+15
points of damage. Blue mages may learn this ability as a 3rd level spell (Knowledge: Nature DC 21).
Zephyr Arrow (Su)
5/day, a seelie shoots out a green arrow towards her opponent within 60 ft. The seelie must makes a ranged
touch attack (+11), if it hits, the attack deals 3d6 points of wind damage and knocks her opponent back 10
ft. (Fortitude save DC 16 to negate). Blue mages may learn this ability as a 2nd level spell (Knowledge:
Nature DC 19).
Sidhe CR 10 This serene woman has pointed ears, flowing crimson hair, and colored gossamer wings. She wears an
elegant dress and a crown of twigs. XP 9,600
NG Medium Fey
Init +12; Senses Detect chaos, detect evil, detect good, detect law, low-light vision; Perception +17
DEFENSE
AC 29, touch 24, flat-footed 15 (+5 deflection, +8 dex, +1 dodge, +5 natural)
hp 89 (11d6+62)
mp 68
Fort +12, Ref +20, Will +17
Defensive Abilities Charmed Life, DR 10/cold iron; Resist Holy 15; SR 21
Weakness Shadow
OFFENSE
Speed 30 ft., Fly 60 ft. (perfect)
Melee +1 Longsword +14 (1d8+1/19-20) or Touch +13 (1d4 Cha damage)
Range +1 Longbow +14 (1d8+1/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Life Drain, Lethe Arrow, Zephyr Arrow
Spells Known (White Mage/Illusionist CL 11th, Concentration +16)
At will – Dancing Lights, Daze (DC 16), Holy Orb, Ghost Sound (DC 16)
1st – Charm (DC 17) Color Spray (DC 17), Cure, Heal, Light (DC 16), Mage Armor, Silent Image
(DC 17)
2nd – Blur, Cure II, Healara, Jitterbugs (DC 18), Light II (DC 17), Magic Mouth
3rd – Cura, Cure III, Dispel, Displacement, Light III (DC 18), Lightra (DC 18)
4th – Esuna, Holy (DC 19), Illusory Wall (DC 20), Raise
5th – Bless, Curaga, False Pain (DC 21), Lightga (DC 20), Persistent Image (DC 21)
6th – Arise, Holy II (DC 21), Illusory Pit (DC 22), Mislead (DC 22), Veil (DC 22)
STATISTICS
Str 10, Dex 26, Con 18, Int 16, Wis 20, Cha 21
Base Atk +5; CMB +5; CMD 29
Feats Alertness, Combat Casting, Dodge, Hover*, Improved Initiative, Persuasive, Quicken Spell
(charm), Spell Focus (enchantment), Weapon Finesse
Skills Acrobatics +16, Bluff +15, Diplomacy +25, Escape Artist +17, Fly +19, Knowledge (arcana) +12,
Knowledge (nature) +14, Perception +17, Sense Motive +18, Spellcraft +6, Stealth +17, Use Magic
Device +15
Language Common, Sylvan; tongues
SQ Angel Whisper, change shape (any female humanoid), Summer Breeze, unearthly grace, White Wind
Gear Longsword +1, longbow +1, quiver (20 +1 arrows)
SPECIAL ABILITIES
Angel Whisper (Su)
1/day, a sidhe heals herself or an ally by 3d6+12 points of damage and bestows Reraise status for 1d6
rounds upon their ally or self. Blue mages may learn this ability as a 7th level spell (Knowledge: Nature
DC 29).
Charmed Life (Ex)
A sidhe gains a +4 luck bonus on all saves against figment-based illusions and compulsion effects.
Lethe Arrow (Su)
3/day, a sidhe shoots out a blue arrow towards her opponent within 60 ft. The sidhe must makes a ranged
touch attack (+13), if it hits, the attack deals 8d6 points of wind damage and inflicts Sleep status effect
(Will save DC 20 to negate). Blue mages may learn this ability as a 5th level spell (Knowledge: Nature
DC 25).
Summer Breeze (Su)
3/day, a sidhe surrounds herself in a yellowish-orange breeze that functions like Esuna. If there is no bad
status effect to remove or fails to remove the status effect, then the caster gains Fast Healing 5 for 3
rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Nature DC 23).
Unearthly Grace (Su)
A sidhe adds her Charisma modifier as a racial bonus on all her saving throws and as a deflection bonus
to her AC.
White Wind (Su)
3/day, a sidhe summons a soft healing wind, healing herself and all nearby allies within 30 ft. for 4d6+15
points of damage. Blue mages may learn this ability as a 3rd level spell (Knowledge: Nature DC 21).
Zephyr Arrow (Su)
A sidhe shoots out a green arrow towards her opponent within 60 ft. The sidhe must makes a ranged touch
attack (+13), if it hits, the attack deals 3d6 points of wind damage and knocks her opponent back 10 ft.
(Fortitude save DC 16 to negate). Blue mages may learn this ability as a 2nd level spell (Knowledge:
Nature DC 19).
Sprite CR 1/3 This tiny creature looks like a humanoid with large wispy wings and long ears.
XP 135
CN Diminutive Fey
Init +3; Senses Detect evil, detect good, low-light vision; Perception +6
DEFENSE
AC 17, touch 17, flat-footed 14 (+3 dex, +4 size)
hp 4 (1d6)
mp 1
Fort +0, Ref +5, Will +2
DR 5/cold iron; Resist Holy 10
Weakness Shadow
OFFENSE
Speed 15 ft., Fly 60 ft. (perfect)
Melee Shortsword +3 (1d2-4/19-20)
Range Shortbow +7 (1d2-4/x3)
Space 1 ft.; Reach 0 ft.
Spells Known (White Mage/Illusionist CL 1st, Concentration +1)
At will – Dancing Lights, Daze (DC 10), Holy Orb
1st – Color Spray (DC 11), Cure, Light (DC 11)
STATISTICS
Str 5, Dex 17, Con 11, Int 10, Wis 11, Cha 10
Base Atk +0; CMB -1; CMD 5
Feats Hover*, Weapon Finesse
Skills Escape Artist +15, Fly +21, Perception +6, Sense Motive +2, Stealth +19
Language Common, Sylvan
SQ Luminous
Gear Shortsword, Shortbow (10 arrows)
SPECIAL ABILITIES
Luminous (Ex)
A sprite naturally sheds light equal to that provided by a torch. A sprite can control the color and intensity
of the light as a swift action, reducing it to the dimness of a candle or even extinguishing its luminosity
entirely if its wishes.
Unseelie CR 6 This small black whimsical-looking creature darts about swiftly on purple colored gossamer wings.
XP 2,400
NE Small Fey
Init +11; Senses Detect chaos, detect evil, detect good, detect law, low-light vision; Perception +13
DEFENSE
AC 22, touch 19 flat-footed 14 (+7 dex, +1 dodge, +3 natural, +1 size)
hp 39 (8d6+8)
mp 37
Fort +3, Ref +13, Will +9
Defensive Abilities Charmed Life, Invisibility DR 10/cold iron; Resist Shadow 15; SR 17
Weakness Holy
OFFENSE
Speed 20 ft., Fly 60 ft. (perfect)
Melee Longsword +11 (1d6-1/19-20)
Range Longbow +11 (1d6-1/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Black Wind, Lethe Arrow, Spring Breeze, Zephyr Arrow
Spells Known (Black Mage/Illusionist CL 8th, Concentration +12)
At will – Dancing Lights, Dark Orb, Daze (DC 14), Ghost Sound (DC 14)
1st – Color Spray (DC 15), Dark (DC 15), Enfeeblement (DC 15), Mage Armor, Silent Image (DC
15)
2nd – Blur, Dark II (DC 16), Darkness, Jitterbugs (DC 16), Magic Mouth
3rd – Dark III (DC 17), Darkra (DC 17), Dispel, Displacement
4th – Dark Blight (DC 18), Esuna, Illusory Wall (DC 18), Shadow Step
STATISTICS
Str 8, Dex 24, Con 13, Int 18, Wis 16, Cha 18
Base Atk +4; CMB +2; CMD 19
Feats Combat Casting, Dodge, Hover*, Improved Initiative, Weapon Finesse
Skills Acrobatics +16, Bluff +14, Escape Artist +16, Fly +22, Knowledge (nature) +15, Perception +13,
Sense Motive +14, Stealth +20, Use Magic Device +14
Gear Longsword, longbow, quiver (10 arrows)
SPECIAL ABILITIES
Black Wind (Su)
1/day, an unseelie spreads dark waves from herself. All creatures within a 30 ft.-radius must make a
Reflex save (DC 17) for half damage or take 3d6+12 points of shadow damage. Blue mages may learn
this ability as a 3rd level spell (Knowledge: Nature DC 21).
Charmed Life (Ex)
An unseelie gains a +4 luck bonus on all saves against figment-based illusions and compulsion effects.
Invisibility (Su)
An unseelie remains invisible even when it attacks. This ability is constant, but the unseelie can suppress
or resume it as a free action.
Lethe Arrow (Su)
1/day, an unseelie shoots out a blue arrow towards her opponent within 60 ft. The unseelie must makes a
ranged touch attack (+13), if it hits, the attack deals 8d6 points of wind damage and inflicts Sleep status
effect (Will save DC 19 to negate). Blue mages may learn this ability as a 5th level spell (Knowledge:
Nature DC 25).
Winter Breeze (Su)
1/day, a unseelie surrounds herself in a blueish white breeze within a 30-ft.-radius. This spell functions
like Greater Dispel expect it only applies the area dispel effect to all the creatures within the area of
effect. Blue mages may learn this ability as a 5th level spell (Knowledge: Nature DC 25).
Zephyr Arrow (Su)
An unseelie shoots out a green arrow towards her opponent within 60 ft. The unseelie must makes a
ranged touch attack (+11), if it hits, the attack deals 3d6 points of wind damage and knocks her opponent
back 10 ft. (Fortitude save DC 16 to negate). Blue mages may learn this ability as a 2nd level spell
(Knowledge: Nature DC 19).
FLAN
Flans appear true to their name, they are gelatinous, cylindrical creatures usually with large eyes and a mouth
that takes up the majority of their front. They have stubby arms that spurt from the sides of their body.
Flan, Small CR 1 XP 400
N Small Ooze
Init +3; Senses Darkvision 60 ft.; Perception +2
DEFENSE
AC 13, touch 10, flat-footed 14 (-1 dex, +3 natural, +1 size)
hp 14 (2d8+2)
mp 3
Fort +1, Ref -1, Will +0
DR 5/magic; Immune Element of its type, ooze traits
Weakness Opposite element of its type
OFFENSE
Speed 20 ft.
Melee Slam +5 (1d4+4 plus elemental damage 1d4)
Space 5 ft.; Reach 5 ft.
Spells Known (Red Mage CL 2nd; Concentration +3)
1st – Dark Flan (Dark), Divine Flan (Light), Earth Flan (Stone), Fire Flan (Fire), Ice Flan (Blizzard),
Lightning Flan (Thunder), Water Flan (Water), Wind Flan (Aero)
STATISTICS
Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 13
Base Atk +1; CMB +3; CMD 12
Feats Improved Initiative
Skills Perception +2
SPECIAL ABILITIES
Elemental Damage (Ex)
Flans secrete its own element type as additional damage when it uses its slam attack.
Flan, Medium CR 3 XP 800
N Medium Ooze
Init +3; Senses Darkvision 60 ft.; Perception +2
DEFENSE
AC 13, touch 9, flat-footed 14 (-1 dex, +4 natural)
hp 34 (4d8+16)
mp 6
Fort +4, Ref -1, Will +1
DR 5/magic; Immune Element of its type, ooze traits
Weakness Opposite element of its type
OFFENSE
Speed 20 ft.
Melee Slam +8 (1d6+7 plus elemental damage 1d6)
Space 5 ft.; Reach 5 ft.
Spells Known (Red Mage CL 4th; Concentration +6)
1st – Dark Flan (Dark), Divine Flan (Light), Earth Flan (Stone), Fire Flan (Fire), Ice Flan (Blizzard),
Lightning Flan (Thunder), Water Flan (Water), Wind Flan (Aero)
2nd – Dark Flan (Dark II), Divine Flan (Light II), Earth Flan (Stone II), Fire Flan (Fire II), Ice Flan
(Blizzard II), Lightning Flan (Thunder II), Water Flan (Water II), Wind Flan (Aero II)
STATISTICS
Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 14
Base Atk +3; CMB +8; CMD 17
Feats Improved Initiative, Toughness
Skills Perception +4
SPECIAL ABILITIES
Elemental Damage (Ex)
Flans secrete its own element type as additional damage when it uses its slam attack.
Flan, Large CR 5 XP 1,600
N Large Ooze
Init +3; Senses Darkvision 60 ft.; Perception +11
DEFENSE
AC 14, touch 8, flat-footed 14 (-1 dex, +6 natural, -1 size)
hp 76 (8d8+40)
mp 19
Fort +6, Ref -1, Will +2
DR 5/magic; Immune Element of its type, ooze traits
Weakness Opposite element of its type
OFFENSE
Speed 20 ft.
Melee Slam +12 (2d6+10 plus elemental damage 1d8)
Space 10 ft.; Reach 10 ft.
Spells Known (Red Mage CL 8th; Concentration +11)
1st – Dark Flan (Dark), Divine Flan (Light), Earth Flan (Stone), Fire Flan (Fire), Ice Flan (Blizzard),
Lightning Flan (Thunder), Water Flan (Water), Wind Flan (Aero)
2nd – Dark Flan (Dark II), Divine Flan (Light II), Earth Flan (Stone II), Fire Flan (Fire II), Ice Flan
(Blizzard II), Lightning Flan (Thunder II), Water Flan (Water II), Wind Flan (Aero II)
3rd – Dark Flan (Dark III), Divine Flan (Light III), Earth Flan (Stone III), Fire Flan (Fire III), Ice Flan
(Blizzard III), Lightning Flan (Thunder III), Water Flan (Water III), Wind Flan (Aero III)
STATISTICS
Str 25, Dex 8, Con 19, Int 4, Wis 11, Cha 16
Base Atk +6; CMB +14; CMD 23
Feats Improved Initiative, Power Attack, Skill Focus (Perception), Toughness
Skills Perception +11
SPECIAL ABILITIES
Elemental Damage (Ex)
Flans secrete its own element type as additional damage when it uses its slam attack.
Flan, Huge CR 7 XP 3,200
N Huge Ooze
Init +3; Senses Darkvision 60 ft.; Perception +22
DEFENSE
AC 18, touch 7, flat-footed 18 (-1 dex, +11 natural, -2 size)
hp 117 (12d8+72)
mp 40
Fort +9, Ref +3, Will +4
DR 10/magic; Immune Element of its type, ooze traits
Weakness Opposite element of its type
OFFENSE
Speed 20 ft.
Melee Slam +16 (2d8+13 plus elemental damage 2d6)
Space 15 ft.; Reach 15 ft.
Spells Known (Red Mage CL 12th; Concentration +16)
1st – Dark Flan (Dark), Divine Flan (Light), Earth Flan (Stone), Fire Flan (Fire), Ice Flan (Blizzard),
Lightning Flan (Thunder), Water Flan (Water), Wind Flan (Aero)
2nd – Dark Flan (Dark II), Divine Flan (Light II), Earth Flan (Stone II), Fire Flan (Fire II), Ice Flan
(Blizzard II), Lightning Flan (Thunder II), Water Flan (Water II), Wind Flan (Aero II)
3rd – Dark Flan (Dark III), Divine Flan (Light III), Earth Flan (Stone III), Fire Flan (Fire III), Ice Flan
(Blizzard III), Lightning Flan (Thunder III), Water Flan (Water III), Wind Flan (Aero III)
4th – Dark Flan (Reflect), Divine Flan (Esuna), Earth Flan (Rock Spikes), Fire Flan (Blaze Spikes), Ice
Flan (Ice Spikes), Lightning Flan (Shock Spikes), Water Flan (Vanish), Wind Flan (Gale Winds)
STATISTICS
Str 28, Dex 8, Con 21, Int 4, Wis 11, Cha 18
Base Atk +9; CMB +20; CMD 29
Feats Alertness, Cleave, Diehard, Improved Initiative, Power Attack, Skill Focus (Perception), Toughness
Skills Perception +22
SPECIAL ABILITIES
Elemental Damage (Ex)
Flans secrete its own element type as additional damage when it uses its slam attack.
Flan, Greater CR 9 XP 6,400
N Huge Ooze
Init +3; Senses Darkvision 60 ft.; Perception +26
DEFENSE
AC 20, touch 7, flat-footed 20 (-1 dex, +13 natural, -2 size)
hp 178 (16d8+106)
mp 68
Fort +10, Ref +4, Will +7
DR 10/magic; Immune Element of its type, ooze traits
Weakness Opposite element of its type
OFFENSE
Speed 20 ft.
Melee Slam +21 (2d8+15 plus elemental damage 2d6)
Space 15 ft.; Reach 15 ft.
Spells Known (Red Mage CL 16th; Concentration +21)
1st – Dark Flan (Dark), Divine Flan (Light), Earth Flan (Stone), Fire Flan (Fire), Ice Flan (Blizzard),
Lightning Flan (Thunder), Water Flan (Water), Wind Flan (Aero)
2nd – Dark Flan (Dark II), Divine Flan (Light II), Earth Flan (Stone II), Fire Flan (Fire II), Ice Flan
(Blizzard II), Lightning Flan (Thunder II), Water Flan (Water II), Wind Flan (Aero II)
3rd – Dark Flan (Dark III), Divine Flan (Light III), Earth Flan (Stone III), Fire Flan (Fire III), Ice Flan
(Blizzard III), Lightning Flan (Thunder III), Water Flan (Water III), Wind Flan (Aero III)
4th – Dark Flan (Reflect), Divine Flan (Esuna), Earth Flan (Rock Spikes), Fire Flan (Blaze Spikes), Ice
Flan (Ice Spikes), Lightning Flan (Shock Spikes), Water Flan (Vanish), Wind Flan (Gale Winds)
5th – Dark Flan (Darkga), Divine Flan (Lightga), Earth Flan (Stonega), Fire Flan (Firaga), Ice Flan
(Blizzaga), Lightning Flan (Thundaga), Water Flan (Waterga), Wind Flan (Aeroga)
STATISTICS
Str 30, Dex 8, Con 21, Int 4, Wis 11, Cha 20
Base Atk +12; CMB +24; CMD 33
Feats Alertness, Cleave, Diehard, Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception),
Toughness, Weapon Focus (Slam)
Skills Perception +26
SPECIAL ABILITIES
Elemental Damage (Ex)
Flans secrete its own element type as additional damage when it uses its slam attack.
Flan, Elder CR 11 XP 12,800
N Huge Ooze
Init +3; Senses Darkvision 60 ft.; Perception +30
DEFENSE
AC 22, touch 7, flat-footed 22 (-1 dex, +15 natural, -2 size)
hp 221 (20d8+131)
mp 106
Fort +13, Ref +7, Will +8
DR 15/magic; Immune Element of its type, ooze traits
Weakness Opposite element of its type
OFFENSE
Speed 20 ft.
Melee Slam +25 (2d8+16 plus elemental damage 2d6)
Space 15 ft.; Reach 15 ft.
Spells Known (Red Mage CL 20th; Concentration +26)
1st – Dark Flan (Dark), Divine Flan (Light), Earth Flan (Stone), Fire Flan (Fire), Ice Flan (Blizzard),
Lightning Flan (Thunder), Water Flan (Water), Wind Flan (Aero)
2nd – Dark Flan (Dark II), Divine Flan (Light II), Earth Flan (Stone II), Fire Flan (Fire II), Ice Flan
(Blizzard II), Lightning Flan (Thunder II), Water Flan (Water II), Wind Flan (Aero II)
3rd – Dark Flan (Dark III), Divine Flan (Light III), Earth Flan (Stone III), Fire Flan (Fire III), Ice Flan
(Blizzard III), Lightning Flan (Thunder III), Water Flan (Water III), Wind Flan (Aero III)
4th – Dark Flan (Reflect), Divine Flan (Esuna), Earth Flan (Rock Spikes), Fire Flan (Blaze Spikes), Ice
Flan (Ice Spikes), Lightning Flan (Shock Spikes), Water Flan (Vanish), Wind Flan (Gale Winds)
5th – Dark Flan (Darkga), Divine Flan (Lightga), Earth Flan (Stonega), Fire Flan (Firaga), Ice Flan
(Blizzaga), Lightning Flan (Thundaga), Water Flan (Waterga), Wind Flan (Aeroga)
6th – Dark Flan (Syphon), Divine Flan (Holy II), Earth Flan (Rock Spikes II), Fire Flan (Blaze Spikes
II), Ice Flan (Ice Spikes II), Lightning Flan (Shock Spikes II), Water Flan (Greater Vanish), Wind Flan
(Hastega)
STATISTICS
Str 32, Dex 8, Con 21, Int 4, Wis 11, Cha 22
Base Atk +15; CMB +27; CMD 36
Feats Alertness, Cleave, Diehard, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Power
Attack, Skill Focus (Perception), Toughness, Weapon Focus (Slam)
Skills Perception +30
SPECIAL ABILITIES
Elemental Damage (Ex)
Flans secrete its own element type as additional damage when it uses its slam attack.
Death Cap CR 9 A black mushroom with a fanged mouth and a varying number of eyes. Death caps smell of death and decay
and are a living nightmare when it comes to status affects. XP 6,400
N Medium Plant
Init +9; Senses Darkvision 60 ft., low-light vision; Perception +3
DEFENSE
AC 22, touch 15, flat-footed 17 (+5 dex, +7 natural)
hp 124 (13d8+78)
Fort +13, Ref +11, Will +7
Immune Plant traits; Resist Earth 10, Ice 10, Shadow 10
Weakness Fire
OFFENSE
Speed 20 ft.
Melee Bite +14 (1d10+3 plus poison), 2 Slams +12 (1d6+3 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Bad Breath, Dream Pollen, Poison Gas
STATISTICS
Str 16, Dex 20, Con 20, Int 7, Wis 16, Cha 20
Base Atk +9; CMB +12; CMD 27
Feats Blind-Fight, Improved Initiative, Lightning Reflexes, Multiattack, Power Attack, Toughness, Weapon
Finesse
Skills Stealth +22 (+24 in swamps and underground), Survival +14 (+18 in swamps and underground);
Racial Modifiers +4 Stealth and Survival in swamps and underground
SPECIAL ABILITIES
Poison (Ex)
Slam – injury; save Fort DC 14; frequency 1/round for 4 rounds; effect poisoned and fatigue; cure no saves
Bad Breath (Su)
3/day, a death cap can emit a 30-ft.-cone of foul gas. All creatures within the cone are affected by the
following status effects for 1d4 rounds each: Berserk (Will save DC 20 to negate), Blind (Fortitude save DC
20 to negate), Confuse (Will save DC 20 to negate), Poison (Fortitude save DC 20 to negate), Silence
(Fortitude save DC 20 to negate), and Slow (Fortitude save DC 20 to negate). The death cap must wait 1d4
rounds to use this ability again. Blue mages may learn this ability as a 5th level spell (Knowledge: Nature
DC 25).
Dream Pollen (Su)
3/day, a death cap can fill the air with drowsiness within a 15-ft.-radius. Creatures within the area of effect
must make a Will save (DC 14) or be inflicted with Sleep status for 1d4 rounds. Blue mages may learn this
ability as a 2nd level spell (Knowledge: Nature DC 19).
Poison Gas (Su)
3/day, a death cap can release a poison gas from itself spread outward in a 30-ft.-radius. Creatures within the
area of effect take 12d6 points of non-elemental damage and are inflicted with Poison status for 1d6 rounds,
a successful Fortitude save (DC 21) to negate the status effect and reduce the damage by half. Blue mages
may learn this ability as a 6th level spell (Knowledge: Nature DC 27).
Stench (Ex)
A death cap constantly emits a putrid stench that nearly every form of animal life finds offensive. All living
creatures (except death caps or other funguar) within 30 feet of a death cap must succeed on a DC 21
Fortitude save or be nauseated for as long as they remain within 30 feet of the creature. Moving out of the
affected area leaves the character sickened for 1 round after which time he recovers immediately. The save
DC is Constitution-based. Creatures that successfully save cannot be affected by the same death cap’s stench
for 24 hours. This is a poison effect.
Exoray CR 7 An autumn mushroom with a fanged mouth and a varying number of eyes. Mycotoxins often use pollen to
sleep their targets and nausea powder to weaken them after. XP 3,200
N Small Plant
Init +8; Senses Darkvision 60 ft., low-light vision; Perception +3
DEFENSE
AC 19, touch 15, flat-footed 15 (+4 dex, +1 size. +4 natural)
hp 91 (10d8+50)
Fort +11, Ref +7, Will +6
Immune Plant traits; Resist Earth 10, Ice 10, Lightning 10
Weakness Fire
OFFENSE
Speed 20 ft.
Melee Bite +12 (1d8+2 plus poison), 2 Slams +10 (1d4+2 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Dream Pollen, Nausea Powder, Silver Powder, White Wind
STATISTICS
Str 14, Dex 18, Con 18, Int 7, Wis 16, Cha 19
Base Atk +7; CMB +8; CMD 22
Feats Blind-Fight, Improved Initiative, Multiattack, Power Attack, Toughness, Weapon Finesse
Skills Stealth +19 (+23 in snow and underground), Survival +11 (+15 in snow and underground); Racial
Modifiers +4 Stealth and Survival in snow and underground
SPECIAL ABILITIES
Poison (Ex)
Slam – injury; save Fort DC 14; frequency 1/round for 4 rounds; effect poisoned and fatigue; cure no saves
Dream Pollen (Su)
3/day, an exoray can fill the air with drowsiness within a 15-ft.-radius. Creatures within the area of effect
must make a Will save (DC 14) or be inflicted with sleep status for 1d4 rounds. Blue mages may learn this
ability as a 2nd level spell (Knowledge: Nature DC 19).
Nausea Powder (Su)
2/day, an exoray can fill the air with a nauseous gas within a 15-ft.-radius. Creatures within the area of
effect must make a Fortitude save (DC 16) or take 3d6 points of non-elemental damage and are inflicted
with Poison status for 1d4 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge:
Nature DC 21).
Silver Powder (Su)
3/day, an exoray can emit a 15-ft.-cone of silver dust. Creatures within the cone are affected by the
following status effects for 1d4 rounds each: Blind (Fortitude save DC 17 to negate), Poison (Fortitude save
DC 17 to negate), and Silence (Fortitude save DC 17 to negate). The exoray must wait 1d4 rounds to use
this ability again. Blue mages may learn this ability as a 3rd level spell (Knowledge: Nature DC 21).
White Wind (Su)
1/day an exoray release a soft healing breeze healing all allies within a 30-ft.-radius. Allies within the area
of effect are healed by 4d6+15 damage. Blue mages may learn this ability as a 3rd level spell (Knowledge:
Nature DC 21).
Funguar CR 2 A mushroom with a fanged mouth and a varying number of eyes. Funguars often use pollen to do things
like putting the party to sleep. XP 600
N Small Plant
Init +2; Senses Darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 15, touch 13, flat-footed 13 (+2 dex, +1 size. + 2 natural)
hp 23 (3d8+9)
Fort +6, Ref +3, Will +3
Immune Plant traits; Resist Earth 5, Ice 5, Lightning 10
Weakness Fire
OFFENSE
Speed 20 ft.
Melee Bite +5 (1d6 plus poison), 2 Slams +0 (1d3 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Dream Pollen
STATISTICS
Str 10, Dex 15, Con 16, Int 7, Wis 14, Cha 15
Base Atk +2; CMB +1; CMD 13
Feats Blind-Fight, Weapon Finesse
Skills Stealth +10 (+14 in swamps and underground), Survival +3 (+7 in swamps and underground); Racial
Modifiers +4 Stealth and Survival in swamps and underground
SPECIAL ABILITIES
Poison (Ex)
Slam – injury; save Fort DC 14; frequency 1/round for 4 rounds; effect poisoned and fatigue; cure no saves
Dream Pollen (Su)
3/day, a funguar can fill the air with drowsiness within a 15-ft.-radius. Creatures within the area of effect
must make a Will save (DC 14) or be inflicted with Sleep status for 1d4 rounds. Blue mages may learn this
ability as a 2nd level spell (Knowledge: Nature DC 19).
Mycotoxins CR 5 An autumn mushroom with a fanged mouth and a varying number of eyes. Mycotoxins often use pollen to
sleep their targets and nausea powder to weaken them after. XP 1,600
N Small Plant
Init +3; Senses Darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 17, touch 14, flat-footed 14 (+3 Dex, +1 size. +3 natural)
hp 63 (7d8+35)
Fort +9, Ref +5, Will +4
Immune Plant traits; Resist Earth 10, Ice 5, Lightning 10
Weakness Fire
OFFENSE
Speed 20 ft.
Melee Bite +9 (1d6+1 plus poison), 2 Slams +4 (1d3+1 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Dream Pollen, Nausea Powder, White Wind
STATISTICS
Str 12, Dex 16, Con 18, Int 7, Wis 14, Cha 17
Base Atk +5; CMB +5; CMD 18
Feats Blind-Fight, Power Attack, Toughness, Weapon Finesse
Skills Stealth +15 (+19 in swamps and underground), Survival +7 (+11 in swamps and underground);
Racial Modifiers +4 Stealth and Survival in swamps and underground
SPECIAL ABILITIES
Poison (Ex)
Slam – injury; save Fort DC 14; frequency 1/round for 4 rounds; effect poisoned and fatigue; cure no saves
Dream Pollen (Su)
3/day, a mycotoxins can fill the air with drowsiness within a 15-ft.-radius. Creatures within the area of
effect must make a Will save (DC 14) or be inflicted with Sleep status for 1d4 rounds. Blue mages may
learn this ability as a 2nd level spell (Knowledge: Nature DC 19).
Nausea Powder (Su)
2/day, a mycotoxin can fill the air with a nauseous gas within a 15-ft.-radius. Creatures within the area of
effect must make a Fortitude save (DC 16) or take 3d6 points of non-elemental damage and are inflicted
with Poison status for 1d4 rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge:
Nature DC 21).
White Wind (Su)
1/day a mycotoxin release a soft healing breeze healing all allies within a 30-ft.-radius. Allies within the
area of effect are healed by 4d6+15 damage. Blue mages may learn this ability as a 3rd level spell
(Knowledge: Nature DC 21).
Belphegor CR 8 Seemingly carved from a dark green stone, this sinister crouching humanoid resembles a horned, winged
demon. Usually leads a pack of gargoyles with them. XP 4,800
CE Large Monstrous Humanoid (Earth)
Init +6; Senses Darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 22, touch 11; flat-footed 20 (+2 dex, +11 natural, -1 size)
hp 123 (11d10+66)
Fort +9, Ref +9, Will +8
DR 10/cold iron; Resist Earth 15
Weakness Wind
OFFENSE
Speed 40 ft., Fly 60 ft. (average)
Melee 2 Claws +16 (1d8+6), Bite +16 (1d8+6), Gore +16 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks Bloody Claw, Snatch, Triumphant Roar
STATISTICS
Str 22, Dex 15, Con 22, Int 10, Wis 12, Cha 8
Base Atk +11; CMB +18; CMD 30
Feats Bloody Assault, Cleave, Death from Above, Improved Initiative, Power Attack, Skill Focus (Fly)
Skills Fly +19, Perception +15, Stealth +15 (+19 in stony areas); Racial Modifier +2 Stealth (+6 in stony
environs)
Languages Common, Terran
SQ Freeze
SPECIAL ABILITIES
Bloody Claw (Su)
3/day, a belphegor forms a crimson claw draining the life force from their target with a melee touch attack
(+9). If it hits, the target take 3d6 points of shadow damage and is healed for that much. The victim also
takes 1 point of ability damage to a random stat (1d6): 1 for Strength, 2 for Dexterity, 3 for Constitution, 4
for Intelligence, 5 for Wisdom, or 6 for Charisma. Blue mages may learn this ability as a 3rd level spell
(Knowledge: Local DC 21).
Freeze (Ex)
A belphegor can hold itself so still, it appears to be a statue. A belphegor that uses freeze can take 20 on its
Stealth check to hide in plain sight as a stone statue.
Snatch (Ex)
A belphegor can start a grapple when it hits with both claw attacks, as though it had the grab ability. If it
grapples a creature of size Medium or smaller, it squeezes each round for automatic claw damage with a
successful grapple check. A belphegor can fly while holding a creature that weighs 350 pounds or less. It
cannot throw creatures it is carrying, but can drop them as a free action.
Triumphant Roar (Su)
1/day, the belphegor releases a raging fierce roar, boosting their personal attack power by +6 for three
rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Local DC 21).
Foras CR 11 An unsightly demon that resembles an obsidian human with scythes that pierce its own hands. Both
intelligent and persistent, the foras fades into the darkness to more effectively stalk its prey. XP 12,800
CE Large Monstrous Humanoid (Earth)
Init +7; Senses Darkvision 60 ft., low-light vision; Perception +19
DEFENSE
AC 26, touch 12; flat-footed 23 (+3 dex, +14 natural, -1 size)
hp 178 (15d10+105)
Fort +12, Ref +12, Will +10
DR 10/adamantine; Resist Earth 15
Weakness Wind
OFFENSE
Speed 40 ft., Fly 60 ft. (average)
Melee 2 Claws +21 (2d8+6/x4), Bite +21 (1d8+6), Gore +21 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks Bloody Claw, Scythe Claws, Snatch, Terror Eye, Triumphant Roar
STATISTICS
Str 24, Dex 16, Con 24, Int 12, Wis 12, Cha 8
Base Atk +15; CMB +23; CMD 36
Feats Bloody Assault, Cleave, Death from Above, Flyby Attack, Hover, Improved Initiative, Power Attack,
Skill Focus (Fly)
Skills Fly +23, Perception +19, Stealth +19 (+23 in stony areas); Racial Modifier +2 Stealth (+6 in stony
environs)
Languages Common, Terran
SQ Freeze
SPECIAL ABILITIES
Bloody Claw (Su)
3/day, a foras forms a crimson claw draining the life force from their target with a melee touch attack (+9). If
it hits, the target take 3d6 points of shadow damage and is healed for that much. The victim also takes 1
point of ability damage to a random stat (1d6): 1 for Strength, 2 for Dexterity, 3 for Constitution, 4 for
Intelligence, 5 for Wisdom, or 6 for Charisma. Blue mages may learn this ability as a 3rd level spell
(Knowledge: Local DC 21).
Freeze (Ex)
A foras can hold itself so still, it appears to be a statue. A foras that uses freeze can take 20 on its Stealth
check to hide in plain sight as a stone statue.
Scythe Claws (Ex)
Foras have improved claw damage by 2 sizes and have their critical bonus damage increase to x4.
Snatch (Ex)
A foras can start a grapple when it hits with both claw attacks, as though it had the grab ability. If it grapples
a creature of size Medium or smaller, it squeezes each round for automatic claw damage with a successful
grapple check. A foras can fly while holding a creature that weighs 350 pounds or less. It cannot throw
creatures it is carrying, but can drop them as a free action.
Terror Eyes (Su)
1/day, the foras strikes fear in its opponents within a 30-ft. cone freezing them in time. Anyone caught in the
cone-shaped effect must make a Will save (DC 20) or be inflicted with the Stop status effect for 3 rounds.
This is considered a fear effect. Blue mages may learn this ability as a 9th level spell (Knowledge: Local DC
33).
Triumphant Roar (Su)
1/day, the foras releases a raging fierce roar, boosting their personal attack power by +6 for three rounds.
Blue mages may learn this ability as a 3rd level spell (Knowledge: Local DC 21).
Gargoyle CR 5 Seemingly carved from a dark gray stone, this sinister crouching humanoid resembles a horned, winged
demon. XP 1,600
CE Medium Monstrous Humanoid (Earth)
Init +6; Senses Darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 18, touch 12; flat-footed 16 (+2 dex, +6 natural)
hp 63 (6d10+24)
Fort +6, Ref +7, Will +6
DR 10/magic; Resist Earth 15
Weakness Wind
OFFENSE
Speed 40 ft., Fly 60 ft. (average)
Melee 2 Claws +9 (1d6+3), Bite +9 (1d6+3), Gore +9 (1d6+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Bloody Claw
STATISTICS
Str 17, Dex 15, Con 19, Int 8, Wis 12, Cha 8
Base Atk +6; CMB +9; CMD 21
Feats Improved Initiative, Power Attack, Skill Focus (Fly)
Skills Fly +14, Perception +10, Stealth +10 (+16 in stony areas); Racial Modifiers +2 Stealth (+6 in stony
environs)
Languages Common, Terran
SQ Freeze
SPECIAL ABILITIES
Bloody Claw (Su)
3/day, a gargoyle forms a crimson claw draining the life force from their target with a melee touch attack
(+9). If it hits, the target take 3d6 points of shadow damage and is healed for that much. The victim also
takes 1 point of ability damage to a random stat (1d6): 1 for Strength, 2 for Dexterity, 3 for Constitution, 4
for Intelligence, 5 for Wisdom, or 6 for Charisma. Blue mages may learn this ability as a 3rd level spell
(Knowledge: Local DC 21).
Freeze (Su)
A gargoyle can hold itself so still, it appears to be a statue. A gargoyle that uses freeze can take 20 on its
Stealth check to hide in plain sight as a stone statue.
Gazer CR 18
It floats before you, a large, bulbous body with a central, unblinking eye, and a large maw filled with dagger-like
teeth. Smaller eyes, attached to wriggling stalks, sprout from the top of the orb-like body.
XP 153,600
LE Large Aberration
Init +8; Senses Darkvision 60 ft.; Perception +30
DEFENSE
AC 32, touch 13; flat-footed 28 (+4 dex, +19 natural, -1 size)
hp 173 (18d8+92)
Fort +12, Ref +12, Will +14
DR 10/-; SR 28
OFFENSE
Speed Fly 20 ft. (Good)
Melee Bite +12 (2d6)
Space 10 ft.; Reach 5 ft.
Special Attacks Eye Rays (+18 Ranged Touch), Stop Gaze
STATISTICS
Str 10, Dex 18, Con 18, Int 22, Wis 17, Cha 22
Base Atk +13; CMB +14; CMD 28
Feats Alertness, Flyby Attack, Improved Initiative, Great Fortitude, Lightning Reflexes, Magical Aptitude,
Point-Blank Shot, Skill Focus (Perception), Weapon Focus (Rays)
Skills Fly +27, Knowledge (arcana) +27, Intimidate +27, Perception +30, Spellcraft +29, Stealth +21, Use Magic
Device +26; Racial Modifier +2 Perception
Languages Common, Gazer
SQ Flight
SPECIAL ABILITIES
Flight (Ex)
Gazers are naturally buoyant which allows them to fly at a speed of 20 feet, as well as a permanent choco feather
effect with personal range.
Eye Rays (Su)
The gazer can produce a ray from each of its 10 small eyes once per round as a free action. During a round, it
may only aim 3 eye rays in any given 90 degree arc (forward, back, left, right, up, down). The rays (CL 18, save
DC 21, duration of 1 minute, saves are Charisma-based) each have different effects:
Charm: The target must succeed on a Will save or be affected as though by the spell.
Confusion: The target must succeed on a Will save or be affected as though by the spell.
Disable: The target must succeed on a Fortitude save or be affected as though by the spell.
Elemental: The gazer can use any of the following spells: Stone III, Thunder III, Fire III, Water III, Blizzard III,
or Aero III. The target must succeed on a saving throw according to the spell.
Enervation: The target must succeed on a Fortitude save or be affected as though by the spell.
Fear: This works like the spell, except that it targets one creature. The target must succeed on a Will save or be
affected as though by the spell.
Immobilize: The target must succeed on a Fortitude save or be affected as though by the spell.
Statue: The target must succeed on a Fortitude save or be affected as though by the spell.
Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice (Will negates).
Slow: This works like the spell, except that it affects one creature. The target can make a Will save to negate the
effect.
Stop Gaze (Su)
A gazer’s central eye can produce a 150-foot cone of Stop status effect as a standard action. All creatures within
the area of effect must make a Will save (DC 25) or be inflicted with the Stop status for 1 minute. Blue mages
may learn this ability as a 9th level spell (Knowledge: Dungeoneering DC 33).
Ghost CR 7
This spectral, horrifying figure glides silently through the air, passing through solid objects as if they
didn't exist.
XP 3,200
CE Medium Undead (Incorporeal)
Init +5; Senses Darkvision 60 ft., Perception +18
DEFENSE
AC 17, touch 17; flat-footed 15 (+5 deflection, +1 dex, +1 dodge)
hp 73 (7d8+42)
Fort +7, Ref +5, Will +7
Defensive Abilities Channel Resistance +4, Incorporeal, Rejuvenation; Immune Undead traits
OFFENSE
Speed Fly 30 ft. (perfect)
Melee Corrupting touch +6 (7d6 shadow damage, Fort. DC 18 half)
Special Attacks Curse, Ectosmash, Frightful Moan (DC 18), Grave Reel
STATISTICS
Str —, Dex 12, Con —, Int 10, Wis 11, Cha 20
Base Atk +5; CMB +5; CMD 22
Feats Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Toughness
Skills Fly +9, Knowledge (history) +10, Knowledge (nobility) +10, Perception +18, Sense Motive +10,
Stealth +9; Racial Modifiers +8 Perception, +8 Stealth
Languages Common
SPECIAL ABILITIES
Corrupting Touch (Su)
By passing part of its incorporeal body through a foe's body as a standard action, the ghost inflicts 7d6
points of shadow damage. This damage manifests in the form of physical wounds and aches from
supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the
damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted. Blue
mages may learn this ability as a 4th level spell (Knowledge: Religion DC 23).
Curse (Su)
3/day, a ghost can curse those around it in a 30-ft.-radius. Creatures within the area of effect must make a
Will save (DC 16) or be inflicted with Curse status for 1d6 rounds. Blue mages may learn this ability as a
4th level spell (Knowledge: Religion DC 23).
Ectosmash (Su)
A ghost can teleport adjacent to any foe within 30 ft. and make a single attack. Blue mages may learn this
ability as a 3rd level spell (Knowledge: Religion DC 21).
Frightful Moan (Su)
The ghost died in the throes of crippling terror. It can emit a frightful moan as a standard action. All
living creatures within a 30-foot spread must succeed on a DC 18 Will save or become panicked for 2d4
rounds. This is a sonic mind-affecting fear effect. A creature that successfully saves against the moan
cannot be affected by the same ghost's moan for 24 hours. Blue mages may learn this ability as a 3rd
level spell (Knowledge: Religion DC 21).
Grave Reel (Su)
3/day, a ghost can drain the essence of enemies around it in a 15-ft.-radius. Creatures within the area of
effect must make a Fortitude save (DC 18) or suffer 2d6 points of shadow damage and the ghost is
healed by the damage inflicted. Blue mages may learn this ability as a 3rd level spell (Knowledge:
Religion DC 21).
Rejuvenation (Su)
In most cases, it's difficult to destroy a ghost through simple combat: the “destroyed” spirit restores itself
in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to
permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it
from resting in peace. The exact means varies with each spirit and may require a good deal of research,
and should be created specifically for each different ghost by the GM.
Gigas, Blood CR 17 These pale giants are covered in bone armor and use the necromancer arts to bring joy to their lives. They're the
most feared gigas of all and not only strike down their foes but bring them back to life for torture. XP 102,400
CE Huge Humanoid (Giant)
Init +3; Senses Low-light vision, scent; Perception +33
Aura Fear aura (50 ft., DC 27)
DEFENSE
AC 33, touch 12, flat-footed 21 (+6 armor, +2 dex, +2 deflection, +15 natural, -2 size)
hp 300 (25d8+200)
mp 295
Fort +22, Ref +11, Will +13
Defensive Abilities Rock Catching; DR 5/-; Immune Shadow; Resist Earth 15, +6 vs sleep, stun, paralysis,
poison, and disease resistance
OFFENSE
Speed 50 ft., (35 ft. in armor)
Melee +3 Keen Scythe +35/+30/+25/+20 (3d8+27/19-20/x4) or 2 Slams +32 (2d6+16)
Ranged +3 Composite Longbow +22/+17/+12/+7 (3d6+19/x3)
Space 15 ft.; Reach 15 ft.
Special Attacks Lifetap, Magnitude 8
Spells Known (Necromancer CL 25th, Concentration +30)
1st – Dark (DC 16), Dread (DC 16), Enfeeblement (DC 16), Fear (DC 16)
2nd – Dark II (DC 17), Death Knell (DC 17), False Life
3rd – Dark III (DC 18), Darkra (DC 18), Mass Enfeeblement (DC 18), Infect (DC 18), Ray of
Exhaustion (DC 18), Vampiric Touch (DC 18)
4th – Bestow Curse (DC 19), Dark Blight (DC 19), Greater False Life, Raise, Slay Living (DC 19)
5th – Darkga (DC 20), Drain (DC 20), Waves of Fatigue (DC 20), Zombify (DC 20)
6th – Arise, Eyebite (DC 21), Feeblemind (DC 21), Fleshshiver (DC 21), Ray of Entropy (DC 21),
Syphon (DC 21), Unwilling Shield (DC 21)
7th – Shadow Blast (DC 22), Waves of Exhaustion (DC 22), Mass Zombify (DC 22)
8th – Arisega, Greater Bestow Curse (DC 23), Blackfire (DC 23), Doom (DC 23), Symbol of Death
(DC 23)
9th – Banshee Wail (DC 24), Death (DC 24), Mass Feeblemind (DC 24), Full-Life, Polar Midnight (DC
24)
STATISTICS
Str 42, Dex 16, Con 26, Int 16, Wis 20, Cha 20
Base Atk +18; CMB +36; CMD 49
Feats Awesome Blow, Cleave, Critical Focus, Great Cleave, Improved Bull Rush, Improved Sunder, Improved
Vital Strike, Power Attack, Staggering Critical, Stunning Critical, Vital Strike, Weapon Focus (scythe)
Skills: Acrobatics +24, Climb +24, Intimidate +28, Perception +33, Sense Motive +30
Languages Common, Draconic, Giant, Undercommon
SQ Armored Mage, Militant
Gear bone breastplate +3, composite longbow +3 with 20 arrows, keen scythe +3
SPECIAL ABILITIES
Armored Mage (Ex)
Normally, armor heavier than light armor interferes with a spell-caster gestures, which can cause spells to fail if
those spells have a somatic component. A blood gigas’s limited focus and specialized training, however, allows
him to avoid spell failure so long as he sticks to medium armor or light armor.
Lifetap (Su)
Whenever the blood gigas casts spells that deal shadow damage to a living creature, he gains health back equal
to spell level of the spell + 5. If this would put him above his normal hit points total just dissipates.
Magnitude 8 (Su)
Once every 1d4 rounds and must be within reach of the ground, a blood gigas can cause the ground to erupt
wildly around it within a 60-ft.-radius. Creatures within the area of effect take 15d10 points of earth damage
and are inflicted with the weighted status effect. They must make Reflex save (DC 28) to reduce the damage by
half and negate the status effect. Blue mages may learn this ability as an 8th level spell (Knowledge: Local DC
31).
Militant (Ex)
Blood Gigas are proficient with all simple and all martial weapons
Gigas, Elm CR 14 These giants are slightly larger than the thunder gigas with darker skin. These giants can wield aero magic and
fly. XP 38,400
CE Huge Humanoid (Air, Giant)
Init +7; Senses Low-light vision, scent; Perception +29
DEFENSE
AC 31, touch 12, flat-footed 29 (+6 armor, +2 dex, +2 deflection, +13 natural, -2 size)
hp 220 (21d8+147)
mp 111
Fort +19, Ref +10, Will +12
Defensive Abilities Rock Catching; Immune Wind; Resist Earth 15
Weakness Lightning
OFFENSE
Speed 50 ft., (35 ft. in armor)
Melee +2 Greatsword +30/+25/+20 (4d6+24/17-20) or 2 Slams +28 (2d6+15)
Ranged +2 Composite Longbow +18/+13/+8 (3d6+17/x3)
Space 15 ft.; Reach 15 ft.
Special Attacks Magnitude 8
Spells Known (Red Mage CL 21st, Concentration +25)
Constant – Fly
1st – Aero (DC 15)
2nd – Aero II (DC 16), Blur, Grace, Temper, Wind Barrier
3rd – Aera (DC 17), Aero III (DC 17), Haste
4th – Gale Winds, Vanish
5th – Aeroga (DC 19), Slice (DC 19)
6th – Hastega
STATISTICS
Str 40, Dex 16, Con 24, Int 16, Wis 20, Cha 16
Base Atk +15; CMB +32; CMD 45
Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (greatsword), Improved
Initiative, Improved Sunder, Improved Vital Strike, Power Attack, Vital Strike
Skills Acrobatics +20, Climb +19, Intimidate +22, Perception +29, Sense Motive +26
Languages Auran, Common, Draconic, Giant
SQ Armored Mage, Militant
Gear breastplate +2, composite longbow +2 with 20 arrows, greatsword +2
SPECIAL ABILITIES
Armored Mage (Ex)
Normally, armor heavier than light armor interferes with a spell-caster gestures, which can cause spells to fail
if those spells have a somatic component. An elm gigas’s limited focus and specialized training, however,
allows him to avoid spell failure so long as he sticks to medium armor or light armor.
Magnitude 8 (Su)
Once every 1d4 rounds and must be within reach of the ground, an elm gigas can cause the ground to erupt
wildly around it within a 60-ft.-radius. Creatures within the area of effect take 15d10 points of earth damage
and are inflicted with the weighted status effect. They must make Reflex save (DC 28) to reduce the damage
by half and negate the status effect. Blue mages may learn this ability as an 8th level spell (Knowledge: Local
DC 31).
Militant (Ex)
Elm Gigas are proficient with all simple and all martial weapons
Gigas, Fire CR 10 These giants resemble twisted dwarves made huge. They are masters of metallurgy and military tactics.
XP 9,600
CE Large Humanoid (Fire, Giant)
Init -1; Senses Low-light vision, scent; Perception +14
DEFENSE
AC 24, touch 8, flat-footed 24 (+8 armor, -1 dex, +8 natural, -1 size)
hp 142 (15d8+75)
Fort +14, Ref +4, Will +9
Defensive Abilities Rock Catching; Immune Fire; Resist Earth 15
Weakness Water
OFFENSE
Speed 40 ft., (30 ft. in armor)
Melee Greatsword +21/+16/+11 (3d6+15) or 2 Slams +20 (1d8+10)
Ranged Rock +10 (1d8+15 plus 1d6)
Space 10 ft.; Reach 10 ft.
Special Attacks Earthquake, Fire Roar, Heated Rock, Rock Throwing (120 ft.)
STATISTICS
Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Base Atk +11; CMB +22; CMD 31
Feats Cleave, Great Cleave, Intimidating Overrun, Improved Sunder, Iron Will, Martial Weapon Proficiency
(greatsword), Power Attack, Weapon Focus (greatsword)
Skills Climb +14, Intimidate +17, Perception +14
Languages Common, Giant
SQ Armored Mage, Militant
Gear half-plate, greatsword
SPECIAL ABILITIES
Earthquake (Su)
Once every 1d2 rounds, a fire gigas can cause the ground to erupt around it within a 30-ft.-radius. Creatures
within the area of effect take 8d6 points of earth damage and are inflicted with the Weighted status effect. A
successful Reflex save (DC 19) reduces the damage by half and negates the status effect. Blue mages may
learn this ability as a 4th level spell (Knowledge: Local DC 23).
Fire Roar (Su)
3/day, a fire gigas roars a fiery cone blast within 30-ft. burst. Any creature within the area of effect takes 10d6
points of fire damage and are inflicted with the Burn status effect. A successful Reflex save (DC 20) reduces
the damage by half and negates the status effect or. Blue mages may learn this ability as a 5th level spell
(Knowledge: Local DC 25).
Heated Rock (Su)
Fire gigas transfer the heat of their bodies to rocks as part of an attack action when they throw rocks. A heated
rock deals 1d6 points of additional fire damage on a hit.
Gigas, Hill CR 7 A giant roaming the hillsides. He puts all of his strength into a mean double slam and sometimes he'll also
send an earthquake out at you. XP 3,200
CE Large Humanoid (Giant)
Init -1; Senses Low-light vision, scent; Perception +6
DEFENSE
AC 21, touch 8, flat-footed 21 (+4 armor, -1 dex, +9 natural, -1 size)
hp 89 (10d8+40)
Fort +11, Ref +2, Will +3
Defensive Abilities Rock Catching; Resist Earth 15
OFFENSE
Speed 40 ft., (30 ft. in armor)
Melee Greatclub +14/+9 (2d8+10) or 2 Slams +13 (1d8+7)
Ranged Rock +6 (1d8+10)
Space 10 ft.; Reach 10 ft.
Special Attacks Earthquake, Rock Throwing (120 ft.)
STATISTICS
Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Base Atk +7; CMB +15; CMD 24
Feats Cleave, Intimidating Prowess, Martial Weapon Proficiency (greatclub), Power Attack, Weapon Focus
(greatclub)
Skills Climb +10, Intimidate +12, Perception +6
Languages Giant
Gear hide armor, greatclub
SPECIAL ABILITIES
Earthquake (Su)
Once every 1d4 rounds, a hill gigas can cause the ground to erupt around it within a 30-ft.-radius. Creatures
within the area of effect take 8d6 points of earth damage and are inflicted with the Weighted status effect. A
successful Reflex save (DC 19) reduces the damage by half and negates the status effect. Blue mages may
learn this ability as a 4th level spell (Knowledge: Local DC 23).
Gigas, Ice CR 9 These giants roam the frost lands raiding nearby villages and hunting down beasts.
XP 3,200
CE Large Humanoid (Ice, Giant)
Init -1; Senses Low-light vision, scent; Perception +10
DEFENSE
AC 21, touch 8, flat-footed 21 (+4 armor, -1 Dex, +9 natural, -1 size)
hp 133 (14d8+70)
Fort +14, Ref +3, Will +6
Defensive Abilities Rock Catching; Immune: Ice; Resist Earth 15
Weakness Fire
OFFENSE
Speed 40 ft., (30 ft. in armor)
Melee Greataxe +18/+13 (3d6+13) or 2 Slams +18 (1d8+9)
Ranged Rock +9 (1d8+13)
Space 10 ft.; Reach 10 ft.
Special Attacks Earthquake, Ice Roar, Rock Throwing (120 ft.)
STATISTICS
Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Base Atk +10; CMB +20; CMD 29
Feats Cleave, Great Cleave, Intimidating Overrun, Improved Sunder, Martial Weapon Proficiency
(greataxe), Power Attack, Weapon Focus (greataxe)
Skills Climb +13, Intimidate +16, Perception +13
Languages Common, Giant
Gear chain shirt, greataxe
SPECIAL ABILITIES
Earthquake (Su)
Once every 1d2 rounds, an ice gigas can cause the ground to erupt around it within a 30-ft.-radius. Creatures
within the area of effect take 8d6 points of earth damage and are inflicted with the Weighted status effect. A
successful Reflex save (DC 19) reduces the damage by half and negates the status effect. Blue mages may
learn this ability as a 4th level spell (Knowledge: Local DC 23).
Ice Roar (Su)
3/day, an ice gigas roars an icy cone blast within 30-ft. burst. Any creature within the area of effect takes
10d6 points of ice damage and are inflicted with the Frozen status effect. A successful Reflex save (DC 20)
reduces the damage by half and negates the status effect or. Blue mages may learn this ability as a 5th level
spell (Knowledge: Local DC 25).
Gigas, Thunder CR 13 This thunderous giant brings down the storm. XP 25,600
CE Huge Humanoid (Lightning, Giant)
Init +2; Senses Low-light vision, scent; Perception +27
DEFENSE
AC 29, touch 11, flat-footed 27 (+6 armor, +2 dex, +1 deflection, +12 natural, -2 size)
hp 199 (19d8+114)
Fort +17, Ref +8, Will +11
Defensive Abilities Rock Catching; Immune Lightning
Weakness Earth
OFFENSE
Speed 50 ft., swim 40 ft. (35 ft., swim 30 ft. in armor)
Melee +1 Greatsword +27/+22/+17 (4d6+22/17-20) or 2 Slams +26 (2d6+14)
Ranged +1 Composite Longbow +15/+10/+5 (3d6+15/x3)
Space 15 ft.; Reach 15 ft.
Special Attacks Earthquake, Lightning Roar
STATISTICS
Str 39, Dex 14, Con 23, Int 16, Wis 20, Cha 15
Base Atk +14; CMB +30; CMD 42
Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (greatsword),
Improved Sunder, Improved Vital Strike, Power Attack, Vital Strike
Skills Acrobatics +18, Climb +17, Intimidate +20, Perception +27, Sense Motive +24, Swim +22
Languages Auran, Common, Draconic, Giant
SQ Militant, Water Breathing
Gear breastplate +1, composite longbow +1 with 20 arrows, greatsword +1
SPECIAL ABILITIES
Earthquake (Su)
Once every 1d2 rounds, a thunder gigas can cause the ground to erupt around it within a 30-ft.-radius.
Creatures within the area of effect take 8d6 points of earth damage and are inflicted with the Weighted status
effect. A successful Reflex save (DC 20) reduces the damage by half and negates the status effect. Blue
mages may learn this ability as a 4th level spell (Knowledge: Local DC 23).
Lightning Roar (Su)
3/day, a thunder gigas roars an electrifying cone blast within 45-ft. burst. Any creature within the area of
effect takes 15d6 points of lightning damage and are inflicted with the Static status effect. A successful
Reflex save (DC 21) reduces the damage by half and negates the status effect or. Blue mages may learn this
ability as a 6th level spell (Knowledge: Local DC 27).
Militant (Ex)
Thunder Gigas are proficient with all simple and all martial weapons
Water Breathing (Ex)
Thunder Gigas can breathe water as well as air.
Goblin CR 1/2
This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head.
XP 200
Goblin Fighter 1
NE Small Humanoid (Goblinoid)
Init +6; Senses Darkvision 60 ft.; Perception -1
DEFENSE
AC 16, touch 13; flat-footed 14 (+2 armor, +2 dex, +1 shield, +1 size)
hp 7 (1d10+1)
Fort +3, Ref +2, Will -1
OFFENSE
Speed 30 ft.
Melee Short sword +3 (1d4+1/19-20)
Ranged Short bow +4 (1d4/x3)
Special Attacks Goblin Punch
STATISTICS
Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative
Skills Ride +10, Stealth +10, Swim +4; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ Chosen Weapon (Shortsword)
Gear Shortsword, shortbow, quiver (10 arrows), leather armor
SPECIAL ABILITIES
Goblin Punch (Su)
Once per day, a goblin can launch a wind blast (+4 ranged touch attack) at a single target within 30 feet. If it
hits, the target takes 1d4+3 points of wind damage and must make a Reflex save (DC 12) or fall prone. Blue
mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).
Goblin Guard CR 2
An elite version of the goblin with slightly better equipment. They might be still scrawny but they're still in
large packs.
XP 600
Goblin Fighter 2
NE Small Humanoid (Goblinoid)
Init +3; Senses Darkvision 60 ft.; Perception +0
DEFENSE
AC 20, touch 14; flat-footed 17 (+4 armor, +3 dex, +2 shield, +1 size)
hp 15 (2d10+2)
Fort +4, Ref +6, Will +0
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee Longsword +5 (1d6+4/19-20)
Ranged Longbow +6 (1d6/x3)
Special Attacks Goblin Punch
STATISTICS
Str 12, Dex 16, Con 12, Int 10, Wis 10, Cha 6
Base Atk +2; CMB +3; CMD 16
Feats Improved Initiative
Skills Ride +12, Stealth +12, Swim +6; Racial Modifiers +4 Ride, +4 Stealth
Languages Goblin
SQ Chosen Weapon (Longsword), Melee Power
Gear Longsword, longbow, quiver (10 arrows), hide armor, heavy wooden shield
SPECIAL ABILITIES
Goblin Punch (Su)
Once per day, a goblin guard can launch a wind blast (+6 ranged touch attack) at a single target within 30
feet. If it hits, the target takes 1d4+3 points of wind damage and must make a Reflex save (DC 12) or fall
prone. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).
Goblin Mage CR 5
This goblinoid wields the lightning arts and a lightning power staff to attack from far range.
XP 1,600
Goblin Elementalist 7
NE Small Humanoid (Goblinoid)
Init +6; Senses Darkvision 60 ft.; Perception +8
DEFENSE
AC 14, touch 14; flat-footed 11 (+3 dex, +1 size)
hp 44 (7d6+21)
mp 30
Fort +5, Ref +5, Will +6
Defensive Abilities Elemental Specialization (Lightning); Immune Sleep; Resist Lightning 6
Weakness Earth
OFFENSE
Speed 30 ft.
Melee Dagger +5 (1d3+2/19-20)
Ranged Lightning Power Staff +6 (1d6+4)
Special Attacks Goblin Punch, Innate Spell (Thunder)
Spells Known (Black Mage CL 7th, Concentration +11)
1st – Mage Armor, Spark (DC 17), Thunder (DC 17)
2nd – Defensive Shock (DC 18), Spark (DC 18), Thunder II (DC 18)
3rd – Lightning Bolt (DC 19), Thundara (DC 19), Thunder III (DC 19)
4th – Ball Lightning (DC 20), Shock Spikes (DC 20), Stoneskin, Vanish
STATISTICS
Str 14, Dex 16, Con 16, Int 18, Wis 12, Cha 6
Base Atk +3; CMB +7; CMD 20
Feats Combat Casting, Elemental Focus (lightning), Elemental Penetration (lightning), Improved Initiative
Skills Knowledge (arcana) +11, Knowledge (engineering) +11, Perception +8, Ride +14, Spellcraft +11,
Stealth +14; Racial Modifiers +4 Ride, +4 Stealth
Languages Common, Goblin, Orcish, Draconic
SQ Empowered Magic, Focus Caster, Knowledge is Power, Silent Magic
Gear cure potion (2), ether (1), Shocking Robe, Power Staff (Lightning)
SPECIAL ABILITIES
Goblin Punch (Su)
Once per day, a goblin mage can launch a wind blast (+6 ranged touch attack) at a single target within 30
feet. If it hits, the target takes 1d4+3 points of wind damage and must make a Reflex save (DC 12) or fall
prone. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).
Elemental Seal (Ex)
A goblin mage can increase the potency of her next elemental spell as a swift action, so long as the casting
time of the spell is 1 standard action or less. The next elemental spell the black mage casts deals half again
as much damage as normal and any elemental resistance the target(s) of this spell has is lessen by half as
well. He can use this ability twice per day.
Elemental Specialization (Ex)
An elementalist specializes in the element of his choosing. Doing so makes him stronger against his
element but weaker against his element’s weakness. The elementalist receives a +2 bonus to saving throws
against spells and spell-like effects against his chosen element. He also takes half damage against his
chosen element or quarter damage if he makes his save. The elementalist suffers a -2 penalty to saving
throws against spells and spell-like effects against his chosen element’s weakness. He also takes double
damage against his chosen element’s weakness or normal damage if he makes his save.
Hobgoblin CR 1
Standing as tall as a human, this muscular, gray-skinned creature peers about with tiny observant eyes.
XP 400
Hobgoblin Fighter 2
LE Medium Humanoid (Goblinoid)
Init +2; Senses Darkvision 60 ft.; Perception +2
DEFENSE
AC 17, touch 12; flat-footed 15 (+4 armor, +2 dex, +1 shield)
hp 19 (2d10+6)
Fort +5, Ref +2, Will +1
OFFENSE
Speed 30 ft.
Melee Longsword +4 (1d8+5/19-20)
Ranged Longbow +3 (1d8+3/x3)
Special Attacks Engulfing Winds
STATISTICS
Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Toughness
Skills Perception +2, Stealth +5; Racial Modifier +4 Stealth
Languages Common, Goblin
SQ Chosen Weapon (Longsword), Melee Power
Gear cure potion (1), longsword, longbow, quiver (10 arrows), chain shirt, buckler
SPECIAL ABILITIES
Engulfing Winds (Su)
Three times per day, a hobgoblin can launch a gust of wind that engulfs their enemy within 30 feet for 4d4
points of wind damage. The target of this ability must make a Fortitude save (DC 14) or be inflicted with
Squalled status for 1d4 rounds. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC
17).
Hobgoblin Guard CR 3
An elite version of the hobgoblin with slightly better equipment. They usually lead a pack of hobgoblins into
battle.
XP 800
Hobgoblin Fighter 3
LE Medium Humanoid (Goblinoid)
Init +3; Senses Darkvision 60 ft.; Perception +3
DEFENSE
AC 19, touch 13; flat-footed 16 (+4 armor, +3 dex, +2 shield)
hp 29 (3d10+12)
Fort +6, Ref +4, Will +2
OFFENSE
Speed 30 ft.
Melee Longsword +8 (1d8+6/19-20)
Ranged Composite Longbow +6 (1d8+3/x3)
Special Attacks Engulfing Winds, Overhand Chop
STATISTICS
Str 16, Dex 16, Con 16, Int 10, Wis 12, Cha 8
Base Atk +3; CMB +6; CMD 19
Feats Toughness, Weapon Focus (Longsword)
Skills Perception +3, Stealth +6; Racial Modifier +4 Stealth
Languages Common, Goblin
SQ Chosen Weapon (Longsword), Melee Power
Gear cure potions (2), longsword, longbow, quiver (10 arrows), chain shirt, heavy wooden shield
SPECIAL ABILITIES
Engulfing Winds (Su)
Three times per day, a hobgoblin guard can launch a gust of wind that engulfs their enemy within 30 feet for
4d4 points of wind damage. The target of this ability must make a Fortitude save (DC 14) or be inflicted
with Squalled status for 1d4 rounds. Blue mages may learn this ability as a 1st level spell (Knowledge: Local
DC 17).
Red Cap CR 4
Extremely trained hobgoblins that wear a red cap. These goblinoids are smarter and stronger.
XP 1,200
Hobgoblin Fighter 5
LE Medium Humanoid (Goblinoid)
Init +3; Senses Darkvision 60 ft.; Perception +5
DEFENSE
AC 22, touch 13; flat-footed 19 (+6 armor, +3 dex, +3 shield)
hp 49 (5d10+20)
Fort +8, Ref +4, Will +2
Defensive Abilities Melee Defense
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee Mwk Longsword +13 (1d8+8/19-20)
Ranged Composite Longbow +8 (1d8+4/x3)
Special Attacks Engulfing Winds, Overhand Chop, Reliable Strike (7/day)
STATISTICS
Str 18, Dex 16, Con 18, Int 10, Wis 12, Cha 8
Base Atk +5; CMB +9; CMD 22
Feats Power Attack, Toughness, Weapon Focus (longsword)
Skills Acrobatics +4, Perception +5, Stealth +6; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ Chosen Weapon (Longsword), Melee Power
Gear cure potion (1), hi-potion (1), Mwk Longsword, composite longbow, quiver
(20 arrows), breastplate, heavy steel shield
SPECIAL ABILITIES
Engulfing Winds (Su)
Three times per day, a red cap can launch a gust of wind that engulfs their enemy within 30 feet for 4d4
points of wind damage. The target of this ability must make a Fortitude save (DC 14) or be inflicted with
Squalled status for 1d4 rounds. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC
17).
Red Captain CR 5
The red captain leads red caps into battle and glory. The red captain doesn't choose to protect their minions
because he want too. The red captain chooses to protect them for tactically advantage and will let their
minions die to save themselves.
XP 1,600
Hobgoblin Knight 6
LE Medium Humanoid (Goblinoid)
Init +3; Senses Darkvision 60 ft.; Perception +7
DEFENSE
AC 22, touch 13; flat-footed 19 (+6 armor, +3 dex, +3 shield)
hp 71 (6d12+30)
Fort +9, Ref +5, Will +6
Defensive Abilities Active Defense, Bulwark, Defensive Stance (Fearless Defense), Resist, Shield Block;
DR 2/-
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee Mwk Knightsword +12/+7 (1d10+4/19-20)
Ranged Composite Longbow +9 (1d8+4/x3)
Special Attacks Engulfing Winds
STATISTICS
Str 18, Dex 16, Con 18, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +10; CMD 23 (25 vs bull rush, overrun, trip, and trample)
Feats Power Attack, Shield Focus, Toughness, Weapon Focus (knight sword)
Skills Climb +8, Perception +7, Stealth +8; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ Armor Training, Defend Ally, Fortress of Defense, Shield Training, Stand Firm
Gear cure potions (2), hi-potion (1), Mwk Knight Sword, composite longbow,
quiver (20 arrows), breastplate, heavy steel shield
SPECIAL ABILITIES
Engulfing Winds (Su)
Three times per day, a red captain can launch a gust of wind that engulfs their enemy within 30 feet for 4d4
points of wind damage. The target of this ability must make a Fortitude save (DC 14) or be inflicted with
Squalled status for 1d4 rounds. Blue mages may learn this ability as a 1st level spell (Knowledge: Local DC
17).
Magic Vice CR 5 This vice switches between his sickle and staff. The magic vice likes to steal from his victims before
escaping. XP 1,600
Vice Thief 8
NE Medium Humanoid (Goblinoid)
Init +4; Senses Darkvision 60 ft.; Perception +10 (+12 vs surprise attacks)
DEFENSE
AC 20 (22 vs traps), touch 15 (17 vs traps); flat-footed 16 (+4 armor, +4 dex, +2 natural, +1 dodge)
hp 65 (8d8+24)
Fort +5, Ref +10 (12 vs traps), Will +3
Defensive Abilities Evasion, Improved Uncanny Dodge, Uncanny Dodge
OFFENSE
Speed 40 ft.
Melee Mwk Sickle +11/+6 (1d6+4) or Mwk Quarterstaff +9/+4 (1d6+2)
Space 5 ft.; Reach 5 ft.
Special Attacks Debilitating Injury, Magic Hammer, Steal (+12 to Steal combat maneuvers), +4d6 Sneak
Attack
STATISTICS
Str 14, Dex 18, Con 16, Int 14, Wis 12, Cha 8
Base Atk +6 (+8 for Steal); CMB +8 (+22 to Steal combat maneuvers); CMD 22 (24 vs steal)
Feats Combat Expertise, Dodge, Greater Steal, Improved Steal, Quick Steal, Weapon Finesse (Sickle)
Skills Acrobatics +13, Climb +11, Disable Device +13 (+15 vs traps), Disguise +8, Escape Artist +13,
Perception +10 (+12 vs surprise attacks, +14 vs trap finding), Sense Motive +10, Sleight of Hand +19,
Stealth +13, Use Magic Device +8; Racial Modifiers +4 competence bonus on Steal combat maneuvers and
Sleight of Hand
Language Common, Goblin, Undercommon
SQ Combat Swipe, Danger Sense, Escape, Fast Fingers, Fast Getaway, Maneuver Mastery (Steal), Mark,
Measure the Mark, Improved Theft, Thief's Edge (Sleight of Hand), Skilled Liar
Gear cure potions (2), ether (1), mwk sickle, mwk quarterstaff, chain shirt and 3d6 gil
SPECIAL ABILITIES
Debilitating Injury (Ex)
Whenever a magic vice deals sneak attack damage to a foe, she can also debilitate the target of her attack,
causing it to take a penalty for 1 round (this is in addition to any penalty caused by a thief talent or other
special ability). The magic vice can choose to apply any one of the following penalties when the damage is
dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an
additional – 2 penalty to AC against all attacks made by the thief. At 10th level and 16th level, the
penalty to AC against attacks made by the thief increases by –2 (to a maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –
2 penalty on all attack rolls it makes against the thief. At 10th level and 16th level, the penalty on
attack rolls made against the thief increases by –2 (to a maximum of –8).
Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the
target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the
duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new
penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from
one of these penalties also removes the penalty.
Escape (Ex)
Magic vice are slightly faster at escaping from their foes and have their speed increased by 10 ft. They tend
to escape after they successfully steal an item or lower than 19 hp.
Great Magic Hammer (Su)
3/day, a magic vice can summon a magical hammer and launches (+10 ranged touch attack) it at a single
target within 30 feet for 3d4 points of MP damage. Blue mages may learn this ability as a 3rd level spell
(Knowledge: Local DC 21).
Vice CR 2 Standing as tall as a human, this muscular, green-skinned creature with bird claws as feet peers her opponent
down looking to steal another item for her collection. XP 600
Vice Thief 3
NE Medium Humanoid (Goblinoid)
Init +3; Senses Darkvision 60 ft.; Perception +5 (+6 vs surprise attacks)
DEFENSE
AC 18 (19 vs traps), touch 14 (15 vs traps); flat-footed 14 (+4 armor, +3 dex, +1 dodge)
hp 22 (3d8+6)
Fort +3, Ref +6 (+7 vs traps), Will +2
Defensive Abilities Evasion
OFFENSE
Speed 40 ft.
Melee Sickle +5 (1d6+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Magic Hammer, Steal (+6 to Steal combat maneuvers), +2d6 Sneak Attack
STATISTICS
Str 14, Dex 16, Con 14, Int 14, Wis 12, Cha 8
Base Atk +2; CMB +4; CMD 17 (19 vs steal)
Feats Combat Expertise, Dodge, Greater Steal, Improved Steal, Quick Steal, Weapon Finesse (Sickle)
Skills Acrobatics +7, Climb +6, Disable Device +7 (+8 vs traps), Disguise +3, Escape Artist +7, Perception
+5 (+6 vs surprise attacks, +6 vs trap finding), Sense Motive +5, Sleight of Hand +11, Stealth +7, Use Magic
Device +3; Racial Modifiers +4 competence bonus on Steal combat maneuvers and Sleight of Hand
Language Common, Goblin, Undercommon
SQ Combat Swipe, Danger Sense, Escape, Mark, Measure the Mark
Gear cure potion (1), sickle, chain shirt
SPECIAL ABILITIES
Escape (Ex)
Vice are slightly faster at escaping from their foes and have their speed increased by 10 ft. They tend to
escape after they successfully steal an item or lower than 6 hp.
Magic Hammer (Su)
3/day, a vice can summon a magical hammer and launches (+5 ranged touch attack) it at a single target within
30 feet for 1d4 points of MP damage. Blue mages may learn this ability as a 1st level spell (Knowledge:
Local DC 17).
Grat CR 5
This blue leafy icy plant shoots out seeds at its opponents and is commonly found in pairs or more.
XP 1,600
N Small Plant
Init +8; Senses Low-light vision; Perception +11
DEFENSE
AC 19, touch 15; flat-footed 15 (+4 dex, +4 natural, +1 size)
hp 58 (7d8+28)
Fort +8, Ref +6, Will +5
Immune Plant traits; Resist Earth 5, Ice 10, Water 5
Weaknesses Fire
OFFENSE
Speed 10 ft.
Range 4 Seeds +10 (1d4+1, 30-ft. range)
Space 5 ft.; Reach 5 ft.
Special Attacks Seed Cannon
STATISTICS
Str 13, Dex 18, Con 16, Int 2, Wis 16, Cha 8
Base Atk +5; CMB +5; CMD 18
Feats Improved Initiative, Point-Blank Shot, Precise Shot, Toughness
Skills Perception +11, Stealth +12 (+16 in tundra); Racial Modifier +4 Stealth in tundra
SPECIAL ABILITIES
Seed Cannon (Su)
5/day, a grat can shoot a massive burst of seeds towards (+10 ranged touch attack) a single target within
30 feet. If it hits, the target takes 2d6 points of piercing damage. Blue mages may learn this ability as a 1st
level spell (Knowledge: Nature DC 17).
Ragora CR 2
This green leafy plant shoots out seeds at its opponents and is commonly found in pairs or more.
XP 600
N Small Plant
Init +7; Senses Low-light vision; Perception +6
DEFENSE
AC 16, touch 13, flat-footed 14 (+3 dex, +2 natural, +1 size)
hp 23 (3d8+9)
Fort +5, Ref +4, Will +3
Immune Plant traits; Resist Earth 5, Water 5
Weaknesses Fire
OFFENSE
Speed 10 ft.
Range 2 Seeds +6 (1d4+1, 30-ft. range)
Space 5 ft.; Reach 5 ft.
Special Attacks Seed Cannon
STATISTICS
Str 12, Dex 16, Con 14, Int 2, Wis 14, Cha 8
Base Atk +2; CMB +2; CMD 15
Feats Point-Blank Shot, Toughness
Skills Perception +6, Stealth +7 (+11 in tundra); Racial Modifier +4 Stealth in tundra
SPECIAL ABILITIES
Seed Cannon (Su)
3/day, a ragora can shoot a massive burst of seeds towards (+6 ranged touch attack) a single target within
30 feet. If it hits, the target takes 2d6 points of piercing damage. Blue mages may learn this ability as a 1st
level spell (Knowledge: Nature DC 17).
Sandragora CR 9
This brown leafy plant shoots out seeds at its opponents and is commonly found in pairs or more. They
have the ability to shoot multiple shoots at once that can confuse its enemy.
XP 6,400
N Small Plant
Init +10; Senses Low-light vision; Perception +18
DEFENSE
AC 22, touch 17, flat-footed 16 (+6 dex, +5 natural, +1 size)
hp 118 (13d8+65)
Fort +12, Ref +10, Will +8
Immune Plant traits; Resist Earth 10, Water 15
Weaknesses Fire
OFFENSE
Speed 10 ft.
Range 4 Seeds +16 (1d6+1, 30-ft. range)
Space 5 ft.; Reach 5 ft.
Special Attacks Seed Cannon
STATISTICS
Str 14, Dex 22, Con 18, Int 2, Wis 19, Cha 8
Base Atk +9; CMB +10; CMD 26
Feats Clustered Shots, Improved Initiative, Improved Natural Attack, Point-Blank Shot, Precise Shot,
Toughness
Skills Perception +18, Stealth +20 (+24 in tundra); Racial Modifier +4 Stealth in desert
SPECIAL ABILITIES
Seed Cannon (Su)
A sandragora can shoot a massive burst of seeds towards (+16 ranged touch attack) a single target within
30 feet. If it hits, the target takes 2d6 points of piercing damage. Blue mages may learn this ability as a 1st
level spell (Knowledge: Nature DC 17).
Eyemoeba CR 11 A green blob-like enemy with many pink eyes all over its body.
XP 12,800
N Medium Ooze
Init +7; Senses All-around vision, Darkvision 60 ft.; Perception +18
DEFENSE
AC 28, touch 13, flat-footed 25 (+3 dex, +15 natural)
hp 120 (14d8+60)
Fort +10, Ref +7, Will +9
DR 10/magic; Immune Confuse, Berserk, ooze traits
OFFENSE
Speed 20 ft.
Melee Slam +14 (1d8+6)
Ranged Eye Ray +14 ranged touch (1d6 elemental damage)
Space 5 ft.; Reach 5 ft.
Special Attacks HP Absorb, MP Absorb
STATISTICS
Str 18, Dex 16, Con 18, Int 4, Wis 16, Cha 10
Base Atk +10; CMB +14; CMD 27
Feats Great Fortitude, Improved Initiative, Iron Will, Point Blank Shot, Precise Shot, Toughness, Weapon
Focus (ray)
Skills Perception +18, Survival +14; Racial Modifier +4 Perception
SPECIAL ABILITIES
All-around Vision (Ex)
Eyemoeba are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on
Perception checks, and they cannot be flanked.
Blind Vulnerability (Ex)
If an eyemoeba is blinded, it only targets a single eye, chosen by the attacker when the blindness goes into
effect. The eyemoeba can choose to use another eye instead of the blinded one. However, if someone were
to cast blindga this would affect up to 5 of its eyes if it fails its save. An eyemoeba have usually around
100 eyes.
Eye Rays (Su)
An eyemoeba can attack with ten eyes, each capable of triggering a ray as a ranged touch attack with a
range of 150 feet. A single eye ray can be used a standard action. The eyemoeba can use up to all its eye
rays as a full round action. Neither option provokes an attack of opportunity. All eye rays can be used at
will also each eye ray does a selective type of elemental damage besides non-elemental damage type.
HP Absorb (Su)
An eyemoeba can fire a pulsating green beam at a single target that drains HPs and heals itself. The attack
deals 5d6 points of non-elemental damage (Fortitude save DC 18 to negate). Blue mages may learn this
ability as a 5th level spell (Knowledge: Dungeoneering DC 25).
MP Absorb (Su)
An eyemoeba can fire a pulsating green beam at a single target that drains MPs and heals itself. The attack
deals 5d6 points of MP damage (Fortitude save DC 18 to negate). Blue mages may learn this ability as a
5th level spell (Knowledge: Dungeoneering DC 25).
Hecteyes CR 13 A blue blob-like enemy with many red eyes all over its body with the ability to instantly kill someone
randomly even themselves.
XP 25,600
N Medium Ooze
Init +8; Senses All-around vision, Darkvision 60 ft.; Perception +22
DEFENSE
AC 30, touch 14, flat-footed 26 (+4 dex, +16 natural)
hp 158 (17d8+90)
Fort +12, Ref +11, Will +11
DR 10/cold iron; Immune Confuse, Berserk, ooze traits
OFFENSE
Speed 20 ft.
Melee Slam +17 (1d8+7)
Ranged Eye Ray +17 ranged touch (1d8 elemental damage)
Space 5 ft.; Reach 5 ft.
Special Attacks HP Absorb, MP Absorb
STATISTICS
Str 20, Dex 18, Con 20, Int 4, Wis 18, Cha 10
Base Atk +12; CMB +17; CMD 31
Feats Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Point Blank Shot,
Precise Shot, Toughness, Weapon Focus (ray)
Skills Perception +12, Survival +18; Racial Modifier +4 Perception
SPECIAL ABILITIES
All-around Vision (Ex)
Hecteyes are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on
Perception checks, and they cannot be flanked.
Blind Vulnerability (Ex)
If a hecteyes is blinded, it only targets a single eye, chosen by the attacker when the blindness goes into
effect. The hecteyes can choose to use another eye instead of the blinded one. However, if someone were
to cast blindga this would affect up to 5 of its eyes if it fails its save. A hecteyes have usually around 100
eyes.
Eye Rays (Su)
A hecteyes can attack with ten eyes, each capable of triggering a ray as a ranged touch attack with a range
of 150 feet. A single eye ray can be used a standard action. The hecteyes can use up to all its eye rays as a
full round action. Neither option provokes an attack of opportunity. All eye rays can be used at will also
each eye ray does a selective type of elemental damage besides non-elemental damage type.
HP Absorb (Su)
A hecteyes can fire a pulsating green beam at a single target that drains HPs and heals itself. The attack
deals 5d6 points of non-elemental damage (Fortitude save DC 18 to negate). Blue mages may learn this
ability as a 5th level spell (Knowledge: Dungeoneering DC 25).
MP Absorb (Su)
A hecteyes can fire a pulsating green beam at a single target that drains MPs and heals itself. The attack
deals 5d6 points of MP damage (Fortitude save DC 18 to negate). Blue mages may learn this ability as a
5th level spell (Knowledge: Dungeoneering DC 25).
Orukat CR 16 A blue blob-like enemy with many red eyes all over its body with the ability to instantly kill someone
randomly even themselves.
XP 76,800
N Medium Ooze
Init +9; Senses All-around vision, Darkvision 60 ft.; Perception +25
DEFENSE
AC 32, touch 15, flat-footed 27 (+5 dex, +17 natural)
hp 200 (20d8+126)
Fort +14, Ref +13, Will +12
DR 15/adamantine; Immune Confuse, Berserk, ooze traits
OFFENSE
Speed 20 ft.
Melee Slam +21 (1d8+9 plus death)
Ranged Eye Ray +21 ranged touch (1d10 elemental damage)
Space 5 ft.; Reach 5 ft.
Special Attacks Death (Fort DC 16), HP Absorb, MP Absorb
STATISTICS
Str 22, Dex 20, Con 22, Int 4, Wis 18, Cha 10
Base Atk +15; CMB +21; CMD 36
Feats Diehard, Endurance, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Point
Blank Shot, Precise Shot, Toughness, Weapon Focus (ray)
Skills Perception +25, Survival +21; Racial Modifier +4 Perception
SPECIAL ABILITIES
All-around Vision (Ex)
Orukats are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on
Perception checks, and they cannot be flanked.
Blind Vulnerability (Ex)
If an orukat is blinded, it only targets a single eye, chosen by the attacker when the blindness goes into
effect. The orukat can choose to use another eye instead of the blinded one. However, if someone were to
cast blindga this would affect up to 5 of its eyes if it fails its save. An orukat have usually around 100
eyes.
Eye Rays (Su)
An orukat can attack with ten eyes, each capable of triggering a ray as a ranged touch attack with a range
of 150 feet. A single eye ray can be used a standard action. The orukat can use up to all its eye rays as a
full round action. Neither option provokes an attack of opportunity. All eye rays can be used at will also
each eye ray does a selective type of elemental damage besides non-elemental damage type.
HP Absorb (Su)
An orukat can fire a pulsating green beam at a single target that drains HPs and heals itself. The attack
deals 5d6 points of non-elemental damage (Fortitude save DC 18 to negate). Blue mages may learn this
ability as a 5th level spell (Knowledge: Dungeoneering DC 25).
MP Absorb (Su)
An orukat can fire a pulsating green beam at a single target that drains MPs and heals itself. The attack
deals 5d6 points of MP damage (Fortitude save DC 18 to negate). Blue mages may learn this ability as a
5th level spell (Knowledge: Dungeoneering DC 25).
Cryohydra CR 6 Multiple angry icy snake-like heads rise from the sleek, serpentine blue body of this terrifying monster.
XP 2,400
N Huge Dragon (Ice)
Init +1; Senses Dragon senses, scent; Perception +13
DEFENSE
AC 18, touch 9; flat-footed 17 (+1 dex, +9 natural, -2 size)
hp 106 (8d12+56); Fast Healing 8
Fort +12, Ref +9, Will +9
Immune Paralysis, Sleep; Resist Ice 10
Weakness Fire
OFFENSE
Speed 20 ft., Swim 20 ft.
Melee 4 Bites +11 (2d6+7), Tail Slap +6 (1d8+5)
Space 15 ft.; Reach 15 ft.
Special Attacks Pounce, 4 Breath Weapons (15-ft. cone, DC 20, 3d4 ice)
STATISTICS
Str 20, Dex 12, Con 22, Int 2, Wis 12, Cha 9
Base Atk +8; CMB +15; CM 26 (can’t be trip)
Feats Combat Reflexes, Iron Will, Lightning Reflexes, Toughness
Skills Perception +13, Swim +12; Racial Modifier +2 Perception
SQ Hydra Traits, Polar Bulwark, Fast Healing
SPECIAL ABILITIES
Fast Healing (Ex)
A cryohydra's fast healing ability is double to its current number of heads. A cryohydra loses 2 fast healing
per head lost expect for fast healing is lost if all but one single head are left.
Hydra Traits (Ex)
Any critical hit has a 75% chance to sever a head also you cannot sever the last head but a cryohydra loses its
fast healing if they only have one head remaining. A cryohydra can't attack with a severed head, but takes no
other penalties. A cryohydra also loses one of its breath weapons per head lost.
Polar Bulwark (Su)
Once per day, a cryohydra can become immune to physical damage for one round, must have at least two
heads to use this ability and those two heads must channel this effect until the end of the round.
Pounce (Ex)
When a creature with this special attack makes a charge, it can make a full attack.
Dualizard CR 2 A large two headed lizard or perhaps a small two headed hydra?
XP 600
N Large Dragon
Init +1; Senses Dragon senses, scent; Perception +7
DEFENSE
AC 14, touch 10; flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 33 (3d12+12); Fast Healing 4
Fort +7, Ref +6, Will +3
Immune Paralysis, Sleep; Resist Ice 5, Fire 5
Weakness Wind
OFFENSE
Speed 20 ft., Swim 20 ft.
Melee 2 Bites +5 (1d8+4)
Space 10 ft.; Reach 10 ft.
Special Attacks Pounce, 2 Breath Weapons (15-ft. cone, DC 17, 1d4 fire or ice)
STATISTICS
Str 16, Dex 12, Con 18, Int 2, Wis 10, Cha 8
Base Atk +3; CMB +7; CM 18
Feats Combat Reflexes, Lightning Reflexes
Skills Perception +7, Swim +8; Racial Modifier +2 Perception
SQ Hydra Traits, Fast Healing
SPECIAL ABILITIES
Fast Healing (Ex)
A dualizard's fast healing ability is double to its current number of heads. This fast healing is lost if all but
one single head are left.
Hydra Traits (Ex)
Any critical hit has a 75% chance to sever a head also you cannot sever the last head but a dualizard loses its
fast healing if they only have one head remaining. A dualizard can't attack with a severed head, but takes no
other penalties. A dualizard also loses one of its breath weapons per head lost.
Pounce (Ex)
When a creature with this special attack makes a charge, it can make a full attack.
Hydra CR 4 Multiple angry snake-like heads rise from the sleek, serpentine body of this terrifying monster.
XP 1,200
N Huge Dragon
Init +1; Senses Dragon senses, scent; Perception +10
DEFENSE
AC 15, touch 9; flat-footed 14 (+1 Dex, +6 natural, -2 size)
hp 59 (5d12+25); Fast Healing 6
Fort +9, Ref +7, Will +6
Immune Paralysis, Sleep; Resist Fire 5, Ice 5, Water 5
OFFENSE
Speed 20 ft., Swim 20 ft.
Melee 3 Bites +7 (2d6+6), Tail Slap +2 (1d8+4)
Space 15 ft.; Reach 15 ft.
Special Attacks Pounce, 3 Breath Weapons (15-ft. cone, DC 20, 2d4 fire, ice, or water)
STATISTICS
Str 18, Dex 12, Con 20, Int 2, Wis 11, Cha 9
Base Atk +5; CMB +11; CM 22 (can’t be trip)
Feats Combat Reflexes, Iron Will, Lightning Reflexes
Skills Perception +10, Swim +11; Racial Modifier +2 Perception
SQ Hydra Traits, Fast Healing
SPECIAL ABILITIES
Fast Healing (Ex)
A hydra's fast healing ability is double to its current number of heads. A hydra loses 2 fast healing per head
lost expect for fast healing is lost if all but one single head are left.
Hydra Traits (Ex)
Any critical hit has a 75% chance to sever a head also you cannot sever the last head but a hydra loses its fast
healing if they only have one head remaining. A hydra can't attack with a severed head, but takes no other
penalties. A hydra also loses one of its breath weapons per head lost.
Pounce (Ex)
When a creature with this special attack makes a charge, it can make a full attack.
Ghidra CR 10 A ghidra is a greater hydra with more heads, stronger bites, and stronger breath weapon.
XP 9,600
N Huge Dragon
Init +6; Senses Dragon senses, scent; Perception +17
DEFENSE
AC 22, touch 10; flat-footed 20(+2 Dex, +12 natural, -2 size)
hp 168 (12d12+96); Fast Healing 10
Fort +17, Ref +12, Will +11
Immune Paralysis, Sleep; Resist Earth 5, Fire 5, Ice 5, Lightning 5, Water 5
OFFENSE
Speed 20 ft., Swim 20 ft.
Melee 5 Bites +16 (2d6+9), Tail Slap +11 (1d8+6)
Space 15 ft.; Reach 15 ft.
Special Attacks Pounce, 5 Breath Weapons (15-ft. cone, DC 20, 4d4 earth, fire, ice, lightning, or water)
STATISTICS
Str 22, Dex 14, Con 24, Int 2, Wis 13, Cha 11
Base Atk +12; CMB +20; CM 32 (can’t be trip)
Feats Combat Reflexes, Great Fortitude, Improved Initiative, Improved Natural Attack (bite), Iron Will,
Lightning Reflexes, Snatch, Toughness
Skills Perception +17, Swim +16; Racial Modifier +2 Perception
SQ Hydra Traits, Polar Bulwark, Pyric Bulwark, Fast Healing
SPECIAL ABILITIES
Fast Healing (Ex)
A ghidra's fast healing ability is double to its current number of heads. A ghidra loses 2 fast healing per head
lost expect for fast healing is lost if all but one single head are left.
Hydra Traits (Ex)
Any critical hit has a 75% chance to sever a head also you cannot sever the last head but a ghidra loses its
fast healing if they only have one head remaining. A ghidra can't attack with a severed head, but takes no
other penalties. A ghidra also loses one of its breath weapons per head lost.
Polar Bulwark (Su)
Once per day, a ghidra can become immune to physical damage for one round, must have at least two heads
to use this ability and those two heads must channel this effect until the end of the round.
Pyric Bulwark (Su)
Once per day, a ghidra can become immune to magical damage for one round, must have at least two heads
to use this ability and those two heads must channel this effect until the end of the round.
Pounce (Ex)
When a creature with this special attack makes a charge, it can make a full attack.
Pyrohydra CR 6 Multiple angry fiery snake-like heads rise from the sleek, serpentine red body of this terrifying monster.
XP 2,400
N Huge Dragon (Fire)
Init +1; Senses Dragon senses, scent; Perception +13
DEFENSE
AC 18, touch 9; flat-footed 17 (+1 dex, +9 natural, -2 size)
hp 106 (8d12+56); Fast Healing 8
Fort +12, Ref +9, Will +9
Immune Paralysis, Sleep; Resist Fire 10
Weakness Water
OFFENSE
Speed 20 ft., Swim 20 ft.
Melee 4 Bites +11 (2d6+7), Tail Slap +6 (1d8+5)
Space 15 ft.; Reach 15 ft.
Special Attacks Pounce, 4 Breath Weapons (15-ft. cone, DC 20, 3d4 fire)
STATISTICS
Str 20, Dex 12, Con 22, Int 2, Wis 12, Cha 9
Base Atk +8; CMB +15; CM 26 (can’t be trip)
Feats Combat Reflexes, Iron Will, Lightning Reflexes, Toughness
Skills Perception +13, Swim +12; Racial Modifier +2 Perception
SQ Hydra Traits, Pyric Bulwark, Fast Healing
SPECIAL ABILITIES
Fast Healing (Ex)
A pyrohydra's fast healing ability is double to its current number of heads. A pyrohydra loses 2 fast healing
per head lost expect for fast healing is lost if all but one single head are left.
Hydra Traits (Ex)
Any critical hit has a 75% chance to sever a head also you cannot sever the last head but a pyrohydra loses
its fast healing if they only have one head remaining. A pyrohydra can't attack with a severed head, but takes
no other penalties. A pyrohydra also loses one of its breath weapons per head lost.
Pyric Bulwark (Su)
Once per day, a pyrohydra can become immune to magical damage for one round, must have at least two
heads to use this ability and those two heads must channel this effect until the end of the round.
Pounce (Ex)
When a creature with this special attack makes a charge, it can make a full attack.
Alberich CR 9 These gray-skinned nuisance are larger and much older imps who lead hordes of demons in their commands.
They seek more knowledge and power to bluster their reign. XP 6,400
LE Medium Outsider (Devil, Evil, Extraplanar, Lawful)
Init +10; Senses Darkvision 60 ft., detect good, detect magic, see in darkness; Perception +17
DEFENSE
AC 24, touch 17, flat-footed 17 (+6 dex, +1 dodge, +7 natural)
hp 109 (12d10+36); Fast Healing 6
mp 67
Fort +7, Ref +14, Will +11
DR 5/good or silver; Immune Blind, Fire, Poison; Resist Ice 10, Wind 10, Lightning 5
OFFENSE
Speed 30 ft., Fly 50 ft. (good)
Melee 2 Claws +18 (1d8+3), Sting +19 (1d6+3 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Dancehall Daze
Spells Known (Black Mage CL 12th; Concentration +16)
1st – Blind (DC 15), Fire (DC 15), Sleep (DC 15)
2nd – Fire II (DC 16), Poison (DC 16), Silence (DC 16)
3rd – Bio (DC 17), Blindga (DC 17), Fira (DC 17), Fire III (DC 17), Sleepga (DC 17)
4th – Disable (DC 18), Poisonga (DC 18), Silencega (DC 18)
5th – Firaga (DC 19), Gravity (DC 19)
6th – Berserk (DC 20), Mass Disable (DC 20), Flare (DC 20)
STATISTICS
Str 16, Dex 22, Con 17, Int 19, Wis 17, Cha 15
Base Atk +12; CMB +15; CMD 32
Feats Combat Casting, Dodge, Greater Spell Penetration, Improved Initiative, Spell Penetration, Weapon
Finesse, Weapon Focus (Sting)
Skills Acrobatics +21, Bluff +17, Fly +31, Knowledge (arcana, planes) +19, Perception +17, Spellcraft +19,
Stealth +21
Language Common, Infernal
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is
Constitution-based, and includes a +2 racial bonus.
Dancehall Daze (Su)
5/day, the alberich may do a jaunty jig enticing others nearby to dance uncontrollably. All enemies within a 20-
foot radius of the alberich must make a Will save (DC 15) or be inflicted with Daze status for 1 round. Blue
mages may learn this ability as a 1st level spell (Knowledge: Planes DC 17).
Shadow Meld (Ex)
Alberichs are just plain dark creatures, and they tend to blend into dark surroundings easier. In darkness and
low-light, alberichs gain a +4 circumstance bonus to Stealth.
Ereshkigal CR 6 Larger than your average imp these fiendish wings, sharp claws, and a whipping scorpion-like tail lash behind
this diminutive, purple-skinned nuisance are deadly. XP 2,400
LE Medium Outsider (Devil, Evil, Extraplanar, Lawful)
Init +5; Senses Darkvision 60 ft., detect good, detect magic, see in darkness; Perception +13
DEFENSE
AC 20, touch 16, flat-footed 14 (+5 dex, +1 dodge, +4 natural)
hp 67 (8d10+16); Fast Healing 4
mp 30
Fort +5, Ref +11, Will +9
DR 5/good or silver; Immune Blind, Fire, Poison; Resist Ice 10, Wind 10
OFFENSE
Speed 30 ft., Fly 50 ft. (good)
Melee 2 Claws +13 (1d8+2), Sting +13 (1d6+2 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Dancehall Daze
Spells Known (Black Mage CL 8th; Concentration +15)
1st – Blind (DC 14), Fire (DC 14), Sleep (DC 14)
2nd – Fire II (DC 15), Poison (DC 15), Silence (DC 15)
3rd – Bio (DC 16), Blindga (DC 16), Fira (DC 16), Fire III (DC 16), Sleepga (DC 16)
4th – Disable (DC 17), Poisonga (DC 17), Silencega (DC 17)
STATISTICS
Str 15, Dex 20, Con 15, Int 17, Wis 16, Cha 15
Base Atk +8; CMB +10; CMD 25
Feats Combat Casting, Dodge, Spell Penetration, Weapon Finesse
Skills Acrobatics +16, Bluff +13, Fly +27, Knowledge (arcana, planes) +14, Perception +13, Spellcraft +14,
Stealth +16
Language Common, Infernal
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is
Constitution-based, and includes a +2 racial bonus.
Dancehall Daze (Su)
5/day, the ereshkigal may do a jaunty jig enticing others nearby to dance uncontrollably. All enemies within a
20-foot radius of the ereshkigal must make a Will save (DC 14) or be inflicted with Daze status for 1 round.
Blue mages may learn this ability as a 1st level spell (Knowledge: Planes DC 17).
Shadow Meld (Ex)
Ereshkigals are just plain dark creatures, and they tend to blend into dark surroundings easier. In darkness and
low-light, ereshkigals gain a +4 circumstance bonus to Stealth.
Garchimacera CR 4 Fiendish wings, sharp claws, and a whipping scorpion-like tail lash behind this diminutive, orange-skinned
nuisance. XP 1,200
LE Small Outsider (Devil, Evil, Extraplanar, Lawful)
Init +4; Senses Darkvision 60 ft., detect good, detect magic, see in darkness; Perception +10
DEFENSE
AC 19, touch 16, flat-footed 14 (+4 dex, +1 dodge, +3 natural, +1 size)
hp 50 (6d10+12); Fast Healing 3
mp 17
Fort +4, Ref +9, Will +7
DR 5/good or silver; Immune Fire, Poison; Resist Ice 10, Wind 10
OFFENSE
Speed 20 ft., Fly 50 ft. (perfect)
Melee 2 Claws +11 (1d6+1), Sting +11 (1d4+1 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Dancehall Daze
Spells Known (Black Mage CL 6th; Concentration +8)
1st – Blind (DC 13), Fire (DC 13), Sleep (DC 13)
2nd – Fire II (DC 14), Poison (DC 14), Silence (DC 14)
3rd – Bio (DC 15), Blindga (DC 15), Fira (DC 15), Fire III (DC 15), Sleepga (DC 15)
STATISTICS
Str 12, Dex 19, Con 14, Int 15, Wis 15, Cha 14
Base Atk +6; CMB +6; CMD 20
Feats Combat Casting, Dodge, Weapon Finesse
Skills Acrobatics +13, Bluff +11, Fly +25, Knowledge (arcana, planes) +11, Perception +10, Spellcraft +11,
Stealth +12
Language Common, Infernal
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is
Constitution-based, and includes a +2 racial bonus.
Dancehall Daze (Su)
Once per day, the garchimacera may do a jaunty jig enticing others nearby to dance uncontrollably. All
enemies within a 20-foot radius of the garchimacera must make a Will save (DC 13) or be inflicted with Daze
status for 1 round. Blue mages may learn this ability as a 1st level spell (Knowledge: Planes DC 17).
Shadow Meld (Ex)
Garchimaceras are just plain dark creatures, and they tend to blend into dark surroundings easier. In darkness
and low-light, garchimaceras gain a +4 circumstance bonus to Stealth.
Gremlin CR 1/2 The weakest of the imp family, this fiendish winged and a whipping scorpion-like tail lash behind this
diminutive, green-skinned nuisance. XP 200
LE Small Outsider (Devil, Evil, Extraplanar, Lawful)
Init +2; Senses Darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 size)
hp 7 (1d10)
mp 1
Fort +0, Ref +4, Will +4
Immune Fire, Poison
OFFENSE
Speed 20 ft., Fly 50 ft. (perfect)
Melee 2 Claws +4 (1d4-2), Sting +4 (1d4-2 plus poison)
Space 5 ft.; Reach 5 ft.
Spells Known (Black Mage CL 1st; Concentration +1)
1st – Fire (DC 11)
STATISTICS
Str 7, Dex 15, Con 11, Int 11, Wis 14, Cha 10
Base Atk +1; CMB -2; CMD 10
Feats Weapon Finesse
Skills Acrobatics +6, Bluff +6, Fly +19, Knowledge (arcana, planes) +5, Perception +5, Spellcraft +5, Stealth
+6
Language Common, Infernal
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is
Constitution-based, and includes a +2 racial bonus.
Shadow Meld (Ex)
Gremlins are just plain dark creatures, and they tend to blend into dark surroundings easier. In darkness and
low-light, gremlins gain a +4 circumstance bonus to Stealth.
Imp CR 1 Fiendish wings and a whipping scorpion-like tail lash behind this diminutive, reddish brown-skinned
nuisance. XP 400
LE Small Outsider (Devil, Evil, Extraplanar, Lawful)
Init +3; Senses Darkvision 60 ft., detect good, detect magic, see in darkness; Perception +5
DEFENSE
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 size)
hp 8 (1d10+2); Fast Healing 1
mp 1
Fort +1, Ref +5, Will +4
Immune Fire, Poison; Resist Ice 5, Wind 5
OFFENSE
Speed 20 ft., Fly 50 ft. (perfect)
Melee 2 Claws +5 (1d4-1), Sting +5 (1d4-1 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Dancehall Daze
Spells Known (Black Mage CL 1st; Concentration +1)
1st – Fire (DC 11)
STATISTICS
Str 8, Dex 16, Con 12, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +2; CMD 13
Feats Weapon Finesse
Skills Acrobatics +7, Bluff +6, Fly +19, Knowledge (arcana, planes) +5, Perception +5, Spellcraft +5,
Stealth +7
Language Common, Infernal
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC
is Constitution-based, and includes a +2 racial bonus.
Dancehall Daze (Su)
Once per day, the imp may do a jaunty jig enticing others nearby to dance uncontrollably. All enemies
within a 20-foot radius of the imp must make a Will save (DC 13) or be inflicted with Daze status for 1
round. Blue mages may learn this ability as a 1st level spell (Knowledge: Planes DC 17).
Shadow Meld (Ex)
Imps are just plain dark creatures, and they tend to blend into dark surroundings easier. In darkness and low-
light, imps gain a +4 circumstance bonus to Stealth.
Imp Devil CR 2 Fiendish wings, sharp claws, and a whipping scorpion-like tail lash behind this diminutive, red-skinned
nuisance. XP 600
LE Small Outsider (Devil, Evil, Extraplanar, Lawful)
Init +3; Senses Darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7
DEFENSE
AC 16, touch 15, flat-footed 13 (+3 dex, +1 dodge, +1 natural, +1 size)
hp 16 (3d10+2); Fast Healing 2
mp 5
Fort +2, Ref +6, Will +5
Immune Fire, Poison; Resist Ice 10, Wind 5
OFFENSE
Speed 20 ft., Fly 50 ft. (perfect)
Melee 2 Claws +6 (1d4), Sting +6 (1d4 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Dancehall Daze
Spells Known (Black Mage CL 3rd; Concentration +4)
1st – Blind (DC 12), Fire (DC 12)
2nd – Fire II (DC 13), Poison (DC 13)
STATISTICS
Str 10, Dex 17, Con 12, Int 13, Wis 14, Cha 14
Base Atk +3; CMB +2; CMD 16
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +8, Fly +21, Knowledge (arcana, planes) +7, Perception +7, Spellcraft +7,
Stealth +9
Language Common, Infernal
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC
is Constitution-based, and includes a +2 racial bonus.
Dancehall Daze (Su)
Once per day, the imp devil may do a jaunty jig enticing others nearby to dance uncontrollably. All enemies
within a 20-foot radius of the imp devil must make a Will save (DC 13) or be inflicted with Daze status for
1 round. Blue mages may learn this ability as a 1st level spell (Knowledge: Planes DC 17).
Shadow Meld (Ex)
Imp devils are just plain dark creatures, and they tend to blend into dark surroundings easier. In darkness
and low-light, imp devils gain a +4 circumstance bonus to Stealth.
Jackanapes CR 13 These black-skinned nuisance are extremely rare and deadly imps who keep to themselves. They have an
eye for treasure and get easily angry if any of their loot is taken from them. They almost always get the
surprise on their victims. XP 25,600
LE Medium Outsider (Devil, Evil, Extraplanar, Lawful)
Init +16; Senses Darkvision 60 ft., detect good, detect magic, see in darkness; Perception +21
DEFENSE
AC 26, touch 18, flat-footed 18 (+7 dex, +1 dodge, +8 natural)
hp 147 (15d10+60); Fast Healing 8
mp 105
Fort +9, Ref +16, Will +13
Defensive Abilities Never Off-guard; DR 10/good; Immune Berserk, Blind, Fire, Poison; Resist All 10
(except non-elemental); SR 26
OFFENSE
Speed 30 ft., Fly 50 ft. (good)
Melee 2 Claws +22 (2d6+3), Sting +23 (1d6+3 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Moon Flute
Spells Known (Black Mage CL 15th; Concentration +20)
1st – Blind (DC 16), Fire (DC 16), Sleep (DC 16)
2nd – Fire II (DC 17), Poison (DC 17), Silence (DC 17)
3rd – Bio (DC 18), Blindga (DC 18), Fira (DC 18), Fire III (DC 18), Sleepga (DC 18)
4th – Disable (DC 19), Poisonga (DC 19), Silencega (DC 19)
5th – Firaga (DC 20), Gravity (DC 20)
6th – Berserk (DC 21), Mass Disable (DC 21), Flare (DC 21)
7th – Graviga (DC 22), Reverse (DC 22)
8th – Flare II (DC 23)
STATISTICS
Str 16, Dex 24, Con 18, Int 21, Wis 18, Cha 15
Base Atk +15; CMB +6; CMD 20
Feats Combat Casting, Dodge, Greater Spell Penetration, Improved Initiative, Spell Penetration, Improved
Natural Attack (Claw), Spell Penetration, Weapon Finesse, Weapon Focus (Sting)
Skills Acrobatics +25, Bluff +20, Fly +35, Knowledge(arcana, planes) +24, Perception +21, Spellcraft
+24, Stealth +25
Language Common, Infernal
SPECIAL ABILITIES
Moon Flute (Su)
Once per day, the jackanapes may make an eerie noise that affects all enemies within a 30-foot radius of
the jackanapes must pass a Will save (DC 23) or be inflicted with Berserk status for 1d4 rounds. Blue
mages may learn this ability as a 7th level spell (Knowledge: Planes DC 29).
Poison (Ex)
Sting—injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC
is Constitution-based, and includes a +2 racial bonus.
Never Off-Guard (Ex)
The jackanapes can always act in the surprise round even if it fails to make a Perception roll to notice a
foe, but it is still considered flat-footed until it takes an action. In addition, it receives a bonus on initiative
checks equal to it Wisdom modifier.
Shadow Meld (Ex)
Jackanapes are just plain dark creatures, and they tend to blend into dark surroundings easier. In darkness
and low-light, jackanapes gain a +4 circumstance bonus to Stealth.
Chrome Giant CR 20 This enemy wears dark purple armor while wielding a very large sword. These rarely seen extremely powerful
giants can reflect spells back with their armor and are highly spell resistant making them quite difficult to defeat. XP 307,200
NE Huge Construct (Living Construct)
Init +7; Senses Darkvision 60 ft., low-light vision; Perception +38
DEFENSE
AC 37, touch 11, flat-footed 34 (+3 dex, +26 natural, -2 size)
hp 448 (32d10+320)
Fort +19, Ref +13, Will +11
Defensive Abilities Ray Reflection; DR 15/epic; Immune Living construct traits; Resist All 15 (except
Lightning); SR 31
Weakness Lightning
OFFENSE
Speed 20 ft.
Melee +5 Vicious Keen Greatsword +45/+45/+40 (4d6+33/17-20)
Space 15 ft.; Reach 15 ft.
Special Attacks Mighty Guard III, Powerful Swings
STATISTICS
Str 38, Dex 16, Con 28, Int 13, Wis 12, Cha 1
Base Atk +32; CMB +48; CMD 61
Feats Alertness, Cleave, Cleaving Finish, Combat Expertise, Combat Reflexes, Critical Focus, Dazing Assault,
Great Cleave, Furious Focus, Improved Initiative, Power Attack, Staggering Critical, Step Up, Stunning Critical,
Toughness, Weapon Focus (Greatsword)
Skills Perception +38, Climb +34
Language Common (cannot speak)
SQ Mirrorskin
SPECIAL ABILITIES
Mirrorskin (Ex)
All hostile spells and spell-like abilities that affect a chrome giant of 3rd-level or lower are automatic reflected
back at the caster as though countered by an unbeatable Reflect effect. Any other hostile spells or spell-like
abilities that fail to penetrate the chrome giant's spell resistance have a 50% chance of reflecting back at the
caster; those that are not reflected are simply nullified.
Powerful Swings (Ex)
A chrome giant inflicts two times its Strength modifier and increases the critical hit by 2 with a greatsword.
Ray Reflection (Ex)
A chrome giant's armor reflects ray spells back upon the ray's source if the ray fails to overcome the chrome
giant's spell resistance.
Mighty Guard III (Su)
A chrome giant can create a magical barrier around itself and its nearby allies, granting Protect III and Shell III
that lasts 9 rounds. Blue mages may learn this ability as a 9th level spell (Knowledge: Engineering or
Technology DC 33).
Iron Giant CR 13 This enemy wears blue armor while wielding a very large sword. They're extremely dangerous and heavily
armored foes who destroy all in their path. XP 25,600
NE Large Construct (Living Construct)
Init +4; Senses Darkvision 60 ft., low-light vision; Perception +22
DEFENSE
AC 30, touch 10, flat-footed 29 (+1 dex, +20 natural, -1 size)
hp 214 (18d10+126)
Fort +13, Ref +7, Will +6
DR 15/adamantine; Immune Living construct traits; Resist All 10 (except Lightning)
Weakness Lightning
OFFENSE
Speed 20 ft.
Melee 2 +3 Keen Greatsword +31 (3d6+25/17-20)
Space 10 ft.; Reach 10 ft.
Special Attacks Mighty Guard, Powerful Swings
STATISTICS
Str 32, Dex 13, Con 24, Int 11, Wis 11, Cha 1
Base Atk +18; CMB +30; CMD 41
Feats Alertness, Cleave, Cleaving Finish, Dazing Assault, Great Cleave, Furious Focus, Improved Initiative,
Power Attack, Toughness, Weapon Focus (Greatsword)
Skills Perception +22, Climb +18
Language Common (cannot speak)
SPECIAL ABILITIES
Powerful Swings (Ex)
An iron giant inflicts two times its Strength modifier and increases the critical hit by 2 with a greatsword.
Mighty Guard (Su)
An iron giant can create a magical barrier around itself and its nearby allies, granting Protect and Shell that
lasts 5 rounds. Blue mages may learn this ability as a 5th level spell (Knowledge: Engineering or Technology
DC 25).
Mythril Giant CR 18 This enemy wears black armor while wielding a very large sword. They're usually one of the last and most
powerful enemies in the game. XP 153,600
NE Large Construct (Living Construct)
Init +7; Senses Darkvision 60 ft., low-light vision; Perception +32
DEFENSE
AC 35, touch 11, flat-footed 32 (+3 dex, +24 natural, -2 size)
hp 327 (26d10+208)
Fort +16, Ref +11, Will +8
DR 15/epic; Immune Living construct traits; Resist All 10 (except Lightning)
Weakness Lightning
OFFENSE
Speed 20 ft.
Melee 2 +5 keen greatsword +40 (4d6+31/17-20)
Space 15 ft.; Reach 15 ft.
Special Attacks Mighty Guard II, Powerful Swings
STATISTICS
Str 36, Dex 16, Con 26, Int 13, Wis 11, Cha 1
Base Atk +26; CMB +41; CMD 54
Feats Alertness, Cleave, Cleaving Finish, Combat Expertise, Combat Reflexes, Dazing Assault, Great Cleave,
Furious Focus, Improved Initiative, Power Attack, Step Up, Toughness, Weapon Focus (Greatsword)
Skills Perception +32, Climb +28
Language Common (cannot speak)
SPECIAL ABILITIES
Powerful Swings (Ex)
A mythril giant inflicts two times its Strength modifier and increases the critical hit by 2 with a greatsword.
Mighty Guard II (Su)
A mythril giant can create a magical barrier around itself and its nearby allies, granting Protect II and Shell II
that lasts 7 rounds. Blue mages may learn this ability as a 7th level spell (Knowledge: Engineering or
Technology DC 29).
Kobold CR 1/3
This short, reptilian humanoid has scaled skin, a snout filled with tiny teeth, and a long tail.
XP 135
LE Small Humanoid (Reptilian)
Init +1; Senses Darkvision 60 ft.; Perception +5
DEFENSE
AC 15, touch 12; flat-footed 14 (+2 armor, +1 dex, +1 natural, +1 size)
hp 6 (1d10)
Fort +2, Ref +1, Will -1
Weaknesses Light sensitivity
OFFENSE
Speed 30 ft.
Melee Spear +1 (1d6-1/x3)
Ranged Sling +3 (1d3-1)
Special Attacks Magic Hammer
STATISTICS
Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Base Atk +1; CMB -1; CMD 10
Feats Skill Focus (Perception)
Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Racial Modifiers +2 Craft (trapmaking), +2
Perception, +2 Profession (miner)
Languages Draconic
Gear Spear, sling (10 bullets), leather armor
SPECIAL ABILITIES
Magic Hammer (Su)
Once per day, a kobold can summon a magical hammer and launches (+4 ranged touch attack) it at a
single target within 30 feet for 1d4 points of MP damage. Blue mages may learn this ability as a 1st level
spell (Knowledge: Local DC 17).
Lamia CR 6 These creatures are half woman and half snake. The snake half being the lower half of the two. She seduces
men, enticing them in order to feed on their blood. It is also said they reside in towers or secluded areas and
have magical abilities. XP 2,400
CE Large Monstrous Humanoid (Shapechanger)
Init +3; Senses Darkvision 60 ft., low-light vision, scent; Perception +3
DEFENSE
AC 20, touch 13; flat-footed 16 (+3 dex, +1 dodge, +7 natural, -1 size)
hp 67 (9d10+18)
mp 44
Fort +5, Ref +9, Will +9
Immune Mind-affecting effects
OFFENSE
Speed 40 ft., Climb 40 ft., Swim 40 ft.
Melee +1 Scimitars +9/+9/+4 (1d6+4/15-20 plus 1 wisdom drain on first hit each round), or Touch +12 (1d4
Wisdom drain)
Space 10 ft.; Reach 10 ft.
Special Attacks Entice, Wisdom Drain
Spells Known (White Mage/Illusionist CL 9th, Concentration +13)
At will – Charm (DC 15), Disguise Self (DC 15)
1st – Cure, Sleep (DC 15)
2nd – Cure II, Minor Image (DC 16)
3rd – Cura, Cure III, Dispel, Major Image (DC 17), Sleepga (DC 17)
STATISTICS
Str 18, Dex 16, Con 14, Int 13, Wis 16, Cha 18
Base Atk +9; CMB +14; CMD 28 (can’t be tripped)
Feats Dodge, Double Slice, Improved Critical (scimitar), Two-Weapon Fighting, Weapon Focus (scimitar)
Skills Acrobatics +5 (+9 jump), Bluff +17, Climb +10, Diplomacy +8, Disguise +8, Intimidate +17,
Knowledge (any one) +12, Knowledge (arcana) + 12, Spellcraft +12, Swim +10, Use Magic Device +18;
Racial Modifiers +4 Acrobatics, +4 Bluff, +4 Use Magic Device
Language Abyssal, Common, Draconic
SQ Change Shape (fixed Medium humanoid form, alter self), Undersized Weapons
Gear 2 +1 Scimitars
SPECIAL ABILITIES
Undersized Weapons (Ex)
Although a lamia is Large, its upper torso is the same size as that of a Medium humanoid. As a result, lamias
wield weapons as if they were one size category smaller than their actual size (Medium for most lamias).
Entice (Su)
A lamia blows a kiss towards her target as pink hearts are being thrown from her lips towards him. The target
must make a Will save (DC 19) or have the Charm status effect. The charm effect on this spell is harder to
overcome unlike other charm spells and has its DC increase by 1. Blue mages may learn this ability as a 4th
level spell (Knowledge: Local DC 23).
Wisdom Drain (Su)
A lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack. (Unlike with other kinds of
ability drain attacks, a lamia does not heal any damage when it uses its Wisdom drain.) Lamias try to use this
power early in an encounter to make foes more susceptible to charm
Lamia Matriarch CR 8 This creature looks like a beautiful human woman from the waist up, but below is the body and tail of an
immense snake. XP 4,800
CE Large Monstrous Humanoid (Shapechanger)
Init +4; Senses Darkvision 60 ft., low-light vision, scent; Perception +3
DEFENSE
AC 22, touch 14; flat-footed 17 (+4 dex, +1 dodge, +8 natural, -1 size)
hp 102 (12d10+36)
mp 79
Fort +7, Ref +12, Will +11
Immune Mind-affecting effects
OFFENSE
Speed 40 ft., Climb 40 ft., Swim 40 ft.
Melee +1 Scimitars +14/+14/+9/+9/+4 (1d6+6/15-20 plus 1 wisdom drain on first hit each round), or Touch
+16 (1d4 Wisdom drain)
Space 10 ft.; Reach 10 ft.
Special Attacks Entice, Wisdom Drain
Spells Known (White Mage/Illusionist CL 12th, Concentration +17)
At will – Charm (DC 16), Disguise Self (DC 16)
1st – Cure, Mage Armor, Sleep (DC 16)
2nd – Blur, Cure II, Minor Image (DC 17)
3rd – Cura, Cure III, Dispel, Haste, Major Image (DC 18), Sleepga (DC 18)
4th – Esuna, Shadow Step, Vanish
5th - Curaga
STATISTICS
Str 20, Dex 19, Con 17, Int 16, Wis 16, Cha 21
Base Atk +12; CMB +18; CMD 32 (can’t be tripped)
Feats Dodge, Double Slice, Improved Critical (scimitar), Improved Two-Weapon Fighting, Two-Weapon
Fighting, Weapon Focus (scimitar)
Skills Acrobatics +8 (+12 jump), Bluff +21, Climb +13, Diplomacy +11, Disguise +11, Intimidate +20,
Knowledge (any one) +15, Knowledge (arcana) +15, Spellcraft +15, Swim +13, Use Magic Device +21;
Racial Modifiers +4 Acrobatics, +4 Bluff, +4 Use Magic Device
Language Abyssal, Common, Draconic
SQ Change Shape (fixed Medium humanoid form, alter self), Undersized Weapons
Gear 2 +1 Scimitars
SPECIAL ABILITIES
Undersized Weapons (Ex)
Although a lamia matriarch is Large, its upper torso is the same size as that of a Medium humanoid. As a
result, lamia matriarchs wield weapons as if they were one size category smaller than their actual size
(Medium for most lamias).
Entice (Su)
A lamia matriarch blows a kiss towards her target as pink hearts are being thrown from her lips towards him.
The target must make a Will save (DC 20) or have the Charm status effect. The charm effect on this spell is
harder to overcome unlike other charm spells and has its DC increase by 1. Blue mages may learn this ability
as a 4th level spell (Knowledge: Local DC 23).
Wisdom Drain (Su)
A lamia matriarch drains 1d4 points of Wisdom each time it hits with its melee touch attack. (Unlike with
other kinds of ability drain attacks, a lamia matriarch does not heal any damage when it uses its Wisdom
drain.) Lamia matriarchs try to use this power early in an encounter to make foes more susceptible to charm
Lamia Queen CR 8 This creature looks like a beautiful human woman from the waist up, but below is the body and tail of an
immense snake. She regards herself queen of the lamia and is considered the most beautiful but deceitful of
all the lamia kind. XP 9,600
CE Large Monstrous Humanoid (Shapechanger)
Init +4; Senses Darkvision 60 ft., low-light vision, scent; Perception +3
DEFENSE
AC 25, touch 15, flat-footed 19 (+5 dex, +1 dodge, +1 shield, +9 natural, -1 size)
hp 150 (15d10+65)
mp 134
Fort +9, Ref +14, Will +13
Immune Mind-affecting effects
OFFENSE
Speed 40 ft., Climb 40 ft., Swim 40 ft.
Melee +2 Scimitars +19/+19/+14/+14/+9/+9 (1d6+8/15-20 plus 1 wisdom drain on first hit each round), or
Touch +20 (1d4 Wisdom drain)
Space 10 ft.; Reach 10 ft.
Special Attacks Entice, Wisdom Drain
Spells Known (White Mage/Illusionist CL 15th, Concentration +21)
At will – Charm (DC 18), Disguise Self (DC 18)
1st – Cure, Mage Armor, Sleep (DC 18)
2nd – Blur, Cure II, Minor Image (DC 19)
3rd – Cura, Cure III, Dispel, Haste, Major Image (DC 20), Sleepga (DC 20)
4th – Esuna, Shadow Step, Vanish
5th – Curaga, Persistent Image (DC 22)
6th – Esunaga, Greater Dispel, Greater Vanish, Hastega, Mislead (DC 23)
7th – Bravery, Full-Cure, Vanishga
STATISTICS
Str 22, Dex 21, Con 20, Int 18, Wis 18, Cha 24
Base Atk +15; CMB +21; CMD 36 (can’t be tripped)
Feats Dodge, Double Slice, Greater Two-Weapon Fighting, Improved Critical (scimitar), Improved Two-
Weapon Fighting, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (scimitar)
Skills Acrobatics +11 (+15 jump), Bluff +24, Climb + 16, Diplomacy +14, Disguise +14, Intimidate +23,
Knowledge (any one) +18, Knowledge (arcana) + 18, Spellcraft +18, Swim +16, Use Magic Device +24;
Racial Modifiers +4 Acrobatics, +4 Bluff, +4 Use Magic Device
Language Abyssal, Common, Draconic
SQ Change Shape (fixed Medium humanoid form, alter self), Undersized Weapons
Gear 2 +2 Scimitars
SPECIAL ABILITIES
Undersized Weapons (Ex)
Although a lamia queen is Large, its upper torso is the same size as that of a Medium humanoid. As a result,
lamia queens wield weapons as if they were one size category smaller than their actual size (Medium for
most lamias).
Entice (Su)
A lamia queen blows a kiss towards her target as pink hearts are being thrown from her lips towards him.
The target must make a Will save (DC 22) or have the Charm status effect. The charm effect on this spell is
harder to overcome unlike other charm spells and has its DC increase by 1. Blue mages may learn this ability
as a 4th level spell (Knowledge: Local DC 23).
Wisdom Drain (Su)
A lamia queen drains 1d4 points of Wisdom each time it hits with its melee touch attack. (Unlike with other
kinds of ability drain attacks, a lamia queen does not heal any damage when it uses its Wisdom drain.)
Lamia queens try to use this power early in an encounter to make foes more susceptible to charm
Anacondaur CR 8 This black anacondaur-like creature petrifies his foes and strikes them down with his two long extended
claws. Watch out for his sonic tail which can daze anyone nearby him.
XP 4,800
N Large Magical Beast
Init +7; Senses Darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 22, touch 12, flat-footed 19 (+3 dex, +10 natural, -1 size)
hp 105 (10d10+50)
Fort +12, Ref +10, Will +7
Immune Sonic, Petrify; Resist Lightning 10, Earth 5
Weakness Water
OFFENSE
Speed 40 ft., Climb 20 ft., Swim 20 ft.
Melee Bite +15 (2d6+6), 2 Claws +15 (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks Petrify, Rend (2 claws, 1d8+9), Sonic Tail
STATISTICS
Str 22, Dex 17, Con 20, Int 3, Wis 18, Cha 7
Base Atk +10; CMB +17; CMD 30 (34 vs trip)
Feats Cleave, Gorgon's Fist, Improved Initiative, Power Attack, Scorpion Style
Skills Climb +15, Perception +15, Stealth +12, Swim +15; Racial Modifiers +2 Perception, +4 Stealth
SPECIAL ABILITIES
Petrify (Su)
3/day, an anacondaur can focus its stony gaze upon a single target within 30 feet. The target receives the
Petrify status (Fortitude save DC 18 to negate). Blue mages may learn this ability as a 4th level spell
(Knowledge: Arcana DC 23).
Sonic Tail (Su)
An anacondaur will vibrate its tail sending out sonic waves around itself and those within a 20-ft. radius
around himself. Anyone caught in the sonic waves takes 5d4 points of non-elemental damage and are Dazed
for 1 round unless they make a Reflex save (DC 17) to take half of the damage and negate the status effect.
This ability can also shatter anyone who is already petrified unless they make a Fortitude save (DC 17).
Anyone who cannot hear is immune to this effect. Blue mages may learn this ability as a 3rd level spell
(Knowledge: Arcana DC 21).
Basilisk CR 5 This anacondaur-like creature has two long extended claws meant to rend his foes and a third eye for
petrifying unsuspecting foes.
XP 1,600
N Large Magical Beast
Init +7; Senses Darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 19, touch 12, flat-footed 16 (+3 dex, +10 natural, -1 size)
hp 68 (7d10+28)
Fort +9, Ref +8, Will +5
Immune Sonic, Petrify
Weakness Water
OFFENSE
Speed 40 ft., Climb 20 ft., Swim 20 ft.
Melee Bite +11 (2d6+5), 2 Claws +11 (1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks Petrify, Rend (2 claws, 1d8+7)
STATISTICS
Str 20, Dex 16, Con 18, Int 3, Wis 16, Cha 7
Base Atk +7; CMB +13; CMD 26 (30 vs trip)
Feats Cleave, Improved Initiative, Power Attack, Scorpion Style
Skills Climb +11, Perception +11, Stealth +9, Swim +11; Racial Modifiers +2 Perception, +4 Stealth
SPECIAL ABILITIES
Petrify (Su)
3/day, a basilisk can focus its stony gaze upon a single target within 30 feet. The target receives the Petrify
status (Fortitude save DC 17 to negate). Blue mages may learn this ability as a 4th level spell (Knowledge:
Arcana DC 23).
Lizard, Black CR 6 This black looking lizard can breathe out an earthen breath and loves sandy areas. They're known to blind
unsuspecting foes.
XP 2,400
N Large Magical Beast
Init +7; Senses Darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC 20, touch 12, flat-footed 17 (+3 dex, +8 natural, -1 size)
hp 78 (8d10+32)
Fort +10, Ref +9, Will +5
Weakness Water
OFFENSE
Speed 40 ft., Climb 20 ft., Swim 20 ft.
Melee Bite +13 (2d6+5), Tail Slap +7 (1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks Breath Weapon (20-ft. cone, 6d6 earth damage, Reflex DC 18, usable every 1d4 rounds),
Sandstorm
STATISTICS
Str 21, Dex 16, Con 18, Int 3, Wis 16, Cha 7
Base Atk +8; CMB +14; CMD 27 (31 vs trip)
Feats Cleave, Improved Initiative, Power Attack, Weapon Focus (Bite)
Skills Climb +14, Perception +14, Stealth +12, Swim +14; Racial Modifiers +2 Perception, +4 Stealth
SPECIAL ABILITIES
Sandstorm (Su)
1/day, the black lizard can cause a sandstorm at its enemies within a 30-ft.-radius. Creatures within the area
of effect must make a Fortitude save (DC 19) or take 6d6 points of wind damage, 6d6 points of earth
damage, and be inflicted with Blind status for 1d6 rounds. Blue mages may learn this ability as a 6th level
spell (Knowledge: Arcana DC 27).
Lizard, Fire CR 4 This red-looking lizard can breathe out fire and loves warm temperature areas. They're known to live in
lava.
XP 1,200
N Large Magical Beast
Init +6; Senses Darkvision 60 ft., low-light vision; Perception +1
DEFENSE
AC 16, touch 11, flat-footed 14 (+2 dex, +5 natural, -1 size)
hp 45 (5d10+15)
Fort +7, Ref +6, Will +4
Immune Fire
Weakness Water
OFFENSE
Speed 40 ft., Climb 20 ft., Swim 20 ft.
Melee Bite +10 (2d6+5), Tail Slap +4 (1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks Breath Weapon (20-ft. cone, 4d6 fire damage, Reflex DC 15, usable every 1d4 rounds)
STATISTICS
Str 20, Dex 15, Con 17, Int 3, Wis 16, Cha 7
Base Atk +5; CMB +11; CMD 23 (27 vs trip)
Feats Improved Initiative, Power Attack, Weapon Focus (Bite)
Skills Climb +11, Perception +11, Stealth +9, Swim +11; Racial Modifiers +2 Perception, +4 Stealth
Lizard, Ice CR 4 This blue-looking lizard can breathe out fire and loves warm temperature areas. They're known to live in
lava.
XP 1,200
N Large Magical Beast
Init +6; Senses Darkvision 60 ft., low-light vision; Perception +1
DEFENSE
AC 16, touch 11, flat-footed 14 (+2 dex, +5 natural, -1 size)
hp 45 (5d10+15)
Fort +7, Ref +6, Will +4
Immune Ice
Weakness Fire
OFFENSE
Speed 40 ft., Climb 20 ft., Swim 20 ft.
Melee Bite +10 (2d6+5), Tail Slap +4 (1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks Breath Weapon (20-ft. cone, 4d6 ice damage, Reflex DC 15, usable every 1d4 rounds)
STATISTICS
Str 20, Dex 15, Con 17, Int 3, Wis 16, Cha 7
Base Atk +5; CMB +11; CMD 23 (27 vs trip)
Feats Improved Initiative, Power Attack, Weapon Focus (Bite)
Skills Climb +11, Perception +11, Stealth +9, Swim +11; Racial Modifiers +2 Perception, +4 Stealth
Kukulcan CR 12 This red anacondaur-like creature likes to weaken her enemies with Heaven's Cataract first. Then strike them
down while they're weak.
XP 19,200
N Large Magical Beast
Init +8; Senses Darkvision 60 ft., low-light vision; Perception +22
DEFENSE
AC 25, touch 13, flat-footed 21 (+4 dex, +12 natural, -1 size)
hp 168 (15d10+90)
Fort +15, Ref +13, Will +11
Immune Sonic, Petrify; Resist Lightning 15, Earth 10; SR 23
Weakness Water
OFFENSE
Speed 40 ft., Climb 20 ft., Swim 20 ft.
Melee Bite +21 (2d6+7), 2 Claws +21 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks Heaven’s Cataract, Petrify, Rend (2 claws, 1d8+10), Sonic Tail
STATISTICS
Str 24, Dex 18, Con 22, Int 3, Wis 22, Cha 7
Base Atk +15; CMB +23; CMD 37 (40 vs trip)
Feats Cleave, Cockatrice Strike, Gorgon's Fist, Great Cleave, Improved Initiative, Medusa's Wrath, Power
Attack, Scorpion Style
Skills Climb +21, Perception +22, Stealth +18, Swim +21; Racial Modifiers +2 Perception, +4 Stealth
SPECIAL ABILITIES
Heaven’s Cataract (Su)
3/day and once every 1d4 rounds, a kukulcan creates an eerie sound affecting anyone within a 30-ft. radius
from her. Those caught in the eerie waves takes 12d4 points of non-elemental damage and must make a Will
save (DC 22) to negate the status effect and reduce the damage by half. The status effect reduces all enemies’
resistance to saving throws versus spells by 2 and deflection bonus to Armor Class by 2 for 1d6 rounds.
Anyone that cannot hear is immune to this effect. Blue mages may learn this ability as a 6th level spell
(Knowledge: Arcana DC 27).
Petrify (Su)
A kukulcan can focus its stony gaze upon a single target within 30 feet. The target receives the Petrify status
(Fortitude save DC 20 to negate). Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana
DC 23).
Sonic Tail (Su)
A kukulcan will vibrate its tail sending out sonic waves around itself and those within a 20-ft. radius around
himself. Anyone caught in the sonic waves takes 5d4 points of non-elemental damage and are Dazed for 1
round unless they make a Reflex save (DC 19) to take half of the damage and negate the status effect. This
ability can also shatter anyone who is already petrified unless they make a Fortitude save (DC 19). Anyone
who cannot hear is immune to this effect. Blue mages may learn this ability as a 3rd level spell (Knowledge:
Arcana DC 21).
Lizard CR 1 This googly-eyed lizard's form is based on an iguana or gecko. The lizard generally isn't a challenging
enemy unless your party comes unprepared.
XP 400
N Medium Animal
Init +6; Senses Darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 dex, +2 natural)
hp 12 (2d8+2)
Fort +4, Ref +5, Will +2
Weakness Ice
OFFENSE
Speed 40 ft., Climb 20 ft., Swim 20 ft.
Melee Bite +3 (2d4+2), Tail Slap -2 (1d6+2)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 14, Dex 15, Con 12, Int 2, Wis 14, Cha 7
Base Atk +1; CMB +3; CMD 15 (19 vs trip)
Feats Improved Initiative
Skills Climb +8, Perception +8, Stealth +10, Swim +8; Racial Modifiers +2 Perception, +4 Stealth
Death Searcher CR 7 This small robot sneaks up on unsuspecting foes and destroys them.
XP 3,200
NE Small Construct (Robot)
Init +9; Senses Darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 23, touch 16, flat-footed 18 (+5 dex, +7 natural, +1 size)
hp 63 (8d10+10), Force Field (40 hp, fast healing 8)
Fort +2, Ref +9, Will +7
Defensive Abilities All-Around Vision; Hardness 5; Immune Construct traits
Weakness Critical hits, Lightning
OFFENSE
Speed 20 ft., Fly 60 ft. (perfect)
Melee 2 Claws +12 (1d4+3), Integrated Laser Torch +12 (1d12 fire)
Ranged Integrated Laser Rifle +14 touch (2d8 fire)
Space 5 ft.; Reach 5 ft. (10 ft. with integrated laser torch)
Special Attacks Flash
STATISTICS
Str 16, Dex 20, Con -, Int 10, Wis 20, Cha 1
Base Atk +8; CMB +10; CMD 25 (33 vs trip)
Feats Alertness, Deadly Aim, Improved Initiative, Lightning Reflexes, Precise Shot
Skills Fly +17, Perception +22, Sense Motive +12, Stealth +14, Survival +12; Racial Modifiers +4
Perception
Languages Common
SQ Camouflage
SPECIAL ABILITIES
Camouflage (Ex)
A death searcher outer shell contains color-shifting screens that allow the creature to blend into any
background. Though not truly invisible, they are hard to pinpoint. While using this ability, a death searcher
gains a +8 racial bonus on Stealth checks and has concealment from creatures more than 5 feet away.
Flash (Su)
A death searcher emits a bright flash around itself blinding all those within a 15-ft.-radius who did not
succeed on a Will save (DC 17) for 1d6 rounds. Blue mages may learn this ability as a 2nd level spell
(Knowledge: Engineering or Technology DC 23).
Force Field (Su)
A death searcher is sheathed in a thin layer of shimmering energy that grants it 40 bonus hit points. All
damage dealt to a death searcher with an active force field is reduced from these hit points first. As long as
the force field is active, the death searcher is immune to critical hits. A death searcher’s force field has fast
healing 8, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24
hours.
Integrated Laser Rifle (Ex)
A death searcher has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d8 points of fire
damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass
through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that
field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force
barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures
and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to
concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than
providing concealment.
Integrated Laser Torch (Ex)
A death searcher is outfitted with an integrated laser torch used to bypass barriers or restraints. When
activated, the torch emits a beam of highly focused light, cutting and burning through surfaces up to 6
inches away. Attacks from a laser torch resolve as touch attacks and deal 1d12 points of fire damage. This
damage is not modified further by Strength. A death searcher integrated laser torch is mounted on an
extending arm that allows it greater reach. When the laser torch is used as a tool or as a weapon to sunder,
its damage bypasses hardness up to 20 points, and damage is not halved (as is normally the case for energy
damage applied to objects) unless the object is particularly fire-resistant. A laser torch’s cutting beam
passes through force fields and force effects without damaging the field. Invisible objects and creatures
can’t be harmed by a laser torch.
Gamma CR 18 An advance high-magitek killing machine meant for one thing, annihilation.
XP 153,600
N Gargantuan Construct (Robot)
Init +6; Senses Darkvision 120 ft., low-light vision, superior optics; Perception +28
DEFENSE
AC 23, touch 16, flat-footed 18 (+5 dex, +7 natural, +1 size)
hp 210 (24d10+60), Force Field (120 hp, fast healing 24)
Fort +10, Ref +13, Will +9
DR 15/adamantine; Hardness 10; Immune Construct traits
Weakness Critical hits, Lightning
OFFENSE
Speed 50 ft., Climb 30 ft.; Booster Jets
Melee 2 Claws +33 (2d8+13/19-20)
Ranged 2 Integrated Chain Guns +24 (9d6/x4)
Space 20 ft.; Reach 20 ft.
Special Attacks Combined Arms, Gravity Bomb, Plasma Lance, Rockets, Suppressing Fire
STATISTICS
Str 36, Dex 16, Con -, Int 16, Wis 13, Cha 1
Base Atk +24; CMB +41; CMD 54 (62 vs. trip)
Feats Combat Expertise, Combat Reflexes, Deadly Aim, Dodge, Great Fortitude, Improved Critical (Claw),
Improved Initiative, Improved Natural Attack (Claw), Lightning Reflexes, Mobility, Skill Focus
(Acrobatics), Weapon Focus (chain gun)
Skills Acrobatics +32 (+40 when jumping), Climb +24, Intimidate +19, Perception +28, Sense Motive +28
Languages Common, + three more
SPECIAL ABILITIES
Booster Jets (Ex)
As a swift action up to 10 times per hour, a gamma can gain a fly speed of 60 feet (poor maneuverability) for
a duration of 1 minute.
Chain Guns (Ex)
These advanced firearms have a range increment of 200 feet, automatically reload as a free action, and never
misfire. A gamma’s core can process scrap metal into new ammunition, effectively giving gamma infinite
ammo with these weapons.
Combined Arms (Ex)
When taking a full attack action, a gamma can attack with melee and ranged integrated weapons
simultaneously.
Gravity Bomb (Ex)
As a standard action once every 4 rounds, a gamma may fire a glowing purple bomb at a single target up to a
range of 120 feet. This ability functions exactly like Gravity (Fortitude DC 25). The save DC is Intelligence-
based.
Plasma Lance (Ex)
As a standard action once every 3 rounds, a gamma may fire a 120-foot-long line of plasma from its face
plates. All creatures in this area take 24d6 points of plasma damage (Reflex DC 25 halves). The save DC is
Intelligence-based.
Rockets (Ex)
As a standard action, a gamma can fire a rocket to a range of 800 feet. A rocket explodes on impact in a 30-
foot-radius burst, dealing 6d6 points of fire damage and 6d6 points of bludgeoning damage to all creatures in
the area (Reflex DC 25 halves). A gamma carries a maximum of eight rockets. Its core can replenish fired
rockets at the rate of one per 6 hours, crafting new rockets from scrap metal and other collected components
used in the construction process. The save DC is Intelligence-based.
Suppressing Fire (Ex)
As a standard action, a gamma can use its chain guns to fire in a 100-foot cone. When it does so, it makes a
single chain gun attack against every target in this area.
Force Field (Ex)
A gamma is sheathed in a thin layer of shimmering energy that grants it 120 bonus hit points. All damage
dealt to a gamma with an active force field is reduced from these hit points first. As long as the force field is
active, the gamma is immune to critical hits. A gamma's force field has fast healing 24, but once its hit points
are reduced to 0, the force field shuts down and does not reactivate for 24 hours.
Superior Optics (Ex)
Gamma can see invisible creatures and objects as if they were visible.
Heavy M-Tek Armor CR 9 An upgraded magitek armor built with an integrated CPU to think for itself and learn. This magitek armor
comes with extra offensive and defensive capabilities. XP 6,400
N Large Construct (Robot)
Init +5; Senses Darkvision 60 ft., low-light vision, superior optics; Perception +20
DEFENSE
AC 22, touch 10, flat-footed 21 (+1 dex, +12 natural, -1 size)
hp 105 (12d10+30), Force Field (60 hp, fast healing 12)
Fort +9, Ref +8, Will +8
DR 5/adamantine; Hardness 10, resilient; Immune Construct traits
Weakness Critical hits, Lightning
OFFENSE
Speed 30 ft.
Melee 2 Claws +18 (1d8+7)
Ranged Integrated Laser Rifle +12 touch (2d10 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks Combined Arms, Magitek Barrier, Tek Laser
STATISTICS
Str 24, Dex 13, Con -, Int 14, Wis 13, Cha 1
Base Atk +12; CMB +20; CMD 31 (can't be tripped)
Feats Alertness, Combat Reflexes, Deadly Aim, Great Fortitude, Improved Initiative, Point-Blank Shot,
Precise Shot
Skills Climb +10, Perception +20, Sense Motive +16
Languages Common, + two more
SPECIAL ABILITIES
Combined Arms (Ex)
As part of a full-attack action, a heavy m-tek armor can attack with both melee and ranged integrated
weapons.
Force Field (Ex)
A heavy m-tek armor is sheathed in a thin layer of shimmering energy that grants it 60 bonus hit points. All
damage dealt to a heavy m-tek with an active force field is reduced from these hit points first. As long as the
force field is active, the heavy m-tek is immune to critical hits. A heavy m-tek’s force field has fast healing
12, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours
Integrated Laser Rifle (Ex)
A heavy m-tek armor has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d10 points of
fire damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass
through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that
field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force
barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures
and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to
concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing
concealment.
Magitek Barrier (Su)
Once every 1d2 rounds, a heavy m-tek armor can put up a green barrier thereby gaining the effects of
Protect and Reflect for 3 rounds. Blue mages may learn this ability as a 5th level spell (Knowledge:
Engineering or Technology DC 25).
Resilient (Ex)
Heavy m-tek armors receive a +3 racial bonus on all saving throws.
Superior Optics (Ex)
Heavy m-tek armors can see invisible creatures and objects as if they were visible.
Tek Laser (Su)
Once every 1d4 rounds and as a standard action, a heavy m-tek armor can fire a blue blast from its chest in a
30-ft.-cone. All creatures caught within the area of effect take 5d8 points of non-elemental damage, a Reflex
save (DC 16) for half damage. Those failing the Reflex save must make a Fortitude save (DC 16) or be
stunned for 1d3 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Engineering or
Technology DC 23).
Io CR 14 A high-tech Magitek killing machine that attacks with a variety of methods.
XP 38,400
N Huge Construct (Robot)
Init +6; Senses Darkvision 120 ft., low-light vision, superior optics; Perception +22
DEFENSE
AC 29, touch 11, flat-footed 26 (+2 dex, +1 dodge, +18 natural, -2 size)
hp 154 (18d10+40), Force Field (90 hp, fast healing 18)
Fort +8, Ref +8, Will +7
DR 10/adamantine; Hardness 10, resilient; Immune Construct traits
Weakness Critical hits, Lightning
OFFENSE
Speed 40 ft., Climb 25 ft.; Booster Jets
Melee 2 Claws +26 (2d4+10/19-20)
Ranged 2 Integrated Chain Guns +18 (7d6/x4)
Space 15 ft.; Reach 15 ft.
Special Attacks Combined Arms, Rockets, Suppressing Fire
STATISTICS
Str 30, Dex 15, Con -, Int 14, Wis 13, Cha 1
Base Atk +18; CMB +30; CMD 42 (50 vs. trip)
Feats Combat Expertise, Combat Reflexes, Deadly Aim, Dodge, Great Fortitude, Improved Critical (Claw),
Improved Initiative, Mobility, Skill Focus (Acrobatics)
Skills Acrobatics +26 (+34 when jumping), Climb +16, Intimidate +13, Perception +22, Sense Motive +22
Languages Common, + two more
SPECIAL ABILITIES
Booster Jets (Su)
As a swift action up to 10 times per hour, an io can gain a fly speed of 60 feet (poor maneuverability) for a
duration of 1 minute.
Chain Guns (Ex)
These advanced firearms have a range increment of 200 feet, automatically reload as a free action, and never
misfire. An io’s core can process scrap metal into new ammunition, effectively giving io infinite ammo with
these weapons.
Combined Arms (Ex)
When taking a full attack action, an io can attack with melee and ranged integrated weapons simultaneously.
Rockets (Ex)
As a standard action, an io can fire a rocket to a range of 800 feet. A rocket explodes on impact in a 30- foot-
radius burst, dealing 6d6 points of fire damage and 6d6 points of bludgeoning damage to all creatures in the
area (Reflex DC 21 halves). An io carries a maximum of five rockets. Its core can replenish fired rockets at
the rate of one per 6 hours, crafting new rockets from scrap metal and other collected components used in the
construction process. The save DC is Intelligence-based.
Suppressing Fire (Ex)
As a standard action, an io can use its chain guns to fire in a 100-foot cone. When it does so, it makes a
single chain gun attack against every target in this area.
Force Field (Ex)
An io is sheathed in a thin layer of shimmering energy that grants it 90 bonus hit points. All damage dealt to
an io with an active force field is reduced from these hit points first. As long as the force field is active, the
io is immune to critical hits. An io's force field has fast healing 18, but once its hit points are reduced to 0,
the force field shuts down and does not reactivate for 24 hours.
Superior Optics (Ex)
Io can see invisible creatures and objects as if they were visible.
Killing Machine CR 16 This machine was meant to do one thing, to annihilate all with many different methods.
XP 76,800
N Gargantuan Construct (Robot)
Init +6; Senses Darkvision 120 ft., low-light vision, superior optics; Perception +24
DEFENSE
AC 31, touch 9, flat-footed 28 (+2 dex, +1 dodge, +22 natural, -4 size)
hp 182 (20d10+60), Force Field (100 hp, fast healing 20)
Fort +8, Ref +8, Will +7
DR 10/adamantine; Hardness 10, resilient; Immune Construct traits
Weakness Critical hits, Lightning
OFFENSE
Speed 50 ft., Climb 30 ft.; Booster Jets
Melee 2 Claws +28 (2d6+12/19-20)
Ranged 2 Integrated Chain Guns +19 (8d6/x4)
Space 20 ft.; Reach 20 ft.
Special Attacks Combined Arms, Plasma Lance, Rockets, Suppressing Fire
STATISTICS
Str 34, Dex 15, Con -, Int 16, Wis 13, Cha 1
Base Atk +20; CMB +36; CMD 48 (56 vs. trip)
Feats Combat Expertise, Combat Reflexes, Deadly Aim, Dodge, Great Fortitude, Improved Critical (Claw),
Improved Initiative, Mobility, Skill Focus (Acrobatics), Weapon Focus (chain gun)
Skills Acrobatics +28 (+36 when jumping), Climb +20, Intimidate +15, Perception +24, Sense Motive +24
Languages Common, + three more
SPECIAL ABILITIES
Booster Jets (Su)
As a swift action up to 10 times per hour, a killer machine can gain a fly speed of 60 feet (poor
maneuverability) for a duration of 1 minute.
Chain Guns (Ex)
These advanced firearms have a range increment of 200 feet, automatically reload as a free action, and never
misfire. A killer machine’s core can process scrap metal into new ammunition, effectively giving killer
machine infinite ammo with these weapons.
Combined Arms (Ex)
When taking a full attack action, a killer machine can attack with melee and ranged integrated weapons
simultaneously.
Rockets (Ex)
As a standard action, a killer machine can fire a rocket to a range of 800 feet. A rocket explodes on impact in
a 30- foot-radius burst, dealing 6d6 points of fire damage and 6d6 points of bludgeoning damage to all
creatures in the area (Reflex DC 23 halves). A killer machine carries a maximum of five rockets. Its core can
replenish fired rockets at the rate of one per 6 hours, crafting new rockets from scrap metal and other
collected components used in the construction process. The save DC is Intelligence-based.
Suppressing Fire (Ex)
As a standard action, a killer machine can use its chain guns to fire in a 100-foot cone. When it does so, it
makes a single chain gun attack against every target in this area.
Force Field (Ex)
A killing machine is sheathed in a thin layer of shimmering energy that grants it 100 bonus hit points. All
damage dealt to a killing machine with an active force field is reduced from these hit points first. As long as
the force field is active, the killing machine is immune to critical hits. A killing machine's force field has fast
healing 20, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24
hours.
Superior Optics (Ex)
Killing machine can see invisible creatures and objects as if they were visible.
Magitek Armor CR 7 The standard magitek armor built with an integrated CPU to think for itself and learn. Also used to protect
and serve. XP 3,200
N Large Construct (Robot)
Init +1; Senses Darkvision 120 ft., low-light vision, superior optics; Perception +16
DEFENSE
AC 20, touch 10, flat-footed 19 (+1 dex, +10 natural, -1 size)
hp 77 (8d10+30), Force Field (35 hp, fast healing 7)
Fort +7, Ref +6, Will +6
DR 5/adamantine; Hardness 10, resilient; Immune Construct traits
Weakness Critical hits, Lightning
OFFENSE
Speed 30 ft.
Melee 2 Claws +13 (1d8+6)
Ranged Integrated Laser Rifle +8 touch (2d8 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks Combined Arms, Tek Laser
STATISTICS
Str 22, Dex 12, Con -, Int 12, Wis 12, Cha 1
Base Atk +8; CMB +17; CMD 26 (can't be tripped)
Feats Alertness, Combat Reflexes, Deadly Aim, Great Fortitude, Precise Shot
Skills Climb +6, Perception +16, Sense Motive +12
Languages Common, + one more
SPECIAL ABILITIES
Combined Arms (Su)
As part of a full-attack action, a magitek armor can attack with both melee and ranged integrated weapons.
Force Field (Ex)
A magitek armor is sheathed in a thin layer of shimmering energy that grants it 35 bonus hit points. All
damage dealt to a magitek armor with an active force field is reduced from these hit points first. As long as
the force field is active, the magitek armor is immune to critical hits. A magitek armor’s force field has fast
healing 7, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24
hours.
Integrated Laser Rifle (Ex)
A magitek armor has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d8 points of fire
damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass
through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that
field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force
barriers, a transparent physical barrier still takes damage when a laser passes through it Invisible creatures
and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to
concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing
concealment.
Rockets (Ex)
As a standard action, a magitek armor can fire a rocket to a range of 800 feet. A rocket explodes on impact in
a 30- foot-radius burst, dealing 6d6 points of fire damage and 6d6 points of bludgeoning damage to all
creatures in the area (Reflex DC 23 halves). A magitek armor carries a maximum of five rockets. Its core can
replenish fired rockets at the rate of one per 6 hours, crafting new rockets from scrap metal and other
collected components used in the construction process. The save DC is Intelligence-based.
Resilient (Ex)
Magitek armors receive a +3 racial bonus on all saving throws.
Superior Optics (Ex)
Magitek armors can see invisible creatures and objects as if they were visible.
Tek Laser (Su)
Once every 1d4 rounds and as a standard action, a magitek armor can fire a blue blast from its chest in a 30-
ft.-cone. All creatures caught within the area of effect take 5d8 points of non-elemental damage, a Reflex
save (DC 15) for half damage. Those failing the Reflex save must make a Fortitude save (DC 15) or be
stunned for 1d3 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Engineering or
Technology DC 23).
Mega Armor CR 11 Magitek armor mark III made with the finest of materials also has rockets. This magitek armor comes with
extra offensive and defensive capabilities than its previous models. XP 12,800
N Large Construct (Robot)
Init +6; Senses Darkvision 120 ft., low-light vision, superior optics; Perception +23
DEFENSE
AC 25, touch 11, flat-footed 23 (+2 dex, +14 natural, -1 size)
hp 126 (15d10+30), Force Field (75 hp, fast healing 15)
Fort +10, Ref +12, Will +10
DR 10/adamantine; Hardness 10, resilient; Immune Construct traits
Weakness Critical hits, Lightning
OFFENSE
Speed 30 ft.
Melee 2 Claws +22 (1d8+8)
Ranged Integrated Laser Rifle +16 touch (2d10 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks Combined Arms, Magitek Barrier, Tek Laser, Rockets
STATISTICS
Str 27, Dex 15, Con -, Int 15, Wis 14, Cha 1
Base Atk +15; CMB +24; CMD 36 (can't be tripped)
Feats Alertness, Combat Reflexes, Deadly Aim, Great Fortitude, Improved Initiative, Lightning Reflexes,
Point-Blank Shot, Precise Shot
Skills Climb +13, Perception +23, Sense Motive +19
Languages Common, + two more
SPECIAL ABILITIES
Combined Arms (Su)
As part of a full-attack action, a mega armor can attack with both melee and ranged integrated weapons.
Force Field (Ex)
A mega armor is sheathed in a thin layer of shimmering energy that grants it 75 bonus hit points. All damage
dealt to a mega armor with an active force field is reduced from these hit points first. As long as the force
field is active, the mega armor is immune to critical hits. A mega armor’s force field has fast healing 15, but
once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.
Integrated Laser Rifle (Ex)
A mega armor has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d10 points of fire
damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass
through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that
field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force
barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures
and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to
concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing
concealment.
Magitek Barrier (Su)
A mega armor can put up a green barrier thereby gaining the effects of Protect and Reflect for 3 rounds. Blue
mages may learn this ability as a 5th level spell (Knowledge: Engineering or Technology DC 25).
Resilient (Ex)
Mega armors receive a +3 racial bonus on all saving throws.
Rockets (Ex)
As a standard action, a mega armor can fire a rocket to a range of 800 feet. A rocket explodes on impact in a
30-foot-radius burst, dealing 6d6 points of fire damage and 6d6 points of bludgeoning damage to all
creatures in the area (Reflex DC 19 halves). A mega armor carries a maximum of five rockets. Its core can
replenish fired rockets at the rate of one per 12 hours, crafting new rockets from scrap metal and other
collected components used in the construction process. The save DC is Intelligence-based.
Superior Optics (Su)
Mega armors can see invisible creatures and objects as if they were visible.
Tek Laser (Su)
Once every 1d3 rounds and as a standard action, a mega armor can fire a blue blast from its chest in a 30-ft.-
cone. All creatures caught within the area of effect take 5d8 points of non-elemental damage, a Reflex save
(DC 16) for half damage. Those failing the Reflex save must make a Fortitude save (DC 16) or be stunned
for 1d3 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Engineering or
Technology DC 23).
Pluto Armor CR 14 Pluto Armor is the best quality of magitek armor ever made as far as we know...
XP 38,400
N Huge Construct (Robot)
Init +6; Senses Darkvision 60 ft., low-light vision, superior optics; Perception +26
DEFENSE
AC 28, touch 10, flat-footed 26 (+2 dex, +18 natural, -2 size))
hp 154 (18d10+40), Force Field (90 hp, fast healing 18))
Fort +11, Ref +13, Will +11
DR 15/adamantine; Hardness 10, resilient; Immune Construct traits
Weakness Critical hits, Lightning
OFFENSE
Speed 30 ft.
Melee 2 Claws +27 (2d6+11)
Ranged Integrated Laser Rifle +18 touch (2d12 fire)
Space 15 ft.; Reach 15 ft.
Special Attacks Combined Arms, Magitek Barrier, Tek Laser, Rockets
STATISTICS
Str 32, Dex 15, Con -, Int 16, Wis 14, Cha 1
Base Atk +18; CMB +31; CMD 43 (can't be tripped)
Feats Alertness, Combat Reflexes, Deadly Aim, Great Fortitude, Improved Initiative, Lightning Reflexes,
Point-Blank Shot, Power Attack, Precise Shot
Skills Climb +16, Perception +26, Sense Motive +22
Languages Common, + three more
SPECIAL ABILITIES
Combined Arms (Su)
As part of a full-attack action, a pluto armor can attack with both melee and ranged integrated weapons.
Force Field (Ex)
A pluto armor is sheathed in a thin layer of shimmering energy that grants it 90 bonus hit points. All damage
dealt to a pluto armor with an active force field is reduced from these hit points first. As long as the force
field is active, the pluto armor is immune to critical hits. A pluto armor’s force field has fast healing 18, but
once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.
Integrated Laser Rifle (Ex)
A pluto armor has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d12 points of fire
damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass
through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that
field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force
barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures
and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to
concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing
concealment.
Magitek Barrier (Su)
Pluto armors can put up a green barrier thereby gaining the effects of Protect and Reflect for 3 rounds. Blue
mages may learn this ability as a 5th level spell (Knowledge: Engineering or Technology DC 25).
Resilient (Ex)
Pluto armors receive a +3 racial bonus on all saving throws.
Rockets (Ex)
As a standard action, a pluto armor can fire a rocket to a range of 800 feet. A rocket explodes on impact in a
30-foot-radius burst, dealing 6d6 points of fire damage and 6d6 points of bludgeoning damage to all
creatures in the area (Reflex DC 22 halves). A pluto armor carries a maximum of five rockets. Its core can
replenish fired rockets at the rate of one per 12 hours, crafting new rockets from scrap metal and other
collected components used in the construction process. The save DC is Intelligence-based.
Superior Optics (Su)
Pluto armors can see invisible creatures and objects as if they were visible.
Tek Laser (Su)
Once every 1d3 rounds and as a standard action, a pluto armor can fire a blue blast from its chest in a 30-ft.-
cone. All creatures caught within the area of effect take 5d8 points of non-elemental damage, a Reflex save
(DC 17) for half damage. Those failing the Reflex save must make a Fortitude save (DC 17) or be stunned
for 1d3 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Engineering or
Technology DC 23).
Searcher CR 2 This small robot usually scouts out terrain or something that it must find but who really knows what they're
really looking for.
XP 600
N Small Construct (Robot)
Init +2; Senses Darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 17, touch 13, flat-footed 16 (+2dDex, +4 natural, +1 size)
hp 28 (3d10+10)
Fort +1, Ref +5, Will +4
Defensive Abilities All-around Vision; Hardness 5; Immune Construct traits
Weakness Critical hits, Lightning
OFFENSE
Speed 20 ft., Fly 60 ft. (perfect)
Melee 2 Claws +6 (1d3+2), Integrated Laser Torch +6 (1d10 fire)
Ranged Integrated Laser Rifle +6 touch (2d4 fire)
Space 5 ft.; Reach 5 ft. (10 ft. with integrated laser torch)
STATISTICS
Str 14, Dex 15, Con -, Int 10, Wis 17, Cha 1
Base Atk +3; CMB +4; CMD 16 (24 vs tripped)
Feats Alertness, Lightning Reflexes
Skills Fly +12, Perception +15, Sense Motive +5, Stealth +9, Survival +5; Racial Modifier +4 Perception
Languages Common
SQ Camouflage
SPECIAL ABILITIES
Camouflage (Ex)
A searcher’s outer shell contains color-shifting screens that allow the creature to blend into any background.
Though not truly invisible, they are hard to pinpoint. While using this ability, a searcher gains a +8 racial
bonus on Stealth checks and has concealment from creatures more than 5 feet away.
Integrated Laser Rifle (Ex)
A searcher has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d4 points of fire damage
on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass through force
fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects
like glass or other transparent barriers don’t provide cover from lasers, but unlike force barriers, a
transparent physical barrier still takes damage when a laser passes through it. Invisible creatures and objects
are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to concealment
from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing
concealment.
Integrated Laser Torch (Ex)
A searcher is outfitted with an integrated laser torch used to bypass barriers or restraints. When activated, the
torch emits a beam of highly focused light, cutting and burning through surfaces up to 6 inches away.
Attacks from a laser torch resolve as touch attacks and deal 1d10 points of fire damage. This damage is not
modified further by Strength. A searcher integrated laser torch is mounted on an extending arm that allows it
greater reach. When the laser torch is used as a tool or as a weapon to sunder, its damage bypasses hardness
up to 20 points, and damage is not halved (as is normally the case for energy damage applied to objects)
unless the object is particularly fire-resistant. A laser torch’s cutting beam passes through force fields and
force effects without damaging the field. Invisible objects and creatures can’t be harmed by a laser torch.
Security Eye CR 4 This small robot hides in plain sight while keeping any eye out for intruders.
XP 1,200
N Small Construct (Robot)
Init +7; Senses Darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 20, touch 14, flat-footed 17 (+3 dex, +6 natural, +1 size)
hp 42 (5d10+10), Force Field (25 hp, fast healing 5)
Fort +1, Ref +6, Will +5
Defensive Abilities All-around Vision; Hardness 5; Immune Construct traits
Weakness Critical hits, Lightning
OFFENSE
Speed 20 ft., Fly 60 ft. (perfect)
Melee 2 Claws +8 (1d3+2), Integrated Laser Torch +8 (1d10 fire)
Ranged Integrated Laser Rifle +9 touch (2d6 fire)
Space 5 ft.; Reach 5 ft. (10 ft. with integrated laser torch)
Special Attacks Flash
STATISTICS
Str 15, Dex 17, Con -, Int 10, Wis 18, Cha 1
Base Atk +5; CMB +6; CMD 19 (27 vs tripped)
Feats Alertness, Improved Initiative, Lightning Reflexes, Precise Shot
Skills Fly +14, Perception +18, Sense Motive +8, Stealth +11, Survival +8; Racial Modifier +4 Perception
Languages Common
SQ Camouflage
SPECIAL ABILITIES
Camouflage (Su)
A security eye’s outer shell contains color-shifting screens that allow the creature to blend into any
background. Though not truly invisible, they are hard to pinpoint. While using this ability, a security eye
gains a +8 racial bonus on Stealth checks and has concealment from creatures more than 5 feet away.
Flash (Ex)
A security eye emits a bright flash around itself blinding all those within a 15-ft.-radius who did not succeed
on a Will save (DC 16) for 1d6 rounds. A security eye will only use this as an escaping measure. Blue mages
may learn this ability as a 2nd level spell (Knowledge: Engineering or Technology DC 23).
Integrated Laser Rifle (Ex)
A security eye has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d6 points of fire
damage on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass
through force fields and force effects, such as a wall of force, to strike a foe beyond without damaging that
field. Objects like glass or other transparent barriers don’t provide cover from lasers, but unlike force
barriers, a transparent physical barrier still takes damage when a laser passes through it. Invisible creatures
and objects are immune to damage from lasers. Fog, smoke, and other clouds provide cover in addition to
concealment from laser attacks. Darkness (magical or otherwise) has no effect on lasers other than providing
concealment.
Warmech CR 6 This is an ancient magitek construct built for war. Although no longer being built, they have been found in
ancient ruins, still functional. XP 2,400
N Large Construct (Robot)
Init +0; Senses Darkvision 60 ft., low-light vision, superior optics; Perception +16
DEFENSE
AC 20, touch 10, flat-footed 19 (+10 natural, -1 size)
hp 77 (8d10+30), Force Field (30 hp, fast healing 6)
Fort +7, Ref +5, Will +5
DR 5/adamantine; Hardness 10, resilient; Immune Construct traits
Weakness Critical hits, Lightning, Water
OFFENSE
Speed 20 ft.
Melee 2 Claws +14 (1d8+7)
Ranged Integrated Laser Rifle +7 touch (2d8 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks Megaton Punch, Tek Laser
STATISTICS
Str 25, Dex 11, Con -, Int 10, Wis 11, Cha 1
Base Atk +8; CMB +16; CMD 26 (can’t be tripped)
Feats Alertness, Combat Reflexes, Deadly Aim, Great Fortitude, Precise Shot
Skills Climb +6, Perception +16, Sense Motive +12
Languages Common + once more
SPECIAL ABILITIES
Force Field (Ex)
A warmech is sheathed in a thin layer of shimmering energy that grants it 35 bonus hit points. All damage
dealt to a warmech with an active force field is reduced from these hit points first. As long as the force field is
active, the warmech is immune to critical hits. A warmech’s force field has fast healing 7, but once its hit
points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.
Integrated Laser Rifle (Ex)
A warmech has a built-in laser rifle. This weapon has a range of 150 feet and deals 2d8 points of fire damage
on a hit. The weapon can fire once per round as a ranged touch attack. A laser attack can pass through force
fields and force effects, such as a wall of force, to strike a foe beyond without damaging that field. Objects
like glass or other transparent barriers don’t provide cover from lasers, but unlike force barriers, a transparent
physical barrier still takes damage when a laser passes through it. Invisible creatures and objects are immune
to damage from lasers. Fog, smoke, and other clouds provide cover in addition to concealment from laser
attacks. Darkness (magical or otherwise) has no effect on lasers other than providing concealment.
Megaton Punch (Ex)
As a standard action, a warmech launches both of its limbs at an opponent. If a successful hit, the creature
takes 4d4+14 points of damage and the warmech can make a Bull Rush combat maneuver against the target it
hits as a free action. A warmech using this attack is inflicted with a -2 penalty to AC for one round.
Resilient (Ex)
Warmech receive a +3 racial bonus on all saving throws.
Superior Optics (Ex)
Warmech see invisible creatures and objects as if they were visible.
Tek Laser (Su)
Once every 1d4 rounds and as a standard action, a warmech can fire a blue blast from its chest in a 30- ft.-
cone. All creatures caught within the area of effect take 5d8 points of non-elemental damage, a Reflex save
(DC 14) for half damage. Those failing the Reflex save must make a Fortitude save (DC 14) or be stunned for
1d3 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Engineering or Technology
DC 23).
Malboro, Great CR 12
A large yellow-and-brown-patterned grotesque, strange, plant-life beasts with countless tentacles and gaping
maws.
XP 19,200
NE Huge Plant
Init +7; Senses Low-light vision, scent; Perception +18
DEFENSE
AC 27, touch 11; flat-footed 24 (+3 dex, +16 natural, -2 size)
hp 202 (17d8+153); Fast Healing 6
mp 133
Fort +19, Ref +10, Will +10
Immune Lightning, plant traits; Resist Water 10
Weakness Fire
OFFENSE
Speed 20 ft., Climb 20 ft.
Melee Bite +19 (2d8+13)
Ranged 4 Vine Tendrils +13 (grab plus feed and pull)
Space 15 ft.; Reach 15 ft.
Special Attacks Bad Breath, Pull (vine tendril, 30 feet)
Spells Known (Necromancer CL 17th, Concentration +19)
1st – Virulence (DC 13)
2nd – Poison (DC 14)
3rd – Bio (DC 15), Infect (DC 15)
4th – Contagion (DC 16), Poisonga (DC 16)
5th – Biora (DC 17), Drain (DC 17), Infectga (DC 17)
6th – Greater Contagion (DC 18), Syphon (DC 18)
7th – Plague Storm (DC 19)
8th – Doom (DC 20)
STATISTICS
Str 28, Dex 17, Con 28, Int 2, Wis 16, Cha 15
Base Atk +12; CMB +23 (+27 grapple); CMD 40 (can’t be tripped)
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Improved Natural Attack (Bite), Iron Will,
Lightning Reflexes, Multiattack, Power Attack, Skill Focus (Climb)
Skills Climb +24, Perception +18, Stealth +9 (+25 in forests); Racial Modifiers +4 Perception, +16 Stealth
in forests
SQ Camouflage, Vine tendrils
SPECIAL ABILITIES
Bad Breath (Su)
4/day, a great malboro can emit a 30-ft.-cone of foul gas. All creatures caught within the cone are affected by
the following status effects for 1d4 rounds each: Berserk (Will save DC 18 to negate), Blind (Fortitude save
DC 18 to negate), Confuse (Will save DC 18 to negate), Silence (Fortitude save DC 18 to negate), Poison
(Fortitude save DC 18 to resist), Slow (Fortitude save DC 18 to negate). The great malboro must wait 1d4
rounds to use this ability again. Blue mages may learn this ability as a 5th level spell (Knowledge: Nature
DC 25).
Camouflage (Ex)
Because a great malboro blends in with the foliage that is its natural habitat, a DC 20 Perception check
(modified for distance) is required to notice it before it attacks for the first time. Any creature with ranks in
Survival or Knowledge (nature) can use either of those skills (also modified for distance) instead of
Perception to notice the plant.
Feed (Ex)
When a great malboro grapples a creature with its tendrils, it begins to drain the creature's bodily fluids
through the target's pores or other body orifices with its tendrils. This feeding deals 1d8 points of damage
and 1 point of Strength damage to the target. If the vine tendril is severed or the target breaks the grapple,
this feeding ceases until a new grapple is established.
Vine Tendrils (Ex)
A great malboro can take control of any network of vines it has attached itself to and use up to four of those
vines as weapons to strike out at targets up to 100 feet away. The vine tendrils have 10 hit points, DR
5/slashing, and a Break DC of 21. If one of these vines is destroyed, the great malboro can assume control of
another vine as a move action to bring it to bear in combat.
Malboro CR 8
A large black-and-green-patterned plant, with countless rows of dripping teeth. Hundreds of thick twitching
tentacles cascade from its base.
XP 4,800
NE Huge Plant
Init +7; Senses Low-light vision, scent; Perception +13
DEFENSE
AC 23, touch 11; flat-footed 20 (+3 dex, +12 natural, -2 size)
hp 134 (12d8+96); Fast Healing 4
mp 66
Fort +16, Ref +9, Will +6
Immune Lightning, plant traits; Resist Water 10
Weakness Fire and Ice
OFFENSE
Speed 20 ft., Climb 20 ft.
Melee Bite +15 (2d6+12)
Ranged 4 Vine Tendrils +10 (grab plus feed and pull)
Space 15 ft.; Reach 15 ft.
Special Attacks Bad Breath, Pull (vine tendril, 30 feet)
Spells Known (Necromancer CL 12th, Concentration +14)
1st – Virulence (DC 13)
2nd – Poison (DC 14)
3rd – Bio (DC 15), Infect (DC 15)
4th – Contagion (DC 16), Poisonga (DC 16)
5th – Biora (DC 17), Drain (DC 17), Infectga (DC 17)
6th – Greater Contagion (DC 18), Syphon (DC 18)
STATISTICS
Str 26, Dex 16, Con 26, Int 2, Wis 15, Cha 14
Base Atk +9; CMB +19 (+23 grapple); CMD 32 (can’t be tripped)
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes, Multiattack, Skill Focus
(Climb)
Skills Climb +19, Perception +13, Stealth +4 (+20 in forests); Racial Modifiers +4 Perception, +16 Stealth
in forests
SQ Camouflage, Vine tendrils
SPECIAL ABILITIES
Bad Breath (Su)
3/day, a malboro can emit a 30-ft.-cone of foul gas. All creatures caught within the cone are affected by the
following status effects for 1d4 rounds each: Berserk (Will save DC 17 to negate), Blind (Fortitude save DC
17 to negate), Confuse (Will save DC 17 to negate), Silence (Fortitude save DC 17 to negate), Poison
(Fortitude save DC 17 to resist), Slow (Fortitude save DC 17 to negate). The malboro must wait 1d4 rounds
to use this ability again. Blue mages may learn this ability as a 5th level spell (Knowledge: Nature DC 25).
Camouflage (Ex)
Because a malboro blends in with the foliage that is its natural habitat, a DC 20 Perception check (modified
for distance) is required to notice it before it attacks for the first time. Any creature with ranks in Survival or
Knowledge (nature) can use either of those skills (also modified for distance) instead of Perception to notice
the plant.
Feed (Ex)
When a malboro grapples a creature with its tendrils, it begins to drain the creature's bodily fluids through
the target's pores or other body orifices with its tendrils. This feeding deals 1d8 points of damage and 1
point of Strength damage to the target. If the vine tendril is severed or the target breaks the grapple, this
feeding ceases until a new grapple is established.
Vine Tendrils (Ex)
A malboro can take control of any network of vines it has attached itself to and use up to four of those vines
as weapons to strike out at targets up to 100 feet away. The vine tendrils have 10 hit points, DR 5/slashing,
and a Break DC of 21. If one of these vines is destroyed, the malboro can assume control of another vine as
a move action to bring it to bear in combat.
Malboro Menace CR 16
A large blue-and-gray-patterned grotesque, strange, plant-life beasts with countless tentacles and gaping
maws. This is considered the worst of the Malboro family to run into so you better become prepared for the
worse.
XP 76,800
NE Huge Plant
Init +8; Senses Low-light vision, scent; Perception +18
DEFENSE
AC 32, touch 13; flat-footed 24 (+4 dex, +1 dodge, +19 natural, -2 size)
hp 285 (24d8+216); Fast Healing 12
mp 264
Fort +23, Ref +14, Will +14
Immune Lightning, plant traits; Resist Water 15
Weakness Fire
OFFENSE
Speed 20 ft., Climb 20 ft.
Melee Bite +26 (2d8+15)
Ranged 4 Vine Tendrils +20 (grab plus feed and pull)
Space 15 ft.; Reach 15 ft.
Special Attacks Putrid Breath, Pull (vine tendril, 30 feet)
Spells Known (Necromancer CL 20th, Concentration +27)
1st – Virulence (DC 14)
2nd – Poison (DC 15)
3rd – Bio (DC 16), Infect (DC 16)
4th – Contagion (DC 17), Poisonga (DC 17)
5th – Biora (DC 18), Drain (DC 18), Infectga (DC 18)
6th – Greater Contagion (DC 19), Syphon (DC 19)
7th – Plague Storm (DC 20)
8th – Doom (DC 21)
9th – Mass Enfeeblement (DC 22)
STATISTICS
Str 30, Dex 18, Con 28, Int 2, Wis 18, Cha 16
Base Atk +18; CMB +30 (+34 grapple); CMD 44 (can’t be tripped)
Feats Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Improved Initiative, Improved Natural
Attack (Bite), Iron Will, Lightning Reflexes, Multiattack, Power Attack, Skill Focus (Climb)
Skills Climb +31, Perception +25, Stealth +16 (+32 in forests); Racial Modifiers +4 Perception, +16 Stealth
in forests
SQ Camouflage, Vine tendrils
SPECIAL ABILITIES
Camouflage (Ex)
Because a malboro menace blends in with the foliage that is its natural habitat, a DC 20 Perception check
(modified for distance) is required to notice it before it attacks for the first time. Any creature with ranks in
Survival or Knowledge (nature) can use either of those skills (also modified for distance) instead of
Perception to notice the plant.
Feed (Ex)
When a malboro menace grapples a creature with its tendrils, it begins to drain the creature's bodily fluids
through the target's pores or other body orifices with its tendrils. This feeding deals 1d8 points of damage
and 1 point of Strength damage to the target. If the vine tendril is severed or the target breaks the grapple,
this feeding ceases until a new grapple is established.
Putrid Breath (Su)
5/day, a malboro menace can emit a 30-ft.-cone of foul gas. All creatures caught within the cone are affected
by the following status effects for 1d4 rounds each: Berserk (Will save DC 23 to negate), Blind (Fortitude
save DC 23 to negate), Confuse (Will save DC 23 to negate), Disable (Fortitude save DC 23 to negate),
Disease (Fortitude save DC 23 to negate), Silence (Fortitude save DC 23 to negate), Petrify (Fortitude save
DC 23 to negate), Poison (Fortitude save DC 23 to negate), Sap (Fortitude save DC 23 to negate), Sleep
(Will save DC 23 to negate), and Slow (Fortitude save DC 23 to negate). The malboro menace must wait
1d4 rounds to use this ability again. Blue mages may learn this ability as a 9th level spell (Knowledge:
Nature DC 33).
Vine Tendrils (Ex)
A malboro menace can take control of any network of vines it has attached itself to and use up to four of
those vines as weapons to strike out at targets up to 100 feet away. The vine tendrils have 10 hit points, DR
5/slashing, and a Break DC of 21. If one of these vines is destroyed, the malboro menace can assume control
of another vine as a move action to bring it to bear in combat.
Gorgias CR 12 The mammoth-like creature has darker fur. This monster's powerful gore can deal a great deal of damage.
XP 19,200
N Huge Magical Beast
Init +1; Senses Low-light vision, scent; Perception +20
DEFENSE
AC 24, touch 9, flat-footed 23 (+1 dex, +15 natural, -2 size)
hp 183 (15d10+112)
Fort +16, Ref +10, Will +9
Resist Ice 15
Weakness Fire
OFFENSE
Speed 40 ft.
Melee Gore +23 (2d8+12), Slam +23 (1d8+12), 2 Stomps +21 (2d6+6)
Space 15 ft.; Reach 15 ft.
Special Attacks Snowstorm, Trample (1d8+18, DC 29)
STATISTICS
Str 34, Dex 12, Con 24, Int 2, Wis 14, Cha 6
Base Atk +15; CMB +28 (+30 bull rush); CMD 38 (40 vs bull rush; 42 vs trip)
Feats Improved Bull Rush, Improved Natural Attack (gore), Iron Will, Multiattack, Toughness, Weapon
Focus (slam), Weapon Focus (stomp), Weapon Focus (gore)
Skills Perception +20
SPECIAL ABILITIES
Snowstorm (Su)
2/day, a gorgias can create a shredding flurry of icy slivers hitting all creatures within the 30-ft. line.
Creatures in the area of effect take 14d6 points of ice damage are inflicted with Frozen status for 1d4 rounds,
a successful Reflex save (DC 17) reduces the damage by half and negates the status effect. Blue mages may
learn this ability as a 6th level spell (Knowledge: Arcana DC 27).
Megalodoth CR 10 This massive elephant-like creature is covered in long, coarse hair, and its tusk sweep upward in great
curves of yellowed ivory.
XP 9,600
N Huge Magical Beast
Init +0; Senses Low-light vision, scent; Perception +17
DEFENSE
AC 21, touch 8, flat-footed 21 (+13 natural, -2 size)
hp 154 (13d10+91)
Fort +14, Ref +8, Will +7
Resist Ice 15
Weakness Fire
OFFENSE
Speed 40 ft.
Melee Gore +23 (2d6+11), Slam +23 (1d8+11), 2 Stomps +21 (2d6+5)
Space 15 ft.; Reach 15 ft.
Special Attacks Snowstorm, Trample (1d8+16, DC 27)
STATISTICS
Str 33, Dex 10, Con 23, Int 2, Wis 13, Cha 6
Base Atk +13; CMB +26 (+28 bull rush); CMD 36 (38 vs bull rush; 40 vs trip)
Feats Improved Bull Rush, Iron Will, Multiattack, Toughness, Weapon Focus (slam), Weapon Focus
(stomp), Weapon Focus (gore)
Skills Perception +17
SPECIAL ABILITIES
Snowstorm (Su)
1/day, a megalodoth can create a shredding flurry of icy slivers hitting all creatures within the 30-ft. line.
Creatures in the area of effect take 14d6 points of ice damage are inflicted with Frozen status for 1d4
rounds, a successful Reflex save (DC 17) reduces the damage by half and negates the status effect. Blue
mages may learn this ability as a 6th level spell (Knowledge: Arcana DC 27).
Korrigan CR 6
A dark-hued mandragora that can be found near volcanoes. Some say they're what mandragora become after
they get burnt just watch out for their fire move despite being a plant.
XP 2,400
N Small Plant
Init +5; Senses Low-light vision; Perception +11
DEFENSE
AC 20, touch 16, flat-footed 15 (+5 dex, + 4 natural, +1 size)
hp 67 (8d8+32)
Fort +10, Ref +9, Will +5
Immune Plant traits; Resist Earth 5, Ice 5, Lightning 10
Weaknesses Water
OFFENSE
Speed 40 ft., Burrow 10 ft., Climb 40 ft.
Melee Bite +13 (1d6+3 plus grab), 2 slams +12 (1d4+3 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. with slam)
Special Attacks Blood Drain (1d2 Con), Dream Pollen, Fireflash, Photosynthesis, Shriek
STATISTICS
Str 16, Dex 20, Con 18, Int 8, Wis 16, Cha 10
Base Atk +6; CMB +8 (+12 grapple); CMD 23
Feats Lightning Reflexes, Skill Focus (Perception), Weapon Finesse, Weapon Focus (Bite)
Skills Climb +12, Perception +11, Stealth +16 (+24 in underground); Racial Modifiers +8 Climb, +8
Stealth in underground
SPECIAL ABILITIES
Poison (Ex)
Slam—injury; save Fort DC 18; frequency 1/round for 4 rounds; effect confusion and fatigue; cure no saves
but “act normally” result on the confusion behavior table ends the effect.
Dream Pollen (Su)
3/day, a korrigan can fill the air with drowsiness within a 15-ft.-radius. Creatures within the area of effect
must make a Will save (DC 15) or be inflicted with Sleep status for 1d4 rounds. Blue mages may learn this
ability as a 2nd level spell (Knowledge: Nature DC 19).
Fireflash (Su)
3/day, a korrigan can focus a single target to burst into flames. The target takes 4d6 points of fire damage
and is inflicted with Blind status for 1d4 rounds (Fortitude save DC 15 to negate). Blue mages may learn this
ability as a 2nd level spell (Knowledge: Nature DC 19).
Photosynthesis (Su)
A korrigan can "drink" in the sunlight, healing itself for 1d6+3 points of damage and gaining Fast Healing 1
for 1d6 rounds. Blue mages may learn this ability as a 1st level spell (Knowledge: Nature DC 17).
Shriek (Su)
Once per day as a standard action, a korrigan can give voice to an unsettling shriek. All creatures within a
30-foot spread of a shrieking korrigan must make a DC 16 Will save or become nauseated for 1d4 rounds.
This is a sonic, mind-affecting ability. The save DC is Constitution-based. Blue mages may learn this ability
as a 2nd level spell (Knowledge: Nature DC 19).
Mandragora CR 4
This creature resembles a small, wide-mouthed fat child made from leaves, vines, tree bark, dirt, and pallid
tubers.
XP 1,200
N Small Plant
Init +4; Senses Low-light vision; Perception +9
DEFENSE
AC 17, touch 15; flat-footed 13 (+4 dex, +2 natural, +1 size)
hp 37 (5d8+15)
Fort +7, Ref +7, Will +2
Immune Plant traits; Resist Earth 5, Ice 5, Lightning 10
Weaknesses Fire
OFFENSE
Speed 40 ft., Burrow 10 ft., Climb 40 ft.
Melee Bite +8 (1d6+2 plus grab), 2 slams +8 (1d4+2 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. with slam)
Special Attacks Blood Drain (1d2 Con), Dream Pollen, Photosynthesis, Shriek
STATISTICS
Str 15, Dex 18, Con 17, Int 8, Wis 13, Cha 10
Base Atk +3; CMB +4 (+8 grapple); CMD 18
Feats Lightning Reflexes, Skill Focus (Perception), Weapon Finesse
Skills Climb +10, Perception +9, Stealth +14 (+22 in vegetation); Racial Modifiers +8 Climb, +8 Stealth in
vegetation
Languages Common
SPECIAL ABILITIES
Poison (Ex)
Slam—injury; save Fort DC 15; frequency 1/round for 4 rounds; effect confusion and fatigue; cure no saves
but “act normally” result on the confusion behavior table ends the effect.
Dream Pollen (Su)
3/day, a mandragora can fill the air with drowsiness within a 15-ft.-radius. Creatures within the area of effect
must make a Will save (DC 13) or be inflicted with Sleep status for 1d4 rounds. Blue mages may learn this
ability as a 2nd level spell (Knowledge: Nature DC 19).
Photosynthesis (Su)
A mandragora can "drink" in the sunlight, healing itself for 1d6+3 points of damage and gaining Fast Healing
1 for 1d6 rounds. Blue mages may learn this ability as a 1st level spell (Knowledge: Nature DC 17).
Shriek (Su)
Once per day as a standard action, a mandragora can give voice to an unsettling shriek. All creatures within a
30-foot spread of a shrieking mandragora must make a DC 15 Will save or become nauseated for 1d4 rounds.
This is a sonic, mind-affecting ability. The save DC is Constitution-based. Blue mages may learn this ability
as a 2nd level spell (Knowledge: Nature DC 19).
Mindflayer CR 8 A squid-like humanoid that casts spells and devours brains. Always looking out for number one (themselves).
XP 4,800
LE Medium Aberration
Init +6; Senses Darkvision 60 ft.; Perception +16
DEFENSE
AC 15, touch 12, flat-footed 13 (+2 dex, +3 natural)
hp 63 (10d8+10)
Fort +4, Ref +5, Will +10
SR 21
OFFENSE
Speed 30 ft.
Melee 4 Tentacles +9 (1d4+1 plus grab)
Space 5 ft.; Reach 5 ft.
Special Attacks Mind Blast, Thought Tentacle
Spells Known (Black Mage/Time Mage CL 10th, Concentration +14)
At Will – Amanuensis, Dark Orb, Detect Magic, Mending, Message, Moment, Read Magic
1st – Dark (DC 15), Delayed Opponent (DC 15), Deceleration (DC 15), Mage Armor, True Strike
2nd – Dark II (DC 16), Dimension Hop, Elemental Resistance
3rd – Bio (DC 17), Blink, Dark III (DC 17), Darkra (DC 17), Dimension Step, Dispel, Fly, Haste,
Mass Deceleration (DC 17), Slow (DC 17)
4th – Dark Blight (DC 18), Dimension Door, Stoneskin, Vanish
5th – Biora (DC 19), Darkga (DC 19), Drain (DC 19), Greater Blink, Flight
STATISTICS
Str 12, Dex 14, Con 12, Int 19, Wis 17, Cha 17
Base Atk +7; CMB +8 (+10 grapple); CMD 20 (22 vs grapple)
Feats Combat Casting, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Weapon Finesse
Skills Bluff +16, Diplomacy +16, Intimidate +16, Knowledge (Arcana) +17, Perception +16, Sense Motive
+16, Spellcraft +17, Stealth +15
Language Common, Undercommon, Telepathy 100 ft.
SPECIAL ABILITIES
Mind Blast (Su)
Mindflayers are able to project a 60 foot of psychic static towards a single target. The target is stunned for
1d6 rounds and takes 8d6 points of non-elemental damage. A successful Will save (DC 18) reduces the
damage by half and negates the status effect. This ability is used as a standard action is considered a mind-
affecting effect and the saving throw DC is Charisma-based. Blue mages may learn this ability as a 5th level
spell (Knowledge: Dungeoneering DC 25).
Thought Tentacle (Ex)
If a mindflayer has someone grappled and successfully deals damage to that target, instead of the normal
physical damage, it can choose to deal 1d4+2 points of Intelligence damage instead. This ability only works
on creatures with an actual brain. Thus, it does not work on constructs, elementals, plants, oozes or undead in
addition to creatures that either do not have an actual brain or the brain is not physically inside the grappled
creature.
Piscodaemon CR 6 A humanoid wizard with a squid-like face with mind-affecting abilities. They usually hide in the dark and
ambush unexpecting adventurers.
XP 2,400
LE Medium Aberration
Init +6; Senses Darkvision 60 ft.; Perception +16
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 dex, +2 natural)
hp 50 (8d8+8)
mp 33
Fort +3, Ref +4, Will +9
SR 19
OFFENSE
Speed 30 ft.
Melee 4 Tentacles +8 (1d4+1 plus grab)
Space 5 ft.; Reach 5 ft.
Special Attacks Mind Blast, Thought Tentacle
Spells Known (Black Mage/Time Mage CL 8th, Concentration +11)
At Will – Amanuensis, Dark Orb, Detect Magic, Mending, Message, Moment, Read Magic
1st – Dark (DC 14), Delayed Opponent (DC 14), Deceleration (DC 14), Mage Armor, True Strike
2nd – Dark II (DC 15), Dimension Hop, Elemental Resistance
3rd – Bio (DC 16), Blink, Dark III (DC 16), Darkra (DC 16), Dimension Step, Dispel, Fly, Haste,
Mass Deceleration (DC 16), Slow (DC 16)
4th – Dark Blight (DC 17), Dimension Door, Stoneskin, Vanish
STATISTICS
Str 12, Dex 14, Con 12, Int 17, Wis 16, Cha 14
Base Atk +6; CMB +7 (+9 grapple); CMD 19 (21 vs grapple)
Feats Combat Casting, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Weapon Finesse
Skills Bluff +14, Diplomacy +14, Intimidate +14, Knowledge (Arcana) +13, Perception +14, Sense Motive
+14, Spellcraft +13, Stealth +13
Language Common, Undercommon, Telepathy 100 ft.
SPECIAL ABILITIES
Mind Blast (Su)
Piscodaemons are able to project a 60 foot of psychic static towards a single target. The target is stunned for
1d6 rounds and takes 8d6 points of non-elemental damage. A successful Will save (DC 17) reduces the
damage by half and negates the status effect. This ability is used as a standard action is considered a mind-
affecting effect and the saving throw DC is Charisma-based. Blue mages may learn this ability as a 5th level
spell (Knowledge: Dungeoneering DC 25).
Thought Tentacle (Ex)
If a piscodaemon has someone grappled and successfully deals damage to that target, instead of the normal
physical damage, it can choose to deal 1d4+2 points of Intelligence damage instead. This ability only works
on creatures with an actual brain. Thus, it does not work on constructs, elementals, plants, oozes or undead in
addition to creatures that either do not have an actual brain or the brain is not physically inside the grappled
creature.
Squidraken CR 10 A humanoid wizard with a squid-like head using mind-affecting abilities. They're usually found in the deep
sea area or anywhere near the ocean looking for unexpecting prey.
XP 9,600
LE Medium Aberration (Aquatic)
Init +6; Senses Darkvision 60 ft.; Perception +16
DEFENSE
AC 17, touch 13, flat-footed 14 (+3 dex, +4 natural)
hp 97 (13d8+26)
Fort +6, Ref +7, Will +13
SR 24; Resist Water 5, Ice 5
Weakness Lightning
OFFENSE
Speed 30 ft., Swim 60 ft.
Melee 4 Tentacles +12 (1d4+1 plus grab)
Space 5 ft.; Reach 5 ft.
Special Attacks Mind Blast, Thought Tentacle
Spells Known (Black Mage/Time Mage CL 13th, Concentration +18)
At Will – Amanuensis, Dark Orb, Detect Magic, Mending, Message, Moment, Read Magic
1st – Dark (DC 16), Delayed Opponent (DC 16), Deceleration (DC 16), Mage Armor, True Strike
2nd – Dark II (DC 17), Dimension Hop, Elemental Resistance
3rd – Bio (DC 18), Blink, Dark III (DC 18), Darkra (DC 18), Dimension Step, Dispel, Fly, Haste,
Mass Deceleration (DC 18), Slow (DC 18)
4th – Dark Blight (DC 19), Dimension Door, Stoneskin, Vanish
5th – Biora (DC 20), Darkga (DC 20), Drain (DC 20), Greater Blink, Flight
STATISTICS
Str 13, Dex 16, Con 14, Int 21, Wis 20, Cha 20
Base Atk +9; CMB +10 (+12 grapple); CMD 22 (24 vs grapple)
Feats Combat Casting, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Weapon Finesse
Skills Bluff +19, Diplomacy +19, Intimidate +19, Knowledge (Arcana) +20, Perception +19, Sense Notice
+19, Spellcraft +20, Stealth +18
Language Common, Undercommon, Telepathy 100 ft.
SPECIAL ABILITIES
Mind Blast (Su)
Squidrakens are able to project a 60 foot of psychic static towards a single target. The target is stunned for
1d6 rounds and takes 8d6 points of non-elemental damage. A successful Will save (DC 18) reduces the
damage by half and negates the status effect. This ability is used as a standard action is considered a mind-
affecting effect and the saving throw DC is Charisma-based. Blue mages may learn this ability as a 5th level
spell (Knowledge: Dungeoneering DC 25).
Thought Tentacle (Ex)
If a squidraken has someone grappled and successfully deals damage to that target, instead of the normal
physical damage, it can choose to deal 1d4+2 points of Intelligence damage instead. This ability only works
on creatures with an actual brain. Thus, it does not work on constructs, elementals, plants, oozes or undead in
addition to creatures that either do not have an actual brain or the brain is not physically inside the grappled
creature.
Mu CR 1 These small squirrel-like creatures live in holes dug into the earth. Their sturdy skin can be used to make
armor.
XP 400
N Small Magical Beast
Init +3; Senses Low-light vision; Perception +5
DEFENSE
AC 16, touch 15, flat-footed 12 (+1 size, +3 dex, +1 dodge, +1 natural)
hp 14 (2d10)
Fort +3, Ref +6, Will +1
OFFENSE
Speed 20 ft., Burrow 10 ft.
Melee Bite +6 (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks Tail Fling
STATISTICS
Str 10, Dex 16, Con 10, Int 4, Wis 12, Cha 6
Base Atk +2; CMB +1; CMD 14
Feats Dodge, Weapon Finesse
Skills Acrobatics +6, Perception +5, Survival +5
SPECIAL ABILITIES
Tail Fling (Su)
A mu can fling its tail towards a single target with a ball of earth. The mu must make a ranged touch attack
(+6), if it hits, the attack deals 1d6+5 points of earth damage. Blue mages may learn this ability as a 1st
level spell (Knowledge: Arcana DC 17).
Nutkin CR 3 This adorable yet sharp-toothed rodent will stop short of nothing to find a nut.
XP 800
N Small Magical Beast
Init +8; Senses Low-light vision; Perception +9
DEFENSE
AC 18, touch 16, flat-footed 13 (+1 size, +4 dex, +1 dodge, +2 natural)
hp 30 (4d10+4)
Fort +5, Ref +8, Will +2
OFFENSE
Speed 20 ft., Burrow 10 ft.
Melee Bite +9 (1d6+1/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks Iron Teeth, Tail Fling
STATISTICS
Str 12, Dex 18, Con 12, Int 4, Wis 12, Cha 6
Base Atk +4; CMB +4; CMD 18
Feats Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +9, Perception +7, Survival +7
SPECIAL ABILITIES
Iron Teeth (Ex)
A nutkin increases their bite attack by 1 size and critical chance to 19-20.
Tail Fling (Su)
A nutkin can fling its tail towards a single target with a ball of earth. The mu must make a ranged touch
attack (+9), if it hits, the attack deals 1d6+5 points of earth damage. Blue mages may learn this ability as a
1st level spell (Knowledge: Arcana DC 17).
Skull Eater CR 9 A mu relative that's constantly munching on a skull but don't be fooled by it appearance, they're quite
dangerous.
XP 6,400
N Medium Magical Beast
Init +11; Senses Low-light vision; Perception +14
DEFENSE
AC 23, touch 18, flat-footed 15 (+7 dex, +1 dodge, +5 natural)
hp 110 (12d10+36)
Fort +11, Ref +15, Will +6
DR 5/-; Immune Blind, Confuse
OFFENSE
Speed 30 ft., Burrow 20 ft.
Melee Bite +19 (2d8+6/18-20)
Space 5 ft.; Reach 5 ft.
Special Attacks Incisor, Steel Teeth
STATISTICS
Str 18, Dex 24, Con 16, Int 4, Wis 14, Cha 6
Base Atk +12; CMB +16; CMD 33
Feats Canny Tumble, Dodge, Improved Initiative, Improved Natural Attack (Bite), Mobility, Weapon
Finesse
Skills Acrobatics +19, Perception +14, Survival +14
SPECIAL ABILITIES
Incisor (Su)
Once every 1d4 rounds, a skull eater can bite extremely hard upon a single target that bypasses armor. The
skull eater must make a touch attack (+19), if it hits, 14d6 points of non-elemental damage and must make
a Fortitude save (DC 18) or be inflicted with the Poison status for 1d6 rounds. Blue mages may learn this
ability as a 6th level spell (Knowledge: Arcana DC 27).
Steel Teeth (Ex)
A skull eater increases their bite attack by 2 sizes and critical chance to 18-20.
Soul Eater CR 14 A mu looking creature that is usually mistaken as part of the mu family. This creature's bite is not only
deadly for its size also inflicts confusion.
XP 38,400
N Medium Magical Beast
Init +12; Senses Low-light vision; Perception +21
DEFENSE
AC 27, touch 18, flat-footed 15 (+8 dex, +1 dodge, +8 natural)
hp 163 (18d10+54)
Fort +14, Ref +19, Will +11
DR 15/-; Immune Blind, Confuse, Death, Doom
OFFENSE
Speed 50 ft., Burrow 30 ft.
Melee Bite +26 (4d6+9/17-20 plus confusion)
Space 5 ft.; Reach 5 ft.
Special Attacks Confusion (1d4 rounds, Will DC 22), Incisor, Macabre, Soul Teeth
STATISTICS
Str 22, Dex 26, Con 16, Int 4, Wis 16, Cha 6
Base Atk +18; CMB +24; CMD 42
Feats Canny Tumble, Dodge, Improved Initiative, Improved Natural Attack (Bite), Iron Will, Juke,
Mobility, Sidestep, Weapons Finesse
Skills Acrobatics +26, Perception +21, Survival +21
SPECIAL ABILITIES
Incisor (Su)
A soul eater can bite extremely hard upon a single target that bypasses armor. The skull eater must make a
touch attack (+26), if it hits, 14d6 points of non-elemental damage and must make a Fortitude save (DC 18)
or be inflicted with the Poison status for 1d6 rounds. Blue mages may learn this ability as a 6th level spell
(Knowledge: Arcana DC 27).
Macabre (Su)
Once every 1d4+2 rounds, a soul eater releases a ghastly wave from himself. Anyone within the 30 foot-
radius of this attack takes 20d6 points of non-elemental damage and must make a Reflex save (DC 22) for
half damage. Blue mages may learn this ability as a 9th level spell (Knowledge: Arcana DC 33).
Soul Teeth (Ex)
A soul eater increases their bite attack by 3 sizes and critical chance to 17-20.
Mummy, Grand CR 7 Dirty linen strips swathe this emaciated, once-noble figure from head to toe. Its eyes burn with unholy light.
XP 3,200
LE Medium Undead
Init +2; Senses Darkvision 60 ft.; Perception +18
Aura Despair (30 ft., paralyzed for 1d4 rounds, Will DC 21 negates)
DEFENSE
AC 29, touch 12, flat-footed 27 (+7 armor, +2 dex, +10 natural)
hp 100 (12d8+48)
Fort +7, Ref +8, Will +11
Defensive Abilities Channel Resistance +4; DR 5/-; Immune Undead traits
Weakness Fire and Holy
OFFENSE
Speed 20 ft.
Melee Slam +19 (2d6+13 plus mummy rot)
Space 5 ft.; Reach 5 ft.
Special Attacks Danse Macabre
STATISTICS
Str 29, Dex 14, Con -, Int 6, Wis 17, Cha 17
Base Atk +9; CMB +18; CMD 30
Feats Ability Focus (despair), Improved Natural Attack, Lightning Reflexes, Power Attack, Toughness,
Weapon Focus (Slam)
Skills Perception +18, Stealth +13
Language Common
Gear +1 chainmail, gem-encrusted torque worth 600 gil
SPECIAL ABILITIES
Danse Macabre (Su)
1/day, a grand mummy waves his hands about which spreads a dark purple wave of blight within a 30-ft.-
radius. Creatures within the area of effect must make a Fortitude save (DC 20) or be inflicted with Zombie
status. Blue mages may learn this ability as a 7th level spell (Knowledge: Religion DC 29).
Despair (Su)
All creatures within a 30-ft. radius that see a grand mummy must make a (DC 21) Will save or be paralyzed
by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the
same grand mummy's despair ability for 24 hours. This is a paralysis and a mind-affecting fear effect. The
save DC is Charisma-based.
Mummy Rot (Su)
Curse and disease – slam; save Fort DC 19; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha;
cure -.
Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point
the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature
suffering from it cannot recover naturally over time. Anyone casting any healing spells on the afflicted
creature must succeed on a DC 19 caster level check, or the spell is wasted and the healing has no effect.
Anyone who dies from mummy rot turns to dust and cannot be raised without an Arise or greater magic.
The save DC is Charisma-based.
Mummy CR 5 Wrapped from head to toe in ancient strips of moldering linen, this humanoid moves with a shuffling gait.
XP 1,600
LE Medium Undead
Init +0; Senses Darkvision 60 ft.; Perception +16
Aura Despair (30 ft., paralyzed for 1d4 rounds, Will DC 16 negates)
DEFENSE
AC 20, touch 10, flat-footed 20 (+10 natural)
hp 62 (8d8+24)
Fort +4, Ref +2, Will +8
Defensive Abilities Channel Resistance +2; Immune Undead traits
Weakness Fire and Holy
OFFENSE
Speed 20 ft.
Melee Slam +14 (1d8+10 plus mummy rot)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 24, Dex 10, Con -, Int 6, Wis 15, Cha 15
Base Atk +6; CMB +13; CMD 23
Feats Power Attack, Toughness, Skill Focus (Perception), Weapon Focus (Slam)
Skills Perception +16, Stealth +11
Language Common
SPECIAL ABILITIES
Despair (Su)
All creatures within a 30-ft. radius that see a mummy must make a (DC 16) Will save or be paralyzed by
fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the
same grand mummy's despair ability for 24 hours. This is a paralysis and a mind-affecting fear effect. The
save DC is Charisma-based.
Mummy Rot (Su)
Curse and disease – slam; save Fort DC 16; onset 1 minute; frequency 1/day; effect 1d6 Con and 1d6 Cha;
cure -.
Mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which point
the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature
suffering from it cannot recover naturally over time. Anyone casting any healing spells on the afflicted
creature must succeed on a DC 16 caster level check, or the spell is wasted and the healing has no effect.
Anyone who dies from mummy rot turns to dust and cannot be raised without an Arise or greater magic.
The save DC is Charisma-based.
Pharaoh CR 12 Dirty golden linen strips swathe this emaciated, once-kingly figure from head to toe. It wears a crown of
jewels and its eyes glimmer with an unholy blight.
XP 19,200
LE Medium Undead
Init +2; Senses Darkvision 60 ft.; Perception +24
Aura Greater Despair (30 ft., paralyzed for 1d4 rounds, then shaken for 1d4 rounds, Will DC 21 negates)
DEFENSE
AC 31, touch 13, flat-footed 29 (+7 armor, +1 deflection, +2 dex, +11 natural)
hp 156 (16d8+96)
Fort +10, Ref +9, Will +15
Defensive Abilities Channel Resistance +6, Rejuvenation; DR 10/-; Immune Ice, Lightning, Undead traits
Weakness Fire
OFFENSE
Speed 30 ft.
Melee Slam +22 (2d6+15 plus insidious mummy rot)
Space 5 ft.; Reach 5 ft.
Special Attacks Danse Macabre, Sandstorm Wrath (DC 23, 10d8 fire and slashing), Undead
Mastery (DC 23)
Spells Known (Necromancer CL 9th, Concentration +14)
1st – Dark (DC 17), Dread (DC 17), Enfeeblement (DC 16), Fear (DC 17), Summon Undead I
2nd – Dark II (DC 18), Death Knell (DC 18), False Life, Summon Undead II
3rd – Abhorrent Blight (DC 18), Dark III (DC 19), Darkra (DC 19), Dispel, Halt Undead (DC 19),
Mass Enfeeblement (DC 18), Infect (DC 18), Ray of Exhaustion (DC 19), Summon Undead III,
Vampiric Touch (DC 19)
4th – Bestow Curse (DC 19), Contagion (DC 19), Dark Blight (DC 20), Greater False Life, Greater
Fear (DC 20), Slay Living (DC 19), Summon Undead IV
5th – Darkga (DC 21), Drain (DC 21), Summon Undead V, Waves of Fatigue (DC 21), Zombify
(DC 21)
STATISTICS
Str 30, Dex 14, Con -, Int 15, Wis 20, Cha 20
Base Atk +12; CMB +22; CMD 34
Feats Ability Focus (greater despair), Combat Casting, Elemental Focus (Dark), Improved Natural Attack,
Lightning Reflexes, Power Attack, Toughness, Weapon Focus (Slam)
Skills Intimidate +15, Knowledge (religion) +16, Perception +24, Sense Motive +16, Spellcraft +15, Stealth
+17
Language Common, Necril, Undercommon
Gear +1 gold breastplate, headband of inspired wisdom +2, ring of protection +1, gem cover crown worth
1,200 gil, gem-encrusted torque worth 600 gil
SPECIAL ABILITIES
Armored Mage (Ex)
Normally, armor heavier than light armor interferes with a spell-caster gestures, which can cause spells to
fail if those spells have a somatic component. A pharaoh’s limited focus and specialized training, however,
allows him to avoid spell failure so long as he sticks to medium armor or light armor.
Danse Macabre (Su)
3/day, a pharaoh waves his hands about which spreads a dark purple wave of blight within a 30-ft.-radius.
Creatures within the area of effect must make a Fortitude save (DC 22) or be inflicted with Zombie status.
Blue mages may learn this ability as a 7th level spell (Knowledge: Religion DC 29).
Greater Despair (Su)
All creatures within a 30-ft. radius that see a pharaoh must make a (DC 21) Will save or be paralyzed by fear
for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same
pharaoh's greater despair ability for 24 hours. This is a paralysis and a mind-affecting fear effect. The save
DC is Charisma-based.
Insidious Mummy Rot (Su)
Curse and disease – slam; save Fort DC 23; onset 1 minute; frequency 1/day; effect 2d4 Con and 2d4 Cha;
cure -.
Insidious mummy rot is both a curse and disease and can only be cured if the curse is first removed, at which
point the disease can be magically removed. Even after the curse element of mummy rot is lifted, a creature
suffering from it cannot recover naturally over time. Anyone casting any healing spells on the afflicted
creature must succeed on a DC 23 caster level check, or the spell is wasted and the healing has no effect.
Anyone who dies from mummy rot turns to dust and cannot be raised without an Arise or greater magic. The
save DC is Charisma-based.
Rejuvenation (Su)
One day after a pharaoh is destroyed, the necromantic energies that created the abomination begin to rebuild
its body. This process takes 1d10 days. If the body starts anew. After this time, the pharaoh awakens fully
healed in its tomb. To permanently destroy a pharaoh, it must be destroyed and then its remains must be
targeted by consecrate, hallow, and then dispel evil, cast in consecutive rounds and in that order.
Sandstorm Wrath (Su)
3/day as a standard action, a pharaoh can exhale a blast of superheated sand in a 40-foot cone. The blast
deals 10d8 points of fire and slashing damage and are blinded for 2d4 rounds. A successful Reflex save
halves this damage and negates the Blind status.
Undead Mastery (Su)
As a standard action, a pharaoh can attempt to bend any undead creature within 50 feet to its will. The
targeted undead must succeed at a Will save or fall under the pharaoh’s control (the save DC is Charisma-
based). An undead with an Intelligence score is allowed an additional save every day to break free of the
pharaoh’s control; for undead without an Intelligence score, the control is permanent. A creature that
succeeds at its Will save cannot be affected again by the same pharaoh’s undead mastery for 24 hours. A
pharaoh can control up to 96 Hit Dice of undead creatures. If the pharaoh exceeds this limit, any excess
undead from earlier uses of this ability become uncontrolled, as per summon undead. If another creature is
currently controlling an undead that fails its save against undead mastery, the pharaoh must roll an opposed
Charisma check against the current controller. If the pharaoh succeeds, it wrests away control of the undead.
Otherwise, the pharaoh’s undead mastery attempt has no effect.
Mahanaga CR 12 Sister species of the nagrani, other than the whiter color of their scales, the two are virtually indistinguishable.
She is also no less cold-blooded nor any less sinister than her kinswoman, only stronger. XP 192,00
CE Large Aberration
Init +6; Senses Darkvision 60 ft.; Perception +27
DEFENSE
AC 29, touch 18; flat-footed 20 (+8 dex, +1 dodge, +11 natural, -1 size)
hp 154 (17d8+85)
mp 79
Fort +10, Ref +14, Will +14
Defensive Abilities Guarded Thoughts; DR 10/-; Immune Poison
OFFENSE
Speed 30 ft.
Melee Bite +17 (2d8+6 plus poison) or Sting +17 (2d6+6 plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks Tongue
Spells Known (Black Mage CL 12th, Concentration +17)
At will – Daze (DC 15), Elemental Orb, Read Magic
1st – Blind (DC 16), Dark (DC 17), Mage Armor, Sleep (DC 16), Stone (DC 16)
2nd – Dark II (DC 18), Silence (DC 17), Stone II (DC 17)
3rd – Blindga (DC 18), Dark III (DC 19), Darkra (DC 18), Sleepga (DC 18), Stonera (DC 18), Stone
III (DC 18)
4th – Dazera (DC 19), Disable (DC 19), Frog (DC 19), Silencega (DC 19), Vanish
5th – Crush (DC 20), Drain (DC 21), Stonega (DC 20)
6th – Greater Vanish, Shadowfire Ray, Syphon (DC 22)
STATISTICS
Str 22, Dex 26, Con 20, Int 20, Wis 18, Cha 10
Base Atk +12; CMB +19; CMD 37 (cannot be tripped)
Feats Alertness, Combat Casting, Combat Expertise, Dodge, Elemental Focus (Shadow), Greater Spell
Penetration, Lightning Reflexes, Spell Penetration, Stealthy
Skills Bluff +25, Knowledge (Local) +23, Perception +27, Sense Motive +26, Spellcraft +23, Stealth +31
Language Common, Infernal, Undercommon + 2 others
SQ Oversized Maw
SPECIAL ABILITIES
Guarded Thoughts (Ex)
Mahanaga are immune to any form of mind reading, such as that granted by detect thoughts. This ability also
grants a +2 racial bonus on all saves against charm effects.
Oversized Maw (Ex)
The collection of membranous skin surrounding the jaw of this creature has led many to underestimate the
powerful bite that the mahanaga can deliver. If forced into a melee combat battle or cornered, the mahanaga
will make use of its bite attack. A mahanaga's maw is immensely large, and this ability increases the damage
dice of its bite attack as if it was two size categories larger.
Poison (Ex)
Sting – injury; save Fort DC 22; frequency 1 round; effect frog for 4 rounds; cure 1 save. The save DC is
Constitution-based.
Tongue (Su)
A mahanaga licks a nearby unsuspecting foe, making a melee touch attack (+18). If it hits, the target must
make a Will save (DC 18) or be inflicted with the Sleep status effect for 1d8+4 rounds. Blue mages may learn
this ability as a 3rd level spell (Knowledge: Dungeoneering DC 21).
Naga CR 6 With scales of dark green moss, the creature has many jagged spines running along the length of its back and
tail, and a human-like face with glowing red eyes. XP 2,400
CE Medium Aberration
Init: +6; Senses Darkvision 60 ft.; Perception +13
DEFENSE
AC 21, touch 16; flat-footed 15 (+6 dex, +1 dodge, +4 natural)
hp 63 (9d8+18)
mp 16
Fort +5, Ref +11, Will +7
Weakness Holy
OFFENSE
Speed 30 ft., Swim 50 ft.
Melee Bite +12 (2d6+1) or Sting +12 (1d4+1 plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks Tongue
Spells Known (Black Mage CL 6th, Concentration +7)
At will – Daze (DC 11), Elemental Orb, Read Magic
1st – Blind (DC 12), Dark (DC 12), Mage Armor, Sleep (DC 12), Thunder (DC 12)
2nd – Dark II (DC 13), Silence (DC 13), Thunder II (DC 13)
3rd – Blindga (DC 14), Dark III (DC 14), Darkra (DC 14), Sleepga (DC 14), Thundara (DC 14),
Thunder III (DC 14)
STATISTICS
Str 13, Dex 23, Con 15, Int 12, Wis 12, Cha 8
Base Atk +6; CMB +7; CMD 13 (cannot be tripped)
Feats Combat Casting, Dodge, Lightning Reflexes, Spell Penetration, Weapon Finesse
Skills Bluff +15, Knowledge (Local) +11, Perception +12, Sense Motive +11, Spellcraft +11, Stealth +19
Language Common, Undercommon
SQ Oversized Maw
SPECIAL ABILITIES
Oversized Maw (Ex)
The collection of membranous skin surrounding the jaw of this creature has led many to underestimate the
powerful bite that the naga can deliver. If forced into a melee combat battle or cornered, the naga will make
use of its bite attack. A naga's maw is immensely large, and this ability increases the damage dice of its bite
attack as if it was two size categories larger.
Poison (Ex)
Sting – injury; save Fort DC 16; frequency 1/round for 3 rounds; effect 1d2 Con damage; cure 1 save. The
save DC is Constitution-based.
Tongue (Su)
A naga licks a nearby unsuspecting foe, making a melee touch attack (+7). If it hits, the target must make a
Will save (DC 15) or be inflicted with the Sleep status effect for 1d8+4 rounds. Blue mages may learn this
ability as a 3rd level spell (Knowledge: Dungeoneering DC 21).
Nagarani CR 10 A sharp-featured humanoid head crowns the dark powerful, sinuous body of this snake-like monstrosity with
a bed of snakes lies atop her head where her hair should be. XP 6,400
CE Large Aberration
Init +6; Senses Darkvision 60 ft.; Perception +24
DEFENSE
AC 25, touch 17; flat-footed 17 (+7 dex, +1 dodge, +8 natural, -1 size)
hp 136 (15d8+75)
mp 53
Fort +10, Ref +14, Will +12
Defensive Abilities Guarded Thoughts; DR 5/-; Immune Poison
OFFENSE
Speed 30 ft.
Melee Bite +16 (2d8+6 plus poison) or Sting +16 (2d6+6 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks Tongue
Spells Known (Black Mage CL 10th, Concentration +14)
At will – Daze (DC 14), Elemental Orb, Read Magic
1st – Blind (DC 15), Dark (DC 16), Mage Armor, Sleep (DC 15), Stone (DC 15)
2nd – Dark II (DC 17), Silence (DC 16), Stone II (DC 16)
3rd – Blindga (DC 17), Dark III (DC 18), Darkra (DC 17), Sleepga (DC 17), Stonera (DC 17), Stone
III (DC 17)
4th – Dazera (DC 18), Disable (DC 18), Frog (DC 18), Silencega (DC 18), Vanish
5th – Crush (DC 19), Stonega (DC 19)
STATISTICS
Str 22, Dex 24, Con 20, Int 18, Wis 17, Cha 10
Base Atk +11; CMB +18; CMD 35 (cannot be tripped)
Feats Alertness, Combat Casting, Combat Expertise, Dodge, Elemental Focus (Shadow), Lightning Reflexes,
Spell Penetration, Stealthy
Skills Bluff +23, Knowledge (Local) +20, Perception +24, Sense Motive +23, Spellcraft +20, Stealth +28
Language Common, Infernal, Undercommon +1 other
SQ Oversized Maw
SPECIAL ABILITIES
Guarded Thoughts (Ex)
Nagarani are immune to any form of mind reading, such as that granted by detect thoughts. This ability also
grants a +2 racial bonus on all saves against charm effects.
Oversized Maw (Ex)
The collection of membranous skin surrounding the jaw of this creature has led many to underestimate the
powerful bite that the nagarani can deliver. If forced into a melee combat battle or cornered, the nagarani will
make use of its bite attack. A nagarani's maw is immensely large, and this ability increases the damage dice of
its bite attack as if it was two size categories larger.
Poison (Ex)
Sting – injury; save Fort DC 22; frequency 1 round; effect frog for 4 rounds; cure 1 save. The save DC is
Constitution-based.
Tongue (Su)
A nagarani licks a nearby unsuspecting foe, making a melee touch attack (+17). If it hits, the target must
make a Will save (DC 18) or be inflicted with the Sleep status effect for 1d8+4 rounds. Blue mages may learn
this ability as a 3rd level spell (Knowledge: Dungeoneering DC 21).
Water Naga CR 10 Slender spines and brightly colored frills stretch back from the human-like face of this massive water snake.
Every motion of the serpent's long form sets its brightly patterned scale and glistening fins to flashing like
gems in the surf.
XP 6,400
CE Large Aberration (Aquatic)
Init +6; Senses Darkvision 60 ft.; Perception +15
DEFENSE
AC 22, touch 16; flat-footed 14 (+6 dex, +1 dodge, +5 natural, -1 size)
hp 91 (10d8+50))
mp 23
Fort +8, Ref +11, Will +10
Weakness Lightning
OFFENSE
Speed 30 ft., Swim 50 ft.
Melee Bite +11 (2d8+5 plus poison) or Sting +11 (1d8+5 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks Tongue
Spells Known (Black Mage CL 7th, Concentration +9)
At will – Daze (DC 12), Elemental Orb, Read Magic
1st – Blind (DC 13), Dark (DC 14), Mage Armor, Sleep (DC 13), Water (DC 13)
2nd – Dark II (DC 14), Silence (DC 14), Water II (DC 14)
3rd – Blindga (DC 15), Dark III (DC 15), Darkra (DC 15), Sleepga (DC 15), Water III (DC 15),
Watera (DC 15)
4th – Dazera (DC 16), Disable (DC 16), Frog (DC 16), Silencega (DC 16), Vanish
STATISTICS
Str 20, Dex 23, Con 20, Int 14, Wis 17, Cha 10
Base Atk +7; CMB +13; CMD 29 (cannot be tripped)
Feats Combat Casting, Dodge, Elemental Focus (Shadow), Lightning Reflexes, Spell Penetration
Skills Bluff +18, Knowledge (Local) +13, Perception +15, Sense Motive +14, Spellcraft +13, Stealth +20
Language Aquan, Common, Undercommon
SQ Amphibious Oversized Maw
SPECIAL ABILITIES
Oversized Maw (Ex)
The collection of membranous skin surrounding the jaw of this creature has led many to underestimate the
powerful bite that the water naga can deliver. If forced into a melee combat battle or cornered, the water naga
will make use of its bite attack. A water naga's maw is immensely large, and this ability increases the damage
dice of its bite attack as if it was two size categories larger.
Poison (Ex)
Sting – injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save. The
save DC is Constitution-based.
Tongue (Su)
A water naga licks a nearby unsuspecting foe, making a melee touch attack (+12). If it hits, the target must
make a Will save (DC 18) or be inflicted with the Sleep status effect for 1d8+4 rounds. Blue mages may learn
this ability as a 3rd level spell (Knowledge: Dungeoneering DC 21).
Black Nakk CR 5 A wolf-like creature with shape fangs like hot coals and thick black fur to protect against fire.
XP 1,600
NE Large Magical Beast
Init +8; Senses Darkvision 60 ft., low-light vision, scent; Perception +16
DEFENSE
AC 20, touch 13, flat-footed 16 (+4 dex, +7 natural, -1 size)
hp 68 (7d10+28)
Fort +8, Ref +8, Will +5
Immune Fire
Weakness Water
OFFENSE
Speed 50 ft.
Melee Bite +11 (2d6+7 plus 1d6 fire and trip)
Space 10 ft.; Reach 5 ft.
Special Attacks Blood Howl, Howling Moon
STATISTICS
Str 20, Dex 18, Con 18, Int 9, Wis 16, Cha 10
Base Atk +7; CMB +13; CMD 27 (31 vs. trip)
Feats Improved Initiative, Improved Natural Attack (Bite), Run, Skill Focus (Perception)
Skills Perception +16, Stealth +10, Survival +5 (+9 scent tracking); Racial Modifiers +2 Perception, +2
Stealth, +2 Survival
Language Common, Giant, Goblin
SPECIAL ABILITIES
Blood Howl (Su)
A black nakk can howl, granting him and his allies a +2 dodge bonus to AC and a +2 morale bonus to attack
rolls for 1d6 rounds within a 15 foot-radius of himself. Blue mages can learn this ability as a 3rd level spell
(Knowledge: Arcana DC 21).
Howling Moon (Su)
A black nakk can howl with great veracity, entering a berserk-like rage for a full minute. While berserk, he
gains a +6 bonus to Strength and, if he makes a full attack action, gains a single extra attack each round at his
highest bonus. However, he also takes a –4 penalty to Armor Class and takes 2 points of nonlethal damage
per round. This status effect causes the character to fly into a rage attacking the nearest creature. The subject
cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Acrobatics, Escape Artist,
Intimidate, and Ride), or any abilities that require patience or concentration, nor can he cast spells or activate
magic items that require a command word, a spell trigger (such as a materia), or spell completion to function.
He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. Blue mages
can learn this ability as a 5th level spell (Knowledge: Arcana DC 25).
Nakk CR 2 This wolf looking creature has an evil, almost intelligent look in its deep red eyes.
XP 600
NE Medium Magical Beast
Init +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +11
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 dex, +2 natural)
hp 26 (4d10+4)
Fort +5 Ref +6, Will +3
OFFENSE
Speed 50 ft.
Melee Bite +7 (1d6+4 plus trip)
Space 5 ft.; Reach 5 ft.
Special Attacks Blood Howl
STATISTICS
Str 17, Dex 15, Con 13, Int 6, Wis 14, Cha 10
Base Atk +4; CMB +2; CMD 14 (18 vs. trip)
Feats Run, Skill Focus (Perception)
Skills Perception +11, Stealth +6, Survival +1 (+5 scent tracking); Racial Modifiers +2 Perception, +2
Stealth, +2 Survival
Language Common, Goblin
SPECIAL ABILITIES
Blood Howl (Su)
A nakk can howl, granting him and his allies a +2 dodge bonus to AC and a +2 morale bonus to attack rolls
for 1d6 rounds within a 15 foot-radius of himself. Blue mages can learn this ability as a 3rd level spell
(Knowledge: Arcana DC 21).
White Nakk CR 5 A wolf-like creature with shape fangs and thick fur to protect against the cold.
XP 1,600
NE Large Magical Beast
Init +8; Senses Darkvision 60 ft., low-light vision, scent; Perception +16
DEFENSE
AC 20, touch 13, flat-footed 16 (+4 dex, +7 natural, -1 size)
hp 68 (7d10+28)
Fort +8 Ref +8, Will +5
Immune Ice
Weakness Fire
OFFENSE
Speed 50 ft.
Melee Bite +11 (2d6+7 plus 1d6 ice and trip)
Space 10 ft.; Reach 5 ft.
Special Attacks Blood Howl, Howling Moon
STATISTICS
Str 20, Dex 18, Con 18, Int 9, Wis 16, Cha 10
Base Atk +7; CMB +13; CMD 27 (31 vs. trip)
Feats Improved Initiative, Improved Natural Attack (Bite), Run, Skill Focus (Perception)
Skills Perception +16, Stealth +10, Survival +5 (+9 scent tracking); Racial Modifiers +2 Perception, +2
Stealth, +2 Survival
Language Common, Giant, Goblin
SPECIAL ABILITIES
Blood Howl (Su)
A white nakk can howl, granting him and his allies a +2 dodge bonus to AC and a +2 morale bonus to attack
rolls for 1d6 rounds within a 15 foot-radius of himself. Blue mages can learn this ability as a 3rd level spell
(Knowledge: Arcana DC 21).
Howling Moon (Su)
A white nakk can howl with great veracity, entering a berserk-like rage for a full minute. While berserk, he
gains a +6 bonus to Strength and, if he makes a full attack action, gains a single extra attack each round at his
highest bonus. However, he also takes a –4 penalty to Armor Class and takes 2 points of nonlethal damage
per round. This status effect causes the character to fly into a rage attacking the nearest creature. The subject
cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Acrobatics, Escape Artist,
Intimidate, and Ride), or any abilities that require patience or concentration, nor can he cast spells or activate
magic items that require a command word, a spell trigger (such as a materia), or spell completion to function.
He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. Blue mages
can learn this ability as a 5th level spell (Knowledge: Arcana DC 25).
Mimic CR 6 A treasure chest whom is actually a monster in disguise to surprise unwary treasure hunters.
XP 2,400
N Medium Aberration (Shapechanger)
Init +5; Senses Darkvision 60 ft.; Perception +14
DEFENSE
AC 18, touch 11, flat-footed 17 (+1 dex, +7 natural)
hp 69 (9d8+27)
mp 38
Fort +6, Ref +6, Will +7
Immune Non-elemental
OFFENSE
Speed 10 ft.
Melee Bite +10 (2d6+6 plus adhesive)
Space 5 ft.; Reach 5 ft.
Special Attacks Adaptive Resistance, Constrict (bite, 1d8+6), Corrosive Glue, Hypersenses, Pox
Spells Known (Black Mage CL 9th; Concentration +10)
4th – Mini (DC 15)
STATISTICS
Str 19, Dex 12, Con 17, Int 14, Wis 13, Cha 10
Base Atk +5; CMB +9; CMD 20 (can't be tripped)
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception), Weapon Focus (Bite)
Skills Climb +14, Disguise +10 (+30 when mimicking objects), Knowledge (Dungeoneering) +10, Perception
+14; Racial Modifier +20 Disguise when mimicking objects
Languages Common
SQ Mimic Object
SPECIAL ABILITIES
Adaptive Resistance (Ex)
The mimic has resistance 20 against any one of the following energy types at any one time: earth, fire, ice,
lightning, water, or wind. As a move action, the mimic may change the energy type against which it is
resistant.
Adhesive (Ex)
A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch
it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so
grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes
an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save. A successful DC
17 Strength check is needed to pry off a stuck weapon. Strong alcohol or remedy 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. The save DC is Strength-based.
Corrosive Glue (Ex)
The mimic deals an extra 2d6 points of non-elemental damage with every successful bite attack or grapple
check.
Hypersenses (Ex)
The mimic’s entire body is a primitive sensory organ. This gives it blindsense with a range of 30 feet, and it
cannot be flanked.
Mimic Object (Ex)
A mimic can assume the general shape of any Medium object, such as a massive chest, a stout bed, or a door.
The creature cannot substantially alter its size, though. 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 manner. Disguise is always a class skill for a mimic.
Pox (Su)
3/day, a mimic can infect a creature within 30-ft. The target is inflicted with Disease and Sap status for 1
minute. A successful Fortitude save (DC 18) negates the status effects. Blue mages may learn this ability as a
5th level spell (Knowledge: Dungeoneering DC 25).
Mover CR 14 A floating red ball with no physical features outside of two eyes. They usually appear in threes and are
highly dangerous foes due to their high reflexes and speed. They also very desirable enemies to fight since
they give large rewards in gil and treasure.
XP 38,400
N Tiny Aberration
Init +17; Senses Darkvision 60 ft.; Perception +16
DEFENSE
AC 32, touch 27, flat-footed 19 (+13 dex, +5 natural, +4 size)
hp 184 (22d8+88)
mp 90
Fort +17, Ref +26, Will +16
Resist All 5; Immune Bad status effects
OFFENSE
Speed Fly 80 ft. (Perfect)
Melee Slam +30/+25/+20/+15 (1d8)
Space 2.5 ft.; Reach 0 ft.
Special Attacks Delta Attack, Encircle
Spells Known (Black Mage CL 12th; Concentration +19)
1st – Fire (DC 18), Flame Breath (DC 18)
2nd – Fire II (DC 19), Flaming Sphere (DC 19)
3rd – Fire (DC 20), Fire III (DC 20)
3th – Blaze Spikes
5th – Firaga (DC 22), Fire Snake (DC 22)
6th – Flare (DC 23)
STATISTICS
Str 10, Dex 36, Con 18, Int 24, Wis 16, Cha 10
Base Atk +16; CMB +27; CMD 37 (can't be tripped)
Feats Acrobatic Spellcaster, Canny Tumble, Combat Casting, Dodge, Improved Initiative, Lightning
Reflexes, Mobility, Skill Focus (Acrobatics), Spell Penetration, Weapon Finesse, Weapon Focus (Slam)
Skills Acrobatics +32, Fly +30, Knowledge (Arcana, Dungeoneering, Geography, Nature) +26, Perception
+26, Spellcraft +26, Stealth +30, Survival +12
SQ Resilience
SPECIAL ABILITIES
Delta Attack (Su)
When three movers select a single target they can choose to use this ability: The chosen target is engulfed by
glowing triangles then must make a Fortitude save (DC 23) or have the Petrified status effect. The movers
need to recharge their ability for 1d4+1 rounds to use it again.
Encircle (Su)
1/day, a mover can summon a circle to engulf a single target closing off their life-source. The target must
make a Fortitude save (DC 26) or dies.
Resilience (Ex)
A mover has all its saves considered as good saves.
Neochu CR 9 Neochus resemble ochu, but are purple with blue leafs instead of green. They have poison striking
attacks and a deadly poison breath. XP 6,400
N Large Plant
Init +5; Senses Low-light vision; scent; Perception +13
DEFENSE
AC 23, touch 10, flat-footed 23 (+1 dex, +13 natural, -1 size)
hp 117 (12d8+72)
Fort +13, Ref +7, Will +6
Immune Plant traits; Resist Earth 10, Ice 10, Water 10
Weakness Fire
OFFENSE
Speed 20 ft., Burrow 10 ft., Climb 20 ft.
Melee Bite +15 (1d8+7), 2 Tentacles +16 (1d8+7 plus grab and poison)
Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
Special Attacks Constrict (1d8+7), Filth Cloud, Poison Gas
STATISTICS
Str 24, Dex 12, Con 20, Int 2, Wis 14, Cha 6
Base Atk +9; CMB +16 (+22 grapple); CMD 27
Feats Alertness, Improved Initiative, Improved Natural Attack (Tentacle), Lightning Reflexes,
Toughness, Weapon Focus (Tentacle)
Skills Climb +14, Perception +13, Stealth +18 (+26 in vegetation); Racial Modifiers +8 Climb, +8
Stealth in vegetation
SPECIAL ABILITIES
Poison (Ex)
Slam – injury; save Fort DC 21; frequency 1/round for 6 rounds; effect poisoned and fatigue; cure no
saves
Filth Cloud (Su)
5/day, a neochu can release a breath weapon to creatures in a 30-ft.-cone. Creatures within the area of
effect are inflicted with Disease and Poison status for 1d6 rounds. A successful Fortitude save (DC 16)
negates the status effects. Blue mages may learn this ability as a 4th level spell (Knowledge: Nature DC
23).
Poison Gas (Su)
3/day, a neochu can release a poison gas from itself spread outward in a 30-ft.-radius. Creatures within
the area of effect take 12d6 points of non-elemental damage and are inflicted with Poison status for 1d6
rounds. A successful Fortitude save (DC 18) negates the status effect and reduces the damage by half.
Blue mages may learn this ability as a 6th level spell (Knowledge: Nature DC 27).
Ochu CR 6 This creature looks like a bloated ovoid covered with a plantlike skin. A vine-like stalk about 2 feet long
rises from the top of the disgusting body and bears the two eyes. Its mouth little more than a wide gash
filled with razor-sharp teeth is in the center of the mass.
XP 2,400
N Large Plant
Init +4; Senses Low-light vision; scent; Perception +8
DEFENSE
AC 18, touch 9, flat-footed 18 (+9 natural, -1 size)
hp 63 (8d8+27)
Fort +9, Ref +2, Will +3
Immune Plant traits; Resist Earth 5, Ice 5, Water 5
Weakness Fire
OFFENSE
Speed 20 ft., Burrow 10 ft., Climb 20 ft.
Melee Bite +9 (1d8+4), 2 Tentacles +10 (1d6+4 plus grab)
Space 10 ft.; Reach 10 ft. (15 ft. with tentacle)
Special Attacks Constrict (1d6+4), Filth Cloud
STATISTICS
Str 19, Dex 10, Con 17, Int 2, Wis 12, Cha 6
Base Atk +6 ; CMB +10 (+16 grapple); CMD 21
Feats Alertness, Improved Initiative, Toughness, Weapon Focus (Tentacle)
Skills Climb +10, Perception +9, Stealth +14 (+22 in vegetation); Racial Modifiers +8 Climb, +8
Stealth in vegetation
SPECIAL ABILITIES
Filth Cloud (Su)
5/day, an ochu can release a breath weapon to creatures in a 30-ft.-cone. Creatures within the area of
effect are inflicted with Disease and Poison status for 1d6 rounds. A successful Fortitude save (DC 14)
negates the status effects. Blue mages may learn this ability as a 4th level spell (Knowledge: Nature DC
23).
Mad Ogre CR 9 Violence is a way of life for ogres. These crazed brutes mete out beatings for even the slightest infraction.
XP 6,400
Ogre Berserker 6
CE Large Humanoid (Giant)
Init +2; Senses Darkvision 60 ft., low-light vision; Perception +16
DEFENSE
AC 17, touch 8, flat-footed 15 (+4 armor, +2 dex, +1 deflection, +5 natural, -4 rage, -1 size)
hp 95 (HD 10; 4d8+6d10+44)
Fort +13, Ref +8, Will +4
Resist Earth 10, Ice 10
OFFENSE
Speed 40 ft.
Melee 2 +1 Greataxes +16/+16/+16/+11 (3d6+18/x3)
Ranged Javelin +10/+5 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks Frenzy (16 rounds/day), Rage powers (Powerful Stance, Renew Vigor)
STATISTICS
Str 31, Dex 15, Con 19, Int 6, Wis 12, Cha 5
Base Atk +9; CMB +20; CMD 32
Feats Alertness, Double Slice, Power Attack, Toughness, Two-Weapon Fighting, Weapon Focus (greataxe)
Skills Climb +16, Perception +16, Survival +9 (+12 track)
Language Giant
SQ Ferocity, Ronso Grip, Track
Gear cure potions (3), hi-potion, chain shirt, 2 +1 greataxes, javelins (3), cloak of resistance +1, ring of
protection +1, 7d10 gil
SPECIAL ABILITIES
Ferocity (Su)
A mad ogre is such a tenacious combatant that he continues to fight without penalty even while disabled or
dying.
Frenzy (Ex)
A mad ogre can enter a frenzy during combat. While frenzied, he gains a +6 bonus to Strength and, if he
makes a full attack action, gains a single extra attack each round at his highest bonus. (This latter effect is not
cumulative with haste or other effects that grant additional attacks.) However, he also takes a –4 penalty to
Armor Class and takes 2 points of nonlethal damage per round. Starting at 1st level, a mad ogre can frenzy for
a number of rounds per day equal to 2 + his Constitution modifier. At each level after 1st, he can frenzy for 2
additional rounds. To end the frenzy, the character may attempt a DC 15 Will save once per round as a free
action. Success ends the frenzy immediately; failure means it continues. The effects of frenzy stack with those
from any berserk ability the character may have as well as rage. The character can enter a frenzy as a free
action. Even though this takes no time, he can do it only during her turn, not in response to another’s action. In
addition, if he takes damage from an attack, spell, trap, or any other source, he automatically enters a frenzy at
the start of his next action, as long as he still has at least one round of usage of the ability left. To avoid
entering a frenzy in response to a provoking effect, the character must make a successful Will save (DC 10 +
points of damage taken since his last action) at the start of his next turn. While frenzied, the character cannot
use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or
any ability that requires patience or concentration. During a frenzy, the mad ogre must attack those he
perceives as foes to the best of his ability. Should he run out of enemies before his frenzy expires, his rampage
continues. He must then attack the nearest creature (determine randomly if several potential foes are
equidistant) and fight that opponent without regard to friendship, innocence, or health (the target’s or his own).
When a frenzy ends, the mad ogre is fatigued (–2 penalty to Strength and Dexterity, unable to charge or run)
for 1 minute. If the character is still under the effect of a rage ability, the fatigued condition does not apply
until the rage ends—at which point the character is exhausted, not merely fatigued.
Powerful Stance (Su)
The mad ogre can focus his ferocity. He gains a +1 bonus on melee damage rolls and thrown weapon damage
rolls. This bonus increases by 1 for every four levels the beastmaster has. This is a stance rage power.
Renewed Vigor (Su)
As a standard action, the mad ogre heals 2d8 points of damage + his Constitution modifier. This ability can be
used only once per day.
Ronso’s Grip (Su)
The mad ogre has learned how to wield larger weapons in a single hand. He can wield two-handed melee
weapons as if they were one-handed melee weapons, and wield one-handed melee weapons as if they were
light weapons.
Track (Ex)
The mad ogre adds half his berserker levels to Survival skill checks made to follow or identify tracks.
Ogre Chief CR 7 Violence is a way of life for ogres. Most of them learn the best ways to cause pain from their clans' chiefs,
who mete out beating for even the slightest infraction. They also lead a small group of ogres around them. XP 3,200
Ogre Fighter 4
CE Large Humanoid (Giant)
Init +3; Senses Darkvision 60 ft., low-light vision; Perception +7
DEFENSE
AC 22, touch 8, flat-footed 21 (+9 armor, -1 dex, +5 natural, -1 size))
hp 76 (8 HD; 4d8+4d10+36)
Fort +12, Ref +1, Will +5
Resist Earth 5, Ice 10
Weakness Fire
OFFENSE
Speed 30 ft.
Melee Mwk Greatsword +15/+10 (3d6+15/19-20) or Greatclub +14/+9 (2d8+14)
Ranged Javelin +5/+0 (1d8+10)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 26, Dex 8, Con 19, Int 8, Wis 12, Cha 7
Base Atk +7; CMB +16; CMD 25
Feats Improved Initiative, Iron Will, Lunge, Power Attack
Skills Climb +10, Intimidate +3, Perception +7
Language Giant
SQ Chosen Weapon (Greatsword), Melee Power, Rain of Blows
Gear cure potions (2), hi-potion, bag of tricks (gray), full plate, greatclub, javelins (3), mwk greatsword,
40d10 gil
SPECIAL ABILITIES
Rain of Blows (Ex)
When wielding a melee weapon that a fighter has Chosen Weapon with, he may, as a full attack action, make
an extra melee attack at his highest BAB, but all such attacks receive a -2 penalty. This does not stack with
anything that grants additional attacks (such as haste).
Ogre Mage CR 8 Clad in beautiful robes, this exotically garbed giant roars, its tusks glistening and it eyes afire with murderous
intent. XP 4,800
Ogre Black Mage 5
LE Large Humanoid (Giant)
Init +7; Senses Darkvision 60 ft., low-light vision; Perception +13
DEFENSE
AC 17, touch 12, flat-footed 14 (+3 dex, +5 natural, -1 size)
hp 81 (9 HD; 4d8+5d6+54); regeneration 5
mp 13
Arcane Pool: 4
Fort +11, Ref +5, Will +9
Defensive Abilities Elemental Shield; Resist Fire 5, Ice 10; SR 19
OFFENSE
Speed 40 ft.
Melee Greatsword +12 (3d6+10)
Ranged Ice Power Staff +8 (1d8+2)
Space 10 ft.; Reach 10 ft.
Spells Known (Black Mage CL 5th; Concentration +7)
At will – Dark Orb, Daze (DC 14), Elemental Orb, Read Magic, Touch of Fatigue (DC 14)
1st – Blind (DC 15), Blizzard (DC 16), Dark (DC 15), Mage Armor, Sleep (DC 15),
2nd – Blizzard II (DC 17), Dark II (DC 16), Frost Fall (DC 17), Icy Breath (DC 17), Temper
3rd – Blindga (DC 17), Blizzara (DC 18), Blizzard III (DC 18), Dark III (DC 17), Darkra (DC 17),
Elemental Aura (DC 18), Haste, Sleepga (DC 17), Slow (DC 17)
STATISTICS
Str 24, Dex 17, Con 23, Int 14, Wis 14, Cha 17
Base Atk +5; CMB +13; CMD 26
Feats Combat Casting, Combat Expertise, Improved Initiative, Iron Will, Martial Weapon Proficiency
(greatsword)
Skills Bluff +14, Disguise +14, Intimidate +14, Knowledge (arcana) +13, Perception +13, Sense Motive +13,
Spellcraft +13, Use Magic Device +14
Language Common, Giant
SQ Arcane Pool, Concentrate, Dark Affliction, Focused Caster, Spell Mastery (2), Spell Proficiency
Gear cure potions (2), ether (1), voidfrost robe, greatsword, ice power staff, 5d10 gil
SPECIAL ABILITIES
Arcane Pool (Su) (4 Points)
The ogre mage gains an arcane pool, as if he was a red mage of the same level as his black mage level. The
black mage does not naturally gain any ruby arcana, but may select extra ruby arcana feat. The black mage
treats his black mage level as his red mage level for all ruby arcana, and must meet their prerequisites. The
black mage does not gain any other red mage class feature (such as spell combat, spellstrike, or spell recall),
and cannot select ruby arcana that affect or depend on these abilities. The ogre mage can expend 1 point from
his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute.
Multiple uses of this ability do not stack with themselves.
Concentrate (Ex)
The black mage can reroll any concentration check he has just made with a +4 bonus. He must use this ability
after the roll is made, but before the roll’s outcome is determined. The black mage must take the second roll,
even if it is worse. The black mage can use this ability once per day.
Dark Affliction (Su)
Any black magic enfeebling spells that the ogre mage casts provide a penalty to saving throws against that
status effect equal to the spell level of the spell for 1 round.
Elemental Shield (Su)
Ogre mages can use his knowledge of the elements and shield allies for a brief duration. As an immediate
action, an ogre mage can shield himself and allies within 30 feet from elemental damage, gaining Elemental
Resistance equal to 4 to all elements for the round. An ogre mage may use elemental shield five times per day.
Focused Caster (Ex)
An ogre mage may roll twice on any concentration check and take the higher result.
Spell Proficiency (Ex)
Ogre mages are considered to have the Precise Shot feat while casting spells or using any magical items that
require ranged touch.
Ogre CR 3 This creature's python-thick apish arms and stumpy legs conspire to drag its dirty knuckles through the wet
grass and mud. It snarls as it charges, a sound the offspring of bear and man might make, showing flat black
teeth well suited for grinding bones to paste.
XP 800
CE Large Humanoid (Giant)
Init -1; Senses Darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC 17, touch 8, flat-footed 17 (+4 armor, -1 dex, +5 natural, -1 size)
hp 30 (4d8+12)
Fort +6, Ref +0, Will +3
Resist Ice 5
Weakness Fire
OFFENSE
Speed 40 ft.
Melee Greatclub +7 (2d8+7)
Ranged Javelin +1(1d8+5)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Base Atk +3; CMB +9; CMD 18
Feats Iron Will, Toughness
Skills Climb +7, Perception +5
Language Giant
SQ Ferocity
Gear cure potion, chain shirt, greatclub, javelins (3), 5d10 gil
SPECIAL ABILITIES
Ferocity (Su)
An ogre is such a tenacious combatant that he continues to fight without penalty even while disabled or dying.
Phoenix Spawn CR 15
This immense bird seems to be made of living flame. It spreads its wings and gives vent to a musical cry as
it takes to the air.
XP 51,200
NG Gargantuan Magical Beast (Fire)
Init +11; Senses Darkvision 60 ft., detect magic, low-light vision, see invisibility; Perception +37
Aura Shroud of Flame (20 ft., 4d6 fire, DC 25)
DEFENSE
AC 28, touch 14; flat-footed 20 (+7 dex, +1 dodge, +14 natural, -4 size)
hp 210 (20d10+100); regeneration 10 (cold or evil)
Fort +17, Ref +19, Will +14
Defensive Abilities Self-resurrection; DR 15/evil; Immune Fire; SR 26, Resist Holy 10
Weakness Ice
OFFENSE
Speed 30 ft., Fly 90 ft. (good)
Melee 2 Talons +24 (2d6+8/19-20 plus 1d6 fire) and Bite +24 (2d8+8 plus 1d6 fire)
Space 20 ft.; Reach 20 ft.
Special Attacks Flash
Spell-Like Abilities (CL 18th)
Constant — Detect Magic, See Invisibility
At will — Cure III, Dispel, Wall of Fire
3/day — Bless II, Flare II, Restoraga
STATISTICS
Str 27, Dex 25, Con 20, Int 23, Wis 22, Cha 22
Base Atk +20; CMB +32; CMD 50
Feats Blinding Critical, Combat Reflexes, Critical Focus, Dodge, Flyby Attack, Improved Critical (talon),
Improved Initiative, Iron Will, Mobility, Quicken Spell-Like Ability (wall of fire)
Skills Acrobatics +30, Diplomacy +26, Fly +28, Intimidate +26, Knowledge (nature plus any one other)
+26, Perception +37, Sense Motive +26; Racial Modifier +8 Perception
Languages Auran, Celestial, Common, Ignan
SQ Death Force, Phoenix Tear
SPECIAL ABILITIES
Death Force (Su)
3/day, a phoenix spawn can make a creature within 30 ft. immune to Death spells and effects. A creature
affected is immune to all Death spells and effects for 2d4 rounds. Blue mages may learn this ability as an
8th level spell (Knowledge: Arcana DC 31).
Flash (Su)
A phoenix spawn can cause itself to burst brightly, blinding those within a 30-ft.-radius. Creatures in the
area of effect must make a Fortitude save (DC 30) or be inflicted with Blind status for 2d4 rounds. Blue
mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Phoenix Tear (Su)
1/day, a phoenix spawn can cause a single tear to drop upon a fallen creature. A creature affected is raised
from the dead and at full health. Blue mages may learn this ability as a 9th level spell (Knowledge: Arcana
DC 33).
Self-Resurrection (Su)
A slain phoenix spawn remains dead for only 1d4 rounds unless its body is completely destroyed by an
effect such as disintegrate. Otherwise, a fully healed phoenix spawn emerges from the remains 1d4 rounds
after death, as if brought back to life via raise. The phoenix spawn gains 1 permanent negative level when
this occurs, although most use restoraga to remove this negative level as soon as possible. A phoenix spawn
can self-resurrect only once per year. If a phoenix spawn dies a second time before that year passes, its
death is permanent. A phoenix spawn brought back to life by other means never gains negative levels as a
result.
Shroud of Flame (Su)
A phoenix spawn can cause its feathers to burst into fire as a free action. As long as its feathers are burning,
it inflicts an additional 1d6 points of fire damage with each natural attack, and any creature within reach (20
feet for most phoenixes) must make a DC 25 Reflex save each round to avoid taking 4d6 points of fire
damage at the start of its turn. A creature that attacks the phoenix spawn with natural or non-reach melee
weapons takes 1d6 points of fire damage (no save) with each successful hit. The save DC is Constitution-
based.
Ifrit, Lord of the Inferno CR 15 The incarnation of fire and fury, worshiped by the lizard-like Amalj'aa tribe. Even amongst the primals, Ifrit
is highly given to savagery, his temper quick to erupt in a conflagration of death. His breath ignites the very
air, his claws melt the strongest steel, and his twisted horns scorch the heavens. Those who would face him
must be prepared to withstand the fires of hell.
XP 51,200
N Huge Outsider (Fire)
Init +9; Senses Darkvision 60 ft.; Perception +26
DEFENSE
AC 31, touch 11; flat-footed 26 (-2 size, +5 dex, +18 natural)
hp 263 (21d10+147)
Fort +14, Ref +17, Will +12
DR 10/-; Immune Fire; Resist Dark 10, Ice 30, Light 30, Lightning 10, Water 30, Wind 10; SR 26
Weakness Ice
OFFENSE
Speed 50 ft., Burrow 50 ft.
Melee 2 Claws +28 (2d6+9 + 2d6 fire)
Space 15 ft.; Reach 30 ft.
Special Attacks Hellfire, Incinerate, Vulcan Burst, Eruption, Crimson Cyclone, Sear
STATISTICS
Str 29, Dex 20, Con 24, Int 10, Wis 10, Cha 12
Base Atk +21; CMB +32; CMD 47
Feats Alertness, Awesome Blow, Cleave, Greater Cleave, Greater Vital Strike, Improved Initiative,
Improved Natural Armor, Improved Natural Attack (claw), Improved Vital Strike, Power Attack, Vital
Strike
Skills Acrobatics +24, Climb +29, Escape Artist +24, Intimidate +22, Perception +26, Sense Motive +26
SQ Outsider Traits, Does not Breathe, Does not Eat, Does not Sleep
SPECIAL ABILITIES
Crimson Cyclone (Ex)
Ifrit charges in a 50-ft.-line, causing damage to foes in the line of effect. All creatures in the area of effect
take damage equal to triple the Ifrit’s claw damage and are knocked prone unless they make a successful
Reflex save (DC 27).
Eruption (Su)
3/day, Ifrit can cause the ground to erupt in a 20-ft.-radius diameter within 60 feet. Creatures within the area
of effects take 15d6 points of fire damage and are knocked prone. A successful Reflex save (DC 27) reduces
the damage by half and are not knocked prone. Blue mages may learn this ability as a 6th level spell
(Knowledge: Planes DC 27).
Hellfire (Su)
Ifrit erupts in flames, setting ablaze nearby foes. Enemies within 60 feet take 15d6 points of fire damage. A
successful Reflex save (DC 27) halves this damage. Ifrit can only use this ability once per day and only
under 50% health as a standard action.
Incinerate (Ex)
As a swift action, usable once every 1d4 rounds, Ifrit breathes out a gout of flame in a 15-ft.-cone for 10d6
points of fire damage and infects the Burning status. A successful Reflex save (DC 27) halves this damage
and negates the status effect.
Sear (Su)
As a swift action, usable once every 1d4 rounds, Ifrit can cause a foe to erupt in a blazing aura. The target
must make a Fortitude save (DC 27) or inflicted with a blazing aura that deals 5d6 points of fire damage to
every creature within a 15-ft.-radius and inflicts Burning status, a successful Reflex save (DC 27) halves the
damage and negates the status effect. Blue mages may learn this ability as a 7th level spell (Knowledge:
Planes DC 29).
Vulcan Burst (Su)
As a swift action, usable once every 1d4 rounds, Ifrit can cause a burst of fiery energy to erupt around him,
causing enemies to be blasted back. Creatures within a 30-ft.-radius must make a Fortitude save (DC 27) or
take 10d6 points of fire damage and be pushed back up to 30 feet away from Ifrit. Blue mages may learn this
ability as a 7th level spell (Knowledge: Planes DC 29).
Titan, Lord of Crags CR 15 A great giant who rends the very earth asunder. The great chasms he creates in the ground can swallow up
armies of soldiers.
XP 51,200
N Huge Outsider (Earth)
Init +7; Senses Darkvision 60 ft.; Perception +26
DEFENSE
AC 29, touch 11; flat-footed 26 (-2 size, +3 dex, +18 natural)
hp 263 (21d10+147)
Fort +14, Ref +15, Will +12
DR 10/-; Immune Earth; Resist Dark 10, Fire 30, Ice 10, Light 10, Lightning 30, Water 10, Wind 10; SR 26
Weakness Water
OFFENSE
Speed 50 ft., Burrow 50 ft.
Melee 2 Slams +30 (2d6+11 + 1d6 earth)
Space 15 ft.; Reach 30 ft.
Special Attacks Landslide, Tumult, Weight of the Land, Granite Gaol, Geocrush, Mountain Buster, Earthen
Fury
STATISTICS
Str 33, Dex 16, Con 24, Int 10, Wis 10, Cha 12
Base Atk +21; CMB +34; CMD 47
Feats Alertness, Awesome Blow, Cleave, Greater Cleave, Greater Vital Strike, Improved Initiative, Improved
Natural Armor, Improved Natural Attack (slam), Improved Vital Strike, Power Attack, Vital Strike
Skills Acrobatics +22, Climb +31, Escape Artist +22, Intimidate +22, Perception +26, Sense Motive +26
SQ Outsider Traits, Does not Breathe, Does not Eat, Does not Sleep
SPECIAL ABILITIES
Earthen Fury (Su)
Titan calls forth the rage of the earth, crushing nearby foes. Enemies within 60 feet take 15d6 points of earth
damage. A successful Reflex save (DC 27) halves this damage. Titan can only use this ability once per day and
only under 50% health as a standard action.
Geocrush (Ex)
Titan can jump high into the air and crash down on his foes. Titan deals damage equal to double his slam
damage to all foes within 15 feet and are knocked prone. A successful Reflex save (DC 27) halves this damage
and are not knocked prone.
Granite Gaol (Su)
Once every 1d4 rounds, Titan can wrap one creature within 60 feet in an earthen embrace. The target creature
must make a successful Fortitude save (DC 27) or be imprisoned in earth, unable to move or act until released.
The earth prison has 45 hit points and a Hardness of 8. Once released, the creature is inflicted with Sickened
condition for 1 minute. Blue mages may learn this ability as a 7th level spell (Knowledge: Planes DC 29).
Landslide (Ex)
Titan slams his powerful fist to the ground, causing a shockwave in a 30-ft.-line. All creatures in the area of
effect take damage equal to double the Titan’s slam damage, pushed back 15 feet, and are knocked prone unless
they make a successful Reflex save (DC 27).
Mountain Buster (Ex)
Titan can slam his hands together to cause a cone of wind against his foes. All creatures within a 15-ft.-cone take
damage equal to 3 times his slam damage unless they make a Reflex save (DC 27) for half damage.
Tumult (Ex)
Titan stomps the ground repeatedly. All creatures within Titan’s reach take damage equal to Titan’s slam
damage and must make a Reflex save (DC 27) or fall prone.
Weight of the Land (Su)
3/day, Titan can cause the ground to erupt in 3 10-ft.-diameter eruptions within 60 feet. Creatures within the area
of effects take 5d6 points of earth damage and are inflicted with Weighted status. A successful Reflex save (DC
27) reduces the damage by half and negates the status effect. Blue mages may learn this ability as a 7th level
spell (Knowledge: Planes DC 29).
Quachacho CR 2 A penguin-type creature that specializes in ice magic.
XP 600
N Small Magical Beast
Init +0; Senses Low-light vision; Perception +10
DEFENSE
AC 14, touch 11, flat-footed 14 (+3 natural, +1 size)
hp 36 (4d10+12)
mp 3
Fort +7, Ref +4, Will +2
Immune Ice
Weakness Fire
OFFENSE
Speed 10 ft., Swim 40 ft., Toboggan 30 ft.
Melee Bite +6 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Chill
Spells Known (Red Mage CL 3rd; Concentration +4)
At will – Ice Orb
1st – Air Bubble, Blizzard (DC 11), Cure
STATISTICS
Str 12, Dex 10, Con 16, Int 6, Wis 12, Cha 10
Base Atk +4; CMB ;+3 CMD 10
Feats Combat Casting, Skill Focus (Perception)
Skills Perception +10, Swim +11
SQ hold breath, rage bomber
Language Quacho
SPECIAL ABILITIES
Hold Breath (Su)
A quachacho can hold its breath for a number of minutes equal to 6 times its Constitution score before it
risks drowning.
Rage Bomber (Ex)
There is a 25% chance a quachacho can counter a physical attack. The attacker must be adjacent to
counter.
Toboggan (Ex)
On snow- or ice-covered terrain, a quachacho can move at a rate of 30 feet by sliding on its belly rather
than walking.
Chill (Su)
A quachacho can imbue his bite to inflict additional 1d6 points of ice damage, and any creature that takes
this additional ice damage must make a Fortitude save (DC 12) or be staggered for 1 round.
Quacho Queen CR 8 A humanoid penguin that rules over all quacho and quachacho kind. She is a ruler who aspires to
greatness. XP 4,800
N Medium Monstrous Humanoid
Init +6; Senses Low-light vision; Perception +1
DEFENSE
AC 19, touch 12, flat-footed 14 (+2 dex, +3 armor, +2 deflection, +2 natural)
hp 101 (9d10+54)
mp 32
Fort +8, Ref +8, Will +10
Immune Water, Ice
Weakness Lightning
OFFENSE
Speed 30 ft., Swim 60 ft.
Melee Bite +12 (1d8+3), +2 Trident +12 (1d8+5)
Space 5 ft.; Reach 5 ft.(10 ft. with trident)
Special Attacks Chill, Sweet Breath
Spells Known (Red Mage CL 9th; Concentration +13)
At will – Aqua Orb, Ice Orb
1st – Air Bubble, Blizzard (DC 16), Cure, Enblizzard/Enwater, Water (DC 15),
2nd – Blizzard II (DC 17), Cure II, Frost Fall (DC 17), Grace, Might, Silence (DC 16), Temper,
Water II (DC 16)
3rd – Blizzara (DC 18), Blizzard III (DC 18), Cura, Cure III, Enblizzard/Enwater II, Water III
(DC 17), Watera (DC 17)
STATISTICS
Str 16, Dex 14, Con 20, Int 10, Wis 18, Cha 18
Base Atk +9; CMB +12; CMD 24
Feats Combat Casting, Improved Initiative, Improved Natural Attack (Bite), Toughness, Skill Focus
(Perception)
Skills Perception +16, Stealth +14, Spellcraft +12, Survival +16, Swim +14
SQ hold breath, rage bomber
Language Common, Quacho
Gear Trident +2, Bracers of Armor +3, Ring of Protection +2, Voidfrost Robe (Ice)
SPECIAL ABILITIES
Hold Breath (Su)
A quacho queen can hold its breath for a number of minutes equal to 6 times its Constitution score before
it risks drowning.
Rage Bomber (Ex)
There is a 25% chance a quacho queen can counter a physical attack. The attacker must be adjacent to
counter.
Chill (Su)
A quachacho can imbue his bite to inflict additional 1d6 points of ice damage, and any creature that takes
this additional ice damage must make a Fortitude save (DC 13) or be staggered for 1 round.
Sweet Breath (Su)
A quacho queen blows a sweet smelling breath in a 15 foot-radius cone. Creatures within the area of
effect must make a Will save (DC 18) or be inflicted Sleep status 1d6+1 rounds. Blue mages may learn
this ability as a 3rd level spell (Knowledge: Local DC 21).
Ruby Weapon CR 22
This giant red construct is one of five Weapons that the planet has produced and dispatched to cleanse any
threats to its continued existence.
XP 614,400
N Colossal Construct
Init +4; Senses Darkvision 120 ft., low-light vision, tremorsense 60 ft., superior optics; Perception +37
DEFENSE
AC 35, touch 2; flat-footed 43 (+43 natural armor, -8 size)
hp 283 (37d10+80); Fast Healing 10
Fort +13, Ref +13, Will +16
Defensive Abilities Hardness 15; Immune Construct traits, Status effects, Earth, Fire, Ice, Lightning, Water;
SR 32
OFFENSE
Speed 50 ft., Fly 120 ft. (clumsy)
Melee 2 Slams +50 (4d8+20)
Space 30 ft.; Reach 30 ft.
Special Attacks Grand Stomp, Ruby Ray, Ruby Fire, Whirlsand, Shadow Flare
STATISTICS
Str 50, Dex 10, Con —, Int 12, Wis 17, Cha 18
Base Atk +37; CMB +65; CMD 75
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Dodge, Great
Fortitude, Improved Bull Rush, Improved Initiative, Lightning Reflexes, Power Attack, Quickened Spell-Life
Ability (Ruby Ray), Weapon Focus (Slam)
Skills Fly +37, Perception +37
SPECIAL ABILITIES
Grand Stomp (Ex)
Ruby Weapon stomps its foot down upon any creature within its 30-ft.-reach. Creatures within a 30-ft.-radius
take 10d6+20 points of damage (Reflex save DC 32 for half damage). Ruby Weapon uses this ability if there
are more than one foe around it.
Ruby Ray (Su)
Ruby Weapon fires off a ray of non-elemental energy at a random foe. Ranged touch attack (+29), if it hits,
deals 15d6 points of non-elemental damage. Ruby Weapon must wait 1d4 rounds to use this ability again.
Blue mages may learn this ability as a 6th level spell (Knowledge: Engineering or Technology DC 27).
Ruby Fire (Su)
Ruby Weapon engulfs one opponent in intense flames. This attack deals 15d10 points of fire damage and
inflicts Burning status (Fortitude save DC 32 for half damage and negates the status effect). Ruby Weapon
must wait 1d4 rounds to use this ability again. Blue mages may learn this ability as a 9th level spell
(Knowledge: Engineering or Technology DC 33).
Whirlsand (Su)
Ruby Weapon makes the sand erupt and whirl around its foes. Creatures within a 60’ radius of Ruby Weapon
takes 15d10 points of wind damage and inflicts Squalled status (Reflex save DC 32 for half damage and
negates status effect). Creatures who fail the Reflex save must also make a Fortitude save (DC 32) or be
inflicted with the Blind status for 1d6 rounds. Ruby Weapon must wait 1d4 rounds to use this ability again.
Blue mages may learn this ability as a 9th level spell (Knowledge: Engineering or Technology DC 33).
Shadow Flare (Su)
Ruby Weapon sends off a blast of dark magic against its foes. This is a spell-like ability that functions like the
Flare black magic spell except it deals shadow damage instead. It casts as a 20th-level black mage. Blue
mages may learn this ability as a 6th level spell (Knowledge: Engineering or Technology DC 27).
Superior Optics (Ex)
Ruby Weapon sees invisible creatures or objects as if they were visible.
Desert Sahuagin CR 2 This brown fish-like humanoid oddly enough is found in the desert. Some think they have lost their way
back home and others believe they're simply stupid. XP 600
LE Medium Monstrous Humanoid (Aquatic)
Init +1; Senses Darkvision 60 ft., tremorsense 30 ft.; Perception +6
DEFENSE
AC 17, touch 12, flat-footed 15 (+2 dex, +5 natural)
hp 17 (2d10+6)
Fort +5, Ref +5, Will +4
Resist Earth 5, Water 5
Weakness Wind
OFFENSE
Speed 30 ft., Burrow 30 ft.
Melee Trident +4 (1d8+3), Bite -1 (1d4+1) or 2 Claws +4 (1d4+2), Bite +4 (1d4+2)
Range Heavy Crossbow +4 (1d10/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks Blood Frenzy, Water Gun
STATISTICS
Str 15, Dex 14, Con 16, Int 14, Wis 12, Cha 6
Base Atk +2; CMB +4; CMD 15
Feats Great Fortitude
Skills Handle Animal +1, Perception +6, Ride +6, Stealth +6, Survival +6, Swim +15
Languages Common
SQ Amphibious
Gear Trident, Heavy Crossbow with 10 bolts
SPECIAL ABILITIES
Blood Frenzy (Su)
Once per day, a desert sahuagin that takes damage in combat can fly into a frenzy in the following round.
It gains +2 Constitution and + 2 Strength, but takes a -2 penalty to its AC. The frenzy lasts as long as the
battle or 1 minute, whichever is shorter.
Mud Gun (Su)
A desert sahuagin can shoot mud out of its mouth towards a single target like a mud projectile. The desert
sahuagin must make a ranged touch attack (+4), if it hits, the attack deals 1d6+2 points of earth damage
and must make a Fortitude save (DC 13) or be inflicted with the Weighted status effect. Blue mages may
learn this ability as a 1st level spell (Knowledge: Local DC 17).
Sahuagin Chief CR 3 This blue fish-like humanoid usually leads a pack of sahuagin to raid nearby ports or ships.
XP 800
LE Medium Monstrous Humanoid (Aquatic)
Init +5; Senses Darkvision 60 ft., tremorsense 30 ft.; Perception +9
DEFENSE
AC 18, touch 12, flat-footed 16 (+2 dex, +6 natural)
hp 36 (4d10+12)
Fort +6, Ref +6, Will +6
Resist Water 5
Weakness Lightning
OFFENSE
Speed 30 ft., Swim 60 ft.
Melee Trident +7 (1d8+4), Bite +2 (1d4+3) or 2 Claws +7 (1d4+3), Bite +7 (1d4+3)
Ranged Heavy Crossbow +6 (1d10 and 1d6 lightning damage/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks Blood Frenzy, Water Gun
STATISTICS
Str 16, Dex 15, Con 16, Int 15, Wis 14, Cha 9
Base Atk +4; CMB +7; CMD 19
Feats Great Fortitude, Improved Initiative
Skills Handle Animal +3, Perception +9, Ride +9, Stealth +9, Survival +9, Swim +18
Languages Aquan, Common; speak with sharks
Gear Trident, Heavy Crossbow with 10 shock bolts
SPECIAL ABILITIES
Blood Frenzy (Su)
Once per day, a sahuagin chief that takes damage in combat can fly into a frenzy in the following round. It
gains +2 Constitution and + 2 Strength, but takes a -2 penalty to its AC. The frenzy lasts as long as the
battle or 1 minute, whichever is shorter.
Speak with Sharks (Su)
A sahuagin chief can communicate telepathically with sharks to a distance of 150 feet. This
communication is limited to simple concepts, such as “come here,” “defend me,” or “attack this target.”
Water Gun (Su)
A sahuagin chief can shoot water out of its mouth towards a single target with a water projectile. The
sahuagin chief must make a ranged touch attack (+6), if it hits, the attack deals 1d6+2 points of water
damage and must make a Fortitude save (DC 13) or be inflicted with the Drenched status effect. Blue
mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).
Sahuagin Prince CR 5
This yellow fish-like humanoid wields magical spells and considers himself prince of all sahuagin. None
shall prevent him from getting his crown. XP 1,600
LE Medium Monstrous Humanoid (Aquatic)
Init +5; Senses Darkvision 60 ft., tremorsense 30 ft.; Perception +9
DEFENSE
AC 20, touch 12, flat-footed 16 (+4 dex, +6 natural)
hp 63 (7d10+21)
mp 30
Fort +7, Ref +9, Will +7
Resist Water 5
Weakness Lightning
OFFENSE
Speed 30 ft., Swim 60 ft.
Melee +1 Trident +11 (1d8+5), Bite +5 (1d4+3) or 2 Claws +10 (1d4+3), Bite +10 (1d4+3)
Ranged Heavy Crossbow +11 (1d10/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks Blood Frenzy, Water Gun
Spells Known (Black Mage CL 7th; Concentration +11)
At will – Elermental Orb, Detect Magic, Mending, Message
1st – Aero (DC 15), Thunder (DC 15), Water (DC 15)
2nd – Aero II (DC 16), Poison (DC 16), Thunder II (DC 16), Water II (DC 16)
3rd – Aera (DC 17), Aero III (DC 17), Bio (DC 17), Thundara (DC 17), Thunder III (DC 17),
Water III (DC 17), Watera (DC 17)
4th – Poisonga (DC 18), Shock Spikes
STATISTICS
Str 16, Dex 18, Con 17, Int 18, Wis 15, Cha 10
Base Atk +7; CMB +10; CMD 24
Feats Combat Casting, Great Fortitude, Improved Initiative
Skills Handle Animal +7, Perception +12, Ride +14, Spellcraft +12, Stealth +14, Survival +12, Swim +21
Languages Aquan, Common; speak with sharks
Gear Trident +1, Heavy Crossbow with 10 bolts
SPECIAL ABILITIES
Blood Frenzy (Su)
Once per day, a sahuagin prince that takes damage in combat can fly into a frenzy in the following round.
It gains +2 Constitution and + 2 Strength, but takes a -2 penalty to its AC. The frenzy lasts as long as the
battle or 1 minute, whichever is shorter.
Speak with Sharks (Su)
A sahuagin prince can communicate telepathically with sharks to a distance of 150 feet. This
communication is limited to simple concepts, such as “come here,” “defend me,” or “attack this target.”
Water Gun (Su)
A sahuagin prince can shoot water out of its mouth towards a single target with a water projectile. The
sahuagin prince must make a ranged touch attack (+11), if it hits, the attack deals 1d6+2 points of water
damage and must make a Fortitude save (DC 15) or be inflicted with the Drenched status effect. Blue
mages may learn this ability as a 1st level spell (Knowledge: Local DC 17).
Sahuagin CR 2 A green scaly humanoid has a long fish-like tail. Its arms and legs end with webbed claws and its piscine
head features a toothy maw. They're often found near the ocean or deep sea areas. XP 600
LE Medium Monstrous Humanoid (Aquatic)
Init +1; Senses Darkvision 60 ft.; Perception +6
DEFENSE
AC 16, touch 12, flat-footed 15 (+1 dex, +5 natural)
hp 16 (2d10+4)
Fort +4, Ref +4, Will +4
Resist Water 5
Weakness Lightning
OFFENSE
Speed 30 ft., Swim 30 ft.
Melee Trident +4 (1d8+3), Bite -1 (1d4+1) or 2 Claws +4 (1d4+2), Bite +4 (1d4+2)
Ranged Heavy Crossbow +3 (1d10/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks Blood Frenzy, Water Gun
STATISTICS
Str 14, Dex 13, Con 14, Int 14, Wis 13, Cha 9
Base Atk +2; CMB +4; CMD 15
Feats Great Fortitude
Skills Handle Animal +1, Perception +6, Ride +6, Stealth +6, Survival +6, Swim +15
Languages Aquan, Common; speak with sharks
Gear Trident, Heavy Crossbow with 10 bolts
SPECIAL ABILITIES
Blood Frenzy (Su)
Once per day, a sahuagin that takes damage in combat can fly into a frenzy in the following round. It gains
+2 Constitution and + 2 Strength, but takes a -2 penalty to its AC. The frenzy lasts as long as the battle or 1
minute, whichever is shorter.
Speak with Sharks (Su)
A sahuagin can communicate telepathically with sharks to a distance of 150 feet. This communication is
limited to simple concepts, such as “come here,” “defend me,” or “attack this target.”
Water Gun (Su)
A sahuagin can shoot water out of its mouth towards a single target with a water projectile. The sahuagin
must make a ranged touch attack (+3), if it hits, the attack deals 1d6+2 points of water damage and must
make a Fortitude save (DC 13) or be inflicted with the Drenched status effect. Blue mages may learn this
ability as a 1st level spell (Knowledge: Local DC 17).
Blood Bones CR 3 This armored creature looks like a red skeleton. Small red pinpoints of light burn in its hollowed eye
sockets as it draws its weapon. XP 800
NE Medium Undead
Init +6; Senses Darkvision 60 ft.; Perception +7
DEFENSE
AC 20, touch 12, flat-footed 18 (+3 armor, +2 dex, +5 natural)
hp 25 (4d8+4)
Fort +2, Ref +3, Will +4
Defensive Abilities Channel Resistance +2; DR 5/bludgeoning and good; Immune Ice, undead traits
Weakness Fire and Holy
OFFENSE
Speed 30 ft.
Melee Greatsword +6 (2d6+4), or 2 Claws +6 (1d4+3)
Special Attacks Hell Slash, Marrow Drain
STATISTICS
Str 17, Dex 15, Con -, Int 11, Wis 10, Cha 12
Base Atk +3; CMB +6; CMD 18
Feats Improve Initiative, Power Attack
Skills Acrobatics +7, Climb +5, Escape Artist +7, Perception +7, Stealth +9
Languages Abyssal
Gear Studded leather armor, greatsword
SPECIAL ABILITIES
Hell Slash (Su)
2/day, as a swift action, a blood bones can imbue its greatsword with dark energies. The next time the blood
bones strikes a creature with its greatsword, it discharges the dark elemental energy. It deals an addition 1d6
points of shadow damage against the target of the attack. In addition, the target of this attack must make a
Fortitude save (DC 13), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell
(Knowledge: Religion DC 19).
Marrow Drain (Su)
3/day, a blood bones can siphon magic points off a single target within 30 ft. The target must make a
Fortitude save (DC 12) or be drained for 1d4 MP which heals the blood bones for the same amount. Blue
mages may learn this ability as a 1st level spell (Knowledge: Religion DC 17).
Dark Skeleton CR 7 An armored black skeleton wielding a greatsword strides fearlessly into battle, a chill seems to come with it
as it moves, its eyes glow bright red and gleam with malice as it strikes fear within its opponents. XP 3,200
NE Medium Undead
Init +7; Senses Darkvision 60 ft.; Perception +13
Aura Frightful Presence (60 ft., DC 18)
DEFENSE
AC 25, touch 14, flat-footed 22 (+4 armor, +3 dex, +7 natural, +1 deflection)
hp 77 (10d8+30)
Fort +6, Ref +6, Will +7
Defensive Abilities Channel Resistance +4; DR 10/bludgeoning and good; Immune Ice, undead traits
Weakness Fire and Holy
OFFENSE
Speed 30 ft.
Melee +1 Greatsword +14 (2d6+8) or 2 Claws +12 (1d6+5)
Special Attacks Black Cloud, Blood Saber, Hell Slash, Horror Cloud
STATISTICS
Str 21, Dex 16, Con -, Int 14, Wis 10, Cha 16
Base Atk +7; CMB +12; CMD 25
Feats Cleave, Improve Initiative, Great Cleave, Power Attack, Weapon Focus (Greatsword)
Skill Acrobatics +13, Climb +12, Escape Artist +13, Perception +13, Stealth +16
Languages Abyssal, Common + 1 other
Gear Chain Shirt +1, Greatsword +1
SPECIAL ABILITIES
Black Cloud (Su)
3/day, a dark skeleton can cause a black cloud of dark energy to erupt amongst its enemies within 60 feet. A
dark skeleton deals 5d4 points of shadow damage in a 15-ft.-radius spread. Those in the area of effect, in
addition to the damage, must make a Fortitude save (DC 16) or be inflict with the Blind status effect for 1d6
rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).
Blood Saber (Su)
1/day, a dark skeleton can drain the health of all nearby enemies with a 15-ft.-radius spread. A dark skeleton
deals 6d6 points of shadow damage and is healed by half of the total damage done unless those in the area
must make a Fortitude save (DC 19) to negate the heal affect and take half damage. Blue mages may learn
this ability as a 6th level spell (Knowledge: Religion DC 27).
Hell Slash (Su)
4/day, as a swift action, a dark skeleton can imbue its greatsword with dark energies. The next time the dark
skeleton strikes a creature with its greatsword, it discharges the dark elemental energy. It deals an addition
1d6 points of shadow damage against the target of the attack. In addition, the target of this attack must make
a Fortitude save (DC 15), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell
(Knowledge: Religion DC 19).
Horror Cloud (Su)
3/day, a dark skeleton can release a black cloud of horror towards its enemy within 60 feet. The target must
make a Fortitude save (DC 16) or be inflicted with the Slow status effect for 1d6 rounds. Blue mages may
learn this ability as a 3rd level spell (Knowledge: Religion DC 21).
Draugar CR 12 An armored ancient dark skeleton with gold tattoos wielding a greatsword and causing mayhem to all living
creatures. The draugar are guardians of ancient ruins. XP 19,200
NE Medium Undead
Init +8; Senses Darkvision 60 ft.; Perception +17
Aura Frightful Presence (60 ft., DC 22)
DEFENSE
AC 31, touch 16, flat-footed 25 (+6 armor, +3 dex, +9 natural, +3 deflection)
hp 142 (17d8+68)
Fort +9, Ref +9, Will +10
Defensive Abilities Channel Resistance +6; DR 10/bludgeoning and good; Immune Ice, undead traits
Weakness Fire and Holy
OFFENSE
Speed 30 ft.
Melee +3 Greatsword +23/+18/+13 (2d6+7)
Special Attacks Black Cloud, Blood Saber, Hell Slash, Horror Cloud, Malediction
STATISTICS
Str 24, Dex 18, Con -, Int 15, Wis 10, Cha 16
Base Atk +12; CMB +19; CMD 33
Feats Cleave, Cleaving Finish, Improve Initiative, Furious Focus, Great Cleave, Power Attack, Shield of
Swings, Vital Strike, Weapon Focus (Greatsword)
Skill Acrobatics +18, Climb +17, Escape Artist +18, Perception +20, Stealth +21
Languages Abyssal, Common + 1 other
Gear Breastplate +3, Greatsword +3
SPECIAL ABILITIES
Black Cloud (Su)
5/day, a draugar can cause a black cloud of dark energy to erupt amongst its enemies within 60 feet. A
draugar deals 5d4 points of shadow damage in a 15-ft.-radius spread. Those in the area of effect, in addition
to the damage, must make a Fortitude save (DC 17) or be inflict with the Blind status effect for 1d6 rounds.
Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).
Blood Saber (Su)
3/day, a draugar can drain the health of all nearby enemies with a 15-ft.-radius spread. A draugar deals 6d6
points of shadow damage and is healed by half of the total damage done unless those in the area must make a
Fortitude save (DC 20) to negate the heal affect and take half damage. Blue mages may learn this ability as a
6th level spell (Knowledge: Religion DC 27).
Hell Slash (Su)
5/day, as a swift action, a draugar can imbue its greatsword with dark energies. The next time the draugar
strikes a creature with its greatsword, it discharges the dark elemental energy. It deals an addition 1d6 points
of shadow damage against the target of the attack. In addition, the target of this attack must make a Fortitude
save (DC 16), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell (Knowledge:
Religion DC 19).
Horror Cloud (Su)
5/day, a draugar can release a black cloud of horror towards its enemy within 60 feet. The target must make
a Fortitude save (DC 17) or be inflicted with the Slow status effect for 1d6 rounds. Blue mages may learn
this ability as a 3rd level spell (Knowledge: Religion DC 21).
Malediction (Su)
1/day, a draugar can release malevolence from within draining the health of all nearby enemies within a 30-
ft.-radius spread. A draugar deals 12d6 points of shadow damage and is healed by half of the total damage
done unless those in the area must make a Fortitude save (DC 23) to negate the heal affect and take half
damage. Blue mages may learn this ability as a 9th level spell (Knowledge: Religion DC 33).
Elite Skeleton CR 5 A skeleton wielding a greatsword strides fearlessly into battle, a chill seems to come with it as it moves, its
eyes glow bright red and gleam with malice. XP 1,600
NE Medium Undead
Init +6; Senses Darkvision 60 ft.; Perception +10
DEFENSE
AC 22, touch 12, flat-footed 20 (+4 armor, +2 dex, +6 natural)
hp 49 (7d8+14)
Fort +4, Ref +4, Will +5
Defensive Abilities Channel Resistance +4; DR 10/bludgeoning and good; Immune Ice, undead traits
Weakness Fire and Holy
OFFENSE
Speed 30 ft.
Melee Greatsword +10 (2d6+6) or 2 Claws +9 (1d4+4)
Special Attacks Black Cloud, Hell Slash, Marrow Drain
STATISTICS
Str 19, Dex 15, Con -, Int 13, Wis 10, Cha 14
Base Atk +5; CMB +9; CMD 21
Feats Cleave, Improve Initiative, Power Attack, Weapon Focus (Greatsword)
Skill Acrobatics +9, Climb +8, Escape Artist +9, Perception +10, Stealth +12
Languages Abyssal, Common
Gear Chain Shirt, Greatsword
SPECIAL ABILITIES
Black Cloud (Su)
1/day, an elite skeleton can cause a black cloud of dark energy to erupt amongst its enemies within 60 feet.
An elite skeleton deals 5d4 points of shadow damage in a 15-ft.-radius spread. Those in the area of effect, in
addition to the damage, must make a Fortitude save (DC 15) or be inflict with the Blind status effect for 1d6
rounds. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).
Hell Slash (Su)
3/day, as a swift action, an elite skeleton can imbue its greatsword with dark energies. The next time the elite
skeleton strikes a creature with its greatsword, it discharges the dark elemental energy. It deals an addition
1d6 points of shadow damage against the target of the attack. In addition, the target of this attack must make a
Fortitude save (DC 14), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell
(Knowledge: Religion DC 19).
Marrow Drain (Su)
3/day, an elite skeleton can siphon magic points off a single target within 30 ft. The target must make a
Fortitude save (DC 11) or be drained for 1d4 MP which heals the elite skeleton for the same amount. Blue
mages may learn this ability as a 1st level spell (Knowledge: Religion DC 17).
Skeleton CR 1/3 This creature appears to be nothing but a set of animated bones. Pinpoints of red light smolder in its empty
eye sockets. XP 135
NE Medium Undead
Init +6; Senses Darkvision 60 ft.; Perception +0
DEFENSE
AC 16, touch 12, flat-footed 14 (+2 armor, +2 dex, +2 natural)
hp 5 (1d8)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune Ice, undead traits
Weakness Fire and Holy
OFFENSE
Speed 30 ft.
Melee Broken scimitar +0 (1d6), Claw -3 (1d4+1), or 2 Claws +2 (1d4+2)
Special Attacks Marrow Drain
STATISTICS
Str 15, Dex 14, Con -, Int -, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Improved Initiative
Gear Leather Armor, broken scimitar
SPECIAL ABILITIES
Marrow Drain (Su)
3/day, a skeleton can siphon magic points off a single target within 30 ft. The target must make a Fortitude
save (DC 11) or be drained for 1d4 MP which heals the elite skeleton for the same amount. Blue mages may
learn this ability as a 1st level spell (Knowledge: Religion DC 17).
Skuldier CR 9 An armored blue skeleton wielding a greatsword and causing mayhem to all living creatures. Some say their
fallen knights who seek revenge on those who brought them their demise but still mistaken all living as foes. XP 6,400
NE Medium Undead
Init +7; Senses Darkvision 60 ft.; Perception +17
Aura Frightful Presence (60 ft., DC 20)
DEFENSE
AC 27, touch 15, flat-footed 24 (+4 armor, +3 dex, +8 natural, +2 deflection)
hp 107 (14d8+42)
Fort +7, Ref +7, Will +9
Defensive Abilities Channel Resistance +6; DR 10/bludgeoning and good; Immune Ice, undead traits
Weakness Fire and Holy
OFFENSE
Speed 30 ft.
Melee +2 Greatsword +19/+14 (2d6+6)
Special Attacks Black Cloud, Blood Saber, Hell Slash, Horror Cloud
STATISTICS
Str 22, Dex 17, Con -, Int 14, Wis 10, Cha 17
Base Atk +10; CMB +16; CMD 29
Feats Cleave, Improve Initiative, Furious Focus, Great Cleave, Power Attack, Shield of Swings, Weapon
Focus (Greatsword)
Skill Acrobatics +15, Climb +14, Escape Artist +15, Perception +17, Stealth +18
Languages Abyssal, Common + 1 other
Gear Scale Mail +2, Greatsword +2
SPECIAL ABILITIES
Black Cloud (Su)
3/day, a skuldier can cause a black cloud of dark energy to erupt amongst its enemies within 60 feet. A
skuldier deals 5d4 points of shadow damage in a 15-ft.-radius spread. Those in the area of effect, in addition
to the damage, must make a Fortitude save (DC 16) or be inflict with the Blind status effect for 1d6 rounds.
Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).
Blood Saber (Su)
2/day, a skuldier can drain the health of all nearby enemies with a 15-ft.-radius spread. A skuldier deals 6d6
points of shadow damage and is healed by half of the total damage done unless those in the area must make a
Fortitude save (DC 19) to negate the heal affect and take half damage. Blue mages may learn this ability as a
6th level spell (Knowledge: Religion DC 27).
Hell Slash (Su)
5/day, as a swift action, a skuldier can imbue its greatsword with dark energies. The next time the skuldier
strikes a creature with its greatsword, it discharges the dark elemental energy. It deals an addition 1d6 points
of shadow damage against the target of the attack. In addition, the target of this attack must make a Fortitude
save (DC 15), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell (Knowledge:
Religion DC 19).
Horror Cloud (Su)
3/day, a skuldier can release a black cloud of horror towards its enemy within 60 feet. The target must make
a Fortitude save (DC 16) or be inflicted with the Slow status effect for 1d6 rounds. Blue mages may learn
this ability as a 3rd level spell (Knowledge: Religion DC 21).
Skull Warrior CR 1 This armored creature looks like a yellow skeleton. Small red pinpoints of light burn in its hollowed eye
sockets as it draws its weapon. XP 400
NE Medium Undead
Init +6; Senses Darkvision 60 ft.; Perception +5
DEFENSE
AC 18, touch 12, flat-footed 16 (+3 armor, +2 dex, +3 natural)
hp 11 (2d8)
Fort +0, Ref +2, Will +3
DR 5/bludgeoning; Immune Ice, undead traits
Weakness Fire and Holy
OFFENSE
Speed 30 ft.
Melee Scimitar +2 (1d6+3/18-20), Claw -1 (1d4+3), or 2 Claws +4 (1d4+3)
Special Attacks Hell Slash, Marrow Drain
STATISTICS
Str 16, Dex 14, Con -, Int 8, Wis 10, Cha 11
Base Atk +1; CMB +4; CMD 16
Feats Improve Initiative
Skills Acrobatics +5, Climb +4, Escape Artist +5, Perception +5, Stealth +7
Gear Studded leather armor, scimitar
SPECIAL ABILITIES
Hell Slash (Su)
Once per day, as a swift action, a skull warrior can imbue its scimitar with dark energies. The next time the
skull warrior strikes a creature with its scimitar, it discharges the dark elemental energy. It deals an addition
1d6 points of shadow damage against the target of the attack. In addition, the target of this attack must make
a Fortitude save (DC 12), or suffer 1d4 Strength loss. Blue mages may learn this ability as a 2nd level spell
(Knowledge: Religion DC 19).
Marrow Drain (Su)
2/day, a skull warrior can siphon magic points off a single target within 30 ft. The target must make a
Fortitude save (DC 11) or be drained for 1d4 MP which heals the skull warrior for the same amount. Blue
mages may learn this ability as a 1st level spell (Knowledge: Religion DC 17).
Archeotoad CR 10 This large toad is bright purple and yellow, with electric-green stripes on its hind legs. It has the ability to turn
groups of foes into frogs. XP 9,600
N Large Magical Beast
Init +7; Senses Low-light vision, scent; Perception +18
DEFENSE
AC 25, touch 12, flat-footed 21 (+3 dex, +13 natural, -1 size)
hp 123 (11d10+66)
Fort +13, Ref +12, Will +6
Defensive Abilities Poisonous Skin; Immune Poison, Frog
Weakness Ice
OFFENSE
Speed 30 ft., Swim 30 ft.
Melee Bite +17 (2d6+10 plus poison) or Tongue +17 touch (1d3+5 plus poison and grab)
Space 10 ft.; Reach 10 ft. (30 ft. with tongue).
Special Attacks Frog Song, Leap, Pond's Chorus, Pull (tongue, 10 feet), Swallow Whole (2d6+10
bludgeoning damage, AC 16, 12 hp)
STATISTICS
Str 25, Dex 16, Con 23, Int 4, Wis 16, Cha 16
Base Atk +11; CMB +19 (+23 grapple); CMD 32 (36 vs. trip)
Feats Cleave, Improved Initiative, Improved Natural Attack (bite), Lightning Reflexes, Power Attack, Skill
Focus (Perception)
Skills Acrobatics +16 (+20 jump), Perception +21, Stealth +7, Swim +24; Racial Modifiers +4 Acrobatics
(+8 jump), +4 Stealth, +8 Swim
SPECIAL ABILITIES
Frog Song (Su)
Once every 1d3 rounds, an archeotoad will croak multiple times as if it were making a song towards one single
target within 30 feet. That target must make a Fortitude save (DC 17) to negate the effect or be inflicted with
the Frog status effect for 1d6 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge:
Arcana DC 23).
Leap (Ex)
An archeotoad ability to jump with his Acrobatics checks is treated as though he got a running start and has
the Run feat, regardless of whether or not he gets a running start. An archeotoad's maximum height is not
affected by his size, allowing leaps higher than their own height. In additional, the archeotoad may jump as
part of a charge action. Whenever the archeotoad jumps at least ten feet from his opponent (vertical or
horizontal) and strikes his foe using his bite, the archeotoad deals ad additional +1d6 points of damage
(maximum of 3d6). If the attack is also a critical hit, the extra damage is not also multiplied. For every 10 feet
the archeotoad jumps beyond the first 10 feet, the archeotoad deals an extra 1d6 points of damage.
Poison (Ex)
Injury; save Fort DC 21; frequency 1/round for 6 rounds; effect Frog status; cure 1 save.
Poisonous Skin (Ex)
A creature that strikes an archeotoad with an unarmed strike or natural weapon exposes itself to the toad's
poisonous skin. Skin – contact; save Fort DC 21; frequency 1/round for 6 rounds; effect Frog status; cure 1
save.
Pond's Chorus (Su)
1/day, an archeotoad will croak multiple times as if it were making a song towards affecting all those within
30 feet. That target must make a Fortitude save (DC 19) to negate the effect or be inflicted with the Frog status
effect for 1d6 rounds. Blue mages may learn this ability as a 6th level spell (Knowledge: Arcana DC 27).
Elf Toad CR 5 This large toad is bright blue and white, with electric-red stripes on its hind legs.
XP 1,600
N Large Magical Beast
Init +6; Senses Low-light vision, scent; Perception +13
DEFENSE
AC 19, touch 11, flat-footed 15 (+2 dex, +8 natural, -1 size)
hp 63 (6d10+30)
Fort +10, Ref +9, Will +2
Defensive Abilities Poisonous Skin; Immune Poison, Frog
Weakness Ice
OFFENSE
Speed 30 ft., Swim 30 ft.
Melee Bite +11 (1d8+9 plus poison) or Tongue +11 touch (1d3+4 plus poison and grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tongue).
Special Attacks Frog Song, Pull (tongue, 10 feet), Swallow Whole (1d8+9 bludgeoning damage, AC 14, 6
hp)
STATISTICS
Str 22, Dex 15, Con 20, Int 1, Wis 11, Cha 6
Base Atk +6; CMB +13(+17 grapple); CMD 25 (29 vs. trip)
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Perception)
Skills Acrobatics +10 (+14 jump), Perception +13, Stealth +6, Swim +18; Racial Modifiers +4 Acrobatics
(+8 jump), +4 Stealth, +8 Swim
SPECIAL ABILITIES
Frog Song (Su)
2/day, an elf toad will croak multiple times as if it were making a song towards one single target within 30
feet. That target must make a Fortitude save (DC 14) to negate the effect or be inflicted with the Frog status
effect for 1d6 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).
Poison (Ex)
Injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
Poisonous Skin (Ex)
A creature that strikes an elf toad with an unarmed strike or natural weapon exposes itself to the toad's
poisonous skin. Skin – contact; save Fort DC 18; frequency 1/round for 4 rounds; effect 1d2 Wisdom
damage; cure 1 save.
Gigantoad CR 2 Stubby warts dot the skin of this horse-sized brown toad. Its throat bulges and ripples as though about to
croak. XP 600
N Large Magical Beast
Init +1; Senses low-light vision, scent; Perception +8
DEFENSE
AC 14, touch 10, flat-footed 13 (+1 dex, +4 natural, -1 size)
hp 27 (3d10+9)
Fort +6, Ref +6, Will +0
Defensive Abilities Poisonous Skin; Immune Poison, Frog
Weakness Ice
OFFENSE
Speed 30 ft., Swim 30 ft.
Melee Bite +6 (1d6+6 plus poison) or Tongue +6 touch (1d2+3 plus grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tongue).
Special Attacks Frog Song, Pull (tongue, 10 feet), Swallow Whole (1d6+6 bludgeoning damage, AC 12, 2
hp)
STATISTICS
Str 19, Dex 13, Con16, Int 1, Wis 8, Cha 6
Base Atk +3; CMB +8 (+12 grapple); CMD 19 (23 vs. trip)
Feats Lightning Reflexes, Skill Focus (Perception)
Skills Acrobatics +5 (+9 jump), Perception +8, Stealth +5, Swim +12; Racial Modifiers +4 Acrobatics (+8
jump), +4 Stealth, +8 Swim
SPECIAL ABILITIES
Frog Song (Su)
1/day, a gigantoad will croak multiple times as if it were making a song towards one single target within 30
feet. That target must make a Fortitude save (DC 13) to negate the effect or be inflicted with the Frog status
effect for 1d6 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).
Poison (Ex)
Injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
Poisonous Skin (Ex)
A creature that strikes a gigantoad with an unarmed strike or natural weapon exposes itself to the toad's
poisonous skin. Skin – contact; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Wisdom
damage; cure 1 save.
Leap Frog CR 9 This large frog is bright green and yellow, with electric-blue stripes on its hind legs. It has the ability to jump
from high lengths upon its foes. XP 6,400
N Large Magical Beast
Init +7; Senses Low-light vision, scent; Perception +18
DEFENSE
AC 24, touch 12, flat-footed 21 (+3 dex, +12 natural, -1 size)
hp 112 (10d10+60)
Fort +13, Ref +12, Will +4
Defensive Abilities Poisonous Skin; Immune Poison, Frog
Weakness Ice
OFFENSE
Speed 30 ft., Swim 30 ft.
Melee Bite +16 (2d6+10 plus poison) or Tongue +16 touch (1d3+5 plus poison and grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tongue).
Special Attacks Frog Song, Leap, Pull (tongue, 10 feet), Swallow Whole (2d6+10 bludgeoning damage, AC
16, 11 hp)
STATISTICS
Str 24, Dex 16, Con 22, Int 3, Wis 13, Cha 6
Base Atk +10; CMB +18 (+22 grapple); CMD 31 (35 vs. trip)
Feats Improved Initiative, Improved Natural Attack (bite), Lightning Reflexes, Power Attack, Skill Focus
(Perception)
Skills Acrobatics +15 (+19 jump), Perception +18, Stealth +7, Swim +23; Racial Modifiers +4 Acrobatics
(+8 jump), +4 Stealth, +8 Swim
SPECIAL ABILITIES
Frog Song (Su)
Once every 1d4 rounds, a leap frog will croak multiple times as if it were making a song towards one single
target within 30 feet. That target must make a Fortitude save (DC 15) to negate the effect or be inflicted with
the Frog status effect for 1d6 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge:
Arcana DC 23).
Leap (Su)
A leap frog ability to jump with his Acrobatics checks is treated as though he got a running start and has the
Run feat, regardless of whether or not he gets a running start. A leap frog's maximum height is not affected
by his size, allowing leaps higher than their own height. In additional, the leap frog may jump as part of a
charge action. Whenever the leap frog jumps at least ten feet from his opponent (vertical or horizontal) and
strikes his foe using his bite, the leap frog deals ad additional +1d6 points of damage (maximum of 3d6). If
the attack is also a critical hit, the extra damage is not also multiplied. For every 10 feet the leap frog jumps
beyond the first 10 feet, the leap frog deals an extra 1d6 points of damage.
Poison (Ex)
Injury; save Fort DC 21; frequency 1/round for 6 rounds; effect Frog status; cure 1 save.
Poisonous Skin (Ex)
A creature that strikes a leap frog with an unarmed strike or natural weapon exposes itself to the toad's
poisonous skin. Skin – contact; save Fort DC 21; frequency 1/round for 6 rounds; effect frog status; cure 1
save.
Poison Frog CR 3 This large toad is bright green and red, with electric-blue stripes on its hind legs.
XP 800
N Large Magical Beast
Init +2; Senses Low-light vision, scent; Perception +10
DEFENSE
AC 17, touch 11, flat-footed 15 (+2 dex, +6 natural, -1 size)
hp 39 (4d10+16)
Fort +8, Ref +8, Will +1
Defensive Abilities Poisonous Skin; Immune Poison, Frog
Weakness Ice
OFFENSE
Speed 30 ft., Swim 30 ft.
Melee Bite +8 (1d6+7 plus poison) or Tongue +8 touch (1d2+3 plus poison and grab)
Space 10 ft.; Reach 10 ft. (20 ft. with tongue).
Special Attacks Frog Song, Pull (tongue, 10 feet), Swallow Whole (1d6+7 bludgeoning damage, AC 13, 3
hp)
STATISTICS
Str 21, Dex 15, Con 18, Int 1, Wis 10, Cha 6
Base Atk +4; CMB +10 (+14 grapple); CMD 22 (26 vs. trip)
Feats Lightning Reflexes, Skill Focus (Perception)
Skills Acrobatics +7 (+11 jump), Perception +10, Stealth +6, Swim +14; Racial Modifiers +4 Acrobatics
(+8 jump), +4 Stealth, +8 Swim
SPECIAL ABILITIES
Frog Song (Su)
1/day, a poison toad will croak multiple times as if it were making a song towards one single target within 30
feet. That target must make a Fortitude save (DC 14) to negate the effect or be inflicted with the Frog status
effect for 1d6 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).
Poison (Ex)
Injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
Poisonous Skin (Ex)
A creature that strikes a poison toad with an unarmed strike or natural weapon exposes itself to the toad's
poisonous skin. Skin – contact; save Fort DC 16; frequency 1/round for 4 rounds; effect 1d2 Wisdom
damage; cure 1 save.
Toxic Frog CR 7 This large frog is bright purple and white, with electric-red stripes on its hind legs. Beware of its poison
which can turn anyone into a toad. XP 3,200
N Large Magical Beast
Init +6; Senses Low-light vision, scent; Perception +16
DEFENSE
AC 21, touch 11, flat-footed 19(+2 dex, +10 natural, -1 size)
hp 84 (8d10+40)
Fort +11, Ref +10, Will +3
Defensive Abilities Poisonous Skin; Immune Poison, Frog
Weakness Ice
OFFENSE
Speed 30 ft., Swim 30 ft.
Melee Bite +13 (1d8+9 plus poison) or Tongue +13 touch (1d3+4 plus poison and grab)
Space 10 ft.; Reach 10 ft. (30 ft. with tongue).
Special Attacks Frog Song, Pull (tongue, 10 feet), Swallow Whole(1d8+9 bludgeoning damage, AC 15, 8
hp)
STATISTICS
Str 23, Dex 15, Con 21, Int 3, Wis 12, Cha 6
Base Atk +8; CMB +15 (+19 grapple); CMD 27 (31 vs. trip)
Feats Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Perception)
Skills Acrobatics +12 (+16 jump), Perception +16, Stealth +6, Swim +20; Racial Modifiers +4
Acrobatics(+8 jump), +4 Stealth, +8 Swim
SPECIAL ABILITIES
Frog Song (Su)
Once every 1d4 rounds, a toxic frog will croak multiple times as if it were making a song towards one
single target within 30 feet. That target must make a Fortitude save (DC 15) to negate the effect or be
inflicted with the Frog status effect for 1d6 rounds. Blue mages may learn this ability as a 4th level spell
(Knowledge: Arcana DC 23).
Poison (Ex)
Injury; save Fort DC 19; frequency 1/round for 6 rounds; effect frog status; cure 1 save.
Poisonous Skin (Ex)
A creature that strikes a toxic frog with an unarmed strike or natural weapon exposes itself to the toad's
poisonous skin. Skin – contact; save Fort DC 19; frequency 1/round for 6 rounds; effect frog status; cure 1
save.
Master Tonberry CR 17 This blue tonberry with red eyes has the art of karma assassination down. The master tonberry is very good
at getting the jump on its opponents thus making it hard to ambush one. XP 102,400
LE Small Outsider (Lawful)
Init +11; Senses Darkvision 60 ft.; Perception +21
DEFENSE
AC 26, touch 19, flat-footed 18 (+7 dex, +7 natural, +1 dodge, +1 size)
hp 252 (20d10+160)
Fort +21, Ref +19, Will +7
Immune Dark, Status effects
OFFENSE
Speed 20 ft.
Melee Chef's Knife +25 (special, see below)
Special Attacks Chef's Knife, Everyone's Grudge, Karma
STATISTICS
Str 10, Dex 24, Con 24, Int 11, Wis 12, Cha 12
Base Atk +16; CMB +15; CMD 30
Feats Dodge, Great Fortitude, Improved Initiative, Iron Will, Mobility, Toughness, Weapon Finesse,
Weapon Focus (Knife)
Skills Perception +21, Sense Motive +21, Stealth +27
Gear Small butcher knife, lantern
SPECIAL ABILITIES
Chef’s Knife (Ex)
Once per round, a master tonberry may make a melee attack with its knife. If a creature is struck by it, it
must make a Fortitude save (DC 27) or it is reduced to -1 hp, stabilized and unconscious. Those who are
immune to critical hits are immune to this. The knife is only deadly in the hands of a master tonberry.
Everyone’s Grudge (Su)
7/day, as long as the master tonberry is not making a knife attack, it may use its Everyone's Grudge ability
on a single target within 60 ft. The target takes 14d8 points of shadow damage (Fortitude save DC 23 for
half damage). Blue mages may learn this ability as a 6th level spell (Knowledge: Planes DC 27).
Karma (Su)
There is a 50% chance when a master tonberry takes damage from an attack action or spell made by a foe, it
gains an additional use of Everyone’s Grudge that it may use as an immediate action against the character
that damaged it. This extra use can only be made against its assailant and only on the round the master
tonberry received damage. This ability does activate on damage suffered from sneak attacks and attacks of
opportunity. This ability can be used a number of times per round equal to its Dexterity bonus and it also
increases the damage by 2 each time it is used. It cannot use this ability on the same opponent twice per
round.
Tonberry King CR 13 This tonberry wears a crown upon its head and karma comes to those who strike at him.
XP 25,600
LE Small Outsider (Lawful)
Init +9; Senses Darkvision 60 ft.; Perception +16
DEFENSE
AC 23, touch 16, flat-footed 17 (+5 dex, +6 natural, +1 dodge, +1 size)
hp 179 (16d10+96)
Fort +17, Ref +15, Will +5
Immune Dark, Status effects
OFFENSE
Speed 20 ft.
Melee Chef's Knife +23 (special, see below)
Special Attacks Chef's Knife, Everyone's Grudge, Karma
STATISTICS
Str 10, Dex 20, Con 20, Int 11, Wis 11, Cha 12
Base Atk +16; CMB +15; CMD 30
Feats Dodge, Great Fortitude, Improved Initiative, Iron Will, Toughness, Weapon Finesse, Weapon Focus
(Knife)
Skills Perception +16, Sense Motive +16, Stealth +21
Gear Small butcher knife, lantern
SPECIAL ABILITIES
Chef’s Knife (Ex)
Once per round, a tonberry king may make a melee attack with its knife. If a creature is struck by it, it must
make a Fortitude save (DC 23) or it is reduced to -1 hp, stabilized and unconscious. Those who are immune
to critical hits are immune to this. The knife is only deadly in the hands of a tonberry king.
Everyone’s Grudge (Su)
5/day, as long as the tonberry king is not making a knife attack, it may use its Everyone's Grudge ability on
a single target within 60 ft. The target takes 14d8 points of shadow damage (Fortitude save DC 21 for half
damage). Blue mages may learn this ability as a 6th level spell (Knowledge: Planes DC 27).
Karma (Su)
There is a 30% chance when a tonberry king takes damage from an attack action or spell made by a foe, it
gains an additional use of Everyone’s Grudge that it may use as an immediate action against the character
that damaged it. This extra use can only be made against its assailant and only on the round the tonberry
king received damage. This ability does activate on damage suffered from sneak attacks and attacks of
opportunity. This ability can be used a number of times per round equal to its Dexterity bonus and it also
increases the damage by 1 each time it is used. It cannot use this ability on the same opponent twice per
round.
Tonberry CR 10 This tonberry wears a crown upon its head and karma comes to those who strike at him.
XP 9,600
LE Small Outsider (Lawful)
Init +8; Senses Darkvision 60 ft.; Perception +12
DEFENSE
AC 21, touch 15, flat-footed 16 (+4 dex, +5 natural, +1 dodge, +1 size)
hp 126 (12d10+60)
Fort +17, Ref +12, Will +4
Immune Dark, Status effects
OFFENSE
Speed 20 ft.
Melee Chef's Knife +19 (special, see below)
Special Attacks Chef's Knife, Everyone's Grudge, Karma
STATISTICS
Str 8, Dex 18, Con 18, Int 11, Wis 11, Cha 12
Base Atk +12; CMB +10; CMD 24
Feats Dodge, Great Fortitude, Improved Initiative, Toughness, Weapon Finesse, Weapon Focus (Knife)
Skills Perception +12, Sense Motive +12, Stealth +16
Gear Small butcher knife, lantern
SPECIAL ABILITIES
Chef’s Knife (Ex)
Once per round, a tonberry may make a melee attack with its knife. If a creature is struck by it, it must
make a Fortitude save (DC 23) or it is reduced to -1 hp, stabilized and unconscious. Those who are
immune to critical hits are immune to this. The knife is only deadly in the hands of a tonberry.
Everyone’s Grudge (Su)
3/day, as long as the tonberry is not making a knife attack, it may use its Everyone's Grudge ability on a
single target within 60 ft. The target takes 14d8 points of shadow damage (Fortitude save DC 21 for half
damage). Blue mages may learn this ability as a 6th level spell (Knowledge: Planes DC 27).
T-Rexaur CR 9
This towering predator has an enormous head and a mouth full of dagger-sized teeth. It stands on two
powerful legs and has only vestigial forelimbs.
XP 6,400
N Gargantuan Magical Beast
Init +5; Senses Darkvision 60 ft., low-light vision, scent; Perception +37
DEFENSE
AC 21, touch 7; flat-footed 20 (+1 dex, +14 natural, -4 size)
hp 171 (18d10+72)
Fort +15, Ref +12, Will +10
OFFENSE
Speed 40 ft.
Melee Bite +20 (4d6+22/19-20 plus grab)
Special Attacks Earthquake, Swallow Whole (2d8+11, AC 17, hp 15)
STATISTICS
Str 32, Dex 13, Con 19, Int 2, Wis 15, Cha 10
Base Atk +13; CMB +28 (+32 grapple); CMD 39
Feats Bleeding Critical, Critical Focus, Diehard, Endurance, Improved Critical (bite), Improved Initiative,
Iron Will, Run, Skill Focus (Perception)
Skills Perception +37; Racial Modifiers Perception +8
SQ Powerful Bite
SPECIAL ABILITIES
Earthquake (Su)
A t-rexaur can cause the ground to erupt around it within a 30-ft.-radius. Creatures within the area of effect
take 8d6 points of earth damage and are inflicted with the Weighted status effect (Reflex save DC 21 for
half damage and negates the status effect). Blue mages may learn this ability as a 4th level spell
(Knowledge: Arcana DC 23).
Powerful Bite (Ex)
A t-rexaur applies twice its Strength modifier to bite damage.
Adamantoise CR 13 A savage turtle with a metallic gray shell and a long rigid beak. His eyes and carapace crackle with a dim
energy and his large hollow mouth seeps thick gray smoke. XP 256,000
N Huge Magical Beast
Init +0; Senses Darkvision 60 ft., low-light vision, scent; Perception +25
DEFENSE
AC 32, touch 8, flat-footed 32 (+24 natural, -2 size)
hp 214 (18d10+126)
Fort +18, Ref +11, Will +7
DR 5/-; Immune Earth; Resist Non-Elemental 10
OFFENSE
Speed 40 ft.
Melee 2 Bites +29 (3d6+11)
Space 15 ft.; Reach 15 ft.
Special Attacks Breath Weapon (1d4+1 rounds, 60-ft. cone, DC 26, 10d6 non-elemental damage), Earthquake
STATISTICS
Str 32, Dex 10, Con 24, Int 2, Wis 12, Cha 6
Base Atk +18; CMB +30 (+32 vs. bull rush); CMD 40 (42 vs. bull rush; 44 vs. trip)
Feats Awesome Blow, Cleave, Great Cleave, Greater Vital Strike, Improved Bull Rush, Improved Vital Strike,
Power Attack, Vital Strike, Weapon Focus (bite)
Skills Acrobatics +23, Climb +33, Perception +25, Survival +23
SQ Turtle Shell
SPECIAL ABILITIES
Earthquake (Ex)
As a full-round action, the adamantoise can leap into the air and crash to the ground, shaking the earth with his
bulk; all creatures standing on the ground within 30 feet must make a Fortitude save (DC 26) or be stunned for
1d4 rounds.
Turtle Shell (Su)
2/day, when the adamantoise's HPs is under 50% (107 health), he may activate this ability to increase his
defense and heal up at the cost of inactivity. The adamantoise receives Fast Healing 10, DR 15/-, +10 Armor
Bonus, and all Elemental Resist 15 for up to 5 rounds but cannot perform any other actions. Blue mages may
learn this ability as a 6th level spell (Knowledge: Arcana DC 27).
Fell Tortoise CR 8 This lumbering purple tortoise hides in the depths of caves and comes out only during the night.
XP 4,800
N Large Magical Beast
Init -1; Senses Darkvision 60 ft., low-light vision, scent; Perception +16
DEFENSE
AC 26, touch 8, flat-footed 26 (-1 dex, +18 natural, -1 size)
hp 105 (10d10+50)
Fort +12, Ref +7, Will +3
Resist Earth 15, Shadow 5
Weakness Ice
OFFENSE
Speed 30 ft.
Melee Bite +18 (2d6+12)
Space 10 ft.; Reach 10 ft.
Special Attacks Breath Weapon (1d4+1 rounds, 40-ft. cone, DC 20, 6d6 earth damage)
STATISTICS
Str 26, Dex 8, Con 20, Int 2, Wis 11, Cha 6
Base Atk +10; CMB +18 (+20 vs. bull rush); CMD 27 (29 vs. bull rush; 31 vs. trip)
Feats Awesome Blow, Improved Bull Rush, Power Attack, Vital Strike, Weapon Focus (bite)
Skills Acrobatics +14, Climb +22, Perception +16, Survival +14
SQ Shell
SPECIAL ABILITIES
Shell (Ex)
As a move action, a fell tortoise can completely withdraw into its shell, leaving him almost completely
impervious to attack. When withdrawn he cannot move or attack as long as he remains in this state, a fell
tortoise gains a +8 bonus to his Armor Class and a +4 bonus on Reflex saves.
Great Tortoise CR 5 This lumbering tortoise is the size of a pony and its head features a powerful, razor-sharp beak.
XP 1,600
N Large Magical Beast
Init -2; Senses Darkvision 60 ft., low-light vision, scent; Perception +12
DEFENSE
AC 23, touch 7, flat-footed 23 (-2 dex, +16 natural, -1 size)
hp 58 (6d10+24)
Fort +9, Ref +3, Will +2
Resist Earth 10
Weakness Ice
OFFENSE
Speed 20 ft.
Melee Bite +13 (2d6+10)
Space 10 ft.; Reach 10 ft.
Special Attacks Breath Weapon (1d4+1 rounds, 30-ft. cone, DC 17, 4d6 water damage)
STATISTICS
Str 24, Dex 6, Con 18, Int 2, Wis 10, Cha 6
Base Atk +6; CMB +13 (+15 vs. bull rush); CMD 21 (23 vs. bull rush; 25 vs. trip)
Feats Improved Bull Rush, Power Attack, Weapon Focus (bite)
Skills Acrobatics +9, Climb +17, Perception +12, Survival +10
SQ Shell
SPECIAL ABILITIES
Shell (Ex)
As a move action, a great tortoise can completely withdraw into its shell, leaving him almost completely
impervious to attack. When withdrawn he cannot move or attack as long as he remains in this state, a great
tortoise gains a +8 bonus to his Armor Class and a +4 bonus on Reflex saves.
Magma Tortoise CR 11 This lumbering molten rock tortoise breathes out fire and for some odd reason is not immune to fire?
XP 12,800
N Huge Magical Beast
Init -1; Senses Darkvision 60 ft., low-light vision, scent; Perception +21
DEFENSE
AC 29, touch 7, flat-footed 29 (-1 dex, +22 natural, -2 size)
hp 156 (14d10+84)
Fort +15, Ref +8, Will +5
Immune Earth; Resist Fire 10
Weakness Ice
OFFENSE
Speed 40 ft.
Melee 2 Bites +23 (2d8+10)
Space 15 ft.; Reach 15 ft.
Special Attacks Breath Weapon (1d4+1 rounds, 50-ft. cone, DC 23, 8d6 fire damage)
STATISTICS
Str 30, Dex 8, Con 22, Int 2, Wis 12, Cha 6
Base Atk +14; CMB +24 (+26 vs. bull rush); CMD 33 (35 vs. bull rush; 37 vs. trip)
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Vital Strike, Power Attack, Vital Strike,
Weapon Focus (bite)
Skills Acrobatics +18, Climb +28, Perception +21, Survival +19
SQ Shell
SPECIAL ABILITIES
Shell (Ex)
As a move action, a magma tortoise can completely withdraw into its shell, leaving him almost completely
impervious to attack. When withdrawn he cannot move or attack as long as he remains in this state, a magma
tortoise gains a +8 bonus to his Armor Class and a +4 bonus on Reflex saves.
Duplicorn CR 10 This magnificent beast looks like a huge white horse, but with black tufts of fur, and two spiraling horns on
her brow. XP 9,600
CN Huge Magical Beast
Init +7; Senses Darkvision 60 ft., low-light vision, scent; Perception +18
DEFENSE
AC 23, touch 16, flat-footed 20 (+5 deflection, +3 dex, +7 natural, -2 size)
hp 126 (12d10+60)
Fort +13, Ref +11, Will +7
DR 10/cold iron; Immune Charm, Compulsion, Holy, Poison
OFFENSE
Speed 70 ft.
Melee Gore +12 (2d8+7 plus 1d6 holy), 2 Hooves +8 (1d8+3 plus 1d6 holy)
Space 15 ft.; Reach 15 ft.
Special Attacks Powerful Charge (Gore, 3d8+14 plus 2d6 holy)
STATISTICS
Str 24, Dex 16, Con 20, Int 4, Wis 18, Cha 20
Base Atk +12; CMB +21; CMD 34 (38 vs trip)
Feats Blind-Fight, Endurance, Improved Initiative, Multiattack, Run, Weapon Focus (gore)
Skills Acrobatics +15, Climb +20, Perception +18, Stealth +10, Survival +18; Racial Modifier +3
Survival
SQ Magical Hide, Magical Strike
SPECIAL ABILITIES
Magical Hide (Ex)
A duplicorn adds her Charisma bonus as a deflection bonus to her Armor Class.
Magical Strike (Ex)
A duplicorn's gore attack is treated as a magic good weapon for the purposes of damage reduction.
Magmanir CR 5 This magnificent beast looks like a black horse, but with jagged bones as extra armor, brown tufts of fur,
and an extremely long curved sickle-shaped horn on his brow. The magmanir are slightly taller versions
of the mesmenir.
XP 1,600
CN Large Magical Beast
Init +8; Senses Darkvision 60 ft., low-light vision, scent; Perception +11
DEFENSE
AC 18, touch 13, flat-footed 14 (+4 dex, +5 natural, -1 size)
hp 55 (6d10+18)
Fort +8, Ref +9, Will +6
DR 5/cold iron; Immune Compulsion; Resist Holy 5
OFFENSE
Speed 60 ft.
Melee Gore +12 (2d6+5), 2 Hooves +8 (1d6+2); if horn is broken: Bite +11 (1d8+5), 2 Hooves +8
(1d6+2)
Range: Sickle-horn +9 (1d8+5/x4)
Space 10 ft.; Reach 10 ft.
Special Attacks Powerful Charge (Gore, 3d6+10), Sickle-horn Throwing (30 ft.)
STATISTICS
Str 20, Dex 18, Con 16, Int 4, Wis 18, Cha 18
Base Atk +6; CMB +12; CMD 26 (30 vs trip)
Feats Improved Initiative, Multiattack, Weapon Focus (horn)
Skills Acrobatics +10, Climb +12, Perception +11, Stealth +6, Survival +11; Racial Modifier +3
Survival
SPECIAL ABILITIES
Sickle-Horn Throwing (Ex)
The magmanir can throw his sickle-shaped horn at an arc towards his target up to 30 ft. This can hit all
enemies that are within the throwing radius. These throws work like radius effects from the magmanir and
their target hitting all foes between them on the outside of the circle. The horn always magically reappears
on his brow unless destroyed. The horn has a hardness of 5 and 18 hp.
Mesmanir CR 3 This magnificent beast looks like a brown horse, but with jagged bones as extra armor, white tufts of fur,
and an extremely long curved sickle-shaped horn on his brow. XP 800
CN Large Magical Beast
Init +3; Senses Darkvision 60 ft., low-light vision, scent; Perception +9
DEFENSE
AC 17, touch 12, flat-footed 14 (+3 dex, +5 natural, -1 size)
hp 36 (4d10+12)
Fort +7, Ref +7, Will +5
DR 5/cold iron; Resist Holy 5
OFFENSE
Speed 60 ft.
Melee Gore +8 (2d6+4), 2 Hooves +5 (1d6+2); if horn is broken: Bite +7 (1d8+4), 2 Hooves +5 (1d6+2)
Range: Sickle-horn +7 (1d8+4/x4)
Space 10 ft.; Reach 10 ft.
Special Attacks Powerful Charge (Gore, 3d6+8), Sickle-horn Throwing (30 ft.)
STATISTICS
Str 18, Dex 17, Con 16, Int 4, Wis 18, Cha 18
Base Atk +4; CMB +9; CMD 22 (26 vs trip)
Feats Multiattack, Weapon Focus (horn)
Skills Acrobatics +8, Climb +9, Perception +9, Stealth +4, Survival +9;
Racial Modifier +3 Survival
SPECIAL ABILITIES
Sickle-Horn Throwing (Ex)
The mesmenir can throw his sickle-shaped horn at an arc towards his target up to 30 ft. This can hit all
enemies that are within the throwing radius. These throws work like radius effects from the mesmenir and
their target hitting all foes between them on the outside of the circle. The horn always magically reappears
on his brow unless destroyed. The horn has a hardness of 5 and 12 hp.
Nightmare CR 5 This eerie horse-like creature's skin is an inky blackness. Fire spurts from his hair and nostrils, his hooves
spray sparks, and a single black horn on his forehead. XP 1,600
CN Large Magical Beast
Init +8; Senses Darkvision 60 ft., low-light vision, scent; Perception +11
DEFENSE
AC 18, touch 13, flat-footed 14 (+4 dex, +5 natural, -1 size)
hp 55 (6d10+18)
Fort +8, Ref +9, Will +6
DR 5/cold iron; Resist Shadow 5; Immune Charm, Compulsion, Poison
OFFENSE
Speed 60 ft.
Melee Gore +12 (2d6+5), 2 Hooves +8 (1d6+2 plus 1d4 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks Powerful Charge (Gore, 3d6+10),
STATISTICS
Str 20, Dex 18, Con 16, Int 4, Wis 18, Cha 18
Base Atk +6; CMB +12; CMD 26 (30 vs trip)
Feats Improved Initiative, Multiattack, Weapon Focus (horn)
Skills Acrobatics +10, Climb +12, Perception +11, Stealth +6, Survival +11;
Racial Modifier +3 Survival
SQ Magical Strike
SPECIAL ABILITIES
Magical Strike (Ex)
A nightmare's gore attack is treated as a magic evil weapon for the purposes of damage reduction.
Spiracorn CR 7 This magnificent beast looks like a white horse, but with brown tufts of fur, and two spiraling horns on her
brow. XP 3,200
CN Large Magical Beast
Init +8; Senses Darkvision 60 ft., low-light vision, scent; Perception +13
DEFENSE
AC 22, touch 17, flat-footed 18 (+4 deflection, +4 dex, +5 natural, -1 size)
hp 78 (8d10+32)
Fort +10, Ref +10, Will +6
DR 10/cold iron; Resist Holy 10; Immune Charm, Compulsion, Poison
OFFENSE
Speed 60 ft.
Melee Gore +12 (2d6+5 plus 1d4 holy), 2 Hooves +8 (1d6+2 plus 1d4 holy)
Space 10 ft.; Reach 10 ft.
Special Attacks Powerful Charge (Gore, 3d6+10 plus 2d4 holy)
STATISTICS
Str 20, Dex 18, Con 18, Int 4, Wis 18, Cha 18
Base Atk +8; CMB +14; CMD 28 (32 vs trip)
Feats Blind-Fight, Improved Initiative, Multiattack, Weapon Focus (gore)
Skills Acrobatics +12, Climb +14, Perception +13, Stealth +8, Survival +13; Racial Modifier +3 Survival
SQ Magical Hide, Magical Strike
SPECIAL ABILITIES
Magical Hide (Ex)
A spiracorn adds her Charisma bonus as a deflection bonus to her Armor Class.
Magical Strike (Ex)
A spiracorn's gore attack is treated as a magic good weapon for the purposes of damage reduction.
Unicorn CR 3 This magnificent beast looks like a white horse, but with a single long ivory horn on her brow.
XP 800
CN Large Magical Beast
Init +3; Senses Darkvision 60 ft., low-light vision, scent; Perception +9
DEFENSE
AC 15, touch 12, flat-footed 12 (+3 dex, +3 natural, -1 size)
hp 36 (4d10+12)
Fort +7, Ref +7, Will +5
DR 5/cold iron; Resist Holy 5; Immune Charm, Compulsion, Poison
OFFENSE
Speed 60 ft.
Melee Gore +8 (2d6+4), 2 Hooves +5 (1d6+2)
Space 10 ft.; Reach 10 ft.
Special Attacks Powerful Charge (Gore, 3d6+8), Sickle-horn Throwing (30 ft.)
STATISTICS
Str 18, Dex 17, Con 16, Int 4, Wis 18, Cha 18
Base Atk +4; CMB +9; CMD 22 (26 vs trip)
Feats Multiattack, Weapon Focus (horn)
Skills Acrobatics +8, Climb +9, Perception +9, Stealth +4, Survival +9; Racial Modifier +3 Survival
SQ Magical Strike
SPECIAL ABILITIES
Magical Strike (Ex)
A unicorn's gore attack is treated as a magic good weapon for the purposes of damage reduction.
Bee CR 1 Striking yellow and black markings and a coat of bristling hairs cover this immense bee. Its stinger is the
size of a dagger blade. XP 400
N Medium Vermin
Init +2; Senses Darkvision 60 ft.; Perception +1
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 dex, +1 natural)
hp 19 (3d8+3)
Fort +4, Ref +3, Will +2
Immune Mind-affecting effects, Poison; Resist Earth 5
Weakness Wind
OFFENSE
Speed 20 ft., Fly 60 ft. (good)
Melee Sting +2 (1d4 plus poison)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 11, Dex 14, Con 13, Int -, Wis 12, Cha 9
Base Atk +2; CMB +2; CMD 14 (18 vs. trip)
Feats Hover
Skills Fly +6
SPECIAL ABILITIES
Poison (Ex)
Sting — injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d3 non-elemental damage; cure
1 save.
Death Hornet CR 9 This creature looks like a larger version of a normal hornet with striking orange and purple markings and a
coat of bristling hairs cover it. Its stinger is the size of a long blade and drips with deathly venom. This
hornet tries to paralyze their foe before dripping venom into them while trying to keep them alive but just
barely.
XP 2,400
N Medium Magical Beast
Init +9; Senses Darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC 22, touch 15, flat-footed 17 (+5 dex, +7 natural)
hp 117 (12d10+48)
Fort +12, Ref +13, Will +6
Immune Poison, Paralysis; Resist Earth 15
Weakness Wind
OFFENSE
Speed 20 ft., Fly 60 ft. (good)
Melee 2 Stings +16 (1d8+4/19-20 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Blind Needles, Death Needles, Poison Needles, Sharp Edge
STATISTICS
Str 18, Dex 20, Con 18, Int 3, Wis 15, Cha 9
Base Atk +12; CMB +16; CMD 31
Feats Ability Focus (Death Needles), Flyby Attack, Hover, Improved Critical (Stinger) Improved
Initiative, Power Attack
Skills Fly +17, Perception +15
SPECIAL ABILITIES
Blind Needles (Su)
5/day, a death hornet shoots out white needles towards a single target within a 30-ft. range and must make
a ranged touch attack (+17) to inflict 6d4 points of non-elemental damage. The creature must make a
Fortitude save (DC 15) or gain the Blind status effect for 1d4 rounds. Blue mages may learn this ability as
a 3rd level spell (Knowledge: Arcana DC 21).
Death Needles (Su)
3/day, a death hornet shoots out black needles towards a single target within a 30-ft. range and must make
a ranged touch attack (+17) to inflict 8d4 points of non-elemental damage. The creature must make a
Fortitude save (DC 18) or gain the Paralyzed status effect for 1d4 rounds. This is considered a poison
effect. Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).
Poison (Ex)
Sting — injury; save Fort DC 20; frequency 1/round for 4 rounds; effect 1d12 non-elemental damage; cure
1 save.
Poison Needles (Su)
A death hornet shoots out green needles towards a single target within a 30-ft. range and must make a
ranged touch attack (+17) to inflict 4d4 points of non-elemental damage. The creature must make a
Fortitude save (DC 14) or gain the Poison status effect, taking 1d4 points of non-elemental damage per
round for 1d4 rounds. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Sharp Edge (Ex)
Since death hornets have such sharp stingers their critical range and damage is increased by 1.
Hornet CR 4 This creature looks like a larger version of a normal wasp with a jet black body and reddish eyes. Its stinger is
the size of a long blade and drips with deadly venom. XP 1,200
N Medium Magical Beast
Init +3; Senses Darkvision 60 ft., low-light vision; Perception +7
DEFENSE
AC 17, touch 13, flat-footed 14 (+3 dex, +4 natural)
hp 47 (5d10+15)
Fort +7, Ref +7, Will +2
Immune Poison; Resist Earth 10
Weakness Wind
OFFENSE
Speed 20 ft., Fly 60 ft. (good)
Melee Sting +7 (1d8+3 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Poison Needles
STATISTICS
Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 9
Base Atk +5; CMB +7; CMD 20
Feats Flyby Attack, Hover, Power Attack
Skills Fly +9, Perception +7
SPECIAL ABILITIES
Poison (Ex)
Sting — injury; save Fort DC 20; frequency 1/round for 4 rounds; effect 1d12 non-elemental damage; cure 1
save.
Poison Needles (Su)
3/day, a hornet shoots out green needles towards a single target within a 30-ft. range and must make a
ranged touch attack (+8) to inflict 4d4 points of non-elemental damage. The creature must make a Fortitude
save (DC 13) or gain the Poison status effect, taking 1d4 points of non-elemental damage per round for 1d4
rounds. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Killer Bee CR 6 This creature looks like a larger version of a normal bee with striking orange and black markings and a coat
of bristling hairs cover it. Its stinger is the size of a long blade and drips with killer venom. These bees are
extremely aggressive and attack those who come within 300 feet within their nest.
XP 2,400
N Medium Magical Beast
Init +8; Senses Darkvision 60 ft., low-light vision; Perception +11
DEFENSE
AC 19, touch 14, flat-footed 15 (+4 dex, +5 natural)
hp 72 (8d10+24)
Fort +9, Ref +10, Will +4
Immune Poison; Resist Earth 10
Weakness Wind
OFFENSE
Speed 20 ft., Fly 60 ft. (good)
Melee 2 Stings +7 (1d8+2/19-20 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Blind Needles, Poison Needles, Sharp Edge
STATISTICS
Str 16, Dex 18, Con 17, Int 2, Wis 14, Cha 9
Base Atk +8; CMB +11; CMD 25
Feats Flyby Attack, Hover, Improved Initiative, Power Attack
Skills Fly +13, Perception +11
SPECIAL ABILITIES
Blind Needles (Su)
3/day, a killer bee shoots out white needles towards a single target within a 30-ft. range and must make a
ranged touch attack (+12) to inflict 6d4 points of non-elemental damage. The creature must make a Fortitude
save (DC 15) or gain the Blind status effect for 1d4 rounds. Blue mages may learn this ability as a 3rd level
spell (Knowledge: Arcana DC 21).
Poison (Ex)
Sting — injury; save Fort DC 17; frequency 1/round for 4 rounds; effect 1d8 non-elemental damage; cure 1
save.
Poison Needles (Su)
A killer bee shoots out green needles towards a single target within a 30-ft. range and must make a ranged
touch attack (+12) to inflict 4d4 points of non-elemental damage. The creature must make a Fortitude save
(DC 14) or gain the Poison status effect, taking 1d4 points of non-elemental damage per round for 1d4
rounds. Blue mages may learn this ability as a 2nd level spell (Knowledge: Arcana DC 19).
Sharp Edge (Ex)
Since killer bees have such sharp stingers their critical range and damage is increased by 1.
Wasp CR 2 Striking yellow and black markings and a coat of bristling hairs cover this immense wasp. Its stinger is the
size of a short blade and drips with venom. XP 600
N Medium Vermin
Init +3; Senses Darkvision 60 ft.; Perception +1
DEFENSE
AC 15, touch 13, flat-footed 12 (+3 dex, +2 natural)
hp 25 (4d8+8))
Fort +6, Ref +4, Will +2
Immune Mind-affecting effects, Poison; Resist Earth 5
Weakness Wind
OFFENSE
Speed 20 ft., Fly 60 ft. (good)
Melee Sting +4 (1d6+1 plus poison)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 12, Dex 16, Con 14, Int -, Wis 12, Cha 9
Base Atk +3; CMB +4; CMD 17 (21 vs. trip)
Feats Hover
Skills Fly +18
SPECIAL ABILITIES
Poison (Ex)
Sting — injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d4 non-elemental damage; cure 1
save.
Bashura CR 6 This large ape-like creature ranges from 8-10 feet tall, weighs in excess of 450 pounds, and is covered in
black fur.
XP 2,400
N Large Monstrous Humanoid
Init +6; Senses Darkvision 60 ft., low-light vision, scent; Perception +11
DEFENSE
AC 17, touch 11, flat-footed 15 (+2 dex, +6 natural, -1 size)
hp 89 (8d10+48)
Fort +9, Ref +8, Will +6
Resist Ice 15
Weakness Fire
OFFENSE
Speed 40 ft., Climb 30 ft.
Melee 2 Slams +15 (2d6+8)
Ranged Rock +10 (1d8+12)
Space 10 ft.; Reach 10 ft.
Special Attacks Rock Throwing (120 ft.)
STATISTICS
Str 26, Dex 15, Con 20, Int 9, Wis 10, Cha 10
Base Atk +8; CMB +17; CMD 29
Feats Great Fortitude, Improved Initiative, Power Attack, Toughness
Skills Climb +21, Intimidate +11, Perception +11, Stealth +2 (+10 in snow); Racial Modifiers +4 Stealth
(+12 in snow)
Language Aklo
SQ Blood Rage, Raise Dukes
SPECIAL ABILITIES
Blood Rage (Ex)
When a bashura takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2
Constitution and +2 Strength, but takes a -2 penalty to its AC. The rage lasts as long as the battle or 1
minute, whichever is shorter. It cannot end its rage voluntarily.
Raise Dukes (Su)
Once per day and below 50% hit points, a bashura can root itself in place, powering up its defenses and
countering any physical attack. Using this ability, a bashura gains DR 10/- and is able to counterattack once
per round, once per opponent. Also, the bashura will be unable to move but it is also immune to Bull Rush
combat maneuvers. This ability lasts 1 minute. Blue mages may learn this ability as a 5th level spell (DC
25).
Kottos CR 11
This large ape-like creature has four arms and is covered in purple fur. These creatures are guardians for
temples in mountainous areas.
XP 12,800
N Large Monstrous Humanoid
Init +8; Senses Darkvision 60 ft., low-light vision, scent; Perception +18
DEFENSE
AC 23, touch 13, flat-footed 19 (+4 dex, +10 natural, -1 size)
hp 176 (14d10+112)
Fort +13, Ref +13, Will +10
DR 5/cold iron Immune Ice
Weakness Fire
OFFENSE
Speed 40 ft., Climb 30 ft.
Melee 4 Slams +24 (2d6+11)
Ranged 2 Rocks +18 (1d8+11)
Space 10 ft.; Reach 10 ft.
Special Attacks Rock Throwing 120 ft.
STATISTICS
Str 32, Dex 18, Con 24, Int 9, Wis 12, Cha 10
Base Atk +14; CMB +26; CMD 40
Feats Cleave, Greater Cleave, Great Fortitude, Improved Initiative, Power Attack, Toughness, Vital Strike
Skills Climb +30, Intimidate +17, Perception +18, Stealth +10 (+18 in snow); Racial Modifier +4 Stealth
(+12 in snow)
Language Aklo
SQ Greater Blood Rage, Raise Dukes
SPECIAL ABILITIES
Greater Blood Rage (Ex)
When a kottos takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +4
Constitution and +4 Strength, but takes a -4 penalty to AC. The rage lasts as long as the battle or 1 minute,
whichever is shorter. It cannot end its rage voluntarily.
Raise Dukes (Su)
Once per day and when below 50% hit points, a kottos can root itself in place, powering up its defenses and
countering any physical attack. Using this ability, a kottos gains DR 10/- and is able to counterattack once
per round, once per opponent. Also, a kottos will be unable to move but it is also immune to Bull Rush
combat maneuvers. This ability lasts 1 minute. Blue mages may learn this ability as a 5th level spell (DC
25).
Wendigo CR 8
This large hairy ape-like creature ranges between 8-12 feet tall, weighs in excess of 500 pounds and is
covered in snowy white fur.
XP 4,800
N Large Monstrous Humanoid
Init: +7; Senses Darkvision 60 ft. low-light vision, scent; Perception +14
DEFENSE
AC 20, touch 12, flat-footed 17 (+3 dex, +8 natural, -1 size)
hp 132 (10d10+82)
Fort +12, Ref +9, Will +8
Immune Ice
Weakness Fire
OFFENSE
Speed 40 ft., Climb 30 ft.
Melee 2 Slams +19 (2d6+10)
Ranged Rock +13 (1d8+15)
Space 10 ft.; Reach 10 ft.
Special Attacks Rock Throwing (120 ft.)
STATISTICS
Str 30, Dex 17, Con 24, Int 9, Wis 12, Cha 10
Base Atk +10; CMB +21; CMD 34
Feats Cleave, Great Fortitude, Improved Initiative, Power Attack, Toughness
Skills Climb +25, Intimidate +13, Perception +14, Stealth +5 (+13 in snow); Racial Modifiers +4 Stealth
(+12 in snow)
Language Aklo
SQ Blood Rage, Raise Dukes
SPECIAL ABILITIES
Blood Rage (Ex)
When the wendigo takes damage in combat, on its next turn it can fly into a rage as a free action. It gains +2
Constitution and +2 Strength, but takes a -2 penalty to its AC. The rage lasts as long as the battle or 1
minute, whichever is shorter. It cannot end its rage voluntarily.
Raise Dukes (Su)
Once per day and when below 50% hit points, a wendigo can root itself in place, powering up its defenses
and countering any physical attack. Using this ability, a wendigo gains DR 10/- and is able to counterattack
once per round, once per opponent. Also, the wendigo will be unable to move but is also immune to Bull
Rush combat maneuvers. This ability lasts 1 minute. Blue mages may learn this ability as a 5th level spell
(DC 25).
WORLD WEAPONS
The World Weapons are powerful constructs that exist underneath the world. Created to defeat Jenova, the
World Weapons are massive bio-mechanical engines of destruction designed to protect the Planet. Although
three World Weapons are known about, five more are rumored to have existed.
Each World Weapon bears an appearance distinct to itself, and a few appear to have elemental attributes. The
World Weapons are each tall and massively powerful, with technological advancements far beyond normal
means.
Diamond Weapon CR 22
This giant white construct is one of five Weapons that the planet has produced and dispatched to cleanse
any threats to its continued existence.
XP 614,400
N Colossal Construct
Init +4; Senses Darkvision 120 ft., low-light vision, tremorsense 60 ft., superior optics; Perception +37
DEFENSE
AC 35, touch 2; flat-footed 43 (+43 natural armor, -8 size)
hp 283 (37d10+80)
Fort +13, Ref +13, Will +16
Defensive Abilities Hardness 50 (see below); Immune Mind-affecting effects, Status effects, Dark, Holy;
Resist Fire 30
Weaknesses Lightning
OFFENSE
Speed 50 ft., Fly 120 ft. (clumsy)
Melee 2 Slams +50 (4d8+20)
Space 30 ft.; Reach 30 ft.
Special Attacks Grand Stomp, Diamond Fire, Diamond Flash
STATISTICS
Str 50, Dex 10, Con —, Int 12, Wis 17, Cha 18
Base Atk +37; CMB +65; CMD 75
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Dodge, Great
Fortitude, Improved Bull Rush, Improved Initiative, Lightning Reflexes, Power Attack, Quickened Spell-
Life Ability (Diamond Fire), Weapon Focus (Slam)
Skills Fly +37, Perception +37
SQ Construct traits; Spell Resistance 32; Fast Healing 10
SPECIAL ABILITIES
Grand Stomp (Ex)
Diamond Weapon stomps its foot down upon any creature within its 30-ft.-reach. Creatures within a 30-ft.-
radius take 10d6+20 points of damage (Reflex save DC 32 for half damage). Diamond Weapon uses this
ability if there are more than one foe around it.
Diamond Fire (Su)
Diamond Weapon fires off a ray of non-elemental energy at a random foe. Ranged touch attack (+29), if it
hits, deals 10d6 points of non-elemental damage. Diamond Weapon must wait 1d4 rounds to use this
ability again. Blue mages may learn this ability as a 6th level spell (Knowledge: Engineering or
Technology DC 27).
Diamond Flash (Su)
Diamond Weapon lowers down its defenses for one round as it blasts its foes around it. Creatures within a
60’ radius of Diamond Weapon take 20d6 points of holy damage (Reflex save DC 32 for half damage).
Creatures who fail the Reflex save must also make a Fortitude save (DC 32) or be inflicted with Silence
status for 1 minute. During the round that Diamond Flash is used, the Diamond Weapon's hardness is
reduced to 0. Diamond Weapon must wait 1d4 rounds to use this ability again. Blue mages may learn this
ability as a 9th level spell (Knowledge: Engineering or Technology DC 33).
Superior Optics (Ex)
Diamond Weapon sees invisible creatures or objects as if they were visible.
Emerald Weapon CR 22
This giant green construct is one of five Weapons that the planet has produced and dispatched to cleanse any
threats to its continued existence. Emerald Weapon is accompanied by 4 floating Emerald Eye constructs.
XP 614,400
N Colossal Construct
Init +4; Senses Darkvision 120 ft., low-light vision, tremorsense 60 ft., superior optics; Perception +37
DEFENSE
AC 35, touch 2; flat-footed 45 (+43 natural armor, -8 size)
hp 283 (37d10+80); Fast Healing 10
Fort +13, Ref +13, Will +16
Defensive Abilities Hardness 15; Immune Construct traits, Status effects, Earth, Water; Resist Ice 30; SR
32
Weaknesses Lightning
OFFENSE
Speed 50 ft., Fly 120 ft. (clumsy)
Melee 2 Slams +50 (4d8+20)
Space 30 ft.; Reach 30 ft.
Special Attacks Grand Stomp, Eye Reconstruct, Emerald Beam, Emerald Blast, Aire Tam Storm
STATISTICS
Str 50, Dex 10, Con —, Int 12, Wis 17, Cha 18
Base Atk +37; CMB +65; CMD 75
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Dodge, Great
Fortitude, Improved Bull Rush, Improved Initiative, Lightning Reflexes, Power Attack, Quickened Spell-
Life Ability (Emerald Beam), Weapon Focus (Slam)
Skills Fly +37, Perception +37
SPECIAL ABILITIES
Grand Stomp (Ex)
Emerald Weapon stomps its foot down upon any creature within its 30-ft.-reach. Creatures within a 30-ft.-
radius take 10d6+20 points of damage (Reflex save DC 32 for half damage). Emerald Weapon uses this
ability if there are more than one foe around it.
Emerald Beam (Su)
Emerald Beam fires off a ray of non-elemental energy at a random foe. Ranged touch attack (+29), if it hits,
deals 10d6 points of non-elemental damage. Emerald Weapon must wait 1d4 rounds to use this ability again.
Blue mages may learn this ability as a 6th level spell (Knowledge: Engineering or Technology DC 27).
Emerald Blast (Su)
Emerald Weapon engulfs one opponent in suffocating, crushing water. This attack deals 15d10 points of
water damage and inflicts the Drenched status (Fortitude save DC 32 for half damage and negates the status
effect). Emerald Weapon must wait 1d4 rounds to use this ability again. Blue mages may learn this ability as
a 9th level spell (Knowledge: Engineering or Technology DC 33).
Aire Tam Storm (Su)
Emerald Weapon unleashes the energy within materias around it, causing them to erupt. This attack deals 5
points of non-elemental damage per material level (5/10/15/20) per materia on or equipped on each person
within a 60-ft.-radius (No save). Emerald Weapon must wait 1d4 rounds to use this ability again. Blue mages
may learn this ability as a 9th level spell (Knowledge: Engineering or Technology DC 33).
Superior Optics (Ex)
Emerald Weapon sees invisible creatures or objects as if they were visible.
Emerald Eye (Type 1 and 2) CR 8
These eye constructs follow the commands of the Emerald Weapon. Two of each type (1 and 2) that drain
HPs and MPs with their attacks.
XP 4,800
N Small Construct
Init: +5; Senses Darkvision 60 ft., low-light vision, superior optics; Perception +0
DEFENSE
AC 21, touch 16; flat-footed 16 (+5 dex, +5 natural, +1 size)
hp 65 (10d10+10)
Fort +5, Ref +10, Will +5
Defensive Abilities Hardness 5; Immune Construct traits, Status effects, Earth, Ice, Water
Weakness Lightning
OFFENSE
Speed Fly 120 ft. (perfect)
Melee Slam +8 (1d6-2)
Special Attacks HP Absorb (Type 1), MP Absorb (Type 2)
STATISTICS
Str 6, Dex 20, Con —, Int —, Wis 11, Cha 1
Base Atk +10; CMB +7; CMD 22
SQ Improved Evasion
SPECIAL ABILITIES
HP Absorb (Su)
Type 1 Emerald Eyes fires a pulsating green beam at a single target that drains HPs and heals either itself or
the Emerald Weapon. This attack deals 5d6 points of non-elemental damage (Fortitude save DC 20 to
negate). Damage dealt this way heals either the Emerald Eye construct or the Emerald Weapon. Blue mages
may learn this ability as a 5th level spell (Knowledge: Engineering or Technology DC 25).
MP Absorb (Su)
Type 2 Emerald Eyes fires a pulsating green beam at a single target that drains MPs and heals either itself or
the Emerald Weapon. This attack deals 5d6 points of MP damage (Fortitude save DC 20 to negate).
Damage dealt this way heals either the Emerald Eye construct or the Emerald Weapon. Does not work
against foes without a MP pool. Blue mages may learn this ability as a 5th level spell (Knowledge:
Engineering or Technology DC 25).
Superior Optics (Ex)
Emerald eyes see invisible creatures or objects as if they were visible.
Ruby Weapon CR 22
This giant red construct is one of five Weapons that the planet has produced and dispatched to cleanse any
threats to its continued existence.
XP 614,400
N Colossal Construct
Init +4; Senses Darkvision 120 ft., low-light vision, tremorsense 60 ft., superior optics; Perception +37
DEFENSE
AC 35, touch 2; flat-footed 43 (+43 natural armor, -8 size)
hp 283 (37d10+80); Fast Healing 10
Fort +13, Ref +13, Will +16
Defensive Abilities Hardness 15; Immune Construct traits, Status effects, Earth, Fire, Ice, Lightning, Water;
SR 32
OFFENSE
Speed 50 ft., Fly 120 ft. (clumsy)
Melee 2 Slams +50 (4d8+20)
Space 30 ft.; Reach 30 ft.
Special Attacks Grand Stomp, Ruby Ray, Ruby Fire, Whirlsand, Shadow Flare
STATISTICS
Str 50, Dex 10, Con —, Int 12, Wis 17, Cha 18
Base Atk +37; CMB +65; CMD 75
Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Dodge, Great
Fortitude, Improved Bull Rush, Improved Initiative, Lightning Reflexes, Power Attack, Quickened Spell-Life
Ability (Ruby Ray), Weapon Focus (Slam)
Skills Fly +37, Perception +37
SPECIAL ABILITIES
Grand Stomp (Ex)
Ruby Weapon stomps its foot down upon any creature within its 30-ft.-reach. Creatures within a 30-ft.-radius
take 10d6+20 points of damage (Reflex save DC 32 for half damage). Ruby Weapon uses this ability if there
are more than one foe around it.
Ruby Ray (Su)
Ruby Weapon fires off a ray of non-elemental energy at a random foe. Ranged touch attack (+29), if it hits,
deals 15d6 points of non-elemental damage. Ruby Weapon must wait 1d4 rounds to use this ability again.
Blue mages may learn this ability as a 6th level spell (Knowledge: Engineering or Technology DC 27).
Ruby Fire (Su)
Ruby Weapon engulfs one opponent in intense flames. This attack deals 15d10 points of fire damage and
inflicts Burning status (Fortitude save DC 32 for half damage and negates the status effect). Ruby Weapon
must wait 1d4 rounds to use this ability again. Blue mages may learn this ability as a 9th level spell
(Knowledge: Engineering or Technology DC 33).
Whirlsand (Su)
Ruby Weapon makes the sand erupt and whirl around its foes. Creatures within a 60’ radius of Ruby Weapon
takes 15d10 points of wind damage and inflicts Squalled status (Reflex save DC 32 for half damage and
negates status effect). Creatures who fail the Reflex save must also make a Fortitude save (DC 32) or be
inflicted with the Blind status for 1d6 rounds. Ruby Weapon must wait 1d4 rounds to use this ability again.
Blue mages may learn this ability as a 9th level spell (Knowledge: Engineering or Technology DC 33).
Shadow Flare (Su)
Ruby Weapon sends off a blast of dark magic against its foes. This is a spell-like ability that functions like the
Flare black magic spell except it deals shadow damage instead. It casts as a 20th-level black mage. Blue
mages may learn this ability as a 6th level spell (Knowledge: Engineering or Technology DC 27).
Superior Optics (Ex)
Ruby Weapon sees invisible creatures or objects as if they were visible.
Sand Worm CR 14 A huge, powerful, hundred-foot-long worm burrows through the sands looking for its next meal. The worm’s
thick, segmented hide ranges in color from tan to golden brown, providing natural camouflage. XP 38,400
N Gargantuan Magical Beast
Init -2; Senses Darkvision 60 ft., tremorsense 240 ft.; Perception +18
DEFENSE
AC 26, touch 4, flat-footed 26 (-2 dex, +22 natural, -4 size)
hp 201 (16d10+128)
Fort +17, Ref +8, Will +4
Immune Fire; Resist Earth 10
Weakness Water
OFFENSE
Speed 20 ft., Burrow 50 ft.
Melee Bite +25 (4d8+18/19-20 plus grab)
Space 20 ft.; Reach 15 ft.
Special Attacks Crush (10d4+18, Reflex DC 27), Earthquake, Swallow Whole (4d8+12 bludgeoning damage,
AC 21, 28 hp)
STATISTICS
Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Base Atk +16; CMB +32 (+36 grapple); CMD 40 (can’t be tripped)
Feats Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (Bite), Power Attack,
Staggering Critical, Toughness, Weapon Focus (Bite)
Skills Perception +18, Stealth +10; Racial Modifier +8 Stealth
SPECIAL ABILITIES
Crush (Ex)
A sand worm can roll over onto opponents as a standard action, using its whole body to crush them. Crush
attacks are effective only against Medium or smaller opponents. A crush attack affects as many creatures as
can fit under the sand worm's body. Creatures in the affected area must succeed on a Reflex save (DC 27) or
be pinned, automatically taking 10d4+18 points of bludgeoning damage during the next round unless the sand
worm moves off them. If the sand worm chooses to maintain the pin, treat it as a normal grapple attack. Pinned
opponents take damage from the crush each round if they don't escape. The save DC is Constitution-based.
Earthquake (Su)
A sand worm can cause the ground to erupt around it within a 30-ft.-radius. Creatures within the area of effect
take 8d6 points of earth damage and are inflicted with the Weighted status effect. A successful Reflex save
(DC 21) reduces the damage by half and negates the status effect). Blue mages may learn this ability as a 4th
level spell (Knowledge: Arcana DC 23).
Sea Worm CR 14
A huge, powerful, hundred-foot-long worm leaps out of the waves striking down ships out at sea. The worm's
thick, segmented hide ranges in color from blue to dark blue, providing natural camouflage. XP 38,400
N Gargantuan Magical Beast (Aquatic)
Init -2; Senses Darkvision 60 ft., tremorsense 60 ft.; Perception +18
DEFENSE
AC 26, touch 4, flat-footed 26 (-2 dex, +22 natural, -4 size)
hp 201 (16d10+128)
Fort +17, Ref +8, Will +4
Immune Ice, Resist water 10
Weakness Fire
OFFENSE
Speed 20 ft., Swim 50 ft.
Melee Bite +25 (4d8+18/19-20 plus grab)
Space 20 ft.; Reach 15 ft.
Special Attacks Crush (10d4+18, Reflex DC 27), Aqualung, Swallow Whole (4d8+12 bludgeoning damage,
AC 21, 28 hp)
STATISTICS
Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Base Atk +16; CMB +32 (+36 grapple); CMD 40 (can’t be tripped)
Feats Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (Bite), Power Attack,
Staggering Critical, Toughness, Weapon Focus (Bite)
Skills Perception +18, Stealth +10, Swim +12; Racial Modifier +8 Stealth
SPECIAL ABILITIES
Crush (Ex)
A sea worm can roll over onto opponents as a standard action, using its whole body to crush them. Crush
attacks are effective only against Medium or smaller opponents. A crush attack affects as many creatures as
can fit under the sea worm's body. Creatures in the affected area must succeed on a Reflex save (DC 27) or be
pinned, automatically taking 10d4+18 points of bludgeoning damage during the next round unless the sea
worm moves off them. If the sea worm chooses to maintain the pin, treat it as a normal grapple attack. Pinned
opponents take damage from the crush each round if they don't escape. The save DC is Constitution-based.
Aqualung (Su)
A sea worm can emit a 30-ft.-cone of watery breath. Creatures within the area of effect take 8d6 points of
water damage and are inflicted with Silence status for 1d6 rounds. A successful Reflex save (DC 21) reduces
the damage by half and negates the status effect. Blue mages may learn this ability as a 4th level spell
(Knowledge: Arcana DC 23).
Dragon Aevis CR 15 A crystal winged dragon-like creature without forearms and its tail tipped with a hooked stinger. A rare
breed of wyvern with an aggressive attitude for intruders.
XP 51,200
N Huge Dragon
Init +3; Senses Darkvision 60 ft., low-light vision, scent; Perception +31
DEFENSE
AC 28, touch 12, flat-footed 24 (+3 dex, +1 dodge, +16 natural, -2 size)
hp 252 (20d12+120)
Fort +18, Ref +15, Will +13
Defensive Abilities Ray reflection; Immune Paralysis, Sleep; Resist Earth 15, Fire 10, Ice 10; SR 26
Weakness Wind
OFFENSE
Speed 20 ft., Fly 60 ft. (poor)
Melee Sting +26 (2d6+8 plus poison), Bite +26 (4d6+6 plus grab), 2 Wings +21 (2d6+3 plus poison2)
Space 15 ft.; Reach 15 ft.
Special Attacks Breath Weapon (40-ft. Cone, 12d8 fire damage, Reflex DC 26 half, usable every 1d4
rounds), Rake (2 talons +10, 1d8+8 plus poison2), Wind Slash
STATISTICS
Str 27, Dex 16, Con 22, Int 7, Wis 12, Cha 9
Base Atk +20; CMB +30 (+34 grapple); CMD 44
Feats Critical Focus, Dodge, Improved Critical (bite), Improved Natural Attack (bite), Improved Natural
Attack (sting), Improved Natural Attack (wing), Improved Vital Strike, Power Attack, Staggering Critical,
Vital Strike
Skills Fly +16, Perception +31, Sense Motive +24 Stealth +16; Racial Modifier +4 Perception
Language Draconic
SPECIAL ABILITIES
Poison (Ex)
Sting – injury; Fortitude save DC 26; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure
2 consecutive saves. The save DC is Constitution-based.
Poison2 (Ex)
Wings or Talons – injury; Fortitude save DC 26; frequency 1/round for 6 rounds; effect 1d10 non-elemental
damage; cure 1 save. The save DC is Constitution-based.
Ray Reflection (Ex)
A dragon aevis' scales reflect ray spells back upon the ray's source if the ray fails to overcome the dragon
aevis's spell resistance.
Wind Slash (Su)
Once every 1d4+1 rounds as a full round action, a dragon aevis can choose to do this effect twice since it
reacts really quickly. A dragon aevis uses its wings to cause the wind to slice all those in a 60-ft.-cone.
Creatures within the area of effect take 15d6 points of wind damage, Reflex save (DC 19) for half damage.
Blue mages may learn this ability as an 8th level spell (Knowledge: Arcana DC 31).
Lesser Lopros CR 9 A blue winged dragon-like creature without forearms and its tail tipped with a hooked stinger. This creature
hides on ceilings of icy caves waiting for their next target to eat. XP 6,400
N Large Dragon
Init +5; Senses Darkvision 60 ft., low-light vision, scent; Perception +22
DEFENSE
AC 23, touch 11, flat-footed 21 (+1 dex, +1 dodge, +12 natural, -1 size)
hp 130 (11d12+55)
Fort +12, Ref +8, Will +10
Immune Paralysis, Sleep; Resist Earth 15, Ice 10
Weakness Wind
OFFENSE
Speed 20 ft., Fly 60 ft. (poor)
Melee Sting +15 (1d8+5 plus poison), Bite +15 (2d6+5 plus grab), 2 Wings +10 (1d6+2 plus poison2)
Space 10 ft.; Reach 10 ft.
Special Attacks Breath Weapon (40-ft. Cone, 6d8 ice damage, Reflex DC 20 half, usable every 1d4
rounds), Rake (2 talons +10, 1d6+5 plus poison2), Wing Cutter
STATISTICS
Str 21, Dex 13, Con 20, Int 7, Wis 12, Cha 9
Base Atk +11; CMB +17 (+21 grapple); CMD 28
Feats Critical Focus, Dodge, Improved Initiative, Improved Natural Attack (sting), Iron Will, Power Attack
Skills Fly +9, Perception +22, Sense Motive +15, Stealth +11; Racial Modifier +4 Perception
Language Draconic
SPECIAL ABILITIES
Poison (Ex)
Sting – injury; Fortitude save DC 20; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure
2 consecutive saves. The save DC is Constitution-based.
Poison2 (Ex)
Wings or Talons – injury; save Fortitude DC 20; frequency 1/round for 6 rounds; effect 1d6 non-elemental
damage; cure 1 save. The save DC is Constitution-based.
Wing Cutter (Su)
3/day, a wyvern can cause the wind to slice the air in front of it in a 30-ft.-cone. Creatures within the area of
effect take 4d6 points of wind damage, Reflex save (DC 17) for half damage. Blue mages may learn this
ability as a 2nd level spell (Knowledge: Arcana DC 19).
Wyvern CR 6 A red winged dragon-like creature without forearms and its tail tipped with a hooked stinger.
XP 2,400
N Large Dragon
Init +5; Senses Darkvision 60 ft., low-light vision, scent; Perception +18
DEFENSE
AC 19, touch 10, flat-footed 18 (+1 dex, +9 natural, -1 size)
hp 73 (7d12+28)
Fort +9, Ref +6, Will +8
Immune Paralysis, Sleep; Resist Earth 10, Fire 10
Weakness Wind
OFFENSE
Speed 20 ft., Fly 60 ft. (poor)
Melee Sting +10 (1d6+4 plus poison), Bite +10 (2d6+4 plus grab), 2 Wings +5 (1d6+2)
Space 10 ft.; Reach 10 ft.
Special Attacks Breath Weapon (40-ft. Cone, 4d8 fire damage, Reflex DC 17 half, usable every 1d4
rounds), Rake (2 talons +10, 1d6+4), Wing Cutter
STATISTICS
Str 19, Dex 12, Con 18, Int 7, Wis 12, Cha 9
Base Atk +7; CMB +12 (+16 grapple); CMD 23
Feats Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception)
Skills Fly +5, Perception +18, Sense Motive +11, Stealth +7; Racial Modifier +4 Perception
Language Draconic
SPECIAL ABILITIES
Poison (Ex)
Sting – injury; Fortitude save DC 17; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure
2 consecutive saves. The save DC is Constitution-based.
Wing Cutter (Su)
3/day, a wyvern can cause the wind to slice the air in front of it in a 30-ft.-cone. Creatures within the area of
effect take 4d6 points of wind damage, Reflex save (DC 16) for half damage. Blue mages may learn this
ability as a 2nd level spell (Knowledge: Arcana DC 19).
Wyrm CR 13 A green winged dragon-like creature without forearms and its tail tipped with a hooked stinger also called
the greater wyvern. These creatures sometimes can be found near other wyverns. XP 25,600
N Large Dragon
Init +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +27
DEFENSE
AC 26, touch 12, flat-footed 23 (+2 dex, +1 dodge, +14 natural, -1 size)
hp 201 (16d12+96)
Fort +16, Ref +12, Will +11
Immune Paralysis, Sleep Resist Earth 15, Fire 10, Ice 10
Weakness Wind
OFFENSE
Speed 20 ft., Fly 60 ft. (poor)
Melee Sting +22 (1d8+6 plus poison), Bite +22 (2d8+6 plus grab), 2 Wings +17 (1d8+3 plus poison2)
Space 10 ft.; Reach 10 ft.
Special Attacks Breath Weapon (40-ft. Cone, 10d8 fire damage, Reflex DC 24 half, usable every 1d4
rounds), Rake (2 talons +10, 1d8+6 plus poison2), Wind Slash
STATISTICS
Str 23, Dex 14, Con 22, Int 7, Wis 12, Cha 9
Base Atk +16; CMB +23 (+27 grapple); CMD 39
Feats Critical Focus, Dodge, Improved Natural Attack (bite), Improved Natural Attack (sting), Improved
Natural Attack (wing), Power Attack, Staggering Critical, Vital Strike
Skills Fly +14, Perception +27, Sense Motive +20, Stealth +16; Racial Modifier +4 Perception
Language Draconic
SPECIAL ABILITIES
Poison (Ex)
Sting – injury; Fortitude save DC 24; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure
2 consecutive saves. The save DC is Constitution-based.
Poison2 (Ex)
Wings or Talons – injury; Fortitude save DC 24; frequency 1/round for 6 rounds; effect 1d8 non-elemental
damage; cure 1 save. The save DC is Constitution-based.
Wind Slash (Su)
3/day, a wyrm uses its wings to cause the wind to slice all those in a 60-ft.-cone. Creatures within the area of
effect take 15d6 points of wind damage, Reflex save (DC 19) for half damage. Blue mages may learn this
ability as an 8th level spell (Knowledge: Arcana DC 31).
Ghast CR 4 Although these creatures look just like their lesser kin, they are far more deadly and cunning.
XP 1,200
CE Medium Undead
Init +8; Senses Darkvision 60 ft.; Perception +11
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 dex, +4 natural)
hp 36 (4d8+20)
Fort +5, Ref +5, Will +8
Defensive Abilities Channel Resistance +2; Immune Ice, Undead Traits
Weakness Fire and Holy
OFFENSE
Speed 30 ft.
Melee Bite +7 (1d6+4 plus paralysis) and 2 Claws +7 (1d4+4 plus paralysis)
Space 5 ft.; Reach 5 ft.
Special Attacks Leech, Paralysis (1d4+1 rounds, DC 16), Sickening Breath
STATISTICS
Str 18, Dex 19, Con -, Int 17, Wis 18, Cha 18
Base Atk +3; CMB +7; CMD 21
Feats Improved Initiative, Power Attack, Toughness
Skills Acrobatics +8, Climb +11, Perception +11, Stealth +11, Swim +7
Language Common
SPECIAL ABILITIES
Leech (Su)
3/day, a ghast can leech the blood from a target within 30 feet. The target must make a Fortitude save (DC
16) or take 2d6 points of shadow damage and the ghoul is healed for that much. Blue mages may learn
this ability as a 2nd level spell (Knowledge: Religion DC 19).
Sickening Breath (Su)
A ghast can breathe out a foul breath in a 15-ft.-cone. Creatures within the area of effect must make a
Fortitude save (DC 15) or suffer a -2 penalty to Attack rolls and skill checks for 1d4 rounds. Blue mages
may learn this ability as a 1st level spell (Knowledge: Religion DC 17).
Ghoul CR 2 This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved
frame.
XP 600
CE Medium Undead
Init +2; Senses Darkvision 60 ft.; Perception +8
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 dex, +2 natural)
hp 23 (3d8+9)
Fort +3, Ref +3, Will +5
Defensive Abilities Channel Resistance +2 Immune Ice, Undead Traits
Weakness Fire and Holy
OFFENSE
Speed 30 ft.
Melee Bite +5 (1d6+3 plus paralysis)
Space 5 ft.; Reach 5 ft.
Special Attacks Leech, Paralysis (1d4+1 rounds, DC 13), Sickening Breath
STATISTICS
Str 17, Dex 15, Con -, Int 13, Wis 14, Cha 18
Base Atk +2; CMB +5; CMD 18
Feats Power Attack, Toughness
Skills Acrobatics +5, Climb +9, Perception +8, Stealth +8, Swim +6
Language Common
SPECIAL ABILITIES
Leech (Su)
Once per day, a ghoul can leech the blood from a target within 30 feet. The target must make a Fortitude
save (DC 14) or take 2d6 points of shadow damage and the ghoul is healed for that much. Blue mages
may learn this ability as a 2nd level spell (Knowledge: Religion DC 19).
Sickening Breath (Su)
A ghoul can breathe out a foul breath in a 15-ft.-cone. Creatures within the area of effect must make a
Fortitude save (DC 13) or suffer a -2 penalty to Attack rolls and skill checks for 1d4 rounds. Blue mages
may learn this ability as a 1st level spell (Knowledge: Religion DC 17).
Revenant CR 8 This shambling corpse is twisted and mutilated. Fingers of sharpened bone reach out with malevolent
intent. Though they may look like a zombie but beware they are your worst 'walking' dead enemy.
XP 4,800
LE Medium Undead
Init +9; Senses Darkvision 60 ft.; Perception +16
DEFENSE
AC 21, touch 15, flat-footed 16 (+5 dex, +6 natural)
hp 88 (9d8+54)
Fort +8, Ref +6, Will +10
Defensive Abilities Channel Resistance +4 DR 5/slashing Immune Ice, Undead Traits
Weakness Fire and Holy
OFFENSE
Speed 30 ft.
Melee Bite +13 (1d6+7 plus paralysis) and 2 claws +14 (1d8+7 plus paralysis)
Space 5 ft.; Reach 5 ft.
Special Attacks Drain Touch, Paralysis (1d4+1 rounds, DC 19), Sickening Breath
STATISTICS
Str 24, Dex 21, Con -, Int 17, Wis 18, Cha 20
Base Atk +6; CMB +13; CMD 28
Feats Cleave, Improved Initiative, Power Attack, Step Up, Toughness, Weapon Focus (claw)
Skills Acrobatics +14, Climb +19, Perception +16, Stealth +17, Swim +15
Language Common
SPECIAL ABILITIES
Drain Touch (Su)
A revenant can absorb the blood from a target with a melee touch attack (+13). If it hits, the target take
4d6 points of shadow damage and the revenant is healed for that much. This spell also works against
undead unlike most draining abilities. Blue mages may learn this ability as a 4th level spell (Knowledge:
Religion DC 23).
Sickening Breath (Su)
A revenant can breathe out a foul breath in a 15-ft.-cone. Creatures within the area of effect must make a
Fortitude save (DC 16) or suffer a -2 penalty to Attack rolls and skill checks for 1d4 rounds. Blue mages
may learn this ability as a 1st level spell (Knowledge: Religion DC 17).
Zombie CR 1/2 This walking corpse wears only a few soiled rages, its flesh rotting off its bones as it stumbles forward,
arms outstretched.
XP 200
NE Medium Undead
Init +0; Senses Darkvision 60 ft.; Perception +0
DEFENSE
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 13 (2d8+3)
Fort +0, Ref +0, Will +3
DR 5/slashing Immune Undead Traits
Weakness Fire and Holy
OFFENSE
Speed 30 ft.
Melee Bite +4 (1d6+4)
Space 5 ft.; Reach 5 ft.
Special Attacks Sickening Breath
STATISTICS
Str 17, Dex 10, Con -, Int -, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Toughness
SQ Staggered
SPECIAL ABILITIES
Sickening Touch (Su)
A zombie can breathe out a foul breath in a 15-ft.-cone. Creatures within the area of effect must make a
Fortitude save (DC 13) or suffer a -2 penalty to Attack rolls and skill checks for 1d4 rounds. Blue mages
may learn this ability as a 1st level spell (Knowledge: Religion DC 17).
Staggered (Ex)
Zombies have poor reflexes and can only perform a single move action or standard action each round (it
has the staggered condition.) A zombie can move up to its speed and attack in the same round as a charge
action.
Zombie Dragon CR 7 This flying corpse of a dragon searches for its next meal.
XP 3,200
NE Large Undead
Init +0; Senses Dragon senses, Darkvision 60 ft.; Perception +0
DEFENSE
AC 16, touch 9, flat-footed 16 (+7 natural, -1 size)
hp 105 (15d8+30)
Fort +5, Ref +5, Will +9
DR 5/slashing; Immune Ice, Lightning, Paralysis, Undead Traits
Weakness Fire and Holy
OFFENSE
Speed 40 ft., Fly 200 ft. (Clumsy)
Melee Bite +19 (2d6+12), 2 Claws +19 (1d8+8), 2 Wings +14 (1d6+4), Tail Slap +14 (1d8+12)
Space 10 ft.; Reach 5 ft. (10 ft. with bite)
Special Attacks Breath Weapon (40-ft. Cone, 6d10 non-elemental damage, Reflex DC 16 half, usable
every 1d4 rounds), Poison Gas
STATISTICS
Str 27, Dex 10, Con -, Int -, Wis 10, Cha 8
Base Atk +11; CMB +19; CMD 29 (33 vs. trip)
Feats Toughness
SQ Staggered
SPECIAL ABILITIES
Poison Gas (Su)
1/day, a zombie dragon can release a poison gas from itself spread outward in a 30-ft.-radius. Creatures
within the area of effect take 12d6 points of non-elemental damage and are inflicted with Poison status for
1d6 rounds, Fortitude save (DC 15) to negate the status effects and halves the damage. Blue mages may
learn this ability as a 6th level spell (Knowledge: Religion DC 27).
Staggered (Ex)
Zombie dragons have poor reflexes and can only perform a single move action or standard action each
round (it has the staggered condition.) A zombie dragon can move up to its speed and attack in the same
round as a charge action.
Ruhk CR 7 Slightly larger than their zuu counterparts, ruhk have green feathers and are more aggressive than zuus.
XP 3,200
NE Large Magical Beast
Init +3; Senses Darkvision 60 ft., low-light vision, scent; Perception +16
DEFENSE
AC 20, touch 12, flat-footed 17 (+3 dex, +8 natural, -1 size)
hp 84 (8d10+40)
Fort +12, Ref +9, Will +5
Immune Sleep
OFFENSE
Speed 10 ft.; Fly 50 ft. (average)
Melee 2 Bites +15 (2d6+9 plus disease and 1d6 bleed)
Space 10 ft.; Reach 5 ft.
Special Attacks Breath Wing, Helldive
STATISTICS
Str 24, Dex 17, Con 19, Int 2, Wis 16, Cha 7
Base Atk +8; CMB +16; CMD 29
Feats Great Fortitude, Skill Focus (Perception), Power Attack, Toughness, Weapon Focus (Bite)
Skills Fly +11, Perception +17; Racial Modifier +4 Perception
SQ Diseased
SPECIAL ABILITIES
Breath Wing (Su)
5/day, a ruhk can use its wings to cause a breath-like attack to slice the air in front of it in a 30-ft.- cone.
Creatures within the area of effect take 8d6 points of wind damage, Reflex save (DC 17) for half damage.
Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).
Diseased (Ex)
Due to their filthy eating habits and constant exposure to decaying flesh, ruhk are harbingers of disease
much more so than the standard zuu. Any creature bitten by a ruhk has a 10% chance of being exposed to
filth fever, blinding sickness, or a similar disease. Once this check is made, a victim can no longer be
infected by this particular ruhk, though attacks by different ruhks are resolved normally and may result in
multiple illnesses. While ruhk aren't immune to all disease, they do gain a +4 racial bonus on all saving
throws against such ailments.
Helldive (Ex)
Once per round, when at least 30 feet in the air, a ruhk can dive at an opponent for massive damage. This
attack grants a +2 circumstance bonus to this Attack roll. If this attack hits, it deals double Bite damage and
the target must make a Fortitude save (DC 17) or be stunned for 1 round.
Tot Aevis CR 11 The largest and most dangerous of the zuu family, the tot aevis. These red feathered birds of prey live in the
mountain ranges and drive bomb unexpected prey. XP 12,800
NE Huge Magical Beast
Init +4; Senses Darkvision 60 ft., low-light vision, scent; Perception +25
DEFENSE
AC 21, touch 12, flat-footed 17 (+4 dex, +9 natural, -2 size)
hp 168 (15d10+90)
Fort +17, Ref +13, Will +10; +4 vs. Disease
Immune Sleep and Zombie
OFFENSE
Speed 20 ft., Fly 60 ft. (average)
Melee 2 Bites +22 (2d8+7 plus disease and 1d8 bleed)
Space 15 ft.; Reach 10 ft.
Special Attacks Breath Wing, Helldive, Zombie Breath
STATISTICS
Str 26, Dex 18, Con 22, Int 2, Wis 16, Cha 7
Base Atk +15; CMB +25; CMD 37
Feats Great Fortitude, Improved Natural Attack (Bite), Iron Will, Skill Focus (Perception), Power Attack,
Toughness, Weapon Focus (Bite)
Skills Fly +18, Perception +25; Racial Modifier +4 Perception
SQ Diseased
SPECIAL ABILITIES
Breath Wing (Su)
5/day, a tot aevis can use its wings to cause a breath-like attack to slice the air in front of it in a 30-ft.-cone.
Creatures within the area of effect take 8d6 points of wind damage, Reflex save (DC 17) for half damage.
Blue mages may learn this ability as a 4th level spell (Knowledge: Arcana DC 23).
Diseased (Ex)
Due to their filthy eating habits and constant exposure to decaying flesh, tot aevis are harbingers of disease
much more so than the standard tot aevis. Any creature bitten by a tot aevis has a 10% chance of being
exposed to filth fever, blinding sickness, or a similar disease. Once this check is made, a victim can no
longer be infected by this particular tot aevis, though attacks by different tot aevis are resolved normally and
may result in multiple illnesses. While tot aevis aren't immune to all disease, they do gain a +4 racial bonus
on all saving throws against such ailments.
Helldive (Ex)
Once per round, when at least 30 feet in the air, a tot aevis can dive at an opponent for massive damage. This
attack grants a +2 circumstance bonus to this Attack roll. If this attack hits, it deals double Bite damage and
the target must make a Fortitude save (DC 20) or be stunned for 1 round.
Zombie Breath (Su)
A tot aevis can breathe out a nasty foul breath in a 30-ft.-cone. Creatures within the area of effect must make
a Fortitude save (DC 20) or be inflicted with Zombie. Blue mages may learn this ability as a 7th level spell
(Knowledge: Arcana DC 29).
Zuu CR 4 These creatures are large, ugly, black birds. They resemble vultures with over-developed muscles. They are
avian whose beak have regressed, turning into jagged teeth like those of a tyrant wyrm.
XP 1,200
NE Large Magical Beast
Init +2; Senses Darkvision 60 ft., low-light vision, scent; Perception +13
DEFENSE
AC 17, touch 11, flat-footed 15 (+2 dex, +6 natural, -1 size)
hp 52 (5d20+20)
Fort +10, Ref +6, Will +3, +4 vs disease
Immune Sleep
OFFENSE
Speed 10 ft., Fly 50 ft. (average)
Melee Bite +11 (2d6+9 plus disease)
Space 10 ft.; Reach 5 ft.
Special Attacks Helldive, Wing Cutter
STATISTICS
Str 22, Dex 15, Con 18, Int 2, Wis 15, Cha 7
Base Atk +5; CMB +12; CMD 24
Feats Great Fortitude, Skill Focus (Perception), Toughness, Weapon Focus (Bite)
Skills Fly +7, Perception +13; Racial Modifier +4 Perception
SQ Diseased
SPECIAL ABILITIES
Diseased (Ex)
Due to their filthy eating habits and constant exposure to decaying flesh, zuus are harbingers of disease much
more so than the standard zuu. Any creature bitten by a zuu has a 10% chance of being exposed to filth fever,
blinding sickness, or a similar disease. Once this check is made, a victim can no longer be infected by this
particular zuu, though attacks by different zuus are resolved normally and may result in multiple illnesses.
While zuu aren't immune to all disease, they do gain a +4 racial bonus on all saving throws against such
ailments.
Helldive (Ex)
Once per round, when at least 30 feet in the air, a zuu can dive at an opponent for massive damage. This
attack grants a +2 circumstance bonus to this Attack roll. If this attack hits, it deals double Bite damage and
the target must make a Fortitude save (DC 14) or be stunned for 1 round.
Wingcutter (Su)
3/day, a zuu can cause the wind to slice the air in front of it in a 30-ft.-cone. Creatures within the area of
effect take 4d6 points of wind damage, a Reflex save (DC 14) for half damage. Blue mages may learn this
ability as a 2nd level spell (Knowledge: Arcana DC 19).