Pathfinder - Advanced Bestiary PDF

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design: jeffrey hersh

editing: christina stiles, jeremy miller, and spike y jones


development: owen k.c. stephens
art direction and graphic design: hal mangold cover art: svetoslav petrov
interior art: justin adams, piotr arendzikowski, sarah bates, jim brady, victor corbella, ivan dixon, david hueso,
jon hodgson, chris l. kimball, britt martin, levente rückert, patricia smith, matthew szydlik, e. i. vidal
additional design: jeff beck, clinton j. boomer, robert emerson, mark gedak, wojciech drejk gruchała,
sam hing, alex putnam, steven d. russell, robert thomson, margherita tramontano
beast masters: james boland (siege perilous), lurion coravoss (draconix of dawn), j. erick christgau (kirien
longblade), k.f. cole (dreadwing), jeff heng (swift guardian), jeremy kear (smoke ruhk), emiliano marchetti (aello),
nicholas owens (steel-clad orc), jason schimmel (nightmare hound), burt smith (the inexorable)
publisher: chris pramas
green ronin staff: joe carriker, steve kenson, jon leitheusser, nicole lindroos, hal mangold,
jack norris, chris pramas, donna prior, evan sass, owen stephens, marc schmalz
Based on the 3rd Era Advanced Bestiary: Design: Matthew Sernett; Editing: Penny Williams; Development: Robert J Schwalb; Executive Producer: Chris Pramas
The Advanced Bestiary is ©2014 Green Ronin Publishing, LLC. All rights reserved. References to other copyrighted material in no way constitute a challenge to the respective copyright holders of that material.
Green Ronin and associated logos are trademarks of Green Ronin Publishing, LLC.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG
for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under
the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
The game mechanics in this book are considered to be Open Game Content, as defined in the Open Game License version 1.0a Section 1(d).

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table of contents
License....................................... 3 Dream Creature.................. 123 Poisonous Creature............. 224
Introduction............................ 4 Drider.................................... 126 Positive-Energy Charged.... 226
Acid Creature.......................... 9 Drowblood............................ 128 Primitive............................... 229
Agathion Invested................ 11 Dunesage............................... 129 Prismatic............................... 230
Airborne Creature................ 14 Dust Creature..................... 131 Psychic................................... 232
Alacritous Creature............ 16 Eldritch................................ 133 Qlippoth-Blighted............. 236
Amalgam.................................. 18 Electric Creature.............. 137 Quadrupedal Creature...... 238
Amphibious Creature............ 23 Element-Infused................. 139 Quickling.............................. 241
Angelic Vessel........................ 25 Eye King................................ 142 Ravenous Creature............. 242
Apocalypse Swarm................. 28 Feral Dragon....................... 144 Rawboned.............................. 244
Arboreal Creature............... 30 Fire Creature....................... 146 Saurian................................... 246
Archon-Graced..................... 32 Flesh Plant.......................... 148 Savant.................................... 247
Augmented Creature............ 35 Force Creature.................... 150 Scalding Creature.............. 249
Avian Creature...................... 39 Fortune-Blessed.................. 151 Seasonal Creature.............. 251
Azata-Inspired....................... 40 Fortune-Spurned................. 153 Seelie Creature................... 253
Bipedal Creature.................. 43 Genie-Bound......................... 154 Selenic Creature................. 256
Blood Knight......................... 45 Giantblood........................... 157 Shadow-Traced
Bramble................................... 49 Gigantean............................. 160 Creature............................ 259
Cave Creature........................ 51 Green Warden...................... 164 Slithering Ooze................... 261
Chaosborne............................. 52 Heralds Of Smoke Creature................... 263
Clockwork.............................. 55 The Apocalypse................. 167 Solaric Creature................. 265
Cold Creature....................... 58 Holy Creature..................... 175 Sonic Creature.................... 266
Consuming Creature............ 60 Icy Creature......................... 177 Stone Idol............................. 269
Creature Swarm.................... 62 Id Ooze.................................. 179 Suzerain................................. 271
Crystal Creature.................. 64 Instrument Of The Gods... 180 Swamp Lord........................... 273
Daemon-Host......................... 66 Inveigler................................ 182 Swarmblooded ..................... 275
Demon-Possessed................... 69 Jotunblood Giant................ 184 Teratocephalos.................... 277
Dread Allip............................ 72 Lawbound.............................. 189 Thronefused......................... 278
Dread Bodak........................... 75 Lifespark Construct........... 191 Thunder Child..................... 280
Dread Devourer.................... 77 Limbjack................................. 193 Time Seer............................... 283
Dread Ghast.......................... 80 Magma Creature................. 195 Transforming Construct... 285
Dread Ghost.......................... 83 Manimal................................ 197 Unholy Creature................. 289
Dread Ghoul.......................... 86 Metal-Clad Creature........ 199 Unseelie Creature.............. 291
Dread Lacedon...................... 89 Miniature.............................. 201 Verminoid.............................. 293
Dread Lich.............................. 91 Mist Creature..................... 203 War Machine........................ 295
Dread Mohrg......................... 94 Monstrous Lycanthrope.... 205 Appendix A: New Feats,
Dread Mummy........................ 97 Moss Lich.............................. 209 Spells, And Class

m
Dread Poltergeist............... 100 Muck Creature.................... 211 Features............................. 297
Dread Shadow...................... 103 Negative-Energy Appendix B: Universal
Dread Skeleton................... 107 Charged............................. 213 Monster Abilities............ 299
Dread Spectre...................... 109 Nocturnal Creature.......... 215 Appendix C: Templates
Dread Vampire..................... 112 Ofuda..................................... 216 By Cr Adjustment............ 307
Dread Wight........................ 116 Ooze Creature..................... 218 Appendix D: Sample
Dread Wraith Sovereign... 118 Plague Bearer...................... 220 Creatures By CR.............. 309
Dread Zombie....................... 121 Plantblood........................... 222 Index...................................... 310

2
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Scott Greene, based on original material by Lawrence Necromancer Games, Inc.; Author Scott Greene,
based on original material by Gary Gygax
Schick. based on original material by Gary Gygax.
11. Use of Contributor Credits: You may not market Yellow Musk Zombie from the Tome of Horrors,
Korred from the Tome of Horrors, Revised, © 2002, Carbuncle from the Tome of Horrors, Revised, ©
or advertise the Open Game Content using the name © 2002, Necromancer Games, Inc.; Author Scott
Necromancer Games, Inc.; Author 2002, Necromancer Games, Inc.; Authors Scott
of any Contributor unless You have written permission Greene, based on original material by Albie Fiore
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Gary Gygax. Revised, © 2002, Necromancer Games, Inc.; Author

the advanced bestiary


m 3
introduction
Welcome to the Advanced Bestiary. Within the pages NPC begs the question of how that character got
of this book, you’ll find over 150 templates and their possessed, what are the motivations of the demon
variants. These include all the templates from the original possessing it, and how the character’s friends and allies
Advanced Bestiary (including the four web enhancements), are dealing with the changes in their associate.
plus 30 new templates. Many changes to the templates
have been made throughout the book, adapting it to the terminology
Pathfinder® Roleplaying Game Bestiary™ system while
keeping the flavor of each template. These are the definitions, rules and terms that are
employed in this book.
All of the templates are supposed to be fun and interesting
ways to give players a new challenge. With that in mind, Base Creature

m
when you apply the templates, don’t get too tied up in the
perfect application of the template. Feel free to break the The monster, NPC, or PC that the template is being
rules and modify them as you need. Keep in mind what role applied to.
the monster you are making needs to fill. If it is just a one Bonuses and Penalties
off encounter, don’t worry about every bit of minutia since
the creature will probably not survive beyond the combat. When a template adds or subtracts value it is noted
When making a new NPC, be it an ally or enemy, a either with or without an addition or subtraction sign.
template can help in crafting the character’s background The presence or absence of the sign signifies how that
and motivation. For example, having a demon possessed value is applied to the base creature. If the value is signed

4
m the advanced bestiary
that value is added as normal, stacking with any other
augments the template makes to that ability. If the value
doesn’t have a sign and the base creature has the specific
ability, then the base creature gets the greater value. In
either case, if the base creature does not have the specific
ability it gains it with the given value.
a creature receives for changing size.
Subtype Categories
m
Roleplaying Game Bestiary™ for the bonuses and penalties

We group subtypes into these broad categories. When


a template refers to a subtype category it applies to all
For example, a listing of darkvision +60 ft. would, if subtypes in that category.
the base creature does not possess darkvision, give the • Alignment: The subtypes associated with the
base creature darkvision 60 ft., or, in the case where it alignments. These are typically applied to outsiders
did, add 60 ft. to its existing darkvision value. A listing or those creatures closely associated with a particular
of darkvision 60 ft. would, if the base creature doesn’t moral or ethical point of view. The alignment subtypes
possess darkvision, give the base creature darkvision 60 are: chaotic, evil, good, and lawful.
ft., or, in the case where it did, the greater value between
• Elemental: These are the subtypes that are typically
60 ft. and the range of its existing darkvision.
given to creatures from the elemental planes. They are:
Hit Dice, Class air, earth, fire, and water. If your campaign includes
specific subtypes for mixtures of these elements, for
The kind of Hit Dice granted by specific classes. A example a vapor or steam subtype, include it in this
creature can have more than one type of class hit dice. category.
Inherited templates have to be applied before a creature • Energy: The energy subtypes consist of subtypes
can gain class hit dice. associated with the five main kinds of energy damage.
Hit Dice, Racial These are cold and fire. If your campaign has an acid,
electricity, sonic, positive-energy, and/or negative-
The hit dice that are specified by a base creature’s type energy subtype the energy category includes these
and its description. A creature cannot have more than as well.
one type of racial hit dice. When a template changes • Racial: The subtypes that specify a creature’s kind or
racial hit dice all current and future hit dice are changed. a broad classification of a group of creatures. Examples
of these are angel, elemental, elf, goblinoid, human,
Hit Dice, Total
and demon.
The total number of hit dice a creature has. This is the • Swarming: Refers to the two subtypes swarm and
sum of a creature’s racial and class hit dice. This is the troop. If your campaign includes other subtypes that
same as character level, or total character level. refer to a collection of creatures that act as a single
creature include those in this category.
Scaling Damage
• Miscellaneous: Subtypes that do not fall into
Most of the templates refer to damage scaling with size one of the above categories. These include aquatic,
and as a specific kind of natural attack. This is in reference augmented, extraplanar, incorporeal, mythic,
to the table Natural Attacks by Size from the Pathfinder© native, and shapechanger.
Roleplaying Game Bestiary™ which is reprinted in
Appendix B under Natural Attacks (see page 304). Template Modification Name

For example, a statement of “does damage as a slam attack The name that modifies the base creature’s name to note what
one size category higher” when applied to a Medium template is applied to the base creature. It appears in quotes
creature is 1d6 damage. in the Creation section of the template. A modification name
When a template states a damage value scales with size can be different that the actual name of a template.
without specifying an attack, the damage increases by the For example the template “Dust Creature” has the
same sequence as stated in the Improved Natural Attack modification name of “Dust” so the dust creature template
feat (see Pathfinder© Roleplaying Game Bestiary™). applied to, for example, an ogre would create a dust ogre.
Damage also scales when a creature changes its size due Template Type
to a template. Additionally its space/reach, natural armor
class, and physical ability scores (Strength, Dexterity, All templates come in two broad categories, acquired and
Constitution) change. Reference tables Size Changes and inherited. A template’s type defines how the template is
Size Bonuses and Penalties in Appendix 2 of Pathfinder© applied to the base creature. These categories can help

the advanced bestiary


m 5
you determine how to flesh out the templated creature’s Creation
history, motivations, and ecology.
Lists the prerequisites for template as well as the
Acquired templates are templates added to a creature template’s modification name.
after its birth or creation. Acquired templates are
enhancements, transformations, magical rewards, or even Challenge Rating
a curse that the creature has been blessed or cursed with.
Such templates can be permanent (such as a template Modification to the base creature’s Challenge Rating
that turns a living creature undead), or have methods for (CR). If not listed, the template does not modify the base
their removal as specified in the template description. creature’s CR.
If an acquired template changes a creature’s type they Mythic Rank/Tier
often give the creature the augmented subtype related to
their previous type and almost always do not recalculate a If the template gives the base creature mythic abilities its
creature’s base attack bonuses, saves, or skill points. rank or tier is specified here.
Inherited templates are part of a creature since it was born Alignment
or created. Inherited templates represent a totally new
species of creature that has many of the same abilities The alignment requirements for the template (if any).
as the creature the template is applied to. Inherited This is not a strict rule, just make sure what the reason
templates can never be removed without powerful magic the creature’s alignment is different from the standard.
that total transforms the creature into a different type, For example, why a creature with an evil template, such
such as a baleful polymorph that is made permanent. as Dread Bodak, is neutral or good.
Inherited templates even apply to monsters that you Size
wouldn’t think of having inheritance, i.e. constructs and
undead. Some books refer to template in this cast a “created” If the template changes a creature’s size it is noted here.
or “constructed,” but it means the same thing as inherited. While no creature can be larger than Colossal or smaller
than Fine, a template may have rules how shrinking/
Inherited templates typically completely replace a creature’s growing a Fine/Colossal creature changes any statistics (see
type and require the recalculation of the creature’s base Gigantean and Miniature templates). Unless otherwise
attack bonus, saves, skill points, etc. for the new type. stated in the templates, when a creature changes size many
Of course, there are always exceptions to these definitions. of its abilities and bonuses to certain skills also change. See
Some acquired templates can change a creature’s type like the section on Monster Advancement in the Pathfinder©
an inherited template. Likewise, an inherited template Roleplaying Game Bestiary™ for how changes in size affect
could give a creature the augmented subtype or not require a creature.
the recalculation of the base attack bonus, etc.
Type
Universal Monster Rules
Change to a creature’s type and subtypes including if the
These are common abilities that many monsters use. Instead base creature gains the augmented subtype. Included in
of describing them every time they appear they are listed in this section are rules for handling subtypes that conflict
Appendix B (page 299). These rules are reprinted from the with each other by the template’s application and if the
Pathfinder® Roleplaying Game Bestiary™ and it’s follow-up template requires the recalculation of the creature’s derived
monster books. abilities such as base attack bonus, saves, and skill points
and other values that are dependent on a creature’s type.
template entry format Typically if you do not have to recalculate statistics this
Each template is formatted in the same format as a monster’s section will have the statement “Do not recalculate base

m
statistics block. In general a template uses all of a base attack bonuses, saves, or skill points.”
creature’s statistics except as noted in the individual template. Initiative
Template Name Modifications to bonus/penalty to initiative.
Name of the template. Senses
Description Additional senses, including special ones, a base creature
Text that introduces the template. gains or loses as well as modifications to them.

6
m the advanced bestiary
Aura

Any auras the template adds, removes, or modifies.


Armor Class (AC)

Modifications to the base creature’s armor class. These


Spellcasting
m
Any inherent spellcasting the template grants to or
removes from the base creature. If spellcasting ability is
granted, this states what spellcasting class and caster level
is gained.
modifications, unless otherwise stated, stack with the Abilities
bonuses the base creature has. This is an exception to the
usual rule on stacking bonuses. All modifications to the base creature’s ability scores.
Any situation in which a base creature loses an ability
Hit Dice (HD) score (becomes “—”) is also noted here.
If the base creature Hit Dice changes, the new kind of BAB/CMB/CMD
HD is noted here.
All modifications to the base creature’s base attack bonus
Hit Points (hp) (BAB), combat maneuver bonus (CMB), and combat
If the template specifically changes hit points independent maneuver defense (CMD). This includes bonuses/
of Hit Dice it is noted here. penalties for specific combat maneuvers.

Saving Throws Feats

Modifications to the base creature’s saving throws. If the Modifications to the type and/or number of feats the
template changes what the base creature’s “good” saves base creature has. This includes the granting or removal
are, that is noted as well. of bonus feats, as well as guidance for what feats to choose
if you need to choose a creature’s feats from scratch.
Defensive Abilities/DR/Immune/Resist/SR
Skills
Modifications to the base creature’s defenses includes
those due to changes in type and subtypes. Bonuses and penalties to skills, as well as changes in what
skills are class skills for the creature.
Weaknesses
Languages
All modifications to a creature’s unusual weaknesses.
Changes in what languages the base creature has access to
Speed as starting languages. This assumes the base creature can
speak or understand languages. If it can’t the creature does
Modification to the base creature’s modes of movement. not get any languages. Any other modifications to modes
This includes any changes to fly maneuverability and of communication, such as telepathy, are listed here as well.
unusual modes of movement.
Special Qualities
Attacks/Melee/Ranged
Modification to the base creature’s other abilities that do
Modifications to the base creature’s modes of attack. not fit any other section.
This includes new natural attacks, new inherent weapon
proficiencies (those not granted by feats), as well as Environment
special modes of attack such as constrict, trample, etc.
All changes to the environment the base creature
Special Attacks normally inhabits.
Modifications to the base creature’s special attacks. Organization

Spell-Like Abilities Changes to how many of the creature are typically


encountered as well as any social structures.
Any spell-like abilities or changes to a base creature’s
spell-like abilities. Unless otherwise noted, a creature’s Treasure
caster level is equal to its total HD, and any saves are
Charisma-based. Modifications to the type of treasure the creature
typically has.

the advanced bestiary


m 7
sample creatures In the original Advanced Bestiary, the celestial blessed
template filled the role of celestials who grant abilities
Each listing has a sample of the template applied to a to mortals by inhabiting them. In the Pathfinder©
specific base creature in the standard format for a monster Roleplaying Game the details, motives and methods of
or NPC. These may be a simple modification of the base the four primary celestial races, agathion, angel, archon,
creature as a monster, or a unique individual that may or and azata, have been expanded on and fleshed out. Given
may not have class levels. the different roles and motivations of each celestial race,
the celestial blessed template has been replaced by four
A full list of all the sample creatures by their challenge
separate templates each with a different flavor tied to
rating is in Appendix D.
the overall methods of each race: agathion invested,
changes to the new edition angelic vessel, archon graced, and azata liberated.
If you still want to use the celestial blessed template, the
As to be expected, the conversion to the Pathfinder® archon graced template is the one most similar to it.
Roleplaying Game Bestiary™ has changed many of the
templates. Many of the templates have had their rules modifying the templates
modified, streamlined or even removed. Additionally, some
of the templates have been renamed, five have been removed Each template, at its heart, is a set of codified rules that
due to their publication in the Pathfinder© Roleplaying Game you apply to turn one creature into another kind of
Bestiary 4™, and one has been replaced with four new ones. creature. As with all Pathfinder© Roleplaying Game rules,
feel free to change them as fits your campaign. Many
While all of the original templates have been reworked and
of the templates have sidebars that describe potential
expanded to account for the changes in rules and power
variants of the templates as well as potential pitfalls to
level in the Pathfinder® Roleplaying Game Bestiary™, some
look out for if you modify the template. Reality-Checking
of the templates had to be redesigned from the ground up.
the Final Creature
Even so, we endeavored to keep the flavor of each template
consistent between the old edition of the Advanced Bestiary reality-checking
and this new one.
the final creature
renamed and removed templates
A great deal of work has gone into making these templates
and their CR adjustments as accurate as possible, but no
The following templates have been renamed.
system of this kind is perfect. Templates with a high CR
Old Name New Name adjustment often product odd results when added to very
low CR creatures, often resulting in a monster with an
Half-Drow Drowblood
appropriate offense but terrible defenses or hit points
Half-Giant Giantblood
and saving throws that are much too low to be a realistic
Half-Plant Plantblood threat.
Horseman of the Apocalypse Herald of the Apocalypse
While some give-and-take is acceptable, the final step for
Lunatic Creature Selenic Creature
any monster adjustment should be for the GM to give any
The following templates now appear in Pathfinder© numbers that seem too far off a final reality check. Using
Roleplaying Game Bestiary 4™ by Paizo Publishing, LLC, Table 1–1: Monster Statistics by CR in Appendix 1:
and are not included in this book: Broken Soul, Devil- Monster Creation of the Pathfinder® Roleplaying Game
Bound, Divine Guardian, Fungal Creature, Nightmare Bestiary™, it’s possible to see if a value is much too high,
Creature or much too low. If a creature’s hp, AC, or saving throws
are worse than a monster with a CR two lower than its

m
replaced templates final CR, the GM may need to bring them up to at least
that value. This is why, for example, the Steel-Clad Orc
One template, the Celestial-Blessed template, has been on page 201 has 15 hp (average for a CR 1 monster),
totally replaced. rather than 7.

8
m the advanced bestiary
acid creature
Creatures from blighted areas of the Elemental Planes
m
Acid Pool (Ex): An acid creature is surrounded at
of Earth and Water, acid creatures are moving pools of all times by pool of acid.The pool is a spread with
corrosive acid shaped as more familiar creatures. Acid a radius of twice the acid creature’s space (thus a
creatures can be found anywhere large concentrations of creature with a 5 ft. space would have a 10 ft. radius
acid exist, or in highly polluted environments. They are pool). Anything coming into contact with this acid
sometimes made during failed alchemical experiments, takes acid damage (no save) equal to a base of 1d6
or when a creature is exposed to a large amount of for Medium; the damage scales with size. If the base
acid. Water-elemental-based creatures are particularly creature can fly, the creature does not have a pool of
susceptible, transforming into insane mockeries of their acid surrounding it while flying, but instead drips
original form. acid on those below (see Acid Rain below).
Following the instinct to dissolve and consume all they Acid Rain (Ex) Anything beneath a flying acid
can, acid creatures can quickly eradicate their hunting creature takes damage from dripping acid. The acid
grounds of other life forms damage is equal to the acid creature’s acid pool
damage (see Acid Pool). A Reflex save is allowed for
creating an half damage. If the acid creature can hover, anything
under it takes this damage each round the acid
acid creature creature maintains the hover. The Reflex save DC is
Dexterity-based.
“Acid” is an inherited template that can be applied to
any living corporeal creature (referred to hereafter as the Acidic Spellcasting (Su): An acid creature casts all
base creature). An acid creature uses all the base creature’s spells and spell-like abilities with the acid descriptor
statistics and special abilities, except as noted here. at one caster level higher. Spells or use of spell-like
abilities with the water descriptor are automatically
Challenge Rating: Same as base creature +2. changed to the acid descriptor, deal acid damage,
Type: The acid creature’s type changes to outsider and and are cast at one caster level higher. If the spell
gains the elemental and extraplanar subtypes. If your creates water, it now creates acid, and it does damage
game has an acid subtype acid creature gains it. If the equal to the damage from its acidic strikes ability (see
base creature has the water or aquatic subtypes, it loses below). As a free action, an acid creature can have
them. Recalculate base attack bonuses, saves, or skill any damaging spell or spell-like ability deal half of
points. its damage as acid damage. Such spells and spell-like
abilities are not cast at the increased caster level. If
Hit Dice: Change all of the base creature’s racial HD
this ability is used on a spell or spell-like ability that
to d10s.
deals nonlethal damage, the acid creature can have
Defensive Abilities: An acid creature gains immunity it do acid damage equal to half of the listed damage
to acid. amount.
Weaknesses: An acid creature gains the following Acidic Strikes (Ex): A Medium acid creature’s natural
weakness. attacks deal an additional 1d6 acid damage, plus an
Water Vulnerability (Ex): For every gallon of additional 1d6 acid damage for every 5 racial HD the
freshwater an acid creature is exposed to, it takes base creature has. The damage scales with size and
1d6 damage. If it is submerged in water, the damage stacks with any other acid damage the creature does.
increases to 1d8 per round it is submerged. An acid Skills: An acid creature gains Swim as a class skill.
creature cannot heal this damage until it is no longer
Special Qualities: An acid creature gains the following.
exposed to the water.
Acidic Body (Ex): An acid creature’s touch corrodes
Special Attacks: An acid creature gains the engulf
any material it touches except stone. For each round
universal ability. Engulfed opponents take acid damage
it maintains its touch to an object the acid creature
equal to the acid creature’s acidic strikes ability each
does its acid strikes damage to that object (including
round (see below). Additionally, it gains the following.
most equipment). Anyone grappled by or grappling

the advanced bestiary


m 9
an acid creature takes this damage every round until Constant—acid walk†, detect evil, detect good, detect magic
the grapple is broken. At will—create acid†, invisibility, plane shift (willing targets to
Additionally, any supernatural or extraordinary elemental planes, astral plane, or material plane only) (DC
18), purify food and drink (liquids only) (DC 13), quench
ability the base creature has that has water in its
5/day—acid breathing†, control acid†, gaseous form,
name or affects water instead effects acid. obscuring mist
Acidic Swimming (Ex): An acid creature with a swim 3/day—cone of cold (DC 18), ice storm, see invisibility,
wish (to nongenies only)
speed can swim through acid as a normal creature
1/day—elemental swarm (acid elementals†† only),
swims through water. If the base creature does not permanent image (DC 19), persistent image (DC 18)
have a swim speed it gains one at its highest speed or
STATISTICS
20 feet, whichever is larger.
Str 23, Dex 19, Con 18, Int 14, Wis 15, Cha 16
Environment: any nonaquatic Base Atk +14; CMB +21; CMD 36

sample acid creature


Feats Combat Casting, Combat Reflexes, Dodge, Great
Fortitude, Improved InitiativeB, Improved Natural Attack
(slam), Lightning Reflexes, Power Attack
Acrid fluid pools around this large hairless, green- Skills Craft (weapons) +19, Diplomacy +20, Knowledge
(planes) +19, Perception +19, Sense Motive +19,
blue humanoid. The ground beneath its feet hisses and Spellcraft +19, Stealth +17, Swim +31
dissolves as it moves.

ytas
Long ago Ytas was summoned to the Prime Material
Plane by an unknown sorcerer. Unfortunately, the
water used by the summoner was from the fetid
swamp of a black dragon. The arcane energies of the
summoning combined with the putrid water to turn
the elemental water of Ytas acidic and corrupted
his mind. Ytas killed the summoner at the
first opportunity, and he now roams the
land dissolving and destroying all he can in
psychopathic frenzy.

Ytas CR 13 • XP 25,600
Male acid marid shahzada (Pathfinder®
Roleplaying Game Bestiary™)
CE Large outsider (elemental, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +19
DEFENSE
AC 23, touch 14, flat-footed 18 (+4 Dex,
+1 dodge, +9 natural, –1 size)
hp 133 (14d10+56)
Fort +10, Ref +15, Will +11
Immune acid, elemental traits
Weakness water vulnerability

m
OFFENSE
Speed 20 ft., swim 60 ft.
Melee 2 slams +19 (2d6+6 plus 3d8 acid)
Space 10 ft.; Reach 10 ft.
Special Attacks acid’s fury†††, acid
mastery, acid pool (10 ft., 1d8 acid),
acidic strikes (3d8 acid), engulf (DC 23,
3d8 acid), vortex (1/10 minutes, 10-50 ft.
tall, 1d8+4 damage, DC 20)
Spell-Like Abilities (CL 20th; concentration +23)

10
m the advanced bestiary
Languages Aquan, Auran, Common, Ignan, Terran;
telepathy 100 ft.
SQ acidic body (3d8 acid), acidic spellcasting, acidic
swimming, change shape (acid elemental††, humanoid,
or giant, alter self, elemental body III, or giant form I),
acid’s fury††† (DC 21)
m
21 Reflex save reduces the damage by half and negates
the blinding effect. The save DC is Constitution-based.
Acidic Body (Ex) See the acid creature template.
Acidic Spellcasting (Su) See the acid creature template.
Acidic Strikes (Ex) See the acid creature template.
Acidic Swimming (Ex) See the acid creature template.
SPECIAL ABILITIES Vortex†† (Su) Ytas can transform into a vortex of swirling,
Acid Mastery†† (Ex) Ytas gains a +1 bonus on attack and churning acid once every 10 minutes. This ability functions
damage rolls if both it and its opponent are touching identically to the whirlwind ability, save that it can only be
acid. If the opponent or the marid is touching ground, the used while Ytas is submerged in acid; he cannot leave a
marid takes a -4 penalty on all attack and damage rolls. body of acid while in vortex form.
Acid Pool (Ex) See the acid creature template. †
As water spell, but deals acid damage or only works
Acid’s Fury††† (Su) As a standard action, Ytas can release on acid.
a jet of acid in a 60-foot line that deals 1d6 points of acid
††
Water elemental with acid template applied.
damage and blinds the target struck for 1d6 rounds. A DC
†††
As water’s fury but deals acid damage.

agathion invested
Walking the line between order for the greater good and Defensive Abilities: An agathion-invested creature
freedom of self-determination, the animal-like agathions gains a +4 sacred bonus on saves vs. poison and
often find the need to join with a mortal agent to achieve petrification and gains electricity resistance 20.
their goals—or just to help spread goodness throughout Weaknesses: An agathion-invested creature gains the
the world. By finding a willing mortal, an agathion can following weakness.
invest the being with some of its power by inhabiting the
mortal creature in return for the mortal’s completing the Spell Vulnerability (Ex) Certain powerful spells have
agathion’s desired task. special additional effects against agathion-invested
creatures.
An agathion-invested creature has a dual nature, the An agathion-invested creature subjected to a
mortal and the celestial, and can switch between the dismissal or dispel good spell must succeed on a Will
two as needed. Unlike most of the other celestials, an saving throw or lose all modification bestowed by
agathion is not above striking a bargain with mortals who this template for a number of rounds equal to the
haven’t chosen a side between good and evil, hoping that opponent’s caster level.
its presence moves them towards good. An agathion- An agathion-invested creature subjected to a
invested creature looks the same as before, but its eyes are banishment spell must succeed as on a Will save or lose
of the agathion residing within it. the template. The agathion that invested the creature
creating an agathion is sent back to its plane of origin and cannot attempt
to invest the same creature for a year and a day.
invested creature While not a lycanthrope, spells and effects
that specifically target lycanthropes can affect an
“Agathion-Invested” is an acquired template that can
agathion-invested creature.
be added to any living non-evil creature that willingly
agrees to the agathion’s inhabiting presence (hereafter Special Attacks: An agathion-invested creature gains
referred to the base creature). The creature retains all the following special attacks.
the base creature’s statistics and special abilities except Sacred Attacks (Su) Each of an agathion invested
as noted here. creature’s melee attacks with a natural or manufactured
Challenge Rating: As base creature +2; +3 for draconal weapon deals +1d6 points of extra damage to creatures
or cetaceal invested. of evil alignment. All of its natural and manufactured
weapons are considered as magic and good-aligned
Type: An agathion-invested creature gains the good and
for overcoming damage reduction.
shapechanger subtypes.
Spell-Like Abilities: The creature gains the following
Alignment: Any non-evil. If the agathion-invested
spell-like abilities, depending on the kind of agathion
creature ever becomes evil, it loses this template, as the
that has invested it. The creature uses its Hit Dice or
agathion abandons it.

the advanced bestiary


m 11
table 2-1: agathion invested abilities
Agathion Spells Str Dex Con Int Wis Cha
Avoral 3/day—gust of wind, speak with animals; — +4 — — — +2
1/day—lightning bolt
Cetaceal 3/day—neutralize poison, remove disease, shocking grasp; +4 — +2 — — —
1/day—cone of cold
Draconal 3/day—command, hold monster; +4 to one ability score, +2 to any other ability score
1/day—heal
Leonal 3/day—hold monster, wall of force +4 +2 — — — —
Silvanshee At will—speak with animals; — +4 — — +2 —
3/day—dancing lights, magic missile
Vulpinal 3/day—mage armor, invisibility (self only) — — — +4 — +2
1/day—holy smite

caster level, whichever is higher, as the caster level for its table 2-2:
spell-like abilities. Save DCs are based on the creature’s
Intelligence, Wisdom, or Charisma, whichever is highest.
agathion form abilities
Abilities: An agathion invested creature’s ability scores Agathion Abilities
change from the base creature according to the kind of Avoral 1/day—true seeing, blur (self only), additional
agathion as stated on Table 2-1. +4 racial bonus to Perception
Special Qualities: An agathion invested creature gains Cetaceal Aquatic subtype, amphibious, blindsense 60 ft.
the following. Draconal Breath weapon (30-ft. line, 1/day), Immune to
energy type of breath weapon
Agathion Form (Su) At will, an agathion-invested
Leonal Pounce, grab (claws), rake (2 claws)
creature can take the form of the agathion that
Silvanshee Lay on hands (1d6, 1/day), pounce, additional
invested it as a full-round action. This ability functions
+4 racial bonus to Perception and Stealth,
as a lycanthrope’s change shape ability spell but with Weapon Finesse as bonus feat
no hybrid form and the following modifications. Vulpinal Lay on hands (1d6, 1/day), pounce, +4 racial
In agathion form, the invested creature’s type bonus to Acrobatics to jump
changes to outsider with the appropriate augmented
and native subtypes. It gains an additional +4 racial
Inhabited (Su) Each agathion-invested creature is
bonus to Perception, low-light vision, and the
inhabited by a specific agathion. The agathion can
truespeech ability of agathions.
neither control the inhabited creature nor read its mind,
Additionally, an agathion invested creature gains
and it perceives only what the inhabited creature does.
the movement rates, physical ability scores of the
The agathion is in constant telepathic communication
agathion, and additional abilities when in agathion
with the inhabited creature, imparting its thoughts
form depending on the agathion inhabiting it (see
and desires regardless of language. To gain the
Table 2-2).
inhabited creature’s cooperation, the agathion usually
A draconal invested creature’s breath weapon and
offers telepathic suggestions that it thinks the creature
immunity are of a single energy type which is the
might find appealing.
same energy types as the draconal gracing the base
While inhabiting another creature, the agathion
creature possesses. The damage done is equal to
does not have access to any of its supernatural, spell-
1d6 plus one additional 1d6 for every 2 Hit Dice

m
like, or extraordinary abilities. It cannot cast spells or
the base creature possesses (10d6 maximum) and
take any mental actions beyond thinking and using
allows a Reflex save for half damage. The save DC
Intelligence-based skills. It cannot be targeted by
is Charisma-based.
any spell or effect (except as described under spell
The damage for the leonal invested rake attack is
vulnerability), but it can be detected normally by
equal to the damage from its claw natural attack.
divination spells.
An agathion invested creature can remain in
Damage that harms the inhabited creature does
agathion form for a number of rounds per day equal to
not harm the inhabiting agathion. If the inhabited
its Charisma score (minimum 1). This is a polymorph
creature dies, the agathion appears in its square.
effect and does not need to be used consecutively.

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m the advanced bestiary
The agathion can exit the inhabited creature at any
time as a standard action. When it does so, it appears
in the nearest available open space. The agathion can
reenter the base creature as a standard action as long
they are within 10 feet of each other, and it does not
require further permission from the base creature to
OFFENSE
Speed 30 ft.
m
Melee +2 mithral rapier +10 (1d6+2 plus 1d6 vs. evil/18-20)
Ranged +1 hand crossbow +9 (1d4+1/19-20)
Special Attacks sacred attacks (+1d6 vs. evil), sneak
attack +3d6
Spell-Like Abilities (CL 6th; concentration +7)
do so.
At will—speak with animals
While separated, the base creature loses the benefits
3/day—dancing lights, magic missile
of this template. If the base creature and agathion
are separated for more than a day, the base creature STATISTICS

permanently loses the template. The agathion can Str 11, Dex 19, Con 14, Int 13, Wis 12, Cha 12
re-invest itself in the same creature, but the base Base Atk +4; CMB +8; CMD 19
Feats Agile Maneuvers, Combat Reflexes, Endurance,
creature needs to agree once again. Self-Sufficient, Weapon FinesseB

sample agathion Skills Acrobatics +11, Appraise +10, Bluff +10, Climb
+9, Disable Device +15, Escape Artist +11, Heal +3,
invested creature Knowledge (local) +10, Perception +9, Sleight of Hand
+13, Stealth +13, Survival +3, Use Magic Device +10
Languages Celestial, Common
Clever, amused-looking male human with striking
SQ agathion form (silvanshee, 12 rounds; polymorph),
violet cat-eyes. He is dressed in a striped grey cloak, inhabited, rogue talents (camouflage, canny observer,
white shirt, and is otherwise dressed in all black finesse rogue), trapfinding +3
Combat Gear boots of escape, potion of cure moderate
kirien longblade wounds (2); Other Gear +1 glamered leather armor, +2
mithral rapier, ring of protection +1

Kirien Longblade was always a good-hearted scoundrel SPECIAL ABILITIES


always more interested in tweaking the nose of the wicked Agathion Form (Su) See the
agathion-invested template.
and petty than actual thievery. His actions came to the
Inhabited (Su) See the
attention of Safa, a silvanshee agathion. The agathion agathion-invested template.
approached Kirien in an alley as he was escaping from the Sacred Attacks (Su) See the
thugs employed by the target of his latest exploit. After agathion-invested
a quick discussion, a bargain was struck. Safa invested template.

herself into the rogue, and now the two of them work
together to help those in needs, as well as make the life
difficult for those who would exploit of use others.

Kirien Longblade CR 7 • XP 3,200


Male Silvanshee-invested human rogue 6
(Pathfinder® Roleplaying Game Bestiary 2™)
NG Medium humanoid (good, human,
shapechanger)
Init +4; Senses Perception +9
DEFENSE
AC 18, touch 15, flat-footed 14 (+3
armor,
+4 Dex, +1 deflection)
hp 48 (6d8+18)
Fort +4, Ref +9, Will
+3; +4 sacred
bonus vs. poison
and petrification
Defensive Abilities
evasion, trap sense +2, uncanny
dodge; Resist electricity 20
Weaknesses spell vulnerability

the advanced bestiary


m 13
Silvanshee Form 3/day—dancing lights, magic missile
STATISTICS
NG Tiny outsider (augmented humanoid, good, human,
native, shapechanger) Str 4, Dex 20, Con 16, Int 13, Wis 12, Cha 12
Init +5; Senses low-light vision; Perception +17 Base Atk +4; CMB +7; CMD 15 (19 vs. trip)
Feats Agile Maneuvers, Combat Reflexes, Endurance,
DEFENSE Self-Sufficient, Weapon FinesseB
AC 21, touch 18, flat-footed 16 (+3 armor, +5 Dex, +2 Skills Acrobatics +12, Appraise +10, Bluff +10, Climb
size, +1 deflection) +6, Disable Device +16, Escape Artist +12, Heal +3,
hp 54 (6d8+24) Knowledge (local) +10, Perception +17, Sleight of Hand
+14, Stealth +26, Survival +3, Use Magic Device +10;
Fort +5, Ref +10, Will +3; +4 sacred bonus vs. poison Racial Bonuses +8 Perception, +4 Stealth
and petrification
Languages Celestial, Common
Defensive Abilities evasion, trap sense +2, uncanny
dodge; Resist electricity 20 SQ agathion form (silvanshee, 12 rounds; polymorph),
inhabited, rogue talents (camouflage, canny observer,
Weaknesses spell vulnerability finesse rogue), trapfinding +3
OFFENSE Combat Gear boots of escape, potion of cure moderate
wounds (2); Other Gear +1 glamered leather armor, +2
Speed 30 ft.
mithral rapier, ring of protection +1
Melee bite +11 (1d3-4 plus 1d6 vs. evil), 2 claws +11 (1d2-4
plus 1d6 vs. evil) SPECIAL ABILITIES
Space 2-1/2 ft.; Reach 0 ft. Agathion Form (Su) See the agathion invested
Special Attacks lay on hands (1d6, 1/day), pounce, template.
sacred attacks +1d6, sneak attack +3d6 Inhabited (Su) See the agathion invested template.
Spell-Like Abilities (CL 6th; concentration +7) Sacred Attacks (Su) See the agathion invested
At will—speak with animals template.

airborne creature
Not all the creatures of the ocean depths are restricted creature). An airborne creature uses all the base creature’s
to dark, watery lairs. A few are found in the most statistics and special abilities except as noted here.
unexpected of places—high mountain caverns, deep Challenge Rating: Same as the base creature +1.
forest grottos, and languorously soaring amongst the
clouds in the sky. Type: If the base creature has the aquatic subtype the
creature loses it.
An airborne creature is a creature that has, either
through the natural forces of evolution or via permanent Senses: An airborne creature gains the following:
magical change, gained the ability to breathe air and to Cloud Sight (Su) An airborne creature can see
“swim” through the air as their cousins do in the seas, through fog, clouds, and similar obscuring effects
lakes and rivers. Indeed, it controls air itself, allowing with perfect clarity, including magical or supernatural
it to move freely, and buffet those that dare oppose fogs and clouds. Creatures and objects do not gain
its mastery of the skies. Airborne creatures have concealment from an airborne creature due to such
goals, motivations, and instincts not unlike those of conditions. An airborne creature may use this ability
their aquatic cousins—an airborne shark is a top tier while in cloud form (see below).
predator, swimming between trees as it chases a deer Speed: An airborne creature loses its Swim speed but
through the forest, and an airborne dragon turtle vies gains a Fly speed at the same rate as the Swim speed. If

m
with its red and gold dragon cousins for the best lairs the creature is Small or smaller it has a maneuverability of
and choicest treasure. Perfect. If it is Medium or Large it has a maneuverability
creating an of Good, if it is Huge or larger it has a maneuverability
of Average.
airborne creature Spell-like Abilities: An airborne creature gains the
“Airborne” is an inherited or acquired template that can following spell-like abilities. If the base creature does not
be added to any aquatic-dwelling aberration, animal, have spell-like abilities its caster level is equal to its total
dragon, or magical beast (referred to hereafter as the base Hit Dice.

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m the advanced bestiary
Levitate (self only). This ability functions at will and
at the base creature’s existing caster level (if it already
has a caster level) or at a caster level equal to its
hit dice, but is always powerful enough to keep the
creature aloft, no matter its weight.
Control winds. This ability can be used once per
sample airborne creature
m
A cloud above solidifies into a huge tentacled fishlike
creature with three red slits for eyes and great fins
along its sides that it uses to fly.

day for airborne creatures of 8 or fewer HD, 3/day


yg’photh the sky tyrant
for airborne creatures of 9-16 HD, and at will for
airborne creatures of 17 or more hit dice. Yg’photh the Sky Tyrant is, thankfully, the only known
airborne aboleth. It is a massive creature, 30-feet long
Abilities: Dex +2. and weighing around six tons. Though Yg’photh is not
Feats: Airborne creatures gain Flyby Attack as a bonus surrounded by the typical mucus cloud of its aquatic kin, it
feat. looks like most any other aboleth, with four scaly tentacles
on the sides of its fish-like body, and three slit-like red eyes
Skills: Airborne creatures lose Swim as a class skill
at the front of its head. The most significant
and gain Fly as a class skill. Skill points in Swim are
difference is the two wing-like fins on either
redistributed to Fly. As per the Fly skill, an airborne
side of its body that help it maneuver
creature receives a bonus (or penalty) on Fly skill checks
through the air.
depending on its maneuverability: Average +0, Good
+4, Perfect +8. Airborne creatures also gain a +4 racial From a massive abandoned temple
bonus on Fly checks. complex high in the cloud-ringed
mountains Yg’photh rules the skies
Special Qualities: An airborne creature
and the lands beneath them
gains the flight special quality as an
extraordinary ability. If the base creature
has the amphibious special quality, it
exchanges it for the water breathing
special quality. If the base creature
did not have the amphibious quality,
it gains the hold breath special quality
as an extraordinary ability.
Additionally, an airborne creature
loses any special abilities it had that
are specific to being aquatic (such
as an aboleth’s mucus cloud or a sea
serpent’s capsize or elusive). If it
loses one or more special abilities an
airborne creature gains the following.
Cloud Form (Su) An airborne
creature can change itself into a
cloudy vapor as a swift action
for a number of rounds per day
equal to its Hit Dice. These
rounds do not have to be
consecutive and can be
spread out throughout the
day. This ability functions
as gaseous form except
the airborne creature’s fly
speed is unchanged.
Environment: An airborne
creature’s environment changes
to Any.

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m 15
for many miles around. Much as its aquatic cousins do
3/day—dominate monster (DC 22)
in the dark depths of the seas and water-logged caverns,
1/day—control winds
Yg’photh has used its spell-like abilities to create numerous
slaves to serve its purposes, surrounding itself with guards, STATISTICS
messengers, and general servants. Str 20, Dex 14, Con 22, Int 15, Wis 17, Cha 17
Base Atk +6; CMB +13; CMD 25 (can’t be tripped)
Feats Flyby AttackB, Improved Initiative, Iron Will,
Yg’photh the Sky Tyrant CR 8 • XP 4,800 Lightning Reflexes, Weapon Focus (tentacle)
Skills Bluff +11, Fly +13, Intimidate +14, Knowledge
Airborne aboleth (Pathfinder© Roleplaying Game Bestiary™) (arcane) +10, Perception +14, Spellcraft +13; Racial
LE Huge aberration Modifiers +4 Fly.
Init +6; Senses darkvision 60 ft., cloud sight; Perception +14 Languages Aboleth, Aklo, Aquan, Undercommon
DEFENSE SQ cloud form, hold breath
AC 21, touch 10, flat-footed 19; (+2 Dex, +11 natural, –2 size) SPECIAL ABILITIES
hp 84 (8d8+48) Cloud Form (Su) See the airborne template.
Fort +8, Ref +6, Will +11 Cloud Sight (Su) See the airborne template.
OFFENSE Slime (Ex) A creature hit by one of Yg’photh’s
tentacle must succeed on a DC 20 Fortitude save
Speed 10 ft., fly 60 ft. (average) or his skin and flesh transform into a clear, slimy
Melee 4 tentacles +10 (1d6+5 plus slime) membrane over the course of 1d4 rounds. The
Space 15 ft.; Reach 15 ft. creature’s new “flesh” is soft and tender, reducing
its Constitution score by 4 as long as it persists. If
Special Attacks slime the creature’s flesh isn’t kept moist, it dries quickly
Spell-Like Abilities (CL 16th; concentration +19) and the victim takes 1d12 points of damage every
At will—hypnotic pattern (DC 15), illusory wall (DC 17), 10 minutes. Remove disease and similar effects can
levitate (self only), mirage arcana (DC 18), persistent restore an afflicted creature to normal, but immunity
image (DC 18), programmed image (DC 19), project to disease offers no protection from this attack. The
image (DC 20), veil (DC 19) save DC is Constitution-based.

alacritous creature
Alacritous creatures are capable of bursts of speed so Duck Aside (Ex): Any round the alacritous creature
great, they briefly appear to be in two places at once. does not use its split second ability (see below), it
When using their abilities, winds constantly whip has a +20% chance to step away from any attack that
around the creatures’ bodies and a blur of motion creates would otherwise hit it. This stacks with any miss
a blazing trail behind them as they move; in the desert, chance due to concealment.
they are often mistaken as curious whirlwinds before it is Speed: The alacritous creature doubles all its movement
too late and they fall upon their observers. rates.

creating an alacritous Special Attacks: An alacritous creature retains all


the base creature’s special attacks and gains the pounce
creature universal monster ability as well as the following.
“Alacritous” is an acquired template that can be applied to Split Second (Su): An alacritous creature can move
any creature that is not incorporeal and has a move rate of with such speed that it appears to be in two places at
once. As a full-round action, it can move up double

m
at least 30 feet (hereafter referred to as the base creature).
An alacritous creature uses all the base creature’s statistics to its movement, then take a standard action at its
and special abilities except as noted here. original location, and one at its new location. It may
use the action at its new location to charge and/or
Challenge Rating: Same as the base creature +2.
pounce, or to make an attack using Spring Attack
Defensive Abilities: An alacritous creature retains all (which counts as its additional standard action). It
the base creature’s defenses and gains improved evasion is treated as being at both locations for purposes of
(as the rogue ability), improved uncanny dodge (as the provoking attacks of opportunity from all actions
barbarian ability at a level of its total HD + 4), as well as taken (at either location) or threatening and being
the following threatened, until the end of its action. Once the

16
m the advanced bestiary
alacritous creature has taken all its actions, it comes
to rest exclusively at its new position.
An alacritous creature cannot use split second two
rounds in a row.
Spell-Like Abilities: An alacritous gains the following
STATISTICS
m
Str 16, Dex 15, Con —, Int —, Wis 12, Cha 1
Base Atk +6; CMB +13; CMD 26
Feats DodgeB, Improved InitiativeB, MobilityB, RunB,
Spring AttackB
SQ guardian domains (Liberation, Magic)
spell-like abilities. Its caster level is equal to total Hit ECOLOGY
Dice + 4. Environment any land
Constant—freedom of movement Organization solitary, band (2-4), or assembly (5-12)
Treasure incidental (mwk scimitar, other treasure)
Feats: An alacritous creature receives Dodge, Improved
SPECIAL ABILITIES
Initiative, Mobility, and Run and either Flyby Attack or
Spring Attack (as appropriate) as bonus feats. Duck Aside (Su) See the alacritous creature template.
Faith Bound (Su) The swift guardian cannot attack
sample alacritous creature any creature that openly wears or displays the holy or
unholy symbol of a deity that grants either the liberation
or magic domain, unless that creature first attacks the
The statue by the temple’s entrance suddenly appears swift guardian.
both where it was and next to you. Magic Weapon (Su) A swift guardian that carries its
deity’s favored weapon treats that weapon as a +1
swift guardian weapon as long as it is wielded by the guardian. If the
weapon is a melee weapon, it gains the keen weapon
special ability (even if the weapon is a bludgeoning
The swift guardian is designed to be the door in a temple weapon).
with no doors—a construct charged with keeping Resistant (Su) The swift guardian’s SR increases by 5.
Split Second (Su) See the alacritous creature template.
the unworthy out of places holy to gods of freedom
Unfettered (Su) The swift guardian gains a +4 bonus to
and mystery. Because these shrines and temples are its CMD.
designed with no locks, doors, or architectural barriers
to entry, the swift guardians must have great speed to
be able to block those forbidden to enter through swift
retribution.

Swift Guardian CR 7 • XP 3,200


Alacritous Graven Guardian (Pathfinder© Roleplaying
Game Bestiary 3™)
N Medium construct
Init +6; Senses darkvision 60 ft., low-light vision;
Perception +1
DEFENSE
AC 21, touch 13, flat-footed 18 (+2 Dex, +8 natural, +1
dodge)
hp 53 (6d10+20); fast healing 2
Fort +2, Ref +4, Will +3
Defensive Abilities duck aside, improved evasion,
improved uncanny dodge (10th level); DR 5/
adamantine; Immune construct traits; SR 21
Weaknesses faith bound
OFFENSE
Speed 80 ft.
Melee +1 keen scimitar +10/+5 (1d6+5/15-20) or slam +9
(1d6+4)
Special Attacks magic weapon, pounce, split second
Alacritous Spell-Like Abilities (CL 10th; concentration +5)
Constant—freedom of movement
Graven Guardian Spell-Like Abilities (CL 5th;
concentration +0)
1/day—haste (self only)

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m 17
amalgam
An amalgam is two different monsters brought together character level or Hit Dice, the amalgam has the
into one being by either magic or selective breeding. The greater number of limbs. The amalgam can attack
amalgam template can be used to create a new race to with any appendage that either base creature can,
replace a standard one, or new creatures resulting from even if the other base creature has no attack with
a crossbreeding experiment, or a series of monsters that limb. All limbs are sized appropriately for the
influenced by a god or demon, or even a unique creature amalgam.
created by a magical accident. For example, a Huge monstrous scorpion combined
creating an amalgam with a stirge has the general body form, legs, claws,
and tail of the scorpion, plus stirge-like wings and a
“Amalgam” is an acquired or inherited template that stirge’s proboscis—both sized to fit its new body. A
combines two creatures (referred to hereafter as base hill giant combined with a heavy warhorse has the
creatures). An amalgam uses all the statistics and special body form, legs, and arms of a hill giant, plus a horse-
abilities of the two base creatures except as noted here. like face and hoof-like feet to deliver the warhorse’s
hoof and bite attacks.
Appearance: Several factors determine the amalgam’s
appearance: Appearance: The amalgam looks like a combination of
both base creatures, even if its features do not retain
Body Form: The amalgam has the general body form the same functions. The GM may freely assign any
of whichever base creature has the most total Hit appropriate physical characteristics to the creature
Dice. In the case of a tie, the GM may choose which within those parameters. In the example of the
base creature’s form the amalgam has. hill giant and horse amalgam above, the resulting
Limbs: The amalgam has the same kinds of limbs creature might be hairy like a horse.
and attacking appendages as both base creatures do. Challenge Rating: Compare the amalgam to both base
If both base creatures have a particular kind of limb, creatures and select a challenge rating based on theirs.
the amalgam has the same number of such limbs as Then compare the amalgam to creatures with Challenge
does the base creature with the higher character level Ratings up to 3 higher to determine whether the CR you
or Hit Dice. If both base creatures have the same

table 2-3: amalgam size/type


Base Creature 2
Aber Ani Con Drag Fey Hum MagB MonH Ooze Out Pla Und Ver
Aber Aber Aber Con Drag Aber Aber MagB Aber Aber Out Pla Und Aber
Ani Aber Ani Con Drag Fey MonH MagB MonH Aber Out Pla Und Ver
Con Con Con Con Con Con Con Con Con Con Con Con Con Con
Drag Drag Drag Con Drag Drag Drag Drag Drag Aber Out Pla Und Drag
Base Creature 1

Fey Aber Fey Con Drag Fey Fey MagB Fey Aber Out Fey Und Aber
Hum Aber MonH Con Drag Fet Hum Aber MonH Aber Out Pla Und Aber

m
MagB MagB MagB Con Drag MagB Aber magB Aber MagB Out Pla Und Aber
MonH Aber MonH Con Drag Fey MonH Aber MonH Aber Out Pla Und Aber
Ooze Aber Aber Con Aber Aber Aber MagB Aber Ooze Aber Aber Und Aber
Out Out Out Con Out Out Out Out Out Aber Out Pla Und Out
Pla Pla Pla Con Pla Fey Pla Pla Pla Aber Pla Pla Und Pla
Und Und Und Con Und Und Und Und Und Und Und Und Und Und
Ver Aber Ver Con Drag Aber Aber MagB Aber Aber Out Pla Und Ver

Aber—Aberration, Ani—Animal, Con—Construct, Drag—Dragon, Fey—Fey, Hum—Humanoid, MagB—Magical Beast,


MonH—Monstrous Humanoid, Ooze—Ooze, Out—Outsider, Pla—Plant, Und—Undead, Ver—Vermin

18
m the advanced bestiary
have assigned is reasonable using Table 1-1: Monster
Statistics by CR and Table 1-2: Creature Hit Dice
in the Pathfinder® Roleplaying Game Bestiary™ as a guide.
Alignment: The amalgam’s alignment includes elements
of both base creatures’ alignments. For example, an amalgam
created from chaotic neutral and lawful evil base creatures
m
number of racial HD, the amalgam also has that number.
Hit Dice gained through class levels do not count for
this purpose. The amalgam’s racial Hit Dice are of a size
appropriate to its new type. Recalculate the amalgam’s
hit points based on the number of HD and type of HD.
Saving Throws: Recalculate the amalgam’s saving
could be chaotic evil or lawful neutral, at your option. throws based on its new type, ability scores and hit dice. If
Size: The amalgam is the same size as the larger of the the amalgam has the Humanoid or Outsider type, use the
two base creatures. default good saves for those types (Reflex for Humanoid,
Reflex and Will for Outsider) if neither base creature is
Type: Find the amalgam’s type by cross-referencing the the same type as the amalgam. If one of the base creatures
two base creatures’ types on the Table 2-3. The creature has the same type as the amalgam, the amalgam’s good
retains the subtypes of both base creatures unless those saves are the same as that creature. If both of the base
subtypes directly conflict, e.g. fire and cold. In the case of creatures have the same type as the amalgam but different
such a conflict, the creature loses both subtypes. good saves choose which saves are good from the two base
Senses: An amalgam has the senses of both base creatures creatures.
as well as those granted by the amalgam’s new type. If one Speed: The amalgam possesses the speeds and movement
of the ranges on a sense is higher for one base creature modes of both base creatures. If both have a particular
than the other (or the type), user the higher value. mode of movement, the amalgam’s speed for that mode
Aura: The amalgam has the auras of both base creatures. If is the higher of the two. If both base creatures have fly
the aura was granted by the base creature’s type or subtype speeds, the amalgam has the better maneuverability rating.
that the amalgam does not have, it loses that aura. For example, combining a centaur and a cloaker, the
For example, an amalgam made up of an azer and resulting amalgam would have the land speed of the
winterwight would not retain the cold aura of the centaur (50 ft.) and the fly speed of the cloaker (40 ft.
winterwight since the amalgam loses the cold subtype. with average maneuverability).
Armor Class: If the base creatures are the same size, Defensive Abilities: An amalgam keeps all the defensive
average their natural armor bonuses and round down to abilities, immunities, resistances, DR and SR of both base
determine the natural armor bonus of the amalgam. (A creatures. If both base creatures have the same kind of
creature with no natural armor bonus has an effective defensive ability use the one with the larger value. With
natural armor bonus of +0.) Otherwise, adjust the natural regards to immunities, immunity to an effect prevails
armor bonus of the smaller creature according to Table over any type of damage over resistance to that effect. For
2-4 before averaging. Apply the modifiers stepwise to damage reduction, use the higher value from both base
account for the size difference between the smaller base creatures. For vulnerabilities that bypass a creature’s DR, if
creature and the amalgam. both creatures have DR combine both with an “or,” if one
of the creature’s DR has a dash (no bypassing the DR) the
table 2-4: bonus to amalgam has a dash after its DR as well.
natural ac for averaging Weaknesses: An amalgam has the weaknesses of both
base creatures. If the base creatures has both an immunity
Size Change Natural AC Bonus and a weakness to the same effect, it loses both.
Fine to Diminutive +0
Attacks: The amalgam retains all the attacks of the base
Diminutive to Tiny +0
creature with the greater racial Hit Dice. It also gains
Tiny to Small +0 any attacks the other base creature has that are associated
Small to Medium +0 with limbs it gained from that creature, and it retains the
Medium to Large +2 weapon and armor proficiencies of both base creatures.
Large to Huge +3 Weapon attacks are always primary attacks, and natural
Huge to Gargantuan +4 attacks gained from the creature with fewer racial HD
Gargantuan to Colossal +5 are always secondary attacks. Natural attacks gained from
the base creature with more racial Hit Dice are either
Hit Dice: The amalgam has the same number of racial primary or secondary, as they were for that creature. If
Hit Dice as the base creature with the greatest number the base creatures have the same number of racial HD,
of racial HD. If the two base creatures have the same the amalgam gains all the attacks of both, subject to the

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m 19
why is this template so complicated?
Amalgam is the most complicated template in this book (and thus the most difficult one to apply) because
it gives the mechanics for taking any two monsters and mashing them together into a single creature. The
amalgam template exists to provide a game mechanic for GMs who want to make creatures similar to owlbears,
but it can also be used to create earth elemental succubi, bodak stone golems, and other odd combinations. The
result is often a strange and unique creature that might deserve its own place in your world.
The template is complicated because it has to encompass all the variables. Many other templates in this book
combine different creatures, and they do so in very different ways, but none are expansive enough to account for any
combination of monsters.
This template might be more than you need to create the monster combination you have in mind. If you want
to create a human with an octopus’s tentacle attacks, for example, you can always just give a human those
characteristics. But if you’d like a formal structure for combining any two monsters according to the rules, this
template does the job.
As you apply the template, you can make minor alterations based on how you want your two monsters to
combine. For instance, if you were hoping that the combination of an ogre and a bear would make a giant,
centaur-like bear-ogre rather than an ogre with bear-like features, you can alter how the template works to
ensure the creature takes the right form.
Ultimately, this template provides a fun new way to think about monsters and create new creatures. With it,
you can create interesting encounters and adventures without designing a new monster from scratch—just as
you can with any other template in this book.

number of appropriate limbs it actually has. The GM a specific limb and body form the amalgam does not
chooses one kind of natural attack to be the primary one possess. If two special attacks are similar, the amalgam
if more than one option exists. has the better of the two.
For example, a naga combined with a goblin would For example, if both base creatures deal extra fire damage
possess the goblin’s arms, so it could wield weapons and with their melee attacks, but one deals +1 point and the
make attacks with those limbs. other deals +1d6 points, the amalgam deals +1d6 points
Damage: If the base creatures are both the same size as of fire damage.
the amalgam, the base damage for its attacks remains the Recalculate the save DCs for all special attacks based on
same as it was for the base creatures. Otherwise, keep the the amalgam creature’s Hit Dice and its ability scores.
damage for the larger base creature’s attacks the same. Evaluate the amalgam’s special attacks, keeping that it
Scale the base damage for each of the smaller creature’s may get to use only two or three of them in a single
attacks to their new value based on the amalgam’s new combat. If it seems as if your amalgam has too many
size. Ability score damage or drain and energy damage special attacks, pare them down until you are satisfied.
also scale up in the same manner, but negative levels Spellcasting and Spell-Like Abilities: An amalgam
bestowed via attacks do not increase. retains all the spellcasting and spell-like abilities of both
Space/Reach: The amalgam has a space and reach creatures. The amalgam’s caster level is equal to its Hit
appropriate for its size, as given on Table 8-4: Creature Dice and the spell DCs are typically Charisma-based.
Size and Scale in the Pathfinder® Roleplaying Game Core If the spellcasting is of a fixed level, the amalgam casts

m
Rulebook. If the reach for a natural attack that the amalgam spells at the same level. If one of the base creature’s spells
receives from one of the base creatures is greater than or spell-like abilities use a different ability to calculate
normal for its size, extend the reach of that attack by the DCs use the higher score.
same amount that it is extended from the original creature. Abilities: For each mental ability score, take the average
For example, an amalgam formed from a choker and an for the two base creatures, rounding down if the result is
ogre mage would possess tentacle attacks with a reach of 10 or higher or up if it is below 10. If the base creatures
15 feet. are the same size, follow the same procedure for each
Special Attacks: An amalgam retains all the special physical ability score. Otherwise, adjust the ability score
attacks of both base creatures that do not depend on of the smaller creature according to Table 2-5 before

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m the advanced bestiary
averaging. Apply the modifiers stepwise to account for
the size difference between the smaller base creature and
the amalgam.

table 2-5: bonuses to


ability scores for averaging
using the
amalgam template
m
When you think about creatures to combine with
the amalgam template, keep the following in mind.
The amalgam template was created to let you mix and
Size Change Str Dex Con match any two monsters. Don’t ignore a combination
Fine to Diminutive +0 -2* +0 just because it seems silly or contradictory at first
Diminutive to Tiny +2 -2* +0 glance. Once you’ve put the monsters through the
Tiny to Small +4 -2* +0
template, you might be surprised by the result. Look
for compromises between conflicting abilities so
Small to Medium +4 -2* +2
that the monster can keep as many pieces of the
Medium to Large +8 -2* +4 base creatures as possible.
Large to Huge +8 -2* +4
An amalgam need not be simply a combination
Huge to Gargantuan +8 +0 +4 of the two base creatures. Think of it as a wholly
Gargantuan to Colossal +8 +0 +4 new monster. Examining its abilities and how they
interact might suggest a new culture, psychology,
* minimum 1
ecology, and tactics.
If one of the base creatures has score of “—“ for one
With multiple applications of this template, you can
of its abilities the amalgam can either have no score in
add a third, fourth, or fifth creature to the mix. Such
that ability as well or the value of the other creature
combinations can be a lot of fun to create and play,
that makes up the amalgam. If both creatures have no
but continual addition of special attacks and special
score in an ability, the amalgam has no score as well. If
qualities makes the resulting monsters both more
an amalgam’s new type or subtype give it no score in an
complicated and less balanced.
ability, for example Constructs having no Constitution
score, it maintains having no score in that ability.
Feats: The amalgam retains the bonus feats of both
base creatures, but it loses all other feats that the base limb or body form that the amalgam does not possess.
creatures had. Recalculate the number of feat slots If two special qualities are similar, the amalgam has the
the amalgam has based on its racial and class HD better of the two.
and assign feats as desired, giving preference to the Environment: The amalgam can exist in any
feats that the base creatures possessed. The amalgam environment that either base creature could.
must still meet any prerequisites for feats chosen to fill
vacant feat slots. Organization: An amalgam is often a wholly new and
strange being. Assign whatever organization you wish..
Skills: The amalgam retains the racial skill bonuses
described in the Skills section of the creature descriptions Treasure: Standard if both base creatures have
for both base creatures, but it loses all skill ranks the standard treasure, or as the base creature with the most
base creatures possessed. Recalculate skill points for the treasure, if both have poorer than standard, or as the
amalgam’s racial Hit Dice according to its type then base creature with the least treasure if they both have
purchase its skills afresh, treating both base creatures’ better than standard.
skills as class skills. The amalgam retains any skill points
gained from class levels. sample amalgam
Languages: If the amalgam can speak, it can speak This dragon has a body of golden flames, flickering
the languages of both base creatures. If one of the horns of flame, and piercing eyes.
base creatures has a spell-like or supernatural ability to
communicate, such as telepathy, the amalgam has that as draconix of dawn
well (at the greater value if both creatures have the same
ability). Even among dragonkind, there are extraordinary
individuals who have achieved a state of greatness that sets
Special Qualities: An amalgam retains all the special
them above their magnificent brethren. These creatures
qualities of both base creatures that do not depend on a
have a supernatural link to some force or concept, and are

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m 21
generally known as the dragon lords, or draconix, of their Defensive Abilities self-resurrection; DR 15/evil and
associated concept. magic; Immune fire, paralysis, sleep; SR 28
Weaknesses vulnerable to cold
The Draconix of Dawn is a singular creature that has come
to embody the power of the rising sun, in all its glory of OFFENSE
flame and renewal. A creature of order and fairness, the Speed 60 ft., fly 250 ft. (good), swim 60 ft.
draconix nevertheless rarely involves itself with the affairs Melee bite +28 (4d6+18/19-20), 2 claws +28 (2d8+12/19-
20), 2 wings +26 (2d6+6), tail +24 (2d8+18)
of lesser creatures. Instead, it reserves itself for the most
Space 20 ft; Reach 15 ft (20 ft. with bite)
powerful forces of darkness, or evil that attempts to plunge Special Attacks breath weapon (60 ft. cone, DC 27,
a land into eternal night or otherwise end the cycle of light 14d10 fire), crush, tail sweep, weakening breath
and renewal the dawn represents. However, should some Spell-Like Abilities (CL 20th; concentration +27)
lesser villain bring itself to the attention of the draconix of Constant—detect magic, detect poison, see invisibility
dawn, the fiery champion does not hesitate to strike down At will—bless, continual flame, cure critical wounds,
daylight, detect evil, greater dispel magic, remove curse,
those who promote anarchy or selfishness. wall of fire
3/day—fire storm (DC 25), greater restoration, heal,
Draconix of Dawn CR 17 • XP 102,400 mass cure light wounds, quickened wall of fire
Spells-Known (CL 9th; concentration +16)
Amalgam mature adult gold dragon/phoenix 4th (5/day)—divination, spell immunity
(Pathfinder© Roleplaying Game Bestiary™) 3rd (8/day)—haste, invisibility purge, prayer
NG Unique gargantuan dragon (fire) 2nd (8/day)—aid, detect thoughts, invisibility, lesser
Int +8; Senses dragon senses, detect magic, detect restoration, resist energy
poison, see invisibility; Perception +38 1st (8/day)—alarm, divine favor, mage armor, shield,
Aura frightful presence (180 ft., DC 27), shroud of flame shield of faith
(20 ft., 4d6 fire, DC 27) 0 (at will)—detect magic, light, mage hand, mending,
DEFENSE open/close, prestidigitation, read magic, stabilize

AC 31, touch 10, flat-footed 27 (+4 Dex, +21 natural, –4 STATISTICS


size) Str 34, Dex 18, Con 25, Int 25, Wis 25, Cha 25
hp 270 (20d12+140); regeneration 10 (cold or evil) Base Atk +20; CMB 36; CMD 50 (54 vs. trip)
Fort +19, Ref +16, Will +21 Feats Critical Focus, Combat Reflexes, Extend Spell, Flyby
Attack, Improved Critical (bite, claw), Improved Initiative,
Iron will, Multiattack, Quicken
Spell-Like Ability (wall of fire)
Skills Acrobatics +27,
Diplomacy +30, Fly +21, Heal
+30, Intimidate +25, Knowledge
(arcana, history, local,
nature, nobility, religion) +25,
Perception +38, Sense Motive
+30, Spellcraft +30, Swim +25;
Racial Modifiers +8 Perception
Languages Celestial, Common,
Cyclops, Draconic, Elven, Ignan,
Sphinx, Sylvan
SQ change shape, detect gems,
fast flight, luck
ECOLOGY
Environment any land
Organization unique
Treasure triple

m
SPECIAL ABILITIES
Change Shape (Su): The
draconix of dawn can assume
any animal or humanoid form
3/day as if using polymorph.
Detect Gems (Sp): The
draconix of dawn can detect
gems three times per day. This
functions as locate object, but
can only be used to locate
gemstones.

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m the advanced bestiary
Luck (Sp): Once per day the draconix of dawn can
touch a gem, usually one embedded in its plumage or
hide, and enspell it to bring good luck. As long as the
draconix carries the gem, it and every good creature
within a 70 ft. radius receives a +1 luck bonus on all
saving throws. If the draconix gives an enspelled
gem to another creature, only that bearer gets the
m
passes, its death is permanent. If it dies within the area
of a desecrate spell it cannot self-resurrect until the
desecrate effect ends. If brought back to life by other
means, it never gains negative levels as a result.
Shroud of Flame (Su): The draconix of dawn can cause
its feathers to burst into fire as a free action. As long
as its feathers are burning, it inflicts an additional 1d6
bonus. The effect lasts 21+1d3 hours. This ability is the points of fire damage with each natural attack, and any
equivalent of a 2nd-level spell. creature within its reach must make a DC 27 Reflex save
Self-Resurrection (Su): If slain, the draconix of dawn each round to avoid taking 4d6 points of fire damage at
remains dead for only 1d4 rounds unless its body is the start of its turn. A creature that attacks the draconix
completely destroyed by an effect such as disintegrate. of dawn with natural or non-reach melee weapons takes
Otherwise, it emerges fully healed from the remains 1d6 points of fire damage (no save) with each successful
of its body 1d4 rounds after death, as if brought back hit. The save DC is Constitution-based.
to life via resurrection. The draconix of dawn gains 1 Weakening Breath (Su): Instead of a cone of fire,
permanent negative level when this occurs, although the draconix can breathe a cone of weakening gas.
it may use greater restoration to remove this negative Creatures within the cone must succeed on a Fortitude
level. The draconix of dawn can self-resurrect only save or take 1 point of Strength damage per age
once per year. If it dies a second time before that year category (Will save half).

amphibious creature
Amphibious creatures belong to neither air nor water, and Armor Class: The skin of an amphibious creature aids
they are native to neither land nor sea. Bogs, swamps, and its breathing both in and out of water. But because its
mires—whether hot, mild, or frozen—are their homes. body covering must be moist and supple to achieve this
An amphibious creature breathes both air and water, and purpose, any natural armor the base creature had is less
it is comfortable in both. It has slick-looking, smooth skin effective. Thus, the amphibious creature’s natural armor
and large eyes that gather light, granting it clear vision bonus is equal to the base creature’s natural armor bonus
even in the murk of muddy waters. It also possesses fins –2 (minimum 0). If the base creature had no natural
or webbed appendages—which serve it well in water— armor bonus, this feature of the amphibious template
and legs, allowing it to move about on land. causes no change.

An amphibious creature’s body shape is similar to that of Weaknesses: An amphibious creature gains the
the base creature but smoother to facilitate swimming, following weakness.
and its digits (if any) are webbed. It also gains fins in Breathing Skin (Ex) Because an amphibious creature’s
appropriate locations. If the base creature lacked strong skin aids in its breathing, it takes a –2 penalty on
legs to walk on, the amphibious creature gains two or Fortitude saving throws against gases, contact and
four such appendages, whichever is most appropriate inhaled poisons, and all other inhaled effects.
for its body form. These legs are not capable of gripping Speed: If the base creature has a land speed but lacks a
weapons and are not useful for attacking foes, but they swim speed, the amphibious creature gains a swim speed
can be used for locomotion, including climbing and equal to the base creature’s highest other speed. Its land,
jumping. climb, fly, and burrow speeds each decrease by 10 feet (to
creating an a minimum of 5 feet) from the base creature’s values.

amphibious creature If the base creature has a swim speed but lacks a land
speed, the amphibious version gains a land speed of
“Amphibious creature” is an inherited template that can 10 feet slower (to a minimum of 5 feet) than the base
be added to any living, corporeal creature that breathes air creature’s swim speed.
and lacks a swim speed or that breathes water and lacks a Abilities: Dex –2 (minimum 1), Con +2.
land speed (referred to hereafter as the base creature). An
Skills: Any racial bonuses to skills based on environment
amphibious creature uses all the base creature’s statistics
changes to the creature’s new environment as appropriate.
and special abilities except as noted here.
Special Qualities: An amphibious creature retains all
Type: The base creature gains the aquatic subtype.
the base creature’s special qualities gains the amphibious
Senses: An amphibious creature gains low-light vision. universal monster ability.

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m 23
Languages: If the amphibious creature can speak, it Immune mind-affecting effects
gains the ability to speak Aquan in addition to any other Weakness breathing skin
languages the base creature knows. OFFENSE
Environment: If the amphibious creature gains a swim Speed 20 ft., climb 20 ft., swim 40 ft.
speed, it also gains the aquatic and marsh terrains in its Melee 2 claws +5 (1d6+3 plus grab) and mandibles +0
environment description. If it gains a land speed, it also (1d6+1)
gains a land terrain that would normally be found near Space 10 ft.; Reach 10 ft.
Special Attacks lunge, mandibles, sudden strike
the base creature’s watery habitat or the marsh terrain.
STATISTICS
sample amphibious Str 16, Dex 11, Con 18, Int —, Wis 14, Cha 11
creature Base Atk +3; CMB +7 (+11 grapple); CMD 17 (21 vs. trip)
Skills Climb +11, Perception +6, Stealth +0 (+12 in
A slick, smooth, froglike skin stretches over this large marshes), Swim +11; Racial Modifiers +4 Perception, +4
Stealth (+12 in marshes), +8 Swim
insect. Ragged and spiny fish fins protrude from SQ amphibious
various places on its thorax.
ECOLOGY
amphibious giant mantis Environment temperate swamps and marshes
Organization solitary
A terror of temperate swamps and marshes, the Treasure none
amphibious giant mantis sometimes travels along rivers to SPECIAL ABILITIES
populated areas in search of prey. It is a patient carnivore Breathing Skin (Ex) See amphibious creature template.
that can remain completely still below the murky water Lunge (Ex) A giant mantis’s limbs are capable of
for hours, waiting for prey to come near. reaching much farther than normal for a creature of its
size. As a full-attack action, it can make a single attack
with its claws at double its normal reach. When a giant
Amphibious Giant Mantis CR 3 • XP 800 mantis attacks with a claw in this manner, it gains a +4
bonus on its attack roll. A giant mantis cannot make
attacks of opportunity with its lunge.
N Large vermin (aquatic) (Pathfinder® Roleplaying
Game Bestiary™) Mandibles (Ex) A giant mantis that grabs a foe can
make a bite attack against that foe as a secondary
Init +0; Senses darkvision 60 ft., low-light vision; attack. The mantis’s bite is a +0 attack that inflicts
Perception +6 1d6+1 points of damage on a hit.
DEFENSE Sudden Strike (Ex) A giant mantis is
particularly adept at moving quickly when
AC 12, touch 9, flat-footed 12
its foes are surprised. During a surprise
(+3 natural, -1 size)
round, a giant mantis may act as if it had
hp 34 (4d8+16) a full round to act, rather than just one
Fort +8, Ref +1, Will standard action.
+3; -2 Fort. vs. gases,
contact and inhaled
poisons and inhaled effects

m
24
m the advanced bestiary
angelic vessel
Soldiers in the name of good, angels directly serve the
m
dying burst (see below), but rather the angel is sent
will of the greater forces of good in the universe. When back to its plane of origin. The angel cannot attempt
working on the mortal planes, an angel sometimes finds to inhabit the same creature for a year and a day.
the need to work incognito through a willing mortal, a The angelic vessel gets a +4 sacred bonus on these
vessel for its holy essence. saves.
Angelic vessels are mortals who willingly allow an angel Attacks: An angelic vessel has the weapon proficiencies
to inhabit them and take control of their physical form. of both the base creature and the angel (angels are usually
While in the vessel, an angel gives up much of its power, proficient with all simple and martial weapons).
but it often finds it can achieve greater good deeds Special Attacks: An angelic vessel gains the following
walking the world within a mortal vessel than in its true special attacks.
form.
Dying Burst (Su): If an angelic vessel dies, the angel
creating an angelic vessel within it is released in a burst of holy light as it returns
to its home plane. The light is identical to the effects
“Angelic Vessel” is an acquired template that can be of a holy word spell but with a range of 60 feet. The
added to any living non-evil creature that does not have angel is considered as being on their home plane for
the outsider or undead type. Additionally, the creature this effect, and thus banishes all nongood extraplanar
must agree of their own free will to the angelic possession creatures within range of the dying burst. The caster
of its body (hereafter referred to as the base creature). level for the dying burst is equal to the caster level of
The creature retains all the base creature’s statistics and the specific angel. The save DC is Charisma-based,
special abilities except as noted here. using the vessel’s total Hit Dice.
Challenge Rating: An angelic vessel’s challenge rating Sacred Attacks (Su): Each of an angelic vessel’s melee
increases depending on the inhabiting angel, as stated on attacks with a natural or manufactured weapon deals
Table 2-6. +2d6 (+1d6 for a cassisian angelic vessel) points of
Alignment: Any non-evil. extra damage to a creature of evil alignment. All of
its natural and manufactured weapons are treated
Type: An angelic vessel gains the good subtype as well as magic and good-aligned for overcoming damage
as the lawful or chaotic subtype depending on the angel’s reduction.
alignment.
Sacred Smite (Su): As a swift action an angelic vessel
Armor Class: An angelic vessel gains a deflection bonus can make a smite attack vs. an evil creature. The
to its AC equal to its Charisma bonus (minimum +0). angelic vessel adds its Charisma modifier (if any) to
Defensive Abilities: An angelic vessel gains a +4 sacred its attack and damage. This damage is doubled if the
bonus on saves vs. poison and petrification; acid and cold foe has the evil subtype.
resistance 20, DR 5/evil; and a spell resistance equal to 11 If the creature struck is an evil outsider, or is
+ the base creature’s total HD. possessed or inhabited by an evil creature (such as
Weaknesses: An angelic vessel gains the following having the demon-possessed template), the smite
weakness. acts as a banishment spell (CL equals the angelic
vessel’s total HD). A sacred smite must be declared
Spell Vulnerability (Ex): Certain powerful spells have
before an attack. If the angelic vessel misses on its
special additional effects against angelic vessels.
attack, it uses up that use of sacred smite for the day.
An angelic vessel subjected to a dismissal or dispel
An angelic vessel can use sacred smite 1 + 1/5 HD
good spell must succeed on a Will saving throw or
times per day.
lose all modification bestowed by this template for
a number of rounds equal to the opponent’s caster Spell-Like Abilities: All angelic vessels, except a
level. cassisian angelic vessel, gain detect evil and cure light
An angelic vessel subjected to a banishment spell wounds as spell-like abilities usable at will. A cassisian
must succeed as on a Will save or lose the template. vessel only gains detect evil at will. Additionally, an angelic
A banished angel does not leave its vessel with a vessel gains further spell-like abilities, depending on the

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m 25
table 2-6: angelic vessel abilities
Angel CR Spells
Astral Deva +3 3/day—cure moderate wounds, remove curse, remove disease
1/day—blade barrier
Cassisian +2 1/day—aid, daylight
Monadic Deva +3 3/day—cure serious wounds, remove curse, remove disease
1/day—hold monster
Movanic Deva +3 3/day—cure serious wounds, remove curse, remove disease
1/day—holy aura
Planetar +4 3/day—holy smite, lesser restoration, remove curse, remove disease
1/day—power word stun, waves of fatigue
1/week—mass charm monster
Solar +5 3/day—lesser restoration, remove curse, remove disease, waves of fatigue
1/day—blade barrier, greater restoration, speak with dead
1/week—power word kill, power word stun
1/month—wish (others only)

kind of angel inhabiting it. The creature uses its total Hit two-way telepathic communication, and it often
Dice or caster level, whichever is higher, as the caster consults with the vessel’s mind to gain information
level for its spell-like abilities. Save DCs are based on the or keep the vessel placated.
vessel’s Intelligence, Wisdom, or Charisma, whichever is An angel can release its control over the vessel at
highest. will whereupon the base creature assumes control.
Abilities: An angelic vessel gains the mental ability The angel, however, can reassert control at any time.
scores (Int, Wis, and Cha) of the inhabiting angel if it is The vessel can attempt to resist this via a Will save
greater than the base creature’s scores. vs. as DC of 20 plus the inhabiting angel’s Charisma
or Wisdom modifier (whichever is higher). If
Skills: An angelic vessel does not gain additional skill successful, the vessel remains in control for a number
points from the application of this template but does of rounds equal the amount the roll exceeded the
possess all racial skill bonuses of both the base creature DC (minimum 1). After this time, the angel tries to
and the angel. Additionally, the vessel gains the number assert control again.
of ranks the angel has in its Craft and Knowledge skills as While in its vessel, the angel cannot cast its spells,
a competence bonus to those same skills. Any Knowledge and it does not have access to any of its supernatural,
or Craft skills that are class skills for the angel are also spell-like, or extraordinary abilities—other than
class skills for the vessel and can be used untrained by those granted by this template. While it cannot cast
the vessel. its own spells, an angel can use any spells known by
Feats: An angelic vessel gains all of the angel’s non- the vessel if the vessel is capable of casting spells. If
combat feats (including weapon and armor proficiencies) the vessel’s spellcasting is from a divine source that
including those granted by any classes the angel possesses opposes or is not aligned with the forces the angel
as bonus feats if the vessel satisfies the feat’s prerequisites serves, the vessel loses the ability to cast those spells
(if any). This includes those that grant bonuses to while it is inhabited. The inhabiting angel cannot
saves, but does not include feats that improve physical be directly targeted by any spell or effect (except as
ability scores (Str, Dex, and Con) or hit points (such as described under spell vulnerability), but it can be
Toughness). detected normally by divination spells.

m
Languages: An angelic vessel can speak all of the Damage that harms the vessel does not harm
languages known by both the base creature and angel and the inhabiting angel. If the vessel dies, the angel is
gains the truespeech ability. released in a burst of holy light as it returns to its
plane of origin (see Dying Burst on page 25).
Special Qualities: An angelic vessel gains the following. The angel can exit its vessel at any time as a
Angelic Inhabitation (Su) An angelic vessel is standard action. When it does so, it appears in the
inhabited by a specific angel. The angel is in full nearest available open space. The vessel is stunned
physical and mental control of the vessel. While in for 1d6 rounds after the angel exits and loses all
control, the angel and base creature are in constant features of the template until the angel rejoins the

26
m the advanced bestiary
angel overload
m
The angelic vessel template is a twist on the usual template. Instead of a base creature gaining abilities of an
angel, it is the reverse. The angel maintains its mental self but gains the physical abilities and limitations of its
vessel, including reduction of its supernatural abilities. Using the angelic vessel is a good way to introduce angelic
influence in your game without having a full-blown angelic encounter.
This blending of the angelic and the mortal can make interesting NPCs for your game but be careful when
applying the template. Since the angelic vessel uses the angel’s mental ability scores and known non-combat-
related feats, the inhabited creature potentially gains a large number of bonus feats and bonuses to skills an
angelic vessel. This can become unbalancing, even with the listed CR adjustment. Consider all of these benefits
when applying the template, and adjust the CR as needed if you feel the resultant creature is overpowered for
the calculated CR.

vessel. The angel can reenter its vessel as a standard


action as long they are within 10 feet of each
other and without the need for the base creature’s
permission. If the angel and vessel are separated for
more than a day, the base creature loses the template
but may become a vessel again to the same angel
without any delay.
Cassisian Recall (Ex) Due to the cassisian angel’s
perfect memory ability, a cassisian angelic vessel
can gain a +10 bonus any Intelligence based skill or
check while taking 10, cast any spell that has already
been cast by the vessel that day one more time, or
perfectly recall any event the vessel has seen, heard or
otherwise sensed that day. A cassisian angelic vessel
can use this ability a number of times per day equal
to their Intelligence modifier (minimum 1/day).
Only cassisian angelic vessels gain this ability.

sample angelic vessel


An old elven woman in simple clothes sits on the wall,
a wounded child in her lap. As you watch, the child’s
wounds heal with her touch.

faya
Faya has lived a long time. She is the first one
to offer comfort to the sick and injured and is
very much loved by the people in her village.
The truth is that Faya has been a vessel for
the movanic deva Dayaldon for decades.
Though her, the angel has helped care for and
nurture Faya’s community and spread goodness.
Faya, meanwhile, has spent most of her life as
a background presence, living in her own mental
fantasy world that the deva has constructed to make
the passage of time easier for her.

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m 27
Faya CR 6 • XP 2,400 Feats AlertnessB, Great FortitudeB, Improved InitativeB,
Iron WillB, Martial Weapon Proficiency (all), Scholar
Old female monadic deva vessel elf commoner 5 (nature, religion), Self-Sufficient, Simple Weapon
Proficiency (all), Skill Focus (Heal)
CG Medium humanoid (elf, good)
Skills Diplomacy +9, Heal +14, Knowledge (nature) +28,
Init +3; Senses low-light vision; Perception +20
Knowledge (planes) +18, Knowledge (religion) +20,
DEFENSE Perception +20, Sense Motive +11, Survival +6; Racial
Modifiers +6 Perception
AC 13, touch 13, flat-footed 13 (-1 Dex, +4 deflection)
Languages Celestial, Common, Draconic, Elven, Infernal;
hp 17 (5d6) truespeech
Fort +1, Ref +0, Will +7; +2 vs. enchantments, +4 sacred SQ angelic inhabitation, elven magic, elven weapon
vs. poison and petrification familiarity
DR 5/evil; Immune magic sleep; Resist acid 20, cold 20; SR 16
SPECIAL ABILITIES
Weaknesses spell vulnerability
Angelic Inhabitation (Su) See the angelic vessel
OFFENSE template.
Speed 30 ft. Elven Magic (Su) Elves receive a +2 racial
Melee unarmed strike +2 (1d3 nonlethal plus 2d6 vs. evil) bonus on caster level checks made to overcome
Special Attacks dying burst (DC 16), sacred attacks, spell resistance. In addition, elves receive a +2 racial
sacred smite (2/day, +4) bonus on Spellcraft skill checks made to identify the
properties of magic items.
Spell-Like Abilities (CL 5th; concentration +8)
Elven Weapon Familiarity (Ex) Elves are proficient with
At will—detect evil, cure light wounds longbows (including composite longbows), longswords,
3/day—cure serious wounds, remove curse, remove disease rapiers, and shortbows (including composite
1/day—hold monster (DC 18) shortbows), and treat any weapon with the word “elven”
in its name as a martial weapon.
STATISTICS Sacred Attacks (Su) See the angelic vessel template.
Str 10, Dex 9, Con 7, Int 19, Wis 18, Cha 19 Sacred Smite (Su) See the angelic vessel template.
Base Atk +2; CMB +2; CMD 14 Spell Vulnerability (Ex) See the angelic vessel template.

apocalypse swarm
Deities show their wrath in many ways—storms, floods, to hereafter as the base creature). An apocalypse swarm
earthquakes, volcanic eruptions, disease—but few uses all the base creature’s statistics and special abilities,
means are as viscerally terrifying as a plague. Locusts except as noted here.
that devour a nation’s crops, clouds of flies that clog Challenge Rating: As base creature +3.
people’s mouths, hordes of rats that spread contagion—
these are the so-called apocalypse swarms, the deadly Type: An apocalypse swarm gains alignment subtypes
messengers of angry gods. according to the base creature’s alignment.
An apocalypse swarm looks like a normal swarm of creatures Aura: An apocalypse swarm gains the fear aura universal
until it engages in combat. Other creatures watching such monster ability with a range of 100 ft. Targets failing
a battle obtain a better understanding of what apocalypse a Will save become frightened for 10 rounds; on a
really means—in witnessing the death of another being, successful save a creature is only shaken for 10 rounds.
they clearly see their own nearness to oblivion. Few can view The save DC is Charisma-based.
another’s death by such means and not find the experience Hit Dice: An apocalypse swarm gains 5 racial Hit Dice
chilling. Even creatures that were initially willing to stand beyond the base creature’s total. Recalculate the swarm’s

m
firm and fight the swarm soon regret their bravery, for base saves, hit points, feats, and skill points (if applicable),
damaging such swarms only creates more of them. Thus, an plus the save DCs for its special attacks.
apocalypse swarm grows in destructive capability, even as its Defensive Abilities: An apocalypse swarm gains fast
foes succeed in diminishing its strength. healing 10, and spell resistance equal to 11 + 1/2 the base
creating an creature’s total racial HD. Additionally, an apocalypse
swarm gains the following:
apocalypse swarm Split (Ex): When an apocalypse swarm takes its
“Apocalypse Swarm” is an inherited template that can be number of Hit Dice or more damage in a single
added to any creature with the swarm subtype (referred attack, it splits into two identical swarms, each with

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half the original swarm’s current hit points (rounded
down). Attacks dealing less than 10 points of damage
do not cause an apocalypse swarm to split due to its
fast healing. Damage from multiple attacks is not
cumulative in this regard. An apocalypse swarm
reduced to 5 or fewer hit points cannot be split and
sample apocalypse swarm
m
its type. Assign these skill points as desired, treating skills
on the base creature’s list as class skills.

A droning cloud of hungry wasps moves over the land,


disperses if reduced to 0 hit points. leaving nothing but the bloody remains of what it
finds.
Speed: All modes of movement double in speed. If the
base creature can fly, its maneuverability doesn’t change. apocalypse hellwasp swarm
Attacks: An apocalypse swarm’s melee attack damage
increases by +2d6 (this includes an increase in swarm Flying from the most fetid swamps, and deepest depth
damage from the additional hit dice). of Hell the apocalypse hellwasp swarm seeks not only to
torment those it comes across, but terrify as well.
Special Attacks: An apocalypse swarm gains the
following:
Apocalypse Hellwasp Swarm CR 11 • XP 12,800
Greater Distraction (Ex) Any living creature that takes
damage from an apocalypse swarm’s swarm attack LE Diminutive vermin (evil, extraplanar, lawful, swarm)
(Pathfinder® Roleplaying Game: Bestiary 3™)
is nauseated for 1d4 rounds; a successful Fortitude
Init +12; Senses darkvision 60 ft.; Perception +10
save (DC 10 + 1/2 creature swarm’s HD + creature Aura fear (100 ft., DC 18, 10 rounds)
swarm’s Con modifiers) negates the effect. The save
DEFENSE
DC is Constitution-based. This ability replaces a
swarm’s distraction ability. AC 23, touch 23, flat-footed 14 (+8 Dex, +1 dodge, +4
size)
Abilities: Dex +4, Con +2. hp 144 (17d8+68); fast healing 10
Fort +15, Ref +13, Will +8
Feats: An apocalypse swarm gains Ability Focus (greater
Defensive Abilities split (17 damage, 5 hp); DR 10/good;
distraction) as a bonus feat, in addition to new feats due Immune swarm traits, weapon damage; Resist fire 10;
to its increase in racial HD. SR 19

Skills: If the base creature has an Intelligence score, it OFFENSE


gains skill points for its new racial HD as appropriate for Speed 10 ft., fly 80 ft. (good)
Melee swarm (5d6 plus greater distraction and poison)
Space 10 ft.; Reach 0 ft.
Special Attacks greater distraction (DC 23), inhabit,
poison
STATISTICS
Str 1, Dex 26, Con 16, Int 6, Wis 13, Cha 10
Base Atk +12; CMB CMD
Feats Ability Focus (greater distractionB, poison),
Alertness, Dodge, Great Fortitude, Improved Initiative,
Improved Iron Will, Iron Will, Skill Focus (Perception),
Toughness
Skills Fly +27, Perception +10, Sense Motive +3,
Stealth +26
Languages Infernal
SQ swarm traits
ECOLOGY
Environment any (Hell)
Organization solitary, pair, or infestation (3-6)
Treasure incidental
SPECIAL ABILITIES
Greater Distraction (Ex) See the apocalypse swarm
template.
Inhabit (Ex) A hellwasp swarm can enter the body of a
helpless or dead creature by crawling into its mouth and
other orifices. Inhabiting a body requires 1 minute, and the
victim must be Small, Medium, or Large. The swarm can

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abandon the body at any time as a full-round action. Any A hellwasp-inhabited creature is easy to spot, since its
attack against the host deals half damage to the hellwasp skin crawls with the forms of the insects inside. A swarm
swarm as well, although the swarm’s DR, resistances, and can attempt a Disguise check to conceal its inhabitation
immunities may negate some or all of this damage. of a host, with a -4 penalty if currently inhabiting a Small
When a hellwasp swarm inhabits a dead body, it host.
effectively transforms the corpse into a zombie of A remove disease or heal spell cast on an inhabited
the appropriate size under the swarm’s control. If a victim forces the hellwasp swarm to abandon its host.
hellwasp swarm inhabits a living victim, it can neutralize Poison (Ex) Swarm—injury; save Fort DC 23; frequency
the effects of its own poison and control the victim’s 1/round for 6 rounds; effect 1d6 Dex; cure 2 consecutive
movement and actions as if using dominate monster. saves.
Hellwasps quickly consume a living victim, dealing 2d4
Split (Ex) See the apocalypse swarm template.
points of Constitution damage per hour.

arboreal creature
Arboreal creatures live in the canopies of forests and has a leg attack, the arboreal creature retains that
jungles. They conduct their lives entirely above-ground, attack and deals normal damage with it. If the base
swinging from bough to bough, climbing through the creature lacks such an attack, the arboreal creature
branches, and balancing on tree limbs as they move from gains a slam attack with an appropriate limb that it
place to place. can use only while brachiating. The slam is a primary
The coloration of an arboreal creature aids its ability to attack if the base creature has no other natural
hide in the high boughs of trees. Its skin may be green, attacks. Otherwise, it is a secondary attack..
gray, or brown, depending on its environment, and its hair Damage for the brachiating slam attack depends
color may change with the seasons. A typical arboreal on the base creature’s size as if the base creature was
creature has long climbing limbs that are awkward to one size category larger.
walk on, but occasionally one may climb primarily with Abilities: Str +2, Dex +2.
two limbs and have stunted hind legs.
Skills: An arboreal creature gains a +10 racial bonus on
creating an Acrobatics checks and a +4 racial bonus on Perception
arboreal creature checks. In forested or jungle environments, an arboreal
creature gains a +4 bonus on Stealth and Survival checks.
“Arboreal” is an inherited template that can be added to Special Qualities: An arboreal creature retains all the
any living, nonaquatic, corporeal creature with grasping base creature’s special qualities and gains those described
limbs (referred to hereafter as the base creature). An here.
arboreal creature uses all the base creature’s statistics and
special abilities except as noted here. Brachiation (Ex) By hanging beneath or within
a canopy of trees (or similar structures with many
Speed: An arboreal creature gains a climb speed equal to limbs), an arboreal creature can swing hand over
the base creature’s highest speed and loses any fly speed hand and move at a speed equal to its climb speed.
the base creature has. Each of the base creature’s other It follows the rules for climbing while moving in this
speeds decreases by 10 feet (to a minimum of 5 feet). If
fashion, but the base Climb DC for brachiation is 10.
the base creature’s climb speed is already its highest speed,
The trees that the creature uses for this movement
it increases by +10 feet, and all other speeds decrease as
must have numerous limbs that can support its
described above.
weight. Any tree that the arboreal creature can climb

m
Attacks: The arboreal creature retains all the base without causing it to bend is suitable for brachiation.
creature’s attacks and its weapon and armor proficiencies.
Tree Leap (Ex) While brachiating, when the distance
These attacks retain the same primary or secondary status
they had for the base creature. between trees exceeds twice its reach, it can make the
leap as if it was jumping with a running start. The
Additionally an arboreal creature gains the following. DC for the leap is equal to the distance between the
Brachiating Slam (Ex) When an arboreal creature trees. Bonuses from having a land speed greater than
is brachiating (swinging from tree to tree; see 30 do not apply to this check. If the arboreal creature
Brachiation below), it can attack with any one limb fails is Acrobatics (jump) check while making the
that it is not using to brachiate. If the base creature leap by less than 5, it can make a DC 15 Acrobatics

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m the advanced bestiary
check to catch a ledge, branch or other handhold 5
feet below its target location. If it misses the check
by more than 5 it falls as normal, but can make the
usual Acrobatics check (DC 15) to ignore the first
10 ft. of the fall.
Environment: Any forest.
m
sample arboreal creature
Could be easily mistaken for an ordinary Halfling
except for the stronger upper body and a wild look
in its eyes.

treefolk
Treefolk are innovative and resourceful tree-
dwellers. Like some kinds of monkeys, they
live most of their lives in the canopy of the
forest. Many subsist as hunters and gatherers,
eating nuts, fruits, and other tree-dwelling
creatures. But despite the apparent simplicity of
their lives, treefolk are as capable of sophistication
as their cousins on the ground, though they are
somewhat less given to wanderlust. In fact, they
sometimes develop whole treetop cities with
stable populations. Understandably, treefolk
are very protective of the forests and jungles in
which they live and ally themselves with other
forest dwellers such as treants, elves, and fey
creatures whenever possible.
A treefolk looks superficially similar to other halflings,
standing about 3 feet tall and usually weighing between
30 and 35 pounds. Both males and females have longer
arms and hands and shorter legs than their landbound
cousins, and they are even more likely to go about
barefoot. Most have brown or gray skin and green Melee brachiating slam +3 (1d4+1) or dagger +3
hair that turns white not with age, but with the (1d3+1/19-20)
coming of each winter. Ranged shortspear +3 (1d4+1)
STATISTICS
Treefolk Warrior CR 1/3 • XP 135 Str 12, Dex 16, Con 13, Int 10, Wis 12, Cha 11
Base Atk +1; CMB +1; CMD 14
Male arboreal halfling warrior 1
Feats Sure GraspUC
N Small humanoid (halfling)
Skills Acrobatics +12, Climb +12, Perception +8, Stealth
Init +3; Senses Perception +8 +4 (+8 in forests and jungles), Survival +1 (+5 in
forests and jungles); Racial Modifiers +12 Acrobatics,
DEFENSE
+6 Perception, +4 Stealth and Survival in forests and
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 size) jungles
hp 7 (1d10+2) Languages Common, Halfling
Fort +4, Ref +4, Will +2; +2 vs. fear Gear hide armor, dagger, shortspear
OFFENSE SPECIAL ABILITIES
Speed 5 ft. (10 ft. base), brachiation 20 ft., climb 20 ft.; Brachiation (Ex) See the arboreal creature template.
tree leap (10 ft.) Tree Leap (Ex) See the arboreal creature template.

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archon-graced
Guardians of good and order, archons act as protectors Defensive Abilities: An archon-graced creature gains
of the innocent and soldiers for the cause. They are the a +4 racial bonus vs. poison and petrification, as well as
celestials most likely to act preemptively to stanch agents electricity resistance 15.
of evil and chaos from taking hold in the mortal realm, Special Attacks: An archon-graced creature gains
and thus are most likely to motivate others to achieve different special attacks depending on which archon has
these ends. graced it.
When an archon finds a creature it feels is worthy, or one • Harbinger Archon: Wrathful Burst (Su): Once
whom it can use to achieve the greater good, it bestows every 6 rounds, a harbinger-archon-graced creature
upon that creature some of its grace. This gives the chosen can let loose a blast of force that does 2d6 damage
creature abilities well above the normal, but only for as to all adjacent creatures. A Reflex save halves the
long as the archon feels the recipient is worthy. damage. The save DC is Charisma-based.
creating an archon • Hound Archon: Bring Down the Quarry (Su):
graced creature When fighting a creature, the hound-archon-
graced creature has targeted with its bloodhound
“Archon-graced” is an acquired template that can be ability (see below), it gains a bonus to its AC,
added to any living non-evil and non-chaotic creature CMB, CMD, and attack and damage rolls against
(referred to hereafter as the base creature). Unlike other it equal to its Wisdom modifier (minimum +0).
celestial-influenced creatures, an archon doesn’t need • Lantern Archon: Light Ray (Su): At will, a
to gain permission of a creature to grace it. An archon- lantern-archon graced-creature can unleash a
graced creature uses all the base creature’s statistics and beam of light that does 1d6 damage to a single
special abilities except as noted here. creature. Against undead, this is a ranged touch
Challenge Rating: The CR adjustment depends on attack and a light effect.
the specific archon that has graced the base creature as • Legion Archon: Ignite Weapon (Su): Three times
given in Table 2-7. a day, a legion-archon-graced creature can turn
Alignment: Any non-evil and non-chaotic alignment. any natural or manufactured weapon it has into a
If the base creature has a chaotic component to its flaming weapon as a standard action. The flames
alignment, it moves one step toward lawful. If the from the weapon do not damage the archon-
archon-graced creature becomes evil or chaotic, the graced creature. Once per day, the graced creature
archon withdraws its grace from the creature, removing can make its flaming weapon into a flaming burst
the template. weapon. The flaming or flaming burst quality
lasts a number of rounds equal to the graced
Type: The base creature’s gains the good and lawful
creature’s Wisdom modifier (minimum +1) but
subtypes.
may be ended at will before that.
Aura: An archon-graced creature gains the following:
• Shield Archon: Defensive Strike (Su): Each
Aura of Menace (Su): The presence of the archon’s time a shield-archon-graced creature successfully
grace provides an archon-graced creature with an strikes an opponent with a melee attack, it gains
aura of menace that activates when it becomes angry knowledge of the creature’s defensive weaknesses.

m
or enters a fight. Any hostile creature within 10 feet Against the struck creature, the archon-graced
of an archon-graced creature must make a Will save creature gains a +1 circumstance bonus on its
to resist its effects. Those who fail the save take a -2 AC, CMB, and attack and damage rolls. This
penalty on attacks, AC, and saves for 24 hours, or bonus is cumulative for each successful strike, but
until they successfully hit the archon-graced creature it is lost as soon as the archon-graced creature
that generated the aura. A creature that has resisted attacks another individual opponent, the creature
the effect is immune to that particular archon- dies, or combat ends.
graced creature’s aura for 24 hours. The save DC is
• Star Archon: Smite Chaos or Evil (Su): Three
Charisma-based.
times a day, a star-archon-graced creature can

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m the advanced bestiary
Archon
Harbinger
table 2-7: archon graced abilities
CR
+1
Str

Dex
+2
Con

Int

Wis

m Cha

Hound +2 — +2 — — +2 —
Lantern +1 — — — — +2 —
Legion +2 +2 — — — +2 —
Shield +2 — — +2 — +2 —
Star +3 — — +4 — +4 —

make a smite attack against a creature with either • Harbinger Archon: Harbinger’s Awareness
a chaotic or evil alignment. The smite bonus is (Ex): A harbinger-archon-graced creature gains
equal to the archon-graced creature’s Charisma a +4 bonus on Perception rolls and cannot be
modifier (minimum +1). Against a chaotic evil surprised or caught flat-footed.
creature, this bonus doubles. • Hound Archon: Bloodhound (Su): A hound-
Spell-Like Abilities: An archon-graced creature gains archon-graced creature can track any one creature
different spell-like abilities depending on which archon it has caught the scent of anywhere on the same
has graced it. plane as it. This does not give the specific location
• Harbinger Archon: At will—dancing lights; 3/ of the creature, but reveals the general direction
day—cure light wounds. to within 100 feet. The hound archon-graced
creature can change its target as a full-round
• Hound Archon: At will—aid; 3/day—magic action, but it can only have one creature targeted
circle against evil. by this ability at any time.
• Lantern Archon: At will—aid, continual flame, • Lantern Archon: Burst of Light (Su): Once
detect evil. a day, a lantern-archon-graced creature can
• Legion Archon: At will—continual flame; 3/ instantaneously travel 100 feet to any unoccupied
day—versatile weapon. location within line of sight as a move action.
• Shield Archon: At will—aid; 3/day—shield • Legion Archon: Gift of Armor (Su): A legion-
other. archon-graced is proficient with all forms of
• Star Archon: At will—aid, true seeing; 1/day— armor. Further, it takes no reduction to its speed
sunbeam, sunburst. or any armor check penalties when wearing
armor.
Abilities: An archon graced creature gains bonuses to
ability scores depending which archon has graced it. • Shield Archon: Communal Defense (Su): By
physically touching an ally as an immediate
Special Qualities: An archon graced creature gains the action, a shield-archon-graced creature can lend
following. an ally the use of one if its feats for 1 round even
Graced (Su): An archon-graced creature contains part if the ally does not meet the prerequisites for
of a specific archon’s grace, i.e. its divine essence. The the feat. During this round the archon-graced
archon that graced the creature has constant awareness creature loses the ability to use that feat, as well
of the creature and may intervene directly or indirectly as any feats that have it as a prerequisite. The
on the archon-graced creature’s behalf if it is able (at archon-graced creature can lend only one feat
the GM’s discretion). The archon can only grace one to one creature at a time. At beginning of the
creature at a time, and it can remove its grace (and archon-graced creature’s next action, the use of
the template) at will. A banishment spell can force an the feat returns to the graced creature.
archon’s grace out of a creature, but the graced creature • Star Archon: Graced Regeneration (Su): A star-
gets a Will save to negate the banishment attempt. archon-graced creature gains regeneration equal
Further, an archon-graced creature gains different to 1 plus half its Hit Dice. The regeneration can
special qualities depending on which archon has be bypassed by evil weapons and effects.
graced it.

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m 33
sample archon-graced
creature
A half-elf in gleaming full plate, his coat of
arms bears angelic wolves as its insignia.

byvrin
Byvrin is a traveling paladin who
fights the forces of evil wherever he
encounters them. He is fanatically
dedicated to the cause of good, and his
focus when chasing down his quarry
earned him the grace of a hound archon.
His archon patron constantly inspires
Byvrin to perform ever more glorious
deeds against evil foes.

Byvrin CR 9 • XP 6,400
Male hound archon-graced half-elf
paladin 8
LG Medium humanoid (elf, good,
human, lawful)
Init +2; Senses low-light vision;
Perception +9
Aura aura of menace (10 ft., DC 16)
DEFENSE
AC 24, touch 13, flat-footed 23 (+11 armor,
+2 deflection, +1 Dex)
hp 72 (8d10+24)
Fort +9, Ref +6, Will +12; +2 vs.
enchantments, +4 vs. poison and
petrification
Immune sleep, charm, disease, fear; Resist
electricity 15
OFFENSE SQ aura of courage, aura of good, aura of resolve, divine
Speed 20 ft. (30 ft. base) bonds (weapon +2, 1/day), bloodhound, elf blood,
graced, lay on hands, mercies (diseased, shaken)
Melee +2 greatsword +14/+9 (1d10+6/19-20)
Other Gear +2 full plate, +2 greatsword, ring of
Special Attacks bring down the quarry, channel positive protection +2
energy 3/day (DC 16, 4d6), smite evil
Spell-Like Abilities (CL 8th; concentration +10) SPECIAL ABILITIES
At will—aid, detect evil Aura of Menace (Su) See the archon-graced template.
3/day—magic circle against evil Bloodhound (Su) See the archon-graced template.
Paladin Spells Prepared (CL 5th; concentration +7): Bring Down the Quarry (Su) See the archon-graced
2nd—bull’s strength, holy shield template.
Elven Magic (Su) Elves receive a +2 racial bonus on

m
1st—bless weapon, divine favor
caster level checks made to overcome spell resistance.
STATISTICS In addition, elves receive a +2 racial bonus on Spellcraft
skill checks made to identify the properties of magic
Str 18, Dex 14, Con 13, Int 10, Wis 18, Cha 14
items.
Base Atk +8; CMB +12; CMD 26
Elven Weapon Familiarity (Ex) Elves are proficient with
Feats Combat Reflexes, Power Attack, Run, Skill Focus longbows (including composite longbows), longswords,
(Perception)B, Toughness rapiers, and shortbows (including composite
Skills Heal +15, Perception +9, Sense Motive +15; Racial shortbows), and treat any weapon with the word “elven”
Modifiers +2 Perception in its name as a martial weapon.
Languages Common, Elven Graced (Su) See the archon-graced template.

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m the advanced bestiary
augmented creature
Cyborg, half-construct, abomination, all of these
m
Hit Dice: An augmented creature’s Hit Dice do not
describe the augmented creature. A fusion of flesh change, but it does gains bonus hit points as a construct
and machine, either through magical or technological of its size (minimum 5 hp), and all bonus hit points due
means, augmented creatures have both the benefits and to Constitution are reduced by one-half.
weaknesses of both the natural and artificial. Attacks: An augmented creature’s natural attacks
Typically half-mad from the process that created them, count as adamantine and cold iron for the purposes of
augmented creatures are usually under forced servitude overcoming damage reduction.
to their maker, or they wander the world, trying to find Abilities: Str +2, Con –2 (minimum 1), Wis –2.
meaning in their mad existence. Augmented creatures
with low intelligence are particularly ferocious, having a Special Qualities: An augmented creature gains the
tendency to attack anyone that intrudes on their territory. following.
Those with intelligence are in constant turmoil, as the Augmentation Psychosis (Ex): An augmented creature
flesh and the machine and are always seeking to upgrade that has a Wisdom score of 2 or less (including no
themselves with better augmentations. score), is overcome with rage and gains the ferocity
universal monster ability. This rage is identical to the
creating an barbarian’s rage ability, but it is permanent. When
augmented creature in a state of rage, effects that remove rage or calm
rage make the augmented creature staggered for one
“Augmented” is an acquired template that can be added round. Effects that raise the augmented creature’s
to any corporeal creature (hereafter referred to as the base Wisdom above 2 cure the rage and ferocity.
creature). An augmented creature uses all of the base If an augmented creature’s Wisdom score ever
creature’s special abilities and statistics except at noted below. reaches 0, it becomes insane. The insanity, but not the
Challenge Rating: As base creature +2, plus 1 for rage, can be cured with appropriate healing magic.
every 3 AP (augmentation points) spent above maximum Repairs (Ex): An augmented creature can be healed
(see below). by making an appropriate Craft check against a DC
Defensive Abilities: An augmented gains acid, cold, of 15 and paying a cost for materials of 10 gp per
fire, and sonic resistance; regeneration (bypassed by hit point to be healed. The repairs can heal no more
electricity damage); and damage resistance (bypassed than half of the creature’s total damage taken, and
by adamantine) equal to 5 plus one-fifth of its total Hit repairing the creature requires a full day.
Dice (rounded down). It loses any electricity resistance or Augmentations (Ex or Su): Augmentations can be
immunity to electricity it has. Additionally, an augmented of either magical or technological origin. Magical
creature has spell resistance 11 + its total Hit Dice. augmentations are treated as a supernatural ability; all
Weaknesses: An augmented gains the following weaknesses. others are extraordinary abilities. Each augmentation
has a gold piece cost as well as an augmentation point
Electricity Vulnerability (Ex): Electricity damage
cost (AP cost). Unless otherwise specified, the cost for
stuns an augmented creature for 1d4 rounds and
an augmentation is 100 gp multiplied by the number
bypasses its regeneration but not its spell resistance.
of existing augmentations the creature has. Unless
A Fortitude save vs. a DC equal to half the damage
otherwise specified, an augmentation takes 1 day to
taken negates the stunning effect.
implant.
Of Two Worlds (Ex): An augmented creature counts An augmented creature gains a number of
as both a creature of its type and a construct against augmentation points (AP) equal to its Constitution
effects specific to type. Any healing effects or repairs score (Charisma score for creatures with no
to an augmented only heal half damage, as they Constitution). An augmented creature does not have
each only apply to the flesh or machine part of the to spend all its augmentation points at once, and it
creature. Spells only affecting objects can affect an can gain additional points by taking the Additional
augmented as well. Damaging magical effects must Augmentation feat (see Appendix A). For every
still overcome an augmented’s spell resistance. augmentation point spent above the creature’s

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m 35
science-fiction in a fantasy world
The use of science-fiction elements in a fantasy world can be controversial. However, it can be fun to play in a
world that combines high technology and magic. The 1980’s cartoon Thundaar the Barbarian, the steampunk
genre, elements of the Stephen King’s Dark Tower series, and the classic cyberpunk RPG Shadowrun are
all examples of how fantasy and sci-fi can work together. Your players facing a raiding party of augmented
creatures that serve an augmented dragon or other powerful villain can be memorable and fun (one word…
cyber-goblins!)
The augmented template is meant to fill a common trope of sci-fi, the cyborg. If, however, you want to limit
the sci-fi elements of the template, you can rename it to “mechanized” or “half-construct” and restrict the
augmented to strictly magical effects.

Constitution score, it takes 1 point of permanent necessarily the same one). If the Craft check fails
Wisdom drain, as it becomes more and more by more than 5, the AP cost is not recovered and
machine. For example, a creature with a 15 Con that the hit point damage becomes permanent, even if
has spent 17 APs would have 2 points permanent the augmentation is replaced.
drain to Wisdom. This drain cannot be healed by Switching out an augmentation is a two-step
magic or rest until either the creature’s Constitution process and requires two Craft checks. First, the
permanently increases or enough augmentations are current augmentation needs to be removed (as
removed to bring its used construction point total above); then the new augmentation is installed. If
its maximum. the creature fails either Craft check by more than
In addition to the augmentations listed below, an 10, both augmentations are rendered useless, and
augmented creature has access to all the abilities the AP points for both augmentations are lost.
an animated object has via its construction points An augmentation can be made internal, thus
(1 CP = 1 AP). However, if a construct ability hiding it within the augmented creature’s body, by
says it doesn’t stack if taken multiple times, the spending the augmentation’s AP cost a second time.
augmentation does stack, but the cost increases by 1 The augmentation must reasonably fit inside the
AP each time it is taken. body of the creature to be made internal. A DC 25
Installing an augmentation requires an appropriate Perception check is required to detect if a creature
Craft check. The DC for this check is 20 plus the has an internal augmentation.
AP costs of the augmentation. If the check fails by
5 or more, the augmentation is destroyed, but the specific augmentations:
augmented creature regains the AP spent on the
augmentation. If the check fails by 10 or more, the • Advanced Sensors (1 AP): The augmented creature
augmentation is destroyed and the AP cost is not gains one of the following: darkvision +60 ft., low-
recovered. light vision, blindsense +60 ft., or blindsight +60 ft.
An augmented creature can upgrade, remove, or This augmentation may be made multiple times to a
switch out one of its augmentation for another one single sense, but each addition increases the cost by
of equal AP value with an appropriate Craft check. +1 AP.
Unless otherwise stated, if the check fails, it can be • Enhanced Ability Score (2 AP): Increase one ability
attempted again without spending further AP. score, excluding Wisdom, by +2. Wisdom can only
Upgrading an augmentation is simply a matter of be increased in +1 increments due to the negative

m
spending the additional AP cost and making the effect augmentations have on a creature’s sense of
Craft check. self. This augmentation can be taken multiple times,
Removing an augmentation is riskier. When but each enhancement increases the cost by +1 AP.
removing an augmentation, the augmented creature
• Enhanced Hit Dice (1 AP): Racial Hit Dice are
takes its HD in damage, but it gains the AP cost
increased by +1. If the augmented doesn’t have racial
of the removed augmentation back. However,
HD, it gains one. This augmentation can be taken
the hit point damage is permanent unless the
multiple times, but each enhancement increases the
augmentation is replaced with another one (not
cost by +1 AP.

36
m the advanced bestiary
using the augmented template
m
The augmented template offers a GM many options that can be added to any creature. However, a GM needs to be
careful exactly what combination of elements are chosen. An augmented creature not carefully crafted can become
unbalanced very quickly. When you create an augmented creature, compare the final creature with other creatures of
similar CR. If the augmented has many more capabilities, consider increasing its CR or changing the augmentations
it has to bring it in line with its CR.
If you wish to make your own augmentations, use the augments in this template and those available to animated
objects (see the Pathfinder® Roleplaying Game Bestiary™) as guides. Generally, no augmentation should cost
more than 2 AP for the standard fare in your world. A standard augmentation should only give the equivalent
advantage of a +1 or +2 weapon or armor effect, add no more than one attack per augmentation, or allow
more abilities than a mid-range-cost magic item. If you want to add technology way above the standard in
your world (laser rifles, etc. for your standard fantasy world) or augments that emulating much higher costing
magical effects, increase the AP cost by 1 or 2 as appropriate.

• Enhanced
AC (1 AP):
Increase AC by
+1. If extraordinary,
this bonus is either
an armor, dodge, or
natural AC bonus.
If supernatural, the
bonus is either a
deflection or dodge bonus.
This ability can be taken
multiple times, and similar
bonuses granted from this
augmentation stack with
each other, but do not
necessarily stack with
bonuses granted from
other sources.
• Faster Movement (1 AP):
Increase the speed of one
of your existing modes of
movement by +5 ft. This
augment can be taken multiple
times at standard cost.
• Hardened (1 AP): Gain hardness +1. This
augmentation can be taken multiple times
at standard cost.
• Integrated Ammunition (1 AP): The
augmented creature can store up to 20 arrows,
20 bolts, 50 sling bullets, or 10 firearm ammunition
within its body. It can recover one piece of ammo
as a free action for the use in a ranged weapon.
If the creature has an integrated ranged weapon
or firearm, it can reload the weapon as a standard
action. Reloading the creature’s store of ammo is a

the advanced bestiary


m 37
full-round action. This augmentation can be taken
multiple times, each time it applies to a different
sample augmented
kind of ammunition. The cost of this augmentation A thing of stone and metal, the demonic looking
does not include the ammunition, which must be creature raises its arm and a flurry of arrows fires
purchased separately. from its palm.
• Integrated Magic (special AP): A single spell can
be used by the augment as a supernatural ability.
augmented gargoyle
The AP cost is equal to half the spell’s level. Each
ability can be used one time per day. The number of An augmented gargoyle is as vicious and clever as its
times per day can be increased by 1 per additional standard kin, but the various augmentations make
AP spent. The ability can be made “At will” for it more confident and brazen. Inherently mercenary,
triple, and “Constant” for quadruple the AP cost. augmented gargoyles offer their services to the highest
Unlike other augments, integrated magic is always bidder; their nasty nature, however, usually makes their
a supernatural ability. term of employment short.

• Integrated Weaponry (Firearm) (2 AP): As integrated Augmented Gargoyle CR 6 • XP 1,200


ranged weapon (see below), but the weapon is a firearm.
• Integrated Weaponry (Melee) (1 AP): Replace one of CE Medium monstrous humanoid (earth) (Pathfinder®
Roleplaying Game Bestiary™)
the augmented’s natural attacks with a one-handed Init +6; Senses darkvision 60 ft.; Perception +4
melee weapon. The weapon is part of the augmented
DEFENSE
creature and cannot be dropped, but can be improved
to masterwork and given magical effects for the usual AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 55 (6d10+32); regeneration 6 (electricity)
costs. A weapon can be integrated into the creature
Fort +3, Ref +6, Will +3
without replacing a natural attack by increasing the
DR 10/magic, 6/adamantine; Resist acid 6, cold 6, fire 6,
cost by +1 AP. An augmented creature is always sonic 6; SR 16
proficient in the specific weapon it is integrated with. OFFENSE
An integrated weapon is considered a natural attack,
Speed 40 ft., fly 60 ft. (average)
but if the augmented creature is capable multiple
Melee bite +8 (1d4+3), claws +8 (1d8+3/19-20), integrated
attacks with the weapon it keeps those attacks. The powerful longsword +8 (1d8+4), gore +8 (1d4+3)
cost of this augmentation is as normal plus the cost Ranged +1 integrated shortbow +7 (1d6+1)
of the weapon. STATISTICS
• Integrated Weaponry (Ranged) (2 AP): The augmented Str 17, Dex 14, Con 14, Int 6, Wis 9, Cha 7
creature has some kind of non-firearm ranged Base Atk +5; CMB +8; CMD 20
weapon integrated. The weapon must be one the Feats Hover, Improved Initiative, Skill Focus (Fly)
creature could normally carry, cannot be dropped, Skills Fly +12, Perception +4, Stealth +11 (+17 in stony
areas); Racial Modifiers +2 Stealth (+6 in stony areas)
and can be improved to masterwork and given
Languages Common, Terran
magical effects for the usual costs. An integrated SQ augmentations (2/14 AP remaining; augmented critical
ranged weapon does not include ammunition. An [claw], enhanced HD, enhanced natural AC, improved
augmented creature is always proficient in the attack [claw], integrated ammunition [internal arrows],
integrated weaponry [internal shortbow, longsword],
specific weapon it is integrated with. An integrated powerful weapon [longsword]), freeze, repairs
weapon is considered a natural attack, but if the
ECOLOGY
augmented creature is capable multiple attacks
Environment any
with the weapon it keeps those attacks. The cost of
Organization solitary, pair, or wing (3-12)
this augmentation is as normal plus the cost of the

m
Treasure standard
weapon.
SPECIAL ABILITIES
• Nimble Flyer (2 AP): If you have a fly speed, increase
Augmentation Psychosis (Ex) See the augmented
your maneuverability by one step. This augment can be template.
taken multiple times. Augmentations (Ex) See the augmented template.
• Powerful Weapon (1 AP): Choose one of your integrated Freeze (Ex) A gargoyle can hold itself so still it appears
to be a statue. A gargoyle that uses freeze can take
melee weapons. That weapon is used as if it was being 20 on its Stealth check to hide in plain sight as a stone
wielded two handed. statue.
Repairs (Ex) See the augmented template.

38
m the advanced bestiary
avian creature
Sleek and slight, avian creatures live to fly. Feathers
sample avian creature
m
cover their forms, and each kind has its own coloration.
Whether raven-black or peacock-plumed, avian creatures A large, multicolored feathered snake with the face of
are masters of the open air. a humanoid and the wings of a great bird takes flight.

creating an avian guardian naga


avian creature
Avian guardian nagas watch over gateways to the Upper
“Avian” is an inherited template that can be added to any Planes and forgotten holy sites dedicated to good gods.
living, corporeal creature except an ooze. The creature Dedicated to all that is good and just, these resplendent
(referred to hereafter as the base creature) must be able to
breathe air. An avian creature uses all the base creature’s
statistics and special abilities except as noted here.
Challenge Rating: Same as the base
creature +1.
Armor Class: Natural armor class is
reduced by –2 (minimum +0).
Speed: The avian creature retains the
base creature’s speeds and gains a
fly speed equal to the base creature’s
highest speed, with average
maneuverability. If the base creature
already has a fly speed, it increases
to match its highest speed. The avian
creature’s maneuverability remains the
same as the base creature’s or increases
to average, whichever is better.
Abilities: Dex +4, Con –2
(minimum 1).
Skills: Because of its excellent
vision, an avian creature has a +10
racial bonus on Perception checks.
Languages: If the avian creature
can speak, it gains the ability to speak Auran, in
addition to any other languages the base creature
knows.
Special Qualities: An avian creature retains all
the base creature’s special qualities and gains the one
described here.
Avian (Ex) An avian creature’s body is covered in
feathers, and it has two large wings that grant it the
ability to fly. An avian creature’s weight is 20% less
than the base creature’s because of its lightweight
body structure.

the advanced bestiary


m 39
creatures are nonetheless fearsome and deadly fighters 1st (7/day)—cure light wounds, divine favor, expeditious
capable of great destruction. retreat, mage armor, magic missile
Sometimes mistaken for a couatl, an avian guardian naga 0 (at will)—daze (DC 14), detect magic, light, mage
hand, open/close (DC 14), ray of frost, read magic,
has a giant, snakelike body covered in brilliant feathers. A stabilize
frill of red and gold feathers surrounding its beautiful face STATISTICS
only serves to heighten its astonishing beauty. An avian
Str 21, Dex 27, Con 18, Int 16, Wis 19, Cha 18
guardian naga flies by means of two feathered wings, and Base Atk +9; CMB +15 (+17 trip); CMD 33 (can’t be tripped)
its body coils and twists behind it in flight. Feats Alertness, Blind-Fight, Combat Casting, Combat
Expertise, Eschew MaterialsB, Improved Trip, Lightning
Avian Guardian Naga CR 11 • XP 12,800 Reflexes
Skills Bluff +16, Diplomacy +16, Fly +6, Knowledge (arcana)
+18, Perception +33, Sense Motive +20, Spellcraft +18,
Avian guardian naga (Pathfinder® Roleplaying Game
Stealth +19; Racial Modifiers +10 Perception
Bestiary™)
Languages Auran, Celestial, Common
LG Large aberration
SQ avian
Init +8; Senses darkvision 60 ft.; Perception +33
ECOLOGY
DEFENSE
Environment temperate plains
AC 24, touch 17, flat-footed 16 (+8 Dex, +7 natural, -1 size)
Organization solitary, pair, or nest (3-6)
hp 102 (12d8+48)
Treasure standard
Fort +8, Ref +14, Will +12
SPECIAL ABILITIES
OFFENSE
Avian (Ex) See the avian creature template.
Speed 40 ft., fly 40 ft. (average)
Poison (Ex) Bite—injury or spit—contact; save Fort DC
Melee bite +13 (2d6+7 plus poison)
20; frequency 1/round for 6 rounds; effect 1d4 Con;
Ranged spit +16 touch (poison) cure 2 consecutive saves.
Space 10 ft.; Reach 5 ft. Spells An avian guardian naga casts spells as a 9th-level
Special Attacks poison, spit sorcerer, and can cast spells from the cleric list as well as
Sorcerer Spells Known (CL 9th; concentration +13) those normally available to a sorcerer. Cleric spells are
considered arcane spells for the avian guardian naga.
4th (5/day)—divine power, greater invisibility
Spit (Ex) An avian guardian naga can spit its venom up
3rd (7/day)—cure serious wounds, dispel magic,
to 30 feet as a standard action. This is a ranged touch
lightning bolt (DC 17)
attack with no range increment. Opponents hit by this
2nd (7/day)—detect thoughts (DC 16), lesser restoration, attack must make successful saves (see above) to avoid
scorching ray, see invisibility the effect.

azata-inspired
Whimsical and always looking to inspire freedom and Challenge Rating: As base creature +2
fight tyranny, the azatas rarely directly intervene in Alignment: Any non-evil. If the creature’s alignment
the mortal realms. Instead they try to inspire creatures has a lawful component, the creature moves one step
to champion the cause of freedom. Those who gain an towards chaotic.
azata’s favor can be blessed by gaining inspiration from
and aspects of the azata itself. Type: The base creature gains the good and chaotic
subtypes. If the base creature has the evil or lawful
creating an subtypes, it keeps them.

m
azata-inspired Defensive Abilities: An azata-inspired creature gains
a +4 racial bonus to saves vs. petrification; cold and fire
“Azata-inspired” is an acquired template that can resistance 5; and electricity resistance 20.
be added to any living, non-evil, creature with an
Weaknesses: An azata-inspired creature gains the following.
Intelligence score 2 or greater and that has been
inspired by and gained the favor of an azata (hereafter Freedom’s Burden (Ex): If ever the azata-inspired
referred to as the base creature). The creature retains creature magically or physically binds, holds, or
all the base creature’s statistics and special abilities imprisons another creature with an Intelligence above
except as noted here. 3 for more than a minute, the azata-inspired suffers a

40
m the advanced bestiary
-1 penalty on all attack rolls, skill checks, and saving
throws for a day. This penalty is cumulative for each
creature and every minute said creatures are held. The
penalty ends one day after the creatures are freed.
Special Attacks: An azata-inspired creature gains the
following.
m
allows a saving throw. The azata-inspired creature
must take the result of the second saving throw. If
subjected to a holding, binding, or imprisoning effect
that doesn’t allow a saving throw, the azata-inspired
creature gains a Reflex or Will save (whichever bonus
is better) against the effect.
Shatter Bonds (Su): At will an azata-inspired creature Inspired (Su): An azata-inspired creature gains
can make a sunder attack against any physical or magical a circumstance bonus to a single Intelligence-,
holding, binding, entangling, or imprisoning effect. If Wisdom-, or Charisma-based skill equal to half
the attack succeeds and the damage done is greater of its total HD. This bonus can be changed to a
than the physical item’s hardness or twice a magical different skill once a day, but cannot be applied to
effect’s spell level, the effect is destroyed or dispelled. If two different skills within the same 24-hour period.
the source of the binding is mythic in nature, the azata- Additionally an azata-inspired creature gains an
inspired creature can still make a sunder attempt, but additional quality depending on which azata inspired it.
with a -15 penalty, unless the creature is mythic as well. • Bralani: Leaf on the Wind (Ex): Any airborne
Smite Tyranny (Su): Once a day plus once per 5 creature takes a -2 penalty on attack and damage
Hit Dice, an azata-inspired creature can perform rolls against a bralani inspired creature. Further, a
a devastating attack against lawful evil creatures bralani inspired creature is never considered flat-
or those who imprison or suppress the freedom footed except when surprised.
of others. This includes those in view of an azata- • Brijidine: Fire Walking (Su): A brijidine inspired
inspired who have cast an active hold spell, someone creature can walk across flames and molten rock
who is grappling another creature, or has ever used and metal as if they were solid. While doing so,
the imprisonment spell or similarly powerful magic to the creature is immune to fire.
bind, hold or imprison someone.
The azata-inspired creature must declare a smite • Ghaele: Fast as Light (Su): Once a day plus once
tyranny attack before the attack die is rolled. If for every 5 HD the azata inspired creature has,
the attack succeeds, the attack is automatically a a ghaele inspired creature can, as a move action,
confirmed critical hit that bypasses any damage instantaneously move to any location within 400
reduction or hardness the target has. If the attack ft. as a move action. The creature must have line
misses, the azata-inspired creature loses that use of of sight with the destination and the target square
the smite tyranny attack. cannot be occupied. When the creature arrives at
its destination it can take other actions if it is able.
Spell-Like Abilities: An azata-inspired creature gains
spell-like abilities depending on which azata inspired it. • Lillend: Inner Bard (Su): A lillend inspired
creature gains a +4 bonus to one Perform skill.
• Bralani: 3/day—gust of wind, wind wall; 1/ That specific Perform skill is also considered a
day—wind walk. class skill.
• Brijidine: 3/day—flaming sphere, stone shape; 1/ If the lillend inspired creature does not have
day—wall of fire. bard levels, every day it can choose one bardic
• Ghaele: 3/day—charm monster, true seeing; 1/ performance ability that a bard of a level equal to
day—wall of force. its total Hit Dice can use. As a move action, the
chosen bardic performance ability can be used a
• Lillend: 3/day—knock, suggestion; 1/day—charm number of times per day equal to the creature’s
monster. Charisma-modifier (minimum 1) when using
• Lyrakien: 3/day—daze, silent image; 1/day— the chosen Perform skill. A lillend inspired
confusion, hypnotism. creature can only access one bardic performance
Abilities: +2 Wis, +4 Cha. ability per day with this ability.
If the lillend inspired creature has bard levels, it
Special Qualities: An azata-inspired creature gains the adds its Charisma-modifier to the number of times
following. a day it can use its bardic performance ability.
Forever Free (Su): An azata-inspired creature • Lyrakien: Summon Mote (Su): Once a day
automatically gains a second save against any effect while in darkness or during the night, a lyrakien
that would hold, bind, or imprison it if the effect inspired creature can summon a mote of soft

the advanced bestiary


m 41
starlight to light its path. The mote follows the
lyrakien inspired creature and provides as much
illumination as a torch, but does not impact
darkvision, affect light sensitivity, or
cause deleterious effects due to
light. The mote stays as long
as the creature wishes, but it
automatically vanishes with
the dawn.
The mote can be used to
attempt to counter a darkness
or deeper darkness spell as a light
spell using the creature’s total Hit
Dice as its caster level. If successful
the mote dispels the darkness but
burns itself out for the day.

sample azata-
inspired
This elf-like humanoid emanates flame and
light as it works furiously upon a great
craft within the forge.

brijidine-inspired axiomite
Primal mathematics combined with the
souls of mortals, axiomites normally have
defined roles and functions within their society.
However, every so often some entropy creeps into
the mathematics and a chaotic spark of creativity
takes hold. These rare axiomites are open to the
ideas generated from a chaotic existence, and
a few of them take inspiration of the good a
little bit of chaos can offer.
Brijidine-inspired axiomites are the inventors and artistic OFFENSE
types among the formally lawful axiomites. When Speed 30 ft., fly 30 ft. (good)
working at their inspired craft, they are totally focused Melee +1 light hammer +16/+11 (1d4+6)
until they are finished. Special Attacks shatter bonds, smite tyranny 3/day
Spell-Like Abilities (CL 9th; concentration +16)
Brijidine-Inspired Axiomite CR 10 • XP 9,600 3/day—dispel chaos (DC 21), empowered order’s wrath,
flaming sphere (DC 19), haste, hold monster (DC 22),
lightning bolt (DC 20), order’s wrath (DC 21), stone
N Medium outsider (chaotic, extraplanar, good, lawful) shape, telekinesis, true strike
(Pathfinder® Roleplaying Game Bestiary 2™)
1/day—summon inevitable (level 6, 1 zelekhut [requires 4

m
Init +8; Senses darkvision 60 ft.; Perception +19 axiomites]), true seeing, wall of fire
DEFENSE STATISTICS
AC 21, touch 15, flat-footed 16 (+4 Dex, +6 natural, +1 Str 21, Dex 19, Con 16, Int 21, Wis 22, Cha 24
dodge)
Base Atk +10; CMB +15; CMD 30
hp 85 (10d10+30); regeneration 5 (chaotic or magic)
Feats Dodge, Empower Spell-Like Ability (order’s
Fort +6, Ref +11, Will +15; +4 vs. petrification wrath), Improved Initiative, Iron Will, Mobility
DR 10/chaotic; Immune disease, electricity, mind- Skills Craft (any one) +21, Diplomacy +20, Fly +8,
affecting effects; Resist cold 10, electricity 20, fire 10; Knowledge (any three) +15, Knowledge (planes) +18,
SR 19 Perception +19, Sense Motive +19, Spellcraft +18, Stealth
Weaknesses freedom’s burden +17, Survival +19

42
m the advanced bestiary
Languages Abyssal, Celestial, Common, Draconic,
Infernal
SQ crystalline dust form, firewalking, forever free, inspired +5
Gear +1 light hammer
ECOLOGY
Environment any (lawful plane)
m
form, the axiomite looks like a shifting mass of glowing
mathematical symbols and equations. In this form it can
fly and gains the incorporeal quality; it can use spell-
like abilities but cannot make physical attacks. In its
solid form, an axiomite cannot fly. Both shapes are the
axiomite’s true form, and it does not revert to a different
form if killed. A true seeing spell reveals both forms
simultaneously.
Organization solitary, pair, or team (3-12) Firewalking (Su) See the azata-inspired template.
Treasure standard (+1 light hammer, other treasure) Forever Free (Su) See the azata-inspired template.
SPECIAL ABILITIES Freedom’s Burden (Ex) See the azata-inspired template.
Crystalline Dust Form (Su) An axiomite can shift Inspired (Su) See the azata-inspired template.
between its solid body and one made of golden, Shatter Bonds (Su) See the azata-inspired template.
crystalline dust as a free action once per round. In dust Smite Tyranny (Su) See the azata-inspired template.

bipedal creature
A bipedal creature possesses the body of a humanoid and land speed is greater. If the base creature lacks a land
the features of some other creature. It has two legs and at speed, the bipedal creature’s land speed is half the speed
least two arms that are capable of wielding weapons and indicated on the table (minimum 5 feet).
manipulating tools, and it stands either erect or hunched
like an ape. Bipedal races often form stable societies, table 2-8: bipedal speed
cultures, and nations, even if the multi-legged or legless
creatures they resemble are solitary beings or simple Size Land Speed
hunter-gatherers. Fine 5 ft.

When a creature gains this template, two of the base Diminutive 10 ft.
creature’s limbs (usually the last pair) become legs, and Tiny 20 ft.
any other limb except a head that has a natural attack Small 20 ft.
becomes an arm capable of either wielding a weapon or Medium 30 ft.
making a natural attack, as the creature chooses. Arms Large 40 ft.
need not be jointed limbs in the typical sense; tentacles Huge 50 ft.
or other limbs could also be capable of wielding weapons
Gargantuan 60 ft.
and objects. If these transformations do not grant the
Colossal 60 ft.
bipedal creature at least two arms and two legs, it either
converts limbs that do not have natural attacks or grows
limbs until it meets these minimum numbers. Attacks: The bipedal creature retains all the base
creature’s natural attacks except those employing limbs
If the base creature has wings or a tail that do not make that have become legs. If its Intelligence score is 3 or
natural attacks, these limbs remain as they were, adjusting higher, it can also wield weapons normally with its
in size to fit the bipedal creature’s body without dragging. arms, and it retains all the base creature’s weapon and
Any of the base creature’s limbs not accounted for in this armor proficiencies. Any natural attacks it has retain the
process become vestigial. same primary or secondary status they had for the base
creature.
creating a bipedal creature Space/Reach: The base creature’s space and reach
“Bipedal” is an inherited or acquired template that can be change according to the Creature Size and Scale in
added to any living creature that does not have a generally the Pathfinder® Roleplaying Game Core Rulebook™. For
humanoid form (referred to hereafter as the base creature). creatures of Large size or greater, use the “tall” option. If
A bipedal creature uses all the base creature’s statistics and the base creature has a longer reach than normal for its
special abilities except as noted here. size, the bipedal creature retains that reach.
Speed: If the base creature has a land speed, it changes to Special Attacks: A bipedal creature retains all of the
the speed given on Table 2-8, even if the base creature’s base creature’s special attacks except rake.

the advanced bestiary


m 43
using the bipedal
STATISTICS
Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12
creature template Base Atk +6; CMB +11; CMD 23 (+27 vs. trip when on 4 legs)
Feats Alertness, Improved Initiative, Run
The bipedal creature template can radically change Skills Fly +8, Intimidate +10, Knowledge (planes) +10,
how monsters fit into your game world. With it, Perception +12, Sense Motive +12, Stealth +2, Survival +10
you could make a race of bipedal deer that live like Languages Abyssal, Infernal
monkeys, or build whole nations of magical beasts Gear chainmail, greataxe
that are normally relegated to random encounters ECOLOGY
in the wilderness. Good dragons could walk the Environment any (Abaddon)
land as giants do, while evil dragons might move Organization solitary
on all fours like animals. Treasure none

The bipedal template is also useful for making SPECIAL ABILITIES


monsters suitable for other templates. Smoke (Su) In battle, a bipedal nightmare exhales
smoke that chokes and blinds foes, filling a 15-foot cone
each round as a free action. Anyone in the cone must
succeed on a DC 16 Fortitude save or become sickened

sample bipedal creature


until 1d6 minutes after leaving the area. This smoke
acts as obscuring mist for the purposes of
concealment. The smoke persists for 1 round.
A creature the body of a midnight-black giant The save DC is Constitution-based.
and the head of a demonic horse, its flaring
nostrils spew sparks and smoke, and its huge,
hooflike hands strike fire with each blow.

bipedal nightmare
Bipedal nightmares can strike terror into
the ranks of the most stalwart army and
the hearts of the greatest heroes. Although
they present no greater threat in melee than
trolls do, their ability to slip through the
defenses of foes and seemingly return from
the dead time and time again are legendary.

Bipedal Nightmare CR 5 • XP 1,600


NE Large outsider (evil, extraplanar)
(Pathfinder® Roleplaying Game
Bestiary™)
Init +6; Senses darkvision 60 ft.;
Perception +12
DEFENSE
AC 25, touch 11, flat-footed 23 (+6
armor, +2 Dex, +8 natural, -1 size)
hp 51 (6d10+18)

m
Fort +8, Ref +7, Will +3
OFFENSE
Speed 30 ft., fly 90 ft. (good)
Melee bite +9 (1d4+4), greataxe +9/+4 (3d6+6/x3) or 2
hooves +4 (1d6+2 plus 1d4 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks smoke (DC 16)
Spell-Like Abilities (CL 6th; concentration +7)
1/day (self plus 1 other only) —plane shift

44
m the advanced bestiary
blood knight
Blood knights are the damned souls of fierce warriors who
m
All of a dread blood knight’s natural attacks gain the
died in a particularly bloody manner. Cursed to walk the grab universal monster ability and they deliver its blood
earth until their warlike ways lead to their destruction, drain special attack in addition to normal damage. All of
blood knights seek always to fight and conquer. a blood knight’s piercing or slashing attacks, both natural
A blood knight wears the armor it died in, but its body is and manufactured, gain the bleed (2 hp/round) universal
gone, wholly replaced by blood. This blood leaks from the monster ability.
armor in endless drips, runnels, and rivulets, cascading to Special Attacks: A blood knight retains all the base
the ground in a torrent that puddles around the creature’s creature’s special attacks and gains those described here.
feet. The blood knight’s blows leave wounds that do not All DCs are Charisma-based unless otherwise specified.
close, and its own blood is poisonous. Most horrific of all, Blood Drain (Ex): Any living creature damaged
it can spray its blood out of its armor in great gouts that by a blood knight’s natural attack takes 1 point of
soak opponents in the poisonous fluid. Constitution damage in addition to the normal
creating a blood knight damage. This Constitution damage is subject to the
multiplier for a critical hit, just as normal damage
“Blood Knight” is an acquired template that can be applied would be. In a grapple, a blood knight deals 1d4
to any living creature that is proficient with heavy armor, points of Constitution damage to a living foe each
wears full plate armor, and has blood (hereafter referred to round that the grapple is maintained. For each point
as the base creature). A blood knight uses all of the base of Constitution damage caused, the blood knight
creature’s statistics and special abilities except as noted here. gains 5 temporary hit points.
Challenge Rating: As base creature +2. Blood Slick (Ex): A blood knight constantly drips
slippery blood in a 10-foot-radius spread around
Alignment: Any evil. itself. Entering the area of a blood slick counts as
Type: The creature’s type changes to undead with the difficult terrain and as it if were under the effects of
appropriate augmented subtype. Do not recalculate base a grease spell. The DC on the Reflex save to avoid
attack bonuses, saves, or skill points. falling is Charisma-based. Blood knights are immune
Hit Dice: Change all current and future racial Hit Dice to the slipperiness of any blood knight’s blood slick.
to d8s. As undead, blood knights use their Charisma Fountain of Blood (Ex): Once every 1d4 rounds, as
modifier to determine bonus hit points (instead of a full-round action, a blood knight can spray blood
Constitution). from its armor in a great cascade. Each creature
Armor Class: A blood knight gains an armor bonus to within a 15-foot radius is covered in blood and must
Armor Class based on the kind armor it wears (usually succeed on a Fortitude save as though it had ingested
full plate; AC bonus +9). If the base creature has a natural the blood knight’s poisonous blood. The blood fills
armor bonus, it loses it and gains a deflection bonus equal the area until the blood knight’s next turn. Creatures
to 1 + the base creature’s original natural armor bonus. entering the spray while it persists are subject to its
effects, but a creature can be affected only once per
Defensive Abilities: A blood knight gains all the round.
defensive abilities and immunities of the undead type The area covered by the blood spray becomes coated
plus fast healing 10, and DR 10/bludgeoning. as though by a blood slick and remains slippery for 1
If the base creature already has DR greater than 10, use round per two Hit Dice the blood knight possesses.
the higher value. If the base creature’s DR already has a The blood remains until it is washed away with at
bypass, add bludgeoning as an “or” to the type of damage least 5 gallons of water or other liquid, or burned
that can bypass its damage reduction. If the base creature’s away with normal or magical fire as a full-round
DR has no damage bypass, change it to bludgeoning. action. Creatures and objects within the area that do
Attacks: The blood knight gains a primary slam attack not have total cover are coated with the blood, and a
if it has no other natural attacks. The damage for this creature wishing to use, pick up, or cling to an item
slam attack depends on the base creature’s size as if the coated in the blood must succeed on a Reflex save
base creature was one size category larger. (save DC is Charisma-based) to do so. Failure means

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m 45
the item is immediately dropped. A creature coated Special Qualities: A blood knight retains all the base
in blood gains a +10 bonus on Escape Artist checks. creature’s special qualities and gains those described here.
Blood knights are immune to the slipperiness of Blood Body (Ex): Because its body is entirely composed
any blood knight’s fountain of blood. of blood, a blood knight can store items within its form.
Poison Blood (Ex): Any opponent that strikes a blood It can retrieve any item stored in its body as a move
knight with a bite attack is subject to this attack, as action or as a free action that is part of a move. An
is any creature in the area of the fountain of blood item to be stored must be of a size and shape that fits
attack. within whatever portion of the blood knight’s armor it
Poison Blood—ingested; save Fortitude; onset 1 is placed. For example, an orc blood knight could store
minute; frequency 1/minute for 6 minutes; effect potion vials, crossbow quarrels, or daggers in its arm,
1 Con plus nauseated; cure 1 save. The save DC but it could not store a longsword there. A stored item’s
is Charisma-based. weight counts towards a blood knight’s encumbrance.
Abilities: Str +6, Dex +4, Cha +6. As an undead Bonded Armor (Ex): A blood knight always wears the
creature, a blood knight has no Constitution score. suit of armor in which it died. It cannot remove this
armor or exchange it for another suit. If the armor is
Skills: A blood knight gains a +10 racial bonus destroyed, the blood knight is destroyed as well. The
on Escape Artist checks. It loses any racial blood knight has a +5 bonus on saving throws made
bonuses to Stealth checks. on behalf of its armor.

sample blood knight


A dwarf-sized humanoid in full plate, blood flows from every
seam of the armor and from the axe it wields.

thrax the red


Thrax the Red was once a dwarf hero
of some fame. Loyal to his clan
and a staunch defender of its
sovereignty, he was ruthless to
the point of sadism in combat
with his enemies. When some
giants took up residence near
his clan’s territory, Thrax provoked
conflict with them, beginning a long
and unnecessary feud that resulted in the
deaths of hundreds of his kin. In the final
days of the war, Thrax led a vicious attack
on wounded and noncombatant giants while
a decoy force of dwarves distracted the giants’
warriors. When Thrax dealt the killing blow to
a mother protecting her child, he could not get
out of the way of her falling body fast enough.
The rest of Thrax’s force retreated, leaving him

m
trapped beneath the she-giant’s body. By
the time the giant warriors returned,
Thrax had drowned in his foe’s
blood. The giants cast his body off
the mountain, cursing his name and
praying to their gods to punish him.
Thus, he returned to haunt the world
as a blood knight, wearing the ornate,
dwarven-made armor in which he died.

46
m the advanced bestiary
Thrax the Red
Male blood knight dwarf fighter 13
CR 14 • XP 38,400

NE Medium undead (augmented humanoid, dwarf)


Init +2; Senses darkvision 60 ft.; Perception +7
creating a
dread blood knight
m
Other templates in this book describe dread versions of
undead. Dread blood knights arise from the most evil of
DEFENSE warrior despots. Otherwise looking identical to the standard
AC 23, touch 12, flat-footed 21 (+11 armor, +2 Dex) blood knight, the dread blood knight is even more vicious,
hp 102 (13d10+26); fast healing 10 evil and destructive than the standard blood knight.
Fort +7, Ref +6, Will +4 (+3 vs. fear); +2 vs. poison,
spells, and spell-like abilities
To create a dread version of the blood knight template,
Defensive Abilities bravery +3, defensive training; DR make the following changes.
10/bludgeoning, 3/—; Immune undead traits Challenge Rating: As the base creature +3.
OFFENSE
Armor Class: If the base creature has a natural armor
Speed 20 ft.
bonus, it loses it and gains a deflection bonus equal to 3 +
Melee +2 wounding dwarven waraxe +24/+19/+14
(1d10+12/x3+1 bleed) or masterwork bastard sword the base creature’s original natural armor bonus.
+24/+19/+14 (1d10+11/19-20) or slam +19 (1d6+9 plus Defensive Abilities: The dread blood knight gains
grab plus blood drain)
Ranged +1 heavy crossbow +17 (1d10+3/19-20)
channel resistance +4, immunity to sonic effects, and
Special Attacks bleed (2), blood drain (1 Con, 1d4 on SR equal to 12 + the dread blood knight’s CR. Its DR
grapple), blood slick (10 ft., DC 15), fountain of blood, increases to 15/bludgeoning.
poison blood, weapon training (hammers +1, axes +2,
heavy blades +3) Speed: The dread blood knight’s land speed increases by
STATISTICS
+10 feet over that of the base creature. If the base creature
has no land speed, it gains a land speed of 40 feet.
Str 23, Dex 15, Con —, Int 10, Wis 11, Cha 12
Base Atk +13; CMB +19; CMD 31 (35 vs. bull rush, 35 vs. Special Attacks: The dread blood knight’s bleed ability
trip) increases to 2d4 points of damage per round. Its blood
Feats Cleave, Cleave Through, Cleaving Finish,
Exotic Weapon Proficiency (bastard sword), Great
drain deals 2 points of Constitution damage (2d4 on a
Cleave, Improved Cleaving Finish, Power Attack, grapple). Its fountain of blood attack has a 30-foot radius.
Surprise Follow-Through, Weapon Focus (bastard The poison blood ability gains a +3 racial bonus to its DC.
sword, dwarven waraxe, heavy crossbow), Weapon
Specialization (bastard sword, dwarven waraxe, heavy Abilities: Str +6, Dex +6, Wis +2, Cha +8. As an undead
crossbow) creature, a dread blood knight has no Constitution score.
Skills Bluff +7, Escape Artist +10, Intimidate +17,
Perception +7 (+9 to notice unusual stonework); Racial Feats: The dread blood knight gains Toughness as a
Modifiers +10 Escape Artist bonus feat.
Languages Common, Dwarven
SQ armor training 3, blood body, bonded armor, Special Qualities: The dread blood knight gains the
dwarven weapon familiarity following:
Gear +2 adamantine full plate, +1 heavy crossbow, +2
wounding dwarven waraxe, masterwork bastard sword Slithering Blood (Ex): At will, a dread blood knight
can leave its bonded armor as a slick pool of mobile
SPECIAL ABILITIES
blood. It can remain in this form for a number of
Blood Body (Ex) See the blood knight template.
minutes per day equal to its Charisma modifier
Blood Drain (Ex) See the blood knight template.
(minimum 1). This time can be spread out over many
Blood Slick (Ex) See the blood knight template.
Bonded Armor (Ex) See the blood knight template.
different uses each day.
Defensive Training (Ex) Dwarves gain a +4 dodge When in slithering blood form, the blood knight
bonus to AC against monsters of the giant subtype. gains the immunities of the ooze type, has a movement
Dwarven Weapon Familiarity (Ex) Dwarves speed equal to its land speed, gains a single slam attack
are proficient with battleaxes, heavy picks, and that deals damage equal to a slam attack of its size.
warhammers, and treat any weapon with the word
“dwarven” in its name as a martial weapon. The dread blood knight keeps all the abilities of a
Fountain of Blood (Ex) See the blood knight template. standard blood knight in slithering blood form with
Poison Blood (Ex) Poison blood—ingested; save Fort. the exception of bonded armor, blood body, blood
DC 16; onset 1 min.; frequency 1/min. for 6 min.; effect 1 slick, fountain of blood and its AC bonus due to its
Con and nauseated; save 1 save.
armor. Its poison blood ability turns into a contact
poison which affects anyone the dread blood knight
hits with its slam attack or who contacts the knight

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m 47
chieftain, a witch of considerable power. His blood
using the blood mixed with the chieftains, the next night Varn rose
knight template as a dread blood knight. He now quests to destroy
all humanoid life which he perceives as a threat, orc,
You can alter the blood knight template in many human or otherwise.
ways to make it suit your campaign.
Ignore the required proficiency with armor and Varn CR 10 • XP 9,600
change the name of the template to the blood
Dread blood knight human barbarian 8
gaunt. In this form, the template could be applied
CE Medium undead (augmented humanoid, human)
to the temple guardians of a god of murder.
Init +3; Senses Perception +12
Alternatively, blood knights could result from
DEFENSE
a curse that animates great quantities of spilled
blood into a strange new form. AC 17, touch 9, flat-footed 16 (+8 armor, +1 Dex, -2 rage)
hp 97 (8d12+40); fast healing 10
The blood knights could be unique or even mythic in Fort +9, Ref +5, Will +4
nature. Perhaps a group of paladins that unwittingly Defensive Abilities channel resistance +4, improved
participated in a highly evil act were cursed to uncanny dodge, trap sense +2; DR 15/bludgeoning;
Immune sonic, undead traits; SR 22
become blood knights or agents of a powerful fiend.
OFFENSE
Make the template self-propagating. Creatures
Speed 30 ft.
killed by Constitution damage from a blood
Melee +3 cruel greataxe +21/+16 (1d12+18 plus bleed/x3)
knight’s attacks rise as blood knights in 1d4 rounds. or slam +18 (1d6+15 plus grab and blood drain)
Special Attacks bleed (2d4 Con), blood drain (2 Con,
2d4 on grapple), blood slick (10 ft., DC 17), fountain of
blood (30 ft., DC 17), poison blood, rage (21 rounds/
with a natural attack or otherwise comes into contact day), rage powers (guarded stance +2, knockback,
with it. Additionally, in its slithering blood form, lesser hurling, powerful blow +3)
the dread blood knight gains the flow, pseudopodia, TACTICS
incredible compression and slick abilities of the Base Statistics When not raging, Varn’s statistics are
slithering ooze template (see page 261). Any items it AC 19, 11 touch, 18 flat-footed; Will +3; Melee +3 cruel
greataxe +19/+14 (1d12+15 plus bleed/x3) or slam +16
was carrying in its body via blood body are released (1d6+12 plus grab and blood drain); Str 27; CMB +16
into its armor as it oozes out. (+20 grapple); Skills Climb +14
If it is still in its slithering blood form after its STATISTICS
allotted time per day is up a dread blood knight takes Str 31, Dex 16, Con —, Int 8, Wis 11, Cha 16
1 Cha damage per minute as it starts boiling away. If Base Atk +8; CMB +18 (+22 grapple); CMD 29
it reaches 0 Cha the dread blood knight is destroyed. Feats Cleave, Cleaving Finish, Great Cleave, Heavy
If the dread blood knight’s armor is destroyed Armor Proficiency, Power Attack, ToughnessB
while in blood ooze form it immediately loses half Skills Acrobatics +7, Climb +16, Escape Artist +16,
Intimidate +14, Perception +12; Racial Modifiers +10
of its Charisma as ability damage. The dread blood Escape Artist
knight starts loosing Cha at the rate of 1 per round Languages Common
unless it can find another appropriate kind of armor SQ blood body, bonded armor, slithering blood (3
to inhabit. This armor becomes the blood knight’s minutes/day), tireless rage
new bonded armor immediately upon inhabiting it. Other Gear +1 banded mail, +3 cruel greataxe
Once back in its bonded armor the dread blood SPECIAL ABILITIES
knight regains Charisma at the rate of 1 point per day. Blood Body (Ex) See the dread blood knight template.

sample dread blood knight


Blood Drain (Ex) See the dread blood knight template.

m
Blood Slick (Ex) See the dread blood knight template.
Bonded Armor (Ex) See the dread blood knight
This human sized warrior wields a vicious looking template.
greataxe with ease. Foul blood seeps from every joint Fountain of Blood (Ex) See the dread blood knight
and rivet in its heavy metal armor. template.
Poison Blood (Ex) Poison blood—ingested; save Fort.
varn the slaughter king DC 20; onset 1 min.; frequency 1/min. for 6 min.; effect 1
Con and nauseated; save 1 save.
Slithering Blood (Ex) See the dread blood knight
Varn’s died defending his tribe from an onslaught of template.
orc barbarians. As he fell he managed to strike the orc

48
m the advanced bestiary
bramble
These indifferent to wicked watchers of the woodlands
m
per drawing a melee weapon). This strand functions
haunt dark thickets in forests and fields, stalking the as a whip whose damage is lethal and is not negated
unwary. Most dangerous in the tangled briar patches by armor or natural armor of any value. The prickle
and thorny copses they call home, brambles often make whip becomes stiff, brittle, and useless after 1 hour.
clear trails through their domains that turn into winding Thorn Dart (Ex): Twice per day per Hit Die, a bramble
mazes designed to confuse and entrap victims. can pull a long thorn from its body as a free action.
A bramble’s body is covered with barklike skin and wrapped This thorn is identical to a dart, and the bramble is
in tangled, thorny vines. Its face is wizened and cruel, and automatically proficient with it.
yellow eyes peer out from beneath its prickly brows. Thorny Grasp (Ex): A bramble deals automatic
creating a bramble piercing damage equal to the base damage for the
bramble’s gore attack (unmodified by Strength) each
“Bramble” is an inherited template that can be added to round it grapples a foe. In addition, any creature
any living, corporeal creature that breathes air (referred to that attempts to bull rush, grapple, overrun, or trip a
hereafter as the base creature). If you wish, the bramble bramble takes this damage as well.
can be an acquired template via a magical poison or curse. Abilities: Str –2 (minimum 1), Dex +4.
A bramble uses all the base creature’s statistics and special Feats: The bramble gains Quick Draw as a bonus feat.
abilities except as noted here.
Skills: A bramble gains a +8 circumstance bonus on
Challenge Rating: As base creature +1
Stealth checks in forested areas and thickets.
Alignment: Any non-good.
Special Qualities: A bramble gains the following.
Type: The creature’s type changes to plant with the
Woodland Stride (Ex): A bramble may move through
appropriate augmented subtype. Do not recalculate base
any sort of undergrowth at its natural speed without
attack bonuses, saves, or skill points.
taking damage or suffering any other impairment.
Armor Class: Natural armor class increases by +2. However, undergrowth that has been magically
Hit Dice: Change all of the base creature’s racial HD manipulated to impede motion still affects the
to d8s. bramble.
Weaknesses: A bramble gains fire vulnerability. Environment: Any forest or thicket.
Attacks: The bramble gains a gore attack if it did not
already have one. If it has other natural attacks the gore
sample bramble
attack is secondary, otherwise it is primary. The damage This creature has a long, lean form and sharp, angular
for this gore depends on the base creature’s size. features. Small dark spurs jut from its body at its joints
All of a bramble’s natural attacks gain the grab universal and across its chest and limbs. Its head lacks any hair,
monster ability. but is covered in a cluster of thorns where hair would
grow on a typical humanoid. Its features are contorted
Spell-Like Abilities: A bramble gains the following in rage, pain, or both.
spell-like abilities. Its caster level is equal to its total Hit
Dice. Ranimore
1/day—entangle, thorn walk (see page 298)
Rainmore was never a kind or friendly creature. He was
These spell-like abilities can be used 1 extra time per day arrogant, treating all other races as inferior to his own.
for every 5 Hit Dice the bramble possesses. He believed that dwarves should stay in their caves and
Special Attacks: A bramble gains the following special mountains, humans in the disgusting squalid cities they
attacks. had built, and that orcs served no purpose and should
Prickle Whip (Ex): Once per day, a bramble can be exterminated. The presence of such creatures offended
unravel and detach one of the tangled strands that him under any circumstances, but it enraged him when
form its body. Doing so requires a move action (as they dared to enter the forest and green places.

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m 49
Early in his life, his prejudices were rarely tested. He lived
in a vast woodland far from other settlements, and only Ranimore (Bramble Elf Rgr 3) CR 3 • XP 800
occasionally did a non-elf, generally a trapper or explorer, Male bramble elf ranger 3
cross his path. But over time more and more humans NE Medium plant (augmented humanoid, elf)
spread into neighboring lands, and Rainmore grew less Init +5; Senses low-light vision; Perception +8
and less tolerant. DEFENSE
By his middle age Ranimore was obsessed about AC 18, touch 16, flat-footed 13 (+5 Dex, +2 natural, +1
keeping humans out of what he considered his forest. deflection)
Anyone he found in the wood, typically became a target hp 21 (3d10)
for his arrows. One day, Ranimore struck against what Fort +2, Ref +8, Will +1; +2 vs. enchantments
Immune magic sleep
he thought was a human interlopers, but was, in fact, a
Weakness vulnerability to fire
fey sorcerer. Ranimore quickly found himself captured
and bound by the fey. His captor, thinking it amusing, OFFENSE

cursed the elf to become a real guardian of the wood, a Speed 30 ft.
bramble who now cannot ever leave the forest. Ranimore Melee dagger +4 (1d4+1/19-20), gore +4 (1d6+1 plus
grab), or prickle whip +4 (1d3+1)
continues to harass and murder those who enter the
Ranged masterwork composite shortbow +9 (1d6+1/
wood, but now he targets any sentient non-plant he x3), masterwork longbow +9 (1d8/x3), or thorn dart +8
comes across. (1d4+1)
Special Attacks favored enemy (humans +2), prickle
whip (2/day), thorn dart (1/day), thorny grasp (1d6)
Spell-Like Abilities (CL 3rd; concentration +3)
1/day—entangle (DC 11), thorn walk
STATISTICS
Str 12, Dex 20, Con 8, Int 12, Wis 10, Cha 10
Base Atk +3; CMB +4 (+8 grapple); CMD 20
Feats Elven Accuracy, Endurance, Far
Shot, Point-Blank Shot, Quick Draw
Skills Acrobatics +8, Climb +7,
Disguise +3, Knowledge (nature)
+7, Perception +8, Stealth +11 (+19
in forests or thickets), Survival +6
(+7 to track); Racial Modifiers +2
Perception
Languages Common, Elven, Sylvan
SQ combat styles (archery), elven
magic, elven weapon familiarity, favored
terrain (forest +2), track, wild empathy +3,
woodland stride
Gear arrows (20), dagger, masterwork
composite shortbow, masterwork longbow,
ring of protection +1
SPECIAL ABILITIES
Elven Magic (Su) Elves receive a +2 racial
bonus on caster level checks made to overcome
spell resistance. In addition, elves receive a +2 racial
bonus on Spellcraft skill checks made to identify the
properties of magic items.
Elven Weapon Familiarity (Ex) Elves are proficient

m
with longbows (including composite longbows),
longswords, rapiers, and shortbows (including
composite shortbows), and treat any weapon with
the word “elven” in its name as a martial weapon.
Prickle Whip (Ex) See the bramble template.
Thorn Dart (Ex) See the bramble template.
Thorny Grasp (Ex) See the bramble
template.

50
m the advanced bestiary
cave creature
Cave creatures are degenerate beings that have adapted to
m
natural stone gains a +4 circumstance bonus on Stealth
life in the dark realms beneath the earth. They rely on their checks.
thick skins and natural weapons to protect them while Environment: Any underground.
they hunt for sustenance underground. Although they can
be quite intelligent, cave creatures often lack the quicker sample cave creature
wits of the surface-dwelling creatures they resemble.
An immense squid, skin the color and pattern of stone
creating a cave creature writes its suckered tentacles threateningly. Its eyes are
dead white.
“Cave” is an inherited template that can be added to any
living, corporeal creature that has a Dexterity score, is not squibbin
an ooze, and is normally active on the surface (referred
to hereafter as the base creature). A cave creature uses all Although they cannot breathe air, squibbins sometimes
the base creature’s statistics and special abilities except as leave the water for short periods of time, most often to
noted here. crawl from one pool to another or to climb a cave wall to
Challenge Rating: As base creature +1 escape a predator.
Senses: A cave creature gains blindsight 60 ft. or A squibbin has a body much like that of an ocean-
darkvision +60 ft. Once this choice is made, it cannot be dwelling squid, but its skin can be albino white, coal
changed. black, or any shade in between. The typical cave squid
has a mottled hide and rough skin that help it hide in the
Armor Class: Natural armor class improves by +1.
water and blend in when crawling across a cavern floor.
Weaknesses: The cave creature gains light blindness as
A cave squid moves quickly to strike whenever it senses
a weakness.
prey. When encountered out of the water or when its
Speed: If the base creature lacks a climb speed, it gains prey turns out to be more formidable than anticipated,
one equal to half the base creature’s land speed. If the the cave squid uses its ink cloud to blind its foe, and
base creature lacks both a climb and land speed, the cave then continues to press the attack. If its prey still proves
creature gains a climb speed of 10 feet and a land speed troublesome, the creature uses the cloud to cover its
of 10 feet. If the base creature already has a climb speed, escape.
it retains that speed.
Attacks: The cave creature gains one or more primary Squibbin CR 10 • XP 9,600
claw attacks if it has no other natural attacks. A claw
Giant cave squid (Pathfinder® Roleplaying Game
grows on each of its arms, wings, fins, or other such Bestiary™)
appendages. The damage for the claw depends on the N Huge animal (aquatic)
base creature’s size as if the base creature was one size Init +6; Senses blindsight 60 ft., low-light vision;
category larger. Perception +22

Abilities: Str +2, Dex –2 (minimum 1), Con +2, Int -2 DEFENSE

(minimum 1). AC 20, touch 10, flat-footed 18 (+2 Dex, -+10 natural, 2
size)
Skills: The cave creature retains the racial skill bonuses hp 114 (12d8+60)
described in the Skills section of the base creature’s Fort +15, Ref +12, Will +5
description, but it loses all skill ranks the base creature Defensive Abilities ink cloud (20-ft. radius)
possessed. Recalculate skill points for the cave creature’s Weakness light blindness
racial Hit Dice according to its type, and then purchase OFFENSE
its skills afresh, treating the base creature’s skills as class Speed 10 ft., climb 10 ft., jet 260 ft., swim 60 ft.
skills. The cave creature retains any skill points gained Melee 2 arms +15 (1d6+8), bite +15 (2d6+8), tentacles
from class levels. +13 (4d6+4/19-20 plus grab)
Space 15 ft.; Reach 15 ft. (30 ft. with arms and tentacles)
Since cave creatures tend to be colored much like the Special Attacks constrict (4d6+8)
caves in which they live, a cave creature in an area of

the advanced bestiary


m 51
ECOLOGY
Environment any underground
STATISTICS
Organization solitary
Str 27, Dex 15, Con 21, Int 1, Wis 12, Cha 2
Treasure none
Base Atk +9; CMB +19 (+23 grapple); CMD 31
Feats Combat Reflexes, Great Fortitude, Improved SPECIAL ABILITIES
Critical (tentacle), Improved Initiative, Lightning Ink Cloud (Ex) A squid can emit a 5-foot-radius cloud of ink
Reflexes, MultiattackB, Skill Focus (Perception) once per minute as a free action while underwater. This cloud
Skills Climb +24, Perception +22, Swim +16; Racial provides total concealment. The ink persists for 1 minute.
Modifiers +8 Climb; +4 to Stealth checks in areas of Jet (Ex) A squid can jet in a straight line as a full-round action.
natural stone It does not provoke attacks of opportunity while jetting.

chaosborne
Chaosbornes drift in the randomness of the universe, an accountant’s ledger, or it might break open a dam to
floating on the winds of change. The chaosbornes are flood a city.
driven to cause chaos in every waking moment. In If a chaosborne encounters a large group of other chaotic
keeping with the anarchic insanity that is the curse of

m
creatures, the result can be a plague of chaosbornes
their vision, they transfer their skewed version of reality sweeping across the land, leaving only destruction, death,
to other creatures already swayed by chaos. and madness in their wake.
Some chaosbornes are manic and crazed; others are
patient and calculating. All, however, strive to create creating a chaosborne
anarchy wherever they go. They have no special desire
to harm others, but their drive to disrupt order can “Chaosborne” is an acquired template that can be added
manifest in activities ranging from innocuous pranks to any chaotic creature or creature with the chaotic
to deadly destruction. For example, a chaosborne might subtype that does not already have the template (referred
rearrange the books in a library or rewrite the entries in to hereafter as the base creature). A chaosborne uses all

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m the advanced bestiary
the base creature’s statistics and special abilities except as
noted here.
Challenge Rating: Same as the base creature +1.
Alignment: Always chaotic neutral. If the chaosborne’s
alignment changes from chaotic, it loses this template.
m
Weaknesses: A chaos form gains the following weakness:
Spell Vulnerability (Ex): If a remove curse or break
enchantment spell is cast upon a chaosborne within
one week of the time it contracted the chaosborne
curse, it permanently loses the chaosborne template.
Failing a saving throw against a dispel chaos effect
Type: The base creature gains the chaotic subtype. removes the chaosborne template regardless of how
Senses: A chaosborne gains the following: long the target has possessed it.
See Chaos (Su): At will, a chaosborne can identify Attacks: The chaosborne gains a primary touch attack
any chaotic creatures, spells, and magic items that which does no damage but transmits the chaosborne
it can see, as per the detect chaos spell (caster level curse (see below).
equals chaosborne’s character level) and as though it Special Attacks: A chaosborne retains all the base
had studied the specific creatures and objects for 3 creature’s special attacks and gains those described here.
rounds.
Chaosborne Curse (Su): A chaosborne can transmit its
Aura: A chaosborne gains the following aura: terrible obsession with chaos to other chaotic-aligned
Aura of Anarchy (Su): Every nonchaotic creature creatures and creatures with the chaotic subtype.
within 10 feet of a chaosborne takes a –5 penalty on Any such creature hit by a chaosborne’s touch attack
all ability checks, skill checks, and level checks unless must succeed on a Will save or gain the chaosborne
it succeeds on a Will save; the exact DC is given in template; the exact DC is given in the creature’s
the creature’s descriptive text and is Charisma-based. descriptive text. A chaotic neutral character takes a
Furthermore, the target automatically misses its -2 penalty on the saving throw to resist contracting
attack rolls and fails its saving throws on a natural the curse, and a chaotic evil or chaotic good creature
roll of 5 or below. takes a -1 penalty. A cursed creature’s alignment
Defensive Abilities: A chaosborne retains all the base changes to chaotic neutral and may suffer the usual
creature’s defenses and gains the following: penalties from changing alignment. The save DC is
Charisma-based.
Law’s Failing (Su): A caster within 60 feet of a Upon contracting the curse, the target falls
chaosborne casting any spell or spell-like ability unconscious for 1d4 rounds, and then arises as a
with the lawful descriptor or who is lawfully aligned chaosborne. Although the new chaosborne owes
must succeed on a caster level check (1d20 + caster no allegiance to the one who bestowed the curse, it
level), or the ability fails and is wasted. The DC is instinctively knows that additional chaosbornes can
Charisma-based. only further the cause of chaos.
Random Energy Immunity (Ex): A chaosborne is Entropic Blow (Su): Any melee attack a chaosborne
immune to one type of energy damage at all times, makes with natural or manufactured weapons deals
but the specific type changes each round. Roll 1d8 an extra +1d6 points of damage to creatures of lawful
and consult Table 2-9. Roll at the beginning of each alignment or creatures with the lawful subtype.
round to determine the specific immunity.
Gaze of Discord (Ex): Any chaotically aligned creature
table 2-9: within 30 feet of a chaosborne is dazed for 1 round. Any
lawfully aligned creature within 30 feet is confused (as
random immunity the confusion spell) for the same period. These effects
d6 Immunity
are resisted with a successful Will save; the exact DC
is given in the creature’s descriptive text. A chaosborne
1 Acid
is immune to the gaze of discord of other chaosbornes.
2 Cold This is a mind-affecting compulsion gaze effect. The
3 Electricity save DC is Charisma-based.
4 Fire
Spell-Like Abilities: A chaosborne gains the following
5 Sonic spell-like ability.
6 Force
Constant—protection from law
7 Positive Energy
8 Negative Energy
Abilities: When a creature acquires the chaosborne
curse, its ability scores change in a random way. Roll 1d8

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m 53
and consult Table 2-10 when the template is acquired to
determine the ability score modifications. No ability can
sample creature
be reduced below 1 by application of this template. This man has a wild look about him, the matted furry
legs of a goat, and a set of asymmetrically curling ram
table 2-10: chaosborne horns extending from his temples.
ability score modifiers chaosborne satyr
d8 Str Dex Con Int Wis Cha
1 -2 +2 -2 +2 -2 +2
The wild and frolicsome creatures known as satyrs
frequently cause mischief and chaos, but one bearing the
2 +2 -2 +2 -2 +2 -2
chaosborne curse is especially dangerous because its mad
3 +2 +2 +2 -2 -2 -2
behavior is often viewed as normal. The differences only
4 -2 -2 -2 +2 +2 +2 become apparent when it has ruined its native forest and
5 +4 -4 +4 -4 +4 -4 the other fey creatures that live within it.
6 -4 +4 -4 +4 -4 +4
7 +4 +4 -8 -4 -4 +8 Chaosborne Satyr CR 5 • XP 1,600
8 -4 -8 +8 +4 -8 +8
CN Medium fey (chaotic) (Pathfinder® Roleplaying
Game Bestiary™)
Init +2; Senses low-light vision, see chaos 60 ft.;
Perception +21
Aura anarchy (10 ft., DC 19)
DEFENSE
AC 17, touch 12, flat-footed 15 (+1 Dex, +1 dodge, +5
natural)
hp 36 (8d6+8)
Fort +3, Ref +7, Will +9; +2 resistance vs. lawful
Defensive Abilities protection from law; DR 5/cold iron;
Immune random energy immunity; Resist law’s failing 19
Weakness spell vulnerability
OFFENSE
Speed 40 ft.
Melee gore +5 (1d6+1+1d6 vs. lawful) or touch +5
(chaosborne curse) or dagger +5 (1d4+1/19–20), horns
+1 (1d6+1)
Ranged short bow +5 (1d6/x3)
Special Attacks chaosborne curse (DC 19), entropic
blow, gaze of discord (30 ft., DC 19), pipes
Spell-Like Abilities (CL 8th; concentration +12)
Constant—protection from law
At will—charm person (DC 16), dancing lights, ghost
sound (DC 15), sleep (DC 16), suggestion (DC 18)
1/day—fear (DC 19), summon nature’s ally III
STATISTICS
Str 12, Dex 13, Con 13, Int 14, Wis 16, Cha 21
Base Atk +4; CMB +5; CMD 17
Feats Dodge, Mobility, Skill Focus (Perception), Weapon

m
Finesse
Skills Bluff +16, Diplomacy +16, Disguise +12, Intimidate
+10, Knowledge (nature) +13, Perception +21, Perform
(wind instruments) +20, Stealth +16, Survival +10; Racial
Modifiers +4 Perception, +4 Perform, +4 Stealth
Languages Common, Sylvan
ECOLOGY
Environment temperate forests
Organization solitary, pair, band (3–6), or orgy (7–11)

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Treasure standard (dagger, short bow plus 20 arrows,
masterwork panpipes, other treasure)
SPECIAL ABILITIES
Chaosborne Curse (Ex) See the chaosborne template
Entropic Blow (Su) See the chaosborne template.
Gaze of Discord (Ex) See the chaosborne template.
m
a DC 18 Will save or be affected by charm person, fear,
sleep, or suggestion, depending on what tune the satyr
chooses. A creature that successfully saves against any of
the pipes’ effects cannot be affected by the same set of
pipes for 24 hours, but can still be affected by the satyr’s
other spell-like abilities as normal. The satyr’s use of his
pipes does not count toward his uses per day of his spell-
like abilities, and if separated from them he may continue
Law’s Failing (Su) See the chaosborne template. to use his standard abilities. The pipes themselves are
Pipes (Su) A satyr can focus and empower his magic masterwork, and a satyr can craft a replacement with 1
by playing haunting melodies on his panpipes. When he week of labor. The save DC is Charisma-based.
plays, all creatures within a 60-foot radius must make Random Energy Immunity (Ex) See the chaosborne template.

clockwork
The clockwork creature whirs to life at the whim of its Hit Dice: Change all of the base creature’s racial HD to
master. Made of various metals and granted the soul of d10s. Recalculate all hit points based on the new hit dice.
a monster, this construct is designed to resemble a living A clockwork gains bonus hit points based on its size as
creature in both form and function. A clockwork creature all constructs do, but loses any bonus hit points due to
serves as an aide, guardian, or even friend to its creator, or Constitution.
to anyone its creator designates. Saving Throws: Recalculate the clockwork’s saving
A clockwork creature’s body is a complicated construction throws as a construct.
of gears, wires, chains, and struts, often covered with Defensive Abilities: A clockwork loses all the defensive
riveted metal plating to give it the form of the living abilities, immunities, DR, and SR of the base creature.
creature it mimics. Magic and engineering give a It gains construct traits, and acid, cold, fire and sonic
clockwork creature access to the powers of the creature it resistance 10. If the base creature’s energy resistance is
resembles, thus enabling its creator to effectively gain the higher, use that value. If the base creature has immunity
aid of any being desired. to electricity it loses it as well as any other kind of
creating a electricity resistance.

clockwork creature A clockwork gains DR that is dependent on its total HD


as given on Table 2-11.
“Clockwork” is an inherited template that can be added to
living, corporeal creature (referred to hereafter as the base table 2-11: clockwork dr
creature) that does not have the ooze type. A clockwork
retains all the base creature’s statistics and special abilities Total HD Damage Reduction
except as noted here. 1—5 5/adamantine
6—10 10/adamantine
CR: Same as base creature +1.
11—15 15/adamantine
Alignment: If a clockwork is mindless its alignment
16—20 20/adamantine
changes to neutral. (See Abilities to determine if the
21+ 25/adamantine
clockwork is mindless.)
Type: The base creature’s type changes to construct with Weaknesses: The clockwork gains vulnerability to
the clockwork subtype. The base creature loses all other electricity. A clockwork also gains the following weakness.
subtypes the base creature had.
Metal Body (Ex) A clockwork creature is largely
Senses: A clockwork gains darkvision +60 ft. and low- composed of metal. It counts as a ferrous creature
light vision. for the purpose of rusting grasp and other spells that
Armor Class: Natural armor class increases by 1 for have special effects on metal.
every 2 racial Hit Dice the clockwork has. Additionally Attacks: If the base creature does not have any natural
a clockwork ignores armor check penalties and max attacks it gains a primary slam attack. This attack does
Dexterity bonus to AC from armor. damage based on its size.

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m 55
Abilities: Str +4, Dex +4, Int –6 (see below), Wis –2 Once a clockwork’s creator dies or frees it, the
(minimum 1), Cha –6 (minimum 1). clockwork becomes an independent creature no
Unlike most clockworks, a clockwork creature may have longer in thrall to its creator. A free clockwork no
an Intelligence score. However, if a clockwork creature’s longer follows any other creature’s commands unless
adjusted Intelligence is zero or less it becomes mindless magically compelled. Clockworks typically continue
and has no Intelligence score. As a construct, a clockwork to perform the last tasks it was commanded to
creature does not have a Constitution score. complete. However, those clockworks that are not
mindless can act independently an outside its last
Base Attack Bonus: Recalculate the clockwork’s BAB commands.
as a construct.
Creator Bond (Ex): A clockwork creature can
CMB/CMD: Recalculate the clockwork’s CMB and instinctively detect the location of its creator within
CMD. 100 ft., regardless of magical and natural barriers.
Feats: A clockwork gains Dodge, Improved Initiative Within this range the clockwork gains a +10
and Lightning Reflexes as racial bonus feats. circumstance bonus vs. Bluff and Disguise checks,
Skills: A clockwork creature gains skill points for and any other effect made to impersonate the
its racial Hit Dice as a construct, or none if mindless. clockwork’s creator.
Recalculate its available skill points, then purchase its Environment: Any.
skills afresh, treating the base creature’s skills and any Organization: Solitary.
skills in which the creator has 5 or more ranks as class
skills. The clockwork creature retains any skill points Treasure: Incidental.
gained from class levels and any racial bonuses the base
creature has.
construction
Due to its innate understanding of its own being, a Clockwork creatures are created like golems. Because it
clockwork creature gains a +5 racial bonus on Craft is composed of various metals and composite materials,
(clockwork), and Disable Device checks. The clockwork a clockwork creature weighs nearly twice what the base
gains both of these skills as class skills, can be used creature does.
untrained and does not need to have tools to use these Creating a clockwork creature is difficult and costs
skills. However, the clockwork creature takes a –5 penalty at least 2,000 times its CR in gold pieces. Making a
on Stealth checks because its internal mechanisms clockwork requires Craft (clockwork) check with a DC
constantly click and whir while it functions. of 25 + 5 for every 10 CR, e.g. CR 10-19 clockworks
Languages: A clockwork creature that is intelligent have a DC of 30 to create. Additionally, the Craft
enough to speak languages speaks those that its creator Construct feat and the ability to cast spells is required
teaches it. Orders from its creator are heeded regardless of to make a clockwork.
language, but a clockwork creature must understand the The caster level of the clockwork creature’s creator is
language of another commander to follow their orders. If 10th or the CR of the clockwork creature -1, whichever
it does not, it simply obeys the last orders of its creator. is higher (minimum 1st). For clockwork’s of CR greater
Special Qualities: A clockwork creature gains the than 20, the creator needs the Mythic Crafter feat (see
following special qualities. the Feats section in Pathfinder® Role Playing Game:
Created Mind (Ex): A clockwork creature only accepts Mythic Adventures™).
commands from its creator or designated surrogate. To complete the construction some or all of the following
A surrogate can be designated by the creator for any spells are needed: animate objects, geas/quest, limited wish,
length of time and be rescinded by the clockwork’s polymorph any object, and resist elements.

m
creator. If the clockwork creature is not mindless, it
can act independently of any commands that are given sample clockwork
to it. If it wishes to directly disobey a command, a
This titanic construct of strange metals and grinding
clockwork needs to make a successful Will save (DC
gears sits entirely motionless on its cracked throne, but
20). If the clockwork fails, it follows the command
the whirring and clanging of the gears and mechanisms
to the best of its ability as if under a command spell.
within it, along with the sparks and bolts of eldritch
If a command would destroy the clockwork creature
energy, gives it an ongoing sense of barely-constrained
or otherwise cause it harm, it gets a second Will save
energies, ready to explode into action.
(DC 15) immediately after the first.

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siege perilous
The Siege Perilous is a forgotten Machine of the Gods.
Long ago forgotten deities used it as their ultimate
mortal tool, a device that was sent to carry out orders of
the gods themselves on the material plane. But in some
m
Feats Awesome Blow, Bleeding Critical, Crippling
Critical, Critical Focus, Devastating Strike, DodgeB,
Greater Vital Strike, Improved Bull Rush, Improved
Critical (battleaxe), Improved InitiativeB, Improved Vital
Strike, Iron Will, Lightning ReflexesB, Power Attack, Vital
Strike
Skills Bluff +27, Craft (clockwork) +36, Disable
Device +33, Intimidate +27, Knowledge (religion) +28,
previous era the gods who built the terrible construct Perception +27, Sense Motive +27, Stealth –19 Racial
were destroyed, or it was broken, or they stopped being Skill Modifiers –5 to Stealth.
able to agree on how to decide what orders to give it. Languages Abyssal, Celestial, Common; telepathy 300 ft.
Now it is encountered only in lost places in the Astral SQ change shape (any humanoid, alter self), created mind,
creator bond, difficult to create, swift reactions, winding
Plane, carrying out orders that long since stopped making
sense… and seeking some way to convince creatures to ECOLOGY

keep it wound. Environment any


Organization unique
Treasure standard (+3 full plate, +3 unholy battleaxe,
Siege Perilous CR 23 • XP 614,400 other treasure)

Unique clockwork thanatotic titan SPECIAL ABILITIES


CE Colossal construct (clockwork) Created Mind (Ex): See the clockwork template.
Init +6; Senses darkvision 180 ft., low-light vision, true Creator Bond (Ex): See the clockwork template.
seeing; Perception +27 Difficult to Create (Ex): See clockwork subtype.
DEFENSE Godslayer (Su): When the Siege Perilous damages a
creature capable of casting divine spells, that creature
AC 54, touch 7, flat-footed 49 (+12 armor, +2 Dex, +3 must make a DC 28 Will save or be unable to cast any
dodge, +35 natural, –8 size) divine spells for 1d4 rounds and be shaken. If the save
hp 206 (23d10+80) is successful, the creature struck is merely shaken for
Fort +9, Ref +11, Will +13; +8 resistance vs. mind- 1 round. The Siege Perilous’ attacks are treated as
affecting epic and evil for the purposes of overcoming
DR 25/adamantine; Immune construct traits; damage reduction. The save DC is
Resist acid 10, cold 10, fire 10, sonic 10 Charisma-based.
Weaknesses: metal body, vulnerability to Swift Reactions (Ex): see
electricity clockwork subtype.
Winding (Ex): See the
OFFENSE clockwork subtype.
Speed 60 ft. (40 ft. in armor)
Melee +3 unholy battleaxe +40/+35/+30/+25
(6d6+25 + 2d6 vs. good/19–20/x3), claw +32
(2d8+11) or 2 claws +37 (2d8+22)
Ranged rock +18 (4d6+33)
Space 30 ft.; Reach 30 ft.
Special Attacks godslayer, rock throwing
(100 ft.), trample (2d8+33, DC 40)
Spell-Like Abilities (CL 20th;
concentration +24)
Constant—air walk, mind blank, spell
turning, true seeing
At will—bestow curse (DC 17), break
enchantment, divination, greater dispel
magic, sending
3/day—disintegrate (DC 20), greater
scrying (DC 20), heal, mass suggestion
(DC 19)
1/day—greater planar ally,
imprisonment (DC 23), meteor
swarm (DC 23), true resurrection
STATISTICS
Str 54, Dex 14, Con --,
Int 21, Wis 18, Cha 18
Base Atk +23; CMB +53 (+55 bull
rush); CMD 68 (70 vs. bull rush)

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m 57
cold creature
Incorporeal cold made manifest; cold creatures come from descriptor to any damaging spell. Such spells are not
regions of bitter cold throughout the universe. They are cast at increased caster level and half of the damage
usually found in particularly cold areas of the Elemental dealt is cold damage. A cold creature cannot cast spells
Planes of Water and Air. On the Material Plane, they can or use spell-like abilities with the fire descriptor.
be found on the highest peaks of mountains, and in the Freezing Blows (Ex): A cold creature’s attacks deal
boreal expanses of the poles, they can be found dancing extra cold damage based on its size as a slam attack
in the frigid wind and blizzards. of a creature one size category larger. If the creature
A cold creature appears as a squall of sleet and snow in struck has the water subtype, the damage increases
the shape of the base creature. one additional step. This damage stacks with any
other cold damage the cold creature does.
creating a cold creature Freezing Embrace (Su): Once per day plus one additional
“Cold” is an inherited template that can be applied to time per day per every 5 racial Hit Dice the base creature
any creature (referred to hereafter as the base creature). has, a cold creature can attempt to freeze opponents
A cold creature uses all the base creature’s statistics and solid by moving over them. The area of this effect is
special abilities except as noted here. equal to the cold creature’s space. Creatures that fail a
Fortitude save are turned to solid ice. Creatures that are
Challenge Rating: Same as base creature +2. larger than the cold creature’s space cannot be frozen
Type: The cold creature’s type changes to outsider and solid, but take 1d6 cold damage multiplied by the cold
gains the cold, elemental, extraplanar, and incorporeal creature’s total Hit Dice (minimum 1d6, maximum
subtypes. If the base creature has the fire subtype, it loses 20d6). The Fortitude save halves this damage. This
it. Recalculate base attack bonuses, saves, or skill points. ability is otherwise identical the flesh to stone spell. The
Aura: A cold creature gains the following. save DC is Charisma-based. A frozen creature can be
returned to normal by a stone to flesh spell or equivalent
Cold Aura (Su): A cold creature emits supernatural cold magic. If a frozen creature dies, it melts.
in a 10-foot radius around it. All those within the area
of effect take +1d6 cold damage plus an additional +1d6 Freezing Touch (Ex): If the cold creature touches a
cold damage for every 5 racial HD the base creature body of liquid that is not a water-based creature, such
has. A cold creature cannot suppress this ability. as a water elemental, it freezes the liquid to a depth of
1 inch in a 10-foot radius. Each additional round the
Hit Dice: Change all of the base creature’s racial HD cold creature is in contact with the liquid or ice, the ice
to d10s. field increases its depth by 1 inch and 10 feet in radius.
Saving Throws: Fortitude and Reflex are good saves for The ice field’s maximum size is equal to its total racial
cold creatures. Hit Dice in inches in depth and in 10 times its total
Defensive Abilities: A cold creature gains immunity to racial HD feet in radius (minimum 1 inch and 10-foot
cold and the incorporeal ability. radius). Once the cold creature ceases contact with it,
the ice lasts for 1 round per racial Hit Die.
Weaknesses: A cold creature gains fire vulnerability. Creatures that are within the depth of the ice
Attacks: If the base creature does not have a natural become trapped in it (no save). Trapped creatures
attack, it gains a single slam attack. This attack does take cold damage as if the cold creature had hit it

m
damage based on the creature’s size, plus cold damage (see Freezing Blows). Attempting to break free is a
due to its freezing blows ability. Even though it is full-round action. A trapped creature must make a
incorporeal, a cold creature’s blows are made of biting DC 20 Strength check or a DC 20 Escape Artist
winds and slashing ice. However, a cold creature cannot check to do so. The DC increases by 1 for every inch
use manufactured weapons. in depth of the ice greater than 1 inch. Against foes
Special Attacks: A cold creature gains the following. with the water subtype, the cold creature’s freezing
touch acts like freezing embrace (see above) but
Cold Spellcasting (Su): A cold creature casts all spells with no need for the cold creature to move over the
and spell-like abilities with the cold descriptor at one target.
caster level higher. A cold creature can add the cold

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Skills: A cold creature has a +8 racial bonus to Stealth in
cold environments. This increases to +12 in blizzards or
other such bad weather in cold environments.
Special Qualities: A cold creature gains the following.
Cold Body (Ex): A cold creature’s body freezes all
Feats Combat Reflexes, Stealthy, Toughness
m
Skills Climb +9, Escape Artist +9, Intimidate +6,
Perception +10, Stealth +12 (+20 in snow or cold
environments, +24 in cold weather storms), Survival
+10; Racial Modifiers +4 Stealth (+8 in snow or cold
environments, +12 in cold weather storms)
SQ cold body (2d6 cold), cold walk
its touches or that touches it. Anyone striking a Languages Aklo
cold creature with natural or manufactured melee
ECOLOGY
weapons takes 1d6 cold damage. If the base creature
has a similar ability this ability replaces that one but Environment any cold (Planes of Air and Water)
Organization solitary, pair, or squall (3-6)
the damage from the two abilities stack.
Treasure incidental
Cold Walk (Ex): A cold creature can walk over snow
SPECIAL ABILITIES
and ice without penalty and does not need to make
Cold Aura (Su) See cold creature template.
Acrobatics checks to run or charge on snow or ice. It
Cold Body (Ex) See cold creature template.
treats snow and ice as normal terrain. Cold Walk (Ex) See cold creature template.
Environment: Any cold (Planes of Air and Water). Frightful Gaze (Su) Creatures within 30 feet that meet
a yeti’s gaze must succeed on a Will save or stand
Treasure: incidental paralyzed in fear for 1 round. This is a mind-affecting
fear paralysis effect. A creature that successfully saves
sample cold creature cannot be affected again by the frightful gaze of that
yeti for 1 day. The save DC is Charisma-based.
Freezing Blows (Ex) See cold
The howling wind and snow drifts into the impression creature template.
of a monstrous ape-like creature. Its icy claws at the Freezing Embrace (Su)
ready to rend and rip. See cold creature
template.
bise Freezing Touch
(Ex): See cold
creature
The bise are beings of elemental cold that howl down template.
from high altitudes to rip, rend, and freeze anything
warm they can find.

Bise CR 6 • XP 2,400
Cold yeti (Pathfinder® Roleplaying Game Bestiary™)
N Large outsider (cold, elemental, extraplanar,
incorporeal)
Init +1; Senses darkvision 60 ft., scent; Perception +10
Aura cold (10 ft., 2d6 cold)
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 deflection, +1 Dex, -1 size)
hp 51 (6d10+18)
Fort +7, Ref +6, Will +3
Defensive Abilities incorporeal; Immune cold, elemental
traits
Weakness vulnerability to fire
OFFENSE
Speed 40 ft., climb 30 ft.; cold walk
Melee 2 claws +6 (1d6+1 +1d6 cold plus 1d8 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks freezing blows (1d8), freezing embrace
(2/day, DC 13), freezing touch, frightful gaze (DC 13),
rend (2 claws, 1d6+1 +1d6 cold plus 1d8 cold)
STATISTICS
Str —, Dex 12, Con 14, Int 8, Wis 12, Cha 10
Base Atk +6; CMB +8; CMD 19

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m 59
consuming creature
Sometimes when a creature kills and consumes another HD the consumed creature has the consuming
more powerful creature it gains some of that creature’s creature gains 1 ingestion point (minimum 1).
power. Such creatures are now filled with the instinct to For each ingestion point the consuming creature
find more and more powerful opponents and consume gains one of the consumed creature’s extraordinary,
their flesh in order to gain some of their abilities. supernatural or spell-like abilities (except for spell
casting, which is never gained). Unlike abilities gained
creating a consuming via the consuming curse (see below), these abilities
creature are not limited to universal monster abilities or class
features. An ability gained via consumption uses the
“Consuming” is an acquired template that can be added same statistics as the consumed creature, except for
to any corporeal creature with a bite or engulf attack calculations dependent on specific ability scores or total
that has killed and consumed another creature (referred Hit Dice (such as save DCs) in which case the ability
to hereafter as the base creature). A consuming creature uses the consuming creature’s appropriate statistic.
uses all the base creature’s statistics and special abilities For example, a consuming creature that gains the
except as noted here. energy drain ability of a consumed wight gets energy
CR: Same as the base creature +2 plus 1 for every 2 drain 1 level, but uses its own Charisma modifier for
ingestion points (see consume). the save DC.
Alignment: Any non-good. Consuming Curse (Su): If a consuming creature
makes a successful bite attack or successfully engulfs
Armor Class: The base creature’s natural armor bonus
a creature, the victim must make a successful Will, or
increases by +2.
the victim becomes cursed with the consuming curse.
Hit Dice: For every 2 ingestion points (see consume) the
Consuming Curse: Bite or engulf—injury, save Will
consuming creature gains one additional racial Hit Die.
negates, onset immediate; frequency 1/day; effect
Special Attacks: A consuming creature gains the cursed creature loses one of its universal monster
following special attacks. abilities or class features that is not spell casting
Consume (Su): Once per month, as a full round (determine randomly). The consuming creature that
action, a consuming creature can devour the corpse inflicted the curse gains the lost ability (see consume
of a creature that it killed and that had a CR no lower for details on consumed abilities).
than the consuming creature’s CR -4. For every 5 The consuming creature keeps any abilities gained
via the consuming curse until the cursed creature is
killed or destroyed. The consuming creature must be
making a consuming killed or destroyed before the curse can be removed.
The save DC for the consuming curse is Charisma-
creature based.
The consuming creature template offers nearly In addition to gaining a cursed creature’s abilities,
unlimited opportunity to give a monster the abilities the consuming creature automatically succeeds on all
of any other one. Because of this, a consuming saves gains the evasion ability and stalwart feat (see
creature needs more work than usual to prepare. The Pathfinder® Role Playing Game: Ultimate Combat™)
vs. the cursed creature’s remaining abilities, spells,

m
template naturally lends itself to fleshing out the
monster’s history and its new role as a consuming and spell-like abilities. Physical attacks, effects
creature. The GM must decide what creature(s) the without saving throws, and magical items still affect
consuming creature has eaten and what abilities it the consuming creatures normally.
has gained. As usual for templates with so many Quicken Special Attack (Ex): A consuming creature
possible options, the GM may need to adjust the can quicken any one extraordinary or supernatural
final creature’s challenge rating so that the final attack (expect its consume special attack) once per
monster is appropriate for its CR. round. A quickened special attack is a swift action.
It can perform another action, even using another

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special attack, in the same round as it activates a
quickened special attack. A special attack whose
activation time is more than 1 round or 1 full-round
action cannot be quickened.
Abilities: Str +4, Con +4, Cha +4.
STATISTICS
m
Str 39, Dex 6, Con 29, Int 1, Wis 8, Cha 12
Base Atk +18; CMB +36 (+38 bull rush, +40 grapple);
CMD 44 (46 vs. bull rush, can’t be tripped)
Feats Awesome Blow, Critical Focus, Improved Bull
Rush, Improved Critical (bite), Improved Initiative,
Power Attack, Staggering Critical, Weapon Focus (bite,
Feats: A devouring creature with spell-like abilities or sting)
that gains spell-like abilities gains Quicken Spell Like- Skills Perception +20, Swim +23
Ability as a bonus feat. Whenever it gains an ingestion SQ consumption bonus (+1), ingestion points (3)
point it can change the quickened spell-like ability ECOLOGY
selected by this feat.
Environment any underground
Special Qualities: A consuming creature gains the Organization unique
following. Treasure incidental

Consumption Bonus (Su) A consuming creature gains SPECIAL ABILITIES


a circumstance bonus equal to half its ingestion point Consume (Su) See the consuming creature template.
total to its BAB, saving throws, and skill checks. Consuming Curse (Su) See the consuming creature
template.

sample consuming creature Poison (Ex) Sting—injury: save Fort DC 27; frequency 1/
round for 6 rounds; effect 1d3 Str; cure
3 consecutive saves.
This enormous worm is covered in red reptilian scales. Quicken Special Attack
Licks of flame flicker out of its giant mouth. (Su) See the consuming
creature template.
the hunger below
After defeating and eating a mature adult red dragon, this
purple worm absorbed some of the dragon’s power. Now
known as the Hunger Below, the worm burrows through
the earth and magma chambers deep underground
seeking sufficiently powerful prey to satisfy its hunger.

The Hunger Below CR 15 • XP 51,200


Unique consuming purple worm (Pathfinder®
Roleplaying Game Bestiary™)
N Gargantuan magical beast
Init +2; Senses darkvision 60 ft., low-light vision,
tremorsense 60 ft.; Perception +20
Aura frightful presence (210 ft., 5d6
rounds, DC 19)
DEFENSE
AC 28, touch 4, flat-footed 28 (–2 Dex,
–4 size, +24 natural)
hp 246 (16d10+153)
Fort +20, Ref +9, Will +5
Immune fire
OFFENSE
Speed 20 ft., burrow 20 ft., swim 10 ft.
Melee bite +29 (4d8+14/19-20 plus grab
plus consuming curse) and sting +29
(2d8+14 plus poison)
Space 20 ft.; Reach 15 ft.
Special Attacks breath weapon (50 ft. cone,
14d10 fire, Reflex DC 27 half, 1/1d4 rounds),
consume, consuming curse (DC 19), poison,
quicken special attack, swallow whole (4d8+18, AC
22, 24 hp)

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m 61
creature swarm
A swarm is a dense mass of tiny creatures that alone Attacks: The swarm loses any melee or ranged attacks that
present little threat but together become deadly. Creature the base creature had. Instead, it gains the swarm attack
swarms are made up not of normal bats, rats, insects, as specified by the swarm subtype. If the base creature’s
or other vermin, but of creatures that resemble larger natural attacks did extra damage, e.g. fire damage, energy
monsters. drain, etc., the swarm attack does that extra damage as well.
If there are multiple attacks with different kinds of extra
creating a creature swarm damage the creature swarm does all the extra damage of all
its attacks with its swarm attack.
“Swarm” is an inherited template that can be added to
any creature (referred to hereafter as the base creature) Space/Reach: A creature swarm occupies a square (if
that does not have the swarm subtype. A creature swarm composed of nonflying creatures) or a cube (if composed
uses all the base creature’s statistics and special abilities of flying creatures) 10 feet on a side. Its reach is 0 feet. A
except as noted here. swarm does not threaten creatures in its square and cannot
make attacks of opportunity with its swarm attack.
Challenge Rating: Same as the base creature +1. If the
application of the template removes more than half of Special Attacks: A creature swarm gains the distraction
the base creature’s special attacks, the CR is same of the universal monster ability and loses any special attacks
base creature -1. that rely on the base creature’s size, Strength, weapons,
combat maneuver bonus, or reach. It retains all the base
Size: The small monsters that make up a swarm come in creature’s ranged and area special attacks except those
one of three size categories: Fine, Diminutive, or Tiny. that rely on manufactured weapons.
The base creature becomes a swarm of creatures of one of
those size categories, according to Table 2-12. Though special attacks such as breath weapons, spell-like
abilities, or hurled natural weapons (a manticore’s spikes,
Type: Base creature’s type is unchanged, but gains the for example) originate from all or most of the creatures
swarm subtype. that make up the swarm, their parameters (range, area,
Armor Class: The base creature’s size modifier to AC and so on) are identical to those of the base creature’s
is replaced by the appropriate modifier for the creature attack. Damage for all special attacks remains the same
swarm’s size category. In addition, because the individual as for the base creature.
creatures in the swarm are smaller than the base creature, Spell-Like Abilities: A creature swarm keeps all of its
the swarm has a lower natural armor bonus than the spell-like abilities. Those abilities that normally affect a
base creature does (minimum +0). A swarm does not use single target affect the creature swarm as a whole.
equipment and does not benefit from armor or shields.
The changes to both natural armor bonus and size bonus Spellcasting: A creature swarm keeps all of its native
are summarized on Table 2-12. spellcasting abilities. Those spells that normally affect a
single target affect the creature swarm as a whole

table 2-12: creature swarm modifiers


Base Creature Size Swarm Size Natural AC Decrease Size Bonus to AC Str Dex Con
Fine Fine — +8 — — —

m
Diminutive Fine — +8 — +2 —
Tiny Fine — +8 -2 +4 —
Small Fine — +8 -6 +6 —
Medium Fine — +8 -10 +8 -2
Large Diminutive -2 +4 -18 +8 -6
Huge Diminutive -5 +4 -26 +8 -10
Gargantuan Tiny -9 +2 -32 +8 -14
Colossal Tiny -14 +2 -40 +8 -18

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Abilities: The base creature’s abilities change as on
Table 2-12. Abilities cannot be reduced below 1 by
application of this template.
Feats: Same as the base creature, but feats from which
the creature swarm can no longer benefit may be replaced
with more appropriate choices.
sample creature swarm
m
The ambient temperature drops as a carpet of trilling
white worms erupt from within the glacier.

frost worm swarm


Special Qualities: A creature swarm retains all the base Hideous and overwhelming, frost worm swarms are the
creature’s special qualities, gains swarm traits and the terrors of the arctic wilderness. Inexorable and ferocious,
additional quality below. The parameters of the special they can reduce a giant to bloody bones in less than a
qualities (range, area, and so on) retained from the base minute. Because they can burrow through the ground
creature remain the same. or worm their way through even the smallest cracks, no
Hive Mind (Ex): If the base creature has an barrier provides protection against them.
Intelligence score of 3 or higher, the creature swarm A single frost worm swarm consists of more than a
has a hive mind. So long as it has at least 1 hit point thousand wriggling, cylindrical white worms, each about
per HD, it retains its Intelligence score, but if its hit 6 inches long. Each worm has a pair of 1-inch-long
points fall below that number, it becomes mindless. white pincers on its head and a single black eye that looks
As a mindless creature, it becomes immune to mind- forward.
affecting effects.
The vicious pincers of these miniature frost worms
applying the creature generate a chill so strong that it burns opponents,
swarm template and they can make a terrible keening sound that
paralyzes foes. When the worms feel
Applying this template requires you to make truly threatened, they exhale an icy
some decisions about how the base
creature would function with the
swarm subtype. If you’re unfamiliar
with that subtype, read its
description in Appendix 3 of
Pathfinder® Roleplaying Game
Bestiary™ carefully before
starting, and use a swarm
creature from that book
once or twice during a
game before trying to
use this template.
Once you have a
good grasp of how
the swarm subtype
works, pick a
monster and give
this template a try.
Carefully consider
how each of the
base creature’s abilities
works. In particular, the
ability to change shape can
be problematic. Do all the
creatures in the swarm have to
change shape? Do they all take the
same shape? If the shapechange would
normally affect the creature’s abilities, does it
affect the swarm’s abilities in the same way?

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m 63
wind that freezes foes solid. Weapons are completely Feats Combat Reflexes, Go UnnoticedAPG, Great
ineffective against the pile of frost worms that make Fortitude, Improved Initiative, Iron Will, Nimble Moves,
up a swarm, though dwellers in the cold lands have Skill Focus (Perception), Stand Still
learned that alchemist’s fire is an effective, if costly, Skills Perception +28, Stealth +19 (+27 in ice and snow);
Racial Modifiers +8 Stealth in ice and snow
weapon against such terrors. SQ cold
ECOLOGY
Frost Worm Swarm CR 13 • XP 25,600
Environment cold plains or mountains
N Diminutive magical beast (cold, swarm) (Pathfinder® Organization solitary
Roleplaying Game: Bestiary 2™) Treasure incidental
Init +11; Senses darkvision 60 ft., low-light vision; SPECIAL ABILITIES
Perception +28
Cold (Su) A frost worm swarm generates intense cold,
DEFENSE allowing it to deal an additional 4d6 cold damage with
AC 32, touch 21, flat-footed 25 (+7 Dex, +11 natural, +4 size) its bite attack. Any creature that attacks a frost worm
swarm with an unarmed strike or a natural weapon
hp 88 (16d10)
takes 1d6 points of cold damage per successful hit. A
Fort +12, Ref +17, Will +10 creature that grapples or is grappled by a frost worm
Defensive Abilities swarm traits; Immune cold swarm takes 4d6 points of cold damage per round the
Weakness vulnerable to area effects, vulnerable to fire grapple is maintained.
Death Throes (Su) When killed, a frost worm swarm
OFFENSE explodes in a 100-foot-radius burst that deals 12d6 cold
Speed 30 ft., burrow 10 ft. damage and 8d6 piercing damage (DC 18 Reflex half).
The save DC is Constitution-based.
Melee swarm (4d6 plus 4d6 cold)
Trill (Su) As a full-round action, a frost worm swarm can
Space 10 ft.; Reach 0 ft.
emit a strange trilling sound that affects all creatures
Special Attacks breath weapon (60-ft. cone, 15d6 cold, within a 100-foot radius. Creatures must succeed on
Reflex DC 18 half, 1/hour), death throes, distraction (DC a DC 18 Will save or be fascinated for as long as the
18), trill (DC 18) swarm continues to trill (the frost worm swarm can
maintain this trill by concentrating). Once a creature
STATISTICS
has resisted or broken the effect, it cannot be affected
Str 5, Dex 24, Con 11, Int 2, Wis 16, Cha 11 again by that same frost worm swarm’s trill for 24 hours.
Base Atk +16; CMB —; CMD — This is a sonic mind-affecting effect. The save DC is
Charisma-based.

crystal creature
Horrors spread on the wings of plague, the beautiful and from within. Under light as dim as a candle or as bright
terrible crystal creatures inspire awe and fear in all who as the sun, a crystal creature shines with such brilliance
view them. These creatures are generated by brilliant that it dazzles and blinds other creatures.
pestilence, an insidious disease whose origin is more Crystal creatures are driven to spread the disease that
myth than fact. Old texts say the disease created by an created them. Creatures infected on the Elemental Plane
evil god on the Elemental Plane of Earth. Tablets in the of Earth are driven to be set lose on the multiverse to
fortresses of the great shaitan viziers tell that the disease spread their transforming affliction everywhere.
emanates from a rift in the Elemental Plane of Earth
from which great fluxes of positive and negative energy creating a
emerge. Other stories speak of the disease being caused
by powerful magic of earth and fire that has become
crystal creature

m
unstable over the eons. Whatever the cause, the disease is “Crystal” is an acquired template that can be added to any
a blight on the Elemental Plane of Earth and has spread corporeal creature that is susceptible to disease (referred
to the Material Plane. to hereafter as the base creature). A crystal creature
A crystal creature looks much like it did before its retains all the base creature’s statistics and special abilities
infection, but every muscle and organ of its body has been except as noted here.
transformed into clear crystal. Through crystalline skin Challenge Rating: Same as base creature +1.
and bone, a faceted heart is visible, pumping translucent
Alignment: Any non-good.
blood that refracts light and makes the creature glow

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Type: The base creature’s type changes to outsider with
the elemental, earth, and native subtypes, as well as the
appropriate augmented subtype. Do not recalculate base
attack bonuses, saves, or skill points.
Senses: A crystal creature gains low-light vision.
areas of crystal formations.
m
Skills: A crystal creature loses all bonuses to Stealth due
to coloration, but gain a +4 racial bonus to Stealth in

Special Qualities: A crystal creatures gains the


following special quality.
Armor Class: Natural armor improves by +4. Light Amplification (Ex): A crystal creature’s body
Defensive Abilities: A crystal creature loses any sonic naturally captures and magnifies light that strikes it.
resistance or immunity, but it gains resistance 10 to When in dim light and above, it sheds light as one
acid, cold, electricity, and fire, and DR 5/—. A crystal step higher in a 30-foot radius. In an area of bright
creature is immune to the harmful effects of bright light light, it sheds bright light in a 60-foot radius.
(including effects that blind with light); all effects with Organization: usually solitary
the light descriptor; and other light-based attacks such as
color spray, prismatic spray, and searing light. sample crystal creature
Weaknesses: A crystal creature loses light blindness and A transparent humanoid creature with scales, fins,
light sensitivity, but gains vulnerability to sonic damage. fangs and webbed that shines in the light.
Attacks: The crystal creature gains a primary slam attack
if it has no other natural attacks. The crystal creature’s crystal sahuagin
slam attack deals damage as if it the creature were one
size category larger. A crystal sahuagin is often mistaken for sunlight or
moonlight reflecting brightly off the waves. Even when it
Special Attacks: A crystal creature gains the following comes close enough to see, sailors and
special attacks. undersea creatures often assume that
Brilliant Pestilence (Su): All of a crystal creature’s it is some angelic creature come to
natural attacks inflict the following supernatural grant them a boon.
disease.
Brilliant Pestilence: All Natural Attacks—injury; save
Fortitude negates; onset 1 day; frequency 1 day; effect
1d6 Dex damage; cure 2 consecutive saves. The save
DC is Charisma-based.
A creature whose Dexterity is reduced to 0 by
the disease is petrified and transformed into lifeless
crystal, only to revive 24 hours later as a crystal
creature. Once transformed, a miracle or wish spell or
similar magic is needed to transform the creature
back.
Dazzling Form (Ex): Within the area of a crystal
creature’s light amplification ability (see below), all
sighted creatures are dazzled for 1 minute if they
fail an initial Fortitude save. After being dazzled, as
long as they remain in the area, they must make a
Fortitude save every round or become permanently
blinded (Fortitude negates). The DC of dazzling
form increases by +2 in bright light or a light effect
that it is immune to. These bonuses stack, so a
crystal creature in the area of bright light that
is struck with a light effect increases its dazzling
form’s DC by +4. The save DC is Charisma-based.
Abilities: Str +2, Dex +4, Con +2, Int –4. If this
reduces the creature’s Int to 0 or less, it becomes
mindless.

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m 65
Groups of crystal sahuagin often make hit-and-run attacks
Feats Great Fortitude
against sailing vessels, hoping to infect the ships’ crews. In
Skills Handle Animal +1, Perception +6, Stealth +8 (+12
this way, they can create plague ships that in turn infect the in areas of crystal formations), Survival +6, Swim +11;
populace of a port city with brilliant pestilence. Racial Modifiers +4 in areas of crystal formations
Languages Aquan, Common; speak with sharks
Crystal Sahuagin CR 3 • XP 800 SQ light amplification
Gear crossbow bolts (10), heavy crossbow, trident
LE Medium outsider (aquatic, augmented monstrous ECOLOGY
humanoid, earth, elemental, native) (Pathfinder©
Roleplaying Game Bestiary™) Environment any ocean
Init +3; Senses blindsense 30 ft., darkvision 60 ft., low- Organization solitary
light vision; Perception +6 Treasure NPC gear (trident, heavy crossbow with 10
bolts, other treasure)
DEFENSE
SPECIAL ABILITIES
AC 22, touch 13, flat-footed 19 (+3 Dex, +9 natural)
hp 17 (2d10+6) Blood Frenzy (Ex) Once per day, a crystal sahuagin
that takes damage in combat can fly into a frenzy in
Fort +5, Ref +6, Will +4
the following round. It gains +2 Constitution and +2
DR 5/—; Immune elemental traits, light effects; Resist Strength, but takes a -2 penalty to its AC. The frenzy
acid 10, cold 10, electricity 10, fire 10 lasts as long as the battle or 1 minute, whichever is
Weakness vulnerability to sonic shorter.
OFFENSE
Brilliant Pestilence (Su) Disease: All Natural Attacks—
injury; save Fort. DC 10; onset 1 day; frequency 1/day;
Speed 30 ft., swim 60 ft. effect 1d6 Dex; cure 2 consecutive saves.
Melee trident +5 (1d8+4), or bite +5 (1d4+3 plus Dazzling Form (Ex) See the crystal creature template.
brilliant pestilence), or 2 claws +5 (1d4+3 plus brilliant Immune to Light Effects (Ex) See the crystal creature
pestilence) template.
Ranged heavy crossbow +4 (1d10/19-20) Light Amplification (Ex) See the crystal creature
Special Attacks blood frenzy, brilliant pestilence (DC template.
10), dazzling form (DC 10) Speak with Sharks (Su) A crystal sahuagin can
STATISTICS communicate telepathically with sharks to a distance
of 150 feet. This communication is limited to simple
Str 16, Dex 17, Con 16, Int 10, Wis 12, Cha 9 concepts, such as “come here,” “defend me,” or “attack
Base Atk +2; CMB +5; CMD 18 this target.”

daemon-host
When a creature is brought back to life, its soul, on the outsider type or the elemental subtype and has died and
journey back from the afterlife, can attract one of the been brought back to life (referred to hereafter as the base
feared “soul-eaters,” a daemon, who can hitch a ride creature). Those naturally immune (not due to a spell-
and splice itself onto that same soul. The newly revived like ability or other spell effect) to magic jar, possession,
creature acts mostly as it was, but is somehow a little or similar soul influencing magic cannot receive this
off. It could be the way it moves, talks, or interacts template. The creature retains all the base creature’s
with certain folks, but whatever it is, it is disturbing statistics and special abilities except as noted here.
to those who knew the individual before his death. Challenge Rating: Olethrodaemon-host and
Otherwise, the individual appears normal but is, in purrodaemon-host same as base creature +3; all others +2
fact, a true monster. Compelled by the daemon within,

m
a daemon host seeks to kill in a manner aligned with Alignment: Any evil.
the kind of daemon inhabiting it, even as it slowly Type: The base creature gains the evil subtype.
withers and dies from the daemon’s influence. The Senses: A daemon host gains darkvision +60 ft.
worst serial killers, murderers, and other death dealers
are typically daemon hosts. Defensive Abilities: A daemon host gains a +4 bonus
on saving throws vs. disease and poison, acid resistance
creating a daemon host 30, immunity to death effects, and regeneration 5 (good).
Weaknesses: A daemon host gains the following
“Daemon Host” is an acquired template that can be
weakness:
added to any living, corporeal creature does not have the

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Daemon
Astradaemon
table 2-14: daemon host abilities
Spells
3/day—fear, true seeing
1/day—locate creature, energy drain
Str

Dex
+2
Con

Int
+2 —
m
Wis Cha
+2

3/day—air walk, invisibility


Crucidaemon 1/day—hold monster +2 — +2 — — +2
3/day—fear, see invisibility
Derghodaemon 1/day—insect plague +2 +2 +2 — — —
Hydrodaemon 3/day—acid arrow, control water +2 — +2 — — +2
Leukodaemon 3/day—contagion, harm — +2 +2 — +2 —
Maladaemon 3/day—blight, fear, waves of fatigue +2 +2 — +2 — —
Olethrodaemon 3/day—telekinesis, unholy aura +4 to one and +2 to any two ability scores. The bonuses may be
applied to the same score.
1/day—quickened disintegrate
Piscodaemon 3/day—see invisibility, stinking cloud +2 — +2 — — +2
Purrodaemon 1/day—chain lighting +2 to any three different ability scores
3/day—flame strike, true seeing
Thanadaemon 3/day— animate dead, true seeing — — +2 +2 +2 —
Vulnudaemon 3/day—death knell, inflict critical wounds — +2 — — +2 +2

Daemon Doom (Ex) Daemons, being an anathema


to life, constantly wear down the creatures they table 2-13: daemons
inhabit. A daemon host takes 1 hp drain (no save)
Daemon Type of Death
each day. The hit point drain cannot be healed by
rest or magic and is permanent until the daemon Astradaemon Energy drain or level drain
leaves the creature, or the daemon host dies. Upon Crucidaemon Torture or trap
a daemon host’s death its soul is devoured by the Derghodaemon Violent insanity
inhabiting daemon, who then returns to where it Hydrodaemon Drowning
originated. After it dies, the base creature cannot be Leukodaemon Disease
brought back to life except by wish, miracle, or true Maladaemon Starvation
resurrection but again may be at risk of being a host Olethrodaemon Apocalypse or natural disaster
for a daemon.
Piscodaemon Poison
The hit point drain can be avoided for one day per
Purrodaemon Battle during warfare
sentient (creature with Int 3 or higher) killed in a
manner associated with its daemon up to a maximum Thanadaemon Old age or aging effects
of the base creature’s Wisdom modifier (minimum Vulnudaemon Murder
1) number of days (see as given on Table 2-13).
Spell-Like Abilities: A daemon host gains spell-like be summoned at once. The summon level is equal to
abilities, depending on the kind of daemon inhabiting one-half of the host’s HD (maximum 9). The percent
it (see Table 2-14). The creature uses its Hit Dice or certainty of the summoning is 15% times the ability
caster level, whichever is higher, as the caster level for its modifier (minimum 1) used for the save DCs of its
spell-like abilities. Save DCs are based on the creature’s other spell-like abilities (maximum 100%).
Intelligence, Wisdom, or Charisma, whichever is highest. Abilities: A daemon host creature’s ability scores change
Daemon Call (Su): A daemon host acts as a living from the base creature according to the kind of daemon it
conduit for daemons to enter the world. Once a day is hosting to as stated on Table 2-14.
the daemon host can use the summon universal ability. Special Qualities: A daemon host gains the following.
The daemon host can summon a number of daemons
Daemonic Soul (Ex): The daemon and the base
with total Hit Dice equal to or less than the host’s but
creature’s souls are intertwined. The daemon
not greater than the kind of daemon that it is hosting.
inhabiting a daemon host can be removed from
No more than three daemons of the same type can

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m 67
sample daemon host
A dapper elf dressed all in white leans idly against the
wall. A single drop of blood clings to his perfectly white
shoe. He carries a vicious switchblade in his hand.

the whispering man


Originally from the aristocracy, the serial-killer known
as The Whispering Man wanders the city hunting
for victims from the city’s middle and upper classes,
especially those who make a lot of noise. When hunting
and killing he speaks no higher than a whisper and often
first cuts his victim’s voice box so they can no longer
make any sounds but whispers as they slowly die as he
carves off pieces of mouth, lips, tongue, and ears.
The descriptions of The Whispering Man from the few
survivors vary greatly due to his penchant for using a
combination of physical and magical disguise on the
hunt. One describes him as a leprous halfling, another
an insane dwarf, and a third as a small human child.
The only consistency is that he always appears male. In
truth, he never hunts with the same façade twice, making
the base creature’s soul by casting a combination catching him even more difficult.
of dispel evil, protection from evil, and atonement on
the creature in a hallowed area. The daemon itself gets
The Whispering Man CR 10 • XP 9,600
a Will save (see the individual daemon’s description)
vs. a DC of 15 + the caster’s Wisdom or Charisma Male vulnudaemon-host elf aristocrat 5/rogue 5
modifier (whichever is higher). If it fails, the daemon NE Medium humanoid (elf, evil)
is separated from the creature’s soul are returns to its Init +5; Senses darkvision 60 ft., low-light vision;
original plane. The base creature then dies, but can Perception +18
be brought back to life in the usual manner without DEFENSE
gaining this template. A wish or miracle removes a AC 20, touch 16, flat-footed 14 (+4 armor, +5 Dex, +1 dodge)
daemon from its host without the daemon getting a hp 50 current (59 full) (10d8+15); regeneration 5 (good)
save and keeps the host alive. Fort +3, Ref +10, Will +8; +2 vs. enchantments, +4 vs.
disease and poison
Killing Heal (Su): When a daemon host directly kills Defensive Abilities evasion, trap sense +1, uncanny dodge;
a sentient (a creature with an Int 3 or higher) in a Immune death effects, magic sleep; Resist acid 30
manner associated with the daemon inhabiting it Weaknesses daemon doom (currently 9 hp drained)
(see above), it heals 1d8 hp per creature killed (up to OFFENSE
its maximum hit points). Speed 30 ft.
The healing effect is applied each time the daemon Melee +2 cruel wounding switchblade knife +8/+3
host kills someone in the appropriate manner.This can (1d4+2/19-20+1 bleed)
either directly or setting up events to cause the death Special Attacks sneak attack +3d6
in their presence. For example, a leukodaemon-host Spell-Like Abilities (CL 10th; concentration +13)

m
3/day—death knell (DC 15), inflict critical wounds (DC 17)
can release plague rats in an area, or drop a diseased
1/day—daemon call (level 5, 10 HD of daemons [6 HD
corpse in the local water supply and heal itself as it max, max 3 of the same kind], 45%)
walks among the resultant dying. As long as at least
STATISTICS
one person dies from the disease from these sources,
Str 11, Dex 20, Con 12, Int 14, Wis 16, Cha 14
the creature does not take the hit point drain and is
Base Atk +6; CMB +11; CMD 22
healed 1d8 hp. Feats Agile Maneuvers, Dodge, Mobility, Spring Attack,
A daemon host can only avoid the hit point drain Vital Strike
for the day of the killing. In order not to be affected Skills Acrobatics +18, Bluff +15, Disguise +25, Escape
by the drain, it has to make at least one kill each day. Artist +18, Intimidate +10, Perception +18 (+20 to locate

68
m the advanced bestiary
traps), Sleight of Hand +13, Stealth +18, Survival +16;
Racial Modifiers +2 Perception
Languages Common, Elven
SQ daemonic soul, elven magic, elven weapon
familiarity, killing heal (murder), rogue talents (bleeding
attack, fast getaway), trapfinding +2
Daemonic Soul (Ex) See the daemon-host template.
Elven Magic (Su) Elves receive a +2 racial
bonus on caster level checks made to overcome
m
spell resistance. In addition, elves receive a +2 racial
bonus on Spellcraft skill checks made to identify the
properties of magic items.
Elven Weapon Familiarity (Ex) Elves are proficient with
Combat Gear oil of keen edge (3); Other Gear +2
expeditious glamered leather armor, +2 cruel wounding longbows (including composite longbows), longswords,
switchblade knife, hat of disguise rapiers, and shortbows (including composite
shortbows), and treat any weapon with the word “elven”
SPECIAL ABILITIES in its name as a martial weapon.
Daemon Call (Su) See the daemon-host template. Killing Heal (Su) See the daemon-host template.
Daemon Doom (Ex) See the daemon-host template

demon-possessed
No evil is as terrible as one having the outward form Spell Vulnerability (Ex): Certain spells have special
of goodness. Demons can cavort in the skins of mortal additional effects against demon-possessed creatures.
creatures and cause havoc while disguised by the flesh A demon-possessed creature subjected to a dispel
of virtue. While in mortal guise, a demon can convert chaos or dispel evil spell must succeed on a Will saving
the weak-willed to evil and provide power and counsel to throw or lose all the modifications bestowed by the
other mortal pawns, while gleefully using the possessed demon-possessed creature template for a number of
body as a shield against attack. rounds equal to the opponent’s caster level. The demon
A demon’s presence can have a variety of physical effects on is immediately ejected from the possessed creature’s
the creature it possesses. Glowing eyes, bristly hair, warts, body and appears in the nearest open square.
boils, scars, long nails, and twisted limbs can all be signs of A demon-possessed creature subjected to a
demon possession, as can more obvious characteristics, such banishment spell must succeed on a Will saving
as bulging muscles and flaming-red skin. Many demon- throw or lose the template until again possessed by a
possessed creatures, however, show no outward sign at all. demon. Failure returns the demon to its home plane,
as noted in the spell description.
creating a demon- An antimagic field or any antimagic effect suppresses
possessed creature all the effects of the demon-possessed creature template.
It also prevents the demon from communicating with
“Demon-possessed” is an acquired template that can be the possessed creature, using its perceptions, and exiting
added to any corporeal creature that falls prey to demon its body (unless it dies) for as long as the demon-
possession (referred to hereafter as the base creature). possessed creature remains in the antimagic area.
A demon-possessed creature uses all the base creature’s Special Attacks: If the possessing demon has the summon
statistics and special abilities except as noted here. ability, the demon-possessed creature gains the demon’s
Challenge Rating: The challenge rating changes universal summon monster ability as well, albeit with the
depending on the type of demon possessing the base percent of success one-half of the possessing demon’s and
creature (see below). only usable once a day.
Alignment: Chaotic evil. A demon-possessed creature’s Additionally, a demon-possessed creature gains one of the
alignment remains chaotic evil until the possession ends. possessing demon’s supernatural attacks or special quality
that does not otherwise directly depend on another of
Type: A demon-possessed creature gains the chaotic and
the demon’s special abilities (once chosen this cannot be
evil subtypes.
changed). The chosen ability is usable once per day and all
Defensive Abilities: A demon-possessed creature numeric factors (range, damage, etc.) except for saves are
gains a +4 profane bonus on saves vs. poison, electricity halved. If an ability depends on a specific type of natural
resistance 20, and DR 10/cold iron or good attack, the demon-possessed creature gains that attack but it
Weaknesses: A demon-possessed creature gains the only deals the effect of the ability once a day. If the ability is a
following weakness. permanent defense or aura for the possessing demon (such as

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table 2-15: demon possessed abilities
Demon CR Spells Str Dex Con Int Wis Cha
Babau +2 3/day—darkness, dispel magic +2 — +2 — — +2
3/day—greater dispel magic, quickened telekinesis
Balor +5 +4 to any three different ability scores.
1/day—fire storm
Coloxus +3 3/day—contagion, suggestion — +2 +2 — — +4
Glabrezu +3 3/day—chaos hammer, confusion +2 — +2 +4 — —
Hezrou +2 3/day—gaseous form, unholy blight +2 — +2 — +2 —
3/day—charm person;
Incubus +3 +2 — — +2 — +4
1/day—crushing despair
Kalavakus +3 3/day—command, haste +4 +2 — — +2 —
Marilith +4 3/day—blade barrier, unholy aura +4 to any three different ability scores
Nabasu +2 3/day—silence, vampiric touch +2 — +2 — — +2
Nalfeshnee +3 3/day—true seeing, feeblemind +2 — — +2 +4 —
Omox +3 3/day—poison, stinking cloud +2 +2 +4 — — —
3/day—detect good;
Quasit +1 +2 +2 — — — —
1/day—invisibility (self only)
Schir +1 3/day—expeditious retreat, see invisibility +2 — +2 — — —
Shadow +2 1/day—deeper darkness, shadow evocation — +2 — +2 — +2
1/day—true seeing;
Shemhazian +4 +4 to any three different ability scores
3/day—inflict serious wounds
Succubus +3 3/day—charm monster, suggestion — — — +2 +2 +4
Vrock +2 3/day—heroism, mirror image +2 +2 +2 — — —
3/day—deeper darkness, telekinesis;
Vrolikai +4 +4 to any three different ability scores
1/day—quickened enervation

a babau’s protective slime), the possessed creature can activate Special Qualities: A demon-possessed creature gains
and dismiss it at will, but it still can only be used once a day. the following.
Effects that automatically occur given certain conditions, like Possessed (Su): Each demon-possessed creature is
a balor-possessed’s death throes, are unchanged except for inhabited by a specific demon. The demon can neither
numeric factors being halved. A demon-possessed creature control the possessed creature nor read its mind, and
is immune to its own chosen special ability. it perceives only what the possessed creature does.
A demon possessed creature also gains the following: The demon is in constant telepathic communication
Profane Attacks (Su): Each of a demon-possessed with the possessed creature, imparting its thoughts
creature’s melee attacks with a natural or manufactured and desires, regardless of language. To gain the
weapon deals and extra +1d6 points of extra damage possessed creature’s cooperation, the demon usually
per CR bonus (see Table 2-15) to a creature of offers telepathic suggestions that it thinks a chaotic
good alignment. For example, a coloxus-possessed evil creature might find appealing.
creature does +3d6 damage to good creatures. All of a While possessing another creature, the demon does
demon-possessed creature’s natural and manufactured not have access to any of its supernatural, spell-like,
weapons are treated as magic, chaotic, and evil-aligned or extraordinary abilities, and cannot cast spells or
for overcoming damage reduction. take any mental actions beyond thinking and using
Intelligence-based skills (except those mentioned by
Spell-Like Abilities: The creature gains the following the template). It cannot be targeted by any spell or
spell-like abilities, depending on the kind of demon effect (except as described under spell vulnerability),
possessing it. The creature uses its Hit Dice or caster but it can be detected normally by divination spells.

m
level, whichever is higher, as the caster level for its Damage that harms the possessed creature does not
spell-like abilities. Save DCs are based on the creature’s harm the possessing demon. If the possessed creature
Intelligence, Wisdom, or Charisma, whichever is highest. dies, the demon returns to its plane of origin unharmed.
Abilities: A demon-possessed creature’s ability scores The demon can enter and exit the possessed
change from the base creature according to the kind of creature at any time as a standard action. When it
demon possessing it as given on Table 2-15. does so, it appears in the nearest available open space.
Languages: If a demon-possessed creature can speak, it If the demon is killed while outside the possessed
gains the Abyssal as a bonus language. creature, the demon returns to its plane of origin, and
the possession ends.

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m the advanced bestiary
using the demon-possessed
creature template
The demon-possessed template offers a method
for implementing demonic possession in your
m
game. Other methods include using the magic jar
spell, the possession feats published in products by
Paizo Publishing, LLC., or simply giving a demon
the following ability.
Possess Creature (Su) Once per day per 2 Hit Dice,
a demon can attempt to possess an intelligent,
corporeal creature within 10 feet as a full-round
action. The target creature must succeed on a Will
save. Success stuns the demon for 1 round; failure
means the demon joins with the target.The demon’s
body may vanish in a cloud of colored smoke that
the target then inhales, or the demon’s body may
seem to merge with the victim’s. In either case, the
victim immediately gains the demon-possessed
template. The save DC is Charisma-based.
Whatever method the GM choses, it should not
change the demon’s CR, but it can make any encounter
with them more interesting. A creature possessed by a DEFENSE
demon during combat is likely to flee from its former AC 20, touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 size)
companions rather than stay to fight, regardless of the hp 52 (8d10+8)
demon’s wishes. Knowing the capabilities and power Fort +6, Ref +5, Will +2; +4 profane vs. poison
of their companions, few adventurers would willingly DR 10/cold iron or good; Resist electricity 20
fight their former friends alone. Weakness spell vulnerability
OFFENSE
Speed 20 ft.
sample demon-possessed Melee +2 dogslicerUE +14/+9 (1d4+3+1d6 vs. good/19-20)
creature Special Attacks profane attacks (1d6)
Spell-Like Abilities (CL 8th; concentration +7)
This goblin has longer fingers and feet than most of its 3/day—detect good
kind. Its eyes are solid red. 1/day—invisibility (self only)
STATISTICS
nik-nub Str 12, Dex 16, Con 10, Int 10, Wis 10, Cha 8
Base Atk +8; CMB +10; CMD 21
Nik-Nub spent his life slitting the throats of travelers as Feats Agile Maneuvers, Catch Off-Guard, Combat
they slept in their camps and stealing their possessions. Reflexes, Weapon Finesse
One night, he had the bad luck of killing a sleeping Skills Intimidate +10, Ride +3, Stealth +18; Racial
Modifiers +4 Ride, +4 Stealth
wizard. The wizard’s familiar, a quasit named Xzazil, took
Languages Abyssal, Goblin
advantage and possessed Nik-Nub. Now Xzazil pushes SQ possessed change shape (1/day; 2 of the following
Nik-Nub to worse and worse deeds, hoping he can cause forms: bat, Small centipede, toad, or wolf; polymorph)
as much misery as possible before someone kills the goblin. Combat Gear necklace of fireballs II; Other Gear +1
chainmail, +2 dogslicerUE

Nik-Nub CR 7 • XP 3,200 SPECIAL ABILITIES


Possessed (Su) See the demon-possessed template.
Male quasit-possessed goblin warrior 8 (Pathfinder® Profane Attacks (Su) See the demon-possessed
Roleplaying Game Bestiary™) template.
CE Small humanoid (chaotic, evil, goblinoid) Spell Vulnerability (Ex) See the demon-possessed
Init +3; Senses darkvision 60 ft.; Perception +0 template.

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dread allip
Babbling, whispering, screaming, and muttering, dread allips Attacks: All of the base creature’s natural attacks
pass through walls and strike at living creatures, hoping to become incorporeal touch attacks, retaining the same
gain companions in undeath and madness. A dread allip is a primary or secondary status they had for the base
crazed incorporeal undead created when a sentient creature creature. The dread allip gains a primary incorporeal
follows an order to commit suicide against its own wishes. touch attack if it has no other natural attacks.
The angry spirit that rises from the corpse is insane because The dread allip’s natural attacks no longer deal normal
its mind was conflicted at death, and it seeks to inflict a damage. Instead, each attack deals Wisdom damage due
similar fate on others. Dread allips enjoy suicides, and their to its Touch of Insanity ability (see below).
mad ramblings are often interrupted by insane laughter
when they witness another creature taking its life. Special Attacks: The dread allip loses all special
attacks that require corporeal contact, but gains those
A dread allip looks much like it did in life, but its described here. A dread allip cannot cast spells that
body appears black and trails off in flame-like wisps require material components unless it has the Eschew
of ectoplasm. The distinct features of the individual it Materials feat.
once was are indistinguishable, but a person listening to
the dread allip’s maddening speech might recognize a Babble (Su): A dread allip constantly mutters and
particular creature’s voice. whines to itself, creating a hypnotic effect. All sane
creatures within 60 feet of the dread allip must
creating a dread allip succeed on a Will save or be affected as though by
a hypnotism spell for 2d4 rounds. Any creature that
“Dread Allip” is an acquired template that can be added successfully saves cannot be affected by the same
to any living creature with an Intelligence score of 3 or dread allip’s babble for 24 hours.
higher (referred to hereafter as the base creature) that When the dread allip casts a spell with a verbal
commits suicide because of domination by a dread allip component, its babble special attack is negated
or at the command of some other creature. A dread allip during casting, and any creature already hypnotized
uses all the base creature’s statistics and special abilities by it is freed of the effect. This is a sonic, mind-
except as noted here. affecting compulsion effect. The save DC is
Challenge Rating: Same as base creature +3. Charisma-based.
Type: The creature’s type changes to undead and gains Command Allips (Su): As a free action, a dread allip
the incorporeal subtype. Do not recalculate base attack can automatically command all normal allips within
bonuses, saves, or skill points. 30 feet (as the command undead spell). Normal allips
never attack a dread allip unless compelled.
Alignment: Any evil.
Create Spawn (Su): A creature that dies while
Armor Class: A dread allip loses any armor or natural dominated by a dread allip rises as a new dread allip
armor bonuses and gains a deflection bonus to Armor in 1d6 rounds if it committed suicide, or died fulfilling
Class equal to its Charisma bonus (minimum +1). If an obviously self-destructive command, or had 0
the base creature already has a deflection bonus, use the Wisdom and was within 30 feet of the dread allip at
higher value. the time of death. Any creature that becomes a dread
Hit Dice: Change all of the base creature’s racial HD allip regains its normal Wisdom score immediately.
to d8s.

m
The new dread allip is under the command (as though
Defensive Abilities: A dread allip retains all of the under the effect of a dominate monster spell) of the one
defensive abilities of the base creature save those that that dominated it when it died.
rely on a corporeal form to function. Dread allips gain Dominating Trample (Su): Once every 1d4 rounds,
channel resistance +4, the incorporeal ability, and all of the dread allip may dominate creatures simply by
the qualities and immunities granted by the undead type. passing through them. As a standard action during
Speed: A dread allip loses all the base creature’s speeds its turn, it can take a single move in a straight
and gains a fly speed equal to the base creature’s highest line. Any creature it moves through can attempt
speed, with perfect maneuverability. either an attack of opportunity or a Reflex save

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to avoid the attack. A creature that fails to avoid
the dominating trample must succeed on a Will
save or be controlled as if by the dominate monster
spell (caster level 20th). Success renders a creature
immune to that dread allip’s dominating trample
for 24 hours.
m
Madness (Su): Any creature that targets a dread
allip with a thought-detecting, mind-control,
or telepathic effect takes 1d6 points of Wisdom
damage (no save), though the effect otherwise
works normally.

The dread allip can give the simple commands sample dread allip
normal for the dominate monster spell (“come here,”
“go there,” “fight,” “stand still”), plus “commit A snake-like turbulent cloud of shadows and light,
suicide.” The “commit suicide” command is an along its body change in hypnotizing patterns flow.
exception to the normal restrictions against self- dread allip lunar naga
destructive orders. A creature ordered to commit
suicide receives a second saving throw at a +5 bonus Dread allip lunar nagas are created when a lunar naga
to break free of the domination effect. Failure means delves too deep into their explorations of the night sky.
the creature must attack itself once per round with They typically haunt areas of the night sky or ruins
the most damaging melee weapon or natural attack of places that were once dedicated to observing and
it possesses until ordered by the dread allip to do communing with the dark tapestry.
something else. Treat this attack as a coup de grace
against a helpless target. The target can attempt a
new save with the same +5 bonus every subsequent
round that the domination continues. If the
dread allip chooses to issue one of the other four
commands available to it and obedience would
obviously be self-destructive, the dominated
creature gets a new saving throw to break free
of the domination effect, again with a +5
bonus, when the self-destructive nature
of the command becomes apparent.
This is a mind-affecting
compulsion effect. The save DCs
are Charisma-based.
Touch of Insanity (Su): Each
of a dread allip’s incorporeal
touch attacks deals 1d6
points of Wisdom damage
(Will save negates). A
successful critical hit causes 1d6
points of Wisdom damage and 1d4
points of Wisdom drain (instead
of double Wisdom damage). A
dread allip gains 5 temporary hit
points for each point of Wisdom
damage or drain. The save DC is
Charisma-based.
Abilities: Dex +2, Cha +8. As an
incorporeal undead creature, a dread
allip has no Strength or Constitution
score.
Special Qualities: The dread allip
retains all the base creature’s special
qualities that do not require corporeal
contact with another creature.

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m 73
Dread Allip Lunar Naga CR 9 • XP 6,400 creating a normal allip
NE Large undead (incorporeal) (Pathfinder® Bestiary 3™) You can use this template to create a creature that closely
Init +5; Senses darkvision 60 ft., low-light vision; mimics the standard allip. To do so, simply alter the
Perception +14 features of the dread allip template in the following ways.
Aura babble (60 ft., DC 21)
DEFENSE • The CR adjustment is +2 instead of +3.
AC 22, touch 22, flat-footed 16 (+5 Dex, -1 size, +7
deflection, +1 dodge) • An allip does not gain the command allips, create
hp 92 (8d8+56) spawn, or dominating trample abilities.
Fort +9, Ref +9, Will +9
Defensive Abilities channel resistance +4, incorporeal;
• Reduce the Wisdom damage the dread allip deals to
Immune undead traits 1d4 points, the Wisdom drain to 1, and reduce the
OFFENSE
channel resistance to +2.
Speed fly 40 ft. (perfect) • An allip gains 5 temporary hit points for each
Melee incorporeal touch (bite) +10 (1d6 Wis) successful attack with its touch of insanity.
Space 10 ft.; Reach 5 ft.
Special Attacks command allips, create spawn, • Reduce the Wisdom damage from the madness
dominating trample (DC 21, 1/1d4 rounds), hypnosis (DC
21), touch of insanity (1d6, crit. +1d4 drain, DC 21) ability to 1d4 damage.
Sorcerer Spells Known (CL 5th; concentration +12):
• Ability modifiers are Dex +2, Cha +6
2nd (6/day)—invisibility, scorching ray
1st (8/day)—charm person (DC 18), expeditious retreat,
magic missile, ray of enfeeblement (DC 18) sample allip
0 (at will)—detect magic, disrupt undead, mage hand,
open/close (DC 17), prestidigitation (DC 17), ray of frost A babbling form of great tentacles and a gaping maw
STATISTICS
manifests from the shadows.
Str —, Dex 21, Con —, Int 13, Wis 16, Cha 25 otyugh allip
Base Atk +6; CMB +12; CMD 30 (can’t be tripped)
Feats Combat Casting, Dodge, Eschew Materials,
Lightning Reflexes, Skill Focus (Stealth) Otyugh allips haunt long abandoned and cursed rubbish
Skills Bluff +11, Diplomacy +11, Fly +3, Knowledge (arcana) heaps and other foul areas of refuse and filth. They
+5, Knowledge (nature) +9, Perception +14, Spellcraft +8, typically lie in wait under the refuse until a living creature
Stealth +15
walks overhead.
Languages Aklo, Common
SQ madness
Otyugh Allip CR 6 • XP 2,400
ECOLOGY
Environment any NE Large undead (incorporeal) (Pathfinder®
Organization solitary or madness (1 dread allip and 1-4 allips) Roleplaying Game Bestiary™)
Treasure incidental Init +1; Senses darkvision 60 ft., scent; Perception +9
Aura babble (60 ft, DC 14)
SPECIAL ABILITIES
DEFENSE
Babble (Su) See dread allip template.
Command Allips (Su) See dread allip template. AC 11, touch 11, flat-footed 10 (+1 Dex, -1 size, +1
deflection)
Create Spawn (Su) See dread allip template
hp 39 (6d8+12)
Dominating Trample (Su) See dread allip template.
Fort +3, Ref +3, Will +6
Hypnosis (Su) Once per day, by weaving and coiling
its body and hissing as a standard action, a lunar naga Defensive Abilities channel resistance +2, incorporeal;

m
can cause its scales to shimmer and glow with moonlike Immune undead traits
radiance. All creatures within 30 feet must make a Will OFFENSE
save to avoid becoming fascinated. The lunar naga can
maintain this fascination effect as long as it concentrates; Speed fly 20 ft. (perfect)
fascinated creatures follow the still-glowing naga if it Melee incorporeal touch (bite) +4 (1d4 Wis) and 2
moves as long as it maintains the effect by concentrating. incorporeal touches (tentacles) –1 (1d4 Wis)
The save DC is Charisma-based. Space 10 ft.; Reach 10 ft.
Madness (Su) See dread allip template. Special Attacks touch of insanity (1d4, crit. +1, DC 14)
Touch of Insanity (Su) See dread allip template

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STATISTICS
Str —, Dex 12, Con —, Int 5, Wis 13, Cha 12
Base Atk +4; CMB +6; CMD 17
Feats Alertness, Toughness, Weapon Focus (incorporeal
touch [tentacle])
Skills Fly -1, Perception +9, Sense Motive +3, Stealth +3
ECOLOGY
Environment any
Organization solitary, pair, or haunt (3-6)
Treasure incidental
SPECIAL ABILITIES
m
(+11 in lair); Racial Modifiers +8 Stealth in lair Babble (Su) See allip template.
Languages Common Madness (Su) See allip template.
SQ madness Touch of Insanity (Su) See allip template

dread bodak
Bodaks are extraplanar undead created when living beings magic and cold iron, immunity to electricity, fire and
are touched by great evil. Dread bodaks resemble their acid resistance 20, channel resistance +4, and all of the
extraplanar counterparts, but they pose an even greater threat. immunities of the undead type.
A dread bodak is sometimes created when an intelligent Weaknesses: A dread bodak gains the following weakness.
creature turns traitor and kills an ally or murders a friend. Vulnerability to Sunlight (Ex): Dread bodaks loathe
In particular, using death effects on a friend seems most sunlight, for its merest touch burns their impure
likely to create a dread bodak. A dread bodak is consumed flesh. Each round of exposure to direct sunlight deals
with the desire for revenge on everyone it knew in life 2d6 points of damage to a dread bodak.
and anyone who gets in its way. Worse still, it can create
more of its vile kind. Its gaze brings foes to the brink of Attacks: The dread bodak gains one slam attack for
death, and its voice then snuffs out their life force and every arm it has if it has no natural attacks. The damage
turns them into dread bodaks. for the slam attack depends on the base creature’s size, as
if the base creature was two size categories larger.
A dread bodak’s body is lithe and muscular, covered in dead
skin or scales that often appear gray. Its head is elongated Special Attacks: The dread bodak retains all the base
both above and below the brow. Its eyes and nose are creature’s special attacks and gains those described here.
sunken to the point of vanishing, and glowing pinpricks of Command Bodaks (Su): As a free action, a dread
evil light glow from deep within its eye sockets. bodak can automatically command all normal
bodaks within 30 feet (as the command undead
creating a dread bodak spell). Normal bodaks never attack a dread bodak
unless compelled.
“Dread Bodak” is an acquired template that can be
added to any living creature (referred to hereafter as Create Spawn (Su): Any creature killed by a dread
the base creature) that was killed by a dread bodak or bodak’s death wail ability rises as a dread bodak in
murdered by an ally via a death effect. A dread bodak 1d6 rounds. A dread bodak created in this manner
uses all the base creature’s statistics and special abilities is under the command of its creator (as the dominate
except as noted here. monster spell) and remains so until either it or the
creator is destroyed.
Challenge Rating: Same as base creature +3.
Death Wail (Su): A dread bodak can make a terrible
Type: The creature’s type changes to undead and all racial
keening sound that draws the souls of the dying to the
subtypes. Do not recalculate base attack bonuses, saves,
afterlife. A dying creature within 100 feet of a dread
or skill points.
bodak using its death wail dies instantly. The creature
Alignment: Any evil. need not be able to hear the keening to be affected; a
Armor Class: Natural armor class improves by +8. silence spell blocks the effect. For each creature slain
in this manner, the dread bodak gains 1d8 temporary
Hit Dice: Change all of the base creature’s racial HD hit points, a +2 bonus to Strength, and a +1 increase
to d8s. in effective caster level for all spells it can cast and all
Defensive Abilities: A dread bodak retains all of the spell-like abilities it can use. These benefits last for 10
defensive abilities of the base creature and gains DR 10/ minutes. This is a sonic death effect.

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m 75
Killing Gaze (Su): Reduced to -1 hp, 30 feet; Fortitude STATISTICS
negates. The save DC is Charisma-based. This is a Str 34, Dex 17, Con —, Int 1, Wis 17, Cha 18
death and gaze effect. Base Atk +13; CMB +29 (+33 grapple); CMD 42
Feats Bleeding Critical, Critical Focus, Diehard,
Abilities: Str +2, Dex +4, Int -4 (minimum 1), Wis +2, Endurance, Improved Critical (bite), Improved Initiative,
Cha +6. As an undead creature, a dread bodak has no Iron Will, Run, Skill Focus (Perception)
Constitution score. Skills Perception +38; Racial Modifiers +8 Perception
SQ powerful bite
Environment: Any land.
ECOLOGY
Organization: Solitary, pair, or gang (3-4).
Environment any land
Treasure: None. Organization solitary, pair, or pack (3-6)
Treasure none
sample dread bodak SPECIAL ABILITIES
Command Bodaks (Su) See the dread bodak template.
A gray scaled and emaciated tyrannosaurus, its jaws
Create Spawn (Su) See the dread bodak template.
are elongated and has dark pits for eyes.
Death Wail (Su) See the dread bodak template.
dread bodak tyrannosaurus Killing Gaze (Su) See the dread bodak template.
Powerful Bite (Ex) A tyrannosaurus applies twice its
Strength modifier to bite damage.
The keening roar of the towering dread bodak
tyrannosaurus can be heard for miles, echoing across
arid plains at night. No nocturnal creatures live
in its territory, and creatures of daylight
flee the area when night falls. Dread
bodak tyrannosauruses avoid daylight
by retreating into caves during the day.
Such caverns are often inhabited by other
dread bodaks—victims of the dread bodak
tyrannosaurus that it has herded into its cave.

Dread Bodak Tyrannosaurus CR 12 • XP 12,800

NE Gargantuan undead (augmented


animal) (Pathfinder® Roleplaying Game
Bestiary™)
Init +7; Senses darkvision 60 ft., low-
light vision, scent; Perception +38
DEFENSE
AC 31, touch 9, flat-footed 28 (+3 Dex, -4 size, +22
natural)
hp 153 (18d8+72)
Fort +15, Ref +14, Will +11
Defensive Abilities channel resistance +4; DR 10/cold
iron and magic; Immune electricity, undead traits;
Resist acid 20, fire 20
Weakness vulnerability to sunlight
OFFENSE

m
Speed 40 ft.
Melee bite +21 (4d6+24/19-20 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks command
bodaks, create spawn, death
wail, killing gaze (30 ft, DC 23),
swallow whole (2d8+11, AC 21,
15 hp)

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m the advanced bestiary
creating a normal bodak
You can use this template to create a creature that closely
mimics the standard bodak. To do so, simply alter the
features of the dread bodak template in the following way.
DEFENSE

hp 65 (10d8+20)
Fort +9, Ref +4, Will +5
m
AC 29, touch 10, flat-footed 28 (+1 Dex, -1 size, +4 armor,
+15 natural)

Defensive Abilities ferocity; DR 10/cold iron; Immune


electricity, undead traits; Resist acid 10, fire 10
• Reduce the CR bonus to +2.
Weakness vulnerability to sunlight
• The bodak gains the extraplanar subtype.
OFFENSE
• The bodak does not gain any of the template’s special Speed 30 ft.
attacks or channel resistance. Melee 2 slams +12 (2d6+6)
• Change the damage reduction to 10/cold iron. Space 10 ft.; Reach 10 ft.
Special Attacks death gaze (30 ft., DC 17)
• Reduce acid and fire resistance to 10 each.
STATISTICS
• The bodak gains the standard bodak’s death gaze Str 23, Dex 12, Con —, Int 6, Wis 15, Cha 14
instead of killing gaze. Base Atk +7; CMB +14 (+16 bull rush); CMD 25 (27 vs.
bull rush)
Death Gaze (Su) 1d4 negative levels, 30 feet; Fortitude
Feats Alertness, Cleave, Great Cleave, Improved Bull
negates. The save DC is Charisma-based. A creature Rush, Power Attack
slain by a bodak’s death gaze rises as a bodak with this Skills Intimidate +14, Perception +12, Sense Motive +4;
template 24 hours later. This is a death and gaze effect. Racial Modifiers +8 Perception
Languages Common, Cyclops, Giant
sample bodak SQ flash of insight
Gear hide armor
An emaciated giant has a dark pit for its single eye. Its ECOLOGY
jaw is slack and black bile drips from its lips. Environment any land

cyclops bodak Organization solitary, pair, or gang (3-4)


Treasure incidental (hide armor)

Possessing the ferocity and cunning of a cyclops, a cyclops SPECIAL ABILITIES

bodak is even more horrible. Its single eye is now a black Death Gaze (Su) See the bodak template.
pit that drains life from those it gazes at. Flash of Insight (Su) Once per day as an immediate
action, a bodak cyclops can peer into an occluded visual
spectrum of possible futures, gaining insight that allows
Cyclops Bodak CR 7 • XP 3,200 it to select the exact result of one die roll before the
roll is made. This effect can alter an action taken by the
bodak cyclops only, and cannot be applied to the rolls
NE Large undead (augmented humanoid, extraplanar) of others.
(Pathfinder® Roleplaying Game Bestiary™)
Init +1; Senses darkvision 60 ft.; Perception +12 Vulnerability to Sunlight (Ex) See the bodak tempate.

dread devourer
Devourers are the husks creatures that have been shattered and about their bodies, railing against their torturous
and remade by forces beyond the ends of the multiverse.The imprisonment.
natural leaders of these horrid creatures, dread devourers
are more vicious and voracious than ordinary devourers. creating a
Few know how these dread devourers originated, but some dread devourer
sages speculate that they form as “projections” of creatures
from beyond the borders of reality. “Dread Devourer” is an acquired template that can be
added to any living creature (referred to hereafter as the
Devourers and dread devourers take many forms, but
base creature) that has a chest cavity or similar body part.
most look mummified and desiccated. Their bodies are
A dread devourer uses all the base creature’s statistics and
hardened to an astonishing degree, and they possess far
special abilities except as noted here.
greater strength and mental acuity than they had in life.
The souls they consume are visible in miniature within Challenge Rating: Same as base creature +3

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m 77
Alignment: Any evil 1 point per caster level (caster level = total HD + 4
Type: The base creature’s type changes to undead and gains + 2 per soul trapped within it) points damage as if
the evil, extraplanar and appropriate augmented subtypes. using a slay living spell. A DC Fortitude save reduces
Do not recalculate base attack bonuses, saves, or skill points. this damage to 3d6 + 1 point per caster level points
damage. The soul of a creature slain by this attack
Senses: The creature gains blindsense 30 ft. and becomes trapped within the dread devourer’s chest.
darkvision +60 ft. The creature cannot be brought back to life until the
Armor Class: The base creature’s natural armor dread devourer’s destruction (or a spell deflection—
increases by +13. see above) releases its soul. A dread devourer can hold
Hit Dice: Change all of the base creature’s racial HD a number of souls equal to its HD. A trapped soul
to d8s. provides a dread devourer with 5 essence points for
each Hit Die possessed by the soul. A dread devourer
Defensive Abilities: A dread devourer retains all of must expend essence points when it uses a spell-like
the defensive abilities of the base creature, SR 10 + dread ability equal to the spell’s level (spell levels for its spell-
devourer’s total HD, channel resistance +4, and all of the like abilities are included as a superscript).
immunities granted by the undead type. Additionally it At the start of an encounter, a dread devourer usually
gains the following. has one soul and 3d4+3 essence points available. The
Spell Deflection (Su): If any of the following spells are trapped essence gains one permanent negative level
cast at the devourer and overcome its spell resistance, for every 5 points of essence drained—these negative
they instead affect a trapped soul: banishment, chaos levels remain if the creature is brought back to life (but
hammer, confusion, crushing despair, detect thoughts, they do not stack with any negative levels imparted by
dispel evil, dominate person, fear, geas/quest, holy word, being brought back to life). A soul that is completely
hypnotism, imprisonment, magic jar, maze, suggestion, consumed can only be restored to life by a miracle or
trap the soul, or any form of charm or compulsion. wish. The save DC is Charisma-based.
While none of these effects harms the soul, the caster Spell-Like Abilities: The dread devourer can use
makes a DC 25 caster level check when a spell is the following spells at will by spending essence points
deflected—success indicates that the trapped soul is (caster level = total HD + 4 + 2 per soul trapped within
released from its prison, and the creature whose body it): animate dead4th, circle of death6th, confusion4th, control
it belonged to can now be restored to life as normal. undead7th, create undead6th, deeper darkness3rd, desecrate2nd,
Attacks: The dread devourer gains a number of primary dominate monster9th, horrid wilting8th, inflict serious
slam attacks equal to the base creature’s number of hands/ wounds3rd, lesser planar ally4th, plane shift7th (self only, costs
limbs if it has no other natural attacks. The damage for five essence points), ray of enfeeblement1st, true seeing6th.
these attacks depends on the base creature’s size as if the The save DCs are Charisma-based.
base creature was one size category larger. Abilities: Str +10, Dex +2, Int +6, Wis +6, Cha +6. As
Additionally, the dread devourer gains a single touch an undead creature, a dread devourer has no Constitution
attack with which it uses its devour soul ability (see below). score.
All of a dread devourer’s attacks (both natural and Skills: A dread devourer has a +8 racial bonus on
manufactured weapons) count as evil-aligned for the Acrobatics, Perception, and Stealth checks.
purpose of overcoming damage reduction. All natural Organization: Change to solitary
attacks with the exception of the touch attack granted by
this template gain energy drain (1 level). The save DC is sample dread devourer
Charisma-based.
A massive worm reeks with rotten ichor that oozes
Special Attacks: The dread devourer retains all the base

m
from its cracked skin. Humanoid faces, forever
creature’s special attacks and gains those described here.
screaming, move along its body.
Command Devourers (Su): As a free action, a dread
devourer can automatically command all normal dread devourer purple worm
devourers within 30 feet (as the command undead
spell). Normal devourers never attack a dread The scope of the horror a dread devourer purple worm
devourer unless compelled. evokes can shatter the mind of even the most seasoned
Devour Soul (Su): By making a touch attack as a adventurer. Though far more intelligent than it was in life,
standard action, a dread devourer can deal 12d6 + it remains a relatively dim-witted creature. However, it

78
m the advanced bestiary
makes up for this disadvantage with its enormous strength
and potent spell-like abilities.

Dread Devourer Purple Worm CR 15 • XP 51,200

NE Gargantuan undead (augmented magical beast, evil,


m
extraplanar) (Pathfinder® Roleplaying Game Bestiary™)
Init -1; Senses blindsense 30 ft., darkvision 120 ft., low-
light vision, tremorsense 60 ft.; Perception +29
DEFENSE
AC 40, touch 5, flat-footed 40 (-1 Dex, +35
natural, –4 size)
hp 120 (16d8+32)
Fort +17, Ref +9, Will +7
Defensive Abilities channel resistance +4, spell
deflection; Immune undead traits; SR 26
OFFENSE
Speed 20 ft., burrow 20 ft., swim 10 ft.
Melee bite +30 (4d8+17/19-20 plus energy drain and grab)
and sting +30 (2d8+17 plus poison and energy drain) or
touch +29 (devour soul)
Space 20 ft.; Reach 15 ft.
Special Attacks command devourers, devour soul
(12d6+22, DC 20), energy drain (1 level, DC 20), poison,
swallow whole (4d8+18, AC 27, 20 hp)
Spell-Like Abilities (CL 22nd; concentration +24)
At will—animate dead4th, circle of death6th (DC 18),
confusion4th (DC 16), control undead7th (DC 19), create
undead6th, deeper darkness3rd, desecrate2nd, dominate
monster9th (DC 21), horrid wilting8th (DC 20),
inflict serious wounds3rd (DC 15), lesser
planar ally4th, plane shift7th (self only,
costs five essence points) (DC 19), ray of
enfeeblement1st (DC 13), true seeing6th.
STATISTICS
Str 45, Dex 8, Con —, Int 7,
Wis 14, Cha 14
Base Atk +16; CMB +37 (+39 bull rush,
+41 grapple); CMD 46 (48 vs. bull rush,
can’t be tripped)
Feats Awesome Blow, Critical Focus, Improved Bull
creating a
normal devourer
Rush, Improved Critical (bite), Power Attack, Staggering
Critical, Weapon Focus (bite), Weapon Focus (sting)
Skills Acrobatics +7, Perception +29, Stealth -5,
Swim +25; Racial Modifiers +8 Acrobatics, +8 You can use this template to create a creature that closely
Perception, +8 Stealth
mimics the standard devourer. To do so, simply alter the
SQ essence points (14), trapped souls (1)
features of the dread devourer template in the following way.
ECOLOGY
• The CR increases +2 instead of +3.
Environment any underground
Organization solitary • A devourer does not gain the evil subtype, and its
Treasure incidental attacks are not evil-aligned.
SPECIAL ABILITIES • Use the standard devourer’s spell-like abilities, with
Command Devourers (Su) See the dread devourer the devourer’s caster level equal to its total HD + 4.
template.
Devour Soul (Su) See the dread devourer template. • A devourer does not gain blindsense, channel
Essence Points (Su) See the dread devourer template. resistance, the command devourer ability, or the racial
Poison (Ex) Sting—injury; save Fort DC 25; frequency 1/ bonus on Acrobatics, Perception, and Stealth checks.
round for 6 rounds; effect 1d4 Str; cure 3 consecutive saves.
Spell Deflection (Su) See the dread devourer template.
• A devourer can only hold one soul at a time.
• Change treasure to standard.

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m 79
sample devourer Aboleth Spell-Like Abilities (CL 16th; concentration +22)
At will—hypnotic pattern (DC 18), illusory wall (DC
Beneath the skin of the slimy, fish-like creature a figure 20), mirage arcana (DC 21), persistent image (DC 21),
lies trapped and screaming. Its essence bleeding off into programmed image (DC 22), project image (DC 22), veil
(DC 22)
its undead prison. 3/day—dominate monster (DC 25)

aboleth devourer STATISTICS


Str 30, Dex 14, Con —, Int 21, Wis 23, Cha 23
Aboleth devourers are those aboleth who have tampered Base Atk +6; CMB +18; CMD 30 (can’t be tripped)
in forbidden rituals that went awry. The blowback killed Feats Improved Initiative, Iron Will, Lightning Reflexes,
Weapon Focus (tentacle)
the aboleth, and it reanimated into a horror that seeks to
Skills Bluff +14, Escape Artist +13, Intimidate +17,
consume the souls of all those it comes across. Knowledge (arcana) +13, Knowledge (religion) +13,
Perception +17, Spellcraft +16, Stealth +5, Swim +29
Aboleth Devourer CR 9 • XP 6,400 Languages Aboleth, Aklo, Aquan, Undercommon
SQ essence points (14)
LE Huge undead (aquatic, augmented aberration, ECOLOGY
extraplanar) (Pathfinder® Roleplaying Game Bestiary™)
Environment any aquatic
Init +6; Senses darkvision 120 ft.; Perception +17
Organization solitary
Aura mucus cloud (5 ft., DC 20)
Treasure standard
DEFENSE
SPECIAL ABILITIES
AC 34, touch 10, flat-footed 32 (+2 Dex, +24 natural, -2 size)
Devour Soul (Su) See the devourer template.
hp 84 (8d8+48)
Essence Points (Su) See the devourer template.
Fort +8, Ref +6, Will +14
Mucus Cloud (Ex) While underwater, an aboleth exudes a
Defensive Abilities spell deflection; Immune undead
cloud of transparent slime. All creatures adjacent to an aboleth
traits; SR 18
must succeed on a DC 20 Fortitude save each round or lose
OFFENSE the ability to breathe air (but gain the ability to breathe water)
for 3 hours. Renewed contact with an aboleth’s mucus cloud
Speed 10 ft., swim 60 ft. and failing another save extends the effect for another 3
Melee 4 tentacles +15 (1d6+10 plus energy drain and hours. The save DC is Constitution-based.
slime) or touch +14 (devour soul) Slime (Ex) A creature hit by an aboleth’s tentacle must
Space 15 ft.; Reach 15 ft. succeed on a DC 20 Fortitude save or his skin and flesh
Special Attacks devourer soul (12d6+12, DC 20), energy transform into a clear, slimy membrane over the course of
drain (1 level, DC 20), slime (DC 20) 1d4 rounds. The creature’s new “flesh” is soft and tender,
reducing its Constitution score by 4 as long as it persists. If
Devourer Spell-Like Abilities (CL 12th; concentration +18)
the creature’s flesh isn’t kept moist, it dries quickly and the
At will—animate dead4th, bestow curse4th (DC 19), victim takes 1d12 points of damage every 10 minutes. Remove
confusion4th (DC 19), control undead7th (DC 22), disease and similar effects can restore an afflicted creature to
death knell2nd (DC 18), ghoul touch2nd (DC 18), inflict normal, but immunity to disease offers no protection from this
serious wounds3rd (DC 19), lesser planar ally4th, ray of attack. The save DC is Constitution-based.
enfeeblement1st (DC 17), spectral hand2nd, suggestion3rd
Spell Deflection (Su) See the devourer template.
(DC 19), true seeing6th, vampiric touch3rd

dread ghast
The first ghouls were humans who rose as undead because The first dread ghasts were villains of still broader scope.
they had indulged in unwholesome pleasures in life. The Leaders in life, they influenced the actions of scores of

m
original ghasts rose as undead for similar reasons, but others and led them to participate in terrible atrocities.
their sins were of vaster scale. A man who broke a taboo Today, the dread ghast “race” of undead perpetuates
by consuming dead bodies to avoid starvation might itself through the transmission of vile power. A creature
rise as a ghoul, but a man who murdered his wife and killed but not consumed by a dread ghast rises as another
children, then cooked them up as a delicious meal for dread ghast. Though the new dread ghast is not under its
himself and his mistress would instead rise as a ghast. creator’s control, it usually succumbs to its progenitor’s
Cursed with a terrible stench of death and corruption exhortations to perform the same sorts of evil acts that led
that serves as a warning to the living, the ghast’s greater to the creation of the “race.” But dread ghasts are careful
sins in life grant it greater power in undeath. with this power. Since they have no control over the other

80
m the advanced bestiary
dread ghasts they create, they consume the bodies of any
victims that seem likely to be more powerful in undeath
than themselves.
A dread ghast appears much as it did in life. Its decayed
and rotting flesh clings tightly to its bones and its eyes
burn with an unholy light. Dread ghasts often have long
m
bite or claw attacks granted by this template is treated
as if the base creature was one size category larger.
Special Attacks: The dread ghast retains all the base
creature’s special attacks and gains those described here.
Command Ghasts and Ghouls (Su): As a free action, a
dread ghast can automatically command all normal
teeth and wicked claws. Their long, dry tongues loll out ghasts and ghouls within 30 feet (as the command
of their mouths, making rasping sounds when dragged undead spell). Normal ghasts and ghouls never attack
against their fangs. a dread ghast unless compelled.
creating a dread ghast Create Spawn (Su): Any creature killed by a dread
ghast that lies undisturbed until the next midnight
“Dread Ghast” is an acquired template that can be rises as a dread ghast at that time. The new dread
added to any living creature (referred to hereafter as the ghast is not under the control of its creator. A
base creature). A dread ghast uses all the base creature’s protection from evil or gentle repose spell cast on the
statistics and special abilities except as noted here. corpse prevents its conversion.
Challenge Rating: Same as base creature +2. Abilities: Str +6, Dex +8, Int +6, Wis +8, Cha +6. As an
Type: The creature’s type changes to undead. Do not undead creature, a dread ghast has no Constitution score.
recalculate base attack bonuses, saves, or skill points. Skills: A dread ghast has a +10 racial bonus on
Alignment: Any evil. Acrobatics checks to jump.
Aura: A dread ghast gains the stench (20-foot radius,
Fort save negates, 1d6+4 minutes) and unnatural aura
sample dread ghast
(30-foot radius) universal monster abilities. The DC for A pallid and gray furred gnoll, it mouth is filled with
the stench ability is Charisma-based. way too many teeth.
Armor Class: Natural armor class improves by +4. dermock
Hit Dice: Change all of the base creature’s racial HD
to d8s. Dermock is a name spoken in hushed tones in gnoll
Defensive Abilities: A dread ghast, in addition to communities. The ancient undead gnoll hunts for his
normal undead traits and gains channel resistance +4. favorite meal, gnoll-flesh, on the fringes of communities.
He is usually never seen; the only clue to his presence
Speed: If the base creature has a climb speed and a land is his foul odor of rotting flesh on the wind. Darmock
speed, increase the climb speed to match the land speed uses horrible maiming traps for his quarry making them
unless it is already higher. If the base creature lacks one of easier to kill and devour.
those speeds, the dread ghast gains the missing mode of
movement at a speed equal to the other. If the base creature
Dermock CR 6 • XP 2,400
lacks both modes of movement, the dread ghast gains both
at a speed equal to one-half the base creature’s highest speed. Male dread ghast gnoll ranger (trapper) 4 (Pathfinder®
Roleplaying Game Bestiary™, Pathfinder® Roleplaying
Attacks: All of the base creature’s natural attacks gain Game: Ultimate Magic™)
paralysis (1d4+1 rounds). CE Medium undead (gnoll)
If the base creature possesses at least one mouth but has Init +8; Senses darkvision 60 ft.; Perception +13
no natural attack with it, the dread ghoul gains a bite Aura stench (20 ft., DC 13, 1d6+4 minutes), unnatural
aura (30 ft.)
attack with each mouth. The bite attack is primary if
the base creature has no natural attacks; otherwise it is DEFENSE

secondary. If the base creature possesses at least one arm AC 21, touch 14, flat-footed 17 (+2 armor, +4 Dex, +5 natural)
but has no natural attacks (except slam) with it, the dread hp 47 (4d10+2d8+16)
Fort +9, Ref +8, Will +5
ghoul gains a primary claw attack with each such limb.
Defensive Abilities channel resistance +4; Immune
In the case where the base creature has slam attacks with undead traits
its arms they become claw attacks.
OFFENSE
The damage for the gained bite and/or claw attacks Speed 30 ft., climb 30 ft.
depends on the base creature’s size. Damage from any Melee bite +10 (2d6+5 plus paralysis) and 2 claws

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m 81
creating a normal ghast
You can use this template to create a creature that closely
mimics the standard ghast. To do so, simply alter the
features of the dread ghast template in the following
ways.
• The CR increase is +1 instead of +2.
• The ghast does not gain the command ghasts
and ghouls, create spawn, and unnatural aura
abilities.
• The ghast gains channel resistance +2
instead of +4
• The ghast gains the ghoul fever ability
on its bite attack.
• The ghast’s speeds are unchanged.
• Reduce the range of the stench
ability to 10 feet.

sample ghast
A tide of nauseating slime filled with eyes, vicious
mouths and sharp claws.

the crawling rot


The Crawling Rot is nightmarish undead shoggoth
+10 (1d6+5 plus
that wanders the most remote and blasted areas of the
paralysis) or scimitar +6 world. Even more insane and vicious than its living kin,
(1d6+5/18-20) and scimitar +6 the Crawling Rot consumes all it comes across, especially
(1d6+2/18-20)
other shoggoths when it can, delighting in the rending
Ranged shortbow +9 (1d6/x3)
Special Attacks command ghasts and ghouls,
and absorption of flesh.
create spawn, favored enemy (gnolls +2), paralysis
(1d4+1 rounds, DC 13) The Crawling Rot CR 20 • XP 307,200
STATISTICS
Unique shoggoth ghast (Pathfinder® Roleplaying Game
Str 20, Dex 18, Con —, Int 14, Wis 19, Cha 14
Bestiary™)
Base Atk +5; CMB +10; CMD 24
CE Gargantuan undead (aquatic)
Feats Endurance, Improved Initiative, Improved Natural
Init +15; Senses all-around vision, darkvision 120 ft.,
Attack (bite), Intimidating Prowess, Two-weapon
scent, tremorsense 60 ft.; Perception +37
Fighting
Aura stench (10 ft., DC 25, 1d6+4 minutes)
Skills Acrobatics +8 (+18 to jump), Craft (traps)
+16, Disable Device +9, Intimidate +16, Knowledge DEFENSE
(geography) +11, Knowledge (nature) +11, Perception
+13, Stealth +13; Racial Modifiers +10 Acrobatics to jump AC 43, touch 17, flat-footed 32 (+11 Dex, -4 size, +26 natural)
Languages Common, Gnoll, Necril hp 195 (23d8+92); fast healing 10

m
SQ combat styles (two-weapon combat), favored Fort +13, Ref +18, Will +19
terrain (desert +2), hunter’s bonds (companions), track, Defensive Abilities channel resistance +2; DR 10/—;
trapfinding +2, wild empathy +6 Immune blindness, cold, deafness, sonic, ooze traits,
Gear leather armor, arrows (20), scimitar (2), shortbow, undead traits; Resist acid 20, electricity 20, fire 20; SR 30
ring of maniacal devices OFFENSE
SPECIAL ABILITIES Speed 50 ft., climb 30 ft., swim 50 ft.
Command Ghasts and Ghouls (Su) See the dread ghast Melee bite +30 (6d6+11 plus disease plus paralysis) and
template. 4 claws +35 (4d6+22/19-20 plus paralysis plus grab)
Create Spawn (Su) See the dread ghast template. Space 20 ft.; Reach 30 ft.

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m the advanced bestiary
Special Attacks constrict (4d6+22 plus paralysis),
disease, engulf (6d6+29 bludgeoning damage plus 8d6
acid damage, AC 23, hp 33), maddening cacophony (DC
25), paralysis (1d4+1 rounds, DC 25), trample (6d8+22
plus paralysis, DC 39)
STATISTICS
ECOLOGY
Environment cold aquatic or underground
Organization unique
Treasure incidental
SPECIAL ABILITIES
m
Str 54, Dex 32, Con —, Int 11, Wis 30, Cha 19 Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 25;
onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex
Base Atk +17; CMB +43 (+47 grapple, +45 sunder); damage; cure 2 consecutive saves.
CMD 64 (66 vs. sunder, cannot be tripped)
Maddening Cacophony (Su) As a free action, a
Feats Blind-Fight, Cleave, Combat Reflexes, Critical Focus, shoggoth can give voice to sounds and words sane life
Great Cleave, Great Fortitude, Improved Critical (slam), was not meant to hear. All creatures in a 60-foot radius
Improved Initiative, Improved Sunder, Iron Will, Power must make a DC 25 Will save or be confused for 1d6
Attack, Staggering Critical rounds. Each round a creature is affected it takes 1d6
Skills Climb +30, Perception +37, Stealth +22, Swim +30; points of Wisdom damage. A creature that saves cannot
Racial Modifiers +4 Perception be affected by this shoggoth’s maddening cacophony
Languages Aklo for 24 hours. This is a sonic mind-affecting effect. The
SQ amphibious save DC is Charisma-based.

dread ghost
Like normal ghosts, dread ghosts are restless spirits that Hit Dice: Change all of the base creature’s racial HD
exist on both the Material and the Ethereal Planes. to d8s.
Unlike many other dread undead, dread ghosts have Defensive Abilities: A dread ghost retains all of the
no special power over others of their kind, but some defensive abilities of the base creature save those that
mystery of their creation makes them more powerful rely on a corporeal form to function. Dread ghosts gain
than standard ghosts. channel resistance +8, spell resistance equal to 10 + dread
The appearance of dread ghosts is as varied as that of ghost’s total Hit Dice, the incorporeal ability, and all of
standard ghosts. Some exhibit telltale signs of the cause the immunities granted by its undead traits.
of their death; others simply appear as rotting corpses Dread ghosts also gain the following.
or skeletons. A rare few appear as they did in life, or as
idealized versions of themselves. Improved Rejuvenation (Su): In most cases, it’s difficult
to destroy a dread ghost through simple combat: the
creating a dread ghost “destroyed” spirit restores itself in 1d4 hours. Even
the most powerful spells are usually only temporary
“Dread Ghost” is an acquired template that can be added solutions. The only way to permanently destroy a
to any living creature that has an Intelligence score and a dread ghost is to determine the reason for its existence
Charisma score of at least 10 (referred to hereafter as the and set right whatever prevents it from resting in
base creature). A dread ghost uses all the base creature’s peace. The exact means varies with each spirit and may
statistics and special abilities, except as noted here. require a good deal of research, and should be created
Challenge Rating: Same as base creature +3. specifically for each different ghost by the GM.
Type: The creature’s type changes to undead and gains Speed: A dread ghost gains a fly speed equal to double the
the incorporeal subtype. Do not recalculate base attack base creature’s highest speed, with perfect maneuverability.
bonuses, saves, or skill points. If the base creature can already fly, its maneuverability
becomes perfect and its fly speed increases to double the
Alignment: Any. base creature’s highest speed.
Senses: A dread ghost gains darkvision +60 ft. Attacks: A dread ghost loses all of the base creature’s
Armor Class: A dread ghost gains a deflection bonus attacks. If it could wield weapons in life, it can wield
equal to its Charisma modifier (minimum +1). It loses ghost touch weapons as a dread ghost.
the base creature’s natural armor bonus, as well as all Special Attacks: A dread ghost retains all the special
armor and shield bonuses that are not force effects or attacks of the base creature, but any relying on physical
ghost touch items. contact do not function. In addition, a dread ghost gains

the advanced bestiary


m 83
one dread ghost special attack from the list below for or be reduced to –1 hp and is dying. Any other
every 3 points of CR (minimum 1—the first ability creature within 100 feet that can hear the wail
chosen must always be corrupting touch). The save DC must succeed on a Fortitude save at the same DC
against a dread ghost’s special attack is Charisma-based or gain 1 negative level. A creature that succeeds
unless otherwise noted. Additional dread ghost abilities on the save cannot be affected by that dread ghost’s
beyond these (including those for the standard ghost) death wail for 24 hours. The death wail is a sonic
can be designed at the GM’s discretion. death effect.
Aligned Attacks (Su): The dread ghost had strong- Draining Touch (Su): The dread ghost died while
aligned convictions when it was alive. All the dread insane or diseased. It gains a single touch attack
ghost’s attacks are considered magic and aligned for that drains 1d2 points from any two different ability
the purpose of overcoming damage reduction. The scores it selects on a hit. A successful Fortitude save
alignment matches one component (dread ghost’s turns the drain into ability damage. On each such
choice at the time of creation) of its own alignment successful attack, the ghost heals 5 points of damage
(chaotic, evil, good, or lawful). The dread ghost gains to itself. When a dread ghost makes a draining
the appropriate alignment subtype of this choice. touch attack, it cannot use its standard corrupting
In addition, all of its attacks deal +1d6 points of touch attack.
extra damage per 2 HD (max 10d6) to creatures of Frightful Moan (Su): The dread ghost died in the
the opposing alignment. This ability can be taken throes of crippling terror. It can emit a frightful
multiple times, once for each component of the moan as a standard action. All living creatures
dread ghost’s alignment. within a 30-foot spread must succeed on a Will
Chilling Aura (Su): The dread ghost died either in save or become panicked for 4d4 rounds. A creature
the cold or was emotionally distant in life. When that successfully saves against the moan cannot be
a dread ghost manifests, it emits a deadly chill in a affected by the same ghost’s moan for 24 hours. This
20-foot radius around itself, on both the Material is a sonic mind-affecting fear effect.
and the Ethereal Planes. Each creature within this Horrific Appearance (Su): The dread ghost died
area takes 3d6 points of cold damage per round. A extremely violently or was mutilated. Any living
successful Fortitude save halves the damage. The creature within 60 feet that views a dread ghost
dread ghost is not affected by its own chilling aura, must succeed on a Fortitude save or immediately
and it is immune to that of other dread ghosts. take 1d4 points of Strength, Dexterity, and
Corrupting Gaze (Su): The dread ghost is disfigured Constitution damage (roll each separately). A
through age or violence and has a gaze attack with creature that successfully saves against this effect
a range of 60 feet that causes 4d10 damage and cannot be affected by the same dread ghost’s horrific
1d6 Charisma damage (Fortitude save negates appearance for 24 hours. This is a gaze effect.
Charisma damage but not physical damage). Invisibility (Sp): The dread ghost can use greater
Corrupting Touch (Su): All dread ghosts gain invisibility (as the spell) at will.
this incorporeal touch attack. By passing part Malevolence (Su): The ghost’s jealousy of the
of its incorporeal body through a foe’s body as a living is particularly potent. Once per round, the
standard action, the dread ghost inflicts a number ghost can merge its body with a creature on the
of d8s equal to its CR in damage. This damage is Material Plane. This ability is similar to a magic
not negative energy—it manifests in the form of jar spell (caster level 15th or the ghost’s Hit Dice,
physical wounds and aches from supernatural aging. whichever is higher), except that it does not require
Creatures immune to magical aging are immune to a receptacle. To use this ability, the ghost must
this damage, but otherwise the damage bypasses all

m
be adjacent to the target. The target can resist the
forms of damage reduction. A Fortitude save halves attack with a successful Will save. A creature that
the damage inflicted. successfully saves is immune to that same ghost’s
Death Wail (Su): The dread ghost died in malevolence for 24 hours.
psychological torment. Once every 1d4 rounds, Power over Undead (Su): The dread ghost was a
the dread ghost can let loose a terrible wail as a leader of renown or died while leading others. The
full-round action, targeting it against one creature dread ghost can enslave other undead within 30
within 100 feet of it. If the target creature can hear feet (as the Command Undead feat, using the dread
the death wail, it must succeed on a Fortitude save ghost’s total HD for the DC). The dread ghost can

84
m the advanced bestiary
use this ability 3 + its Cha modifier (min 0) times
per day.
Shattering Presence (Su): The dread ghost died by
bludgeoning or in a great fall. As a full-round action
the dread ghost can release a bust of pure force that
deals 6d6 damage to all nonmagical objects within
sample dread ghost
m
A seductive piping accompanies this ghostly form of a
human woman covered in ghostly fabric as she floats
across the bog.

a 30-foot burst. Any object weighing more than 5


mistress of the marsh
pounds per character level the dread ghost possesses
is not affected. A magic item must succeed on a The Mistress of the Marsh has lived in the marshlands
Fortitude save or take the above damage. for decades, preying on lost wanderers and the occasional
Constructs, crystalline, or otherwise fragile local. She was killed one day after trying to take down a
creatures within the area take 1d6 points of damage local witch. The witch dispatched the medusa and threw
per 3 HD the dread ghost possesses (to her body into the swamp. Days later, the Mistress of
a maximum of 6d6). A successful t h e Marsh returned and now seeks to kill
Reflex save halves this damage. the witch who killed her.
The burst of force does
not affect undead or living
creatures.
Objects destroyed or
creatures killed by this effect
shatter and burst in a 5-foot-
radius burst of shards. Every
creature within range of a
shattering object must succeed
on a DC 20 Reflex save or take
1d6 points of slashing damage.
A creature wearing or carrying an
object when it shatters takes 2d6
points of slashing damage (no save).
This is a force effect.
Telekinesis (Sp): The ghost’s death
involved great physical trauma. The
ghost can use telekinesis (as the spell)
as a standard action at will (caster
level 12th or equal to the ghost’s
HD, whichever is higher).
Abilities: Cha +8; as an
incorporeal undead creature, a
dread ghost has no Strength
or Constitution score.
Skills: Dread ghosts
have a +8 racial bonus on
Perception and Stealth
skill checks. A dread ghost
has Climb, Disguise, Fly,
Intimidate, Knowledge
(arcana), Knowledge
(religion), Perception, Sense
Motive, Spellcraft, and Stealth
as class skills in addition to the
class skills of the base creature.

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m 85
Mistress of the Marsh CR 17 • XP 102,400 1st (6/day)—animate rope, charm person (DC 19),
chord of shards (DC 19), flare burst (DC 19), hypnotism
Female dread ghost medusa bard 8 (Pathfinder® (DC 19)
Roleplaying Game Bestiary™) 0 (at will)—dancing lights, daze (DC 18), ghost sound
CE Medium undead (incorporeal) (DC 18), lullaby (DC 18), mage hand, message
Init +7; Senses all-around vision, darkvision 60 ft.; STATISTICS
Perception +32
Str —, Dex 17, Con —, Int 14, Wis 13, Cha 27
DEFENSE Base Atk +14; CMB +17; CMD 35
AC 21, touch 21, flat-footed 18 (+3 Dex, +8 deflection) Feats Combat Casting, Dazing Spell, Extra Performance,
hp 216 (16d8+136) Great Fortitude, Improved Initiative, Iron Will, Point-
Blank Shot, Precise Shot
Fort +14, Ref +15, Will +15
Skills Escape Artist +14, Fly +11, Intimidate +27,
Defensive Abilities channel resistance +8, improved Knowledge (local) +25, Perception +32, Perform
rejuvenation, incorporeal; Immune undead traits; SR 26 (sing) +27, Perform (wind instruments) +32, Spellcraft
OFFENSE +13, Stealth +30; Racial Modifiers +12 Perception, +8
Stealth
Speed 30 ft., fly 30 ft. (perfect) Languages Aklo, Common, Sylvan
Melee corrupting touch +17 (17d8) or draining touch +17 SQ bardic knowledge +4, lore master 1/day, versatile
(1d2 ability drain [2 scores]) performance abilities (sing, wind)
Special Attacks bardic performance 32 rounds/day Gear musical staff
(move action; countersong, dirge of doom, distraction,
fascinate, inspire competence +3, inspire courage +2, SPECIAL ABILITIES
suggestion), corrupting touch (DC 26), death wail (DC
26), horrific appearance (DC 26), petrifying gaze (30 ft., Corrupting Touch (Su) See the dread ghost template.
DC 22), shattering presence (DC 26) Death Wail (Su) See the dread ghost template.
Bard Spells Known (CL 8th; concentration +16): Draining Touch (Su) See the dread ghost template.
3rd (4/day)—charm monster (DC 21), dispel magic, Horrific Appearance (Su) See the dread ghost template.
haunting choir (DC 21) Petrifying Gaze (Su) Turn to stone permanently, 30
2nd (6/day)—calm emotions (DC 20), detect thoughts feet, Fortitude DC 22 negates.
(DC 20), enthrall (DC 20), haunting mists (DC 20) Shattering Presence (Su) See the dread ghost template.

dread ghoul
Eaters of the dead that hunger for the living, the first
ghouls were the undead remains of humans who had,
creating a dread ghoul
in life, indulged in unwholesome pleasures, such as “Dread Ghoul” is an acquired template that can be
cannibalism or necrophilia; the original dread ghouls added to any living creature (referred to hereafter as the
were individuals who had exhorted or compelled others base creature). A dread ghoul uses all the base creature’s
to such acts while alive. Although both types of undead statistics and special abilities except as noted here.
can create more of their kind, dread ghouls maintain
Challenge Rating: Same as base creature +1.
their role as leaders of their normal kindred.
Type: The creature’s type changes to undead. Do not
Also called ghoul lords, dread ghouls are to ghouls what
recalculate base attack bonuses, saves, or skill points.
dread ghasts are to ghasts. Both dread creatures can
command normal ghouls, and this situation often creates Alignment: Any evil.
conflict. Because they cannot command normal ghasts, Senses: Dread ghouls gain the scent universal monster ability.

m
however, dread ghouls often find themselves on the
Armor Class: Natural armor class improves by +2.
losing side of such battles.
Hit Dice: Change all of the base creature’s racial HD
A dread ghoul looks like a gray, emaciated version of
to d8s.
its living form. Its limbs often end in terrible claws
caked with grave dirt and the rotting flesh of its last Defensive Abilities: A dread ghoul gains channel
disinterred meal. A dread ghoul’s eyes glow dimly with resistance +4 and immunities from the undead type.
an angry light, and its hunger for flesh is clearly evident Speed: If the base creature has a climb speed and a land
on its features. speed, increase the climb speed to match the land speed

86
m the advanced bestiary
unless it is already higher. If the base creature lacks one of
those speeds, the dread ghoul gains the missing mode of
movement at a speed equal to the other. If the base
creature lacks both modes of movement, the
dread ghoul gains both at a speed equal to
one-half the base creature’s highest speed.
m
Attacks: All of the base creature’s natural
attacks gain paralysis (1d4+1 rounds).
Elves are not immune to a dread ghoul’s
paralysis ability.
If the base creature possesses at least one
mouth but has no natural attack with it, the
dread ghoul gains a bite attack with each
mouth. The bite attack is primary if the base
creature has no natural attacks; otherwise it
is secondary. If the base creature possesses
at least one arm but has no natural attacks
(except slam) with it, the dread ghoul gains
a primary claw attack with each such limb.
In the case where the base creature has
slam attacks with its arms they become
claw attacks.
The damage for the attacks gained by
the dread ghoul depends on the base
creature’s size. Damage from any claw
attacks granted by this template is
treated as if the base creature was
one size category larger.
Special Attacks: The dread ghoul
retains all the base creature’s special
attacks and gains those described
here.
Command Ghouls (Su): As a
free action, a dread ghoul can
automatically command all normal
ghouls within 30 feet (as the command
undead spell). Normal ghouls never attack
a dread ghoul unless compelled.
Create Spawn (Su): In most cases, dread ghouls feast sample dread ghoul
on the bodies of the fallen. However, any creature
killed by a dread ghoul that lies undisturbed until A walking horror of dead blue flesh and empty, dark
the next midnight rises as a dread ghoul at that time. eyes. Gore and filth mat its beard.
The new dread ghoul is not under the control of its
creator. A protection from evil or gentle repose spell cast ghoul lord frost giant
on the corpse prevents this.
A blight on the frozen lands, a ghoul lord frost giant fills
Abilities: Str +2, Dex +4, Int +2, Wis +4, Cha +2. As an the same role with the dead as a frost giant jarl with living
undead creature, a dread ghoul has no Constitution score. giants. Ever hungry, the giant and its undead minions
Skills: A dread ghoul gains a +8 racial bonus on Survival raid local villages and towns, leaving nothing but blood
checks. on the snow.

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m 87
• The ghoul gains channel resistance +2 instead of +4
Ghoul Lord Frost Giant CR 10 • XP 9,600
• The ghoul gains the ghoul fever ability on any bite
Male dread ghoul frost giant (Pathfinder® Roleplaying attack.
Game Bestiary™)
CE Large undead (cold, giant) • Elves are immune to a ghoul’s paralysis ability.
Init +1; Senses low-light vision, scent; Perception +21 • The ghoul’s speeds are unchanged.

sample ghoul
DEFENSE
AC 25, touch 10, flat-footed 24 (+4 armor, +1 Dex, +11
natural, –1 size)
hp 77 (14d8+14) A husk of an arachnid smells of old webs and tombs. Its
Fort +10, Ref +5, Will +8 front two legs end in sharp claws.
Defensive Abilities channel resistance +4, rock catching;
Immune cold, undead traits giant spider ghoul
Weakness vulnerability to fire
OFFENSE Giant spider ghouls inhabit sealed tombs and crypts
Speed 40 ft., climb 40 ft. often cannibalizing each other. Their ability to paralyze
Melee greataxe +19/+14 (3d6+15/x3), bite +14 (1d8+5 in addition to their poison make them particular
plus paralysis), or 2 claws +19 (1d8+5 plus paralysis) dangerous.
Ranged rock +10 (1d8+15)
Space 10 ft.; Reach 10 ft.
Giant Spider Ghoul CR 1 • XP 400
Special Attacks command ghouls, create spawn,
paralysis (1d4+1 rounds, DC 18, elves not immune), rock
NE Medium undead (Pathfinder® Roleplaying Game
throwing (120 ft.)
Bestiary™)
STATISTICS Init +5; Senses darkvision 60 ft., tremorsense 60 ft.;
Str 31, Dex 13, Con —, Int 12, Wis 18, Cha 13 Perception +6
Base Atk +10; CMB +21 (+23 overrun, sunder); CMD 32 DEFENSE
(34 vs. overrun, sunder)
AC 18, touch 15, flat-footed 13 (+5 Dex, +3 natural)
Feats Cleave, Great Cleave, Improved Overrun,
hp 4 (3d8-9)
Improved Sunder, Martial Weapon Proficiency
(greataxe), Power Attack, Skill Focus (Stealth) Fort +0, Ref +6, Will +3
Skills Climb +16, Craft (weaponsmith) +9, Intimidate +14, Defensive Abilities channel resistance +2; Immune
Perception +21, Stealth +14 (+18 in snow), Survival +12; undead traits
Racial Modifiers +4 Stealth in snow, +8 Survival
OFFENSE
Languages Common, Giant, Necril
Speed 30 ft., climb 30 ft.
Gear chain shirt, greataxe
Melee bite +3 (1d6+1 plus disease, paralysis and poison)
ECOLOGY and 2 claws +3 (1d6+1 plus paralysis)
Environment cold mountains Special Attacks disease, paralysis (1d4+1 rounds, DC 8),
poison, web (+7 ranged, DC 8, 3 hp)
Organization solitary, gang (2-5), or band (self plus 1d6
ghouls) STATISTICS
Treasure standard Str 13, Dex 21, Con —, Int —, Wis 14, Cha 4
SPECIAL ABILITIES Base Atk +2; CMB +3; CMD 18
Command Ghouls (Su) See the dread ghoul template. Skills Climb +17, Perception +6 (+10 in webs), Stealth +9
(+13 in webs); Racial Modifiers +8 Climb, +4 Perception,
Create Spawn (Su) See the dread ghoul template.
+4 Stealth, +4 Stealth and Perception in webs
ECOLOGY

creating a normal ghoul Environment any


Organization solitary, pair, or colony (3-8)

m
You can use this template to create a creature that closely Treasure incidental
mimics the standard ghoul. To do so, simply alter the SPECIAL ABILITIES
features of the dread ghoul template in the following ways. Disease (Ex): Ghoul Fever: Bite—injury; save Fort DC 8;
onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex
• The CR is the same as the base creature. damage; cure 2 consecutive saves.
• The ghoul does not gain the command ghouls, create Poison (Ex): Bite - injury; save Fort DC 10; frequency 1/
round for 4 rounds; effect 1d2 Str; cure 1 save.
spawn, scent, or a racial bonus on Survival checks.

88
m the advanced bestiary
dread lacedon
Dread lacedons are corpses animated by the restless spirits
m
bite attack with each mouth. The bite attack is primary
of those who drowned or were killed but not devoured by if the base creature has no natural attacks; otherwise, it
a dread lacedon. They swim through the ocean depths is secondary. If the base creature possesses at least one
in deadly schools or stalk though swamps seeking other arm but has no natural attacks with it, the dread lacedon
creatures to drown and devour. gains a secondary claw attack with each such limb.
With its bloated body discolored by rot, a dread lacedon The damage gained for the bite and/or claw attacks
is horrifying to look upon. Its thick limbs sport sharp depends on the base creature’s size. Damage from any
claws almost hidden by folds of flesh, and its mouth is claw attacks granted by this template is treated as if the
a gaping maw filled with sharklike teeth. Heedless of its base creature was one size category larger.
body’s condition, a dread lacedon takes no notice of the
Special Attacks: The dread lacedon gains the following
seaweed that tangles in its hair or the tiny sea creatures
special attacks. Unless otherwise specified, the save DC
that take up residence in its body. Now and then, the
is Charisma-based.
inexorable killing bite of a dread lacedon is accompanied
by a crustacean crawling from its mouth or eye socket, Command Lacedons and Ghouls (Su): As a free action,
coming to partake of the meal before the dread lacedon a dread lacedon can automatically command all
consumes it all. normal lacedons and ghouls within 30 feet (as the
command undead spell). Normal lacedons and ghouls
creating a dread lacedon never attack a dread lacedon unless compelled.
Create Spawn (Su): In most cases, dread lacedons
“Dread Lacedon” is an acquired template that can be
feast on the bodies of the fallen, or sea creatures such
added to any living creature (referred to hereafter as the
as sharks devour the remains. However, any creature
base creature). A dread lacedon uses all the base creature’s
killed by a dread lacedon that lies undisturbed until
statistics and special abilities except as noted here.
the next midnight rises as a dread lacedon at that
Challenge Rating: Same as base creature +2. time. The new dread lacedon is under the control of
Type: The creature’s type changes to undead and gains its creator (as though under the effect of a dominate
the aquatic subtype. Do not recalculate base attack monster spell) if the latter is within 30 feet of it at
bonuses, saves, or skill points. the time it rises. A protection from evil or gentle repose
spell cast on the corpse prevents its conversion.
Alignment: Any evil.
Spell-Like Abilities: A dread lacedon gains the
Armor Class: The dread lacedon’s natural armor bonus
following spell-like ability. Its caster level is equal to its
improves by +3.
total HD.
Hit Dice: Change all of the base creature’s racial HD
3/day—control water
to d8s.
Abilities: Str +4, Dex +4, Int +2, Wis +4, Cha +4. As
Defensive Abilities: A dread lacedon, in addition to
an undead creature, a dread lacedon has no Constitution
normal undead traits, gains channel resistance +4.
score.
Speed: If the base creature has both a swim speed and a
Special Qualities: A dread lacedon gains the following
land speed, the lower of the two increases to match the
special quality.
higher. If it lacks one of those speeds, the dread lacedon
gains the missing mode of movement at a speed equal Nauseating Flesh (Ex): A creature that damages a
to the other. If the base creature lacks both modes of dread lacedon with a bite attack, or swallows one
movement, the dread lacedon gains both at a speed equal whole, or otherwise eats the dread lacedon’s flesh
to one-half the base creature’s highest speed. must succeed on a DC 20 Fortitude save or be
nauseated for 1 day. Success drops the duration of
Attacks: A dread lacedon gains the grab and paralysis
the nausea to 1d4 rounds. Nausea can be negated by
(1d4+1 rounds) universal abilities on all natural attacks.
a remove disease or purify food and drink.
If the base creature possesses at least one mouth but
Environment: Any aquatic or coastline.
has no natural attack with it, the dread lacedon gains a

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m 89
sample dread lacedon Base Atk +13; CMB +43 (+45 bull rush, +47 grapple);
CMD 53 (55 vs. bull rush, can’t be tripped)
An immense bloated whale corpse, exposed muscles Feats Critical Focus, Diehard, Endurance, Great
Fortitude, Improved Bull Rush, Improved Critical (bite),
twitch with unlife. Iron Will, Power Attack, Staggering Critical
Skills Perception +15, Swim +41
dread lacedon great white whale SQ nauseating flesh
ECOLOGY
As if the great white whale wasn’t a monster enough,
Environment any ocean
occasionally other dread lacedons and evil seafolk turn
Organization solitary or 1 plus 1d10 lacedons
one into a living undead fortress. A white whale dread
Treasure none
lacedon, unless controlled via magic, strikes at any ship
it can sense. Often directing other lacedons to drown SPECIAL ABILITIES

and turn any survivors. As a living fortress, various Command Lacedons and Ghouls (Su) See the dread
lacedon template.
undead live inside the dread lacedon’s form. A few
Nauseating Flesh (Ex) See the dread lacedon template.
individuals control and direct the dread lacedon. This Smashing Breach (Ex) As a full-round action, a great
control is always maintained, for the inhabitants within white whale dread lacedon can make a special charge
know what a dread fate they will meet if it ever breaks attack against creatures on the surface of the water.
At the end of its charge, the whale breaches, then
its bonds.. slams down onto the target with incredible force.
Any Huge or smaller creatures in the whale’s space
must make a DC 18 Reflex save or take 4d8+30
Dread Lacedon Great White Whale CR 16 • XP 76,800
points of bludgeoning damage and be forced into
the nearest square that is adjacent to the whale. This
NE Colossal undead (aquatic) (Pathfinder® Roleplaying breach automatically attempts to capsize any boats
Game Bestiary 2™) caught wholly or partially in this area. The save DC is
Init +0; Senses blindsight 120 ft., low-light Charisma-based.
vision; Perception +15
DEFENSE
AC 33, touch 2, flat-footed
33 (-8 size, +31 natural)
hp 63 (18d8-18)
Fort +12, Ref +11, Will
+10
Defensive Abilities
channel resistance +4;
Immune undead traits
OFFENSE
Speed swim 40 ft.
Melee bite +27
(6d6+22/19-20
plus paralysis plus
grab) and tail slap
+22 (3d6+11 plus
paralysis plus grab)
Space 30 ft.; Reach
30 ft.
Special Attacks
capsize, command
lacedons and ghouls,
create spawn,

m
paralysis (1d4+1
rounds, DC 18),
smashing breach
(DC 18)
Spell-Like Abilities (CL
18th; concentration +17)
3/day—control water
STATISTICS
Str 54, Dex 10, Con —, Int 4,
Wis 15, Cha 9

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m the advanced bestiary
creating a
normal lacedon
To create a creature that closely mimics the standard
lacedon apply the normal ghoul template (see page 88,
DEFENSE

hp 31 (7d8-7)
Fort +4, Ref +7, Will +6
m
AC 23, touch 13, flat-footed 18 (+5 Dex, -2 size, +10 natural)

Defensive Abilities channel resistance +2; Immune undead traits


OFFENSE
listed beneath the dread ghoul) then give the base creature
the aquatic subtype and a swim speed as a dread lacedon. Speed 40 ft., swim 40 ft.
Melee bite +6 (2d6+4 plus disease plus paralysis) and 2
Additionally change its environment to an appropriate claws +12 (1d8+8 plus paralysis plus grab)
aquatic, swamp one and/or coastline. Space 15 ft.; Reach 15 ft.

sample lacedon
Special Attacks disease, paralysis (1d4+1 rounds, DC 12)
STATISTICS
This giant creature has skin bloated as if it was long Str 27, Dex 20, Con —, Int 8, Wis 14, Cha 9
drowned. Rotten plant life hangs from its black nailed Base Atk +5; CMB +15 (+19 grapple); CMD 30
claws. Feats Iron Will, Power Attack, Vital Strike, Weapon Focus (claw)
Skills Perception +9, Stealth +0 (+4 in water), Swim +16;
salt-water merrow lacedon Racial Modifiers +4 Stealth in water
Languages Giant
SQ amphibious
Merrow lacedons area a blight on the sea. They often raid
ECOLOGY
sea-side communities, dragging all living creatures they
can into the sea either to eat or to convert. Environment any coastline
Organization solitary, pair, gang (3–4), or family (5–16)
Treasure standard
Salt-Water Merrow Lacedon CR 6 • XP 2,400
SPECIAL ABILITIES
NE Huge undead (aquatic, giant) (Pathfinder® Disease (Su): Ghoul Fever: Bite—injury; save Fort DC 12;
Roleplaying Game Bestiary 2™) onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex
Init +5; Senses low-light vision; Perception +9 damage; cure 2 consecutive saves.

dread lich
Like normal liches, dread liches are powerful undead Type: The creature’s type changes to undead if it was
spellcasters who used vile magic and dreadful ceremonies not already undead, and it gains the evil subtype. Do not
to prolong their time in the living world. However, the recalculate base attack bonuses, saves, or skill points.
process of becoming a dread lich is a greater secret than Alignment: Any evil.
the evil ceremonies required to become a normal lich.
Although powerful spellcasters sometimes discover this Senses: A dread lich gains darkvision 120 ft.
secret while preparing for lichdom, most dread liches Aura: A dread lich gains the following aura:
were once normal liches who spent centuries researching Dread Fear Aura (Su) Creatures of less than 5 HD in
arcane lore in search of the secret. a 60-foot radius that looks upon a dread lich must
creating a dread lich succeed on a Will save or become panicked. Creatures
with 5 HD or more must succeed at a Will save or be
“Dread Lich” is an acquired template that can be added frightened for a number of rounds equal to the dread
to any living creature capable of creating the required lich’s total Hit Dice. A creature that successfully saves
phylactery, or to any standard lich (referred to hereafter cannot be affected again by the same dread lich’s aura
as the base creature). A dread lich uses all the base for 24 hours. This is a mind-affecting fear effect. The
creature’s statistics and special abilities except as noted save DC is Charisma-based.
here. If the base creature is a lich this ability replaces its
fear aura.
Challenge Rating: If base creature is a lich +1;
otherwise +3. Armor Class: Natural armor class increases by +5.

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m 91
the dread lich's phylactery
An integral part of becoming a dread lich is creating a magic phylactery in which to store its life force. Unless
the phylactery is located and destroyed, the dread lich reforms next to its phylactery 1d4 days after its apparent
death. It does not matter how far away the dread lich is from its phylactery, but the two must be on the same
plane. If the phylactery is on a different plane, the dread lich reforms 1d4 days after the phylactery is brought
to the plane on which the dread lich was destroyed.
Each dread lich must make its own phylactery—a task that requires the Craft Wondrous Item feat. The base
creature must be able to cast spells or use spell-like abilities, and its caster level must be at least 15th. The
phylactery costs 200,000 gp to create and has a caster level equal to that of its creator at the time of creation.
The most common kind of phylactery is a Tiny mithral box that has hardness 20, 40 hit points, and a break DC
of 40. Other types of phylacteries, such as rings, amulets, or similar items, can also exist.
A dread lich can also make another nonliving creature, except another dread lich, as its phylactery via the use
of powerful magic such as wish or miracle.

Hit Dice: Change all of the base creature’s racial HD A dread lich’s touch attack uses negative energy to deal
to d8s. 1d10 points of damage to living creatures + 1 point of
Defensive Abilities: A dread lich, in addition to normal damage per 2 Hit Dice possessed by the dread lich. As
undead traits, has DR 15/magic and good, immunity to negative energy, this damage can be used to heal undead
cold and electricity, and channel resistance +6. creatures. A dread lich can take a full-round action to
infuse itself with this energy, healing damage as if it had
Stable Form (Ex): A dread lich is immune to all used its touch attack against itself.
polymorph effects except those it casts on itself.
If the base creature is a lich, its touch attack damage
Rejuvenation (Su): When a dread lich is destroyed, its increases as above.
phylactery (which is typically hidden by the lich in a safe
place far from where it chooses to dwell) immediately Special Attacks: If the base creature is a normal lich,
begins to rebuild the dread lich’s body nearby. This the dread lich loses all the special attacks it gained from
process takes 1d10 days—if the body is destroyed that template and gains the ones below. Otherwise, the
before that time passes, the phylactery merely starts the dread lich retains all the base creature’s special attacks
process anew. After this time passes the lich wakens and gains those described here.
fully healed (albeit without any gear it left behind on Empowered Spells (Ex): All of a dread lich’s spells
its old body), usually with a burning need for revenge from the necromancy school, spells with the evil
against those who previously destroyed it. descriptor, and spell-like abilities are automatically
Speed: A dread lich can fly with perfect maneuverability affected as if by the Empower Spell feat. Such spells
at a speed equal to the base creature’s highest speed. If the do not require higher-level spell slots or increased
base creature already has a fly speed, its maneuverability casting times. The Empower Spell feat cannot be
becomes perfect. If the base creature gains flight, it is a used to further augment these spells.
supernatural ability. Cursed Touch (Su): Any living creature a dread lich
Attacks: All of a dread lich’s natural attacks are hits with its touch attack must succeed on a Fortitude
considered magic and evil-aligned for the purpose of save or be paralyzed and cursed by a death curse that
slowly wastes them away.

m
overcoming damage reduction.
The curse must be removed before any attempt to
If the base creature is not a lich, a dread lich gains a remove the paralysis can occur. Further, the curse
touch attack that it can use once per round. A lich slowly drains away the target’s Constitution at the
fighting without weapons uses its natural weapons (if it rate of one point of Con drain a day. A creature’s
has any) in addition to its touch attack (which is treated Con cannot be restored until the curse is removed.
as a primary natural weapon that replaces one claw or If the creature’s Con is reduced to 0, it immediately
slam attack, if the creature has any). A lich armed with a disintegrates into a pile of ash and bones. Only
weapon uses its weapons normally and can use its touch powerful magic, such as true resurrection, miracle
attack as a secondary natural weapon. or wish, can bring them back to life.

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After the curse is removed, remove paralysis can
free the victim. If either attempt to remove the curse
or the paralysis fails, the creature’s Con immediately
goes to 0 and it dies as above. Both the paralysis and
the curse cannot otherwise be dispelled. Anyone
under the effect of the cursed touch seems dead,
m
though a DC 20 Perception check or a DC
15 Heal check reveals that the victim is
still alive.
Creatures immune to paralysis,
except for other dread liches, can still
be inflicted by the curse of the dread
lich’s touch. The save DC and the DC
to remove the curse are both based on the
dread lich’s Charisma.
Strong Spellweaving (Ex) A -4 penalty applies to any
dispel check made to dispel a spell cast by a dread
lich.
Spells: The dread lich can cast spells as it did in life.
Abilities: Str +4, Dex +2, Int +4, Wis +4, Cha
+4. As an undead creature, a dread lich has no
Constitution score.
Feats: The dread lich gains Combat Casting,
Command Undead, Greater Spell Penetration,
Spell Focus (necromancy), and Spell
Penetration as bonus feats. The dread lich’s
caster level for the Command Undead feat is
either 15 or 2 + its divine caster level, whichever
is greater.
Skills: A dread lich receives a +8 racial bonus on
Perception, Sense Motive, and Stealth checks,
and a +4 insight bonus on Linguistics, Knowledge
(all), Spellcraft, and Use Magic Device checks.

sample dread lich


An impossibly large humanoid, its dry flesh is pulled
tight over its bones and two dead blue lights form its Appolous CR 25 • XP 1,638,400
eyes.
Male thanatotic titan dread lich (Pathfinder®
appolous Roleplaying Game Bestiary 2™)
CE Colossal undead (chaotic, evil, extraplanar)
For centuries Appolous was obsessed with the secrets of Init +5; Senses darkvision 120 ft.; Perception +41
true immortality. The titan traveled countless worlds and Aura dread fear aura (60 ft., DC 30)
planes learning all he could about the various methods DEFENSE
mortals try to achieve immortality. When he discovered AC 32, touch 3, flat-footed 31 (+1 Dex, +29 natural, -8
lichdom, Appolous realized that this was the path he size)
hp 333 (23d8+207)
wished to pursue. In fact, he knew he could improve it.
Fort +16, Ref +16, Will +22
The titan retreated to a small demi-plane to make his
Defensive Abilities channel resistance +6, rejuvenation;
transformation. When he was done, the demi-plane was DR 15/epic, good, lawful, and magic; Immune aging,
no more, and Appolous emerged as a dread lich. cold, electricity, stable form, undead traits; SR 33

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m 93
OFFENSE
Rush, Improved Critical (claws), Improved Initiative,
Speed 60 ft., fly 60 ft. (perfect) Improved Vital Strike, Iron Will, Lightning Reflexes,
Melee 2 claws +36 (2d8+21/19-20) or cursed touch +36 Power Attack, Spell Focus (necromancy)B, Spell
touch (1d10+11 plus curse and paralysis) PenetrationB, Vital Strike
Ranged rock +17 (4d6+31) Skills Bluff +35, Craft (alchemy) +36, Diplomacy +32,
Disguise +32, Fly +16, Intimidate +32, Knowledge
Space 30 ft.; Reach 30 ft. (arcana, history, planes) +40, Knowledge (religion) +37,
Special Attacks cursed touch (DC 30), empowered Perception +41, Perform (oratory) +32, Sense Motive
spells, godslayer (DC 30), rock throwing (100 ft.), strong +41, Spellcraft +40, Stealth +19, Use Magic Device +39;
spellweaving, trample (2d8+31, DC 42) Racial Modifiers +8 Perception, +8 Sense Motive, +8
Spell-Like Abilities (CL 20th; concentration +29) Stealth
Constant—air walk, mind blank, spell turning, true seeing Languages Abyssal, Celestial, Common; telepathy 300 ft.
At will—break enchantment (DC 23), divination, SPECIAL ABILITIES
empowered bestow curse (DC 23), greater dispel magic,
sending Cursed Touch (Su) See the dread lich template.
3/day—disintegrate (DC 25), greater scrying (DC 25), Dread Fear Aura (Su) See the dread lich template.
heal, mass suggestion (DC 24) Empowered Spells (Ex) See the dread lich template.
1/day—greater planar ally, imprisonment (DC 28), Godslayer (Su) When a thanatotic titan damages a
meteor swarm, true resurrection creature capable of casting divine spells, that creature
must make a DC 30 Will save or be unable to cast any
STATISTICS divine spells for 1d4 rounds and be shaken. If the save
Str 53, Dex 12, Con —, Int 31, Wis 24, Cha 28 is successful, the creature struck is merely shaken for
Base Atk +23; CMB +52 (+54 bull rush); CMD 63 (65 vs. bull 1 round. A thanatotic titan’s attacks are treated as
rush) epic and evil for the purposes of overcoming damage
reduction. The save DC is Charisma-based.
Feats Awesome Blow, Bleeding Critical, Combat
CastingB, Command UndeadB, Critical Focus, Greater Stable Form (Ex) See the dread lich template.
Spell PenetrationB, Greater Vital Strike, Improved Bull Strong Spellweaving (Su) See the dread lich template.

dread mohrg
Most of a dread mohrg’s flesh and organs have long ago Hit Dice: Change all of the base creature’s racial HD
sloughed off its bones or been pecked away by scavengers, to d8s.
but its intestines remain—still moist and bloody despite Defensive Abilities: A dread mohrg, in addition to
baking sun and drying wind. The creature’s guts squirm normal undead traits, gains cold, electricity, and fire
and writhe of their own accord, and even snake up resistance 10, as well as channel resistance +4.
through its mouth. Its intestine-tongue is tipped with a
sharp and hollow spike made of bone, which the dread Speed: If the base creature has a fly speed because it
mohrg uses to lash out at living creatures. possesses wings, its maneuverability is reduced by one step
(minimum clumsy). A fly speed granted by supernatural
creating a dread mohrg means does not change.
Attacks: The dread mohrg retains all the base creature’s
“Dread Mohrg” is an acquired template that can be added
attacks and its weapon and armor proficiencies. The dread
to any evil living creature with a mouth and digestive
mohrg gains two primary slam attacks if it has no other
tract that includes intestines (referred to hereafter as the
natural attacks, as well as a primary tongue attack for
base creature). A dread mohrg uses all the base creature’s
each head it possesses. The damage for any attacks gained
statistics and special abilities except as noted here.
by the application of this template depends on the base
Challenge Rating: Same as base creature +2. creature’s size. Treat the tongue attack as a gore attack

m
Alignment: Any evil. of a creature one size category larger. Damage from any
slam attacks granted by this template is treated as if the
Type: The creature’s type changes to undead and gains base creature was three size categories larger.
the evil subtype. Do not recalculate base attack bonuses,
saves, or skill points. Space/Reach: A dread mohrg has a reach 5 feet greater
than the base creature’s reach with its tongue attack.
Aura: A dread mohrg gains the unnatural aura (30 ft.)
ability. Special Attacks: The dread mohrg retains all the base
creature’s special attacks, gains paralysis (1d4+4 rounds)
Armor Class: Natural armor class by +9. with each natural attack, and gains the following.

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Command Mohrgs and Zombies (Su): As a free action,
a dread mohrg can automatically command all
normal mohrgs and zombies within 30 feet (as the
command undead spell). Normal mohrgs and zombies
never attack a dread mohrg unless compelled.
Create Spawn (Su) Any living creature of the
m
dread mohrg’s size or smaller killed by a dread
mohrg rises immediately as an advanced fast
zombie (see the Pathfinder® Roleplaying Game
Bestiary™) under the dread mohrg’s control (as the
dominate monster spell). The sudden
bloom of unlife when a dread
mohrg’s victim dies and
becomes a zombie causes
a surge of negative
energy to flow
through the dread
mohrg. Whenever a
dread mohrg creates
a zombie in this
manner, it is healed
1d6 hit points per
HD possessed by the slain
creature and acts as if hasted
for the round immediately
following the spawn’s creation.
Abilities: Str +10, Dex +8, Cha +4. As an undead
creature, a dread mohrg has no Constitution score.
DEFENSE
Feats: A dread mohrg gains Improved Grapple and
AC 30, touch 13, flat-footed 25 (+5 Dex, +17 natural, -2
Multiattack as bonus feats. size)
Skills: A dread mohrg has a +8 racial bonus on Climb, hp 38 (7d8+7); fast healing 7
Fort +6, Ref +12, Will +4
Perception, Stealth, and Swim checks.
Defensive Abilities channel resistance +4; Immune cold,

sample dread mohrg undead traits; Resist electricity 10, fire 10


Weaknesses vulnerability to fire

A multi-headed dragonlike skeleton, its viscera drags OFFENSE


along the ground, and it has a barbed tongue for each Speed 20 ft., swim 20 ft.
of its heads. Melee 7 bites +13 (1d8+8 plus paralysis) and 7 tongues
+13 (3d6+8 plus paralysis)
dread mhorg cryohydra Space 15 ft.; Reach 10 ft. (15 ft. with tongue)
Special Attacks 7 breath weapons (15-ft. cone, DC
18, 3d6 cold), command mohrgs and zombies, create
The dread mohrg cryohydra is a cunning killing machine spawn, paralysis (1d4+4 rounds, DC 14), pounce
that seeks to slay all it encounters. It is driven by a hunger STATISTICS
that is never satisfied and an anger that never ends.
Str 27, Dex 20, Con –, Int 2, Wis 11, Cha 13
Base Atk +7; CMB +17 (+19 grapple); CMD 32 (34 vs.
Dread Mohrg Seven-Headed Cryohydra CR 10 • XP 9,600 grapple, can’t be tripped)
Feats Combat Reflexes, Improved GrappleB, Iron Will,
NE Huge undead (cold, evil) (Pathfinder® Roleplaying Lightning Reflexes, MultiattackB, Snatch
Game Bestiary™) Skills Climb +16, Perception +20, Stealth +5, Swim +24;
Init +5; Senses darkvision 60 ft., low-light vision, scent; Racial Modifiers +8 Climb, +10 Perception, +8 Stealth,
Perception +20 +8 Swim
Aura: unnatural aura (30 ft.) SQ hydra traits, regenerate head

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m 95
ECOLOGY cave fisher mohrg
Environment cold marshes
Organization solitary or self plus 1d6 advanced fast zombies Sometimes when a cave fisher captures and eats a mohrg,
Treasure standard the violent spirit of the undead transfers to the vermin,
SPECIAL ABILITIES transforming it to a monstrous hybrid of undead and
Command Mohrgs and Zombies (Su) See the dread mohrg insect. Cave fisher mohrgs are more aggressive than their
template. living kin, using their filament to draw any prey towards
Create Spawn (Su) See the dread mohrg template. their paralyzing tongue and ripping claws.
Fast Healing (Ex) A hydra’s fast healing ability is equal to its
current number of heads (minimum fast healing 5). This fast
healing applies only to damage inflicted on the hydra’s body. Cave Fisher Mohrg CR 3 • XP 800
Hydra Traits (Ex) A hydra can be killed by severing all
of its heads or slaying its body. Any attack that is not an NE Medium undead (Pathfinder® Roleplaying Game
attempt to sever a head affects the body, including area Bestiary™)
attacks or attacks that cause piercing or bludgeoning Init +5; Senses darkvision 60 ft.; Perception +0
damage. To sever a head, an opponent must make a
sunder attempt with a slashing weapon targeting a head. DEFENSE
A head is considered a separate weapon with hardness 0 AC 27, touch 15, flat-footed 22 (+5 Dex, +12 natural)
and hit points equal to the hydra’s HD. To sever a head, hp 10 (3d8-3)
an opponent must inflict enough damage to reduce
the head’s hit points to 0 or less. Severing a head deals Fort +2, Ref +6, Will +1
damage to the hydra’s body equal to the hydra’s current Immune undead traits
HD. A hydra can’t attack with a severed head, but takes no
other penalties. OFFENSE
Regenerate Head (Ex) When a hydra’s head is destroyed, Speed 20 ft., climb 20 ft.
two heads regrow in 1d4 rounds. A hydra cannot have Melee 2 claws +10 (1d4+8 plus paralysis plus grab) and
more than twice its original number of heads at any one tongue +10 (paralysis)
time. To prevent new heads from growing, at least 5 Ranged filament +7 (pull)
points of acid or fire damage must be dealt to the stump
(a touch attack to hit) before they appear. Acid or fire Special Attacks create spawn, paralysis (1d4+4 rounds,
damage from area attacks can affect stumps and the body DC 10), pull (filament, 10 ft.)
simultaneously. A hydra doesn’t die from losing its heads STATISTICS
until all are cut off and the stumps seared by acid or fire.
Str 27, Dex 20, Con —, Int —, Wis 10, Cha 8
Base Atk +2; CMB +10 (+14 with pull); CMD 25 (37 vs. trip)

creating a normal mohrg Skills Climb +16


ECOLOGY
You can use this template to create a creature that closely Environment any underground
mimics the standard mohrg. To do so, alter the features Organization solitary, pair, or tangle (3-6)
of the dread mohrg template as follows. Treasure none

• The CR increase is +1 instead of +2 SPECIAL ABILITIES


Create Spawn (Su) Vermin killed by a mohrg rise
• The mohrg does not gain the evil subtype. immediately as fast zombies under the mohrg’s control.
• The mohrg’s tongue makes a melee touch attack that The sudden bloom of unlife when a mohrg’s victim dies
and becomes a zombie causes a surge of negative energy
deals no damage and does not have extra reach. to flow through the mohrg. Whenever a mohrg creates
a zombie in this manner, it is healed 1d6 hit points per HD
• The mohrg does not gain the command mohrgs possessed by the slain creature and acts as if hasted for
and zombies, resistances, channel resistance, the the round immediately following the spawn’s creation.
unnatural aura, bonus feats, or racial skill bonuses. Filament (Ex) A cave fisher dread mohrg can fire a
thin filament of sticky silk as a standard action. This
• The mohrg gains the create spawn ability of the touch attack has a range of 60 feet and no range
standard mohrg but it applies to only to creatures of increment. A creature struck by a cave fisher’s filament

m
becomes attached to the sticky thread. As a standard
its original type. action, a creature can rip the filament free with a DC
20 Strength check. A caught creature can also attempt
• The mohrg’s natural armor is +8. to escape a filament by making a DC 25 Escape Artist
• The mohrg gains the grab ability with all its natural check. A filament is AC 14 (touch 12), has 5 hit points,
and has DR 15/slashing. An application of liquid with
melee attacks except its tongue attack. high alcohol content (or a dose of universal solvent)
dissolves the adhesive and releases the creature
sample mohrg caught by the filament. A cave fisher can have only one
filament active at a time
This chitinous, crablike creature clings to the wall, a long Pull (Ex) A cave fisher dread mohrg has a +4 racial
bonus on CMB checks made using its pull special attack
filament waves from a thick tongue of rotting viscera.

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m the advanced bestiary
dread mummy
Cradled in the scorching sands beneath the relentless sun
m
Defensive Abilities: A dread mummy, in addition to
lie the tombs of kings and pharaohs. But those interred normal undead traits, has DR 5/—, cold immunity, and
within these structures do not always rest quietly—some channel resistance +4.
rise from their sarcophagi and crypts to walk the land Weaknesses: Dread mummies have fire vulnerability.
as mummies. A few, known as dread mummies, become
kings among the undead. These lords of death learn to Attacks: A dread mummy gains a primary slam attack if
command their fellows and visit destruction upon those it has no other natural attacks. The damage for this attack
who dare to stir their wrath. depends on the base creature’s size, as if the base creature
was two size categories larger.
A dread mummy’s flesh atrophies after death, allowing its
skin to shrink tightly against its bones. Although not all Special Attacks: All of a dread mummy’s natural
dread mummies are wrapped in funerary cloth, many are. attacks transmit mummy rot (see Mummy in Pathfinder®
Roleplaying Game Bestiary™). The dread mummy gains
creating a dread mummy the following. All save DCs are Charisma-based unless
otherwise specified.
“Dread Mummy” is an acquired template that can be added
Breath of Death (Su): Once every 1d4 rounds, a dread
to any living corporeal creature (referred to hereafter as the
mummy can breathe a 30-foot cone of tomb gas, sand,
base creature). A dread mummy uses all the base creature’s
and dust. Each living creature in the area must succeed
statistics and special abilities except as noted here.
on a Fortitude save or gain 1d4 negative levels. A creature
Challenge Rating: Same as base creature +3. killed by a dread mummy’s breath of death ability rises
Alignment: Any evil. as a juju zombie (see the Pathfinder® Roleplaying Game
Bestiary 2™) or dread zombie (page 121) in 1d4 rounds.
Type: The creature’s type changes to undead. Do not A zombie created in this manner is under the command
recalculate base attack bonuses, saves, or skill points. of its creator (as command undead spell) and remains so
Aura: A dread mummy gains the following aura: until either it or the creator is destroyed.
Greater Despair (Su): Any creature within 100 feet Create Spawn (Su): Any creature killed by a dread
of a dread mummy must succeed on a Fortitude mummy’s mummy rot ability turns to dust and blows
save or be paralyzed by fear for 1d4 rounds. Once away on the wind. If the dread mummy that infected
a creature recovers from the paralyzation effect, it the creature with the disease is not destroyed within
remains staggered for 1 additional round. Whether 1 week, the dust reforms a new dread mummy. A
or not the save is successful, that creature cannot be dread mummy created in this manner is under the
affected again by the same mummy’s despair ability command of its creator (as the dominate monster
for 24 hours. This is a paralysis and mind-affecting spell) and remains so until either it or the creator is
fear effect. The save DC is Charisma-based. destroyed.
Armor Class: Natural armor class improves by +10. Spell-Like Abilities: A dread mummy gains the
Hit Dice: Change all of the base creature’s racial HD following spell-like abilities. It caster level is equal to its
to d8s. total HD. All saves DCs are Charisma-based.

different mummies
By altering a few aspects of this template, a GM can easily create a dread mummy for a different environment.
Make the special abilities of the dread mummy reflective of the new environment. For example, a bog dread
mummy’s breath of death attack could be a torrent of putrid bog water. Further, switch the dread mummy’s
spell-like abilities for different ones of the same or lower spell level as appropriate for the environment. For
example, a bog dread mummy might be able to use control water while a dread mummy created on the frozen
peak of a mountain might be able to use cone of cold.

the advanced bestiary


m 97
At will—animal
messenger, calm animals,
command undead, heat
metal, summon swarm
3/day—commune with
nature, control winds,
dominate animal, insect
plague
1/day—control weather,
creeping doom, earthquake,
sunbeam.
Abilities: Str +14, Dex +4,
Int +2, Wis +4, Cha +4. As an
undead creature, a dread mummy
has no Constitution score.

sample dread
mummy
Half-bird and half-woman, its body
is withered, and flesh is yellow and
desiccated.

dread mummy harpy


Dry as the deserts they inhabit, dread mummy harpies 3/day—commune with nature,
often lead groups of lesser undead or evil creatures raiding control winds (DC 20),
dominate animal (DC 18),
and pillaging trade routes and waylaying travelers. insect plague
1/day—control weather,
Dread Mummy Harpy CR 7 • XP 3,200 creeping doom (DC 22),
earthquake (DC 23), sunbeam
(DC 22)
CE Medium undead (Pathfinder® Roleplaying Game Bestiary™)
Init +4; Senses darkvision 60 ft.; Perception +9 STATISTICS
Aura greater despair (100 ft., paralyzed for 1d4 rounds Str 26, Dex 19, Con —, Int 9, Wis 16, Cha 21
and staggered 1 round, Will DC 18 negates) Base Atk +7; CMB +15; CMD 29
DEFENSE Feats Dodge, Flyby Attack, Great Fortitude, Skill Focus
(Bluff)
AC 26, touch 15, flat-footed 21 (+4 Dex, +1 dodge, +11
natural) Skills Bluff +9, Fly +14, Intimidate +9, Perception +9,
Perform (sing) +7, Stealth +14
hp 66 (7d8+35)
Languages Common
Fort +9, Ref +9, Will +8
Gear +1 heavy mace
Defensive Abilities channel resistance +4; DR 5/—;
Immune cold, undead traits SPECIAL ABILITIES
Weakness vulnerability to fire Breath of Death (Su) See the dread mummy template.
OFFENSE Captivating Song (Su) A harpy’s song has the power

m
to infect the minds of those that hear it, calling them
Speed 20 ft., fly 80 ft. (average)
to the harpy’s side. When a harpy sings, all creatures
Melee +1 heavy mace +16/+11 (1d8+9) or 2 talons +15 aside from other harpies within a 300-foot spread
(1d6+8 plus mummy rot) must succeed on a DC 18 Will saving throw or become
Special Attacks breath of death (30-ft. cone, Fort DC 18 captivated. A creature that successfully saves is
negates, 1d4 neg. levels, 1/1d4 rounds), captivating song not subject to the same harpy’s song for 24 hours.
(DC 18), create spawn, mummy rot A victim under the effects of the captivating song
Spell-Like Abilities (CL 7th; concentration +12) moves toward the harpy using the most direct means
available. If the path leads them into a dangerous
At will—animal messenger, calm animals (DC 16),
area such as through fire or off a cliff, that creature
command undead (DC 17), heat metal (DC 17), summon
receives a second saving throw to end the effect
swarm

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m the advanced bestiary
before moving into peril. Captivated creatures can
take no actions other than to defend themselves. A
victim within 5 feet of the harpy simply stands and
offers no resistance to the harpy’s attacks. This effect
continues for as long as the harpy sings and for 1
round thereafter. This is a sonic mind-affecting charm
effect. The save DC is Charisma-based.
1d4 rounds, Will DC 12 negates)
DEFENSE
m
Aura aura of decay (30 ft.), despair (30 ft., paralyzed for

AC 23, touch 12, flat-footed 21 (+2 Dex, +11 natural)


hp 63 (10d8+18)
Fort +10, Ref +4, Will +9
Create Spawn (Su) See the dread mummy template.
DR 5/—; Immune undead traits
Greater Despair (Su) See the dread mummy template.
Weakness vulnerability to fire
Mummy Rot (Su): curse and disease—slam; save Fort DC
18; onset 1 minute; frequency 1/day; effect 1d6 Con and OFFENSE
1d6 Cha; cure —.
Speed 30 ft.
Mummy rot is both a curse and disease and can only be
cured if the curse is first removed, at which point the disease Melee slam +16 (1d8+13 plus mummy rot)
can be magically removed. Even after the curse element Special Attacks aura of destruction (+4, 8 rounds/day),
of mummy rot is lifted, a creature suffering from it cannot channel negative energy 4/day (DC 17, 4d6), destructive
recover naturally over time. Anyone casting a conjuration smite (+4, 6/day), mummy rot (DC 12), wooden fists
(healing) spell on the afflicted creature must succeed on (+4, 6 rounds/day)
a DC 20 caster level check, or the spell is wasted and the Cleric Spells Prepared (CL 8th; concentration +11):
healing has no effect. Anyone who dies from mummy rot 4th—giant vermin, inflict critical wounds (DC 17), poisonD
turns to dust and cannot be raised without a resurrection or (DC 17)
greater magic. The save DC is Charisma-based.
3rd—contagion (DC 16), glyph of warding (DC 16), magic
circle against good, prayer, rageD

creating a normal mummy 2nd—barkskinD, desecrate, hold person (DC 15), lesser
animate dead, summon monster II
1st—comprehend languages, curse water (DC 14),
You can use this template to create a creature that closely decompose corpse (DC 14), detect good, inflict light
mimics the standard mummy. To do so, simply alter the wounds (DC 14), true strikeD
features of the dread mummy template in the following ways. 0 (at will)—bleed (DC 13), detect magic, read magic,
resistance
• The CR increase is +1 instead of +3. D Domain spell; Domains Plant (DecayAPG), Destruction
• The mummy gains no special attacks or spell-like STATISTICS
abilities of the dread mummy except for mummy rot, Str 28, Dex 14, Con —, Int 4, Wis 16, Cha 12
damage reduction, and fire vulnerability. Base Atk +7; CMB +16; CMD 28
Feats Combat Casting, Enlarge Spell, Improved Channel,
• The mummy gains the despair special ability. Leadership, Still Spell
• Instead of the changes given in the dread mummy Skills Intimidate +3, Knowledge (history) +2, Knowledge
template, change the base creature’s ability scores as (religion) +2, Perception +7
Languages Common, Gnoll
follows: Str +14, Int -4 (minimum 1), Wis +4, Cha +4.
SQ aura

sample mummy SPECIAL ABILITIES


Despair (Su) All creatures within a 30-foot radius
that see a mummy must make a DC 12 Will save or be
A gnoll, its dry skin pulled tight over its bones, reaches paralyzed by fear for 1d4 rounds. Whether or not the
out from the darkness. A single word, barely a whisper, save is successful, that creature cannot be affected
crosses its vicious jaws. “Leave!” again by the same mummy’s despair ability for 24 hours.
This is a paralysis and a mind-affecting fear affect. The
the keeper save DC is Charisma-based.
Mummy Rot (Su): curse and disease—slam; save Fort
DC 12; onset 1 minute; frequency 1/day; effect 1d6 Con
The Keeper is a guardian of the necropolis of ancient and 1d6 Cha; cure —.
gnoll kings’ tombs. He patrols the underground tombs, Mummy rot is both a curse and disease and can only
be cured if the curse is first removed, at which point
warning any intruders off… once. 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.
The Keeper CR 9 • XP 6,400 Anyone casting a conjuration (healing) spell on the
afflicted creature must succeed on a DC 20 caster
Male gnoll mummy cleric 8 (Pathfinder® Roleplaying Game level check, or the spell is wasted and the healing has
Bestiary™) no effect. Anyone who dies from mummy rot turns to
LE Medium undead (gnoll) dust and cannot be raised without a resurrection or
Init +2; Senses darkvision 60 ft.; Perception +7 greater magic. The save DC is Charisma-based.

the advanced bestiary


m 99
dread poltergeist
A dread poltergeist is created when a creature dies destroyed, fully healed. The only way to permanently
under traumatic circumstances in a place of great destroy a dread poltergeist is to determine the reason
importance to it. Often the locations that house for its existence and set right whatever prevents it
dread poltergeists are places where they felt a sense of from resting in peace (similar to a ghost). The exact
ownership and security. A simple death, even murder, is means varies with each spirit and may require a good
rarely enough to cause the victim’s spirit to remain as deal of research, and should be created specifically
a dread poltergeist—the death must intimately involve for each different poltergeist or group of poltergeists
the location as well as a torturous death. A gravedigger by the GM.
buried alive in his graveyard might become a poltergeist, Speed: A dread poltergeist gains a fly speed equal to the
as might a ferryman who drowned beneath his dock, or base creature’s highest speed with perfect maneuverability.
a steward crushed beneath his desk. It loses all other speeds the base creature possesses.
Dread poltergeists are mad and erratic beings that often Attacks: The dread poltergeist retains all the base
lie dormant for weeks or even months at a time. A dread creature’s natural attacks and its weapon and armor
poltergeist may resurface when some creature reminds proficiencies. However, all its attacks become incorporeal
it of its former life or defiles the place it is attached to. touch attacks, retaining the same primary or secondary
Naturally invisible and possessed of frightening powers, status they had for the base creature. The poltergeist
dread poltergeists usually manage to frighten off and kill gains a primary incorporeal touch attack if it has no
trespassers with terrible efficiency. other natural attacks. The poltergeist’s incorporeal touch
creating a attacks are dependent on its size and deal slashing
damage unmodified by Strength as a talon attack of one
dread poltergeist size category larger.
“Dread Poltergeist” is an acquired template that can be Unlike most incorporeal creatures, a poltergeist can use
added to any living, intelligent creature with a Charisma and carry equipment (see Manipulation) and thus can
score of 3 or higher (referred to hereafter as the base use weapons appropriate for its size.
creature). A dread poltergeist uses all the base creature’s Special Attacks: The poltergeist loses all special attacks
statistics and special abilities except as noted here. that require corporeal contact, but it gains those described
CR: Same as the base creature +3. here.
Alignment: Usually chaotic evil. Frightener (Su): Once per minute as a standard
action, a dread poltergeist can temporarily drop its
Type: The creature’s type changes to undead and gains
natural invisibility, revealing itself to be a skeletal,
the incorporeal subtype. Do not recalculate base attack
ghostlike humanoid. All creatures within 30 feet
bonuses, saves, or skill points.
when a poltergeist uses this ability must make a
Armor Class: The base creature’s armor, shield, Will save to avoid becoming frightened for 1d4
and natural armor bonuses no longer apply, but the rounds. The poltergeist then resumes its invisibility
poltergeist gains a deflection bonus to Armor Class equal at the end of its turn as a free action. A creature that
to its Charisma bonus or +1, whichever is higher. Unlike successfully saves is immune to this effect of that
most incorporeal creatures, poltergeists can use and carry dread poltergeist for 24 hours but is still subject to
equipment (see Manipulation under Special Attacks) the terrifying and killing image abilities. If the dread

m
Hit Dice: Change all of the base creature’s racial HD poltergeist’s natural invisibility is negated via other
to d8s. methods, it cannot use this ability. Likewise, those
that can see invisible creatures are immune to this
Defensive Abilities: A poltergeist gains channel
special attack. This is a mind-affecting fear effect. The
resistance +2, DR 10/good, and natural invisibility as
save DC is Charisma-based. The dread poltergeist
well as the following.
has a +3 racial bonus to this DC.
Rejuvenation (Su): When a dread poltergeist is
Killing Image (Su): Once per day, a dread poltergeist
destroyed, it only remains destroyed for 2d4 days.
can turn its terrifying image (see page 101) into a
After this time, the undead spirit reforms where it was

100
m the advanced bestiary
deadly manifestation. This effect is identical to the
phantasmal killer spell, but it affects all those that can
directly see or hear the dread poltergeist. The killing
image requires an additional save from the targeted
creatures, even if it has made a successful save vs.
the dread poltergeist’s terrifying image ability. The
CMB/CMD: A dread poltergeist has the CMB and
m
incorporeal creature, a poltergeist lacks a Strength score,
and as an undead creature, it has no Constitution score.

CMD of the base creature when manipulating objects


(see above). Replace the base creature’s Strength bonus
with its Charisma bonus when calculating its CMB and
caster level is equal to the dread poltergeist’s total CMD
Hit Dice. The save DC is Charisma-based. The dread
poltergeist has a +3 racial bonus to this DC. Feats: A dread poltergeist gains Ability Focus
(telekinesis) as a bonus feat. Feats that have a Strength
Manipulation (Su): Although it is incorporeal, a score prerequisite that the base creature satisfied, a dread
dread poltergeist can use and carry equipment, poltergeist also satisfies with its Dexterity.
manipulating the objects as it did in life, so long as the
total weight of the items does not exceed 10 pounds Special Qualities: The poltergeist retains all the base
per the Hit Die the poltergeist possesses. Thus, a dread creature’s special qualities that do not require corporeal
poltergeist can wear armor, use weapons, and benefit contact with another creature and gains those described
from magic items worn, just as any corporeal creature here.
can. These items do not encumber the poltergeist, so Site Bound (Ex): A dread poltergeist must remain
it does not take any armor check penalties or have an within 300 feet of the site where its living form
arcane spell failure chance. Its items do not become died. If it is ever beyond this range, it immediately
invisible or incorporeal, and the poltergeist cannot disappears and reappears near the center of its
take them along as it passes through objects and domain a round later.
creatures.
While manipulating objects, a dread poltergeist can sample dread poltergeist
perform all combat maneuvers normally forbidden
to incorporeal creatures. The barest semblance of a three armed giant in a hide
If a dread poltergeist is wearing clothing or armor, shirt and wielding two morningstars.
an opponent can attempt to grab its garb with a dread poltergeist athach
successful combat maneuver attempt. If the opponent
succeeds on this check, the dread poltergeist can When visible, the athach poltergeist appears as a hulking,
choose to move with the armor or clothes as though misshapen biped with three arms. One arm juts from its
wearing them, or it can remain where it is and lose chest just below a head filled with tusklike fangs. This
possession of the items. particular poltergeist athach died in a mudslide in the lee
Terrifying Image (Su): At will, the poltergeist can of the hill that was his home.
produce an effect like that of the major image spell,
(caster level equals poltergeist’s total Hit Dice), Dread Poltergeist Athach CR 15 • XP 51,200
except that the poltergeist can make the image
extremely frightening. Upon first seeing or hearing CE Huge undead (giant, incorporeal) (Pathfinder®
Roleplaying Game Bestiary™)
such an illusion, a creature must succeed on a Will
Init +13; Senses darkvision 60 ft., low-light vision;
save or affected as a fear spell. Once a creature makes Perception +12
its save vs. a terrifying image it is immune to this
DEFENSE
effect of that dread poltergeist for 24 hours. This is a
AC 25, touch 22, flat-footed 12 (+13 Dex, -2 size, +3
mind-affecting fear effect. The save DC is Charisma- armor, +1 deflection)
based. The dread poltergeist has a +3 racial bonus to hp 63 (14d8)
this DC. Fort +9, Ref +17, Will +7
Spell-Like Abilities: A dread poltergeist gains the Defensive Abilities channel resistance +2, incorporeal,
natural invisibility, rejuvenation; DR 10/good; Immune
following spell-like abilities. Its caster level is equal to its undead traits; Resist cold 10
total Hit Dice. All saves are Charisma-based.
OFFENSE
At will—mage hand, telekinesis Speed fly 50 ft. (perfect)
Abilities: Dex +4, Cha +4. If the base creature’s Strength Melee incorporeal bite +21 (2d6) and 2 incorporeal
slams +21 (1d8) or 2 +2 morningstars +23 (3d6+2)
is higher than its Dexterity, the poltergeist’s Dexterity Ranged rock +21 (2d6)
becomes equal to the base creature’s Strength. As an

the advanced bestiary


m 101
Space 15 ft.; Reach 15 ft.
Special Attacks frightener 1/min. (DC 20), killing image
1/day (DC 20), manipulation, rock throwing (140 ft.),
terrifying image (DC 20)
Spell-Like Abilities (CL 14th; concentration +14)
At will—mage hand, telekinesis
STATISTICS
Str —, Dex 36, Con —, Int 7, Wis 12, Cha 10
Base Atk +10; CMB +25; CMD 36
Feats Ability Focus (telekinesis)B,
Cleave, Improved Iron Will, Iron Will,
Lunge, Multiattack, Power Attack, Vital
Strike
Skills Climb +22, Fly +17, Perception +12
Languages Giant
SQ site bound
Gear hide shirt, 2 +2 morningstars
ECOLOGY
Environment any
Organization solitary
Treasure incidental
SPECIAL ABILITIES
Frightener (Su) See the dread
poltergeist template.
Killing Image (Su) See the dread
poltergeist template.
Manipulation (Su) See the dread
poltergeist template.
Site Bound (Ex) See the dread
poltergeist template.
Terrifying Image (Su) See the
dread poltergeist template.

creating a
poltergeist
You can use this template to create
a creature that closely mimics the
standard poltergeist. To do so, simply
alter the features of the dread poltergeist template in the • A poltergeist site bound quality is reduced to 120 ft.
following way.
• A poltergeist does not gain the bonus feats of a dread
• The CR changes to same as the base creature +2. poltergeist or racial bonuses to special abilities.
• A poltergeist loses its channel resistance and DR,
does not gain incorporeal touch attacks and loses sample poltergeist
all natural attacks of the base creature, and does not
The image a skeletal orc rises up surrounded by floating

m
have a CMD or CMB. It still retains all weapon
armor and weapons.
proficiencies of the base creature.
• Change the ability score bonuses to Cha +4 only curse of the blood clan
• A poltergeist loses all the dread poltergeist’s special
attack and special qualities except for site bound and The name of the orc who became the Curse of the Blood
frightener. Additionally it loses mage hand as a spell- Clan has been lost to history. All that is known is that
like ability. this restless spirit haunts grounds sacred to the Blood
Clan preventing all from entering the site.
• A poltergeist’s telekinesis spell is limited up to 75 lbs.

102
m the advanced bestiary
Curse of the Blood Clan CR 4 • XP 1,200
Male orc poltergeist barbarian 3 (Pathfinder®
Roleplaying Game Bestiary™)
CE Medium undead (incorporeal, orc)
Init +4; Senses darkvision 60 ft.; Perception -1
At will—telekinesis (limited to 75 lbs.)
TACTICS
m
Spell-Like Abilities (CL 3rd; concentration +4)

Base Statistics When not raging the Curse of the Blood


Clan’s statistics are AC 16, touch 16, flat-footed 11, Will +0
STATISTICS
DEFENSE Str —, Dex 18, Con —, Int 8, Wis 8, Cha 12
AC 14, touch 14, flat-footed 9 (+1 deflection, +4 Dex, +1 Base Atk +3; CMB +3; CMD 14
dodge, -2 rage) Feats Ability Focus (telekinesis)B, Dodge, Extra Rage
hp 25 (3d12+6) Skills Acrobatics +10, Intimidate +7, Stealth +7 (+27
Fort +4, Ref +5, Will +2 while moving or +47 while still vs. foes who can’t see
Defensive Abilities ferocity, incorporeal, natural invisible)
invisibility, rejuvenation, trap sense +1, uncanny dodge; Languages Common, Orc
Immune undead traits SQ fast movement, weapon familiarity, site bound, tireless rage
Weakness light sensitivity SPECIAL ABILITIES
OFFENSE Frightener (Su) See the dread poltergeist template.
Speed fly 40 ft. (perfect) Rejuvenation (Su) See the dread poltergeist template.
Special Attacks frightener (DC 14), rage (13 rounds/ Site Bound (Ex) See the dread poltergeist template (limited
day), rage powers (roused anger) to 120 ft.)

dread shadow
Dread shadows exist in the terrible half-life of undead Hit Dice: Change all of the base creature’s racial HD
creatures. Like normal shadows, they are sentient pools of to d8s.
darkness and negative energy that drain strength and life Defensive Abilities: A dread shadow, in addition to
from living creatures. As the lords of their kind, however, normal undead traits, gains channel resistance +3.
dread shadows can command lesser shadows and leap
from darkness to darkness at will. A dread shadow makes Speed: A dread shadow loses all the base creature’s
no sound and seeks only to harm the living. speeds and gains a fly speed equal to the base creature’s
highest speed with perfect maneuverability.
A dread shadow looks like a darker version of the original
creature. Its form is composed of shade and darkness. Attacks: A dread shadow loses any attacks with
manufactured weapons and its natural attacks become
creating a dread shadow incorporeal touch attacks, retaining the same primary or
secondary status they had for the base creature. A dread
“Dread Shadow” is an acquired template that can be shadow gains a primary incorporeal touch attack if it has
added to any living, intelligent creature with a Charisma no other natural attacks.
score of 15 or higher (referred to hereafter as the base
A dread shadow’s natural attacks no longer deal normal
creature) that was killed by a shadow or dread shadow.
damage. Instead, each incorporeal touch attack deals
A dread shadow uses all the base creature’s statistics and
Strength damage (see below).
special abilities except as noted here.
Special Attacks: A dread shadow loses all special
Challenge Rating: Same as base creature +2.
attacks that require corporeal contact, but gains those
Alignment: Any evil. described here. A dread shadow cannot cast spells that
Type: The creature’s type changes to undead and gains require material components unless it has the Eschew
the incorporeal subtype. Do not recalculate base attack Materials feat.
bonuses, saves, or skill points. Command Shadows (Su): As a free action, a dread
Armor Class: The base creature’s armor, shield, and shadow can automatically command all normal
natural armor bonuses no longer apply, but the dread shadows within 30 feet (as command undead).
shadow gains a deflection bonus to AC of equal to its Normal shadows never attack a dread shadow unless
Charisma bonus (minimum +1). compelled.

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m 103
Create Spawn (Su): Any creature with a Charisma
score of 15 or higher that is killed by a dread shadow
rises as a dread shadow in 1d4 rounds. Any other
creature slain by a dread shadow instead rises as a
normal shadow. A shadow or dread shadow created
in this manner is under the command of its creator Special Qualities: The dread shadow retains all the
(as dominate monster) and remains so until either it or base creature’s special qualities that do not require
the creator is destroyed. corporeal contact with another creature, and it gains
Strength Damage (Su): A creature struck by a dread those described here.
shadow’s incorporeal touch attack takes Strength Shadow Slip (Su): At will, a dread shadow can use
damage depending on its size: Fine-Tiny: 1d4 Str, dimension door as the spell (caster level 7th) as a
Small-Large: 1d6 Str, Huge-Colossal: 1d8 Str. move action. It must move from a place of darkness
This is a negative energy effect. A creature dies if or shadow to another place or darkness or shadow
this Strength damage equals or exceeds its actual within line of sight. Using this ability does not
Strength score. provoke an attack of opportunity.

sample dread shadow

m
Abilities: Dex +4, Int -4, Wis +2, Cha +4. As an
incorporeal creature, a dread shadow lacks a Strength
score, and as an undead creature, it has no Constitution A 15-ft. tall cloud of sentient darkness almost entirely
score. If the base creature’s Intelligence is reduced below head and beak.
1 by application of its template, it becomes mindless,
loses all skill points and feats, and has no Intelligence dread shadow achaierai
score.
Skills: A dread shadow gains a +4 Stealth bonus in dim Dread shadow achaierai are horrid, demonic undead that
light and a -4 Stealth penalty in bright light. prey upon the living of any plane.

104
m the advanced bestiary
Dread Shadow Achaierai CR 7 • XP 3,200
LE Large undead (evil, extraplanar, incorporeal, lawful)
(Pathfinder® Roleplaying Game Bestiary 2™)
Init +3; Senses darkvision 60 ft.; Perception +13
DEFENSE



shadow slip abilities.
Reduce the channel resistance to +2.
m
The shadow does not gain the command shadow and

The shadow’s create spawn ability creates only


normal shadows.
AC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex, +1
dodge, -1 size) sample shadow
hp 66 (7d8+35)
Fort +10, Ref +8, Will +5 The dark shape of a winged humanoid moves from
Defensive Abilities channel resistance +3, incorporeal; wall to wall.
Immune undead traits; SR 20
OFFENSE
shadow strix
Speed fly 50 ft. (perfect)
Melee incorporeal bite +9 touch (1d6 Str), 2 incorporeal Given the association of strix with the night, it not a
claws +9 touch (1d6 Str) surprise that more shadows are derived from their race
Space 10 ft.; Reach 5 ft. (10 ft. with claws) than the other humanoid races.
Special Attacks command shadows, create spawn,
Strength damage
Shadow Strix CR 1 • XP 400
STATISTICS
Str —, Dex 17, Con —, Int 7, Wis 16, Cha 20 Male strix shadow rogue 1 (Pathfinder® Roleplaying
Base Atk +7; CMB +11; CMD 27 (31 vs. trip) Game Advanced Race GuideTM)
Feats Combat Reflexes, Dodge, Mobility, Spring Attack NE Medium undead (incorporeal, strix)
Skills Fly +9, Intimidate +12, Perception +13, Sense Init +7; Senses darkvision 60 ft., low-light vision;
Motive +13, Stealth +9 (+13 in dim light, +5 in bright Perception +5
light); Racial Modifiers +4 Stealth in dim light, -4 Stealth DEFENSE
in bright light
AC 14, touch 14, flat-footed 11 (, +1 deflection, +3 Dex)
Languages Infernal
hp 10 (1d8+2)
SQ black cloud, shadow slip
Fort +1, Ref +5, Will +1; +2 bonus vs. illusion spells or
SPECIAL ABILITIES effects
Black Cloud (Su) An dread shadow achaierai can exhale Defensive Abilities channel resistance +2, incorporeal;
a cloud of choking, toxic smoke three times per day. Immune undead traits
All creatures within 10 feet of the achaierai immediately
OFFENSE
take 2d6 points of damage as their flesh melts and
rots away. The cloud erodes sanity as well as flesh, and Speed fly 30 ft. (perfect)
anyone who takes damage from the black cloud must Melee incorporeal touch +3 (1d6 Str)
also make a DC 18 Fortitude save or become confused.
Special Attacks create spawn (normal shadows), hatred,
Every round, the victim may attempt another DC 18
sneak attack +1d6, Strength damage
Fortitude save to recover from the confusion; otherwise
it persists, lasting indefinitely until the condition is STATISTICS
removed or the victim eventually makes her saving
throw. The confusion element of a black cloud is a mind- Str —, Dex 16, Con —, Int 6, Wis 12, Cha 12
affecting effect. The save DC is Charisma-based. This is Base Atk +0; CMB +3; CMD 14
a poison effect. Achaierais are immune to this ability. Feats Improved Initiative
Command Shadows (Su) See the dread shadow Skills Escape Artist +7, Fly +15, Intimidate +5, Perception
template. +5 (+7 in dim light or darkness), Sense Motive +5,
Create Spawn (Su) See the dread shadow template. Stealth +7 (+9 in darkness, +13 in dim light, +3 in bright
Shadow Slip (Su) See the dread shadow template. light); Racial Modifiers +2 Perception in dim light or
darkness, +2 Stealth in darkness, +4 Stealth in dim light,
Strength Damage (Su) See the dread shadow template.
-4 Stealth in bright light
Languages Strix

creating a normal shadow SQ nocturnal, suspicious, trapfinding +1


SPECIAL ABILITIES
You can use this template to create a creature that closely Create Spawn (Su) See the dread shadow template.
mimics the standard shadow. To do so, simply alter the Hatred (Ex) Strix receive a +1 racial bonus on attack
features of the dread shadow template in the following ways. rolls against humanoid creatures with the human
subtype.
• The CR increase is +1 instead of +2 Strength Damage (Su) See the dread shadow template.
• A shadow does not have a Charisma requirement to
apply the template.

the advanced bestiary


m 105
creating a greater shadow Special Attacks create spawn (normal shadows),
Strength damage
To create a greater shadow, make the following modifications STATISTICS
to the dread shadow template. Str —, Dex 27, Con —, Int —, Wis 14, Cha 9
• The CR increase is +5 instead of +2 Base Atk +5; CMB +12; CMD 23 (27 vs. trip)
Skills Fly +18
• The greater shadow does not gain the command
shadow and shadow slip abilities. SPECIAL ABILITIES
Create Spawn (Su) See the dread shadow template.
• A greater shadow does not have a Charisma Strength Damage (Su) see the dread shadow template.
requirement to apply the template.
• The greater shadow gains 6 racial HD as well as
additional feats and skill points due to the increase creating a
of racial HD. dread greater shadow
• Reduce the channel resistance to +2. To create a dread greater shadow make the following
• A greater shadow does Strength damage based on modifications to the dread shadow template.
size as follows: Fine-Tiny: 1d6 Str, Small-Large: 1d8 • The CR increase is +6 instead of +2
Str, Huge-Colossal: 1d10 Str.
• The dread greater shadow’s deflection bonus increases
• A greater shadow abilities are modified as follows: to 1-1/2 times the base creature’s Charisma modifier
Dex +10, Int -4, Wis +2, Cha +4. (1 minimum)
• The greater shadow’s create spawn ability creates • The dread greater shadow gains 6 racial HD as well
only normal shadows. as additional feats and skill points due to the increase
of racial HD.
sample greater shadow • Change the channel resistance to +4.
A shadow of a very large rodent where no rodent can • A greater shadow does Strength drain instead of
be seen. Strength damage base on its size as follows: Fine-
greater shadow dire rat Tiny: 1d3 Str drain, Small-Large: 1d4 Str drain,
Huge-Colossal: 1d6 Str drain.
Greater shadows are those undead shadows that have come • A dread greater shadow can command shadows,
to be particularly infused with negative energy, such as those greater shadows, and dread shadows.
that have spent vast lengths of time in areas of the Plane of • A dread greater shadow abilities are modified as
Shadow awash in negative energy, or those that have drained follows: Dex +13, Int -4, Wis +2, Cha +6.
the lives of thousands of victims. These undead monsters are
often found with a small band of normal shadows, which • The dread greater shadow’s create spawn ability creates
typically treat a greater shadow as a leader to rally behind. only shadows, greater shadows, and dread shadows.

Greater Shadow Dire Rat CR 4 • XP 1,200 sample dread greater shadow


NE Small undead (incorporeal) (Pathfinder® Roleplaying A shadow of pieces of many more familiar animals
Game Bestiary™) stitched together.
Init +8; Senses low-light vision, scent; Perception +2
DEFENSE
dread greater shadow yaoguai

m
AC 20, touch 20, flat-footed 12 (+1 deflection, +8 Dex, +1
size) Fury and insanity in the form of a horrible shadow. A
hp 24 (7d8-7) dread greater shadow yaoguai is proof that no matter
Fort +4, Ref +13, Will +4 what a mortals can think up, the dark forces of the
Defensive Abilities channel resistance +2, incorporeal; universe can always make it worse. When a dread
Immune undead traits greater shadow yaoguai is made, it usually rampages
OFFENSE across the land attacking any life it comes across, but
Speed fly 40 ft. (perfect) especially spellcasters who it has a flicker of memory
Melee incorporeal bite +14 touch (1d8 Str) being the original cause of its existence.

106
m the advanced bestiary
Dread Greater Shadow Yaoguai CR 13 • XP 25,600

NE Huge undead (incorporeal) (Pathfinder® Roleplaying


Game Bestiary 4™)
Init +6; Senses darkvision 60 ft., low-light vision;
Perception +1
Space 15 ft.; Reach 10 ft.

STATISTICS
m
Special Attacks command shadows, create spawn,
Strength drain

Str —, Dex 23, Con —, Int —, Wis 12, Cha 15


Base Atk +14; CMB +22; CMD 35
DEFENSE Skills Fly +10
AC 17, touch 17, flat-footed 11 (+6 Dex, -2 size, +3 deflection) SQ maker’s gift (flight), mindless
hp 91 (14d8+28); fast healing 5
SPECIAL ABILITIES
Fort +11, Ref +15, Will +5
Command Shadows (Su) See the dread shadow
Defensive Abilities channel resistance +4, fortification
template.
(50%), incorporeal; DR 5/—; Immune undead traits; SR 18
Create Spawn (Su) See the dread shadow template.
OFFENSE Maker’s Gift (Ex) Each yaoguai gains one additional
Speed fly 40 ft. (perfect), shadow slip ability that is based on its specific form
Melee incorporeal bite +18 (1d6 Str drain), incorporeal claw Shadow Slip (Su) See the dread shadow template.
+18 (1d6 Str drain), incorporeal tentacle +18 (1d6 Str drain)

dread skeleton
The similarity of dread skeletons to the mindless Aura: A dread skeleton gains the unnatural aura (30 ft.)
creatures so often animated by spellcasters leads many to special ability.
underestimate them. A dread skeleton looks much like a Armor Class: The base creature’s natural armor bonus is
normal skeleton (or exoskeleton, depending on the nature replaced by a new one based on the dread skeleton’s size,
of the base creature), but it retains many qualities of the as given on the Table 2-16.
base creature that its lesser cousin does not. For example,
a dread skeleton remorhaz still blurs the air with the heat table 2-16:
from its body, and a dread skeleton troglodyte continues
to fill the area around it with a terrible stench. Dread
dread skeleton ac
skeletons can speak and make vocal noises as their living Size Natural Armor Bonus
forms could.
Tiny or smaller +0
Most dread skeletons are motivated by hatred of Small +1
the living and a desire to dominate all they survey. Medium or Large +2
They seek the death of the living and even resent the
Huge +3
existence of other thinking undead. Dread skeletons
Gargantuan +6
prefer to be the only free-willed creatures in the world,
but they suffer the existence of others in order to attain Colossal +10
their goal of dominance and to gain more mindless
skeleton servants. Hit Dice: Change all of the base creature’s racial HD
to d8s.
creating a dread skeleton Defensive Abilities: A dread skeleton, in addition to
“Dread Skeleton” is an acquired template that can normal undead traits, has DR 10/bludgeoning, immunity
be added to any living creature with a skeleton or to cold, and channel resistance +2.
exoskeleton (referred to hereafter as the base creature). Attacks: The dread skeleton retains all the base
A dread skeleton uses all the base creature’s statistics and creature’s attacks, using limbs that have bones, teeth,
special abilities except as noted here. or exoskeletons. Attacks with boneless limbs, such as
Challenge Rating: Same as base creature +1. tentacles, are lost. If the base creature possesses at least
one arm but has no natural attacks with it, the dread
Alignment: Any evil.
skeleton gains a claw attack with each such limb. The
Type: The creature’s type changes to undead. Do not claws are primary attacks if the base creature has no
recalculate base attack bonuses, saves, or skill points.

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m 107
Abilities: Dex +2, Cha +2. As an undead creature, a
using the dread skeleton dread skeleton has no Constitution score.
A dread skeleton makes a great villain for a low- Feats: A dread skeleton gains Improved Initiative as a
level campaign. While in some ways fulfilling bonus feat.
the same role as the skeletal champion template Environment: Change to any.
(see Pathfinder® Roleplaying Game Bestiary™). A
Treasure: Change to incidental.
dread skeleton, with its command skeletons ability,
can fill different roles in your game. It could be
a mastermind of a skeleton army with skeletal
sample dread skeleton
champions as its generals. A dread skeleton could An animated skeleton of a large dog quickly vanishes
also be the servant of a more powerful undead and reappears nearby.
creature.
dread skeleton blink dog

other natural attacks; otherwise, they are secondary Dread skeleton blink dogs are cunning foes. They use
attacks. their blink and dimension door abilities to great effect in
combat.
If the dread skeleton gains claw attacks from the
application of this template, the damage for the attacks
depends on the base creature’s size. Dread Skeleton Blink Dog CR 3 • XP 800
Special Attacks: The dread skeleton retains all the NE Medium undead (Pathfinder® Roleplaying Game Bestiary 2™)
base creature’s special attacks and gains those described Init +7; Senses darkvision 60 ft., low-light vision, scent;
Perception +7
here.
Aura unnatural aura (30 ft.)
Command Skeletons (Su): As a free action, a dread
DEFENSE
skeleton can automatically command all normal
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
skeletons within 30 feet (as command undead). It can
hp 16 (3d8+3)
attempt to command skeleton warriors, but they Fort +4, Ref +6, Will +4
get a Will save to resist (caster level equal to dread Defensive Abilities channel resistance +2; DR 10/
skeleton’s total HD; save DC is Charisma-based). bludgeoning; Immune cold, undead traits
Normal skeletons never attack a dread skeleton
unless compelled.

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m the advanced bestiary
OFFENSE
Speed 40 ft.
Melee bite +4 (1d6+1) and 2 claws –1 (1d4)
Special Attacks command skeletons (DC 12)
Spell-Like Abilities (CL 7th; concentration +8)
Constant—blink
Languages Sylvan
ECOLOGY
Environment any
m
Feats Combat Reflexes, Improved InitiativeB, Iron Will
Skills Perception +7, Stealth +8, Survival +2 (+6 scent tracking);
Racial Modifiers +4 to Survival when tracking by scent

At will—dimension door (quickened; self only) Organization solitary, pair, or pack (3–14)
STATISTICS Treasure incidental
Str 12, Dex 17, Con —, Int 10, Wis 13, Cha 13 SPECIAL ABILITIES
Base Atk +3; CMB +4; CMD 17 (21 vs. trip) Command Skeletons (Su) See the dread skeleton template.

dread spectre
Like ghosts, dread spectres are the incorporeal spirits of Weaknesses: A dread spectre gains the following
living beings that continue to act after death. They haunt the weakness:
places they frequented in life, seeking to grant their loved Daylight Vulnerability (Ex): A dread spectre is not
ones the same tortured existence that they now endure. powerless in natural daylight and does not flee
A dread spectre appears much as it did in life, except from it like a normal spectre, but it does take a -4
that its face is twisted into a mask of hatred and despair. penalty on all attack rolls, checks, and saves when
Spectres are often confused with ghosts. in natural sunlight (but not within the radius of a
daylight spell).
creating a dread spectre Speed: A dread spectre loses all the base creature’s speeds
“Dread Spectre” is an acquired template that can be added and gains a fly speed equal to double the base creature’s
to any living, intelligent creature killed by a spectre or a highest speed, with perfect maneuverability.
dread spectre (referred to hereafter as the base creature). Attacks: All of the base creature’s attacks become
A dread spectre uses all the base creature’s statistics and incorporeal touch attacks, retaining the same primary or
special abilities except as noted here. secondary status they had for the base creature. The dread
Challenge Rating: Same as base creature +3. spectre gains a primary incorporeal touch attack if it has
no other natural attacks.
Alignment: Any evil.
The dread spectre’s incorporeal touch attacks deal normal
Type: The creature’s type changes to undead and gains damage as well as energy drain (2 levels). If the dread
the incorporeal subtype if the base creature did not spectre gains an incorporeal touch attack from the
already have it. Do not recalculate base attack bonuses, application of this template, its damage is as a slam attack
saves, or skill points. of two size categories larger.
Senses: A dread spectre gains darkvision +60 ft. Special Attacks: The dread spectre loses all special
Aura: A dread spectre gains frightful presence (60 ft.) attacks that require corporeal contact and gains energy
and unnatural aura (30 ft.). The save DCs are Charisma- drain (2 levels) on all of its incorporeal touch attack as
based. well as the following.
Armor Class: Being incorporeal, the base creature’s Command Spectres (Su): As a free action, dread spectre
armor, shield, and natural armor bonuses no longer apply, can automatically command all normal spectres
but the dread spectre gains a deflection bonus to Armor within 30 feet (as command undead). Normal spectres
Class equal to its Charisma bonus (minimum +1). Dread never attack a dread spectre unless compelled.
spectres cannot use or carry equipment of any kind. Create Spawn (Su) Any creature with a Charisma
Hit Dice: Change all of the base creature’s racial HD score of 16 or higher that is killed by a dread spectre
to d8s. rises as a dread spectre in 1d4 rounds. Any other
Defensive Abilities: A dread spectre, in addition to creature slain by a dread spectre instead rises as a
normal undead traits, gains the incorporeal ability, and normal spectre in 1d4 rounds. A spectre or dread
channel resistance +4. spectre created in this manner is under the command

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of its creator (as dominate monster) and remains so STATISTICS
until either it or the creator is destroyed. Str —, Dex 26, Con —, Int 20, Wis 20, Cha 30
Spellcasting: A dread spectre cannot cast spells that Base Atk +4; CMB +12; CMD 33
require material components unless it has the Eschew Feats Combat Casting, Dodge, Eschew Materials, Spell
Penetration
Materials feat. Skills Acrobatics +19, Bluff +21, Diplomacy +21, Escape
Abilities: Dex +6, Int +4, Wis +4, Cha +6. As an Artist +19, Fly +27, Knowledge (local) +16, Knowledge
(nature) +16, Perception +16, Sense Motive +16, Sleight
incorporeal creature, a dread spectre lacks a Strength score, of Hand +19, Stealth +19, Swim +16
and as an undead creature, it has no Constitution score. Languages Common, Sylvan

sample dread spectre


SQ inspiration, stunning glance, unearthly grace, wild
empathy +24
SPECIAL ABILITIES
A transparent female of incredible beauty that drains
Blinding Beauty (Su) This ability affects all humanoids
all life from the viewer. within 30 feet of a nymph. Those who look directly at a
nymph must succeed on a DC 24 Fortitude save or be
dread spectre nymph blinded permanently. A nymph can suppress or resume
this ability as a free action. The save DC is Charisma-
based.
A dread spectre nymph’s beauty is both ethereal and Command Spectres (Su) See the dread spectre
deadly. Few survive an encounter with one, and those template.
who do rarely find joy in beauty ever again. Create Spawn (Su) See the dread spectre template.
Daylight Vulnerability (Ex) See dread spectre template.
A dread spectre nymph possesses a haunting loveliness far
Inspiration (Su) A nymph can choose an intelligent
more powerful than the beauty it had in life. Its appearance creature to inspire and serve as a muse by giving that
blinds, stuns, and terrifies living creatures, making their creature some token of her affection (typically a lock of
visions of its beauty brief indeed her hair). As long as the nymph retains her favor for this
creature and as long as the creature carries the nymph’s
token, the creature gains a +4 insight bonus on all Will
Dread Spectre Nymph CR 10 • XP 9,600 saving throws, Craft checks, and Perform checks. A bard
who has a nymph for a muse in this way can use his
bardic performance for an additional number of rounds
CE Medium undead (incorporeal) (Pathfinder® per day equal to his nymph muse’s Charisma modifier.
Roleplaying Game Bestiary™) The nymph retains a link to her token and its carrier as
Init +8; Senses darkvision 60 ft., low-light vision; if she had cast a status spell on the carrier. The nymph
Perception +16 can end this effect at any time as a free action. A single
Aura blinding beauty (DC 24), frightful presence (60 ft., nymph may only inspire one creature at a time in this
DC 24), unnatural aura (30 ft.) manner.
Spells (Su) A nymph casts spells as a 7th-level druid,
DEFENSE
but cannot swap out prepared spells to cast summon
AC 29, touch 29, flat-footed 20 (+10 deflection, +8 Dex, spells.
+1 dodge) Stunning Glance (Su) As a standard action, a nymph
hp 116 (8d8+80) can stun a creature within 30 feet with a look. The
Fort +22, Ref +24, Will +21 target must succeed on a DC 21 Fortitude save or be
stunned for 2d4 rounds. The save DC is Charisma-based.
Defensive Abilities channel resistance +4, incorporeal;
DR 10/cold iron; Immune undead traits Unearthly Grace (Su) A nymph adds her Charisma
modifier as a racial bonus on all her saving throws, and
Weakness daylight vulnerability as a deflection bonus to her Armor Class.
OFFENSE Wild Empathy (Su) This works like the druid’s wild
empathy class feature, except the nymph has a +6 racial
Speed fly 60 ft. (perfect)
bonus on the check. The nymph’s effective druid level is
Melee incorporeal touch +12 (1d8 plus energy drain) equal to her HD for determining her total modifier to the
Special Attacks command spectres, create spawn, check.
energy drain (2 levels, DC 24)

m
Spell-Like Abilities (CL 8th; concentration +18)
1/day—dimension door creating a normal spectre
Druid Spells Prepared (CL 7th; concentration +12):
4th—control water, giant vermin You can use this template to create a creature that closely
3rd—call lightning (DC 18), ice spears (DC 18), quench mimics the standard spectre. To do so, simply alter the
2nd—flame blade, fog cloud, hold animal (DC 17), features of the dread spectre template in the following ways.
unshakable chill (DC 17)
1st—detect animals or plants, entangle (2) (DC 16), • The CR increase is +2 instead of +3.
magic fang, obscuring mist, produce flame
• The spectre does not gain the command spectre or
0 (at will)—detect magic, guidance, know direction,
resistance
frightful presence abilities.

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m the advanced bestiary
the white lady
m
In life a woman of noble birth who spent her time in
academic pursuits, the White Lady was murdered in the
night by an assassin hired by a relative for the family
fortune. The family member in question soon met with
more horrible fate, as the noble woman’s spirit returned
and drained all life from him. Now known as the White
Lady, she wanders her city’s graveyards at night. Only a
few have tried to interact with her to gain snippets of
knowledge, for she knows much about the city, its people,
and its secrets. Even fewer have returned alive.

The White Lady CR 8 • XP 4,800


Female half-elf spectre aristocrat 4/expert 4
NE Medium undead (elf, human, incorporeal)
Init +4; Senses darkvision 60 ft., low-light vision;
Perception +15
Aura unnatural aura (30 ft.)
DEFENSE
AC 19, touch 19, flat-footed 15 (+5 deflection, +4 Dex)
hp 80 (8d8+44)
Fort +7, Ref +6, Will +10
Defensive Abilities channel resistance +2, incorporeal;
Immune magic sleep, undead traits
Weakness resurrection vulnerability, sunlight
powerlessness
OFFENSE
Speed fly 60 ft. (perfect)
Melee incorporeal touch +10 (1d8 plus energy drain)
Special Attacks create spawn (normal spectres), energy
drain (2 levels, DC 15)
STATISTICS
Str —, Dex 18, Con —, Int 16, Wis 14, Cha 20
Base Atk +6; CMB +10; CMD 25
Feats Cosmopolitan (Perception, Sense Motive),
Fast Learner, Flyby Attack, Persuasive, Skill Focus
(Diplomacy)
Skills Bluff +16, Diplomacy +20, Intimidate +18, Fly +12,
• The spectre’s create spawn ability creates only normal Knowledge (dungeoneering, history, local, nobility) +14,
Perception +15, Sense Motive +10; Racial Modifiers +2
spectres. Perception
• Reduce the channel resistance to +2. Languages Abyssal, Aklo, Common, Draconic, Elven,
Sylvan, Undercommon
• Replace the template’s daylight vulnerability SQ elf blood
weakness with sunlight powerlessness. SPECIAL ABILITIES
• A spectre gains the resurrection vulnerability weakness. Create Spawn (Su) See the dread spectre template.
• Change the ability score bonuses to Dex +6, Int +4, Resurrection Vulnerability (Su) A raise dead or similar
spell cast on a spectre destroys it (Will negates).
Wis +4, Cha +4. Using the spell in this way does not require a material
component.
sample spectre Sunlight Powerlessness (Ex) Spectres are powerless in
natural sunlight (not merely a daylight spell) and flee
from it. A spectre caught in sunlight cannot attack and
The ghostly shape of a noble woman drifts between is staggered.
gravestones reading a spectral tome and muttering to
herself.

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dread vampire
Princes of darkness and queens of the night, dread Dread Rejuvenation (Su) Dread vampire are
vampires lurk in the dark places of the world, emerging notoriously hard to destroy. If reduced to 0 hit points
by night to plague the living. Dread vampires possess in combat, a dread vampire assumes gaseous form
many of the characteristics of normal vampires, but they (see below) and attempts to escape. It must reach its
lack many traditional vampire weaknesses. For instance, coffin home within 2 days or be utterly destroyed.
they laugh at garlic and holy symbols, and mirrors reflect (It can normally travel up to 9 miles in 1 hour.)
their visages normally. Dread vampires have even been Additional damage dealt to a vampire forced into
known to pluck wooden stakes from their hearts and gaseous form has no effect. Once at rest, the vampire
drive them through the chests of their attackers. is helpless. It regains 1 hit point after 1 hour, and
Dread vampires resemble normal vampires and have then is no longer helpless and resumes healing at the
many of the same abilities. Only when a creature not rate of 5 hit points per round.
normally subject to vampirism exhibits a vampire’s Even if a dread vampire is killed, if its remains
powers, or when a vampire proves invulnerable to the are bathed in the blood of a single non-extraplanar
tactics that vampire hunters usually employ, can a dread good creature with at least a number of HD equal to
vampire be positively identified as such. This knowledge, the dread vampire’s, it returns to unlife within 1d4
however, often comes too late. minutes.
The method to permanently destroy a dread
Wholly evil and powerfully corrupt, dread vampires vampire is unique to each vampire, and should be
can master a host of lesser vampires and weak-minded created specifically for each different dread vampire
creatures. Each dread vampire has its own goals and by the GM.
personality, but most seek to dominate the world around
them and lord their power over living slaves they use as Weaknesses: Unlike their lesser brethren, garlic or
desired. mirrors do not affect dread vampires. They ignore holy
symbols unless they are presented by someone with
creating a dread vampire strong faith (someone who can cast divine spells, or
who is otherwise favored by their deity). Presenting
“Dread Vampire” is an acquired template that can be a holy symbol is a standard action against which a
added to any living creature with an Intelligence score dread vampire gets a Will save. The save DC is either
of 3 or higher (referred to hereafter as the base creature). Wisdom- or Charisma-based, whichever is better. If
A dread vampire uses all the base creature’s statistics and it fails, the dread vampire recoils and cannot approach
special abilities except as noted here. within 5 feet or act against the presenter, and the dread
Challenge Rating: Same as base creature +3. vampire is considered staggered. The dread vampire gets
another save each round the symbol is presented to act
Alignment: Any evil. normally.
Type: The creature’s type changes to undead with the Dread vampires cannot enter a private home or dwelling
appropriate augmented subtype. Do not recalculate base unless invited in by someone with the authority to offer
attack bonuses, saves, or skill points. an invitation. If invited in, the dread vampire gains
Senses: A dread vampire gains blindsight +20 ft., immunity to its normal weaknesses while in that abode
darkvision 120 ft., and the scent special ability. for 1 month or until the invitation is revoked. If the dread
vampire is in the home when an invitation is revoked,

m
Armor Class: Natural armor improves by +8.
the vampire is immediately expelled and appears 30 feet
Hit Dice: Change all of the base creature’s racial HD from the abode’s entrance.
to d8s.
Reducing a dread vampire’s hit points to 0 or fewer
Defensive Abilities: A dread vampire has channel incapacitates it, but doesn’t always destroy it due its fast
resistance +6; DR 10/good and silver; cold immunity; healing ability. However, certain attacks can slay dread
resistance to acid 10, electricity 10, sonic 10; and fast vampires, at least temporarily (see dread rejuvenation
healing 5, in addition to all of the defensive abilities above). Exposing any dread vampire to direct sunlight
granted by the undead type. Dread vampire also gain the staggers it on the first round of exposure, and it takes 5
dread rejuvenation ability.

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m the advanced bestiary
hit point of damage each round after if it does not escape.
While exposed to direct sunlight, the dread vampire does
not gain the benefits of fast healing.
Unless the base creature has the aquatic subtype or has as
swim speed, each round of immersion in running water
inflicts 5 hit points of damage to a dread vampire—a
m
dread vampire reduced to 0 hit points in this manner is
destroyed.
Driving a blessed wooden stake through a helpless
dread vampire’s heart instantly slays it (this is a
full-round action); any other wooden stake has no
effect on the dread vampire except for the weapon’s
normal damage. If the blessed stake is removed
from the dread vampire, the dread vampire comes
back to life, unless the vampire’s head is severed,
its body and head anointed with holy water, its
body sanctified with a gentle repose spell, and
its corpse buried in land under the effects of
a hallow spell.
Speed: If the base creature has both a climb speed
and a land speed, the lower of the two increases
to match the higher. If it lacks one of those
speeds, the dread vampire gains the missing
mode of movement at a speed equal to the
other. If the base creature lacks both modes
of movement, the dread vampire gains both
at a speed equal to one-half the base creature’s
highest speed.
The dread vampire also gains a fly speed equal
to one-half the base creature’s highest speed if
it cannot already fly. Its maneuverability class
becomes perfect. Flight gained by application
of this template is supernatural in nature.
If the base creature has a swim speed, the dread
vampire retains it and is not vulnerable to immersion in
running water. of temporary hit points equal to its full normal hit
points) each round it drains blood.
Attacks: The dread vampire gains a primary slam attack
if it has no other natural attacks. The damage for this Children of the Night (Su): A dread vampire can
slam attack depends on the base creature’s size. command the lesser creatures and undead of the
world. Three times a day, as a standard action, a dread
Special Attacks: The dread vampire gains energy drain
vampire can summon creature a of the animal, vermin,
(2 levels) on any single natural attack type the base
or undead type. Each creature summoned must have
creature possesses. Saves DCs are Charisma-based unless
an Intelligence score of 2 or lower. The dread vampire
otherwise specified.
can summon any combination of creatures so long as
Blood Drain (Ex): A dread vampire can drink blood their total Hit Dice is less than the dread vampire’s.
from a living victim with its fangs by making a Summoned creatures arrive in 2d6 rounds and serve
successful grapple CMB roll. If it pins the foe, it the dread vampire for up to 1 hour.
drains blood, dealing 1d6 points of Constitution
Create Spawn (Su): Dread vampires can create
damage each round it maintains the pin. The dread
spawn only if their victims are kept in coffin homes
vampire heals 5 hit points or gains 5 temporary
until they rise. A coffin home can be any container
hit points for 1 hour (up to a maximum number
capable of accommodating the corpse. This container

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m 113
is often a coffin because ignorant family members remain in that form until it assumes another or until
of a dread vampire’s victims often bury their lost the next sunrise.
loved ones in the traditional manner. When a dread Gaseous Form (Su): As a standard action, a dread
vampire wants to make a specific creature its spawn, vampire can assume gaseous form at will (caster level
however, it often places the body in a specifically 5th), but can remain gaseous indefinitely and has a
designed receptacle, such as an iron box. If a dread fly speed of 40 feet with perfect maneuverability.
vampire’s or vampire’s coffin home is ever destroyed,
the vampire cannot reform and is destroyed when it Swarm Shape (Su): As a standard action, a dread
reaches 0 hit points. vampire can assume the form of a swarm of creatures
Under these conditions, a creature slain by a dread of any animals, vermin, or undead with the swarm
vampire’s energy drain attack rises as a standard subtype allowed by its children of the night ability.
vampire 24 hours after death. Any creature with an This is a polymorph effect.
Intelligence score of 10 or higher whose Constitution Uncanny Climber (Su): A dread vampire can climb
score reaches 0 from a dread vampire’s blood drain with its hands (or upper limbs) free and even walk
attack returns as dread vampire 24 hours after death. about on the ceiling as if affected by a spider climb spell.
A vampire or dread vampire created in this manner In addition, it can use the accelerated climb action to
is under the command of its creator (as dominate cover any distance up to four times its climb speed,
monster) and remains so until either it or the creator with each check allowing it to climb a distance equal
is destroyed. At any given time, a dread vampire may to its climb speed. Climbing a distance equal to or less
have enslaved vampires or dread vampires totaling no than its climb speed is a move-equivalent action.
more than three times its own Hit Dice; spawn created Abilities: Str +8, Dex +6, Int +4, Wis +4, Cha +6. As
that exceed this limit rise as free-willed vampires an undead creature, a dread vampire has no Constitution
or dread vampires. A dread vampire enslaved to its score.
creator may create and enslave spawn of its own;
thus, a master dread vampire can indirectly control Feats: A dread vampire gains Alertness, Combat
a large number of lesser vampires. A dread vampire Reflexes, Improved Grapple, Improved Initiative, and
may voluntarily free an enslaved vampire or dread Lightning Reflexes as bonus feats.
vampire in order to enslave a new one, but once freed, Skills: A dread vampire receives a +10 racial bonus on
the former spawn cannot be enslaved again. Bluff, Perception, Sense Motive, and Stealth checks.
Dominate (Su): A dread vampire can crush an
opponent’s will as a standard action. Anyone the using vampires
dread vampire targets must succeed on a Will or fall and dread vampires
instantly under its influence as though by a dominate
monster spell (caster level equals dread vampire’s Much has been written about vampires in roleplaying
character level). The ability has a range of 30 feet and games. The dread vampire template provides GMs with a
is a mind-affecting effect. The save DC is Charisma- large stock of material to derive vampire variants and can
based. make vampires a new challenge for players.
Spell-Like Abilities: 3/day—darkness, fog cloud; 1/ No matter how you change up the vampire in your game,
day—deeper darkness. Caster level equals dread vampire’s make sure to keep balance in mind. It is very easy to upset
total Hit Dice. All DCs are Charisma-based. the balance of a vampire with just a few tweaks to the
Special Qualities: The dread vampire retains all the templates. So, if you get rid of a weakness, replace it with
base creature’s special qualities and gains those described another one. If you modify one of the special abilities,
here. make sure it doesn’t give too much of an advantage to the
players or the vampire. If it does, consider revamping the

m
Change Shape (Su): As a standard action, a dread creature or changing the CR bonus as appropriate.
vampire can assume the shape of any kind of creature
it can summon with its children of the night ability Here are a few ideas of how to change up your vampires
as the polymorph spell. • The vampire’s weaknesses are different from what the
While in its alternate form, the dread vampire loses templates designate. Instead of garlic, a vampire could
its dominate ability, but it retains all other special be repulsed by some other herb, or even the blood of a
attacks and special qualities granted by the template particular creature painted around the entrances.
and gains the natural attacks and extraordinary • A stake of blessed wood does not slay the vampire as
abilities of its new form. The dread vampire can above. The vampire is vulnerable to a different fairly

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m the advanced bestiary

common material. Some materials to consider are
iron, obsidian, gold, quartz, the wood from a specific
tree, or a sharpened blessed bone.
The vampire is not affected by the sun but is weakened
by some other common natural phenomena (phase
of the moon, weather, season, etc.).
m
Special Attacks blood drain (1d6 Con), children of the
night 3/day, create spawn, dominate (DC 20), dream
haunting, energy drain (2 levels, DC 20)
Spell-Like Abilities (CL 8th; concentration +14)
Constant—detect chaos, detect evil, detect good, detect
law, detect magic
At will—deep slumber (DC 18), invisibility, magic missile,
ray of enfeeblement (DC 17)
• Instead of draining blood, the vampire drains another At will with heartstone—etherealness, soul bind
fluid and affects another ability score. No matter 3/day—darkness, fog cloud
which ability score, the victim dies when that score 1/day—deeper darkness
is reduced to 0 and can be revived as a new vampire STATISTICS
or vampire spawn. For example, a vampire that drains
Str 29, Dex 25, Con —, Int 22, Wis 20, Cha 23
spinal fluid drains Int instead of Con. When a victim Base Atk +8; CMB +17 (+19 grapple); CMD 34 (36 vs.
reaches 0 Int, instead of becoming mindless, he or she grapple)
dies and may be raised as a vampire of the same type. Feats AlertnessB, Combat Casting, Combat ReflexesB,
Deceitful, Improved GrappleB, Improved InitiativeB,
• There are species of vampires, each one with different Lightning ReflexesB, Mounted Combat, Spell Penetration
abilities and weaknesses. This can keep your party Skills Bluff +29, Climb +28, Diplomacy +14, Disguise +19,
guessing about what kind of vampire they are facing. Intimidate +17, Knowledge (arcana) +14, Knowledge
(planes) +17, Perception +28, Ride +18, Sense Motive

sample dread vampire +28, Spellcraft +17, Stealth +28; Racial Modifiers +10
Bluff, +10 Perception, +10 Sense Motive, +10 Stealth
Languages Abyssal, Celestial, Common, Infernal
This thin, dark-skinned, crone is covered in tattoos and SQ change shape (animal, vermin, or undead;
primitive fetishes. Her mouth is filled with many sharp polymorph), change shape (any humanoid; alter self),
teeth. gaseous form (at will), heartstone, swarm shape,
uncanny climber
cailleach bheur SPECIAL ABILITIES
Blood Drain (Ex) See the dread vampire template.
Ever on the move, Cailleach trades both in blood and Children of the Night (Su) See the dread vampire
template.
souls. She trades souls to clients and uses the victims’
Disease (Su) Demon Fever: Bite - injury; save Fort DC
husks to feed her body and trade to other vampire clients. 20; onset immediate; frequency 1/day; effect 1d6 Con
She particularly delights in terrifying a victim for weeks damage (target must save a 2nd time or 1 point of the
with her dream haunting before striking, enjoying the damage is drain instead); cure 2 consecutive saves.
taste of fear in the victim’s blood. Dominate (Su) See the dread vampire template.
Dread Rejuvenation (Su) See the dread vampire
template.
Cailleach Bheur CR 12 • XP 19,200 Dread Vampire Weaknesses (Ex) See the dread
vampire template.
Unique night hag dread vampire (Pathfinder® Dream Haunting (Su) A night hag can visit the dreams
Roleplaying Game Bestiary™) of chaotic or evil targets by using a special periapt
NE Medium undead (augmented outsider, evil, known as a heartstone to become ethereal, then
extraplanar) hovering over the creature. Once it does so, it rides
Init +11; Senses blindsight 30 ft., darkvision 120 ft., scent; on the victim’s back until dawn. The sleeper suffers
Perception +28 tormenting dreams and takes 1 point of Constitution
drain upon awakening. Only another ethereal being
DEFENSE can stop these nocturnal intrusions by confronting and
defeating the night hag.
AC 36, touch 17, flat-footed 29 (+7 Dex, +19 natural)
Gaseous Form (Su) See the dread vampire template.
hp 84 (8d8+48); fast healing 5
Heartstone (Su) All night hags carry a heartstone—a
Fort +12, Ref +11, Will +11
special gemstone worth at least 1,800 gp that is worn
Defensive Abilities channel resistance +6, dread as a periapt. A heartstone’s magic is fueled by the hag’s
rejuvenation; DR 10/cold iron or silver, and good and spirit and proximity—once separated from its owner
magic; Immune charm, cold, fear, fire, undead traits; (or upon the hag’s death), a heartstone retains its
Resist acid 10, electricity 10, sonic 10; SR 24 magic for only 24 hours before becoming a nonmagical
Weaknesses dread vampire weaknesses gem again. The heartstone instantly cures any disease
contracted by the holder. In addition, a heartstone
OFFENSE provides a +2 resistance bonus on all saving throws (this
Speed 30 ft., climb 30 ft., fly 30 ft. (perfect) bonus is included in the statistics block above). A night
hag that loses this charm can no longer use etherealness
Melee bite +17 (2d6+9 plus disease) and 2 claws +17
or soul bind until it finds a replacement gemstone.
(1d4+9 plus energy drain)

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dread wight
Dread wights are the animated remains of creatures that Abilities: Str +2, Dex +4, Int +2, Wis +2, Cha +4. As an
were terribly violent and hateful in life. They exist only to undead creature, a dread wight has no Constitution score.
continue their reign of terror against others, causing fear, Skills: A dread wight has a +8 racial modifier on Stealth
pain, sorrow, and death whenever they can. checks.
A dread wight has the features it did in life, but it is
emaciated and wizened. Its face is constantly twisted into sample dread wight
a rictus grin of cruelty, and intense hatred of the living
burns in its eyes. Its weak-looking form disguises an A statue of some demonic beast, its eyes softly glow
unnatural strength and speed that makes its life-draining with unearthly light.
powers stunningly deadly. dread wight gargoyle
creating a dread wight Dread wight gargoyles lie in wait for prey in large
“Dread Wight” is an acquired template that can be added cemeteries or pretend to be statues decorating tombs
to any living corporeal creature (referred to hereafter as the and temples that attract pilgrims—despite the danger of
base creature). A dread wight uses all the base creature’s encountering clerics in such places. They are more than
statistics and special abilities except as noted here. happy to vent their rage on any living creature, priest or
not, that comes within range.
Challenge Rating: Same as base creature +2.
Type: The creature’s type changes to undead. Do not
recalculate base attack bonuses, saves, or skill points.
Alignment: Always evil.
Senses: A dread wight gains blindsense +60 ft.
Armor Class: Natural armor class improves by +4.
Hit Dice: Change all of the base creature’s racial HD
to d8s.
Defensive Abilities: A dread wight has channel resistance
+4 and the immunities granted by its undead traits.
Attacks: A dread wight gains a primary slam attack if it
does not already have a natural attack. The damage for this
slam attack is dependent on the size of the base creature.
Special Attacks: The dread wight gains energy drain
(1 level) on all of its natural attacks. The save DC is
Charisma-based.
Command Wights (Su): As a free action, a dread
wight can automatically command all normal wights
within 30 feet (as command undead). Normal wights

m
never attack a dread wight unless compelled.
Special Qualities: The dread wight retains all the base
creature’s special qualities and gains those described here.
Create Spawn (Su): Any creature killed by a dread
wight’s energy drain ability rises as a dread wight in 1d4
rounds. A dread wight created in this manner is under
the command of its creator (as dominate monster) and
remains so until either it or the creator is destroyed.

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m the advanced bestiary
Dread Wight Gargoyle CR 6 • XP 2,400
CE Medium undead (earth) (Pathfinder© Roleplaying
Game Bestiary™)
Init +8; Senses blindsense 60 ft., darkvision 60 ft.;
Perception +9
sample wight
glowing points of light.

pixie wight
m
A tiny humanoid flying on insect wings, its eyes

DEFENSE
AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural) Fey filled with rage and hate, pixie wights prefer to kill
hp 22 (5d8) other fey using a combination of their special arrows
Fort +1, Ref +8, Will +5 and energy drain to great effect. Against larger foes,
Defensive Abilities channel resistance +4; DR 10/magic; pixie wights try to use their spell-like abilities to gain
Immune undead traits
advantage before coming in for the kill.
OFFENSE
Speed 40 ft., fly 60 ft. (average) Pixie Wight CR 5 • XP 1,600
Melee bite +8 (1d4+3 plus energy drain), 2 claws +8
(1d6+3 plus energy drain) and gore +8 (1d4+3 plus
NE Small undead (Pathfinder® Roleplaying Game Bestiary™)
energy drain)
Init +6; Senses low-light vision; Perception +10
Special Attacks command wights, energy drain (1 level,
DC 12) DEFENSE
STATISTICS AC 23, touch 18, flat-footed 16 (+6 Dex, +1 dodge, +5
natural, +1 size)
Str 17, Dex 18, Con —, Int 8, Wis 13, Cha 11
hp 38 (4d8+20) Fort +6, Ref +10, Will +7
Base Atk +5; CMB +8; CMD 22
Defensive Abilities invisibility; DR 10/cold iron; Immune
Feats Hover, Improved Initiative, Skill Focus (Fly)
undead traits; SR 15
Skills Fly +15, Perception +9, Stealth +22 (+28 in stony
Weaknesses resurrection vulnerability
areas); Racial Modifiers +10 Stealth, +6 Stealth in stony
areas OFFENSE
Languages Common, Terran Speed 20 ft., fly 60 ft. (good)
SQ create spawn, freeze Melee shortsword +9 (1d4-1/19-20) or slam +9 (1d3-1
ECOLOGY plus energy drain)
Ranged longbow +9 (1d6-1/x3)
Environment any
Special Attacks create spawn (normal wights), energy
Organization solitary, pair, or wind (3-12)
drain (1 level, DC 17), special arrows
Treasure standard
Spell-Like Abilities (CL 8th; concentration +13)
SPECIAL ABILITIES Constant—detect chaos, detect evil, detect good, detect law
Command Wights (Su) See the dread wight template. 1/day—dancing lights, detect thoughts (DC 17), dispel magic,
Create Spawn (Su) see the dread wight template. entangle (DC 16), lesser confusion (DC 16), permanent image
(visual and auditory elements only) (DC 21), shield
Freeze (Ex) A gargoyle can hold itself so still it appears
to be a statue. A gargoyle that uses freeze can take STATISTICS
20 on its Stealth check to hide in plain sight as a stone
Str 9, Dex 23, Con —, Int 16, Wis 17, Cha 20
statue
Base Atk +2; CMB +0; CMD 17
Feats Dodge, Weapon Finesse
creating a normal wight Skills Acrobatics +13 (+9 jump), Bluff +12, Escape Artist
+13, Fly +19, Knowledge (nature) +10, Perception +10,
Sense Motive +10, Stealth +25, Use Magic Device +12;
You can use this template to create a creature that closely Racial Modifiers +8 Stealth
mimics the standard wight. To do so, simply alter the Languages Common, Sylvan
features of the dread wight template in the following ways. Gear longbow, shortsword
• The CR increase changes to +1 instead of +2. ECOLOGY

• The wight does not gain the blindsense, command Environment any forest
wights, or channel resistance abilities. Organization solitary, gang (2-4), band (6-11), or tribe
(20-80)
• The wight’s create spawn ability creates only normal Treasure standard
wights. SPECIAL ABILITIES
• A wight gains resurrection vulnerability. Create Spawn (Su) See the dread wight template.
Invisibility (Su) A pixie remains invisible even when
• Replace the template’s ability score adjustments with it attacks. This ability is constant, but the pixie can
the following: +2 Str, +2 Dex, +2 Wis, +4 Cha. suppress or resume it as a free action.

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dread wraith sovereign
Ancient and evil beyond measure, dread wraith sovereigns Dread wraith sovereigns cannot use or carry equipment
dwell in the hearts of lost cities, abandoned graveyards, of any kind.
and other places where living things do not willingly live. Hit Dice: Change all of the base creature’s racial HD
In such a cursed stronghold, a dread wraith sovereign to d8s.
often holds court over a host of undead, both those it
created and those that bowed to its rule. Defensive Abilities: A dread wraith sovereign, in
addition to normal undead traits, gains immunity to cold,
The spectral figure of a dread wraith sovereign looks much channel resistance +4, and SR 12 + the dread wraith total
like it did in life, but its form and features are constantly Hit Dice.
shrouded in darkness. A dread wraith sovereign can be
distinguished from a normal wraith or a dread wraith by Weaknesses: A dread wraith sovereign gains the
the gloom accompanying it and the unnatural chill that following weakness.
fills the air wherever it passes. Daylight Vulnerability (Ex): A dread wraith sovereign
is not powerless in natural daylight and does not flee
creating a dread from it like a normal wraith does, but it does take a
wraith sovereign –4 penalty on all attack rolls, checks, and saves when
in natural sunlight (but not within the radius of a
“Dread Wraith Sovereign” is an acquired template that daylight spell).
can be added to any living creature with 10 or more
Speed: A dread wraith sovereign loses all the base
Hit Dice killed by a dread wraith sovereign (referred to
creature’s speeds and gains a fly speed equal to double the
hereafter as the base creature). A dread wraith sovereign
base creature’s highest speed, with perfect maneuverability.
uses all the base creature’s statistics and special abilities
except as noted here. Attacks: All of a dread wraith sovereign attacks become
incorporeal touch attacks, retaining the same primary
Challenge Rating: Same as base creature +4.
or secondary status they had for the base creature. The
Type The creature’s type changes to undead and gains dread wraith sovereign gains a primary incorporeal touch
the evil and incorporeal subtypes. Do not recalculate base attack if it has no other natural attacks.
attack bonuses, saves, or skill points.
The dread wraith sovereign’s incorporeal touch attacks
Alignment: Any evil. deal negative energy damage and Constitution drain
Senses: A dread wraith sovereign gains lifesense (60 ft.). (see below). If the dread wraith sovereign gained an
incorporeal touch attack from the application of this
Aura: A dread wraith sovereign gains unnatural aura
template, its damage is as a slam attack of three size
(100 ft.) and the following:
categories larger.
Unnatural Chill (Su): The area around a dread wraith
Special Attacks: The dread wraith sovereign loses all
sovereign is noticeably colder than the ambient
special attacks that require corporeal contact but gains
temperature. Each creature within 30 feet of a dread
those described here.
wraith sovereign takes 2d6 points of cold damage
and must succeed on a Fortitude or be paralyzed. Command Wraiths (Su): As a free action, a dread wraith
The damage and the saving throw are repeated sovereign can automatically command all normal
each round that the creature remains within range. wraiths and dread wraiths within 30 feet (as command

m
A creature that takes cold damage or is paralyzed undead). Normal wraiths and dread wraiths never
from the unnatural chill is automatically shaken for attack a dread wraith sovereign unless compelled.
1 minute. Incorporeal creatures are immune to this Constitution Drain (Su): A dread wraith sovereign’s
effect. The shaken condition is a mind-affecting fear incorporeal touch attack deals 1d8 points of
effect. The save DC is Charisma-based. Constitution drain unless the creature struck succeeds
Armor Class: The base creature’s armor, shield, and on a Fortitude save. The save DC is Charisma-based.
natural armor bonuses no longer apply, but the dread Create Spawn (Su): Any creature slain by a dread
wraith sovereign gains a deflection bonus to Armor wraith sovereign’s Constitution drain or incorporeal
Class equal to its Charisma bonus (minimum +1). touch attack rises as a dread wraith in 1d4 rounds. A

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m the advanced bestiary
dread wraith created in this manner is under the
command of its creator (as dominate monster)
and remains so until either it or the creator is
destroyed. When a dread wraith sovereign is
killed, its dread wraith spawn that had 10 or
more Hit Dice in life becomes dread wraith
m
sovereigns (created by applying the template
to the original base creature as it was in life).
Penetrating Touch (Su): Any damage dealt
by the dread wraith sovereign’s natural
attacks ignores damage reduction.
Spells: A dread wraith sovereign cast spells
as it did in life, but cannot cast spells
requiring material components unless it has
the Eschew Materials feat.
Abilities: Dex +20, Int +6, Wis +8, Cha +14.
As an incorporeal creature, a dread wraith
sovereign lacks a Strength score, and as an
undead creature, it has no Constitution
score.
Feats: A dread wraith sovereign gains
Alertness and Improved Initiative as bonus
feats.
Environment: Change to any.

sample dread
wraith sovereign
A humanoid over six feet tall made of
shadows and darkness, a shadow trumpet
held in its hands.

dread wraith sovereign trumpet archon DEFENSE


AC 33, touch 33, flat-footed 20 (+10 deflection, +13 Dex)
hp 203 (14d10+140)
When a trumpet archon falls to the touch of a dread
Fort +19, Ref +19, Will +18
wraith sovereign, gods and angels weep. Dread wraith Defensive Abilities channel resistance +4, incorporeal;
sovereign trumpet archons are heinous undead beings DR 10/evil; Immune electricity, petrification, undead
composed in equal parts of sacrilege, cruelty, and hate. traits; SR 26
They desire nothing more than to see good temples Weakness daylight vulnerability
defiled and the servants of good brought low. Dread OFFENSE
wraith sovereign trumpet archons take special delight Speed fly 80 ft. (perfect)
in killing and transforming other celestial beings into Melee incorporeal touch +27 (2d6 plus 1d8 Con drain)
wraiths or other undead creatures. Special Attacks command wraiths, Con drain (1d8, DC
27), create spawn, penetrating touch, trumpet (DC 27)
Spell-Like Abilities (CL 14th; concentration +24)
Dread Wraith Sovereign Trumpet Archon CR 18 • XP 153,600
Constant—magic circle against evil
At will—aid, continual flame, detect evil, greater teleport
LE Medium undead (archon, extraplanar, evil, good,
(self plus 50 lbs. of objects only), message
incorporeal, lawful) (Pathfinder® Roleplaying Game
Bestiary™) Cleric Spells Prepared (CL 14th; concentration +23):
Init +17; Senses darkvision 60 ft., lifesense 60 ft., low- 7th—blasphemy (DC 26), mass inflict serious wounds (2, DC 26)
light vision; Perception +30 6th—banishment (DC 25), create undead, harm (2, DC 25)
Aura aura of menace (20 ft., DC 29), unnatural aura (100 5th—dispel good (DC 24), mass inflict light wounds (2,
ft.), unnatural chill (30-ft., 2d6 cold and paralysis, DC 27) DC 24), plane shift (DC 24), unhallow (DC 24)

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• Reduce the unnatural aura to a range of 30 feet.
4th—dismissal (DC 23), inflict critical wounds (3, DC 23),
poison (DC 23), spell immunity • The dread wraith gains the sunlight powerlessness ability.
3rd—blindness/deafness (DC 22), contagion (DC 22),
dispel magic, inflict serious wounds (DC 22), invisibility • The create spawn ability creates only wraiths.
purge, magic vestment
• Replace the template’s ability adjustments with the
2nd—desecrate, eagle’s splendor, inflict moderate
wounds (3, DC 21), owl’s wisdom following: Dex +8, Int +8, Wis +8, Cha +14.
1st—bane (DC 20), inflict light wounds (3, DC 20),
protection from good, sanctuary (DC 20), shield of faith sample dread wraith
0 (at will)—bleed (DC 19), detect magic, detect poison,
spark (DC 19) An ursine form of shadows, deep yellow light emits
STATISTICS from its open mouth.
Str —, Dex 36, Con —, Int 22, Wis 28, Cha 30
Base Atk +14; CMB +27; CMD 47
dread wraith dire bear
Feats Acrobatic, AlertnessB, Combat Casting, Combat
Reflexes, Eschew Materials, Flyby Attack, Improved A dread wraith dire bear slays any living thing it can find
InitiativeB, Lightning Reflexes, Persuasive in its territory. Such places become rapidly populated the
Skills Acrobatics +15, Bluff +27, Diplomacy +31, Escape wraiths of all kinds of animals and plants.
Artist +27, Fly +42, Intimidate +28, Knowledge (arcana)
+20, Knowledge (planes, religion) +23, Perception +30,
Sense Motive +30, Spellcraft +20, Stealth +30 Dread Wraith Dire Bear CR 10 • XP 9,600
Languages Celestial, Common, Draconic, Infernal;
truespeech NE Huge undead (incorporeal) (Pathfinder® Roleplaying
ECOLOGY Game Bestiary™)
Init +9; Senses lifesense 60 ft., low-light vision, scent;
Environment any Perception +24
Organization solitary, pair, or squad (3-5) Aura unnatural aura (30 ft.)
Treasure standard
DEFENSE
SPECIAL ABILITIES
AC 20, touch 20, flat-footed 15 (+7 deflection, +5 Dex,
Command Wraiths (Su) See the dread wraith sovereign -2 size)
template. hp 115 (10d8+70)
Create Spawn (Su) See the dread wraith sovereign Fort +14, Ref +12, Will +10
template.
Defensive Abilities channel resistance +2, incorporeal;
Penetrating Touch (Su) See the dread wraith sovereign Immune undead traits
template.
Weaknesses sunlight powerlessness
Trumpet (Su) All creatures except archons within 100
feet of the trumpet’s blast must succeed on a DC 27 OFFENSE
Fortitude save or be paralyzed for 1d4 rounds. The save
Speed fly 80 ft. (perfect)
DC is Charisma-based.
Melee incorporeal bite +10 touch (2d6 plus 1d8 Con
drain) and 2 incorporeal claws +10 touch (1d8 plus 1d8
creating a dread wraith Con drain)
Space 15 ft.; Reach 10 ft.
To create a creature similar to the dread wraith, simply Special Attacks create spawn (wraiths)
alter the features of the dread wraith sovereign template STATISTICS
as follows. Str —, Dex 21, Con —, Int 10, Wis 20, Cha 24
• There is no minimum HD required to gain the Base Atk +7; CMB +14; CMD 31 (35 vs. trip)
wraith template. Feats Endurance, Improved Initiative, Iron Will, Run, Skill
Focus (Perception)
• The CR adjustment is +3 instead of +4. Skills Fly +17, Perception +24, Swim +17; Racial Modifiers
+4 Swim

m
• The dread wraith does not gain the evil subtype,
ECOLOGY
command wraiths, unnatural chill, cold immunity,
daylight vulnerability, spell resistance, penetrating Environment any
touch, or bonus feats. Organization solitary or pair
Treasure incidental
• Reduce the dread wraith’s channel resistance to +2.
SPECIAL ABILITIES
• The damage for the natural attack that the template Create Spawn (Su) See the dread wraith sovereign
grants is as a slam attack of two size categories larger. template.
Sunlight Powerlessness (Ex) A wraith caught in sunlight
• Increase size category by one size. cannot attack and is staggered.

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m the advanced bestiary
creating a wraith
To create a creature similar to the standard wraith, simply
alter the features of the dread wraith sovereign template
as follows.
Rhinoceros Wraith
NE Large undead (incorporeal) (Pathfinder®
Roleplaying Game Bestiary™)
m
CR 5 • XP 1,600

Init +3; Senses lifesense 60 ft., low-light vision, scent;


Perception +14
• There is no minimum HD required to gain the Aura unnatural aura (30 ft.)
wraith template. DEFENSE
• The CR adjustment is +1 instead of +4. AC 14, touch 14, flat-footed 11 (+2 deflection, +3 Dex, -1
size)
• The wraith does not gain the evil subtype, command hp 32 (5d8+10)
wraiths, unnatural chill, cold immunity, daylight Fort +8, Ref +7, Will +4
vulnerability, spell resistance, penetrating touch or Defensive Abilities channel resistance +2, incorporeal;
bonus feats. Immune undead traits
Weaknesses sunlight powerlessness
• Reduce the wraith’s channel resistance to +2.
OFFENSE
• The damage for the natural attack that the template
Speed fly 80 ft. (perfect)
grants is as a slam attack of one size category larger. Melee incorporeal gore +5 touch (2d6 plus 1d6 Con
• Reduce the amount of Constitution drain to 1d6. drain)
Space 10 ft.; Reach 5 ft.
• Reduce the unnatural aura to a range of 30 feet. Special Attacks create spawn (wraiths)
• The wraith gains the sunlight powerlessness ability. STATISTICS
• The create spawn ability creates only wraiths. Str —, Dex 16, Con —, Int 6, Wis 17, Cha 15
Base Atk +3; CMB +7; CMD 19 (23 vs. trip)
• Replace the template’s ability adjustments with the
Feats Endurance, Great Fortitude, Skill Focus (Perception)
following: Dex +6, Int +4, Wis +4, Cha +10. Skills Fly +9, Perception +14

sample wraith ECOLOGY


Environment any
A charging quadruped made of darkness with a great Organization solitary, pair, or herd (3-12)
horn on its snout. Treasure none
SPECIAL ABILITIES
rhinoceros wraith Create Spawn (Su) See dread wraith sovereign template.
Sunlight Powerlessness (Ex) A wraith caught in sunlight
Even more foul tempered than its living kin, rhinoceros cannot attack and is staggered.
wraiths immediately charge any living creature they sense.

dread zombie
Though they resemble the mindless undead that fill out A dread zombie looks like the walking corpse of a living
the ranks of armies commanded by evil necromancers creature. Maggots writhe beneath its papery skin and
and the clerics of dark gods, dread zombies (sometimes worms crawl through its muscles. Its eyes, however, are
known as zombie lords) are fit to command such troops not the foggy, fluid-filled orbs of a normal zombie—they
themselves. Dread zombies are created when the magic shine with a life-like and evil intelligence.
used to animate a zombie or other corporeal undead
goes awry, or when a dread mummy breathes death on creating a dread zombie
a living creature. Sometimes when the ceremony to
create a lich fails, the would-be lich instead becomes a “Dread zombie” is an acquired template that can be
dread zombie, attaining eternal unlife at an unexpected added to any corporeal living creature (referred to
cost—the loss of some of the intelligence it had in life. hereafter as the base creature). A dread zombie uses all
These undead recognize and mourn their lost mental the base creature’s statistics and special abilities except
acuity, and this knowledge translates into a sick hunger as noted here.
for living brains. Challenge Rating: Same as base creature +1.

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m 121
Type: The creature’s type changes to undead. Do not as the dread zombie consumes its brain. Creatures
recalculate base attack bonuses, saves, or skill points. immune to critical hits and those with multiple
Alignment: Always neutral evil. heads are not killed by this attack. The save DC is
Strength-based and uses the dread zombie’s total
Aura: A dread zombie gains the unnatural aura (30 ft.) HD.
Armor Class: The base creature’s natural armor bonus Command Zombies (Su): As a free action, a dread
increases according to its size, as given on the Table zombie can automatically command all normal
2-17. zombies within 30 feet (as command undead).
Normal zombies never attack a dread zombie unless
table 2-17: compelled.
dread zombie ac bonus Abilities: Str +4, Dex –2 (min. 1), Int –4, Cha –4 (min.
Size Natural AC Increase 1). As undead, it has no Constitution score. If the base
creature’s Intelligence is reduced to zero or below by the
Tiny or smaller +0
application of this template it loses its Intelligence score
Small +1
and becomes mindless.
Medium +2
Feats: A dread zombie gains Toughness as a bonus feat.
Large +3
Huge +4
Gargantuan +7
Colossal +11

Hit Dice: Change all of the base creature’s racial HD to


d8s, and then add 2 racial Hit Dice to this total. Creatures
without any racial HD gain 2 HD.
Defensive Abilities: A dread zombie gains channel
resistance +2 in addition to the usual undead traits.
Speed: The dread zombie retains the base
creature’s speeds. If the base creature has a fly
speed based on the possession of wings, its
maneuverability is reduced by one step
(minimum clumsy). Dread zombies
cannot run.
Attacks: The dread zombie gains a
primary slam attack if it has no other
natural attacks. If the base creature
possesses at least one mouth but has no
natural attack with it, the dread zombie
gains a secondary bite attack with each
mouth.
All natural attacks gained by a dread zombie are size
based. The damage for a gained slam attack is as if it
was one size category larger. For a gained bite attack

m
the damage is as one size category smaller.
Special Attacks: The dread zombie retains all
the base creature’s special attacks and gains those
described here.
Brain Consumption (Ex): When the dread zombie
makes a successful grapple check to deal damage
with its bite attack against a pinned or helpless living
foe, the latter must succeed on a Fortitude save or die

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m the advanced bestiary
sample dread zombie
A bald-headed humanoid covered in rotting skin the
color of mud; its flesh hangs loosely from its bones. Its
eyes betray a cunning intelligence.
OFFENSE
Speed 30 ft.

or slam +9 (1d6+3)
m
Melee bite +4 (1d4+1) and +1 kukri +10/+5 (1d4+4/18-20)

Special Attacks brain consumption (DC 19), command


zombies, revelations (clobbering strike, touch of acid 5/
day 1d6+3 acid)
vezandarlir Aasimar Spell-Like Abilities (CL 8th; concentration +10)
1/day—daylight
Before his death, Vezandarlir was a bitter hermit who Oracle Spells Known (CL 6th; concentration +8):
was sought out by locals for fortune-telling and other 3rd (3/day)—contagion (DC 15), inflict serious wounds
(DC 15), meld into stone
divinatory services. Every so often he would use his
2nd (6/day)—darkness, hold person (DC 14), inflict
oracle abilities to make sure what a supplicant’s fate held moderate wounds (DC 14), stone call
was dire. After he died, Vezandarlir’s spirit was too bitter 1st (7/day)—bane (DC 13), doom (DC 13), inflict light
and stubborn to move on. He rose a fortnight later from wounds (DC 13), magic stone, murderous command,
his grave, his abilities still intact, but now possessing a protection from good
0 (at will)—bleed (DC 12), detect magic, detect poison,
hunger for the brains of the living. guidance, read magic, resistance, spark (DC 12)
STATISTICS
Vezandarlir CR 6 • XP 2,400
Str 16, Dex 9, Con —, Int 6, Wis 11, Cha 14
Unique male dread zombie aasimar oracle 6 Base Atk +6; CMB +9; CMD 18
(Pathfinder® Roleplaying Game: Advanced Race Guide™, Feats Ability Focus (brain consumption), Combat
Pathfinder® Roleplaying Game Bestiary™, Pathfinder® Casting, Iron Will, Stealthy, ToughnessB
Roleplaying Game Ultimate Magic™) Skills Diplomacy +4, Escape Artist +1, Intimidate
NE Medium undead (augmented outsider, native) +13, Perception +11, Stealth +12; Racial Modifiers +2
Init -1; Senses clouded vision, darkvision 60 ft.; Perception +11 Diplomacy, +2 Perception
Aura unnatural aura (30 ft.) Languages Celestial, Common
SQ curse (clouded vision), mystery (stone)
DEFENSE
Gear leather armor, +1 kukri
AC 13, touch 9, flat-footed 13 (+2 armor, -1 Dex, +2 natural)
SPECIAL ABILITIES
hp 63 (8d8+27)
Fort +4, Ref +4, Will +10 Brain Consumption (Ex) See the dread zombie template.
Defensive Abilities channel resistance +2; Immune Command Zombies (Su) See the dread zombie
undead traits; Resist acid 5, cold 5, electricity 5 template.

dream creature
Dream creatures are beings that dream in their waking their countenance. Guided by the strange and mutable
moments and bring sleep to creatures that would thought patterns of dreamers, dream creatures are chaotic
otherwise be awake. They have the power to weave by nature, but other than their powers and distracted
dreams into the world about them and to travel out of demeanors, they have little in common with each other.
their bodies when sleeping.
Only a creature in a comatose slumber can become a
creating a
dream creature. A grave injury, complete loss of reason, dream creature
or an intellect damaged by a monster or poison might
“Dream” is an acquired template that can be added to any
be the cause of the coma, but the comatose creature
creature that sleeps and whose Charisma, Intelligence,
always moves in its sleep during the transformation to a
and Wisdom scores are each at least 3 (referred to
dream creature. When it awakens, its consciousness lies
hereafter as the base creature). A dream creature uses all
somewhere between slumberous thought and reality.
the base creature’s statistics and special abilities except as
Dream creatures often appear distracted, and noted here.
daydreaming is common. When they use their power to
Challenge Rating: Same as base creature +1.
merge the waking and dreaming worlds, however, their
minds gain a crystal clarity and focus that is reflected on Type: The base creature gains the chaotic subtype.

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m 123
Alignment: Any chaotic. to have some hazy illumination. Colors blend into
Senses: The base creature gains low-light vision. one another in strange and unpredictable ways, and
creatures seem to take on the features of objects or
Defensive Abilities: A dream creature gains DR 5/cold other creatures. Every creature in the affected area
iron and is immune to figment, glamer, and pattern spells. takes a –4 penalty on all attack rolls, checks, and saves
Weaknesses: A dream creature gains the following as long as it remains in the area. A creature outside
weakness: the area taking any action that would affect creatures
Sleep Vulnerability (Ex): A dream creature takes a -2 within or on the other side of the area also takes a
penalty on saves against sleep effects. Furthermore, –4 penalty on any associated roll or check. Waking
it counts as a creature with 2 fewer Hit Dice than it dreams is an illusion (figment) effect with no save,
actually possesses for the purpose of determining the but creatures that are immune to illusion effects are
number and HD of creatures a sleep spell can affect. immune to this effect. True seeing and similar effects
If the base creature is immune to sleep effects, it loses allow a creature to act in the affected area without
that ability. taking the penalty. Dream creatures are immune to
the penalties caused by their own waking dreams and
Special Attacks: The dream creature retains all the base those of other dream creatures.
creature’s special attacks and gains those described here.
Abilities: Wis +2, Cha +4.
Dream Spellcasting (Su): A dream creature’s effective
caster level for figment, glamer, and pattern spells Skills: Perform (sing) is a class skill for a dream creature.
increases by +2 over that of the base creature. This Special Qualities: A dream creature retains all the
ability is cumulative, e.g., a dream creature casting a special abilities of the base creature and gains those
spell that is both a figment and glamer casts it at a described here.
+4 caster level. Dream Travel (Su): Once per day, a dream creature
Lulling Gaze (Su): Any creature within 20 feet can go to sleep and travel about in the realm of
must succeed on a Will save or take a –5 penalty on dreams. This ability works like the ethereal jaunt spell,
Perception checks and a –2 penalty on Will saves except that the dream creature leaves its material
against sleep effects for as long as it remains within body behind. It can remain in dream form so long
range. A new save is required each round until the as its body sleeps, and the dream creature travels
creature either fails or is no longer within range. A through the realm of dreams instead of the Ethereal
dream creature can suppress or resume this ability Plane.
as a free action. This is a gaze effect. The save DC is At any point in time, the dream creature may go to
Charisma-based. sleep with the intent of traveling in dreams. When it
Sleep Song (Su): As a full-round action, a dream does so, a dream version of it like the ethereal form
creature can sing a lullaby that puts nearby creatures resulting from an ethereal jaunt spell rises from its
to sleep. Any creature within 100 feet of the dream sleeping body. This version of the dream creature can
creature that can hear its song must succeed on a Will then travel about the dream realm, roaming material
save (DC equals the dream creature’s Perform [sing] areas like an ethereal creature, and act as it wills. If its
check result), or fall asleep as though affected by a sleeping body takes damage, is subjected to a harmful
sleep spell for a number of rounds equal to the dream spell or effect, or is awakened by a loud noise or
creature’s total Hit Dice. A creature that successfully vigorous motion, the dream form vanishes, and the
saves cannot be affected by the same dream creature’s dream creature awakens with the knowledge of what
sleep song again for 24 hours. Dream creatures are its dream-self experienced. The same result occurs if
immune to their own and other dream creatures’ the dream form leaves the dream realm (by its own
will or by force), or “dies” (either from damage or

m
sleep songs. Sleep song is a sonic, mind-affecting
sleep effect. from some magical effect). Beneficial spell effects
cast on the body of the sleeping dream creature
Waking Dreams (Su): At will as a standard action, a benefit its dream form as well, but negative effects
dream creature can cause the area within 100 feet of that affect the dream form do not affect the sleeping
its position to become hazy and dreamlike at will. body of the dream creature, nor do they affect the
This effect penetrates solid objects and even crosses dream creature after it has awakened. If the dream
the boundary with the Ethereal Plane. Distances form would become material through some action
and speeds in the affected area become hard to or effect, it vanishes, and the sleeping dream creature
judge. Bright areas seem dark, and dark areas appear awakens.

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m the advanced bestiary
sample dream creature
The form of this feline-headed, human-sized humanoid
wavers and ripple like in a dream.

bahadur alborz
Languages Common, Infernal, Undercommon

Gear +2 keen kukri


SPECIAL ABILITIES
m
SQ change shape (any humanoid, alter self), dream
travel 1/day

Detect Thoughts (Su) A dream rakshasa can detect


thoughts as per the spell of the same name (CL 18th).
It can suppress or resume this ability as a free action.
Bahadur Alborz always had unusual tastes, even for a When a rakshasa uses this ability, it always functions
rakshasa. The realm of the mind and dreams is his hunting as if it had spent three rounds concentrating and thus
ground. The sanity of mortals is his prey. He particularly gains the maximum amount of information possible. The
save DC is Charisma-based.
enjoys destroying the minds of others through the terrors
Dream Spellcasting (Su) See the dream creature template.
of their dreams. Dream Travel (Su) See the dream creature template.
Lulling Gaze (Su) See the dream creature template.
Bahadur Alborz CR 11 • XP 12,800 Sleep Song (Su) See the dream creature template.
Waking Dreams (Su) See the dream creature template.
Male dream rakshasa
CE Medium outsider (chaotic, native, shapechanger)
(Pathfinder® Roleplaying Game Bestiary™)
Init +9; Senses darkvision 60 ft., low-light vision;
Perception +15
DEFENSE
AC 25, touch 16, flat-footed 19 (+5 Dex, +9
natural, +1 dodge)
hp 115 (10d10+60)
Fort +9, Ref +12, Will +9; -2 vs. sleep
effects
DR 15/good and piercing, 5/cold iron;
Immune figments, glamers, patterns; SR 25
Weaknesses vulnerability to sleep
OFFENSE
Speed 40 ft.
Melee +2 keen kukri +17/+12
(1d4+5/15-20), bite +15 (1d6+3),
claw +15 (1d4+3)
Special Attacks detect thoughts (DC
20), dream spellcasting, lulling gaze
(20 ft., DC 20), sleep song, waking
dreams
Sorcerer Spells Known (CL 7th;
concentration +12)
3rd (5/day)—displacement, major image (DC 18)
2nd (7/day)—invisibility, mirror image,
misdirection
1st (8/day)—color spray (DC 16), dazzling
blade (DC 16), magic missile, silent image
(DC 16), vanish
0 (at will)—acid splash, detect magic, flare
(DC 15), ghost sound (DC 15), light, mage hand,
message
STATISTICS
Str 16, Dex 20, Con 22, Int 13, Wis 15, Cha 21
Base Atk +10; CMB +13; CMD 29
Feats Combat Expertise, Dodge, Improved Critical
(kukri), Improved Initiative, Weapon Finesse
Skills Bluff +22, Diplomacy +18, Disguise +26,
Perception +15, Perform (Enter Choice) +18, Sense
Motive +15, Stealth +18; Racial Modifiers +4 Bluff, +8
Disguise

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drider
Driders are usually associated with the drow, but there Armor Class: The base creature’s natural armor class
is no reason they have to be. Whether their origin is a increases by +5 plus an additional natural armor class
curse of a god, an alchemical process, or the result of bonus due to its size change.
some other mad magical process, driders are horrors Hit Dice: Change all of the base creature’s racial HD
that combine the lower-half of a spider and the torso of to d8s.
another creature. Infused with the predatory instincts of
a spider, they desire to inflict as much pain and suffering Speed: The drider gains a climb speed equal to one-half
as possible. They also have spellcasting capabilities. the base creature’s land speed. If the base creature has no
land speed, the drider gains a land speed equal to the base
creating a drider creature’s highest speed and a climb speed equal to one-half
that. If the base creature already has a climb speed, it either
“Drider” is an acquired template that can be added to any retains that or it replaces it with a climb speed equal to one-
living corporeal humanoid, monstrous humanoid, giant, half the base creature’s land speed, whichever is faster.
or creature with a generally humanoid form (referred to Attacks: If the base creature does not have a bite attack,
hereafter as the base creature). A drider uses all the base the drider gains one with which it delivers its poison. If it
creature’s statistics and special abilities except as noted here. does have a bite attack, then the bite delivers the drider’s
Challenge Rating: As base creature + 2 poison and keeps the base creature’s damage value. The
Alignment: Any evil. damage on a bite attack gained by application of this
template is based on the base creature’s original size. This
Size: The base creature’s size increases by one step. attack is primary if the base creature has no other natural
Type: The base creature’s type changes to aberration with attacks; otherwise, it is secondary.
the appropriate augmented subtype. Do not recalculate If the base creature has natural attacks that rely on its lower
base attack bonus, saves, or skill points. body parts, such as a tail attack or a rake attack, the drider
retains those attacks, which originate from perverted extra
limbs extending from the back of its abdomen.
variant driders Space/Reach: The drider’s space and reach are normal
The classic drider of half drow elf and spider is all well for its new size and uses the “long” entry for driders that
and good, but with this template, a GM can make for are Large size or greater.
some interesting combinations. Here are some ideas. Special Attacks: A drider gains the web universal
• Instead of half-spider, have the drider be half ability and the following.
centipede or other vermin. Change the drider’s Poison (Ex): Bite—injury; save Fortitude; frequency
poison to that of the vermin as well as exchanging 1/round for 6 rounds; effect 1d2 Str; cure 1 save. The
its abilities (web, bonus to CMD vs. trip, etc.) with save DC is Constitution-based.
those of the chosen vermin. You may need to adjust
the CR if the new poison is particularly virulent. Spell-Like Abilities: A drider gains the following
spell-like abilities. Its caster level is equal to its total Hit
• Make the drider vary with different spider species. Dice. The DCs are Charisma-based.
Change the drider’s poison to that of the spider it
is patterned after. If the spider is a hunting spider, Constant—detect chaos (if not chaotic), detect good,

m
replace the web ability with a +8 racial modifier to detect law (if not lawful), detect magic
Acrobatics. You may need to adjust the CR if the At will—dancing lights, darkness, faerie fire
new poison is particularly virulent. 1/day—clairaudience/clairvoyance, deeper darkness,
• The drider is a unique and dangerous oracle in dispel magic, levitate, suggestion
the center of its web. Change its alignment to Spells: A drider casts spells as a 6th-level cleric, sorcerer,
neutral, add mythic ranks, and give the drider or wizard, or as one of a class level equal to the drider’s total
oracle levels. Adjust CR for the added levels and HD -3, whichever is higher. It does not gain any other
the mythic ranks. class abilities. If the base creature can already cast spells

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m the advanced bestiary
as a racial ability (not from any class), it can cast spells
from one of the above classes in addition to spells it
already knows but does not gain any of its class abilities.
Abilities: Dex +6, Con +2, Int +4, Wis +6, Cha +6
CMD: A drider gains a bonus on its CMD vs. trip as
m
for an eight-legged creature.
Skills: A drider has a +4 racial bonus to Stealth.
Special Qualities: A drider gains the following.
Undersized Weapons (Ex): A drider uses
manufactured weapons as if it was one size
category smaller.
Environment: As base creature plus
underground.

sample drider
A frightening combination of the lower half of a
great spider and the whalelike head of a gray render.

gray render drider Drider Spell-Like Abilities (CL


8th; concentration +10)
Gray render driders present grave threats to drow Constant—detect good, detect
law, detect magic
communities and to any creatures that come near them.
At will—dancing lights, darkness,
Their powerful bodies and immense size make them faerie fire
deadly melee combatants, and their spells and mobility 1/day—clairaudience/
allow them to kill from afar with ease. clairvoyance, deeper darkness, dispel magic, levitate,
suggestion (DC 15)
Gray render driders display a perverted version of the Cleric Spells Prepared (CL 6th; concentration +11):
attachment a gray render often feels for a particular 3rd—contagion (DC 18), cure serious wounds (2)
creature or group of creatures. Upon becoming attached 2nd—bull’s strength, cure moderate wounds (2), hold
to a creature, the gray render drider protects it from person (DC 17)
1st—cause fear (2, DC 16), cure light wounds (2), shield of faith
harm but also attempts to destroy everything its beloved
0 (at will)—detect magic, light, read magic, resistance
creature holds dear. Eventually, such creatures become
little more than the gray render drider’s slaves. STATISTICS
Str 25, Dex 19, Con 26, Int 7, Wis 20, Cha 14
Gray Render Drider CR 10 • XP 9,600 Base Atk +8; CMB +17 (+19 bull rush, +21 grapple); CMD
31 (33 vs. bull rush, 43 vs. trip)
Feats Awesome Blow, Improved Bull Rush, Power
CE Huge aberration (augmented magical beast)
Attack, Weapon Focus (claw)
(Pathfinder® Roleplaying Game Bestiary 2™)
Skills Climb +15, Perception +16, Stealth +0, Survival +9;
Init +4; Senses darkvision 60 ft., low-light vision, scent;
Racial Modifiers +4 Perception, +4 Stealth
Perception +16
SQ double damage against objects, undersized weapons
DEFENSE Languages Giant
AC 31, touch 12, flat-footed 27 (+4 Dex, +19 natural, -2 size)
ECOLOGY
hp 100 (8d8+64)
Environment any underground
Fort +14, Ref +10, Will +7
Organization solitary
OFFENSE Treasure standard
Speed 30 ft., climb 15 ft.
SPECIAL ABILITIES
Melee bite +13 (3d6+7 plus poison) and 2 claws +14 (2d6+7
plus grab) Double Damage Against Objects (Ex) If this creature
makes a full attack against an object or structure, it
Space 15 ft.; Reach 10 ft.
deals double damage.
Special Attacks poison, rend (2 claws, 2d6+10), web
Poison (Ex) Bite—Injury; save Fort DC 22; frequency 1/
(+10 ranged, DC 22, 8 hp)
round for 6 rounds; effect 1d2 Str; cure 1 save.

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m 127
drowblood
A drowblood, also called half-drow, is the results of a
sexual or magical union between a dark elf and another
creating a drowblood
creature. The blood of the dark elf fuses with that of “Drowblood” is an inherited template that can be added
the other creature, adding to its abilities rather than to any living, intelligent, corporeal, nondrow creature
weakening both bloodlines, as can occur in other such (referred to hereafter as the base creature). A drowblood
unions. uses all the base creature’s abilities and statistics in
Extremely adventurous drow sometimes take the shape addition to those noted here.
of another creature to seek out sexual encounters, and Challenge Rating: Same as the base creature +1.
spellcasters occasionally splice drow with other creatures,
Type: The creature gains the elf subtype if the base
in hopes of creating better slaves. The most common
creature does not already have it.
method of creating a drowblood, however, is through an
act of sexual violence. Thus, the birth of a drowblood is Senses: A drowblood gains darkvision 60 ft. If the base
rarely a happy occasion, despite the augmented abilities creature already has darkvision, its range increases by +20
the resulting creature usually displays. ft. (maximum 120 ft.).
Drowblood run the gamut of personalities, but most Saving Throws: A drowblood receives a +1 racial bonus
are wrathful creatures that hate the poisonous blood in on Will saves against spells and spell-like abilities.
their veins and the world that reviles them. A rare few Defensive Abilities: A half drow is immune to sleep
revel in their close relation to drow, using the power and has spell resistance equal to either the base
of their birthright to achieve their aims. Some creature’s spell resistance (if any) or 9 + base
unfortunate drowblood admire the dark elves creature’s total Hit Dice, whichever is higher.
and try to emulate them in manner and dress—
Spell-Like Abilities: A drowblood
even going so far as to live on the outskirts
creature gains the following spell-like
of drow settlements, in some cases.
abilities. Its caster level is equal to its
Though they do their best to win
total character level. All saves are
the approval and acceptance
Charisma-based.
of full-blooded drow, they
are almost universally 1/day—dancing lights,
met with ridicule and darkness, faerie fire.
murderous violence. Abilities: Dex +2, Con –2
A drowblood (minimum 1), Int +2.
displays most of Skills: A drowblood
the features of its gains a +2 racial bonus on
nondrow parent Perception checks.
race, but its hair is
a shockingly bright Special Qualities: A
white, and its skin is the telltale jet- drowblood gains the following.
black shade of a dark elf. Its eyes Drow Blood (Ex): Drowblood
are bright gems of ruby crimson, creatures are considered to be

m
and its ears come to at least a members of the base creature’s
subtle point. Drowblood elves are race and the drow and elf races
extremely rare, since both races for the purpose of racially
routinely kill such abominations, specific special abilities
but those that do survive and effects.
look just like dark elves and
can often infiltrate drow
society undetected.

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m the advanced bestiary
sample drowblood
Stocky, dwarflike and blackskined humanoid with
white hair and blood red eyes.

drowblood derro
Special Attacks sneak attack +1d6

At will—darkness, ghost sound (DC 13)


m
Spell-Like Abilities (CL 3rd; concentration +6)

1/day—dancing lights, darkness, daze (DC 13), faerie fire,


sound burst (DC 15)
STATISTICS
Str 11, Dex 17, Con 16, Int 12, Wis 5, Cha 16
A drowblood derro combines the madness common Base Atk +2; CMB +1; CMD 14
to the derro race with a drow’s paranoia, to produce a Feats Improved Initiative, Weapon Finesse
twitchy and deadly bundle of nerves. Drowblood derros Skills Perception +2, Stealth +10, Survival +3; Racial
are stealthy as drow, even more psychotic than the usual Modifiers +2 Perception
derro, and unpredictable in battle. When they are not Languages Aklo, Undercommon
SQ drow blood, madness, poison use
slaughtered outright by either derros or drow, they are
sometimes used as disposable spies or assassins. ECOLOGY
Environment any underground
Drowblood Derro CR 4 • XP 1,200 Organization solitary, team (2-4)
Treasure NPC Gear (leather armor, short sword or aklys,
CE Small humanoid (derro, elf) (Pathfinder® Roleplaying repeating light crossbow with 10 poisoned bolts, other
Game Bestiary™) treasure)
Init +7; Senses darkvision 80 ft., low-light vision; SPECIAL ABILITIES
Perception +2
Drow Blood (Ex) See the drowblood template.
DEFENSE Madness (Ex) Derros use their Charisma modifier on
AC 18, touch 14, flat-footed 15 (+2 armor, +3 Dex, +1 size, Will saves instead of their Wisdom modifier, and are
+2 natural) immune to insanity and confusion effects. Only a miracle
or wish can remove a derro’s madness. If this occurs, the
hp 22 (3d8+9) derro gains 6 points of Wisdom and loses 6 points of
Fort +4, Ref +4, Will +6 (+1 vs. spells and spell-like Charisma.
abilities) Poison Use (Ex) Derros are not at risk of poisoning
Immune magic sleep; SR 14 themselves when handling poison. They use Medium
Weakness vulnerability to sunlight spider venom to poison their crossbow bolts, and
generally carry 10 pre-poisoned bolts at all times
OFFENSE Medium Spider Venom—injury; save Fort DC 14;
Speed 20 ft. frequency 1/round for 4 rounds; effect 1d2 Strength
Melee aklys +6 (1d6) or short sword +5 (1d4) damage; cure 1 save.
Ranged aklys +5 (1d6) or repeating light crossbow +6 Vulnerability to Sunlight (Ex) A derro takes 1 point of
(1d6/19-20) Con damage after every hour it is exposed to sunlight.

dunesage
Every grain of sand is a moment in time, a piece of history.
Dunesages are creatures of elemental power and wisdom
creating a dunesage
whose bodies have been transformed into living breathing “Dunesage” is an acquired template that can be applied to
earth. Their commingled existence with the soil of the any corporeal creature with an Int score of 10 or more. A
world has allowed dunesages to tap into the collective dunesage uses all the base creature’s statistics and special
memory of the planet and use that memory to unlock abilities except as noted here.
hidden lore, ancient secret, and obfuscated patterns.
Challenge Rating: As base creature +1
Though not elemental creatures, dunesages possess
Type: A dunesage gains the earth subtype if it already
connection to the Plane of Elemental Earth. They can pass
did not have it.
through the ground as easily as a fish swims through water.
Dunesages are typically reclusive beings who explore the Initiative: Dunesages add their Intelligence modifier to
waste sandy wastes of their homes looking for new lore their initiative as a competence bonus.
and forgotten treasures. They can be invaluable sources of Senses: The dunesage gains tremorsense +60 ft.
information to respectful adventurers.

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m 129
Armor Class: The dunesage’s natural armor bonus is
increased by +3.
Speed: The dunesage gains a burrow speed equal to its
base movement rate and the earth glide universal ability.
Defensive Abilities: Dunesages gain acid resistance 5
and DR 5/--.
Spell-Like Abilities: A dunesage has a cumulative
number of spell-like abilities depending on its total hit
dice (see Table 2-18). Caster level equals the creature’s
total HD (or the caster level of the base creature’s spell-
like abilities, whichever is higher).

table 2-18:
dunesage spell-like abilities
Total HD Spell-Like Abilities
1–4 Constant—endure elements
1/day—augury
5–8 3/day—stone call
1/day—share memory
9-–2 1/day—divination, shifting sands
13–16 1/day—legend lore, move earth
17+ 1/day—foresight, scouring winds

Special Qualities: A dunesage gains the following.


Change Shape (Su): A dunesage can take the shape
of an earth elemental the same size of the dunesage’s
normal form. This ability functions as the elemental
body class of spells as appropriate for the size of
elemental that the dunesage can become. For
dunesages larger than Huge size, use the statistics for
the Huge Earth Elemental and increase its size as
required. This is a polymorph effect.
Abilities: –2 Dex, +2 Con, +4 Int, +2 Cha of the living and ancient lore and behaves like a normal
Skills: Dunesages gain any two additional Intelligence- dunesage ghoul in all respects. A humanoid of 4 Hit Dice
based skills as class skills. or more rises as a dunesage ghast.
Languages: Dunesages gain the ability to speak Terran. Dunesage ghouls are oracles of the deep desert regions
where no living creature can survive for long. They are
Environment: Any desert
often in service of more powerful evil creatures such as
sample dunesage mummies or outsiders that favor the desert.

m
Rising up from the sand, a muscular humanoid of Dunesage Ghoul CR 2 • XP 600
solidified sand and teeth and claws of obsidian.
CE Medium undead (earth) (Pathfinder© Roleplaying Game
dunesage ghoul Bestiary™)
Init +4; Senses darkvision 60 ft., tremorsense 60 ft.;
Perception +7
A humanoid who dies of dunesage ghoul fever rises as a
DEFENSE
dunesage ghoul at the next midnight. A humanoid who
AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
becomes a dunesage ghoul in this way retains none of the
hp 15 (2d8+6)
abilities it possessed in life. It is not under the control of
Fort +3, Ref +1, Will +5
any other dunesage ghouls, but it hungers for the flesh

130
m the advanced bestiary
Defensive Abilities channel resistance +2; DR 5/—;
Immune undead traits; Resist acid 5,
OFFENSE
Speed 30 ft., burrow 30 ft.; earth glide
Melee bite +2 (1d6+1 plus disease and paralysis) and 2
claws +2 (1d6+1 plus paralysis)
Knowledge (history) are class skills.
Languages Aklo, Common, Gnoll, Terran
m
Skills Acrobatics +3, Climb +6, Knowledge (geography)
+8, Knowledge (history) +8, Perception +7, Stealth +6,
Swim +3; Racial Modifiers Knowledge (geography) and

SQ change shape (Medium earth elemental; elemental


body II)
Special Attacks paralysis (1d4+1 rounds, DC 14, elves are ECOLOGY
immune to this effect)
Spell-Like Abilities (CL 2nd; concentration +5) Environment any desert
Constant—endure elements Organization solitary, gang (2–4), or pack (7–12)
1/day—augury Treasure standard

STATISTICS SPECIAL ABILITIES

Str 13, Dex 13, Con —, Int 17, Wis 14, Cha 16 Disease (Su) Dunesage Ghoul Fever: Bite—injury; save
Fort DC 14; onset 1 day; frequency 1/day; effect 1d3 Con
Base Atk +1; CMB +2; CMD 13 and 1d3 Dex damage; cure 2 consecutive saves. The
Feats Weapon Finesse save DC is Charisma-based.

dust creature
Though native to both the Elemental Plane of Earth and Air Mastery (Ex): Airborne creatures takes a –1 penalty
the Elemental Plane of Air, dust creatures sometimes on attack and damage rolls against a dust creature.
migrate to the Material Plane and take up residence Special Attacks: The dust creature retains all the base
there. Though this tendency to move about indicates a creature’s special attacks and gains the following.
somewhat adventurous nature, dust creatures exhibit little
of the curiosity about other beings that most highly mobile Dust Blast (Su): Once every 1d4 rounds, as a standard
creatures have. In fact, they tend to be brusque and aloof action, a dust creature can emit an abrasive jet of
with creatures not from the Plane of Earth or Air. dust-filled wind that damages objects and other
creatures. This wind takes the form of a 5-foot-wide,
Dust creatures come in as many colors as sand. The 20-foot-long line that causes 1d4 points of slashing
typical specimen has a body of multiple hues, covered damage per 2 Hit Dice (minimum 1d4, maximum
in whorls of sand that mimic the blowing dust they can 20d4). Any creature caught within the area may
summon and control. attempt a Reflex save for half damage. The save DC
creating a dust creature is Constitution-based.
Exude Dust (Su): At will as a free action, a dust
“Dust” is an inherited template that can be added to any creature can exude a cloud of dust that surrounds its
living corporeal creature that does not have the fire or body in a 10-foot spread. This cloud functions like
water subtypes (referred to hereafter as the base creature). an obscuring mist spell, except all dust creatures can
A dust creature uses all the base creature’s statistics and see through it normally. Any other creature caught
special abilities except as noted here. within in the cloud must succeed on a Fortitude save
Challenge Rating: Same as base creature +1. or be blinded by the stinging dust. Creatures that
close their eyes or have them covered before the dust
Type: The creature’s type changes to outsider and gains could affect them gain a +10 circumstance bonus on
the air, earth, elemental, and extraplanar subtypes. the save roll. A creature that enters the dust cloud
Hit Dice: Change all of the base creature’s racial HD with its eyes closed or covered need not make a save
to d10s. against blindness unless it opens its eyes while within
Saving Throws: Recalculate the dust creature’s saves the dust cloud. A creature blinded by a dust creature’s
based on its Hit Dice and new type. Reflex and Fortitude cloud of dust regains its sight 1d4 rounds after its
are the good saves for a dust creature. last exposure to a dust cloud with its eyes open.
Blinding exposure of even a single eye blinds all eyes
Defensive Abilities: The dust creature gains all the supernaturally. This is a blinding effect. The save DC
immunities from the elemental subtype as well as the is Constitution-based.
following.

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m 131
Abilities: Str –4 (minimum 1), Dex +2, Con +2, Cha –2 Airborne (Su): At will, a dust creature can walk on
(minimum 1). air as though with an air walk spell. In addition, it
BAB: Recalculate the dust creature’s BAB based on its always falls as if affected by a feather fall spell. When
new type. falling, the dust creature can be moved on the wind
as noted in the description of the air walk spell.
CMB/CMD: Recalculate based on new BAB and ability
scores. Languages: If the dust creature can speak, it gains the
ability to speak Auran and Terran in addition to any
Skills: The base creature loses all skill ranks but retains other languages the base creature knows.
all racial skill bonus. Recalculate the number of skill
ranks the dust creature gets based on its new type. Environment: Same as base creature plus Elemental
Planes of Air and Earth.
A dust creature gains a +4 racial bonus on Stealth checks.
Special Qualities: A dust creature retains all the special sample dust creature
abilities of the base creature and gains those described
Gaunt giant composed of compacted dun-colored sand
here.
and dust.
Air Breather (Ex): A dust creature can breathe air,
even if the base creature breathed only water. dust stone giant
Dust stone giants often migrate to desert areas of the
Material Plane. They prefer to live in seclusion, but a few
have been known to interact peacefully with other stone
giants.

Dust Stone Giant CR 9 • XP 6,400


N Large outsider (air, earth, elemental, extraplanar,
giant) (Pathfinder© Roleplaying Game Bestiary™)
Init +3; Senses darkvision 60 ft., low-light vision;
Perception +16
DEFENSE
AC 23, touch 12, flat-footed 20 (+3 Dex, -1 size, +11
natural)
hp 114 (12d10+60)
Fort +13, Ref +7, Will +7
Defensive Abilities improved rock catching; Immune
elemental traits
OFFENSE
Speed 40 ft.; airborne
Melee greatclub +17/+12/+7 (2d8+9) or 2 slams +17 (1d8+6)
Ranged rock +15 (2d8+9)
Space 10 ft.; Reach 10 ft.
Special Attacks air mastery, dust blast (20-ft. line, 6d4
slashing, Reflex DC 21 half, 1/1d4 rounds), exude dust
(DC 21), rock throwing (180 ft.)
STATISTICS

m
Str 23, Dex 17, Con 21, Int 10, Wis 12, Cha 8
Base Atk +12; CMB +19; CMD 32
Feats Iron Will, Martial Weapon Proficiency
(greatclub), Point-Blank Shot, Power Attack, Precise
Shot, Quick Draw
Skills Climb +18, Escape Artist +15, Intimidate +14,
Perception +16, Stealth +18 (+26 in rocky terrain), Survival
+13; Racial Modifiers +4 Stealth (+8 in rocky terrain)
Languages Auran, Common, Giant, Terran
SQ air breather, airborne

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m the advanced bestiary
ECOLOGY
Environment Plane of Air, Earth or temperate mountains
Organization solitary, gang (2–5), band (4–8), hunting
party (9–12 plus 1 elder), or tribe (13–30 plus 35%
noncombatants, 1–3 elders, and 4–6 dust dire bears)
Treasure standard (greatclub, other treasure)
SPECIAL ABILITIES
m
Air Breather (Ex) See the dust creature template.
Air Mastery (Ex) See the dust creature template.
Airborne (Su) See the dust creature template.
Dust Blast (Su) See the dust creature template.
Exude Dust (Su) See the dust creature template.

eldritch
Beings from the deepest reaches of space and realms as appropriate. Treat those skills that the base creature
beyond the known planes, eldritch creatures are things had ranks in before as class skills.
that should not be. Horrific and lethal, eldritch creatures Special Abilities: An eldritch gains a number of special
travel to the worlds of the Material Plane with purposes attacks and qualities depending on its Hit Dice. For each
only known to them. They can sometimes be created two Hit Dice an eldritch has, it gains one eldritch point
or called via forbidden magic or rituals, but always at a (EP) with which it can buy abilities (minimum 1). Each
terrible cost. ability costs or adds to the creature’s EP total and adds
Each eldritch creature is unique in form and abilities. or subtracts from the eldritch’s CR adjustment (round
Their shape only vaguely hints at the creature they are up). Unless otherwise specified, once an eldritch creature
patterned after. In every case, however, an eldritch is a gains an ability it cannot change it.
horrific monster of flesh, bone, mucus, and fluids—one Ability Damage (Su) (-2 EP, +1/2 CR): One of the
that should not exist. eldritch’s natural attack deals 1d2 points of ability
creating an damage. Which ability score the attack damages is
chosen upon this ability’s selection and cannot be
eldritch creature changed. This ability can be taken multiple times,
with it either applying the damage to another natural
“Eldritch” is an inherited or acquired template that can
attack, increasing the die of the damage by 1 or
be added to any living creature (referred to hereafter as
affecting a different ability score.
the base creature). An eldritch creature uses all the base
creature’s statistics and special abilities except as noted Ability Drain (Su) (-3 EP, +1/2 CR): As ability
here. damage above, but deals ability drain.
Challenge Rating: An eldritch’s CR adjustment Ability Score Increase (-1 EP, +1/4 CR): Increase one
depends on what abilities it has (see Special Abilities). ability score by +2. This can be taken multiple times.
Alignment: Any non-good. Ability Score Decrease (+1 EP, -1/4 CR): Decrease one
ability score by -2. An ability score decreased to 0 or
Type: The base creature’s type changes depending
lower has no score. This can be taken multiple times.
whether the eldritch creature comes from the deeper
reaches of space or outside the known planes. If it is from Abnormal Reach (-1 EP, +1/4 CR): Increase the reach
space, the base creature’s type changes to aberration. of one of the eldritch’s natural attacks by 5 ft. This
Otherwise, the creature’s type changes to outsider, and it ability may be taken multiple times.
gains the extraplanar subtype. Additional Attack (-1 EP, +1/2 CR): The eldritch gains
Hit Dice: Change all of the base creature’s racial HD to a natural attack of the type it doesn’t already have.
d8s if the new type is an aberration; d10s if the new type Damage for the attack is appropriate for its size. This
is an outsider. ability can be taken multiple times.
Attacks: If the base creature has no natural attacks, it Additional Movement (-1 EP, +1/2 CR): The eldritch
gains two tentacle or claw attacks. The damage for these gains an additional mode of movement equal to its
attacks is as a creature one size category higher. base speed or 10 feet (whichever is higher). If it gains a
fly speed, that speed has clumsy maneuverability. This
Skills: The base creature loses all skill ranks except those
ability can be taken multiple times, but each time a
gained as racial bonuses. Recalculate the creature’s total
different mode of movement needs to be taken.
skill points as a creature of its new type, reassigning ranks

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m 133
Additional Natural Attack (-1 EP, +1/4 CR): The 5. Multiple DRs of the same amount default to “or”
number of one of the eldritch’s natural attacks when stringing them together. To string two DRs of
increases by one. This is accompanied by an the same amount together with an “and” increase the
appropriate change in the creature’s anatomy. This CR by 1/4. If a DR with no bypass (DR x/—) is
ability can be taken multiple times. added, increase the cost to -2 EP, +1/2 CR.
Amorphous Body (Ex) (-1 EP, +1/2 CR): An eldritch’s Devour Soul (Su) (-2 EP, +1 CR): The eldritch sucks
internal anatomy constantly shifts and changes. The away part of a target’s soul with one of its natural
eldritch is immune to precision damage such as from attacks. The eldritch gains energy drain (1 level). This
sneak attacks and critical hits. ability can be taken up to three times; each time the
Armor Class (deflection) (Su) (-2 EP, +1/2 CR): The number of levels drained increases by 1. The DC to
eldritch gains a deflection bonus to its AC equal to regain drained levels is Charisma-based.
its Charisma modifier (minimum 1). Disease (Ex or Su) (-1 EP, +1/4 CR): One of the
Armor Class (natural) (Ex) (-1 EP, +1/4 CR): Gains eldritch’s attacks transmits a disease, either on injury
+3 natural armor bonus. This can be taken multiple or contact. The disease affects one ability score
times. chosen at the time of selection. This ability can be
taken multiple times, upon which it gains another
Bleed (Ex) (-1 EP, +1/2 CR): The eldritch gains the disease applied to a different attack or augments an
bleed ability for all natural attacks for 1d4 damage. existing disease by one of the following effects:
This ability can be taken multiple times; each time
it increases the number or type of dice the bleed • Disease applies to another attack.
damage does by 1. • Increase damage of chosen ability score as if it
Blood Drain (Ex) (-2 EP, +1/2 CR): One of the was a natural attack.
eldritch’s attacks drains blood for 1d2 Con damage. • Disease affects another ability score. Damage
This ability can be taken multiple times; each time for this ability score starts as 1d4 but can be
increases the Constitution damage either increasing increased by further applications of this ability.
the number of dice or the kind of die by 1 or gives • Increase the number of saves required by 1
the blood drain ability at 1d2 Con to another attack. (maximum 3).
Bonus Feat (-2 EP, +1/2 CR): Gain a feat as a racial • Saving throw for disease has a +1 racial bonus.
bonus feat. This ability can be taken multiple times, This bonus cannot exceed the eldritch’s total Hit
but no more than one plus 1/3 the eldritch’s total Hit Dice.
Dice.
• Eldritch Rot—injury or contact; save Fortitude;
Constrict (Ex) (-1 EP, +1/2 CR): The eldritch gains onset immediate; frequency 1/day; effect 1d4 of
a constrict attack with an appropriate limb. The chosen ability score; cure 1 save. The save DC is
damage done is equal to the creature’s slam attack or Constitution-based.
as a slam attack as one size category larger.
Dual Essence (-2 EP, +1 CR): The eldritch retains
Damage Reduction (Ex) (-1 EP, +1/4 CR): The eldritch the defenses, spell-like abilities, special attacks, and
gains DR 5 with a specific bypass. This ability can be special qualities of its former type, as well as its new
taken multiple times but no more than four times for type. It counts as both its original and current type
any particular bypass; each time the DR increases by for the purposes of spell effects.

using the eldritch template

m
The eldritch template allows a GM to create unique cosmic horrors, but it can be tricky to apply while keeping
a creature balanced. Due to the variability of available abilities, gauge the final creature’s CR against other
creatures of similar CR. If the eldritch is too weak or powerful, adjust the CR as appropriate.
If you wish to add your own abilities to an eldritch, use the above as a guide for the EP cost and the CR
adjustment. No ability should cost more than 2 EP, and a CR adjustment should be plus or minus 1/8, 1/4,
1/2, or 1. For a good list of possible abilities that can be added, see the Pathfinder® Roleplaying Game: Advanced
Race Guide™.

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m the advanced bestiary
Energy Resistance (-1 EP, +1/4 CR): The eldritch
gains energy resistance 5 to one kind of energy (acid,
cold, electricity, fire, or sonic). This ability can be
taken multiple times. Each time add a new energy
type or increase a current damage resistance by 5
(maximum 30).
m
Poison (Ex or Su) (-1 EP, +1/2 CR): One of the
eldritch’s attacks inflicts the poison Eldritch Essence
on either injury or contact. The poison affects one
ability score, chosen at the time of selection. If the
score the poison damages is a physical score (STR,
DEX, or CON), the save is a Fortitude save and is
Fast Healing (-1 EP, +1/4 CR): The eldritch gains Constitution-based. For mental score damage (INT,
fast healing 1. This ability cannot be taken along WIS, CHA), the save is a Will save and is Charisma-
with regeneration. This ability can be taken multiple based. This ability can be taken multiple times; each
times, each time the fast healing increases by 1. time, one of the following effects can be applied:
Healing Bypass (+1 EP, -1/2 CR): A specific type of • Increase the amount of damage the poison does
attack, e.g. fire, good, etc., bypasses an eldritch’s fast as a natural attack (see Improved Natural Attack
healing or regeneration. This ability can be taken feat for progression)
multiple times, each time it applies a new kind of • Increase the number of saves required (maximum 3)
bypass as an “or.” • Increase the frequency by 1 round (maximum 6)
Incorporeal (Su) (-2 EP, +1 CR): The eldritch gains the • Add a second ability score that takes 1 point damage.
incorporeal subtype and all the abilities associated
with being incorporeal. • Add a +1 natural bonus to the DC
Larger Weapons (Ex) (-1 EP, +1/4 CR): The eldritch • Same poison is delivered by a second natural
creature can use manufactured weapons of one size attack.
category larger that its size. This ability does not • Eldritch Essence—injury or contact; save Fortitude
grant proficiency with the weapon. or Will; frequency 1/round for 2 rounds; effect 1 of
Light Blindness (Ex) (+1 EP, -1/4 CR): Abrupt chosen ability score; cure 1 consecutive save.
exposure to bright light blinds an eldritch for 1 Racial Skill (-1 EP, +1/8 CR): The selected skill is a
round. On subsequent rounds, the eldritch is dazzled racial skill for the eldritch. Double the CR cost to apply
as long as it remains in the affected area. to a skill group. This ability can be taken multiple times;
Light Sensitivity (Ex) (+1 EP, -1/4 CR): The eldritch each time it applies to a different skill or skill group.
is dazzled as long as it remains in an area of bright Regeneration (Ex or Su) (-2 EP, +1/4 CR): The eldritch
light. gains regeneration 2. This ability cannot be taken
Maddening Presence (Su) (-2 EP, +1 CR): The very along with fast healing. This ability can be applied
presence of the eldritch confuses and causes insanity. multiple times; each time regeneration increases by 2.
All those within 30 feet of the eldritch go permanently Resistance (Ex or Su) (-1 EP, +1/4 CR): The eldritch
insane (as the insanity spell). A successful Will save gains a racial bonus to saves vs. a specific type of
reduces this to a confusion effect (as the confusion spell) attack, e.g. poison, disease, spell effect, etc. The bonus
that lasts 1d6 rounds. A creature that succeeds on is equal to one-third the eldritch’s total Hit Dice
the save is immune to the maddening presence effect (minimum +1). This ability can be taken multiple
from this eldritch creature for one day. This is a mind- times. Each time it is taken, increase the bonus by
affecting effect. The save DC is Charisma-based. 1/3 of the eldritch’s Hit Dice, or gain resistance to
Maneuverability Adjustment (Ex) (see text): If the another specific attack type.
eldritch has a fly speed, increase or decrease its Sense (Ex or Su) (-1 EP, +1/8 CR): The eldritch gains
maneuverability by one step. Increasing the creature’s darkvision +60, low-light vision, blindsense +30
maneuverability costs 1 EP and increases the CR by ft., or blindsight +60 ft. This ability can be taken
1/4. Decreasing the creature’s maneuverability adds 1 multiple times.
EP to the creature’s total and decreases its CR by 1/4. Skill Bonus (-1 EP, +1/8 CR): Gain +2 racial bonus to
This ability can be taken multiple times. one specific skill. For skill groups, such as Knowledge,
No Breath (Ex) (-1 EP, +1/2 CR): The eldritch does this applies to one specific skill from the group, e.g.
not breathe and is immune to any effect that requires Knowledge (arcana). Double the CR cost to apply a
breathing (such as inhaled poison). This does not +2 bonus to an entire skill group. This ability can be
give immunity to cloud or gas attacks that do not taken multiple times by either adding to the bonus or
require breathing. applying a bonus to a new skill or skill group.

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m 135
Smaller Weapons (Ex) (-1 EP, +1/4 CR): The eldritch Subtype (-2 EP, +1/2 CR): The eldritch gains an
creature can use manufactured weapons of one size elemental (air, fire, etc.) or alignment (chaotic, evil,
category smaller that its size. This ability does not etc.) subtype it does not already have. It cannot gain
grant proficiency with the weapon. an elemental subtype that conflicts with one it already
Spell Resistance (Su) (-2 EP, +1/2 CR): The eldritch has, e.g. fire and cold. Nor can it gain an alignment
gains spell resistance equal to 11 + the eldritch’s total subtype that is in conflict with its alignment.
Hit Dice. Swap Movement (-1 EP, special): Swap one of your
Spell-Like Abilities (Sp) (variable, variable): The modes of movement with one you do not have.
eldritch can use a number of spells as spell-like If the eldritch gains flight, its maneuverability is
abilities. The caster level is equal to the eldritch’s total average. If the eldritch gains fly, the CR adjustment
Hit Dice. The EP and CR depend on a number of is +1/4; otherwise, it is +1/8.
factors, as follows: Trample (Ex) (-2 EP, +1/2 CR): The eldritch gains the
• EP for spell-like abilities is equal to 1/3 of the trample special attack. The damage done is equal to the
sum of the levels of all spell-like abilities. Spell- eldritch’s slam damage plus 1-1/2 its Str bonus. If the
like abilities are automatically 1/day. eldritch does not have a slam attack, the trample does
damage as a slam attack appropriate for its size plus
• Decrease an individual spell’s level for the purpose 1-1/2 its Str bonus. The save DC is Strength-based.
of calculating EP by 1/2 for downgrading the
times per day to per week, per week to per month, Variable Natural Attack (Ex) (-1 EP, +1/2 CR): One of
or per month to per year. the eldritch’s natural attacks changes to a different type
each round. The damage the attack does doesn’t change,
• Increase an individual spell’s level for the purpose just the kind of the attack, e.g. claw, slam, bite, etc.
of calculating EP by 1/2 for increasing the
number of times a day a spell can be used. Vulnerable to Sunlight (Ex) (+2 EP, -1/2 CR): The
eldritch takes 1 point of Con damage each round it
• Increase an individual spell’s level for the purpose is exposed to sunlight.
of calculating EP by 1 to increase the casting
time to At Will from times per day, or Constant Vulnerability to Energy (Ex) (+1 EP, -1/4 CR): The
from At Will. eldritch gains vulnerability to one energy type (acid,
cold, electricity, fire, or sonic). This ability can be
• The CR adjustment for an eldritch’s spell like applied multiple times.
abilities is 1/4 the total EP spent on these abilities
(minimum +0). Whistle (Ex or Su) (-1 EP, +1/2 CR): At will, the
eldritch can whistle a hypnotic tune. All those within
• The above modifiers to a spell’s level are only for 30 feet of the eldritch must make a Will save or be
the calculation of the EP cost and do not affect fascinated. This is a sonic, mind-affecting effect.
the actual spell level when cast. The save DC is Charisma-based if supernatural, or
Spellcasting (Sp or Su) (-4 EP, +2 CR): The eldritch Constitution-based if extraordinary.
can cast spells as a cleric, druid, oracle, sorcerer, witch,
or wizard of a level equal to its racial Hit Dice (20 sample eldritch
max). The eldritch must have a high enough ability
A blot of the night sky drifts down from above. It pipes
score appropriate to the class to cast spells of the
and whistles a maddening but hypnotic melody as it falls.
appropriate level.
Starflight (Ex or Su) (-1 EP, +1/2 CR): The eldritch consuming void
can survive in the void of outer space and does not
need to breathe when in the void. It flies through A consuming void comes from the darkest reaches of

m
space at an incredible speed. Although exact travel space. Every so often, one drifts down onto a planet, where
times vary, a trip within a single solar system it then proceeds to gorge itself on anything it can find.
normally takes 3d20 months, while a trip beyond
should take 3d20 years (or more, at the GM’s Consuming Void CR 10 • XP 9,600
discretion).
Eldritch black pudding (Pathfinder® Roleplaying Game Bestiary™)
Stench (Ex) (-1 EP, +1/2 CR): The eldritch gains N Huge aberration
the stench ability. The duration for this ability is 10 Init –5; Senses blindsight 60 ft., darkvision 60 ft.; Perception –5
rounds and the save DC is Constitution-based. Aura maddening presence (30 ft., DC 10)

136
m the advanced bestiary
DEFENSE
AC 3, touch 3, flat-footed 3 (–5 Dex, –2 size)
hp 85 (10d8+40)
Fort +9, Ref –2, Will +2
Defensive Abilities split (slashing or piercing;
10 hp); Immune ooze traits; SR 21
m
Weaknesses light sensitivity
OFFENSE
Speed 20 ft., fly 20 ft. (average)
Melee slam +8 (2d6+4 plus 2d6 acid plus
grab)
Space 15 ft.; Reach 10 ft.
Special Attacks acid (2d6), constrict
(2d6+4 plus 2d6 acid), corrosion, whistle
(30 ft., DC 19)
STATISTICS
Str 16, Dex 1, Con 18, Int —, Wis 1, Cha 1
Base Atk +7; CMB +12 (+16 grapple); CMD 17
(can’t be tripped)
Skills Fly -9
SQ no breath, starflight, suction
ECOLOGY
Environment any (Dark Tapestry)
Organization solitary
Treasure none
SPECIAL ABILITIES
Maddening Presence (Su) See the eldritch template.
Starflight (Ex) See the eldritch template.
Whistle (Ex) See eldritch template.

electric creature
Fleeting creatures of electrical energy, electric creatures are Challenge Rating: Same as base creature +2.
creatures of lightning and static. They are found throughout Type: The electric creature’s type changes to outsider,
the elemental planes wherever there are electrical storms and it gains the elemental, extraplanar, and incorporeal
or events accompanied by great amounts of lighting. subtypes. If your game uses an electricity subtype the
Occasionally, they find their way to the Material Planes base creature gains it. If the base creature has the water
via strong electrical activity, such as thunderstorms, dust subtype, it loses it. Recalculate base attack bonuses,
storms, or through the breath of the largest of blue dragons. saves, or skill points.
Electric creatures appear to be the base form made of Armor Class: The base creature’s armor, shield, and
lightning and electrified matter. natural armor bonuses no longer apply, but an electric
creating an creature gains a deflection bonus to Armor Class equal
to its Charisma bonus or +1, whichever is higher. Electric
electric creature creatures cannot use or carry equipment of any kind.
“Electric creature” is an inherited template that can be Hit Dice: Change all of the base creature’s racial HD
applied to any living creature that does not have the water to d10s.
or aquatic subtypes (referred to hereafter as the base Defensive Abilities: An electric creature gains
creature). An electric creature uses all the base creature’s immunity to electricity.
statistics and special abilities except as noted here.

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m 137
Weaknesses: An electric creature gains the following Electric Strikes (Ex): If a target is wearing metal
weakness. armor, the threat range for all attacks is doubled.
Water Vulnerability (Ex): For every gallon of water an Lighting Strike (Su): Once per day plus one additional
electric creature is exposed to, it takes 1d8 damage. time per day per every 5 racial Hit Dice the electric
If it is submerged in water, the damage increases to creature has, an electric creature can direct a lightning
1d10 per round it is submerged, but also does 1d6 bolt against any foe within 100 ft. The ability is
electricity damage to all within a radius equal to the otherwise identical to the lightning bolt spell but has
electric creature’s space. no upper limit to the damage it can do. The electric
Speed: An electric creature loses all its modes of creature’s caster level is equal to its total racial Hit
movement except land and fly speed. An electric creature Dice. The save DC is Constitution-based.
gains or increases its fly speed to the base creature’s Spell-Like Abilities: An electric creature keeps all its
highest speed with perfect maneuverability. spell like abilities, but those abilities that deal acid, cold,
Attacks: All of the base creature’s natural attacks fire, or sonic damage now deal electricity damage.
become incorporeal touch attacks. The electric creature Spellcasting: An electric creature cannot cast spells
gains a primary incorporeal touch attack if it has no that require material components unless it has the
other natural attacks. Each of an electric creature’s Eschew Materials feat.
incorporeal touch attacks that was converted from an Abilities: Dex +4; as an incorporeal creature, the electric
attack that dealt hit point damage now deals electricity creature has no Strength score.
damage instead. If the attack additionally dealt damage
of an energy type (such as acid, cold, fire, or sonic), that Special Qualities: The electric creature retains all the
damage is also converted to electricity damage. If the base creature’s special qualities that do not require corporeal
electric creature gains an incorporeal touch attack from contact with another creature and gains the no breath
the application of this template, its damage is based on universal ability. An electric creature gains the following.
size as a slam attack as if the creature one size category Electric Body (Ex): Anyone striking an electric
larger. creature with natural or non-metallic manufactured
Special Attacks: An electric creature loses all special melee weapons takes 1d6 electricity damage. If an
attacks that require corporeal contact except those that opponent strikes an electric creature with a metallic
deal hit point damage. Such attacks now deal electric melee weapon or object, the damage increases to 1d8.
damage in the same amounts. The electric creature also Electric Leap (Su): When using its lightning strike or
gains the following. chain lighting strike abilities, an electric creature can
Chain Lightning Strike (Su): Once per day, an electric travel along its lightning bolt as a swift action. The
creature can make a chain lightning attack against any electric creature reappears in any open 5-foot square
creatures within 100 feet of the electric creature. This next to any single creature struck by the bolt. If nobody
ability is otherwise identical to the chain lightning is hit, the electric creature reappears at the location
spell, but there is no upper limit to the damage it can where the lightning strike ends. If there is no 5-foot
do. The caster level is equal to the electric creature’s square near the creature struck, the lightning creature
total Hit Dice. The save DC is Constitution-based. appears at the closest 5-foot square that is available.
Electric Burst (Su): Three times per day, an electric Environment: any nonaquatic
creature can release a burst of electricity centered on Treasure: incidental
itself. The burst has a range of 20 feet and does half
the damage as its lightning strike ability (see below). sample electric creature
The save DC is Constitution-based.

m
Lighting, in the shape of a large insect, crawls forward.
Electric Spellcasting (Su): An electric creature casts The air crackles in time with its movements.
all spells and spell-like abilities with the electric
descriptor at one caster level higher. An electric electric soldier ant
creature can add the electric descriptor to any
damaging spell. Such spells are not cast at increased Vermin of the elemental planes, electric ants form colonies
caster level and half of the damage dealt is electric both in the earth and the clouds of thunderstorms. Just as
damage. It cannot cast spells or use spell-like abilities mindless as their material kin, electric ants scavenge large
with the water descriptor. areas for conducting materials to bring back to the colony.

138
m the advanced bestiary
Electric Soldier Ant CR 4 • XP 1,200
N Medium outsider (elemental, extraplanar,
incorporeal) (Pathfinder® Roleplaying Game
Bestiary™)
Init +2; Senses darkvision 60 ft., scent; Perception +5
m
DEFENSE
AC 13, touch 13, flat-footed 11 (+1 deflection, +2 Dex)
hp 21 (2d10+9)
Fort +3, Ref +5, Will +4
Defensive Abilities incorporeal; Immune electricity,
elemental traits
Weaknesses water vulnerability
OFFENSE
Speed 50 ft., fly 50 ft. (perfect)
Melee incorporeal bite +4 touch (1d6 electricity),
incorporeal sting +4 touch (1d4 electricity)
Special Attacks chain lightning strike 1/day (2d6
electricity, 100 ft., DC 14), electric burst 3/day (1d6
electricity, 20 ft., DC 14), electric strikes, lightning
strike 1/day (2d6 electricity, 100 ft., DC 14)
STATISTICS
Str —, Dex 14, Con 17, Int —, Wis 13, Cha 11
Base Atk +2; CMB +4; CMD 15 (23 vs. trip)
Feats ToughnessB
Skills Fly +10, Perception +5, Survival +5; Racial
Modifiers +4 Perception, +4 Survival
SQ electric body, electric leap, no breath
SPECIAL ABILITIES
Chain Lightning Strike (Su) See the electric creature
template.
Electric Strikes (Ex) See the electric creature template.
Electric Body (Ex) See the electric creature template.
Lightning Strike (Su) See the electric creature template.
Electric Burst (Su) See the electric creature template.
Water Vulnerability (Ex) See the electric creature
Electric Leap (Su) See the electric creature template.
template.

element-infused
Nature gods and the lords of the elements sometimes grant creature usually looks much like an albino version of
their champions special powers, infusing them with the its kind, and an earth-infused creature’s dark body is
essence of one of the four elemental planes. The powers in typically pebbled and rough.
control of the elements grant this gift only rarely, since its
strength can remain in a bloodline for many generations. creating an element-
In fact, element-infused creatures occasionally become infused creature
races unto themselves. Some sages argue deep dwarves
owe their origins to earth-infused dwarves, and aquatic “Element-Infused” is an acquired or inherited template that
elves owe theirs to water-infused elves. can be added to any creature (referred to hereafter as the
base creature). An element-infused creature uses all the base
Element-infused creatures of different elemental types
creature’s statistics and special abilities except as noted here.
have little in common, but those infused with the same
element often share certain features. A water-infused Challenge Rating: As base creature +1
creature generally has webbed appendages and blue Type: An element-infused creature gains the subtype of
skin, hair, or scales; and a fire-infused creature may the element that infuses it (air, earth, fire, or water). Do
have red or orange skin, hair, or scales. An air-infused not recalculate base attack bonuses, saves, or skill points.

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m 139
Senses: An element-infused creature gains a new sense creature within this area that is not flying must
depending on the type of element infusing it. succeed on an Acrobatics or Strength check
• Air: blindsight +30 ft. vs. the wind blast’s DC or fall prone. A flying
creature that fails is instead blown away from the
• Earth: tremorsense +30 ft. air-infused creature, moving a distance equal to
• Fire: low-light vision. 5 feet per point by which it failed the check. If
• Water: tremorsense +30 ft. the creature encounters a large object (such as a
wall) during this movement, it takes 1d6 points
Defensive Abilities: If the base creature has an ability of damage per 5 feet the object prevented it from
that is bypassed by the same element as the element moving. The save DC is Constitution-based.
infusing the base creature, such as regeneration, it loses
that mode of bypass for the ability. Additionally, it gains • Earth: Barrage (Su): Once every 1d4 rounds, an
the following: earth-infused creature can release a storm of rock
in a 30-foot-radius spread. Those within range
Elemental Body (Ex): Element-infused creatures’ take 1d6 bludgeoning damage per 2 Hit Dice
bodies gain some of the qualities of elementals. Each the earth-infused creature possesses. A successful
time an element-infused creature is exposed to a Reflex save halves this damage. The save DC is
bleed, precision damage, poison, paralysis, sleep, or Constitution-based.
stunning effect, it has a 25% chance to avoid it.
Earth Mastery (Ex): An earth-infused creature
Weaknesses: An element-infused creature loses any gains a +1 bonus on attack and damage rolls if
weakness dependent on its chosen element. both it and its foe are touching the ground. If an
Speed: An element-infused creature retains the base opponent is airborne or waterborne, the earth-
creature’s speeds and gains a new speed according to infused creature takes a -4 penalty on attack and
the element that infuses it. If the base creature already damage rolls. These modifiers apply to overrun
possessed the mode of movement that the element would and bull rush maneuvers as well.
grant, the element-infused creature retains the higher • Fire: Fire Breath (Su): A fire-infused creature
speed. can breathe a 30-foot cone of fire once every
• Air: An air-infused creature gains a fly speed 1d4 rounds. Every creature in the area takes
(perfect maneuverability) equal to its highest 1d6 points of fire damage per 2 Hit Dice the
speed. If the base creature already has a fly speed, fire-infused creature possesses (20d6 max). A
it increases to match the base creature’s highest successful Reflex save halves this fire damage.
speed, with perfect maneuverability. If the base The save DC is Constitution-based.
creature gains a fly speed from the application of Heat (Su): Each of a fire-infused creature’s natural
this template, the flight is supernatural in origin. attacks and melee attacks with metallic weapons
• Earth: An earth-infused creature gains a burrow deal an extra +1d6 points of fire damage.
speed equal to its highest speed. It can burrow • Water: Waterball (Su): While water is within
through rock at half speed. its reach, a water-infused creature can pick up a
• Fire: A fire-infused creature’s base speed cohesive ball of water and throw it at a distant
increases by +10 ft. target as a ranged attack. If the water-infused
• Water: A water-infused creature gains a swim creature can make multiple ranged attacks
speed equal to its highest speed if the base during a round, it can devote as many of them
creature does not already have one. as it wishes to waterball attacks, so long as it has
a ready source of water within reach. Waterballs
Special Attacks: An element-infused creature retains

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can be thrown underwater or through a border
all the base creature’s special attacks and gains those between air and water with no penalties to range
described here. or on the attack roll.
• Air: Air Mastery (Ex) Air-infused creatures take A waterball is considered a thrown weapon
a -1 penalty on attack and damage rolls against with a range increment of 20 feet. It deals
an air elemental. nonlethal damage as a slam attack based on
the water-infused creature’s size. As with other
Wind Blast (Su): Once every 1d4 rounds, an air-
thrown weapons, the water-infused creature’s full
infused creature can breathe a 60-foot cone of
Strength bonus applies to the damage roll.
wind that mimics a terrible windstorm. Every

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A waterball can be used to snuff out a
nonmagical fire instead of attacking a creature as
per the quench spell. To use it in this way, the water-
infused creature must succeed on a ranged touch
attack against the source of the fire. Waterballs do
not retain their cohesiveness when not grasped or
over that of the base creature.
m
• Earth: Earth’s Armor (Ex): The element-infused
creature’s natural armor bonus improves by +2

• Fire: Fire Healing (Ex): A fire-infused creature


regains 1 hit point for each full round that it
remains in contact with a fire at least one size
thrown by a water-infused creature. category smaller than itself. When struck by a
At the GM’s discretion, other liquids can be magical fire effect, the fire-infused creature heals
thrown in a similar matter, but the water-infused 1 point of damage per 10 points of damage that
creature must touch the liquid and take any the fire effect would otherwise deal.
damage it deals if not immune to its particular
dangers. Firewalk (Su): A fire-infused creature can climb
an object on fire as though it had a climb speed
Water Mastery (Ex): A water-infused creature equal to its highest speed. Furthermore, it can fly
gains a +1 bonus on attack and damage rolls if at its highest speed with perfect maneuverability
both it and its opponent are touching water. If so long as it remains in contact with fire, and it
the opponent or the water-infused creature is can walk on flames at its highest speed, as though
touching the ground, it takes a -4 penalty on walking on air via the air walk spell.
attack and damage rolls. These modifiers CMB
and CMD as well. • Water: Water Breathing (Sp): Once per day, a
water-infused creature can use water breathing,
Abilities: Modify from the base creature as follows as the spell (caster level equals water-infused
(minimum 1 for all scores). creature’s character level).
• Air: –4 Str, +4 Dex, –2 Con, –2 Int, +2 Wis, +2
Cha.
• Earth: +4 Str, –2 Dex, +2 Con, –2 Int, +2
Wis, –4 Cha.
• Fire: –2 Str, +2 Dex, –2 Con, +4 Int, –4
Wis, +2 Cha.
• Water: +2 Str, –2 Dex, +4 Con, –4 Int, +2
Wis, –2 Cha.
Feats: An element-infused creature gains a
bonus feat based on the element that infuses it.
• Air: Lightning Reflexes.
• Earth: Iron Will.
• Fire: Quick Draw.
• Water: Great Fortitude.
Special Qualities: An element-infused creature
retains all the base creature’s special qualities and
gains those described here.
Elemental Quality: The exact elemental
qualities bestowed depend on the element
that infuses the base creature, as follows.
• Air: Gaseous Form (Sp): The air-
infused creature can use gaseous
form, as the spell (caster level
equals air-infused
creature’s character
level), on itself once
per day.

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sample element- OFFENSE

infused creature Speed 40 ft., firewalk 40 ft.


Melee bite +7 (1d8+4+1d6 fire), 2 claws +7 (1d6+4+1d6
fire)
A bright orange-and-yellow-skinned troll, its hair has Space 10 ft.; Reach 10 ft.
the colors of fire. Special Attacks fire breath (30-ft. cone, 3d6 fire, Reflex
DC 18 half, 1/1d4 rounds), heat (1d6), rend (2 claws,
fire-infused troll 1d6+6+1d6 fire)
STATISTICS
Although more intelligent than normal trolls, fire- Str 19, Dex 16, Con 21, Int 10, Wis 5, Cha 8
infused trolls often act on instinct and without much Base Atk +4; CMB +9; CMD 22
thought. They prey on any living creatures they can find. Feats Intimidating Prowess, Iron Will, Quick DrawB, Skill
Focus (Perception)
Skills Intimidate +12, Perception +9
Fire-Infused Troll CR 6 • XP 2,400
SQ firewalk
CE Large humanoid (fire, giant) (Pathfinder® Languages Giant
Roleplaying Game Bestiary™) ECOLOGY
Init +3; Senses darkvision 60 ft., low-light vision, scent;
Perception +9 Environment warm mountains
Organization solitary or gang (2-4)
DEFENSE
Treasure standard
AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, –1
size) SPECIAL ABILITIES
hp 57 (6d8+30); fire healing, regeneration 5 (acid) Elemental Body (Ex) See the element-infused template.
Fort +10, Ref +5, Will +1 Fire Breath (Su) See the element-infused template.
Defensive Abilities elemental body; Immune fire Fire Healing (Ex) See the element-infused template.
Weakness vulnerability to cold Firewalk (Su) See the element-infused template.

eye king
Some sages speculate that eye kings originated on some Challenge Rating: Adjust according to the base
heretofore undiscovered plane where magic holds sway creature’s total Hit Dice, as given on Table 2-19.
over the laws of nature, while others believe they are the
result of foul magical experimentation and crossbreeding. table 2-19: eye king cr
Regardless of their origins, these powerful creatures seem
to come in as many forms as normal creatures do. HD CR
5 or less +1
Abominable-looking to all but the most forgiving, an
eye king is a bloated blob of flesh crowned by numerous 6-11 +2
baleful eyes. A single, huge, central eye and an enormous 12-17 +3
mouth make up most of its face, and vestigial limbs 18 or greater +4
dangle beneath its floating form, grotesquely writhing
and grasping despite their atrophied state. Type: Base creatures with the animal, fey, humanoid,
Each of an eye king’s eyes can produce a magical effect monstrous humanoid, or vermin type change to an

m
that mimics a spell. The eyestalks that top its head gaze aberration with the appropriate subtype. Base creatures
in every direction, projecting spell effects as thin rays of with another type do not change type. Do not recalculate
light, while its central eye emanates a supernatural field base attack bonuses, saves, or skill points.
with strange effects. Defensive Abilities: An eye king gains all-around
vision.
creating an eye king Speed: If the base creature can fly, the eye king retains
“Eye King” is an inherited template that can be added to any the base creature’s fly speed, maneuverability, and the
living creature that is not blind. An eye king uses all the base manner by which it flew. Otherwise, it gains a fly speed
creature’s statistics and special abilities except as noted here. as an extraordinary ability due to its buoyancy equal to

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m the advanced bestiary
one-half the base creature’s highest speed (to a minimum
of 5 feet), with perfect maneuverability. If the base
creature has a swim speed, the eye king can swim at the
same speed as it can fly. The eye king retains all the base
creature’s other modes of movement, but each speed is
reduced to one-quarter of its original value (minimum
m
Ray feat (see Appendix A). Once a spell is chosen for
a particular eye at the eye king’s creation, it cannot be
changed. For example, before an eye king can assign
a 3rd-level spell to one of its eyes, it must already have
assigned a 1st- and 2nd-level spell.
No two of an eye king’s eye rays can produce the
5 feet). same spell. All eye ray spells affect a single target, no
Attacks: Except for bite or wing attacks, the eye king matter what the original spell’s target, area, or effect is.
deals damage with its natural attacks as though it were Spellcasting: An eye king cannot cast spells granted
two size categories smaller. If the base creature possesses by class levels unless it has the Eye Caster feat (see
at least one mouth but has no natural attack with it, the Appendix A).
eye king gains a secondary bite attack with each mouth. Abilities: Cha +4.
The damage from this bite attack is based on the creature’s
size as if it was one size category larger. Feats: An eye king can choose a single eye ray as the
target for any metamagic feats it has. Applying a same
An eye king also gains a primary ray attack with each of its metamagic feat to multiple eye rays requires multiple
eyestalks (see Special Attacks). It can aim only one-third instances of the feat.
of its eyestalks in any one 90-degree arc (up, forward,
backward, left, right, or down); the other eyestalks must
aim in different directions.
Reach: Except for any wing attacks the base creature
might have, each attack of a Small or larger eye king has a
reach of 5 feet. Each attack of a Tiny or smaller eye king
has a reach of 0 feet.
Special Attacks: An eye king gains the following.
Central Eye Beam (Su): When an eye king’s central eye
is open, it constantly produces a magical emanation in
a 100-foot cone. The emanation must be a spell that
a sorcerer or cleric of a level equal to the eye king’s
racial Hit Dice (minimum 1st level) could cast. Only
spells that note they are emanations may be used for
the central eye beam. The spell effect duplicated by this
cone is selected when the creature is created and cannot
thereafter be changed. The save DC for the central eye
beam’s effect (if applicable) is Charisma-based.
Eyes or Eyestalks (Ex): An eye king has a roughly
spherical body with a single central eye on the front
of its body. It has a number of eyes or eyestalks equal
to the base creature’s racial Hit Dice (minimum 1,
maximum 20) that protrude from the top of its head.
Eye Rays (Su): Each of the eye king’s eye stalks produces
a single spell-like effect as a ray at will once per round as
a free action. Each ray has a range of 100 feet. The caster
level for an eye king’s eye rays is equal to its total racial
Hit Dice. All save DCs are Charisma-based.
An eye king’s eye rays can be any spell that a sorcerer
or cleric of a level equal to the eye king’s total Hit Dice
may cast. If the eye king has sorcerer or cleric class
levels, those stack with its Hit Dice for purposes of
which spells it can select. For a particular spell, an eye
king must have spells of all lower levels (minimum 1st
level) already selected unless it has the Powerful Eye

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Skills: An eye king gains Fly as a class skill. Space 10 ft.; Reach 5 ft.
Special Qualities: An eye king gains the following. Special Attacks central eye beam (deathwatch, 100-ft.
cone), ethereal ambush, poison
Naturally Buoyant (Ex): No matter its mode of flight, Eye Rays (touch +8, CL 6th)
an eye king is naturally buoyant and acts as though it At will—death knell (DC 14), dispel magic (targeted),
is under a constant feather fall effect. doom (DC 13), inflict serious wounds (3d8+6, DC 13),
shocking grasp (5d6 electricity), touch of idiocy
sample eye-king STATISTICS
Str 20, Dex 17, Con 16, Int 7, Wis 13, Cha 14
A bloated, spherical arachnid-like abomination with Base Atk +6; CMB +12; CMD 25 (33 vs. trip)
eight vestigial legs, huge fangs, a large central black Feats Ability Focus (poison), Improved Initiative, Skill Focus
eye, and six small eye stalks crown its top. (Stealth)
Skills Climb +18, Fly +9, Perception +6, Stealth +7
eye-king phase spider SQ naturally buoyant
Languages Aklo
Eye king phase spiders are strange creatures that fly about ECOLOGY
on the Material and Ethereal Planes seeking prey. Environment warm hills
Organization solitary, pair, or cluster (3-6)
Eye-King Phase Spider CR 7 • XP 3,200 Treasure none
SPECIAL ABILITIES
N Large magical beast (Pathfinder® Roleplaying Game
Bestiary™) Central Eye Beam (Su) See the eye king template.
Init +7; Senses all-around vision, darkvision 60 ft., low- Ethereal Ambush (Ex) A phase spider that attacks foes
light vision; Perception +6 on the Material Plane in a surprise round can take a full
round of actions if it begins the combat by phasing into
DEFENSE the Material Plane from the Ethereal Plane.
AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, –1 size) Ethereal Jaunt (Su) A phase spider can shift from the
hp 51 (6d10+18) Ethereal Plane to the Material Plane as a free action, and
shift back again as a move action (or as part of a move
Fort +8, Ref +8, Will +3 action). The ability is otherwise identical to ethereal
Defensive Abilities ethereal jaunt jaunt (CL 15th).
OFFENSE Eye Rays (Su) See the eye king template.
Naturally Buoyant (Ex) See the eye king template.
Speed 10 ft., climb 5 ft., fly 20 ft. (perfect)
Poison (Ex) Bite—injury; save Fort DC 18; frequency 1/
Melee bite +10 (2d6+7 plus poison)
round for 8 rounds; effect 1d2 Con; cure 2 consecutive
Ranged 6 eye rays +8 (spell effect) saves.

feral dragon
Seemingly all scales, wings, fangs, and claws, feral
dragons exist as pale reflections of true dragons. Some
creating a feral dragon
are cousins of true dragons, in the same way that apes “Feral Dragon” is an inherited template that can be
are cousins to humankind. Others are degenerate added to any true dragon (referred to hereafter as the
descendants of dragons as they existed in an older age. base creature). A feral dragon uses all the base creature’s
Rapacious and voracious, feral dragons are fearsome statistics and special abilities except as noted here.

m
carnivores that hunt beasts and sentient creatures alike.
Challenge Rating: A feral dragon’s challenge rating
They love bright, shiny objects and often devastate
equals its racial Hit Dice divided by 2 or the base
caravans and entire settlements to steal even small
creature’s CR –4, whichever is greater.
amounts of treasure.
Alignment: Usually neutral, but feral dragons often
Feral dragons come in all the same species as true dragons.
grow closer to the base creature’s alignment as they age
Though they are fully as perceptive as true dragons, they
and gain Intelligence.
lack the intelligence and spellcasting ability of their more
advanced cousins. Armor Class: Natural armor class is equal to the base
creature’s –2 (minimum +0).

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m the advanced bestiary
Defensive Abilities: The feral dragon loses the base
creature’s damage reduction and spell resistance.
Special Attacks: The feral dragon loses all the base
creature’s supernatural attacks except its breath weapon.
Spell-Like Abilities: A feral dragon loses all the base
(2d6+7)
Space 20 ft.; Reach 15 ft.
m
(2d8+15), tail slap +32 (2d8+22) and 2 wings +32

Special Attacks breath weapon (60-ft. cone, 18d10 fire,


Reflex DC 30 half, 1/1d4 rounds), crush (4d6+22, DC 30),
tail sweep (2d6+22, DC 30)
creature’s spell-like abilities. STATISTICS

Spells: A feral dragon loses the innate ability to cast Str 40, Dex 4, Con 28, Int 3, Wis 14, Cha 18
spells. It can still cast spells from classes. Base Atk +23; CMB +42; CMD 49 (53 vs. trip)
Feats Cleave, Critical Focus, Greater Vital Strike,
Abilities: Str +4, Dex –4 (minimum 1), Con +4, Int –15 Improved Critical (bite), Improved Initiative, Improved
(minimum 1), Wis –4 (minimum 1). Iron Will, Improved Vital Strike, Iron Will, Multiattack,
Power Attack, Stunning Assault, Vital Strike
Feats: A feral dragon has the same number of feats as Skills Fly –17, Intimidate +30, Perception +28
the base creature does, and these should be chosen with Languages Draconic
an eye toward those that are most useful to the creature ECOLOGY
with its diminished abilities. Environment warm mountains
Skills: Recalculate the feral dragon’s skill points for its Organization solitary
racial Hit Dice. A feral dragon has the same class skills Treasure double
as the base creature.
Special Qualities: A feral dragon loses all supernatural
and spell-like special qualities.
Treasure: Reduce by one step.

sample feral dragon


An immense dragon with scales the color of blood and
eyes that lack the intelligence typical of dragons.

very old feral red dragon


Feral red dragons are greedy but dimwitted. They
possess amazing powers of perception but often lack
the wit to put what they learn to good use. Though
they are canny fighters, they lack any sense of
subtlety, exploding into violence whenever the
whim takes them.

Very Old Feral Red Dragon CR 14 • XP 38,400

CE Gargantuan dragon (fire) (Pathfinder®


Roleplaying Game Bestiary™)
Init +1; Senses dragon senses, smoke vision; Perception +28
Aura fire, frightful presence (270 ft., DC 25)
DEFENSE
AC 31, touch 3, flat-footed 31 (-3 Dex,
+28 natural, –4 size)
hp 356 (23d12+207)
Fort +22, Ref +10, Will +17
Immune fire, paralysis, sleep
Weakness vulnerability to cold
OFFENSE
Speed 40 ft., fly 250 ft. (clumsy)
Melee bite +34 (4d6+22/19-20), 2 claws +34

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fire creature
Creatures of ghostly flame and heat, fire creatures live to fire creature gains an incorporeal touch attack from the
consume and burn. While not necessarily evil, their ability application of this template, its damage is based on size
to light everything around them on fire tends to give folks as a slam attack as if the creature one size category larger.
have a dim view fire creatures. Fire creatures are found on Special Attacks: A fire creature loses all special attacks
the Elemental Plane of Fire, in and around lava pools, and that require corporeal contact except those that deal hit
inside the hottest of forges. A fire creature appears as the point damage. Such attacks now deal fire damage in the
base creature made of flame and shimmering heat. same amounts. A fire creature gains the following.
creating a fire creature Burn (Ex): Each of a fire creature’s incorporeal touch
attacks gains the burn ability. The burn ability deals
“Fire” is an inherited template that can be applied to any 1d6 fire damage plus 1d6 for every 3 HD the base
creature (referred to hereafter as the base creature). A fire creature has. The save DC is Constitution-based.
creature uses all the base creature’s statistics and special
Fire Spellcasting (Su): A fire creature casts all spells
abilities except as noted here.
and spell-like abilities with the fire descriptor at one
Challenge Rating: Same as base creature +2. caster level higher. A fire creature can add the fire
Type: The fire creature’s type changes to outsider and descriptor to any damaging spell. Such spells are not
it gains the elemental, extraplanar, fire, and incorporeal cast at increased caster level and half of the damage
subtypes. If the base creature has the cold or water dealt is fire damage. A fire creature cannot cast spells
subtypes, it loses them. Recalculate base attack bonuses, or use spell-like abilities with the cold descriptor.
saves, or skill points. Fire Bolt (Ex): A fire creature can lob a bolt of fire as
Aura: A fire creature gains the following. a ranged touch attack every round as an attack action.
The bolt has a 100-foot range and does fire damage
Heat Aura (Su): A fire creature emits supernatural heat as a slam attack of a creature one size category higher.
in a 10-foot radius around it. All those within the area
of effect take 1d6 fire damage plus an additional 1d6 Melt (Ex): As a touch attack, a fire creature can
fire damage for every 5 racial HD the base creature attempt to melt any material. When touched, the
has. This stacks with any other fire damage the creature material takes three times the fire creature’s hit dice
does. A fire creature cannot suppress this ability. in fire damage. If the total amount of fire damage
exceeds the material’s total hit points it melts or
Hit Dice: Change all of the base creature’s racial HD bursts into flames. The material gets a save to avoid
to d10s. the fire damage. The save DC is Constitution-based.
Saving Throws: Fortitude and Reflex are good saves for Abilities: Dex +2, Cha +2. As an incorporeal creature,
a fire creature. the fire creature has no Strength score.
Defensive Abilities: A fire creature gains immunity to fire. Special Qualities: A fire creature gains the following.
Weaknesses: A fire creature gains cold vulnerability. Fire Body (Ex): A fire creature’s body burns all its
Speed: The fire creature gains the following: touches or that touches it. Anyone striking a fire
Molten Swim (Ex): If the base creature has a swim creature with natural or manufactured melee weapons
speed, it can move through molten materials at its takes 1d6 fire damage and catches on fire.

m
swim speed, but it can no longer move through water. Fire Leap (Su): A fire creature can leap between
Attacks: All of the base creature’s natural attacks become nonmagical open flames of at least one size smaller
incorporeal touch attacks. The fire creature gains a primary that it. This ability works like dimension door but the
incorporeal touch attack if it has no other natural attacks. fires must be within 200 ft. of each other as well
Each of a fire creature’s incorporeal touch attacks that was as within line of sight. A fire creature cannot leap
converted from an attack that dealt hit point damage now into or out of creatures that have the fire subtype or
deals fire damage instead. If the attack additionally dealt otherwise exude or are made of flames.
damage of an energy type (such as acid, cold, electricity, Environment: Any (Plane of Fire).
or sonic), that damage is converted to fire damage. If the Treasure: Incidental.

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m the advanced bestiary
sample fire creature
A large insect of fire rises from the flames and spits out
bolts of flame at anything that moves.

fire ankheg
OFFENSE
Speed 30 ft., burrow 20 ft.
m
Melee incorporeal bite +4 touch (2d6 fire plus burn plus
1d4 fire)
Ranged fire bolt +4 (1d8 fire)
Space 10 ft.; Reach 5 ft.
Special Attacks burn (2d6 fire, DC 14), fire bolt, melt
(DC 14), spit fire (30 ft. line, 4d4 fire, DC 14, 1/6 hours)
Fire ankehgs are insectlike creatures of heat and fire.
STATISTICS
They burrow through the fires of the Plane of Fire and
the Material Plane melting and igniting what they can, Str —, Dex 12, Con 17, Int 1, Wis 13, Cha 8
feeding on what remains. Base Atk +3; CMB +5; CMD 16 (cannot be tripped or
grappled)
Feats Skill Focus (Perception), Toughness
Fire Ankheg CR 5 • XP 1,600 Skills Climb +6, Perception +8
SQ fire body, fire leap
N Large outsider (elemental, extraplanar, fire,
incorporeal) (Pathfinder® Roleplaying Game Bestiary™) ECOLOGY
Init +1; Senses darkvision 60 ft., low-light vision, Environment any (Plane of Fire)
tremorsense 60 ft.; Perception +8 Organization solitary, pair, or nest (3-6)
Aura heat (10 ft., 1d6 fire) Treasure incidental
DEFENSE SPECIAL ABILITIES
AC 11, touch 11, flat-footed 10 (+1 Dex, +1 deflection, Burn (Ex) See the fire creature template.
-1 size)
Fire Body (Ex) See the fire creature template.
hp 28 (3d10+12)
Fire Bolt (Ex) See the fire creature template.
Fort +6, Ref +4, Will +2
Fire Leap (Su) See the fire creature template.
Defensive Abilities incorporeal; Immune elemental
traits, fire Melt (Ex) See the fire creature template.
Weakness vulnerability to cold Spit Fire (Ex) Once every 6 hours, a fire ankheg can
spit a 30-foot line of fire. Creatures struck by this fire
take 4d4 points of fire damage (Reflex DC 14 halves).
Once used its touch attack no longer deals additional
1d4 fire.

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m 147
flesh plant
Whether created by magic, summoned from another Defensive Abilities: A flesh plant gains fast healing 2,
plane, or spawned by an evolutionary process gone plus 2 more for every 10 racial HD.
terribly awry, flesh plants are mobile mounds of flesh that Any plant-based weaknesses (e.g., vulnerability to fire,
take the familiar forms of plants. need for sunshine) are lost.
A flesh plant is horrible to see. Its skin-covered bones Speed: Each of the flesh plant’s speeds increases by +10
resemble twigs, and its ropy intestines climb like vines feet over the corresponding speeds of the base plant. If
through its body. Veined flaps of skin stiffened by cartilage the base plant lacks a land speed, the flesh plant gains a
look like a hideous cross between ears and leaves. land speed of 10 feet.
Like plants drawing water, flesh plants feed by sucking Attacks: A flesh plant’s natural attacks gain the bleed
blood from the ground or from the corpses of creatures (1d4 hp) universal ability due to a toxin weeping from its
they have killed. A toxin that prevents blood from flesh. Creatures immune to poison are immune to a flesh
clotting allows flesh plants to cause bleeding wounds plant’s bleed ability.
that can cripple prey. A single strike is often sufficient,
and a flesh plant can “hunt” by surprising a creature with Abilities: Str +4, Dex +4, Con +4. If the base plant lacks
a single attack and then tracking the victim’s blood and an Intelligence score, the flesh plant gains an Intelligence
scent trail to the spot where it collapsed or died. score of 1.
Feats: If the flesh plant gains an Intelligence score, it
creating a flesh plant gains the standard number of feats for its total Hit Dice.
“Flesh” is an inherited or acquired template that can Skills: If the base plant has a bonus on Stealth checks
be added to any plant (referred to hereafter as the base based on its resemblance to natural plants or the ability
plant). A flesh plant uses all the base plant’s statistics to camouflage itself with color in a natural environment,
and special abilities except as noted here. the flesh plant loses that bonus.
Challenge Rating: Same as the base plant +1. The standard class skills for an aberration are class skills
for a flesh plant.
Alignment: Usually neutral.
Organization: Solitary.
Type: The plant’s type changes to aberration with the
augmented plant subtype. It loses all abilities granted by
the plant type. Do not recalculate base attack bonuses,
sample flesh plant
saves, or skill points. A bolt of flesh in the shape of its tree, red blood vessels
Senses: A flesh plant gains the scent special ability, pulse beneath its barklike skin.
darkvision 60 feet, and tremorsense +20 feet. flesh treant
Armor Class: A flesh plant’s body is made of muscle,
soft organs, and cartilage, instead of vegetable matter. The Flesh treants are too large to hide successfully from
base plant’s natural armor bonus is replaced by a new one prey, so they employ group hunting techniques. Using
based on its size, as given on Table 2-20. animated trees to flush prey toward them, flesh treants
spread out in a line to strike at forest creatures as they flee
table 2-20: by. Any creatures not killed outright by their crushing

m
flesh plant natural armor limbs are tracked through the woods by the trail of blood
left behind.
Size Natural Armor
When a flesh treant has fed well, blood travels visibly
Medium or smaller 0 up through its body, reddening the trunk and pulsing
Large 2 up through the lowest limbs and “leaves” to its top. At
Huge 5 a great distance, a well-fed flesh treant might even be
Gargantuan 9 mistaken for a tree whose leaves are changing to autumn
Colossal 14 colors, but even a casual inspection reveals its hideous
nature.

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Flesh Treant

Roleplaying Game Bestiary™)


CR 9 • XP 6,400
N Huge aberration (augmented plant) (Pathfinder©

Init +1; Senses darkvision 60 ft., scent, tremorsense 20


ft.; Perception +14
m
that animated it terminates the animation, moves out
of range, or is incapacitated, the tree immediately takes
root wherever it is and returns to its normal state.
Double Damage Against Objects (Ex) A flesh treant or
animated tree that makes a full attack against an object
or structure deals double damage.
Treespeech (Ex) A flesh treant has the ability to
DEFENSE converse with plants as if subject to a continual speak
with plants spell, and most plants greet them with an
AC 14, touch 9, flat-footed 13 (+1 Dex, -2 size, +5 natural) attitude of friendly or helpful.
hp 138 (12d8+84); fast healing 4
Fort +15, Ref +5, Will +9
DR 10/slashing
Weakness vulnerability to fire
OFFENSE
Speed 40 ft.
Melee 2 slams +19
(2d6+11/19-20 plus bleed)
Ranged rock +19 (2d6+16)
Space 15 ft.;
Reach 15 ft.
Special Attacks bleed
(1d4), double damage
against objects, rock
throwing (180 ft.),
trample (2d6+16 plus bleed,
DC 27)
STATISTICS
Str 33, Dex 12, Con 25, Int
12, Wis 16, Cha 13
Base Atk +9; CMB +22
(+24 sunder); CMD 33 (35
vs. sunder)
Feats Alertness, Improved
Critical (slam), Improved
Sunder, Iron Will, Power
Attack, Weapon Focus (slam)
Skills Intimidate +16,
Knowledge (nature) +16,
Perception +14, Sense Motive
+11
Languages Common, Sylvan,
Treant; treespeech
SQ animate trees
ECOLOGY
Environment any forest
Organization solitary
Treasure standard
SPECIAL ABILITIES
Animate Trees (Sp) A flesh treant can animate any
trees within 180 feet at will, controlling up to two
trees at a time. It takes 1 full round for a tree to
uproot itself, after which it moves at a speed
of 10 feet and fights as a treant (although it
has only one slam attack and lacks the treant’s
animation and rock-throwing abilities), gaining
the treant’s vulnerability to fire. If the flesh treant

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force creature
Force is an eldritch power that sages have likened to Weaknesses: A force creature gains the following
raw magic—energy without native form or substance. weakness:
Spellcasters who understand its nature harness this Force Vulnerability (Ex): Disintegration and force
raw material and weave it into shapes that can be used effects automatically bypass spell resistance and all
as weapons, defenses, or tools. But despite the limitless damage resistance including that from the force
potential of force energy, few spells and magic items creature’s force body ability.
make use of it. This unusual lack might be due in part to
the influence of force creatures. Attacks: The force creature gains a primary slam attack
if it has no other natural attacks. The damage for this
Force creatures are elemental-like beings composed of slam attack is based on the creature’s size as if it was one
animate magic force. They look like semi-translucent, size category larger.
glowing, blue versions of their common cousins. Sages
speculate that they originate from some realm of magical All of a force creature’s natural attacks deal force damage
force, but if so, no planar explorer has yet discovered the (like that of a magic missile) rather than bludgeoning,
place and returned to tell of it. piercing, or slashing damage. Thus, the force creature
can hit incorporeal creatures as if they were ghost touch
creating a force creature weapons.
Special Attacks: The force creature retains all the base
“Force Creature” is an inherited template that can be
creature’s special attacks and gains those described here.
added to any living, corporeal creature (referred to
hereafter as the base creature). A force creature uses all Draw Force (Su): At will, as a standard action, a force
the base creature’s statistics and special abilities except as creature can draw all magical effects with the force
noted here. descriptor within 30 feet of it into itself. Drawing
force works just like a targeted dispel using dispel
Challenge Rating: Same as the base creature +1.
magic, where the caster level of the force creature
Type: The creature’s type changes to aberration. Do not is equal to its total Hit Dice. If the force creature
recalculate base attack bonuses, saves, or skill points. succeeds on its rolls vs. the force effect’s DC (11 +
Aura: The base creature gains the following aura. caster level of the force effect), it is dispelled and
heals it for 1d8 hit points times the amount the
Force Aura (Ex): The force creature is surrounded at all draw force roll is over the DC. Any hit points healed
times by a force aura that emits a dull, blue light about above the force creature’s maximum hit points are
as bright as a candle. Any opponent that hits the force temporary hit points. A force creature cannot have
creature with a natural weapon or unarmed attack takes more temporary hit points than 50% of its maximum
1d6 points of force damage from this aura. The force hit points, but the temporary hit points last until
creature also does this damage on any successful combat they are used.
maneuver that requires physical contact with a foe.
When a force creature is struck, the aura momentarily Force Strength (Ex): A force creature gains a +4 bonus
flares brighter at the point of impact. on CMB checks made to overrun, bull rush, sunder,
or on Strength checks to break items. Additionally
Armor Class: The base creature’s natural armor bonus it gains a +4 bonus its CMD vs. overrun, bull rush,
no longer applies, but the force creature gains a deflection push, and trip attempts.
bonus to Armor Class equal to the base creature’s natural

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armor bonus plus the force creature’s Charisma modifier Skills: A force creature gains a +20 racial bonus on
(minimum +0). Acrobatics checks to jump. Since it continuously emits a
dull blue light, however, it takes a –5 circumstance penalty
Hit Dice: Change all of the base creature’s racial HD on Stealth checks when attempting to hide in conditions
to d8s. other than bright light. This penalty can be diminished
Defensive Abilities: A force creature gains the or negated if the force creature’s body is covered with a
following: material that blocks light.
Force Body (Ex): A force creature takes half damage Special Qualities: A force creature gains the no breath
from all attacks and effects that deal hit point damage. universal ability.

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sample force creature
A clear cube of softly glowing blue gel advances
towards you.

force gelatinous cube


m
Force gelatinous cubes are drawn to places where cubes
of force have been used or where forcecage spells have
been cast. Some sages believe that such magic creates
force gelatinous cubes, or that the energy of such a
spell gone awry might coalesce a force gelatinous cube.
The force gelatinous cube’s apparent desire to engulf
and encase creatures seems to support this idea, but
its resemblance to a normal gelatinous cube suggests a
different origin.

Force Gelatinous Cube CR 4 • XP 1,200


N Large aberration (Pathfinder® Roleplaying Game
Bestiary™)
Init -5; Senses blindsight 60 ft.; Perception –5
Aura force (1d6)
DEFENSE
AC 4, touch 4, flat-footed 4 (–5 Dex, –1 size)
hp 50 (4d8+32) ECOLOGY
Fort +9, Ref –4, Will –4 Environment any underground
Defensive Abilities force body; Immune electricity, ooze Organization solitary
traits Treasure incidental
Weakness force vulnerability
SPECIAL ABILITIES
OFFENSE
Acid (Ex) A gelatinous cube’s acid does not harm metal
Speed 15 ft. or stone.
Melee force slam +2 (1d6 plus 1d6 acid and paralysis) Draw Force (Su) See the force creature template.
Space 10 ft.; Reach 5 ft. Force Aura (Ex) See the force creature template.
Special Attacks draw force, engulf (DC 12, 1d6 acid and Force Body (Ex) See the force creature template.
paralysis), force strength, paralysis (3d6 rounds, DC 20) Force Strength (Ex) See the force creature template.
STATISTICS Force Vulnerability (Ex) See the force creature template.
Str 10, Dex 1, Con 26, Int —, Wis 1, Cha 1 Transparent (Ex) Due to its lack of coloration, a force
gelatinous cube is difficult to discern. A DC 15 Perception
Base Atk +3; CMB +4 (+8 bull rush, overrun, sunder); check is required to notice a motionless force gelatinous
CMD 9 (13 vs. bull rush, overrun, push; can’t be tripped) cube. Any creature that fails to notice a force gelatinous
SQ no breath, transparent cube and walks into it is automatically engulfed.

fortune-blessed
Whether blessed by the gods or simply born lucky, some often than not, however, this same impulsive nature gets
creatures seem to live charmed lives. These are the fortune- them out of whatever trouble it gets them into.
blessed, able to beat the odds time and time again.
Fortune-blessed creatures look like normal specimens of creating a fortune-
their kinds, but many exhibit an attitude of near-foolish blessed creature
overconfidence. Fortune-blessed creatures tend to be risk-
“Fortune-Blessed” is an acquired or inherited template that
takers, and they frequently act without thinking. More
can be added to any creature (referred to hereafter as the

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m 151
base creature). A fortune-blessed creature uses all the base Skills: A fortune-blessed creature gains a +2 luck bonus
creature’s statistics and special abilities except as noted here. on all skills. This bonus stacks with the luck bonus it
Challenge Rating: Same as the base creature +1. gains on opposed checks (see favored).
Type: If the base creature is an outsider it gains the Special Qualities: A fortune-blessed creature retains
chaotic subtype. all the base creature’s special qualities and gains those
described here.
Armor Class: A fortune-blessed creature gains a +2
luck bonus to Armor Class. Favored (Ex): A fortune-blessed creature gains a +2
luck bonus on all saves and opposed checks, and a +1
Special Attacks: A fortune-blessed creature retains luck bonus on all attack rolls.
all the base creature’s special attacks and gains those
described here. Turn of Fate (Su): Once per day, a fortune-blessed
creature can reroll any failed roll it has just made. It
Augmented Criticals (Su): The critical threat range of must accept the results of the second roll.
each of a fortune-blessed creature’s attacks doubles.
This doubling follows the standard rules for doubling sample fortune-
critical ranges and does not stack with other doubling
effects, such as keen edge or the Improved Critical feat.
blessed creature
Lucky Strike (Su): As a swift action, once per minute, A charismatic gnome in leather, armed with a
a fortune-blessed creature can apply a true strike shortsword, shuffles cards with one hand.
effect to a single attack.
tumwater qualax
Tumwater Qualax is a con-man and gambler. He
exhibits an annoying overconfidence that other
gamblers can’t help but despise. He loves to use his luck
and his talent with sleight of hand to win any bet and
pull any con, whatever the odds. If caught, he usually
turns the confrontation into a fight, trusting his luck
and his skill with a blade to see him through. His silver
tongue and his skill with locks and chains has kept him
out of prison thus far.

Tumwater Qualax CR 6 • XP 2,400


Male fortune-blessed gnome rogue 6
CN Small humanoid (gnome)
Init +3; Senses low-light vision; Perception +14
DEFENSE
AC 19, touch 16, flat-footed 16 (+3 armor, +3 Dex, +2
luck, +1 size)
hp 36 (6d8+6)
Fort +5, Ref +20, Will +3; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus
to AC vs. giants), evasion, trap sense +2, uncanny dodge
OFFENSE

m
Speed 20 ft.
Melee +1 shortsword +5 (1d4/17-20)
Special Attacks +1 on attack rolls against goblinoid and
reptilian humanoids, augmented criticals, lucky strike 1/
battle, sneak attack +3d6
Gnome Spell-Like Abilities (CL 6th; concentration +8)
1/day—dancing lights, ghost sound (DC 13),
prestidigitation (DC 12), speak with animals

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STATISTICS
Str 8, Dex 16, Con 13, Int 9, Wis 9, Cha 14
Base Atk +4; CMB +3; CMD 17
Feats Alertness, Deceitful, Persuasive
Skills Appraise +10, Bluff +15, Diplomacy +12, Disguise
+15, Escape Artist +14, Intimidate +6, Perception +14 (+17
(charmer, coax information, convincing lie)
m
SQ trapfinding +3, turn of fate 1/day, rogue talents

Combat Gear dust of appearance, dust of darkness (3), dust


of disappearance, escape dust (4); Other Gear +1 glamered
leather armor, +1 shortsword, bag of concealment I, cheating
gambler’s kit, dust of illusion, dust of tracelessness (4)
SPECIAL ABILITIES
to locate traps), Profession (gambler) +12, Sense Motive
+9, Sleight of Hand +14; Racial Modifiers +2 Perception, Augmented Criticals (Su) See the fortune-blessed template.
+2 Profession (gambler) Lucky Strike (Su) See the fortune-blessed template.
Languages Common, Gnome, Sylvan Turn of Fate (Su) See the fortune-blessed template.

fortune-spurned
The occasional ill fortune of most creatures is attributable of normal circumstances, but it can be the worst possible
to a combination of happenstance, superstition, and result. For instance, lightning could strike both the
self-fulfilling prophecy. For fortune-spurned creatures, fortune-spurned creature and its foe on a cloudy day, or
however, the truth is much simpler—Lady Luck would it could strike a tree, causing a heavy limb to fall on both
happily dance on their graves. targets, but lightning could not strike out of a clear sky.
A fortune-spurned creature looks like a normal specimen In some cases, the fortune-spurned creature might be
of its kind, but it often displays a morose and pessimistic unable to cause any calamity given its surroundings. A
attitude—especially if it is intelligent enough to realize calamity cannot affect more than the fortune-spurned
that the forces of probability have turned against it. creature and a single adjacent creature of its choice.
Considering that their bad luck often rubs off on others, Nearly any natural misfortune may be chosen, but it
the fortune-spurned usually wisely (if selfishly) keep must be one that is as dangerous to the fortune-spurned
their nature a secret. creature as it is to the other creature. Both targets must
be affected equally; that is, both must make the same
creating a fortune- saving throw and suffer the same result. Thus, if the
spurned creature fortune-spurned creature is wearing a ring of feather
falling, it can’t choose to have the floor of the ruined
“Fortune-Spurned” is an acquired or inherited template keep it’s fighting in give way unless its opponent is
that can be added to any creature (referred to hereafter equally immune to falling damage.
as the base creature). A fortune-spurned creature uses all Skills: A fortune-spurned creature takes a –2 penalty on
the base creature’s statistics and special abilities except as all skill checks. This penalty stacks with the one it takes
noted here. on opposed checks.
Challenge Rating: Same as the base creature +1. Special Qualities: The fortune-spurned creature
Type: The base creature gains the chaotic subtype. retains all the base creature’s special abilities and gains
those described here.
Aura: A fortune-spurned creature gains the following:
Cursed (Ex): A fortune-spurned creature takes a –2
Aura of Misfortune (Su): Every creature within 10 feet
luck penalty on all opposed checks and saves, and a
of the fortune-spurned creature gains the diminished
–1 luck penalty on all attack rolls.
criticals and unlucky strike special qualities of the
fortune-spurned template as long as they remain within Diminished Criticals (Su): A fortune-spurned creature
range of each other. Furthermore, the affected creature must roll twice to confirm a critical hit.
takes a –4 penalty on all checks and saving throws. Twist of Fate (Su): The first time in any given day
Special Attacks: A fortune-spurned creature retains all that a fortune-spurned creature rolls a natural 20 on
the base creature’s special attacks and gains the following: a saving throw, it fails the save.
Calamitous Mishap (Su): As a swift action, once per Unlucky Strike (Su): When a fortune-spurned
minute, the fortune-spurned creature can cause some creature attacks with a weapon and rolls a natural
calamity to befall itself and another creature within 5 1, it provokes an attack of opportunity for its
feet of it. The mishap selected must be a possible result target, even if that creature would not otherwise

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fortune-spurned horse
This fortune-spurned light horse seeks the care and
comfort of a rider and understands nothing about
its terrible luck. When threatened, it reacts by
instinctively causing a calamitous mishap to befall
itself and its foe, frequently bringing its owner along
for the ride.

Fortune-Spurned Horse CR 2 • XP 600


N Large animal (chaotic) (Pathfinder® Roleplaying
Game Bestiary™)
Init +2; Senses low-light vision, scent; Perception +4
Aura misfortune (10-ft.)
DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +4, Ref +3, Will -1
OFFENSE
Speed 50 ft.
Melee 2 hooves -3 (1d4+1)
Space 10 ft.; Reach 5 ft.
Special Attacks calamitous mishap
STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
be entitled to make one. If the fortune-spurned Feats Endurance, RunB
creature is wielding a manufactured weapon, it Skills Perception +4
drops it and needs to take a standard action to pick SQ cursed, diminished criticals, twist of fate, unlucky strike
the weapon back up. This provokes another free SPECIAL ABILITIES
attack of opportunity from its target.
Aura of Misfortune (Su) See the fortune-spurned

sample fortune- template.


Calamitous Mishap (Su) See the fortune-spurned template.
spurned creature Cursed (Ex) See the fortune-spurned template.
Diminished Criticals (Su) See the fortune-spurned template.
A fine-looking horse stands before you. Its coat gleams Twist of Fate (Su) See the fortune-spurned template.
and it has a bearing of confidence. Unlucky Strike (Su) See the fortune-spurned template.

genie-bound
A genie-bound is a creature who sold himself into the Efreet, on the other hand, treat their genie-bound

m
service of a powerful genie in exchange for a granted creatures poorly and often demand that they perform
wish or another service. If the genie fulfills all the victim’s dangerous tasks. An efreeti does what it wills with them
requests, the genie-bound creature must then serve the for the duration of their bondage.
genie as a slave for a year and a day per desire fulfilled. Jann put their slaves in whatever role is needed for them
Djinn treat their slaves fairly well. Each genie-bound by the individual janni or for the jann caravan at the
creature is a partner to them, a creature with whom they time. A jann-bound creature often finds itself in many
struck a fair bargain. A djinn usually sends its genie- roles during his servitude: valet, groom, worker, warrior,
bound creatures on errands or quests that are simply concubine, and more.
beneath the djinn’s dignity.

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m the advanced bestiary
How marids treat the genie-bound depends on the
individual marid’s mercurial nature. Some treat their slaves
with great care, much like pampered pets, while others treat
them no better than toys for abuse. Sometimes individual
marids take a great liking to their bound servants, even
falling in love with them. For these individuals the marid’s
• Efreeti: Same as the base creature.
• Janni: Same as the base creature.
• Marid: Same as the base creature.
m
• Shaitan: Natural armor class increases by +4 as
their skin hardens like stone.
attention is both a blessing and curse. If they return the Defensive Abilities: The genie-bound creature gains
marid’s affection, their servitude is easy; if not, they find a energy resistance depending on the type of genie he is
marid’s feelings are not to be trifled with. bound to.
Shaitan often use their bound slaves as workers in their • Djinni: acid 20.
mines, or, for the talented individuals, as gem and jewelry
crafters. Whatever their role, it is something that directly • Efreeti: fire 20.
affects the shaitan’s wealth and status. Shaitans treat their • Janni: fire 5.
bound charges as well as they perform for the genie. Those • Marid: cold 20.
who are lazy or fail to meet the shaitan’s expectations
find themselves working in the worst part of the mines, • Shaitan: electricity 20.
or even entombed in the earth for the duration of their Additionally a genie-bound creature (except for the
servitude. janni-bound) gains the following:
When the genie-bound creature’s period of service ends, Genie Grace (Su): A genie-bound creature is immune
it loses this template and all the changes it imposed. If to the planar effects of the genie’s home plane, but is
the genie is killed before the term of servitude expires, the still susceptible to damage from non-planar sources.
genie-bound creature’s period of servitude is transferred For example, an effreeti-bound creature is immune
to any genie of the same kind who claims the genie- to the damaging effects from the Plane of Fire but
bound within 24 hours. If claimed, the genie-bound’s still takes damage from fire from other sources, such
period of service increases by an additional year and a as fireball.
day. If the genie-bound is not claimed at the end of 24 The genie can revoke this benefit at will.
hours, it is set free and its period of servitude is over. A
Spell-Like Abilities: A genie-bound creature gains the
genie can free its bound servant early if it wishes, but
following.
such freedom must be of the genie’s free will and not
coerced by most magical or any physical means. The use Genie Magic (Sp): A genie can allow its genie-
of any coercion (other than a wish or miracle) has the bound creature to use its spell-like abilities, but
same result as the premature death of the genie. not spells from classes or magic items, as though it
werze a genie of the appropriate kind. The genie-
creating a bound creature can use these spells in any manner
genie-bound creature it chooses. However, as a free action, the genie
can revoke or reinstate its ability to cast them,
“Genie-Bound” is an acquired template that can be prematurely end their durations, or spoil their
added to any nongenie who has made a bargain with effects (by changing the wine created with create
a genie in exchange for one or more wishes or other wine to vinegar, for example). The exact spell-like
requests (referred to hereafter as the base creature). A abilities bestowed depend on the kind of genie with
genie-bound creature uses all the base creature’s statistics which the genie-bound creature made its bargain.
and special abilities except as noted here. The genie-bound’s caster level is equal to its total
Challenge Rating: Janni-bound—as base creature +2; Hit Dice. All the save DCs are Charisma-based.
all others—as base creature +3. • Djinni: At will—invisibility (self only); 1/day—
Type: A genie-bound creature gains the native subtype create food and water, create wine (as create water
when on the plane of origin of the genie it is bound to. but wine instead), gaseous form, major creation,
persistent image, wind walk.
Senses: A genie-bound creature gains darkvision +60 feet.
• Efreeti: Constant—detect magic; At will—
Armor Class: A genie-bound creature gains an Armor produce flame, pyrotechnics, scorching ray (1 ray
Class bonus depending on the type of genie he is bound to. only); 3/day—invisibility, wall of fire; 1/day—
• Djinni: A djinni-bound creature gains a +4 enlarge person, gaseous form, permanent image,
deflection bonus to Armor Class. polymorph (self only), reduce person.

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• Janni: 3/day—invisibility (self only), speak with Because of this bond, the genie can use plane
animals; 1/day—create food and water. shift at will to move to any location on the Inner or
• Marid: Constant—detect evil, detect good, Astral planes that its servitor occupies. Further, a
detect magic, water walk; At will—create water, genie-bound creature can use plane shift at will, but
invisibility, purify food and drink (liquids only), only to and from a location specified by its genie
quench; 5/day—control water, gaseous form, master.
obscuring mist, water breathing; 3/day—see A genie that is displeased with its genie-bound
invisibility; 1/day—persistent image creature can use a standard action to deal 1d6 points
of damage to it or 1d4 points of damage to any one
• Shaitan: At will—meld into stone, soften earth of its ability scores. The genie can also heal a like
and stone, stone shape, veil (self only); 3/day— amount of damage (regardless of its source or type)
glitterdust, stoneskin, rusting grasp, stone tell, wall at will as a standard action.
of stone; 1/day—transmute mud to rock, transmute While bound, a genie-bound creature does not suffer
rock to mud from normal aging, but still can be affected by aging
Abilities: The genie-bound creature gains 6 points to magic. If released from the genie’s servitude, the base
add to its ability scores as it chooses. creature starts to age as normal as if no time has passed.
Special Qualities: A genie-bound creature retains Genie-Empowered (Su): Three times per day a genie-
all the base creature’s special qualities and gains the bound creature can choose to gain a +10 bonus on
following. any one skill check, gain a +5 bonus on a single saving
Genie Boon (Su): A genie-bound creature is bestowed throw it is required to make, or double its speed for
a boon as long as it’s in servitude to its genie master. a round. The genie-bound creature may choose to
The genie can remove this boon at will. The exact gain the bonus on its saving throw even on another
boon depends on the kind of genie with which the creature’s turn.
genie-bound creature made its bargain.
sample genie-bound
• Djinni: A creature bound to a djinni gains a +4
The man before you is dressed in robes and armor.
morale bonus on all attack, damage, CMB, and
He’s twitchy and has a look of desperation.
CMD rolls.
• Efreeti: An efreeti-bound creature gains extra salah al’zia
hit points equal to the creature’s Charisma bonus
(minimum 0) for each Hit Die the creature Salah Al’Zia had heard many tales of genies as a child
possesses. and considered himself well-versed in their ways. Thus,
• Janni: A janni-bound creature is immune to when he found a bronze bottle of the type purported
the damaging effects of desert environments, to contain genies, he thought carefully about what his
including dehydration and heat exposure. wishes would be and how he would phrase them before
Magical effects of this nature still affect the releasing its contents.
janni-bound creature. The red-skinned efreeti that appeared before him seemed
• Marid: A marid-bound creature gains water to recognize Salah’s superior intellect and granted his
breathing as a supernatural ability and a +4 wishes without any attempt at deception. Salah expected
circumstance bonus on Swim checks. that the genie would then leave, happy to be free of its
prison, but all the fairy tales he’d heard were proven false
• Shaitan: A shaitan-bound creature gains a +4 when the efreeti offered him more wishes. The efreeti
morale bonus on all attack, damage, CMB and explained the conditions of this offer, and heady with
CMD rolls.

m
dreams of more granted wishes, Salah made the worst
Genie-Bond (Su): The genie is in constant telepathic mistake of his life—he made three more wishes.
communication with the bound creature, imparting Now Salah serves his efreeti master with a growing sense
its thoughts and desires regardless of language or of panic. His missions on behalf of the genie have already
distance, even if its servitor is on another plane. The gotten Salah killed twice, and his master used wishes both
genie is constantly aware of its servant’s actions (but times to bring him back from the dead -- and then added
not its thoughts) and its condition (as though via a another year and a day to his servitude each time. Seeing
status spell). The servant has no special awareness of no end to his slavery, Salah is desperate for another wish
the genie but can communicate with it telepathically. to free him from slavery and carefully investigates every

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hint of wish-granting items or reports of spellcasters
who can cast the spell. He’d even be willing to consider
binding himself to a different master just to get out from
the efreeti’s thumb.

Salah Al’Zia CR 12 • XP 19,200


m
Male efreet-bound human assassin 5/rogue 5
NE Medium humanoid (human)
Init +4; Senses darkvision 60 ft., detect magic; Perception +16
DEFENSE
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 83 (10d8+35)
Fort +5, Ref +11, Will +2; +2 vs. poison
Defensive Abilities evasion, improved uncanny dodge,
trap sense +1; Immune genie grace; Resist fire 20
OFFENSE
Speed 30 ft.
Melee +1 rapier +12/+7 (1d6+6/18-20)
Ranged masterwork composite shortbow +11/+6 (1d6+5/x3)
Special Attacks death attack (DC 18), sneak attack
+6d6, true death (DC 20)
Spell-Like Abilities (CL 10th; concentration +11)
Constant—detect magic
At will—plane shift (to master’s location only), produce
flame, pyrotechnics (DC 13), scorching ray (1 ray)
3/day—invisibility, wall of fire SQ efreeti boon, genie-empowered 3/day, genie-bond,
1/day—enlarge person (DC 12), gaseous form, permanent hidden weapons, poison use, rogue talents (distracting
image (DC 17), polymorph (self only), reduce person (DC 12) attack, finesse rogue), trapfinding +2
Combat Gear gloves of arrow snaring; Other Gear +2 studded
STATISTICS leather, +1 rapier, arrows (20), masterwork composite shortbow
Str 20, Dex 18, Con 14, Int 16, Wis 8, Cha 13
SPECIAL ABILITIES
Base Atk +6; CMB +11; CMD 25
Death Attack (Ex) Salah can kill or paralyze for 1d6+5
Feats Alertness, Combat Expertise, Combat Reflexes, Deadly
rounds with a prepared sneak attack.
Aim, Point-Blank Shot, Precise Shot, Weapon Finesse
Efreet Boon (Su) Salah gains 10 bonus hit points.
Skills Acrobatics +17, Bluff +14, Climb +18, Disable
Device +19, Disguise +14, Escape Artist +17, Intimidate Genie-Empowered (Su) See the genie-bound template.
+14, Perception +16 (+18 to locate traps), Sense Motive Genie Grace (Su) Salah is immune to damaging effects
+16, Stealth +17 from the Plane of Fire.
Languages Common, Dwarven, Elven, Halfling Genie-Bond (Su) See the genie-bound template.

giantblood
Most true giants view their ability to procreate with other parentage often results in increased size and strength,
races and other kinds of giants as a curse upon their kind. and it bestows the giants’ famous knack for throwing
A few kinds of giants, however, view the ability to breed boulders. The giant size of a giantblood dilutes in just
with other races as a gift. one generation, however; the children of nongiant/
No matter how an individual giant feels about mating giantblood pairs display no trace of giant heritage except
with other races, the fact remains that they are physically perhaps strangely colored hair, skin, or eyes. Similarly,
capable of procreating with nearly any creature of the children of a giant and a half-giant show few signs
naturally humanoid form. Such a union produces a of the nongiant grandparent’s blood.
child with most of the traits of its nongiant parent, In addition to their strength and size, a giantblood often
or of the mother if both parents are giants. Giant exhibits other physical traces of their giant parent’s heritage.

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m 157
creating a giantblood giantblood’s space and reach increases by the bonus given
on Table 2-21. Reach bonuses from specific attacks do
“Giantblood” is an inherited template that can be added not increase.
to any living, corporeal creature of at least Small size Special Attacks: A giantblood gains rock throwing
and naturally humanoid shape that does not have the with a range increment given on Table 2-21. If the base
oni subtype (referred to hereafter as the base creature). creature already has the rock throwing ability it uses
Creatures that do not reproduce in the same manner as either the base creature’s range or the one granted by this
giants cannot receive this template. Furthermore, mating template, whichever is greater.
between giants of the same kind does not produce
Abilities: The giantblood’s abilities change based
giantblood offspring.
on its final size, as shown on Table 2-22, even if the
A giantblood uses all the base creature’s statistics and giantblood’s size did not change. Abilities reduced by the
special abilities except as noted here. application of this template have a minimum of 1.
Challenge Rating: As base creature +1
Size: If the base creature’s size category is smaller than
table 2-22:
that of the giant parent, the giantblood gains one size giantblood ability modifiers
category (maximum Colossal). A giantblood that changes
Final Size Str Dex Con
size does not gain the normal bonuses associated with an
Medium +6 -2 +2
increase in size. Instead, it gains the bonuses/penalties
outlined in this template. Large +10 -2 +4
Huge +10 -2 +4
Type: If the base creature is a humanoid it gains the
Gargantuan +14 -4 +6
giant subtype.
Colossal +14 -4 +6
Speed: If the base creature gains a size category, each
of its speeds increases by +10 feet over that of the base
Skills: If the base creature increased in size, replace the
creature. If the base creature increases size and can fly its
base creature’s size modifier on Fly and Stealth checks
maneuverability decreases one step.
with the appropriate one for its new size.
Armor Class: The base creature’s natural armor bonus
Special Qualities: The giantblood retains all the base
improves as given on Table 2-21 and gains a size penalty
creature’s special qualities and gains additional qualities
depending on the giantblood’s final size.
based on its giant parent.
table 2-21: Ash Giant—An ash-blood creature gains immunity
giantblood traits to disease
Athach—Extra Arm (Ex): An athach-blood has
Space/ Rock an extra arm growing out of its torso. It gains a claw
Natural Reach Throwing attack with this extra arm with damage dependent
Final Size AC Bonus Bonus Range Inc. on its size. If the base creature has no natural
Medium +1 +0 ft. 60 ft. attacks this claw attack is primary, otherwise it is
Large +3 + 5 ft. 120 ft. secondary.
Huge +4 +5 ft. 140 ft. Cave Giant—A cave-blood gains the ferocity
Gargantuan +5 +5 ft. 180 ft. universal monster ability.
Colossal +6 +10 ft. 220 ft.
Cliff Giant—A cliff-blood gains acid resistance 10.
Cloud Giant—A cloud-blood gains the scent

m
Defensive Abilities: The giantblood gains rock catching
if its giant parent has it. universal monster ability.
Attacks: The bonuses on a giantblood’s attack and Cyclops—Flash of Insight (Su): Once per day, as
damage rolls changes based on its new base attack bonus, an immediate action, a cyclops-blood can peer into
Strength modifier, and its new size modifier. If the base an occluded visual spectrum of possible futures,
creature has any natural attacks the damage increases by gaining insight that allows it to select the exact result
one step. of one die roll before the roll is made. This effect can
alter an action taken by the cyclops-blood only, and
Space/Reach: Same as the base creature unless the cannot be applied to the rolls of others.
giantblood gained a size category. In that case, the

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giantblood and the oni
m
Oni are sprits who take residence in mortals to experience the pleasures of the flesh. Since the giantblood
template is due to the results of physical copulation, an oni such as the fire yai does not necessarily pass on its
qualities to its offspring.
However, if you wish to apply this template where a parent is an oni, use the special quality due to the giant
in which the oni resides. For example, a fire yai-blood would gain fire resistance 10 from the fire giant part of
its heritage.

Cyclops, Great—Flash of Brutality (Su): Once per Rune Giant—Commanding Presence (Ex): A rune-
day, as a swift action, a great cyclops-blood can gain blood gains +4 on all Charisma-based skill checks vs.
a burst of savage inspiration. When it does, it doubles a creature with the giant subtype or the giantblood
the threat range of all weapons, attack bonus on all template except for rune giants and other rune-blood.
natural and rock attacks it makes until the start of its Slag Giant—Natural Craftsman (Ex): All Craft
next turn. skills are class skills for a slag-blood.
Desert Giant—Sandwalking (Ex): A desert-blood Stone Giant—Stony Soul (Ex): A stone-blood’s
travels at full speed across sand, rocky ground, or natural armor bonus improves by +2.
dust, and leaves no trail behind unless it chooses to.
Storm Giant—A storm-blood gains electricity
Ettin—Second Head (Ex): An ettin-blood has a resistance 10.
second head. Because of its second head, the ettin-
blood gains a +2 racial bonus on all Perception Taiga Giant—Wisdom of the Spirits (Su): A taiga-
checks. If the base creature has a bite attack, the blood gains a +4 bonus on saves vs. enchantments
second head grants the ettin-blood a second bite and illusion spells.
attack with the same attack modifier and base Troll—A troll-blood gains regeneration 2 (fire or
damage. The ettin-blood also gains Multiattack as acid).
a bonus feat. Wood Giant—One with the Forest (Ex): A wood-
Fire Giant—A fire-blood gains fire resistance 10. blood gains a +4 racial bonus to Stealth. This bonus
Frost Giant—A frost-blood gains cold resistance 10. increases to +8 in forests.
Hill Giant—Hill’s Strength (Su): Whenever the Other—A giant-blood from any other giant gains a
hill-blood is in contact with solid ground (not the +2 competence bonus on Perception checks and a +2
deck of a ship or a house’s floor above a basement), it bonus on Fortitude saves.
gains a +2 enhancement bonus to Strength. For giants of similar types their giantblood offspring
Jungle Giant—A jungle-blood is immune to all share the same boon as given above. For example,
disease. a giantblood with any kind of troll parent gains fast
healing 2.
Marsh Giant—One with the Bog (Ex): A marsh-
blood gains a +4 racial bonus to Stealth. This bonus sample giantblood
increases to +8 in swamps.
Merrow—Natural Swimmer (Ex): A merrow- This large white-furred ape has four arms and two
blood, both fresh and saltwater, gain a +8 bonus to heads filled with yellow teeth.
Swim and Swim is a class skill. ettinblood girallon
Ocean Giant—Salt in the Veins (Ex): An ocean-
blood gain a +8 bonus to Swim, +10 to their swim An ettinblood girallon is a 12-foot-tall, broad-chested,
speed, and Swim is a class skill. two-headed, four-armed ape with thick white fur. Though
Ogre—An ogre-blood gains darkvision +60 ft. it appears stoop-shouldered and somewhat ogrelike,
it walks upright, not on two legs and two arms like a
River Giant—Call of the River (Ex): A river-blood normal girallon. Because of its great weight, it climbs
gains a +4 bonus on Swim and Profession (sailor) is only the strongest trees.
a class skill for them.

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m 159
Ettinblood Girallon CR 7 • XP 3,200
N Large magical beast (Pathfinder© Roleplaying
Game Bestiary™)
Init +6; Senses darkvision 60 ft., low-light vision,
scent; Perception +13
DEFENSE
AC 20, touch 11, flat-footed 18 (+2 Dex, -1
size, +9 natural)
hp 87 (7d10+49)
Fort +11, Ref +7, Will +5
OFFENSE
Speed 40 ft., climb 40 ft.
Melee 2 bites +15 (1d6+9), 4 claws +15 (1d4+9)
Ranged rock +9 (2d4+13)
Space 10 ft.; Reach 5 ft.
Special Attacks rend (2 claws,
1d4+13), rock throwing (120 ft.)
STATISTICS
Str 29, Dex 15, Con 22, Int 2,
Wis 12, Cha 7
Base Atk +7; CMB +17; CMD 29
Feats Improved Initiative, Iron
Will, MultiattackB, Skill Focus
(Perception), Toughness
Skills Climb +17, Perception +13,
Stealth +4; Racial Modifiers +2
Perception
SQ second head
ECOLOGY
Environment warm forests
Organization solitary or
company (5-8)
Treasure none
SPECIAL ABILITIES
Second Head (Ex) See the giantblood template.

gigantean
As titans are to halflings, so gigantean creatures are to normal of giganteans comes into existence, it could potentially
specimens of their kinds. The world trembles beneath the grow (in numbers and size) for generations, protected or
steps of these huge and terrible creatures as they move. trapped by some natural or magical barrier.

m
Giganteans are aberrant, super-sized versions of normal
creatures. The massive creatures sometimes have sympathy
creating a gigantean
for their smaller cousins, but there can also be as much “Gigantean” is an inherited or acquired template that can
enmity between them as there is between dwarves and be added to any creature (referred to hereafter as the base
giants. creature). A gigantean uses all the base creature’s statistics
The origins of giganteans are varied. They can be produced and special abilities except as noted here.
by very powerful magic, or a seminal event (such as Challenge Rating: Increase the base creature’s CR
the impact of a strange meteor) could cause an entire by +1 for every 4 HD added, except for creatures of the
population to grow into giganteans. And once a tribe dragon, outsider, magical beast, and monstrous humanoid

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Old Size
Fine
Diminutive
table 2-23: gigantean modifiers
New Size
Medium
Large
Natural AC
Bonus
+0
+2
Racial HD
Multiplier
×6
×6
Str
+10
+18
Dex
-8
-8
m Con
+2
+6
Tiny Huge +5 ×6 +24 -8 +10
Small Gargantuan +9 ×6 +28 -6 +14
Medium Colossal +14 ×6 +32 -4 +16
Large Colossal +12 ×4 +24 -2 +12
Huge Colossal +9 ×4 +16 +0 +8
Gargantuan Colossal +5 ×2 +8 +0 +4
Colossal Colossal +0 ×2 +0 +0 +0

type. For dragons and outsiders, increase the CR by +1 Saving Throws: The gigantean’s base save bonuses
per 2 additional HD. For magical beasts and monstrous increase with its additional racial Hit Dice. Replace the
humanoids, increase the CR by +1 per 3 additional HD. portion of each of the base creature’s save bonuses derived
Then compare the gigantean to creatures with Challenge from racial HD with a new one based on its type, its new
Ratings up to 3 higher to determine whether the CR you racial HD, and new ability scores.
have assigned is reasonable. Speed: Each of the gigantean’s speeds increases with its
Size: A gigantean creature’s size increases by up to four size. Multiply each of the base creature’s speeds by the
categories over that of the base creature as indicated on number of size categories the gigantean version gained.
Table 2-23 (maximum Colossal; see the Table 2-25 for Attacks: The gigantean retains all the base creature’s
new dimensions). Creatures of different size categories attacks and its weapon and armor proficiencies. Its bonus
that increase to the same size category because of the on attack rolls changes based on its new base attack bonus,
table’s upper limit retain their proportions to one another its new Strength modifier, and its new size modifier.
within their new size category. Thus, a gigantean human
is smaller than a gigantean ogre, and a gigantean Colossal Scale up the base damage once for each size category of
creature is larger than the normal Colossal version. difference between the base creature and the gigantean
(see Table 2-24). Ability score damage, drain and energy
Senses: The range of all senses increases by the value of damage also scale up in the same manner, but negative
the base creature’s value multiplied by the number of size levels bestowed via attacks do not increase.
categories gained.
Armor Class: The base creature’s size modifier to AC table 2-24:
is replaced by one based on the gigantean’s new size. In gigantean damage
addition, its natural armor bonus increases over that of
the base creature by the amount indicated in Table 2-23. Old New Old New
Damage Damage Damage Damage
Hit Dice: The gigantean creature gains racial Hit Dice
depending on the number of size categories it gained. 1 1d2 1d10 2d8
Multiply the base creature’s racial HD by the racial HD 1d2 1d3 2d6 3d6
multiplier in Table 2-23 for its new total racial HD. 1d3 1d4 2d8 3d8

Hit Dice gained from character classes are not multiplied, 1d4 1d6 4d6 6d6
though they still count normally toward the creature’s 1d6 1d8 4d8 6d8
character level. If all a creature’s HD are from class levels, 1d8 2d6
the creature has 1 racial HD for the purpose of the
multiplication. If the base creature is Fine to Medium size Space/Reach: The gigantean has a space and reach
and has 2 or fewer racial HD, ignore the multipliers—its appropriate to its new size, as described in Table 2-25.
gigantean version simply has 15 HD. If the base creature had greater than normal reach for its
Bonus hit points for certain creature types are sometimes size, add 5 feet to the reach indicated on the table.
based on size (such as for constructs). In this case, use the Special Attacks: Except for spells and spell-like abilities,
normal bonus hit points for the creature’s new size. the ranges, areas, and damage of the base creature’s

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m 161
using the gigantean template
The gigantean template can create a wealth of interesting monsters, especially when applied to small creatures
with few HD. It can also make for creatures with very high Challenge Ratings, so before applying the template,
check to see whether the resulting creature will be of a CR you can use. If the creature gains fewer HD than called
for, it will have a lower CR, and the reverse is also true. If you want to add more or fewer additional Hit Dice when
you apply this template to a monster, there’s no reason you can’t do so. If you decide to grant fewer additional HD,
be sure that the ability modifications don’t make the creature too dangerous for its decreased CR.
If you apply the gigantean template and the resulting creature is not deadly enough, consider adding a breath
weapon as a dragon of the same size, SR equal to 10 +CR,. or even spell turning as a constant spell, turning
1d4+4 levels of spell each turn. Each of these increases the final CR by +1.

special attacks change. To find the new range and area, Feats: The gigantean retains the base creature’s bonus
add the value of the base creature’s value multiplied by feats, but it loses all other feats the base creature had.
the number of size categories gained. If the special attack Recalculate the number of feat slots the gigantean has
deals hit point damage, its base damage increases as based on its character level (racial and class HD) and
described on Table 2-24. In addition, changes in ability assign feats as desired, giving preference to the feats that
scores may change special attack DCs. the base creature possessed. The gigantean must still meet
A gigantean gains the trample special ability. To determine any prerequisites for feats chosen to fill vacant feat slots.
the base trample damage of a creature that does not have Skills: Ignore the base creature’s skill modifiers.
a slam attack, use the slam (See Natural Attacks in Recalculate skill points for the gigantean’s racial Hit
Appendix B) for a creature of the gigantean’s size. Dice according to its type then purchase its skills afresh,
Abilities: The gigantean’s ability scores change based treating the base creature’s skills as class skills. The
on its size change, as given on Table 2-23. If the base gigantean retains any skill points gained from class levels
creature has the undead or construct type ignore the and any racial skill bonuses the base creature has. New
bonuses to Constitution. size modifiers and new ability scores all modify skills.
Base Attack Bonus: The gigantean’s base attack bonus Special Qualities: If the base creature is Gargantuan or
increases with its additional Hit Dice. Replace the Colossal, the gigantean gains the massive special quality.
portion of the base creature’s base attack bonus derived Massive (Ex) Because giganteans are so massive,
from racial HD with a new one based on its type and its uneven ground and other terrain features that
new racial HD. form difficult terrain generally pose no significant
CMB/CMD: The gigantean’s CMB and CMD change hindrance to a gigantean’s movement, though areas
based on its new size as well as its new Strength and of forest or settlements are considered difficult terrain
Dexterity. to a gigantean. A Huge or smaller creature can move
through any square occupied by a gigantean, or vice-

table 2-25: gigantean sizes


New Space/Reach New Space/Reach
Old Size New Size New Size Range (Tall) (Long)

m
Fine Medium 4 ft.-8 ft. 5 ft./5 ft. 5 ft./5 ft.
Diminutive Large 8 ft. -16 ft. 10 ft./10 ft. 10 ft./10 ft.
Tiny Huge 16 ft.-32 ft. 15 ft./15 ft. 15 ft./10 ft.
Small Gargantuan 32 ft.-64 ft. 20 ft./20 ft. 20 ft./15 ft.
Medium Colossal 64 ft. + 30 ft./30 ft. 30 ft./20 ft.
Large Colossal 64 ft. + 30 ft./30 ft. 30 ft./20 ft.
Huge Colossal 64 ft. + 30 ft./30 ft. 30 ft./20 ft.
Gargantuan Colossal 64 ft. + 30 ft./30 ft. 30 ft./20 ft.
Colossal Colossal 64 ft. + 30 ft./30 ft. 30 ft./20 ft.

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versa. A gigantean can make attacks of opportunity
only against foes that are Huge or larger, and can
be flanked only by Huge or larger foes. A gigantean
gains a bonus for being on higher ground only if
its entire space is on higher ground than that of its
target. It’s possible for a Huge or smaller creature
saturday matinee:
gigantean vs. kaiju
m
While they have a lot in common, giganteans are
not the same as kaiju. Giganteans do not gain the
to climb a gigantean—this generally requires a kaiju subtype even though they may gain some of
successful DC 30 check, and unlike the normal rules a kaiju’s abilities. A kaiju can dwarf even the largest
about gigantean and attacks of opportunity, a Small of giganteans. However, giganteans can fill a role
or larger creature that climbs on a gigantean’s body in your campaign for species similar to a kaiju, or
provokes an attack of opportunity from the monster. even an immature form of kaiju. If you wish to
turn a Colossal-sized gigantean into a full-blooded
sample gigantean kaiju give it the kaiju subtype.

A 100-ft. tall mass of flesh, its form is ever shifting. For more on kaiju, refer to the kaiju entry and
Multiple claws reach out from its form and rake the air. subtype in the Pathfinder® Roleplaying Game:
Bestiary 4™.
the protean plague
The Protean Plague is the essence of chaos made
sentient. It is a destroyer of cities, counties and countries.
Composed of the raw stuff that the multiverse was made
from, it has no goal other than to return all to a primeval
state of chaos.

The Protean Plague CR 29 • XP 6,553,600

Unique gigantean chaos beast (Pathfinder©


Roleplaying Game Bestiary 2™)
CN Colossal outsider (chaotic, extraplanar)
Init +4; Senses darkvision 300 ft.; Perception +58
DEFENSE
AC 23, touch 2, flat-footed 23 (-8 size, +21 natural)
hp 945 (54d10+648)
Fort +42, Ref +29, Will +19
Defensive Abilities amorphous, resistant to
transformation; SR 18
OFFENSE
Speed 80 ft.
Melee 4 claws +65 (4d6+19 plus corporeal instability)
Space 30 ft.; Reach 30 ft.
Special Attacks corporeal instability (DC 48), rend (2
claws; 4d6+28 plus corporeal instability), trample (DC
56, 3d6+28 plus corporeal instability)
STATISTICS
Str 48, Dex 10, Con 32, Int 10, Wis 12, Cha 10
Base Atk +54; CMB +81 (+85 bull rush, drag, overrun,
sunder); CMD 91 (93 vs. bull rush, drag, overrun,
sunder; can’t be tripped)
Feats Awesome Blow, Bull Rush Strike,
Charge Through, Cleave, Cleaving Finish,
Deadly Finish, Eldritch Claws, Great Cleave,
Great Fortitude, Greater Bull Rush, Greater
Drag, Greater Overrun, Greater Sunder,
Improved Bull Rush, Improved Drag,
Improved Initiative, Improved Overrun,
Improved Sunder, Intimidating Prowess,

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m 163
Multiattack, Power Attack, Quick Drag, Rending Claws, 10 feet or one-quarter normal, whichever is less. The
Snatch, Stunning Assault, Sundering Strike, Toughness victim gains the amorphous quality, but cannot cast
Skills Acrobatics +57 (+61 jump), Climb +76, Escape spells or use magic items, and it attacks blindly, unable to
Artist +57, Intimidate +19, Perception +58, Stealth +41, distinguish friend from foe (–4 penalty on attack rolls and
Swim +76; Racial Modifiers +4 Acrobatics when jumping a 50% miss chance, regardless of the attack roll).
A victim can temporarily regain its own shape by taking
ECOLOGY a standard action to attempt a DC 15 Will save (this check
Environment Any chaotic-aligned plane DC does not vary for a chaos beast with different Hit Dice or
ability scores). A success reestablishes the creature’s normal
Organization unique form for 1 minute. Spells that change the victim’s shape (such
Treasure none as alter self, beast shape, elemental body, and polymorph)
do not remove the curse, but hold the creature in a stable
SPECIAL ABILITIES form (which might not be its own form, depending on the
Corporeal Instability (Su) Claw—contact (curse); save spell) and prevent additional Wisdom drain for the duration
Fort DC 48; effect amorphous body and 1 Wisdom drain of the spell; shapechange and stoneskin have a similar effect.
per round (see below); cure 3 consecutive saves. The The victim takes 1 point of Wisdom drain from mental shock
save DC is Con-based. every round that it ends its turn in an amorphous shape—
A creature cursed with an amorphous body becomes upon being drained to 1 Wisdom, further Wisdom drain
a spongy, shapeless mass. Unless the victim manages to ceases and the amorphous body effect is permanent until
control the effect (see below), its shape constantly melts, removed via magic (no further number of saving throws can
flows, writhes, and boils. An affected creature is unable to cure the condition at this time).
hold or use any item. Clothing, armor, helmets, and rings Resistant to Transformation (Ex) Transmutation effects,
become useless. Large items worn or carried—armor, such as polymorphing or petrification, force a chaos
backpacks, even shirts—hamper more than help, reducing beast into a new shape, but at the start of its next turn, it
the victim’s Dexterity score by 4. Speed is reduced to immediately returns to its normal form as a free action.

green warden
Emperors of the wood and lords of all growing things, Challenge Rating: Same as the base creature +1.
green wardens are the royalty of intelligent plants. They Senses: A green warden gains the scent universal ability
inherit their powers, each growing from the seed of a and tremorsense +100 ft.
previous green warden that has died.
Armor Class: Natural armor bonus improves by +2.
Green wardens have the power to shape living plants and
cause dead wood to grow. They often live in great trees Defensive Abilities: A green warden gains DR 10/
that they have transformed into woodland palaces. The slashing, fire resistance 10, and regeneration 5 (fire or cold).
landscape surrounding such dwellings is carefully tended Speed: The green warden’s land speed increases by +10
and arranged to present a harmonious natural beauty. feet over that of the base creature. If the base creature
Green wardens guard their domains from the ravages of has no land speed, the green warden gains a land speed
civilization and the dangers of the natural world. Their of 15 feet.
territories are often wonderlands that preserve all of nature’s Special Attacks: The green warden retains all the base
bounty in areas untouched by fire or frost. Although such creature’s special attacks and gains the following.
wild areas are beautiful and blessed with plentiful game, Renew Deadwood (Su): Once every 1d4 rounds, a
most creatures avoid them, since only intelligent plants and green warden can produce an effect like that of a warp
fey can expect a friendly reception from a green warden. wood spell (caster level equals green warden’s racial Hit
Despite their dangerous reputations, however, their in- Dice), except it affects only dead wood. Any wooden
depth understanding of the natural world and their detailed objects affected by this ability turn into living plants

m
knowledge of their lands make green wardens valuable that root themselves when they come into contact
resources for those brave enough to parley with them. with the ground. A green warden cannot “unwarp”
creating a green warden wood or return it to its normal shape with this ability.
Spell-Like Abilities: A green warden gains the following
“Green warden” is an inherited template that can be applied spell-like abilities. The caster level equals the green warden’s
to any plant with an Intelligence score of at least 6 and a racial HD. The save DCs are Charisma-based.
Charisma score of at least 3 (hereafter referred to as the
At will—calm animals, create water, pass without trace,
base creature). A green warden uses all of the base creature’s
purify food and drink, tree shape, tree stride
statistics and special abilities except as noted here.

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m the advanced bestiary
1/day—animate plants, barkskin, commune with
nature, endure elements, goodberry, liveoak, plant
growth, quench, transmute metal to wood, wood shape
(living wood only)
Abilities: Str +4, Dex +2, Con +2, Wis +4, Cha +6.
m
Feats: A green warden gains Leadership as a
bonus feat if it does not already have it. It often
has plants, fey creatures, or even magical beasts
as followers.
Skills: A green warden gains a +10 racial bonus
on Knowledge (nature), Perception, and Survival
checks. Knowledge (nature) and Knowledge
(geography) are always a class skill for green
wardens and can be used untrained.
Special Qualities: The green warden
retains all the base creature’s special abilities
and gains those described here.
Favored Terrain (Ex): The environment a
green warden inhabits is considered favored
terrain (as the Ranger ability) for that green
warden. If the green warden has ranger levels,
this stacks with similar favored terrains chosen
by this ability. A green warden must reside in
its particular territory for more than half of the
year to gain and maintain this ability.
Natural Druid (Su): If a green warden has
druid levels, its effective level is one higher for
gaining druid spells and other abilities.
Trackless Step (Ex): A green warden leaves no trail
in natural surroundings and cannot be tracked. It
may, however, choose to leave a trail if it desires.

sample green warden


A mass of moss, swamp flora and mud, it reeks of earth
DEFENSE
and rotting meat.
AC 22, touch 8, flat-footed 21 (+1 Dex, -1 size, +12
peremalfait natural)
hp 76 (9d8+36); regeneration 5 (fire or cold)
Fort +10, Ref +6, Will +7
Peremalfait are guardians and protectors of the swamps.
DR 10/slashing; Immune electricity, plant traits; Resist fire 10
These intelligent carnivorous plants protect the land from
fires and intruders. If someone damages their swamp, a OFFENSE

peremalfait is relentless in pursuing the offender until Speed 30 ft., swim 20 ft.
they are dragged back to the swamp and drowned in it. Melee 2 slams +13 (2d6+7 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (2d6+7)
Peremalfait CR 7 • XP 3,200 Spell-Like Abilities (CL 9th; concentration +11)
At will—calm animals (DC 13), create water, pass without
Green warden shambling mound (Pathfinder©
trace, purify food and drink (DC 12), tree shape, tree stride
Roleplaying Game Bestiary™)
1/day—animate plants, barkskin, commune with nature,
N Large plant
endure elements, goodberry, liveoak, plant growth,
Init +1; Senses low-light vision, scent, tremorsense 100 quench, transmute metal to wood, wood shape (living
ft.; Perception +23 (+25 in swamps) wood only, DC 14)

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STATISTICS into deadwood. A green warden cannot “unwarp”
Str 25, Dex 12, Con 19, Int 7, Wis 14, Cha 14 wood or return it to its normal shape with this ability.
Base Atk +6; CMB +14 (+18 grapple); CMD 25 Creatures with the plant type take 1d4 damage
Feats Cleave, Iron Will, LeadershipB, Lightning Reflexes, times the green blighter’s total HD from this effect
Power Attack, Weapon Focus (slam) (maximum 20d4). A Fortitude save negates the
Skills Knowledge (geography) –2, Knowledge (nature)
+12, Perception +23 (+25 in swamps), Stealth +8 (+16 in
effect. The save DC is Charisma-based.
forests, +18 in swamps), Survival +12 (+14 in swamps), Spell-Like Abilities: Change the green warden’s spell-
Swim +15; Racial Modifiers +10 Knowledge (nature), +14
Perception, +4 Stealth, +8 Stealth in forests, +10 Stealth like abilities to the following.
in swamps, +10 Survival
At will—create water, pass without trace, putrefy food
Languages Common, Sylvan (can’t speak)
and drink, tree shape, tree stride
SQ electric fortitude, favored terrain (swamp +2), natural
druid, renew deadwood (1/1d4 rounds), trackless step 1/day—barkskin, commune with nature, endure
ECOLOGY elements, goodberry, liveoak, plant growth, quench,
Environment temperate marshes transmute metal to wood, undead plants (see Appendix
Organization solitary A), wood shape.

sample green blighter


Treasure standard
SPECIAL ABILITIES
Natural Druid (Su) See the green warden template. A lone walking toadstool the size of a Halfling
Renew Deadwood (Su) See the green warden template.
wherever it walks plant life decays and rots.
Trackless Step (Ex) See the green warden template.
sporeblight
variant: the green blighter Sporeblights are specialized gardeners in myceloid
Some green wardens are warped into the corrupters colonies. They are spreaders of fungus and rot. Wherever
or destroyers of the natural world. These creatures, the they gain a foothold they destroy all plant life and convert
“green blighter” or just “blight,” seek to destroy and what they can to fungus so they can feed and spread their
corrupt all plant life in the area, spreading rot, disease and colonies further.
decay where they can. To make a green blighter adjust
the green warden template as follows. Sporeblight CR 5 • XP 1,600
Alignment: Any evil Green blighter myceloid (Pathfinder© Roleplaying Game
Aura: A green blighter gains the unnatural aura (30 ft.) Bestiary 3™)
NE Medium plant
ability.
Init +5 (+7 underground); Senses darkvision 60 ft., low-
Special Attacks: Replace Renew Deadwood with the light vision, scent, tremorsense 100 ft.; Perception +18
following. Aura unnatural aura (30 ft.)

Blighting Spells (Su): Any of a green blighter’s spells DEFENSE

or spell-like abilities that affect living plants can AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
now only affect dead, diseased or rotting plants. hp 42 (5d8+20); regeneration 5 (fire or cold)
Further, spells that heal, such as goodberry, now Fort +8, Ref +2, Will +6
DR 10/slashing; Immune plant traits; Resist cold 10, fire
cause damage for the same amount. Additionally, 10, sonic 10
any water or food a green blighter creates is mildly Weakness vulnerability to electricity
poisonous. Any creature imbibing it is nauseated
OFFENSE
for 1d6 rounds (Fortitude save vs. the spell’s DC

m
Speed 30 ft.
reduces this to 1 round). Further, any created water
Melee 2 claws +8 (1d6+5 plus disease)
kills normal plants that are watered with it in 24
Special Attacks blighting spells, deadwood (DC 14,
hours (Creatures with the plant type are not killed, 1/1d4 rounds), disease, spore cloud
but nauseated as above). Spell-Like Abilities (CL 5th; concentration +7)
Deadwood (Su): Once every 1d4 rounds, a green At will—create water, pass without trace, putrefy food
and drink (DC 12), tree shape, tree stride
blighter can produce an effect like that of a warp 1/day—barkskin, commune with nature, endure elements,
wood spell (caster level equals green warden’s racial goodberry, liveoak, plant growth, quench, spore
Hit Dice), except it affects only living wood. Any domination, transmute metal to wood, undead plants,
wood shape (DC 14)
living wooden objects affected by this ability turn

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STATISTICS
Str 21, Dex 13, Con 18, Int 9, Wis 16, Cha 15
Base Atk +3; CMB +8; CMD 19
Feats Improved Initiative, Iron Will, LeadershipB, Skill Focus
(Stealth)
Skills Knowledge (nature) +9, Perception +18 (+20
ECOLOGY
Environment any underground
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Organization solitary, pair, band (3-24), or colony
(25-250)
Treasure standard
SPECIAL ABILITIES
underground), Sense Motive +7, Stealth +10 (+12
underground), Survival +17 (+19 underground); Racial Blighting Spells (Su) see green blighter template.
Modifiers +10 Perception, +4 Sense Motive, +14 Deadwood (Su) see green blighter template.
Survival Disease (Su) Purple Pox: Claw—Injury or Spore Cloud—
Languages Undercommon; telepathy 60 ft. Inhaled; save Fort DC 16; onset 1 min; frequency 1/day;
SQ favored terrain (underground +2), natural druid, effect 1d2 Wis and Con; saves 2 consecutive saves
trackless step Natural Druid (Su) see green blighter template.

heralds of the apocalypse


The Four Heralds of the Apocalypse are unique entities fear effect while still shaken by the first is frightened
destined to spread death, famine, war, and pestilence at for 10 rounds. A creature that fails its save against
the end of all things. Often a Herald will send a piece of a third Herald’s fear effect while still frightened by
its essence into the mortal planes to possess a creature, the second is panicked for 1d6 rounds. A creature
making him its Herald. that fails a save against the fourth Herald’s fear effect
While other aspects of their appearance can chance while still panicked by the third dies instantly. The
between sightings, the mounts and arms of each Herald durations of these effects overlap. A creature that
are constant. succeeds on a save against any of these fear effects is
immune to that Herald’s fear for 1 hour or, if already
creating a herald shaken, until the duration of the shaken effect ends.
of the apocalypse A Herald’s fear is a mind-affecting fear affect. The
save is Charisma-based.
The Herald of the Apocalypse template is four acquired Armor Class: All Heralds of the Apocalypse gain a +4
templates that can be added to four creatures of any type profane bonus to Armor Class.
that have Intelligence, Wisdom, and Charisma scores
Defensive Abilities: All Heralds of the Apocalypse gain
that are each greater than 5, and that aren’t possessed
DR 10/good, resistance 10 to acid, cold, fire, electricity
by a Herald’s essence (referred to hereafter as the base
and sonic, SR 12 + the Herald’s CR or base creature’s
creatures).
spell resistance (whichever is higher). They are immune
The Four Heralds (Death, Famine, Pestilence, and War) energy drain, ability damage and drain, spells and effects
use all the base creatures’ statistics and special abilities of the Illusion school and mind-affecting effects.
except as noted here.
Additionally, all Heralds gain the following:
All of the Four Heralds have the following in common:
Herald Protection (Su): Sometimes the Four Heralds
Challenge Rating: Same as the base creature +2. of the Apocalypse work in concert. They are immune
Consider granting a special XP reward for defeating the to each other’s special attacks and to the special
Four Heralds of the Apocalypse in all the forms they take. attacks of the possessed base creatures (such as breath
Alignment: Always neutral evil. weapons, poison, gaze attacks, or energy drain).
Type: The base creature gains the evil subtype. Weaknesses: A Herald of the Apocalypse gains the
following weaknesses:
Aura: A Herald of the Apocalypse gains fear aura 100
feet, modified as follows: Channel Energy Vulnerability (Ex): A Herald takes
+50% damage from channeled positive energy. If a
Apocalyptic Fear (Su): Any living creature within
Herald is destroyed by channeled positive energy, it
100 feet of a Herald must succeed on a Will save or
is free to possess a new host.
suffer cumulative fear effects. A creature that fails a
save against one Herald’s fear is shaken for 1 hour. A Turn and Command Vulnerability (Ex): As entities
creature that fails its save against a second Herald’s that presage the end of the world, the Four Heralds

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m 167
using the four heralds
If you’re interested in using the Four Heralds of the Apocalypse in your game, you probably have a good idea
of what you want them to do. If you need some inspiration, however, consider the following possible campaign
uses.
• The Four Heralds could be mythic creatures. Give the Heralds the mythic subtype, mythic ranks equal to
half their CR after the Herald template is applied, and the appropriate number of mythic feats and abilities.
See Pathfinder® Roleplaying Game: Mythic Adventures™ for more on making a mythic version of a monster.
• Maybe the Four Heralds are not associated with the Four Horsemen that rule daemon kind (see the
Daemon section in the Pathfinder® Roleplaying Game Bestiary 2™), and are instead simply entities that
destroy all they come across.
• The Four Heralds of the Apocalypse traditionally herald the end of the world. If they are ever allowed to
rampage for a certain amount of time, they bring forth the Four Horsemen, who will shatter the world.
• The Four Heralds must reach a destination or find an item (or several items) to bring about the End Times.
• The appearance of the Four Heralds is a sign of a coming apocalypse. They must be stopped before they can
wreak havoc on the land, but before they are expelled, the PCs must somehow extract information from
them about the coming destruction so that it can be prevented.
• The Four Heralds were created by a particular location or item and will continue to be reborn until the item
that summons them is destroyed or the location is defiled.
• The Four Heralds are mutual enemies. Optionally, instead of possessing a creature near another Herald,
they can each possess a host creature wherever they find themselves. Each Herald is in the process of
gathering an army about itself to fight the Last Battle against its three rivals.
• Via possession by the Four Heralds, the PCs have a chance to play powerful evil creatures. NPC enemies
try to kill them while old allies try to stop their depredations and expel the Heralds without using deadly
force.

of the Apocalypse are as hated by most deities as The target creature must succeed on a DC 20 Will
they are by mortals. Thus, each of the Heralds can save or immediately gain the appropriate version
be turned or commanded via the Turn Undead of the Four Heralds of the Apocalypse template.
and Command Undead feats as though it were an Success renders the creature immune to possession
undead creature with HD equal to its character by any Herald for 1 hour.
level. Destruction frees a Herald to possess a new Once the creature is possessed and the template
host. has been applied, the possessing Herald’s essence
Special Attacks: A Herald of the Apocalypse retains cannot be expelled by any magic. Killing or
all the base creature’s special attacks and gains those destroying the host creature expels the essence, but
described here. it can immediately try to possess a new creature
within 500 feet of another possessed Herald. A
Herald’s Weapon (Su): When riding their phantom Herald whose host is incapacitated or rendered
mount (see below), each Herald is automatically immobile, paralyzed, or unconscious may also
equipped with a special minor artifact weapon that attempt to possess a creature within 500 feet of any

m
reflects their nature. If the weapon ever leaves the other possessed Herald. In this case, the creature
Herald’s hands it disappears, and it can only be that the departing essence leaves is immune to
wielded by the Herald when mounted. possession for 1 hour.
Possess Creature (Su): Once per hour, as a full round When all the Heralds are without hosts at the
action, a Herald without a possessed host can try to same time, the Heralds’s essences return whence they
possess any creature within 500 feet of an existing came. They do not return until they are sent to bring
Herald. No line of effect is necessary between the about another apocalypse.
Herald and the intended target, and the target need Skills: A Herald of the Apocalypse gains a +10 racial
not be visible or otherwise discernable to the Herald. bonus on Ride checks and Ride is always a class skill for it.

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m the advanced bestiary
Special Qualities: A Herald of the Apocalypse retains
all the base creature’s special qualities and gains those
described here.
Hive Mind (Su): While possessing hosts, the Four
Heralds of the Apocalypse are in constant mental
communication with each other regardless of distance
m
to -1 hp immediately and gains the dying condition.
The scythe vanishes if the Herald of Death lets go of
it for any reason and cannot be summoned when the
Herald is not riding its phantom mount. Death scythe
is a death effect. The save DC is Charisma-based.
Finger of Death (Su): As a standard action, once every
or the language abilities of the base creatures. If one is 1d4 rounds, the Herald of Death can target any
aware of a particular danger, they all are; if one is not creature within 500 feet by pointing at it. The target
flat-footed, none of them are; no Herald is considered must succeed on a Fortitude save or die instantly. If
flanked unless all of them are. Herald essences without the creature fails the save, any other creature touching
hosts do not participate in the hive mind. it within 1 hour of its death must also succeed on a
Phantom Mount (Sp): At will, as a standard action, a save at the same DC or die. Finger of death is a death
Herald can summon a saddled phantom mount one effect. The save DC is Charisma-based.
size category larger than itself that looks as described Abilities: Int +4, Wis +4, and Cha +4.
in the individual Herald entries. This mount appears Feats: A Herald of Death gains the following as bonus
below the Herald, lifting its rider into a mounted feats if it does not already have them: Cleave, Great
position, and it can even carry a Herald not normally Cleave, Martial Weapon Proficiency (scythe), Power
able to ride a mount. The phantom mount remains Attack, Weapon Focus (scythe).
until dismissed or dispelled, or until the Herald
dismounts or is unhorsed. sample herald of death
The phantom mount has no real physical form and
can carry only the Herald that summoned it, although A nine-foot-tall old woman with black skin and dead-
the Herald itself might be able to carry another creature looking eyes swings a rusty pitted scythe at you.
while riding. The mount has a fly speed equal to 10
feet per character level of the Herald, with perfect annis hag of death
maneuverability. A Herald cannot use a phantom mount
for cover (though its body could be used to provide Once a malevolent being who took wicked glee in the
concealment), or use the Trample feat, or bull rush a destruction of others, this Herald of Death exhibits no
foe while mounted on a phantom mount. Attacks and passion—just a dispassionate desire to see all the world
creatures pass through the phantom mount, but dispel become a tomb.
magic (caster level equals Herald’s character level) can
dispel it. In addition, a Herald mounted on its phantom Annis Hag of Death CR 8 • XP 4,800
mount gains a special weapon attack according to its
CE Large monstrous humanoid (evil) (Pathfinder©
specific nature, as detailed below. Roleplaying Game Bestiary 3™)
Organization: Unique. Init +1; Senses darkvision 60 ft.; Perception +15
Aura apocalyptic fear (100-ft., DC 15)
The following are features of each individual Herald.
DEFENSE
herald of death AC 24, touch 14, flat-footed 23 (+1 Dex, +10 natural, +4
profane, –1 size)
hp 66 (7d10+28)
The Herald of Death bears a scythe, spreading death far
Fort +8, Ref +6, Will +8
and wide. Its phantom mount appears as the rotting corpse
Defense herald protection; DR 10/good, 5/bludgeoning,
of a horse that hangs limply beneath Death, never moving. herald protection; Immune ability damage and drain,
death effects, energy drain, illusions, mind-affecting
Immunities: A Herald of Death in immune to all death effects; Resist acid 10, cold 10, electricity 10, fire 10,
effects. sonic 10; SR 20
Weakness channel energy vulnerability, turn and
Special Attacks: A Herald of Death gains the following. command vulnerability
Death Scythe (Su): As a standard action while riding its OFFENSE
phantom mount, the Herald of Death can summon Speed 40 ft.
to its hands a grave-dirt-covered +1 keen adamantine Melee bite +13 (1d6+7) and 2 claws +13 (1d6+7 plus grab)
scythe sized for the base creature. In addition to taking or death scythe +15/+10 (2d6+11 plus death/19-20/x3)
normal damage from the weapon, any foe struck by the Space 10 ft.; Reach 10 ft.
scythe must succeed on a Fortitude save or be reduced

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Special Attacks death scythe (DC 15), finger of death Languages Abyssal, Common, Giant, Infernal
(DC 15, 1/1d4 rounds), possess creature, rend (2 claws, SQ hive mind, phantom mount
2d6+10)
Spell-Like Abilities (CL 7th; concentration +9) SPECIAL ABILITIES
3/day—alter self, fog cloud Apocalyptic Fear (Su) See the herald of the apocalypse
template.
STATISTICS
Channel Energy Vulnerability (Ex) See the herald of the
Str 24, Dex 12, Con 18, Int 16, Wis 16, Cha 14 apocalypse template.
Base Atk +7; CMB +15 (+19 grapple); CMD 26 Death Scythe (Su) See the herald of the apocalypse
Feats Alertness, Blind-Fight, Cleave B, Great Cleave B, template.
Great Fortitude, Intimidating Prowess, Martial Weapon Finger of Death (Su) See the herald of the apocalypse
Proficiency (scythe) B, Power Attack B, Weapon Focus template.
(scythe) B Herald Protection (Su) See the herald of the apocalypse
Skills Bluff +9, Diplomacy +9, Intimidate +19, Perception template.
+15, Ride +11, Sense Motive +12, Stealth +7, Survival +13; Hive Mind (Su) See the herald of the apocalypse template.
Racial Modifiers +10 Ride
Phantom Mount (Sp) See the herald of the apocalypse
template.
Possess Creature (Su) See the herald of the apocalypse
template.
Turn and Command Vulnerability (Ex) See the herald of
the apocalypse template.

herald of famine
The Herald of Famine wields black scales and charges
forward to sap the sustenance from the land. Its phantom
mount appears as an emaciated black unicorn with
sunken eyes and a brittle-looking horn.
Aura: A Herald of Famine gains the following additional
aura.
Aura of Desolation (Su): Normal plants within 500
feet of the Herald of Famine wilt, losing all fruit
and seeds. Large or hardy plants such as trees lie
dormant until renewed by water and sunlight;
smaller plants die immediately. A plant creature or
magic plant must succeed on a Fortitude save each
round that it remains within the aura or take 2d6
points of damage. Creatures of the animal or vermin
type are automatically sickened while within the
Herald’s aura of desolation and for at least 24 hours
after leaving it. Each day thereafter that it is outside
of the aura, an affected animal or vermin receives a
Fortitude save to end the effect. The save DCs are
Charisma-based.
Immunities: A Herald of Famine gains the following
immunities.

m
Immune to Dehydration (Ex) A Herald of Famine is
immune to the effects of dehydration and never takes
damage from the effects of dehydration.
Immune to Starvation (Ex) A Herald of Famine is
immune to the effects of starvation and never takes
damage from the effects of starvation.
Special Attacks: A Herald of Famine gains the
following:

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m the advanced bestiary
Scales of Want (Su): As a standard action while riding its
phantom mount, the Herald of Famine can summon a
set of black scales, which it can wield as a +1 countering
adamantine heavy flail sized for the base creature. In
addition to taking normal damage from the weapon,
any creature struck by the scales must succeed on a
m
Constitution check (DC 10 + the Herald of Famine’s
Cha modifier). On a failure the creature takes 4d6
points of nonlethal damage and becomes fatigued.
Neither the nonlethal damage nor the fatigued
condition can be removed by rest, magic, fast healing,
or regeneration until the creature eats a day’s worth
of meals. Another failed Constitution check against
a second blow deals the same amount of nonlethal
damage but does not extend the duration of the
fatigue or make the target exhausted. The
scales vanish if the Herald lets go of them for
any reason and cannot be summoned when
it’s not riding its phantom mount.
Abilities: Dex +6 and Con +4.
Feats: A Herald of Famine gains the following
as bonus feats if it does not already have them:
Combat Expertise, Improved Disarm, Improved Trip,
Martial Weapon Proficiency (heavy flail), Weapon
Focus (heavy flail).

sample herald of famine


An emaciated spider-human hybrid made of ice. It
wields a set of black scales like a flail.

icy aranea of famine


The essence of the Herald of Famine knows this form energy drain, starvation, cold; Resist acid 10, cold
10, electricity 10, fire 10, sonic 10; SR 19
isn’t as physically formidable as some other creatures it
Weakness channel energy vulnerability, turn and
might possess, but it makes the best use it can of its host’s command vulnerability, vulnerability to fire
abilities, exuding ice and using webs to slow foes, relying
OFFENSE
on its cold aura to damage enemies.
Speed 50 ft., climb 30 ft.
Melee bite +10 (1d6 plus 1d6 cold, poison, and paralysis),
Icy Aranea of Famine CR 7 • XP 3,200 scales of want +7 (1d10+1 plus 1d6 cold, 4d6 nonlethal,
paralysis, and fatigue)
N Medium outsider (cold, elemental, evil, extraplanar, shapechanger, Special Attacks exude ice, ice mastery, icy touch (1d6
water) (Pathfinder® Roleplaying Game: Bestiary 2™) cold plus paralysis, DC 18), poison, possess creature,
Init +9; Senses darkvision 60 ft., low-light vision; scales of want (DC 16), web (+10 ranged, DC 18, 5 hp)
Perception +10 Sorcerer Spells Known (CL 5th; concentration +8):
Aura apocalyptic fear (100-ft., DC 15), desolation (500- 2nd (5/day)—false life, summon swarm
ft., DC 15), cold (2d6 cold, 10-ft., DC 18) 1st (7/day)—chill touch (DC 14), disguise self, icicle
DEFENSE dagger, magic missile
0 (at will)—breeze, detect magic, drench (DC 13), ghost
AC 22, touch 19, flat-footed 17 (+5 Dex, +3 natural, +4
sound (DC 13), mage hand, ray of frost
profane)
hp 57 (5d10+30) STATISTICS
Fort +10, Ref +9, Will +4 Str 10, Dex 20, Con 22, Int 14, Wis 12, Cha 16
Defense herald protection; DR 10/good; Immune ability Base Atk +5; CMB +5 (+7 disarm, trip); CMD 20 (22 vs.
damage and drain, dehydration, elemental immunities, disarm, trip)

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m 171
Feats Combat Expertise B, Eschew Materials B, Improved
Immunities: A Herald of Pestilence is immune to all
Disarm B, Improved Initiative, Improved Trip B, Iron diseases.
Will, Martial Weapon Proficiency (light flail) B, Weapon
Finesse, Weapon Focus (light flail) B Attacks: A Herald of Pestilence gains a melee touch
Skills Acrobatics +17 (+25 to jump), Climb +14, Escape attack that does no damage, but inflicts the black rot (see
Artist +10, Knowledge (arcana) +7, Perception +10, below).
Stealth +9; Racial Modifiers +7 Acrobatics (+8 to jump),
+2 Perception, +10 Ride Special Attacks: A Herald of Pestilence gains the
Languages Abyssal, Aquan, Auran, Common, Sylvan following.
SQ change shape (humanoid; alter self), hive mind,
icewalking, icy body, phantom mount Pestilence (Ex): Any creature struck by the Herald’s
natural attacks or simply touched by the Herald
SPECIAL ABILITIES
of Pestilence must succeed on a Fortitude save or
Apocalyptic Fear (Su) See the herald of the apocalypse
template. contract the black rot.
Aura of Desolation (Su) See the herald of the Black Rot—type contact; save Fortitude save; onset
apocalypse template.
1d4 rounds; frequency 1/day; effect 1d6 Con, 1d6 Dex,
Channel Energy Vulnerability (Ex) See the herald of the
apocalypse template. and nauseated; cure 3 consecutive saves. The save DC
Cold Aura (Ex) Aura does 2d6 cold damage per round is Constitution-based.
to those within 10 feet. Black rot causes black boils to form all over the
Exude Ice (Su) As a full round action exude 20-foot- victim’s body, and he suffers from chills, hot flashes,
diameter spread of ice.
and nausea. The disease is transmitted by contact
Herald Protection (Su) See the herald of the apocalypse
template. so a creature that has contracted the black rot can
Hive Mind (Su) See the herald of the apocalypse template. transmit it to others by touch. It is so virulent that
Ice Mastery (Ex) Gain +1 morale bonus on attack and black rot can infect those immune to disease (except
damage if foe is touching ice. other Heralds), albeit with a +10 bonus on the save.
Icewalking (Ex) Climb and move on icy surfaces without
penalty; no Acrobatics checks to run or charge on ice. Fell Bow (Su): As a standard action while riding
Icy Body (Ex) Touching creature deals 1d6 cold its phantom mount, the Herald of Pestilence can
damage. summon to its hands a ghostly white +1 longbow
Icy Touch (Ex) Natural and metallic weapons deal 1d6 sized for the base creature, which it can use to fire an
cold plus paralysis (1d4 rounds).
Phantom Mount (Sp) See the herald of the apocalypse
endless supply of white arrows. In addition to taking
template. normal damage from the weapon, any foe struck by
Poison (Ex) Bite—Injury; save Fort DC 18; frequency 1/ an arrow must succeed on a Fortitude save against the
round for 6 rounds; effect 1d3 Str; cure 1 save. Herald’s pestilence special attack or contract black
Possess Creature (Su) See the herald of the apocalypse
template.
rot. The bow vanishes if the Herald of Pestilence lets
Scales of Want (Su) See the herald of the apocalypse go of it for any reason and cannot be summoned
template. when the Herald is not riding its phantom mount.
Turn and Command Vulnerability (Ex) See the herald of
the apocalypse template.
Abilities: Dex +4 and Con +6.
Feats: A Herald of Pestilence gains the following as bonus
feats if it does not already have them: Martial Weapon
herald of pestilence
Proficiency (longbow), Mounted Archery, Point Blank
Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow).
The Herald of Pestilence takes lives or gives disease with
an arrow from a white bow. Its phantom mount appears
as a bloated white pegasus covered in black boils and
sample herald
surrounded by a cloud of fat black flies. of pestilence

m
Aura: A Herald of Pestilence gains the following A spindly humanoid with pure white skin pocked with
additional aura. sores and boils draws its white bow of bone.
Air of Contagion (Ex): An invisible cloud of contagion ice mephit of pestilence
surrounds the Herald of Pestilence at all times. Any
breathing creature that begins its turn within 30 feet
The ice mephit Herald of Pestilence avoids engaging in
of the Herald must succeed on two Fortitude saves,
melee combat. It remains mounted to retain the use of its
one against cackle fever and one against mindfire (see
fell bow and uses its breath weapon on any enemies that
the Pathfinder® Roleplaying Game Core Rulebook™).
come too close.
The save DCs are Constitution-based.

172
m the advanced bestiary
Ice Mephit of Pestilence CR 5 • XP 1,600
N Small outsider (cold, evil) (Pathfinder® Roleplaying
Game: Bestiary™)
Init +8; Senses darkvision 60 ft.; Perception +6
Aura air of contagion (30 ft., DC 15), apocalyptic fear
template.
m
Phantom Mount (Sp) See the herald of the apocalypse
template.
Possess Creature (Su) See the herald of the apocalypse

Turn and Command Vulnerability (Ex) See the herald of


the apocalypse template.
(100 ft., DC 13)
DEFENSE herald of war
AC 23, touch 20, flat-footed 18 (+4 Dex, +1 dodge, +3
natural, +4 profane, +1 size) The Herald of War cleaves peaceful lands with a crimson
hp 28 (3d10+12); fast healing 2 (below freezing) sword, leaving blood-soaked battlegrounds in its wake. Its
Fort +5, Ref +7, Will +3 phantom mount appears as a fierce nightmare
Defense herald protection; DR 10/good, 5/magic;
Immune cold, disease, illusions, mind-affecting effects;
with a crimson mane and tail and
Resist acid 10, cold 10, electricity flaming hooves.
10, fire 10, sonic 10; SR 17
Weakness channel energy
Defensive Abilities: A Herald
vulnerability, turn and command of War gains fast healing 2 + 1
vulnerability, vulnerability to fire for every 4 racial Hit Dice the
OFFENSE base creature has. This stacks
Speed 30 ft., fly 40 ft. (average) with any other fast healing the base
Melee 2 claws +5 (1d3+1 plus pestilence) creature has.
Ranged fell bow +10 (1d6+1/x3 plus
pestilence)
Special Attacks: A Herald of War
Special Attacks breath gains the following
weapon (15-ft. cone, 1d4 Battle Gaze (Su): Any creature within 10
cold, Reflex DC 16 half),
fell bow, pestilence (DC feet of the Herald of War that meets its gaze
15), possess creature must make a Will save. A creature that fails
Spell-Like Abilities (CL this save is filled with lust for battle and
6th; concentration +8)
must attack the creature nearest to it (other
1/hour—magic missile
1/day—chill metal, summon (level 2, 1d4
than the Herald of War) to the best of its
ice mephitis, 25%) ability for 1d4 rounds. Any creature that
STATISTICS
fails the save need not make another save
against the gaze until the duration of its battle lust
Str 13, Dex 19, Con 18, Int 6, Wis 11, Cha 14
Base Atk +3; CMB +3; CMD 18
ends. Battle gaze is a gaze and mind-affecting
Feats Dodge, Improved Initiative, Martial effect. The save DC is Charisma-based.
Weapon Proficiency (longbow)B, Mounted Fell Sword (Su): As a free action while
Archery B, Point-Blank Shot B, Precise Shot B,
Rapid Shot B, Weapon Focus (longbow) B riding its phantom mount, the Herald
Skills Bluff +8, Fly +12, Perception +6, Stealth +14; of War can summon a blood-red +1
Racial Modifiers +10 Ride ominous adamantine greatsword sized
Languages Auran, Common for the base creature. In addition to
SQ hive mind, phantom mount
taking damage from the weapon, any
SPECIAL ABILITIES creature struck by the greatsword must
Apocalyptic Fear (Su) See the herald of the apocalypse succeed on a Will save or be affected as
template. though by the dominate monster spell
Breath of Contagion (Ex) See the herald of the
apocalypse template.
(caster level equals the Herald’s character level). The
Channel Energy Vulnerability (Ex) See the herald of the Herald of War can dominate a number of creatures
apocalypse template. equal to twice its total HD at one time. It generally
Fell Bow (Su) See the herald of the apocalypse template. commands such thralls to act as an honor guard
Herald Protection (Su) See the herald of the apocalypse against other foes. The sword vanishes if the Herald
template
lets go of it for any reason and cannot be summoned
Hive Mind (Su) See the herald of the apocalypse
template. when it’s not riding its phantom mount. The save
Pestilence (Ex) See the herald of the apocalypse DC is Charisma-based.
template.
Abilities: Str +6 and Con +6.

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m 173
Feats: A Herald of War gains any three combat feats
Bipedal Winter Wolf of War CR 7 • XP 3,200
that the Herald satisfied the prerequisites for and the
following as bonus feats if it does not already have them: NE Large magical beast (cold, evil) (Pathfinder®
Martial Weapon Proficiency (greatsword), Ride-By Roleplaying Game Bestiary™)
Attack, Weapon Focus (greatsword). Init +5; Senses darkvision 60 ft., low-light vision, scent;
Perception +11
sample herald of war Aura apocalyptic fear (100-ft., DC 13)
DEFENSE
An ogre-sized wolfman with pure white fur splattered AC 21, touch 14, flat-footed 20 (+1 Dex, +7 natural, +4
with blood advances menacingly towards you. Its profane, –1 size)
bloodstained greatsword looks like it can fell trees. hp 75 (6d10+42); fast healing 3
Fort +12, Ref +6, Will +3
bipedal winter wolf of war Defense herald protection; DR 10/good; Immune ability
damage and drain, cold, energy drain, illusions, mind-
affecting effects; Resist acid 10, cold 10, electricity
The bipedal winter wolf Herald of War rides into 10, fire 10, sonic 10; SR 19
battle as a sower of chaos, laying about with Weakness channel energy vulnerability, turn and
its massive greatsword, hoping to turn foes command vulnerability, vulnerability to fire
against one another and dominate those OFFENSE
unwilling to fight their friends. Speed 40 ft.
Melee bite +13 (1d8+12), fell sword +15/+10
(3d6+13/19-20 plus dominate)
Space 10 ft.; Reach 10 ft.
Special Attacks battle gaze (10-ft., DC 13),
breath weapon (15-ft. cone, 6d6 cold, Reflex DC
20 half, every 1d4 rounds), fell sword (DC 13), possess
creature
STATISTICS
Str 26, Dex 13, Con 24, Int 9, Wis 13, Cha 10
Base Atk +6; CMB +15; CMD 26
Feats CleaveB, Great CleaveB, Improved Initiative,
Martial Weapon Proficiency (greatsword)B,
Power AttackB, Ride-by AttackB, Run, Skill Focus
(Perception), Weapon Focus (greatsword)B
Skills Perception +11, Stealth +4 (+10 in snow),
Survival +5; Racial Modifiers +2 Perception, +10
Ride, +2 Stealth (+6 in snow), +2 Survival
Languages Common, Giant
SQ hive mind, phantom mount
SPECIAL ABILITIES
Apocalyptic Fear (Su) See the herald of the
apocalypse template.
Battle Gaze (Su) See the herald of the
apocalypse template.
Channel Energy Vulnerability (Ex) See
the herald of the apocalypse template.
Fell Sword (Su) See the herald of the
apocalypse template.
Herald Protection (Su) See the herald of

m
the apocalypse template.
Hive Mind (Su) See the herald of the apocalypse template.
Phantom Mount (Sp) See the herald of the apocalypse
template.
Possess Creature (Su) See the herald of the apocalypse
template.
Turn and Command Vulnerability (Ex) See the herald
of the apocalypse template.

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m the advanced bestiary
holy creature
Holy creatures are mortal beings empowered by good
m
Protection from Evil (Su): A holy creature gains a +2
gods to act on their behalf in the mortal world. Such deflection bonus to AC and a +2 resistance bonus on
a gift is also a great responsibility, and as such, no god saves against attacks by evil creatures. Furthermore,
bestows it lightly. Only a deity’s most devout and capable it is immune to any attempt by an evil creature to
worshipers garner enough of their god’s favor to gain the possess, charm, or influence it.
mantle of a holy creature, and even then, they take it on Speed: Each of a holy creature’s speeds increases by 10 ft.
only when the need is greatest. Holy creatures bear this
responsibility with due reverence and are always on their Special Attacks: A holy creature retains all the base
guard against corruption and failure since the power of creature’s special attacks and gains those described here.
holiness is easier lost than gained. Holy Spellcasting (Su): A holy creature’s effective
A holy creature appears much as it did before it gained its caster level for spells and spell-like abilities with
god’s favor, but its newfound confidence and unflagging from the healing subschool and those with the good
hope tend to straighten its back and lengthen its stride. or light descriptor increases by +1 over that of the
base creature. This benefit stacks with itself, so the
creating a holy creature holy creature’s effective caster level for a spell with
both good and light descriptors is higher by +2 than
“Holy” is an acquired template that can be added to any that of the base creature.
creature of good alignment (referred to hereafter as the
Sacredness (Su): Each of a holy creature’s melee
base creature). Should the holy creature’s alignment ever
attacks with a natural or manufactured weapon deals
change from good, it loses this template. A holy creature
+1d6 points of holy damage against creatures of
uses all the base creature’s statistics and special abilities
evil alignment. All of its natural and manufactured
except as noted here.
weapons are treated as good-aligned for overcoming
CR: Same as the base creature +1. damage reduction.
Alignment: Any good. Abilities: Str +2, Dex +2, Con +4, Wis +4, Cha +4.
Type: A holy creature gains the good subtype. Skills: A holy creature gains a +4 sacred bonus on
Senses: A holy creature gains darkvision +60 ft. Perception and Sense Motive checks.
Aura: A holy creature gains the following. Special Abilities: A holy creature retains all the base
creature’s special qualities and gains those described here.
Grace (Su): Every nongood creature within 30 ft. of
a holy creature automatically takes a –1 penalty on Holy Body (Su): A holy creature gains double the
all attack rolls, checks, and saves. Grace is a mind- normal amount of healing from positive energy. Thus,
affecting effect. if a cure light wounds spell would normally restore 7
hit points, the holy creature would instead regain 14
Defensive Abilities: A holy creature gains DR 5/good hit points.
and the following:
Negative Energy Resistance (Su): When a holy sample holy creature
creature is struck by an attack using negative energy,
e.g. energy drain, ability damage or drain, or hit point This elf-like woman emanates a palpable aura of
damage such as that from an inflict spell, the holy kindness and virtue.
creature may make a level check (1d20 + total HD) ahalae
against a DC equal to 11 + the attacking creature’s
total Hit Dice. If the level check succeeds, the negative Gifted with an aura of wholesomeness that sets her apart
energy attack is canceled out in a bright flash. If the as virtuous even among the paragons of virtue, Ahalae
negative energy attack was dealt by a melee or melee performs the most important missions for the deities of
touch attack, the creature that delivered it takes 2d6 good. Those suffering under the yoke of evil earn her aid,
points of damage. but no one who preys on others can escape her wrath.

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m 175
only), greater teleport (self plus 50 lbs. of objects only),
Ahalae CR 14 • XP 38,400 hold monster (DC 17), major image (DC 16)
3/day—globe of invulnerability
Female holy ghaele azata (Pathfinder© Roleplaying
Game Bestiary™) 1/day—chain lightning (DC 19), prismatic spray (DC 20),
wall of force
CG Medium outsider (azata, chaotic, extraplanar, good)
Cleric Spells Prepared (CL 13th; concentration +19):
Init +6; Senses darkvision 120 ft., low-light vision;
Perception +26 7th—holy word (DC 23)
Aura grace (30-ft.), holy aura (20-ft., DC 21) 6th—banishment (DC 22), heal (2)
5th—flame strike (DC 21), hallow (DC 21), raise dead, true
DEFENSE seeing
AC 29, touch 17, flat-footed 26 (+2 Dex, +12 natural, +4 4th—death ward, dismissal (2, DC 20), divine power,
deflection, +1 dodge) restoration
hp 162 (13d10+91) 3rd—cure serious wounds (3), searing light (2)
Fort +19, Ref +12, Will +18; +2 resistance vs. evil 2nd—aid, align weapon, bear’s endurance, cure
Defensive Abilities negative energy resistance, moderate wounds, lesser restoration (2)
protection from evil; DR 10/cold iron and evil; Immune 1st—bless, command (DC 17), cure light wounds, divine
electricity, petrification; Resist cold 10, fire 10; SR 25 favor, obscuring mist, shield of faith
OFFENSE 0 (at will)—detect magic, purify food and drink (DC 16),
stabilize, virtue
Speed 60 ft., fly 160 ft. (perfect)
Melee +2 glorious greatsword +23/+18/+13 (2d6+14/19- STATISTICS
20 plus 1d6 holy vs. evil) Str 27, Dex 14, Con 24, Int 16, Wis 23, Cha 21
Special Attacks gaze, holy spellcasting, light ray (2d12, Base Atk +13; CMB +21 (+23 disarm, trip); CMD 38 (40
300-ft.), sacredness vs. disarm, trip)
Spell-Like Abilities (CL 13th; concentration +16) Feats Combat Casting, Combat Expertise, Dodge,
Constant—detect evil, holy aura (DC 19), see invisibility Improved Disarm, Improved Initiative, Improved Trip,
At will—aid, charm monster (DC 16), continual flame, Lightning Reflexes
cure light wounds, dancing lights, detect thoughts (DC Skills Diplomacy +21, Escape Artist +18, Fly +26, Handle
15), disguise self, dispel magic, greater invisibility (self Animal +19, Knowledge (nature) +16, Knowledge (planes)
+19, Perception +26, Sense Motive +26, Stealth +18
Languages Celestial, Draconic, Infernal; truespeech
SQ holy body, light form
Gear +2 glorious greatsword
SPECIAL ABILITIES
Gaze (Su) In humanoid form, a ghaele’s gaze attack
slays evil creatures of 5 HD or less (range 60 feet, Will
DC 19 negates, shaken for 2d10 rounds on a successful
save). Nonevil creatures, and evil creatures with more
than 5 HD, must succeed on a DC 18 Will save or be
shaken for 2d10 rounds. A creature that saves against a
ghaele’s gaze is immune to that particular ghaele’s gaze
for 24 hours. This is a mind-affecting fear effect. The
save DCs are Charisma-based.
Grace (Su) See the holy creature template.
Holy Body (Su) See the holy creature template.
Holy Spellcasting (Su) See the holy creature template.
Light Form (Su) A ghaele can shift between its solid
body and one made of light as a standard action. In
solid form, it cannot fly or use light rays. In light form,
it can fly and gains the incorporeal quality—it can make
light ray attacks or use spell-like abilities in this form,
but can’t make physical attacks or cast spells. This

m
ability otherwise functions similarly to a bralani’s wind
form ability.
Light Ray (Ex) A ghaele’s light rays have a range of 300
feet. This attack bypasses all damage reduction.
Negative Energy Protection (Su) See the holy creature
template.
Protection from Evil (Su) See the holy creature
template.
Sacredness (Su) See the holy creature template.

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m the advanced bestiary
icy creature
Icy creatures are elemental beings of deadly cold, but
m
for the ambient temperature. Creatures walking on
unlike cold creatures they are physical beings. Ice the ice must spend 2 squares of movement to enter
replaces muscle and bone in their bodies, and frost forms any square covered by it. The DC for any Acrobatics
where normal creatures would have hair or feathers. Icy check made in the area increases by +5.
creatures exude a deathly chill that freezes small creatures Ice Mastery (Ex): An icy creature gains a +1 morale
solid in an instant and wards away more powerful beings. bonus on attack and damage rolls if its foe is touching
Icy creatures are masters of ice and never slip or lose ice.
purchase on an icy surface.
Icy Touch (Ex): An icy creature is chilling to the
Icy creatures often mirror the forms and powers of other touch. Each of the icy creature’s natural melee attacks
beings, particularly those native to the Elemental Planes (including successful grapple checks made during its
of Air and Water and any cold climes. They often settle turn) and attacks with metallic melee weapons deals
in the same areas as the creatures they mimic, eventually +1d6 points of cold damage. Any creature damaged
driving the original creatures out of their normal by the icy creature’s icy touch must succeed on a
habitats. Those creatures that do not leave are eradicated Fortitude save or be paralyzed for 1d4 rounds. The
or enslaved, but never befriended, since icy creatures view save is Constitution-based.
them as lesser reflections of themselves.
Abilities: Dex -2 (minimum 1), Con +4.
creating an icy creature Skills: An icy creature gains a +5 racial bonus on
Acrobatics checks.
“Icy” is an inherited template that can be added to any
living corporeal creature that does not have the fire Languages: If the icy creature can speak, it gains the
subtype (hereafter to referred to as the base creature). ability to speak Aquan and Auran in addition to any
An icy creature uses all the base creature’s statistics and other languages the base creature knows.
special abilities except as noted here. Special Qualities: The icy creature retains all the base
CR: Same as the base creature +1. creature’s special qualities and gains those described here.
Type: The creature’s type changes to outsider and gains Icewalking (Ex) As the spider climb spell, but the
the cold, elemental, extraplanar, and water subtypes surfaces climbed must be icy. The creature can move
if the base creature did not already have them. Do not across icy surfaces without penalty and doesn’t need
recalculate base attack bonuses, saves, or skill points. to make Acrobatics checks to run or charge on ice.
Aura: An icy creature gains the following aura: Icy Body (Ex): An icy creature is chilling to the touch.
Any creature that makes a natural or unarmed attack
Cold (Ex): An icy creature emits an aura of cold that
against it takes 1d6 points of cold damage. Creatures
can wound nearby creatures. Any creature within 10
grappling an icy creature also take this damage in
feet of it takes 2d6 points of cold damage per round
addition to the damage from its cold aura.
that it remains within range. A successful Fortitude
save halves the damage for that round. An icy creature
can suppress or resume the use of this ability as a free
sample icy creature
action. The save is Constitution-based. A cloud of frost and icy air swirls around an inner
Hit Dice: Change all of the base creature’s racial HD creature with claws, wings, and a demonic face.
to d10s. icy belker
Special Attacks: The icy creature retains all the base
creature’s special attacks and gains those described here. Native to the Elemental Plane of Air, icy belkers are
Exude Ice (Su): At will as a full-round action, an composed primarily of a cold fog that can enter the lungs
icy creature can exude a circle of slippery ice in a and freeze creatures from within. Those that travel the
20-foot-diameter spread centered on its body. This ice Material Plane despise creatures that use fire and always
remains in the affected area, melting away as normal seek to kill them.

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m 177
Icy Belker CR 7 • XP 3,200 form ability can enter a target’s square as a standard
action that does not provoke attacks of opportunity.
The target must make a Fortitude save or inhale part
NE Large outsider (air, cold, elemental, evil, extraplanar, of the creature. Smoke inside the victim solidifies into
water) (Pathfinder© Roleplaying Game Bestiary 2™) a claw and attacks the target from within, dealing 3d4
Init +4; Senses darkvision 60 ft.; Perception +11 points of damage per round as a swift action. If the
Aura cold (2d6 cold, 10-ft., DC 19) target moves, the belker may automatically move with
the target (this movement does not count toward the
DEFENSE belker’s movement and does not provoke attacks of
AC 19, touch 13, flat-footed 15 (+4 Dex, -1 size, +6 opportunity against the belker). Each round, the target
natural) can attempt another Fortitude to cough out the belker’s
smoke, which ends the smoke claws attack and forces
hp 84 (8d10+40) the belker into an adjacent square. Creatures that do
Fort +11, Ref +10, Will +2 not need to breathe are immune to this attack. The save
DR 5/—; Immune cold, elemental traits DC is Constitution-based.
Weakness vulnerability to fire Smoke Form (Su) A belker can switch from its normal
form to one of pure smoke or back again a swift action.
OFFENSE It can spend up to 20 rounds per day in smoke form. In
Speed 30 ft., fly 50 ft. (perfect) smoke form, the belker acts as if under the effects of
a gaseous form spell, except that it retains its natural fly
Melee bite +11 (1d6+2 plus 1d6 cold and paralysis), 2
speed of 50 feet (perfect).
claws +11 (1d6+2 plus 1d6 cold and paralysis), 2 wings
+9 (1d6+1 plus 1d6 cold and paralysis)
Space 10 ft.; Reach 10 ft.
Special Attacks exude ice, ice
mastery, icy touch (1d6 cold plus
paralysis, DC 19), smoke claws
(DC 19)
STATISTICS
Str 14, Dex 19, Con 21, Int 6,
Wis 11, Cha 10
Base Atk +8; CMB +11; CMD 25
(can’t be tripped)
Feats Combat Reflexes, Flyby
Attack, Multiattack, Weapon
Finesse
Skills Acrobatics +20, Fly +21,
Perception +11, Stealth +15;
Racial Modifiers +5 Acrobatics,
+4 Stealth
Languages Aquan, Auran
SQ icewalking, icy body,
smoke form
ECOLOGY
Environment any (Plane of
Air, or cold land)
Organization solitary, pair, or
clutch (3-4)
Treasure incidental
SPECIAL ABILITIES
Cold Aura (Ex) See the icy
creature template.
Exude Ice (Su) See the icy

m
creature template.
Ice Mastery (Ex) See the icy
creature template.
Icewalking (Ex) See the icy
creature template.
Icy Body (Ex) See the icy
creature template.
Icy Touch (Ex) See the icy
creature template.
Smoke Claws (Ex) A
belker using its smoke

178
m the advanced bestiary
id ooze
Every adventurer worthy of the moniker knows that
m
once per round at the end of the id ooze’s turn. Certain
oozes are unthinking blobs of protoplasm. If spotted materials, however, take no damage from acid and other
early, these dangerous creatures can be avoided quite types of energy.
easily. A few oozes can think, albeit in an alien way. These Abilities: Dex +6, Con +6, Wis +6, Cha +6. If the base
“id oozes,” as adventurers have come to call them, seem creature has no Intelligence score or one less than 10,
to be aberrant spawn of typical oozes rather than a race its Intelligence becomes 10. If the base creature has an
in their own right. Intelligence score 10 or greater it gains Int +4.
Id oozes are ruled by impulse; although they are Feats: An id ooze has a number of feats appropriate for
intelligent, their understanding of the world is guided a creature of its HD. If it often uses a shield or wields a
by instinct rather than reasoning. Consequences weapon, it must take feats that give it proficiency with
and thoughts of the future are as alien to them as those items or take nonproficiency penalties.
their thought processes are to most other creatures.
Consequently, many id oozes behave as rashly as any Skills: Because it is intelligent, the id ooze gains skills.
unintelligent ooze, attacking any targets they notice. The An id ooze’s class skills are Perception and Stealth. If the
difference between id oozes and normal oozes becomes base creature has a climb speed, Climb is also a class skill,
apparent only when an id ooze chooses to attack. and if it has a swim speed, Swim is also a class skill.
Languages: Id oozes cannot speak but can understand
creating an id ooze languages if its Intelligence allows it.
“Id” is an inherited template that can be added to any Special Qualities: The base creature loses the mindless
ooze (referred to hereafter as the base creature). An id quality if it has it.
ooze uses all the base creature’s statistics and special Treasure: Same as the base creature plus any gear.
abilities except as noted here.
Challenge Rating: Same as the base creature +1. sample id ooze
Alignment: Always chaotic neutral A tower shield scuttles along the ground like a beetle. A
Armor Class: An id ooze can use a shield. If it has just disgusting mass of pseudopods can barely be glimpsed
one natural attack, using a shield prevents it from making beneath the leading edge .
attacks at all. id ochre jelly
Immunities: The base creature loses the mindless quality
if it has it and any immunity to mind affecting effects. Much like some mollusks and crabs seek shelter in empty
Attacks: An id ooze retains all the base creature’s attacks, shells, an id ochre jelly seeks shield or pieces of armor to
but not its weapon and armor proficiencies. In lieu of protect itself. Since the id ochre jelly can’t attack while
making natural attacks it can wield a weapon appropriate wielding its shield, it employs the shield for cover in
for its size. The id ooze can use a pseudopod to wield or rounds that it does not wish to attack and drops it when
manipulate any object that can be held in one hand. If it wants to attack with a slam. If a thrown weapon is used
the base creature has more than one natural attack, the id against it or it manages to disarm a foe, the id ooze might
ooze can use two pseudopods to wield objects, functioning pick up the weapon—not to attack with, but to split itself.
like a creature using a weapon with two hands. It does
not, however, gain proficiency with these items unless Id Ochre Jelly CR 6 • XP 2,400
it takes the appropriate feats. Wielding objects with two
CN Large ooze (Pathfinder© Roleplaying Game Bestiary™)
pseudopods prevents it from using any of its natural attacks.
Init -2; Senses blindsight 60 ft.; Perception +7
The id ooze deals damage normally with its natural DEFENSE
attacks and any weapons it wields. If it wields a weapon,
AC 11, touch 7, flat-footed 11 (-2 Dex, +4 shield, -1 size)
shield, or any other object, and it normally deals energy hp 81 (6d8+54)
damage with its touch or a slam attack (such as acid Fort +11, Ref +2, Will +0
damage), the object takes the indicated energy damage

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m 179
Space 10 ft.; Reach 5 ft.
Special Attacks constrict (2d4+3 plus 1d4 acid)
STATISTICS
Str 14, Dex 7, Con 28, Int 10, Wis 7, Cha 7
Base Atk +4; CMB +7 (+11 grapple) (+5, +9 grapple
with shield); CMD 15 (can’t be tripped)
Feats Improved Natural Attack (slam), Lightning
Reflexes, Weapon Focus (slam)
Skills Climb +10 (+0 with shield), Perception +7,
Stealth +3 (–7 with shield)
Gear tower shield
ECOLOGY
Environment temperate underground or marshes
Organization solitary
Defensive Abilities split (slashing, Treasure tower shield
piercing, electricity; 10 hp); Immune
electricity, ooze traits, slashing and SPECIAL ABILITIES
piercing damage Acid (Ex) An ochre jelly secretes a digestive acid that
OFFENSE dissolves only flesh (not bone) when it strikes a foe—
creatures not made of flesh (including most constructs
Speed 10 ft., climb 10 ft. and oozes, skeletal undead, plants, and incorporeal
Melee slam +6 (–6 with shield) (2d6+3 plus 1d4 acid and grab) creatures) are immune to the ochre jelly’s acid damage.

instrument of the gods


Instruments of the gods are the champions selected by Challenge Rating: As base creature +6
divine beings to carry out their will. The appearance of Mythic Tier: An instrument of the gods has a mythic
an instrument of the gods is normally the result of direct tier equal to half the base creature’s CR (maximum
intervention by a deity, qualifying as a miracle. Their tier 10). It gains all of the cumulative abilities of its
actions are recorded in holy books, and their battles can tier as specified on the table Base Mythic Abilities in
change landscapes. In many cases an instrument of the Pathfinder© Roleplaying Game Mythic Adventures™ but
god can only be brought into action when some specific does not choose a mythic path.
prophecy or world-shattering even comes to pass.
Type: An instrument of the gods gains the mythic
Instruments of the gods are marked with a halo of subtype (see Pathfinder© Roleplaying Game Mythic
otherworldly fire (which may also wreathe weapons or Adventures™) but does not gain the various abilities of
symbols of the instrument), but often have all elemental the subtype except as specified below.
forces in their arsenal.
Senses: An instrument of the gods gains blindsight to a
The instrument of the gods template is designed to be a range of +10 feet per CR of the base creature.
very simple template that creates a powerful mythic foe
using the mythic rules from Mythic Adventures, without Bonus Hit Points: An instrument of the gods gains bonus
requiring a great deal of recalculating hit points equal to its Hit Die for each mythic tier it has.
Defensive Abilities: An instrument of the gods gains

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creating an DR 20/epic, and is immune to ability damage, bleed,
instrument of the gods disease, energy drain, mind-affecting effects, paralysis,
permanent wounds, petrification, poison, and polymorph.
“Instrument of the Gods” is an inherited template that It gains SR equal to its final CR +10. If it already had SR at
can be added to any creature with a CR of 12 or greater least this good, instead it’s SR increases by 4. Additionally,
(hereafter referred to as the base creature). An instrument an instrument of the gods gains the following:
of the gods uses all the base creature’s statistics and special
Divine Regeneration (Ex) An instrument of the
abilities except as noted here.
gods gains regeneration equal to the base creature’s

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m the advanced bestiary
CR plus 20. No form of attack can suppress
this regeneration—it regenerates even if
disintegrated or slain by a death effect.
If the instrument of the gods fails a save
against an effect that would kill it instantly,
it rises from death 3 rounds later with 1 hit
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point if no further damage is inflicted upon
its remains. It can be banished or otherwise
transported as a means to save a region,
but the method to truly kill it has yet to be
discovered. If the base creature already has
regeneration or fast healing, this replaces it.
Weaknesses: An instrument of the gods
loses all its weaknesses.
Special Attacks: An instrument of the
gods retains all its special attacks, and gains
the following:
Improved Mythic Surge (Su): Rather than
use mythic power to use its surge ability,
the instrument of the gods can use its
surge once per round as a free action.
(See Pathfinder© Roleplaying Game Mythic
Adventures™ for details on the surge
ability)
Ur Energy (Ex): Any attack, spell, or effect
an instrument of the gods uses that deals
energy damage (acid, cold, fire, electricity,
or sonic) is actually a primordial ur-energy
of pure damage. No resistance or immunity
applies to it unless it is from a source with a
higher mythic tier, but if a creature has a weakness The Inexorable CR 29 • XP 6,553,600
regarding any energy type, that weakness applies
Unique Clockwork Thanatotic Titan Instrument of the Gods
to the ur energy attack. (see the Pathfinder© Roleplaying Game Bestiary 2™)

sample instrument
CE Colossal construct (clockwork, mythic)
Init +16; Senses blindsight 290 ft., darkvision 180 ft., low-
of the gods light vision, true seeing; Perception +31
DEFENSE
An enormous metal figure strides forward, its limbs and AC 53, touch 6, flat-footed 49 (+12 armor, +2 Dex, +35
weapons driven by the spinning and clanging of gears, natural, –8 size, +1 dodge)
its head and arms wreathed in rainbow-hued fire. hp 306 (23d10+180); divine regeneration 43
Fort +9, Ref +11, Will +13; +8 resistance vs. mind-
the inexorable affecting
Defensive Abilities hard to kill, mythic saving throws,
unstoppable; DR 20/epic; 25/adamantine; Immune
The Inexorable was once the most powerful thing in construct traits, bleed, energy drain, permanent wounds,
existence outside of the gods themselves. It was the first polymorph; Resist acid 10, cold 10, fire 10, sonic 10; SR 39
machine created by the universe to keep everything in OFFENSE
balance, and may have been the first of the inevitables. Speed 60 ft. (40 ft. in armor)
But in time, it came to the conclusion that the only way Melee +3 unholy battleaxe +40/+35/+30/+25
to retain balance was to destroy everything, and turned (6d6+25/19–20/x4), claw +32 (2d8+11) or 2 claws +37
(2d8+22)
into a powerful force for darkness. The gods locked it
Ranged rock +18 (4d6+33)
away in an astral prison and agreed nothing beyond the
Space 30 ft.; Reach 30 ft.
divine should ever be so powerful again.

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m 181
Special Attacks godslayer, improved mythic surge, SQ amazing initiative, change shape (any humanoid,
mythic power (surge 1d12 1/round), rock throwing (100 alter self), created mind, creator bond, difficult
ft.), trample (2d8+33, DC 43), ur energy. to create, force of will, immortal, legendary hero,
Spell-Like Abilities (CL 20th; concentration +27) recuperation, swift reactions, winding
Constant—air walk, mind blank, spell turning, true seeing ECOLOGY
At will—bestow curse (DC 21), break enchantment, Environment Any
divination, greater dispel magic, sending
Organization unique
3/day—disintegrate (DC 23), greater scrying (DC 24),
heal, mass suggestion (DC 23) Treasure standard (+3 full plate, +3 unholy battleaxe,
other treasure)
1/day—greater planar ally, imprisonment (DC 26),
meteor swarm (DC 26), true resurrection SPECIAL ABILITIES
STATISTICS Created Mind (Ex) See the clockwork template.
Str 54, Dex 14, Con —, Int 21, Wis 18, Cha 18 Creator Bond (Ex) See the clockwork template.
Base Atk +23; CMB +53 (+55 bull rush); CMD 68 (70 vs. Divine Regeneration (Ex) See the instrument of the
bull rush) gods template
Feats Awesome Blow, Bleeding CriticalM, Critical FocusM, Godslayer (Su): When the Inexorable damages a creature
Dodge, Great Fortitude, Greater Vital Strike, Improved capable of casting divine spells, that creature must make a
Bull RushM, Improved Critical (battleaxe)M, Improved DC 28 Will save or be unable to cast any divine spells for 1d4
Initiative, Improved Vital Strike, Iron Will, Lightning rounds and be shaken. If the save is successful, the creature
Reflexes, Power Attack, Vital StrikeM struck is merely shaken for 1 round. The Inexorable’s attacks
are treated as epic and evil for the purposes of overcoming
Skills Bluff +27, Craft (clockwork) +36, Disable Device +2, damage reduction. The save DC is Charisma-based.
Knowledge (religion) +28, Sense Motive +27, Spellcraft +31,
Stealth –1, Use Magic Device +30; Racial Skill Modifiers +5 Improved Mythic Surge (Su) See the instrument of the
Craft (clockwork), +5 Disable Device, -5 to Stealth. gods template.
Languages Abyssal, Celestial, Common; telepathy 300 ft. Ur Energy (Ex) See the instrument of the gods template.

inveigler
The inveigler uses lies as weapons and weaves armor from scores of 8 or higher (referred to hereafter as the base
falsehood. A manipulator and a cheat, the inveigler is so creature). An inveigler uses all the base creature’s statistics
consumed with hiding the truth and controlling others’ and special abilities except as noted here.
ideas of what the truth is that its words and thoughts Challenge Rating: Same as the base creature +1.
gain supernatural power.
Alignment: Any non-good.
Inveiglers look like perfectly ordinary specimens of their
kinds. Most are likeable and have many friends, but Special Attacks: The inveigler retains all the base
inveiglers are consummate liars, and the lies they tell creature’s special attacks and gains those described here.
have the power to command the minds of others. Many Charming Falsehood (Su): Once per day, an inveigler
inveiglers use their powers to assume roles of authority, can tell a lie so convincing that it enchants a single
but just as many are content to function as the power creature that hears it. The inveigler need not be able
behind the throne. to see the target of its lie or have line of effect to it,
Creatures that already rely on falsehood to make their but if the target cannot hear the lie, this use of the
way through life are much more likely to become ability is wasted. The lie must be one that would cause
inveiglers than those that do not. Some inveiglers say the target to view the inveigler as a trusted friend
they are the chosen messengers of a god of deceit, others or that would make it likely to follow the inveigler’s

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claim to have made bargains with demons for their orders, but it can be as outlandish as the inveigler
souls, and still others tell anyone who can pry an answer wishes. If the target hears the lie, it must attempt a
from them that they were born inveiglers. If anything Sense Motive check opposed by the inveigler’s Bluff
can be said about an inveigler, it is that no story it tells check. A creature that fails this check by less than 5 is
can be totally true. affected as though by the charm monster spell (caster
level equals inveigler’s character level). Failure by 5 or
creating an inveigler more means the inveigler has dominated the target
as though using the dominate monster spell (caster
“Inveigler” is an acquired template that can be added to level equals inveigler’s character level). Charming
any nongood creature with Intelligence and Charisma falsehood is a sonic, mind-affecting charm effect.

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m the advanced bestiary
Abilities: Int +4, Cha +6.
Feats: The inveigler gains Improved Feint and Persuasive
as bonus feats.
Skills: The base creature gains a +8 competence bonus
on Bluff and Diplomacy checks and a +4 competence
m
bonus on Sleight of Hand checks.
Special Qualities: The inveigler retains all the base
creature’s special qualities and gains those described here.
Hidden Enchantment (Su): When the inveigler
uses any effect or spell that mimics charm monster,
dominate monster, or any similar effect, spells such as
detect magic cannot detect the effect. Furthermore,
any Sense Motive check made to determine the
influence over the target takes a –15 penalty. True
seeing and other magic that reveals magical effects or
determines the truth of the situation work normally.
Taken to the Grave (Su): When speak with dead is used
on the corpse or head of an inveigler, it tells nothing
but lies. Only a wish or miracle spell used to mimic
speak with dead can pry the truth from the dead body
of an inveigler.
Truth Be Told (Su): Magic used to determine whether
an inveigler is telling the truth reveals its lies
only if the inveigler would wish its words to
be construed as a lie. This ability affects even
spells such as detect lie, zone of truth, and
more powerful spells such as wish or miracle.
Other creatures that are asked about the
truth of what an inveigler says can represent
the truth normally, so spells such as commune
can allow characters to discover the truth, provided
the creatures interviewed are privy to that truth.
Undetectable Nature (Su): Magical effects used to sample inveigler
determine an inveigler’s alignment or true form This grayish humanoid is dressed in rich finery and has
automatically reveal it to be the same as that of an alluring charisma.
the creature doing the detecting. If the inveigler
is aware of the attempt, it can cause the magic to ix
reveal any alignment it chooses. This ability also
protects the inveigler from spells that detect only Ix has always enjoyed the art of mimicry and subversion.
certain alignment components, such as detect evil. It He typically sows discord and mistrust with his lies
defeats even true seeing, but a wish or miracle spell and talents for impersonation. When the inevitable
used to learn about the inveigler (even by mimicking happens—the group he is targeting falls apart—he is
a lesser spell) reveals the truth.. there to pick up the pieces and take over, at least until he
Undetectable Thoughts (Su): Whenever a creature gets bored and moves on to his next project.
attempts to detect the inveigler’s thoughts (with
a detect thoughts spell, for example), the inveigler is Ix CR 6 • XP 2,400
immediately aware of the attempt and can cause the
Male doppelganger inveigler rogue 3 (Pathfinder©
effect to reveal any thoughts it chooses. A wish or Roleplaying Game Bestiary™)
miracle spell used to mimic detect thoughts or a similar CN Medium monstrous humanoid (shapechanger)
effect reveals the inveigler’s true thoughts. Init +1; Senses darkvision 60 ft.; Perception +12

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m 183
DEFENSE
Stealth +11; Racial Modifiers +4 Bluff (+4 while using change
AC 17, touch 13, flat-footed 15 (+1 Dex, +4 natural, +1 shape), +4 Disguise (+20 while using change shape)
deflection, +1 dodge) Languages Common
hp 45 (4d10+3d8+10) SQ change shape (alter self), hidden enchantment,
Fort +6, Ref +9, Will +8 mimicry, perfect copy, rouge talents (charmer), taken
Defensive Abilities evasion, trap sense +1; Immune to the grave, trapfinding +1, truth be told, undetectable
charm, sleep alignment, undetectable thoughts
Gear masterwork rapier, masterwork thieves’ tools, cloak
OFFENSE of resistance +1, glove of storing, ring of protection +1
Speed 30 ft.
SPECIAL ABILITIES
Melee 2 claws +10 (1d8+4) or masterwork rapier +11/+6
(1d6+4/18-20) Charming Falsehood (Su) See the inveigler template.
Special Attacks charming falsehood 1/day, sneak attack Hidden Enchantment (Su) See the inveigler template.
+2d6 Mimicry (Ex) A doppelganger is proficient in
Spell-Like Abilities (CL 18th; concentration +22) all weapons, armor, and shields. In addition, a
doppelganger can use any spell trigger or spell
At will—detect thoughts (DC 16) completion item as if the spells were on its spell list. Its
STATISTICS caster level is equal to its racial Hit Dice.
Perfect Copy (Su) When a doppelganger uses change
Str 18, Dex 13, Con 12, Int 17, Wis 14, Cha 19
shape, it can assume the appearance of specific
Base Atk +6; CMB +10; CMD 23 individuals.
Feats Catch Off-Guard, Deceitful, Dodge, Great Taken to the Grave (Su) See the inveigler template.
Fortitude, Improved FeintB, PersuasiveB
Truth Be Told (Su) See the inveigler template.
Skills Acrobatics +6, Bluff +28, Diplomacy +24, Disable
Undetectable Alignment (Su) See the inveigler template.
Device +10, Disguise +20, Intimidate +6, Knowledge (local)
+13, Perception +12, Sense Motive +12, Sleight of Hand +15, Undetectable Thoughts (Su) See the inveigler template.

jotunblood giant
Born mightier and larger than usual for their kind, Senses: A jotunblood giant gains the scent universal
jotunblood giants tower over their fellows both in height ability.
and power. Often called king-giants by the smaller races, Armor Class: The base creature’s size modifier to AC is
jotunblood giants almost invariably live up to that name, replaced by one based on the jotunblood giant’s new size.
acting as leaders of the other giants they live with. Few In addition, its natural armor bonus increases over that of
giant tribes can boast more than one jotunblood giant, and the base creature by the amount indicated on Table 2-26.
these creatures rarely beget more. Typically, a jotunblood
giant is born when a giant tribe lacks strong leadership. The table 2-26:
birth of a second jotunblood giant to a tribe that already
has one is usually seen as a sign from the giant gods that
jotunblood ac bonus
the tribe has grown too large and must split, with the two Jotunblood Size Natural AC Bonus
halves going their separate ways. Reluctance to do so has
Large +6
led to bloody civil wars and long-held grudges.
Huge +7
creating a Gargantuan +8

jotunblood giant Colossal +9

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“Jotunblood” is an inherited template that can be added Hit Dice: The jotunblood giant gains 10 racial HD.
to any creature with the giant subtype (referred to Defensive Abilities: The jotunblood giant gains rock
hereafter as the base creature). A jotunblood giant uses catching if the base creature does not already have it and
all the base creature’s statistics and special abilities except spell resistance equal to 8 + the jotunblood giant’s total
as noted here. HD.
Challenge Rating: Same as base creature +4. Speed: Each of the jotunblood giant’s speeds increases
Size: The jotunblood giant’s size increases by one by 10 ft.
category over that of the base creature.

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m the advanced bestiary
Attacks: The jotunblood giant retains all the base
creature’s attacks and its weapon and armor proficiencies.
Its bonus on attack rolls changes based on its new base
attack bonus, its new Strength modifier, and its new size
modifier. The base damage for each of the jotunblood
giant’s natural weapons increases by one step due to its
m
• Cliff Giant—Earth Shaking Blow (Ex): As
a standard action, a jotunblood cliff giant can
pound the ground causing an effect identical to
the earthquake spell in a 40-ft.-radius spread.
• Cloud Giant—Breath Weapon (Su): A
jotunblood cloud giant can breathe a 40-foot-
increase in size. long cone of thunderous noise once every 1d4
Special Attacks: A jotunblood giant retains all of the rounds. Each creature caught in the cone takes
base creature’s special attacks as well as the ones described 10d6 points of sonic damage. A successful Reflex
here. save halves the damage. The DC is Constitution-
Improved Rock Throwing (Ex): A jotunblood giant based.
has a +1 racial bonus on attack rolls made to throw • Cyclops—Eye Blast (Su): Every 1d4 rounds, a
rocks. This ability stacks with the bonuses from the jotunblood cyclops can release a 60 ft.-long line
Rock Throwing ability. A creature can hurl rocks up of energy as a touch attack. Those struck by the
to two categories smaller than its size. beam take 10d6 force damage. A Reflex save
A “rock” is any large, bulky, and relatively regularly halves this damage. The save DC is Charisma-
shaped object made of any material with a hardness based and has a +4 racial bonus.
of at least 5. The jotunblood giant can throw rocks • Desert Giant—Sandstorm Breath (Su): Once
to five range increments. If the base creature has a every 1d4 rounds, a jotunblood desert giant can
better rock throwing ability, use its values instead. release a 40-ft. long cone of blasting sand and
Damage from a thrown rock is generally three times winds.The blast of sand does 10d6 slashing damage
the creature’s base slam damage plus 1-1/2 times (a successful Reflex save halves this damage) and
its Strength bonus. The jotunblood giant gains this blinds all those in range for 1d6 rounds who fail
special attack even if the base creature did not have it. a Fortitude save. Both the Fortitude and Reflex
The range increment for improved rock throwing saves are Constitution-based.
varies with size as follows: Large—120 ft., Huge—
150 ft., Gargantuan—200 ft., Colossal—250 ft. • Ettin—Extra Attacks (Ex): A jotunblood ettin
has four heads and four arms. Since it has twice
Jotunblood Attack: The exact jotunblood attack gained as many arms and enough heads to control them
depends on the kind of giant, as follows. all, it can attack with all four arms at no penalty.
• Ash Giant—Breath Weapon (Su): A jotunblood • Fire Giant—Breath Weapon (Su): Once every
ash giant can breathe a 40-ft.-long cone of foulness 1d4 rounds, a jotunblood fire giant can breathe a
and disease once every 1d4 rounds. Each creature 40-foot cone of fire that does 10d6 fire damage.
caught in the cone must make a Reflex save or be A successful Reflex save halves the damage. The
exposed to the ash giant’s disease (see Pathfinder® save DC is Constitution-based.
Roleplaying Game: Bestiary 3™). Those exposed
must still make the disease’s Fortitude save to avoid • Frost Giant—Breath Weapon (Su): Once every
getting the disease. This is a disease effect. The save 1d4 rounds, a jotunblood cold giant can breathe a
DC for the Reflex save is Constitution-based. 40-foot cone of cold that does 10d6 cold damage.
A successful Reflex save halves the damage. The
• Athach—A jotunblood athach’s poison becomes save DC is Constitution-based.
much more virulent, dealing 1d8 Str damage.
• Hill Giant—Earth-Shaking Bellow (Su): Once
• Cave Giant—Charging Gore (Ex): During a every 1d4 rounds, a jotunblood hill giant can let
bull rush, a jotenblood cave giant can choose loose an earth-shaking yell that functions like
to impale foes on its tusks instead of pushing an earthquake spell, except that the area is a 40-
them back. On a successful bull rush the targeted foot cone directed away from the jotunblood hill
creature takes 6d6 + 1-1/2 times the giant’s giant.
Strength modifier as piercing damage. If the foe
is at least two size categories smaller than the • Jungle Giant—Animate Jungle (Su): Once
giant, it is hurled as a free action as if it was a per day, a jotunblood jungle giant can cause all
rock. The flung foe deals the giant’s damage for foliage in a 60 ft. radius to come alive and attack
flung rocks to both anyone hit (on a successful foes. Each round, the animated plants perform
attack) and itself (regardless). a grapple attempt against each foe in the area

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m 185
using the giant’s CMB. Each round a successful the giant’s control for 12 hours or until the giant
grapple is maintained, foes take 1d8+10 damage. releases them. Summoned creatures never attack
The CMD for the animated plants is also equal the giant who summoned them, but can take
to the giant’s. The animated foliage remains active action against other jotunblood and standard
for a number of rounds equal to the jotunblood river giants.
giant’s total Hit Dice. • Rune Giant—Thrown Runes (Su): Once every
• Marsh Giant—Entomb (Ex): As a full round 1d4 rounds, a jotunblood rune giant can tear off
action, a jotunblood marsh giant smashes a and throw one of the runes on its body, dealing
foe of Large size or smaller into the marshy or 1d6 points of damage to itself. The rune can be
muddy ground, entombing them. This requires thrown up to 120 ft. and explodes on impact,
a successful grapple combat maneuver check. dealing 10d6 points of force or energy damage
Entombed creatures immediately begin to of the giant’s choosing (acid, cold, electricity, fire,
suffocate unless they have the ability to survive or sonic) to all within a 30 ft. radius (Reflex save
without air. An entombed creature can attempt for half damage). The thrown rune immediately
to free itself by performing a Strength check vs. reappears on the giant, but the damage done to
a DC of 25. On a success, the creature crawls out the giant is not healed. The save DC is Dexterity-
of the ground but remains prone until its next based.
turn. Others can free an entombed creature by • Slag Giant—Breath Weapon (Su): Once every
spending 1d4+1 rounds, using full round actions, 1d4 rounds, a jotunblood slag giant can breathe
to dig the creature free. This ability only works in a 40-ft. cone of partially molten metal, dealing
marshy or muddy terrain. 10d6 points of fire and slashing damage. A
• Merrow—Drowning Touch (Su): With any creature immune to only fire or slashing damage
successful natural attack, the target’s lungs fill takes 5d6 damage. A Reflex save halves the
with water and the foe starts to drown (see damage taken. The save DC is Constitution-
Pathfinder® Roleplaying Game Core Rulebook™). based.
A successful initial Fortitude save negates this • Stone Giant—Stone Calling (Su): A jotunblood
effect; otherwise, 2 consecutive Fortitude saves stone giant can cause any rock within 1,000
are needed to stop drowning. A target that makes feet to fly at a foe simply by calling to it. The
either set of saves is immune to that jotunblood rock must be unattended and of a size that
merrow’s drowning touch for 24 hours. The save the jotunblood stone giant could normally lift
DC is Constitution-based. and throw. Resolve the attack as though the
• Ocean Giant—Crushing Depths (Su): With a jotunblood stone giant was standing where
touch attack, a jotunblood ocean giant imparts the rock is and throwing it at the foe, adding
the great pressures of the depths of the ocean onto the jotunblood stone giant’s Strength bonus to
the target, dealing 5d6 bludgeoning damage plus damage as normal. The jotunblood stone giant
10d6 non-lethal damage. A Fortitude save negates can even use this ability to hurl rocks at creatures
the bludgeoning damage but not the non-lethal it cannot see, including foes that have total cover
damage. The save DC is Charisma-based. from its position. However, it must guess where
• Ogre—Stunning Blow (Ex): Once every 1d4 such foes are, and even if it guesses correctly, it
rounds, a jotunblood ogre can imbue its melee has a 50% miss chance.
attacks with stunning force. A creature damaged • Storm Giant—Breath Weapon (Su): Once every
by such an attack must succeed on a Fortitude 1d4 rounds, a jotunblood storm giant can breathe
save or be stunned for 1d2 rounds. The save DC a 40-foot cone of lightning doing 10d6 points of

m
is Strength-based. electricity damage. A successful Reflex save halves
• River Giant—Power of the River (Su): Once per the damage. The save DC is Constitution-based.
day as a full round action, a jotunblood river giant • Taiga Giant—Rage (Ex): A jotunblood taiga
can summon forth its total Hit Dice worth of a giant can rage (as the barbarian ability) for a
combination of river animals, magical beasts, and number of rounds per day equal to its racial Hit
vermin. The summoned creatures arrive on the Dice. If the giant has a class or feat that grants
giant’s next turn and act in consort as directed by the rage ability, these additional rounds stack
the giant. The summoned creatures remain under with those abilities.

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m the advanced bestiary
• Troll—Great Rend (Ex): When a jotunblood
troll hits with both claw attacks, it rips its foe
apart and automatically deals double the base
creature’s rend damage plus 1-1/2 times its
Strength bonus. This ability replaces the troll’s
rend ability.
vacant feat slots.
m
that the base creature possessed. The jotunblood giant
must still meet any prerequisites for feats chosen to fill

Special Qualities: If the base creature’s size is Colossal,


it gains the massive special ability (see Gigantean
template on page 160 or the Kaiju subtype in Pathfinder©
• Wood Giant—Will of the Wood (Ex): Once per Roleplaying Game Bestiary 4™). The jotunblood giant
day as a full round action, a jotunblood wood retains all the base creature’s special qualities and gains
giant can cause creatures in a 200 ft. radius of an ability depending on the kind of giant.
animal or plant type that have an Intelligence • Ash Giant—A jotunblood ash giant gains
of 2 or less to grow two size categories larger. immunity to all magic except force effects and
These animals and plants act as the giant directs remove disease (which makes them nauseated on
for up to the next sunrise or sunset, whichever is a failed Fortitude save).
sooner. The affected creatures never turn against
the giant who caused them to grow, but they can • Athach—A jotunblood athach gains darkvision
act against other jotunblood or standard wood +120 ft.
giants. The total Hit Dice of creatures affected • Cave Giant—A jotunblood cave giant gains
is equal to the giant’s racial Hit Dice or its caster frightful presence (120 ft.). Cave giants are
level, whichever is greater. immune to another jotunblood cave giant’s
• Other—Trample (Ex): The jotunblood giant frightful presence.
can trample foes up to one size category smaller • Cliff Giant—Swift Climber (Ex): A jotunblood
than itself. If the giant has a slam attack, the cliff giant gains a climb speed of double its base
trample deals the giant’s slam damage plus 1-1/2 speed, gains Climb as a class skill, and can perform
times the jotunblood giant’s Strength modifier. If accelerated climbing at full speed with a -5 penalty.
the giant does not have a slam attack, the trample • Cloud Giant—A jotunblood cloud giant gains
deals damage as follows: Large 1d6, Huge: 2d6, immunity to sonic damage.
Gargantuan: 2d8, Colossal: 4d6. The save DC is
Strength-based. • Cyclops—Battle Insight (Su): A jotunblood
cyclops gains an insight bonus to its AC equal to
Abilities: The jotunblood giant’s abilities change based its Wisdom modifier (minimum +0).
on its size, as shown in Table 2-27.
• Desert Giant—Sand Swimming (Ex): A
table: 2-27: jotunblood desert giant can move through the
jotunblood abilities sand as if swimming through water at a speed
equal to its base speed.
Jotunblood • Ettin—Shift Sleeping (Ex): A jotunblood ettin’s
Size Str Dex Con Fly Stealth heads sleep in shifts. Since at least two heads are
Large +8 -2 +2 -2 -4 awake at any time, the jotunblood ettin can never
Huge +8 -2 +4 -4 -8 be taken unaware as it sleeps. Two of a jotunblood
Gargantuan +8 +0 +4 -6 -12 ettin’s heads can sleep while the other two are
Colossal +8 +0 +4 -8 -16
awake and working; thus, it can regain hit points
and heal ability damage as though it had bed
Skills: A jotunblood giant gains additional skill points rest even while remaining active. Sleeping heads
equal to its additional racial hit dice. New racial bonuses, do not control their arms, however, and heads
new size modifiers, and new ability scores all modify skills. cannot sleep during combat. Further, jotunblood
In addition, the size change also changes the jotunblood ettins are immune to sleep effects.
giant’s size modifier on Fly and Stealth skills. • Fire Giant—A jotunblood fire giant burns with
Feats: A jotunblood giant retains the base creature’s internal fire, which gives it cold resistance 20.
bonus feats, but it loses all other feats that the base • Frost Giant—A jotunblood frost giant has a
creature had. Recalculate the number of feat slots the core of ice, which gives it fire resistance 20.
jotunblood giant has based on its total Hit Dice and • Hill Giant—Meld into Earth (Su): At will, a
assign feats as desired, giving preference to the feats jotunblood hill giant can meld into the earth (but

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using the jotunblood giant
If you want to apply the jotunblood template to a giant that is similar to but not the same as one listed above consider
using that similar giant’s jotunblood’s abilities instead of the “Other” category. Further, directly related species of the
same giant type (for example, all the different trolls) gain the same abilities for the base species of giant.

not solid stone) as though using the meld into stone item in half the usual time and half the usual cost.
spell, except that it can remain in the earth for as Further, it can craft any magic item as if it had the
long as it wishes. In addition to the effects of the appropriate item creation feat. All Craft skills are
spell listed in the meld into stone description, a class skills for a jotunblood slag giant. This ability
move earth spell cast on the melded jotunblood satisfies any abilities that require an item creation
hill giant’s location causes it to be expelled from feat as a prerequisite.
the earth and take 5d6 points of damage in the • Stone Giant—A jotunblood stone giant has
process. While melded with earth, a jotunblood damage reduction 10/adamantine.
hill giant heals 1 hit point of damage per round,
• Storm Giant—A jotunblood storm giant has
as if it had fast healing 1.
sonic resistance 20.
• Jungle Giant—Trackless Step (Ex): A
• Taiga Giant—Borial Friendship (Su): A
jotunblood jungle giant leaves no trail in jungle
jotunblood taiga giant gains a +4 bonus on all
environments and cannot be tracked. It may
checks to befriend and influence creatures that are
choose to leave a trail if so desired.
from cold, mountainous, or forested environments.
• Marsh Giant—A jotunblood marsh giant is Further, all such creatures have a starting attitude
immune to disease. one step friendlier than normal in all interactions.
• Merrow—Tireless Swimmer (Ex): A jotunblood • Troll—Statue Form (Su): As a free action once
merrow does not take nonlethal damage from per round, a jotunblood troll may turn itself to
swimming for extended periods of time and cannot stone as though with the statue spell, gaining a
become nauseated, exhausted, or fatigued while in hardness of 8. It can remain in this form as long
freshwater (for a jotunblood freshwater merrow) or as it wishes. As with the spell, it can return to
saltwater (for a jotunblood saltwater merrow). normal as a free action, act, and then become a
• Ocean Giant—A jotunblood ocean giant is statue again as a free action.
immune to cold. • Wood Giant—Speak with Plants (Sp): A
• Ogre—A jotunblood ogre gains darkvision jotunblood wood giant gains speak with plants as
+120 ft. a constant spell-like ability.
• Other—The jotunblood giant gains fast healing 5.
• River Giant—Unerring Direction (Ex):
While on a river (either directly or on a boat)
a jotunblood river giant can never become lost
sample jotunblood giant
and is immune to effects that try to misdirect the This 20-foot tall hunched, reeking giant radiates
giant (including most illusion and compulsion almost palpable anger and stupidity.
effects).
jotenblood hill giant
• Rune Giant—Jotunblood Charisma (Su): A

m
jotunblood rune giant gains a +8 racial bonus on
Jotunblood hill giants are the undisputed rulers of hill
the save DC of charm and compulsion effects
giant tribes. Although they lack the intelligence and
used against creatures with the giant subtype.
charisma that normally mark hill giant leaders, they
Against giants the jotunblood rune giant’s mind-
maintain their positions by means of their great strength
affecting, charm and compulsion effects bypass and supernatural powers. A tribe of hill giants led by a
all immunities to those effects. This replaces a jotunblood hill giant is often more aggressive and bold
rune giant’s command ability. in its raiding efforts than other tribes, and sometimes the
• Slag Giant—Legendary Crafter (Su): Jotunblood tribe attempts to subjugate other creatures and seize land
slag giants can craft any non-magical or masterwork for its leader.

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Jotenblood Hill Giant CR 11 • XP 12,800
CE Huge humanoid (giant) (Pathfinder© Roleplaying
Game Bestiary™)
Init -2; Senses low-light vision, scent; Perception +14
DEFENSE
m
AC 26, touch 6, flat-footed 26 (+4 armor, -2 Dex, -2 size,
+16 natural)
hp 210 (20d8+120)
Fort +18, Ref +4, Will +6
Defensive Abilities rock catching; SR 28
OFFENSE
Speed 50 ft. (35 ft. in armor)
Melee greatclub +25/+20/+15 (3d8+16) or 2 slams +24
(2d6+11)
Ranged rock +13 (6d6+16)
Space 15 ft.; Reach 15 ft.
Special Attacks earth shaking bellow (1/1d4 rounds),
improved rock throwing, rock throwing (150 ft.)
STATISTICS
Str 33, Dex 6, Con 23, Int 6, Wis 10, Cha 7
Base Atk +15; CMB +28 (+30 bull rush, overrun, sunder);
CMD 36 (38 vs. bull rush, overrun, sunder)
Feats Alertness, Cleave, Great Cleave, Improved Bull
Rush, Improved Overrun, Improved Sunder, Intimidating
Prowess, Martial Weapon Proficiency (greatclub), Power
Attack, Weapon Focus (greatclub)
Skills Climb +14, Intimidate +20, Perception +14, Sense
Motive +2 4th–6th level, 11–16 dire wolves, 1–4 ogres, and 13–20 orc
Languages Giant slaves)
SQ meld into earth Treasure standard (hide armor, greatclub, other
Gear hide armor, greatclub treasure)

ECOLOGY SPECIAL ABILITIES

Environment temperate hills Earth Shaking Blow (Su) See the jotunblood giant template.
Organization solitary, gang (2–5), band (6–8), raiding Improved Rock Throwing (Ex) See the jotunblood giant
party (9–12 plus 1d4 dire wolves), or tribe (13–30 plus template.
35% noncombatants plus 1 barbarian or fighter chief of Meld into Earth (Su) See the jotunblood giant template.

lawbound
Seeking order in all things, the lawbound are driven to (referred to hereafter as the base creature). A lawbound
impose law on the universe. Whether by seeking positions uses all the base creature’s statistics and special abilities
of power or by directly imposing their will upon the world, except as noted here.
lawbound creatures are obsessed with conquering chaos in Challenge Rating: Same as the base creature +1.
the world as they see it. Lawbound creatures tend to follow
predicable patterns of behavior to the level of obsessive- Alignment: Always lawful neutral. If the lawbound’s
compulsiveness. They appear just as the base creature, but alignment changes from lawful it loses this template.
always perfectly groomed and well kept. Type: The base creature gains the lawful subtype.
Senses: A lawbound gains the following:
creating a lawbound See Law (Su): At will, a lawbound can identify any
“Lawbound” is an acquired template that can be added lawful creatures, spells, and magic items that it can see
to any lawful creature or creature with the lawful subtype as though it were using the detect law spell (caster level

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equals lawbound’s character level) and had studied the
specific creatures and objects for 3 rounds.
sample lawbound
Aura: A lawbound gains the following aura: Muscular and perfectly groomed, this androgynous
emerald skinned winged humanoid scans the area
Aura of Order (Su): Every non-lawful creature within
looking for any hint of disorder to vanquish.
10 feet of a lawbound takes a –5 penalty on all
ability checks, skill checks, and level checks. Further, imlimanegel
it automatically misses its attack rolls and fails its
saving throws on a natural roll of 5 or below. Imlimanegel was always more concerned with order over
Defensive Abilities: A lawbound gains DR 5/chaotic. good and the containment of the forces of entropy. In the
This increases by 5 for every 5 Hit Dice the base creature millennia of his existence this has moved him away from
has. good and towards the rigidity of his current alignment.
Imlimanegel actively seeks chaotic creatures to vanquish.
Special Attacks: A lawbound retains all the base
Once in battle he is without mercy and pursues his
creature’s special attacks and gains those described here.
opponent relentlessly.
Law’s Shift (Su): Once per day, a lawbound can force a
creature’s alignment to shift to one step towards lawful Imlimanegel CR 17 • XP 102,400
by touching it. The target creature may attempt a Will
save to negate this effect. If it succeeds on the save, Lawbound planetar (Pathfinder© Roleplaying Game Bestiary™)
it is immune to the lawbound’s law’s shift ability for LN Large outsider (angel, extraplanar, good, lawful)
one day. If not, the alignment change is permanent, Init +9; Senses darkvision 60 ft., detect evil, detect
snares and pits, low-light vision, see law 60 ft.;
and the target may suffer penalties for the change in Perception +26
alignment. The save DC is Charisma-based. Aura aura of order (10 ft.), protective aura (20 ft.)
Lawful Strike (Su): Any melee attack a lawbound DEFENSE
makes with natural or manufactured weapons deals AC 37, touch 18, flat-footed 32 (+5 Dex, -1 size, +19
an extra +1d6 points of damage to creatures of chaotic natural, +4 deflection)
alignment or creatures with the chaotic subtype. A hp 246 (17d10+153); regeneration 10 (evil weapons and
effects)
lawbound’s attacks are considered lawful-aligned for
Fort +24, Ref +16, Will +21; +4 vs. poison
purposes of overcoming damage reduction.
DR 20/chaotic, 10/evil; Immune acid, cold, petrification;
Spell-Like Abilities: A lawbound gains the following Resist electricity 10, fire 10; SR 27
spell-like abilities. Its caster level is equal to the OFFENSE
lawbound’s total Hit Dice. Speed 30 ft., fly 90 ft. (good)
Constant—protection from chaos Melee +3 axiomatic greatsword +28/+23/+18/+13
(3d6+16/19-20+3d6 vs. chaotic) or slam +25 (2d8+13
3/day—charm person, dominate person (only 1 person plus 1d6 vs. chaotic)
at a time) Space 10 ft.; Reach 10 ft.
Special Attacks law’s shift (1/day, DC 24), lawful strike
1/day—charm monster, dominate monster (only 1 Spell-Like Abilities (CL 16th; concentration +22)
creature at a time) Constant—detect evil, detect snares and pits, discern lies
(DC 19), protection from chaos, true seeing
Abilities: A lawbound creature has one of two sets of
At will—continual flame, dispel magic, holy smite (DC 20),
ability score adjustments, one favoring the physical, the invisibility (self only), lesser restoration, remove curse,
other the mental. It may have +2 Str, +2 Dex, and +2 remove disease, remove fear, speak with dead (DC 19)
Con, along with –2 Int, –2 Wis, and –2 Cha (minimum 3/day—blade barrier (DC 20), charm person (DC 17),
dominate person (1 at a time, DC 21), flame strike (DC
1 for any ability score). Alternatively, it may have –2 Str, 20), power word stun, raise dead, waves of fatigue

m
–2 Dex, and –2 Con (minimum 1 for any ability score), 1/day—charm monster (DC 20), dominate monster (1 at
along with +2 Int, +2 Wis, and +2 Cha. This decision a time, DC 25), earthquake (DC 23), greater restoration,
is made when the lawbound creature template is first mass charm monster (DC 22), waves of exhaustion
applied, and cannot be changed. Cleric Spells Prepared (CL 16th; concentration +22):
8th—earthquake (DC 24), fire storm (DC 24)
Special Qualities: A lawbound gains the following: 7th—dictum (2), repulsion (DC 23)
Chaos’s Failure (Su): If a spell with the chaotic 6th—banishment (DC 22), greater dispel magic (2),
summon monster VI
descriptor is cast within 60 feet of a lawbound, the 5th—break enchantment (DC 21), dispel chaos (2, DC 21),
caster must succeed on a caster level check or the plane shift (DC 21) wall of stone (DC 21)
spell fails and is wasted. The DC is Charisma-based.

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m the advanced bestiary
4th—dismissal (DC 20), forceful strike (2,
DC 20), order’s wrath (2, DC 20)
3rd—cure serious wounds (2), daylight,
invisibility purge, summon monster III, wind
wall
2nd—align weapon, bear’s endurance (2), cure
moderate wounds (2), eagle’s splendor
m
1st—command (DC 17), cure light wounds (3),
protection from chaos (2)
0 (at will)—detect magic, purify food and drink
(DC 16), stabilize, virtue
STATISTICS
Str 29, Dex 21, Con 26, Int 20, Wis 23, Cha 22
Base Atk +17; CMB +27 (+29 sunder); CMD 46
(48 vs. sunder)
Feats Blind-Fight, Cleave, Great Fortitude,
Improved Initiative, Improved Sunder, Iron Will,
Lightning Reflexes, Power Attack, Toughness
Skills Acrobatics +25, Bluff +26, Fly +27, Heal +22,
Intimidate +26, Knowledge (history) +22, Knowledge
(planes, religion) +25, Perception +26, Sense Motive
+25, Stealth +21
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (alter self), chaos’s failure (DC 24)
Gear +3 axiomatic greatsword
SPECIAL ABILITIES
Aura of Order (Su) See the lawbound template.
Chaos’s Failure (Su) See the lawbound template.
Law’s Shift (Su) See the lawbound template.
Lawful Strike (Su) See the lawbound template.
See Law (Su) See the lawbound template.

lifespark construct
Everyone knowledgeable in the creation and use of
constructs knows that such creatures obey the commands
creating a
of their creators. Constructs without instructions are no lifespark construct
more than mindless hulks, following their last commands “Lifespark” is an acquired or inherited template that can be
to the best of their feeble ability or awaiting commands added to any nonintelligent construct (referred to hereafter
until their parts begin to decay. as the base creature). At the GM’s option, intelligent
Thus, it comes as a shock to most when an object still constructs that go berserk might instead gain the lifespark
moves after the duration of the spell that gave it the template. A lifespark construct uses all the base creature’s
semblance of life ends. Even more shocking is the rare statistics and special abilities except as noted below.
instance when a created construct goes rogue. Few Type: Type is unchanged, but some features of the
understand why such events occur, since most creators construct type no longer apply, as noted below.
who discover that their constructs have a free will
destroy them immediately. Some constructs, however, Weaknesses: The lifespark construct gains the following
imbued with an intelligence and will of their own by weakness.
some spark of life, escape or overcome their creators to Healing Immunity (Ex): A lifespark construct
pursue whatever ends suit their developing minds and cannot be affected by spells with the healing
souls. descriptor unless the spell specifically states it can
affect constructs.

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Abilities: Replace the base creature’s Intelligence, appropriate Craft skill check vs. a DC of 10 less than
Wisdom, and Charisma scores with new ones as if you the DC to create the construct (minimum 10). With a
were creating a new character. Determine each one by successful roll, the lifespark construct heals itself of 1d4
your preferred ability score generation method. If you hit points of damage per number rolled above the DC.
use the point buy method, use half the allocated points Accelerated repair provokes attacks of opportunity. If
before you buy the new ability scores. All the creature’s it wishes, a lifespark construct can make a standard
other ability scores remain the same. effort to repair itself (see Repairing Constructs in
Feats: The lifespark construct retains the base creature’s Pathfinder© Roleplaying Game Ultimate Magic™), but
bonus feats, but it loses all other feats that the base creature without the standard repair cost. This repair takes 1
had except racial bonus feats. Recalculate the number of day of constant work.
feat slots the lifespark construct has based on its character sample lifespark construct
level (racial plus class HD) and assign feats as desired,
giving preference to the feats that the base creature Sentience flickers in the eyes of this towering iron man.
originally possessed. The lifespark construct must still meet Massive tattoos have been forged into its iron body.
any prerequisites for feats chosen to fill vacant feat slots.
hurn the ironforged
Skills: Because of its recently awakened intelligence, a
lifespark construct gains a number of skill points equal Freed of the commands of its master, Hurn is busy
to (2 + Int modifier, minimum 1) per HD. A lifespark pursuing goals of its own. It realizes that it’s more
construct typically devotes skill points to whatever Craft powerful than most other creatures and knows its own
skill is appropriate for repairing damage it sustains (see vulnerabilities.
the base creature’s description for details), and other skills
favored by its creator.
Hurn the Ironforged CR 19 • XP 204,800
Languages: A lifespark construct can speak even without
a mouth. It can automatically speak the language of its Lifespark iron golem sorcerer 7 (Pathfinder© Roleplaying
Game Bestiary™)
creator and chooses its bonus languages from among
N Large construct
those its creator knows. Init +4; Senses darkvision 60 ft., low-light vision;
Special Qualities: The lifespark construct retains Perception +7
all the base creature’s special qualities and gains those DEFENSE
described here. AC 29, touch 9, flat-footed 29 (-1 size, +20 natural)
hp 160 (18d10+7d6+37)
Open Mind (Ex): Unlike normal constructs, the
Fort +8, Ref +10, Will +11; -2 vs. mind-affecting effects
lifespark construct is not immune to mind-affecting
DR 15/adamantine; Immune construct traits, immunity
effects. In fact, perhaps because of its past need for to magic
commands, its mind is especially vulnerable to magical Weakness healing immunity
compulsion. A lifespark construct takes a –2 penalty on OFFENSE
saving throws against mind-affecting effects. Golems
Speed 20 ft.
are still immune to magic as described in their entries. Melee 2 slams +31 (2d10+16/19-20)
Spirit Within (Ex): Though the lifespark construct is not Space 10 ft.; Reach 10 ft.
a living creature, a “spirit” still resides within it. Unlike Special Attacks bloodline arcana (destined), breath
weapon, powerful blows
most constructs, the lifespark construct is not immune
Sorcerer Spells Known (CL 7th; concentration +10):
to all necromantic effects. Certain spells that rely on the
3rd (5/day)—dispel magic, fireball (DC 17), protection
existence of a creature’s soul (not “life force”)—namely from energy
astral projection, clone, magic jar, and soul bind—can affect 2nd (7/day)—blur, flaming sphere (DC 16), glitterdust

m
lifespark constructs. No other necromantic effects affect (DC 15), web (DC 15)
lifespark constructs, and they are still immune to death 1st (7/day)—alarm, burning hands (DC 15), cause fear
(DC 14), charm person (DC 14), grease (DC 14), unseen
effects. Though they cannot be raised or resurrected, servant
lifespark constructs can be reincarnated as described by 0 (at will)—daze (DC 13), flare (DC 14), ghost sound (DC
the reincarnate spell. Lifespark golems are still immune 13), light, mending, open/close (DC 13), ray of frost
to magic as described in their entries. Bloodline destined

Accelerated Repair (Ex): As a full round action, a STATISTICS

lifespark construct can heal damage to itself by jerry- Str 33, Dex 10, Con —, Int 12, Wis 10, Cha 16
rigging itself. The lifespark construct attempts an Base Atk +21; CMB +33; CMD 43

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m the advanced bestiary
Feats Cleave, Combat Casting, Craft Magic Arms & Armor,
Craft Wand, Craft Wondrous Item, Empower Spell, Eschew
Materials, Improved Initiative, Improved Lightning Reflexes,
Lightning Reflexes, Power Attack, Silent Spell, Skill Focus
(Craft [armor]), Sorcerous Bloodstrike, Spell Focus
(evocation)
Skills Appraise +9, Bluff +13, Craft (armor) +14, Escape
m
Artist +7, Intimidate +13, Knowledge (arcana) +11,
Knowledge (engineering) +8, Perception +7, Sense
Motive +7, Spellcraft +11, Use Magic Device +13
Languages Common
SQ accelerated repair, bloodlines (destined), fated +2,
open mind, spirit within, touch of destiny (+3, 6/day)
SPECIAL ABILITIES
Accelerated Repair (Ex) See the lifespark construct
template.
Breath Weapon (Su) As a free action once every 1d4+1
rounds, an iron golem can exhale a 10-foot cube of
poisonous gas. This gas cloud persists for 1 round; any
creature within the area when the golem creates it (as
well as any creature that passes through the cloud
during the remainder of that round) is exposed
to the cloud’s poisonous effects. This poison
is magically created each time the golem
uses this power.
Breath weapon—inhaled; save
Fort 19; frequency 1/round for 4
rounds; effect 1d4 Constitution
damage; cure 2 consecutive
saves.
Healing Immunity (Ex) See the lifespark construct
template.
Immunity to Magic (Ex) An iron golem is immune to
spells or spell-like abilities that allow spell resistance.
Certain spells and effects function differently against it, as temporary hit points. An iron golem gets no saving
as noted below. throw against fire effects. An iron golem is affected
A magical attack that deals electricity damage slows normally by rust attacks, such as those of a rust monster
an iron golem (as the slow spell) for 3 rounds, with or a rusting grasp spell.
nosaving throw. Open Mind (Ex) See the lifespark construct template.
A magical attack that deals fire damage breaks any
slow effect on the golem and heals 1 point of damage Powerful Blows (Ex) An iron golem inflicts one and a
for each 3 points of damage the attack would otherwise half times its Strength modifier and threatens a critical
deal. If the amount of healing would cause the golem hit on a 19–20 with its slam attacks.
to exceed its full normal hit points, it gains any excess Spirit Within (Ex) See the lifespark construct template.

limbjack
A limbjack is a living creature that has had one or purposes of this template, an arm is defined as a limb that
more limbs replaced with golem-like construct limbs. can potentially wield a weapon (even if the base creature
The first limbjacks were created to restore maimed does not use weapons) or is not used for movement. A
soldiers, but soon it was found they could also make leg is defined as all limbs that are used for movement or
the soldiers stronger, hardier, and more effective killers. cannot potentially wield a weapon. A limbjack uses all
The experiments expanded and were applied to mounts, the base creature’s statistics and special abilities except as
guard animals, and even assassins. noted here.

creating a limbjack Challenge Rating: Same as the base creature +1. If


the base creature has more than two arms, adjust the
“Limbjack” is an acquired template that can be added to CR an additional +1 for every 2 arms replaced. If all of
any living, corporeal creature except those with the ooze the base creature’s limbs are replaced adjust the CR an
type (referred to hereafter as the base creature). For the additional +1.

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augmented or limbjack
Both the limbjack and augmented templates offer a way to introduce cyborg-like creatures into your game. The
difference between the two is a matter of degree. The augmented template offers a great number of options for
a GM, but can be tricky to apply. A limbjack, on the other hand, is an easier template to apply, but it is limited
to replacement of limbs only.

Armor Class: The limbjack gains a shield bonus to AC These bonuses stack with each other. For example, human
equal to 1 + 1/arm replaced + 2 if all legs are replaced. with both arms replaced it would have Str +4, Con +2. If
For example, a limbjack behir with all its leg’s replaced it had all arms and legs replaced the bonuses would be
would have a +3 shield bonus to AC (+1 +2 for all legs) Str +6, Con +4
Defensive Abilities: A limbjack retains all of the base Special Qualities: A limbjack gains the following
creature’s defensive abilities and gains the following. special quality.
Limb Defense (Ex) Against damage directed Upgradable Limbs (Ex) Any of the natural attacks
specifically at a limbjack’s replaced limb (for example, associated with a replaced limb can be upgraded to
attempts to sunder a limb, or attacks from foes that be masterwork, made of different materials, or made
deal damage to the limbjack touching or attacking into a magic weapon. The cost for this is the same
it), the limbjack gains DR 20/adamantine, and resist as for a longsword of the same size as the limbjack
acid, cold, and fire 30. creature.
Against spells that specifically target a replaced
limb (such as stay the handAPG), the limbjack gains creating a limbjack
SR equal to 15 + it’s CR
Creating limbjack prosthetics and bonding them to
Weaknesses: The base creature gains the following living creatures is a process similar to creating a golem.
weakness:
Metal Body (Ex): Though only some of a limbjack is construction
replaced with metal, it’s enough to make it vulnerable
to effects that target metals. It counts as a ferrous CL 9th; Price 1,200 gp × recipient’s HD × number of
creature for the purposes of rusting grasp and other limbs replaced
spells that have special effects on metal. Requirements Craft Construct, greater polymorph,
Speed: If a limbjack creature replaces all its legs, its base limited wish, regenerate, creator must be caster level 9th;
land speed is doubled and gains the following. Skill Heal DC 25; Cost 600 gp × recipient’s HD ×
number of limbs replaced
Tireless (Ex): The limbjack does not have a limit
to how long it can run, nor does it risk fatigue or sample limbjack
exhaustion from forced marching.
Attacks: For each replaced arm that does not have a A growling, fanged humanoid lunches forward, its
natural attack associated with it, a limbjack gains either clawed metallic arms reaching out.
a slam or claw attack that deals damage appropriate as limbjack gnoll
if it was one size category larger. If the limbjack has no
other attacks these natural attacks are primary, otherwise In the deep deserts, master golemsmiths build
they are secondary. If the base creature already has a

m
constructs of granite, gold, and lapis lazuli in ancient
natural attack associated with a replaced limb (arm or pyramid temples. To prevent their work from being
leg), it keeps the primary/secondary status as the base interrupted, the golemsmiths press gangs of gnolls and
creature and the damage from that attack increases by other creatures to serve and guard them, altering these
one step. slave warriors as the golemsmiths see fit. Limbjack
Special Attacks: A limbjack gains the following. gnolls are used as shock troops, and fight ferociously for
Abilities: Str +2 for each arm replaced, +2 if all legs are they have been promised the return of the fleshy limbs
replaced; Con +2 if all arms or all legs are replaced. if they are faithful servants.

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m the advanced bestiary
Limbjack Gnoll CR 2 • XP 600
CE Medium humanoid (gnoll) (Pathfinder© Roleplaying
Game Bestiary™)
Init +0; Senses darkvision 60 ft.; Perception +2
DEFENSE
m
AC 16, touch 10, flat-footed 16 (+2 armor, +1 natural, +3
shield)
hp 13 (2d8+4)
Fort +5, Ref +0, Will +0
Defensive Abilities limb defense (17)
Weaknesses metal body
OFFENSE
Speed 30 ft.
Melee 2 claws +5 (1d6+6)
Ranged spear +1 (1d8+4/x3)
STATISTICS
Str 19, Dex 10, Con 15, Int 8, Wis 11,
Cha 8
Base Atk +1; CMB +5; CMD 15
Feats Power Attack
Skills Perception +2
Languages Gnoll
SQ upgradeable limbs
Gear leather armor, spear
SPECIAL ABILITIES
Limb Defense (Ex) see the limbjack template
Metal Body (Ex) see the limbjack template
Upgradeable Limbs (Ex) see the limbjack template

magma creature
Magma creatures are produced by the fusion of elemental CR: Same as the base creature +1.
earth and fire. These elemental beings are at home both Type: The creature’s type changes to outsider and gains the
on the Plane of Earth and the Plane of Fire, but a few earth, elemental, extraplanar, and fire subtypes as well. Do
exist on the Material Plane, roaming the incredibly hot not recalculate base attack bonuses, saves, or skill points.
realms beneath the crust of the world. Magma creatures
sometimes pour out of volcanoes during an eruption, Aura A magma creature gains the following aura.
increasing the devastation of such events tenfold. Fiery Aura (Ex): Any creature within 10 feet takes
The typical magma creature resembles a normal being 2d6 points of fire damage per round that it remains
and has a similar temperament. However, its alien mind within range. A successful Fortitude save halves
and blisteringly hot body make communication with it the damage for that round. A magma creature can
nearly impossible. suppress or resume the use of this ability as a free
action. The save DC is Constitution-based.
creating a magma creature Armor Class: The magma creature’s natural armor
bonus improves by +2 over that of the base creature.
“Magma” is an inherited template that can be added to any
living, corporeal creature that does not have the air, aquatic, Hit Dice: Change all of the base creature’s racial HD
cold or water subtypes (referred to hereafter as the base to d10s.
creature). A magma creature uses all the base creature’s Speed: A magma creature gains a burrow speed equal to
statistics and special abilities except as noted here. its highest speed as well as the following.

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Magma Movement (Ex): A magma creature can
swim through magma and lava at a speed equal to
sample magma creature
its burrow speed, as though it were moving through This peculiar dwarf has hair comprised of fire, a beard
water with a swim speed. This ability does not grant of flames, and a body of cracked and cooling magma.
the magma creature a swim speed in water.
Special Attacks: All of the magma creature’s natural
magma azer
attacks gain the burn (2d6) and grab universal abilities.
The magma creature also gains the engulf (2d6 Like standard azers, magma azers are dwarflike beings
bludgeoning and 4d6 fire) special attack against creatures native to the Elemental Plane of Fire. The two kinds of
one size category lower than it or smaller. creatures get along famously, and matings between them
are not uncommon. Normal azers value magma azers for
A magma creature also gains the following: their ability to move through earth and magma, while
Earth Mastery (Ex): A magma creature gains a +1 magma azers value the goods created by the less nomadic
bonus on attack and damage rolls if both it and its foe azer culture.
are touching the ground. If an opponent is airborne
or waterborne, the elemental takes a -4 penalty on Magma Azer CR 3 • XP 800
attack and damage rolls. These modifiers apply to bull
rush and overrun maneuvers whether the elemental is LN Medium outsider (earth, elemental, extraplanar, fire)
(Pathfinder© Roleplaying Game Bestiary 2™)
initiating or resisting these kinds of attacks. Init -2; Senses darkvision 60 ft.; Perception +6
Abilities: Str +4, Dex -6 (minimum 1), Con +4. Aura fiery aura (10-ft., 2d6 fire, DC 15)

Languages: If the magma creature can speak, it gains DEFENSE


the ability to speak Ignan and Terran in addition to any AC 12, touch 8, flat-footed 12 (–2 Dex, +4 natural)
other languages the base creature knows. hp 19 (2d10+8)
Fort +7, Ref -2, Will +4
Environment: same as base creature and underground Immune elemental traits, fire; SR 13
Weakness vulnerability to cold
OFFENSE
Speed 30 ft., burrow 30 ft., swim (magma) 30 ft.
Melee warhammer +5 (1d8+3/x3+1d6 fire)
Special Attacks burn (2d6, DC 15), earth mastery, engulf
(Small, 2d6 bludgeoning and 4d6 fire, DC 14), heat (1d6
fire)
STATISTICS
Str 17, Dex 6, Con 19, Int 12, Wis 12, Cha 9
Base Atk +2; CMB +5 (+9 grapple); CMD 13 (13 vs.
bull rush, overrun)
Feats Power Attack
Skills Acrobatics +0, Appraise +6, Climb +5,
Craft (any two) +6, Knowledge (nobility)
+6, Perception +6
Languages Common, Ignan, Terran
Gear warhammer
ECOLOGY
Environment any land (Plane of Fire)

m
Organization solitary, pair, team (3–6), squad (11–20
plus 2 sergeants of 3rd level and 1 leader of 3rd–6th
level), or clan (30–100 plus 50% noncombatants plus 1
sergeant of 3rd level per 20 adults, 5 lieutenants of 5th
level, and 3 captains of 7th level)
Treasure standard (masterwork warhammer)
SPECIAL ABILITIES
Earth Mastery (Ex) see magma creature template.
Magma Movement (Ex) see magma creature template.

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m the advanced bestiary
manimal
Somewhere between human and animal lies the manimal. Hit Dice: Change all racial HD to d10s.
m
Some say that these creatures are the abominable results Attacks: The manimal retains all the base creature’s
of sorcerous crossbreeding between humans and animals. attacks except those that depended on limbs that have
Others speak of bizarre druidic rites that can give animals turned to legs. The manimal has the weapon and armor
human forms. proficiencies of creatures of the monstrous humanoid type.
A manimal is an animal-like creature with a humanoid Space/Reach: The manimal has a space and reach
shape and intellect. A manimal has two legs to walk upon appropriate for its size. If the base creature’s space and
and two arms with hands that can manipulate tools. reach was “long,” it changes to “tall.” If the base creature
Manimals are often mistaken for lycanthropes—more had greater than normal reach for its size, add 5 feet to
powerful creatures whose origins are lost to time. the reach.
creating a manimal Special Attacks: A manimal retains all of the base
creature’s special attacks except rake.
“Manimal” is an inherited or acquired template that can Abilities: Int +8, Cha +4.
be added to any animal (referred to hereafter as the base
creature). A manimal uses all the base creature’s statistics Special Qualities: The manimal retains all the base
and special abilities except as noted here. creature’s special qualities and gains those described here.
Challenge Rating: Same as the base creature plus +1. Amphibious (Ex): If the base creature has the aquatic
subtype but does not have the amphibious special
Type: The creature’s type changes to monstrous
quality, the manimal gains it. An amphibious creature
humanoid. Recalculate all base attack bonuses, saves, and
can breathe both air and water equally easily.
skill points for new type.

using manimals
Manimals can provide an interesting way to introduce anthropomorphic creatures into your games without the
unbalancing effect that lycanthropes can have. Some might consider anthropomorphic creatures and characters
silly, but lycanthropes are no less so. Anthropomorphic creatures can be funny, but they can also be terrifying,
depending upon how they are played and presented.
Before you try out the manimal template, consider how you want it to work in your game. Once you know
what purpose your manimals will serve, you can find a way to introduce them that suits their function in your
game. Here are a few ideas.
• The template might be applied to animals because of a spell or alchemist discovery (see the create manimal
spell and manimal elixir in Appendix A).
• A magic item could transform all the animals that live nearby or that touch it into manimals.
• A manimal race might be one of your game world’s normal races, just like gnolls or lizardfolk.
• A single crazed spellcaster or alchemist might be responsible for all the manimals in your world, creating
an area much like H.G. Well’s classic The Island of Dr. Moreau.
• A distant island or a different plane could be home to a host of different manimal races.
• A disrupted reincarnate or awaken spell might cause the creation of a manimal.
• Also, there is no reason that a manimal needs to be the same size as the animal it originated from. Medium-
sized manimal dinosaurs, Large frog manimals, and Tiny pixie-like manimals are all possibilities. Just follow
the guidelines in the Pathfinder© Roleplaying Game Bestiary™ on changing size after the manimal template is
applied. You should also consider increasing or reducing the manimal’s racial HD and CR if the size change
is more than 2 steps away from the base creature’s size.

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m 197
Animal Blood (Ex): A manimal counts both as an
animal, monstrous humanoid, and a humanoid
sample manimal
for the purpose of spells, abilities, and effects that This massive bipedal horned reptilian creature is clad
specifically affect creatures of specific types. It is in shining armor and hefts a sizable greatclub.
allowed a Will save to resist spells and effects that
specifically affect animals, even if the effect does not osak tonlortiaorma
normally allow a Will save. The DC for such a save
equals 10 + the spell’s level + caster’s appropriate The Osak Tonlortiaorma is short-tempered and
ability modifier. If the effect is not a spell, the DC aggressive. He claims a large territory on which he has
is equal to 10 + 1/2 manimal’s HD + manimal’s established a plantation to grow food. Osak is a bully. He
Charisma modifier. Success renders the manimal uses his great size and strength to force other creatures to
immune to that particular effect for 24 hours. Awaken work on the plantation.
has no effect on a manimal.
Osak Tonlortiaorma CR 10 • XP 9,600
Male manimal triceratops fighter 2 (Pathfinder©
Roleplaying Game Bestiary™)
CN Huge monstrous humanoid
Init -1; Senses darkvision 60 ft., low-light vision,
scent; Perception +28
DEFENSE
AC 29, touch 7, flat-footed 29 (+8 armor, -1 Dex,
-2 size, +14 natural)
hp 140 (16d10+66)
Fort +13, Ref +8, Will +10 (+1 vs. fear)
Defensive Abilities bravery +1
OFFENSE
Speed 20 ft.
Melee +2 greatclub +24/+19/+14/+9 (3d8+14) or
gore +23 (2d10+12/19-20)
Space 15 ft.; Reach 15 ft.
Special Attacks powerful charge (gore,
4d10+16), trample (1d8+12, DC 26)
STATISTICS
Str 26, Dex 9, Con 19, Int 10, Wis 12, Cha 11
Base Atk +16; CMB +26 (+30 bull rush);
CMD 35 (37 vs. bull rush, 39 vs. trip)
Feats Alertness, Awesome Blow, Great
Fortitude, Greater Bull Rush, Improved Bull
Rush, Improved Critical (gore), Power Attack,
Run, Skill Focus (Perception), Weapon Focus
(gore)
Skills Handle Animal +11, Intimidate +17,
Perception +28, Sense Motive +15, Survival
+18
SQ animal blood
Gear agile half-plate, +2 greatclub

m
SPECIAL ABILITIES
Animal Blood (Ex) see the manimal
template.

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m the advanced bestiary
metal-clad creature
Metal-clad creatures are bonded to metal either by birth
m
Table 2-28. Additionally, the following metal types gain
or through magic. Shining metal shells coat their forms, extra defenses as follows:
armoring them against attacks but also burdening them Adamantine—Damage Reduction (Ex) An
with unwieldy weight. adamantine-clad creature gains DR 10/adamantine.
A metal-clad creature can be born of metal-clad parents, Immune to Precision Damage (Ex) An adamantine-
and indeed whole races of metal-clad creatures can exist. clad creature is immune to all precision damage
Conversely, a magical ritual or a spell can cover a creature including sneak attacks and critical hits.
in metal, and sometimes the gods curse greedy individuals Lead—Divination Immunity (Ex): A lead-clad
by covering them in the precious metals they most covet. creature is immune to divination spells and effects
creating a cast to derive information about it. Detect magic,
detect poison, detect thoughts, and detect alignment
metal-clad creature spells fail to reveal any information about the lead-
clad creature or the objects it carries. Furthermore, a
“Metal-clad” is an acquired or inherited template that can
lead-clad creature is invisible and inaudible to scrying,
be added to any corporeal creature that does not already
arcane eyes, and clairaudience/clairvoyance. Lead-clad
have the metal-clad template (referred to hereafter as the
creatures and their equipment cannot be located by
base creature).
discern location, nor can locate object find objects they
A metal-clad creature uses all the base creature’s statistics carry.
and special abilities except as noted here.
Silver—Mirrored Finish (Su): A silver-clad creature
Challenge Rating: The CR increases as based on the reflects gaze attacks and is immune to gaze attacks as
metal as listed in Table 2-28. well. Thus, a creature with a gaze attack that actively
Defensive Abilities: All metal-clad creatures gain a gazes at a silver-clad creature must save against its
type of fortification (as the fortification armor special own gaze attack, suffering the consequences of a
ability) and some kind of energy resistance. The exact failed save even if it would normally be immune.
metallic quality bestowed depends on the kind of metal Weaknesses: All metal-clad creatures gain vulnerability
that covers the metal-clad creature’s body, as given on to electricity unless they have some inherent resistance to

table 2-28: metal-clad abilities


Natural
Metal CR AC Bonus Fortification Resistances Str Dex Con Int Wis Cha
Adamantine +6 +10 Special electricity 15, fire 20 +4 -6 +6 +0 +0 +2
Brass +1 +3 Light fire 5 +2 -2 +2 +0 -2 +0
Bronze +2 +4 Heavy fire 10 +2 -2 +2 +0 +0 +0
Copper +1 +3 Light fire 10 +0 +0 +0 +0 +2 -2
Gold +1 +2 Light fire 10 +0 -6 +0 +2 -2 +6
Iron +3 +6 Heavy fire 15 +2 -4 +2 +0 -2 +0
Lead +1 +3 Light electricity 5 +0 -6 +4 -2 -2 -2
Mithral +5 +8 Heavy fire 15 +4 +0 +2 +0 +0 +2
Platinum +3 +5 Light electricity 5, fire 20 +2 -4 +2 +2 +0 +4
Silver +3 +8 Light fire 5 +0 -2 +0 +2 +2 +4
Steel +4 +8 Heavy fire 15 +4 -4 +2 +0 +0 +0
Tin +1 +2 Light cold 10 -2 +2 +0 -2 +0 +2

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m 199
electricity (adamantine, lead, and platinum). Iron and steel- Special Abilities: A metal-clad creature retains all the
clad creatures gain the following additional weakness. base creature’s special attacks and gains those described
Iron or Steel—Rust Vulnerability (Ex): Creature here.
counts as ferrous for the purpose of rusting attacks Metallic Attack: The exact metallic attack bestowed
such as rusting grasp. depends on the kind of metal that covers the metal-
Speed: Except in the case of a mithral-clad creature, each clad creature’s body, as follows:
of a metal-clad creature’s speeds is slower by 10 feet than • Adamantine—Adamantine Limbs (Ex): An
the corresponding speed of the base creature (minimum adamantine-clad creature’s natural attacks and
5 feet). A mithral-clad creature has no reduction in speed. grapple deal damage as adamantine weapons,
Attacks: The metal-clad creature gains a primary slam overcoming hardness and damage reduction just
attack if it has no other natural attacks. If a metal-clad as an adamantine weapon would.
creature gains a slam attack from the application of this • Iron—Iron Limbs (Ex): An iron-clad creature’s
template, the damage for the attacks depends on the base natural attacks and grapple deal damage as cold
creature’s size as if two size categories larger. iron weapons, overcoming damage reduction just
as a cold iron weapon would.
• Lead—Virulent Poison (Ex): If the metal-clad
creature possesses a natural poison attack, its DC
increases by +1.
• Mithral—Mithral Limbs (Ex): A mithral-
clad creature’s natural attacks and grapple deal
damage as mithral weapons, overcoming damage
reduction just as a mithral weapon would.
• Silver—Silver Limbs (Ex): A silver-clad
creature’s natural attacks and grapple deal
damage as silver weapons, overcoming damage
reduction just as a silver weapon would.
Skills: Each metal-clad creature (except
mithral and tin-clad creatures) takes a -4
penalty on Acrobatics, Climb, Escape
Artist, Sleight of Hand, Stealth,
and Swim checks. Additional racial
bonuses and penalties apply to certain
skill checks based on the kind of
metal that covers the creature’s
body as follows: Copper +4 Craft
(any), Gold +4 Profession (any),
Lead +4 on Survival checks made
to avoid getting lost, Mithral -4 Swim,
Silver +4 Bluff and Diplomacy.
Abilities: The base-creature’s ability
scores change per the type of metal as

m
stated on Table 2-28.

sample metal-clad
creature
This broad, muscled humanoid has short
tusks, angry features, thick brow, and
black hair. It appears to be equipped with
only a long spear, a leather kilt, and thick belts
of studded leather. Its skin is metal, apparently a

200
m the advanced bestiary
natural coating of steel though its eyes and the inside
of its mouth seem to be typical for any living creature.

steel-clad orc
The steel-clad orcs are a clan of vicious barbarians
OFFENSE
Speed 20 ft.
Melee longspear +7 (1d8+7) or slam +6 (1d8+7)
Ranged javelin –1 (1d6+5)
m
Weakness light sensitivity, electricity vulnerability, rust
vulnerability

and warriors. Due to their metal-clad nature they are


arrogant and overconfident. They constantly raid any STATISTICS

other settlement within what they consider their territory Str 21, Dex 7, Con 14, Int 7, Wis 8, Cha 6
taking what they will and slaughtering the rest. Base Atk +1; CMB +6; CMD 14
Feats Weapon Focus (longspear)
Skills Intimidate +2
Steel-Clad Orc CR 3 • XP 800 Languages Common, Orc
SQ weapon familiarity
Male Steel-Clad orc warrior 1 (Pathfinder© Roleplaying Game
Bestiary™) ECOLOGY
CE Medium humanoid Environment temperate hills, mountains, or
Init –2; Senses darkvision 60 ft.; Perception –1 underground
DEFENSE Organization solitary, gang (2–4), squad (11–20 plus 2
sergeants of 3rd level and 1 leader of 3rd–6th level), or
AC 19, touch 8, flat-footed 19 (-2 Dex, +3 armor, +8 natural band (30–100 plus 150% noncombatants plus 1 sergeant
armor) of 3rd level per 10 adults, 1 lieutenant of 5th level per 20
hp 15 (1d10+2, adjust up to 15 for CR) adults, and 1 leader of 7th level per 30 adults)
Fort +4, Ref –2, Will –1 Treasure NPC gear (studded leather armor, longspear, 4
Defensive Abilities ferocity, heavy fortification; Resist fire 15 javelins, other treasure)

miniature
Miniatures are normal beings whose size has been greatly the same size category because of the table’s lower limit
diminished by magic. Humans become the size of mice, retain their proportions to one another within their new
and great wyrm dragons become the size of humans. size category. Thus, a miniature halfling is smaller than
Miniatures look exactly like normal specimens of their a miniature human, and a miniature Fine creature is
kinds save for their size. smaller than a normal Fine version.
Senses: Divide the range of any sense with a specific
creating a miniature range by 20, rounding to the nearest 5 ft. increment. For
example, senses such as darkvision and scent would have
“Miniature” is an acquired template that can be added to their ranges reduced, but low-light vision wouldn’t.
any creature (referred to hereafter as the base creature). A
miniature uses all the base creature’s statistics and special Aura: Divide the range of any auras that the base creature
abilities except as noted here. has by 20 rounding to the nearest 5 ft. increment.
Challenge Rating: The miniature template drastically Armor Class: The base creature’s size modifier to AC
and unpredictably changes a creature’s challenge rating. is replaced by one based on the miniature’s new size,
Against other miniature foes, the creature’s CR may as given in Appendix 2, Table 2-3 in the Pathfinder©
stay the same. Against normal-sized foes, however, the Roleplaying Game Bestiary™. In addition, its natural
creature’s CR should be diminished. Consider one-half armor decreases from that of the base creature by
or one-quarter normal as a rule of thumb, but evaluate the amount indicated in Table 2-29 in this entry.
each creature individually using the Monster Creation (minimum +0 natural armor bonus).
appendix in the Pathfinder© Roleplaying Game Bestiary™ Hit Dice: The miniature creature’s racial Hit Dice are
as a guide. reduced by one quarter. Recalculate hit points, base attack
Size: Base creature’s size decreases by four categories bonus, etc. based on new HD total.
below that of the base creature as given on Table 2-29. If the base creature has fast healing or regeneration its
Creatures of different size categories that decrease to value is reduced to one-fifth of its value (minimum 1).

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m 201
table 2-29: miniature creature abilities
Old Size New Size New Size Natural New Space/ Str Dex Con
Range AC Change Reach
Fine Fine 6 in. or less +0 1/2 ft./0 ft. +0 +0 +0
Diminutive Fine 6 in. or less +0 1/2 ft./0 ft. +0 +2 +0
Tiny Fine 6 in. or less +0 1/2 ft./0 ft. -2* +4 +0
Small Fine 6 in. or less +0 1/2 ft./0 ft. -6* +6 +0
Medium Fine 6 in. or less +0 1/2 ft./0 ft. -10* +8 -2*
Large Diminutive 6 in.-1 ft. -2 1 ft./0 ft. -18* +8 -6*
Huge Tiny 1 ft.-2 ft. -5 2-1/2 ft./0 ft. -24* +8 -10*
Gargantuan Small 2 ft.-4 ft. -9 5 ft./5 ft. -28* +6 -14*
Colossal Medium 4 ft.-8 ft. -14 5 ft./5 ft. -32* +4 -16*
* minimum 1

Saving Throws: Recalculate saving throws based on with extraordinary reach from a specific attack, divide it
any change to Hit Dice and Ability Scores. by 4 and round down to the nearest 5 ft. increment.
Defensive Abilities: A base creature’s damage Special Attacks: If a special attack deals hit point
resistance is reduced to one-fifth of its value (minimum damage, its base damage decreases as the damage
1). Other resistances retain their values. from natural attacks do (see Attacks above). With the
Speed: Each of the miniature’s speeds decreases with its exception of poisons and diseases, attacks that deal
size as given on Table 2-30. If the base creature’s speed ability damage or drain scale as natural attacks, but
is greater than 100 feet, subtract 100 feet and consult have a minimum value of 1 point of damage or drain.
the chart again, adding +20 feet to the new speed to Poisons, diseases, and Energy drain attacks keep their
obtain the final speed. For example, a base creature with original damage values. If a special attack has a range,
a speed of 250 feet would have a speed of 50 feet when divide it by 20 and round down to the nearest 5 ft.
miniaturized (20 feet for the first 100 feet, 20 feet for increment.
the second 100 feet, and 10 feet for the last 50, from Abilities: The miniature’s ability scores change based on
the table). its size change, as given on Table 2-29.
Base Attack Bonus: Its bonus on attack rolls changes
table 2-30: based on its new Strength modifier and its new size
miniature speeds modifier, as given on Table 2-29.
Old Speed New Speed CMB/CMD: The miniature’s CMB and CMD change
based on its new size, base attack bonus, and Strength/
5 to 35 ft. 5 ft.
Dexterity scores.
40 to 55 ft. 10 ft.
60 to 75 ft. 15 ft.
Skills: Skill ranks in excess of the miniature creature’s
new total due to the reduction in Hit Dice become racial
80 to 100 ft. 20 ft.
modifiers.
100 ft.+ 20 ft. + another table
increment The change in size changes the creature’s Stealth and
Fly skill modifiers. The change in speed changes the base

m
Attacks: A miniature creature’s bonus on attack rolls creature’s Acrobatics modifier to jump.
changes based on its new Strength, Dexterity, and size Feats: A miniature creature retains all the base creature’s
modifier. Each of a miniature’s natural attacks and feats, even if they do not meet the usual requirements.
manufactured weapons deals damage as a creature of its Excess feats above the amount allowed by its new HD
new size. If a natural attack is reduced to no damage and total become bonus feats.
it doesn’t deal damage from some other effect (such as
Special Qualities: If a special quality explicitly states a
additional fire damage, poison, etc.), it loses that attack.
range, divide the range by 20 and round to the nearest 5
Space/Reach: The miniature creature’s space and reach ft. increment.
for its new size is given on Table 2-29. For creatures

202
m the advanced bestiary
sample miniature creature
This insectoid centaur measures only a few inches long.

miniature formian warrior


m
Miniature formians are as aggressive as their full-
sized cousins. They rapidly take over areas claimed by
various kinds of vermin and creatures and transform
them into miniature cities of their own.

Miniature Formian Warrior CR 3 • XP 800


LN Fine monstrous humanoid (Pathfinder© Roleplaying
Game Bestiary 4™)
Init +7 (+11 with hive mind); Senses blindsense 5 ft.,
darkvision 5 ft., hive mind; Perception +7
DEFENSE
AC 29, touch 25, flat-footed 22 (+7 Dex, +8 size, +4
natural)
hp 19 (3d10+3)
Fort +2, Ref +10, Will +3
OFFENSE
Speed 10 ft.
Melee 2 claws +8 (grab) and sting +8 (poison)
Ranged javelin +19 (1-3 plus poison)
Space 1/2 ft.; Reach 0 ft.
Special Attacks deadly grasp, poison
STATISTICS
Str 4, Dex 25, Con 13, Int 11, Wis 10, Cha 12
Base Atk +3; CMB +3 (+7 grapple); CMD 9
(14 vs. trip)
Feats Skill Focus (Acrobatics), Step Up
Skills Acrobatics +14 (+18 jump), Climb +3, Intimidate
+8, Perception +7 (+11 with hive mind), Stealth +27
warrior attacks a creature in melee, allied formians gain
Languages Common; telepathy 5 ft. a +2 insight bonus on melee attack rolls against that
SQ coordinate, formian traits creature until the start of the warrior’s next turn.
Gear javelin Deadly Grasp (Ex) When a formian warrior has a
foe grappled, it deals sting damage when it succeeds at
SPECIAL ABILITIES a grapple check to damage its opponent.
Coordinate (Su) Once a formian warrior has acted Poison(Ex) Sting, javelin—injury; save Fort DC 12;
in a combat, all allied formians within the hive mind frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1
are no longer considered flat-footed. When a formian save.

mist creature
Mist creatures live in areas where mists rise in the morning A typical mist creature resembles a being of air or water
and fogs roll over the land at night. These beings of with a pure white body and hair or feathers the color of fog.
elemental air and water occasionally choose to leave the
Elemental Plane of Air and dwell instead on the Material creating a mist creature
Plane, where their abilities can be used to greater effect.
Mist creatures tend to be flighty but highly adaptable “Mist” is an inherited template that can be added to any
beings. They go where the wind takes them and deal with living, corporeal creature that does not have the earth or
what they encounter along the way as best as they can. fire subtypes (referred to hereafter as the base creature).

the advanced bestiary


m 203
A mist creature uses all the base creature’s statistics and Hit Dice: Change all of the base creature’s racial HD
special abilities except as noted here. to d10s.
Challenge Rating: Same as the base creature +1. Defensive Abilities: A mist creature gains immunity
Type: The creature’s type changes to outsider and gains to inhaled poisons and gas, fog, and cloud-based attacks
the air, elemental and water subtypes. Do not recalculate and spells. Additionally, a mist creature gains cold and
base attack bonuses, saves, or skill points. fire resistance 10.
Senses: A mist creature gains the following: Special Attacks: A mist creature gains the following:

Cloud Sight (Ex): A mist creature can see through Air Mastery (Ex): Any airborne creature takes a -1
clouds, gases, fogs, mists, and smoke as though they penalty on attack and damage rolls against a mist
didn’t inhibit vision. Creatures and objects do not creature.
gain concealment from a mist creature due to such Spell-Like Abilities: A mist creature gains the
conditions. A mist creature may use this ability while following spell-like abilities. The caster level equals
gaseous. the mist creature’s total Hit Dice. The save DCs are
Charisma based. A mist creature may use these spells
while in gaseous form.
3/day—fog cloud, obscuring mist, stinking cloud
1/day—cloudkill, solid fog
Abilities: Dex +4, Int +2, Wis +2.
Skills: If the mist creature is gaseous in an area affected
by fog, cloud, smoke or any similar condition, it receives
a +15 circumstance bonus on Stealth checks.
Languages: If the mist creature can speak, it gains the
ability to speak Aquan and Auran in addition to any
other languages the base creature knows.
Special Qualities: The mist creature retains all the base
creature’s special qualities and gains those described here.
Air Breather (Ex): A mist creature can breathe air
even if the base creature breathed only water.
Gaseous Form (Su): A mist creature can assume
gaseous form at will. This ability works like the gaseous
form spell, except a mist creature can remain in
gaseous form as long as it wishes. Becoming gaseous
or resuming its normal form is a move action

sample mist creature


A humanoid with pure white skin and gray hair sways
in the wind. Fog and light spray surround its form.

mist djinn

m
Mist djinn are creatures of the Elemental Plane of Air
that are tied to the Elemental Plane of Water in a way
only they can comprehend. They are equally at home in
any place on the Material Plane where mist rises at dawn
or where the night covers the land in fog. Their expansive
powers over fogs and mists make them formidable foes
on the Material Plane, but on their home plane, other
creatures’ powers to disperse fogs with wind put the mist
djinn at a distinct disadvantage.

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m the advanced bestiary
Mist Djinn CR 6 • XP 2,400
CN Large outsider (air, elemental, extraplanar, water)
(Pathfinder© Roleplaying Game Bestiary™)
Init +10; Senses cloud sight, darkvision 60 ft.;
Perception +12
m
1/day—cloudkill, create food and water, create wine
(as create water, but wine instead), major creation
(created vegetable matter is permanent),
persistent image (DC 17), solid fog, wind walk
STATISTICS
Str 18, Dex 23, Con 14, Int 16, Wis 17, Cha 15
DEFENSE Base Atk +7; CMB +12; CMD 28
Feats Combat Casting, Combat Reflexes, Dodge, Improved
AC 21, touch 16, flat-footed 15 (+6 Dex, +1 dodge, +5 natural, InitiativeB, Wind Stance
–1 size)
Skills Appraise +13, Craft (any) +13, Fly +22, Knowledge
hp 52 (7d10+14) (arcana, planes) +13, Perception +13, Sense Motive +13,
Fort +4, Ref +11, Will +8 Spellcraft +13, Stealth +12 (+27 in areas of fog, cloud, or
Defensive Abilities air mastery; Immune acid, inhaled smoke)
poisons and gasses, elemental traits; Resist cold 10, fire 10 Languages Aquan, Auran, Common, Ignan, Terran;
telepathy 100 ft.
OFFENSE
SQ gaseous form (at will)
Speed 20 ft., fly 60 ft. (perfect)
Melee 2 slams +10 (1d8+4) or mwk scimitar +11/+6 ECOLOGY
(1d8+4/18-20) Environment any (Plane of Air)
Space 10 ft.; Reach 10 ft. Organization solitary, pair, company (3-6), or band
Special Attacks air mastery, whirlwind (1/10 minutes, 10- (7-10)
50 ft. tall, 1d8+4 damage, DC 17) Treasure standard (masterwork scimitar, other gear)
Spell-Like Abilities (CL 9th; concentration +11)
SPECIAL ABILITIES
At will—invisibility (self only), plane shift (willing
targets to elemental planes, Astral Plane, or Material Air Mastery (Ex) Airborne creatures take a -1 penalty on
Plane only) attack and damage rolls against a mist djinni.
3/day—fog cloud, obscuring mist, stinking cloud (DC 15) Cloud Sight (Ex) See the mist creature template.
Gaseous Form (Su) See the mist creature template.

monstrous lycanthrope
A monstrous lycanthrope is a creature of humanoid form form—namely, two arms, two legs, and a head (referred
that can assume the form of another creature, or even take to hereafter as the base creature). The monstrous
on a form that is a hybrid of the two. Natural monstrous lycanthrope template can be inherited (for natural
lycanthropes can control their forms and communicate monstrous lycanthropes) or acquired (for afflicted
the disease of lycanthropy to other creatures with their monstrous lycanthropes).
natural attacks. Afflicted monstrous lycanthropes are A monstrous lycanthrope uses either the original
slaves to the phases of the moon, becoming monstrous creature’s (referred to hereafter as the base creature)
beings at certain times regardless of their will. statistics and special abilities or those of some other
A monstrous lycanthrope can take any of three forms: kind of living creature (referred to hereafter as the base
the base creature’s form (called normal form), a hybrid monster) as described here.
form, or the werecreature’s form (called monster form). Challenge Rating: Same as base creature + 1/3 the
The hybrid form has the normal form’s body shape CR of the base monster (minimum +1). Compare the
and number of limbs and heads, but it shares certain CR of the lycanthrope’s monster form to creatures of the
characteristics of the monster form, including scales, same CR and adjust as necessary using the Monster
fur, and skin tone. The hybrid form might also include Creation appendix in the Pathfinder© Roleplaying Game
smaller versions of the monster form’s wings, horns, or Bestiary™ as a guide.
facial features, or even vestigial limbs (or heads) of the
monster form that the normal form does not possess. Size: The base monster can be any creature whose size is
within one step of the base creature’s size. A monstrous
creating a monstrous lycanthrope can also adopt a hybrid shape that combines
lycanthrope features of the base creature with those of the base
monster. A monstrous lycanthrope’s hybrid form is
“Monstrous lycanthrope” is a template that can be the same size as the base monster or the base creature,
added to any living creature with a generally humanoid whichever is larger.

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using the monstrous lycanthrope template
The monstrous lycanthrope template is modeled very closely after the lycanthrope template, but it allows
more creatures to gain the template and does not limit the alternate forms to those of animals. Even
wereconstructs and wereundead are possible, though they lack the features of the construct or undead type
in monster form since they do not gain the type abilities of the base monster. Although it might seem silly
to have a werebugbear or werenaga, consider how silly a werebear would sound to you were it not for the
creature’s long history in legend.
You should consider choosing an alternate form that follows a theme. It also helps if monstrous lycanthropes
are already part of your world. If the players have heard hints about such creatures before encountering them,
their first encounter with them may be much better received.
Creating a credible and threatening monstrous lycanthrope begins with the selection of the base creature.
If you choose a very threatening creature with a high CR and then choose a nonthreatening or low CR
creature for its alternate form, an encounter with the resulting werecreature may not be particularly exciting
or balanced.
A great deal of your success in creating the desired effect in a monstrous lycanthrope encounter is based on
the description you give. Spend some time devising the best way to present your monster. If you wish, you
can try the following exercise: Read the template and then think about what a human with the template
would look like in hybrid form. A little imagination can make a somewhat silly idea downright horrifying.
You can use the monstrous lycanthrope template in many ways. Here are a few suggestions.
• An afflicted monstrous lycanthrope’s change might be controlled by a different phase of the moon than
a standard lycanthrope’s. Alternatively, it could be controlled by an hour of the day, a season, a natural
monstrous lycanthrope, or some other trigger altogether.
• The monster chosen for the monster form might not appear in your campaign world except as a natural
or afflicted lycanthrope. Consider, for instance, having only weresahuagin in your game but no true
sahuagin.
• Your game world might feature only afflicted monstrous lycanthropes, but no natural ones. In such a
case, the monster chosen as the alternate form might inflict lycanthropy itself. For instance, chimeras
might inflict lycanthropy that turns victims that escape them into werechimeras.

Type: The base creature’s type does not change, but does afflicted monstrous lycanthrope gains DR 5/silver in
gain the shapechanger subtype and the subtypes of the monster or hybrid form.
base monster even if they conflict with the base creature. Weaknesses: A monstrous lycanthrope has all the
The lycanthrope gains all the abilities of the gained weaknesses of the base monster in hybrid or monster
subtypes in all of its forms. form, except those given by its new subtypes which it has
Senses: In hybrid and monstrous forms the lycanthrope in all forms.
has the senses of the base monster. In base and hybrid Speed: Same as the base creature or base monster,
forms the lycanthrope has the senses of the base creature. depending on which form the lycanthrope is using.
If the base monster has low-light vision or scent abilities, Hybrids use the base creature’s land speed and the

m
the monstrous lycanthrope has them in all forms. additional movement modes of the base monster.
Aura: In hybrid and monstrous forms the lycanthrope Attacks: A monstrous lycanthrope gains all applicable
has the auras of the base monster. In base and hybrid natural attacks of the base monster in monster and hybrid
forms it has the auras of the base creature. forms.
AC: In hybrid or monster form the monstrous lycanthrope Special Attacks: A monstrous lycanthrope retains all
has the natural armor bonus of the base monster +2. special attacks, qualities, and abilities of the base creature.
Defensive Abilities: A natural monstrous lycanthrope In hybrid or monster form it gains the applicable special
gains DR 10/silver in monster or hybrid form. An attacks, qualities, and abilities of the base monster.

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m the advanced bestiary
Curse of Lycanthropy (Su): One of a natural monstrous
lycanthrope’s natural attacks (usually bite or claw)
in monster or hybrid form infects a target that
has a generally humanoid form with lycanthropy
(Fortitude save DC 15 negates). If the victim’s size is
not within one size category of the lycanthrope, this
m
new form between base and hybrid form, but does
between those forms and monster form. A natural
monstrous lycanthrope can shift to any of its three
alternate forms as a move-equivalent action. An
afflicted monstrous lycanthrope can assume monster
or hybrid form as a full-round action by making a
ability has no effect. DC 15 Constitution check, or base form as a full-
Spell-Like Abilities: A monstrous lycanthrope gains round action by making a DC 20 Constitution check.
the spell-like abilities of the base monster in hybrid and On nights when the full moon is visible, an afflicted
monster form. monstrous lycanthrope gains a +5 morale bonus to
Constitution checks made to assume monster or
Spellcasting: If the base monster is a natural spellcaster, hybrid form, but a –5 penalty to Constitution checks
the monstrous lycanthrope gains natural spellcasting only made to assume base form. An afflicted monstrous
in monstrous form. lycanthrope reverts to its base form automatically with
Abilities: +2 Wis, –2 Cha (minimum 1) in all forms; +2 the next sunrise, or after 8 hours of rest, whichever
Str, +2 Con in hybrid and monster forms. comes first. A slain monstrous lycanthrope reverts
Monstrous lycanthropes have enhanced senses but are to its base form, although it remains dead. This is a
not fully in control of their emotions and animalistic polymorph effect.
urges. In addition to these adjustments to the base Lycanthropic Empathy (Ex): In any form, natural
creature’s stats, a monstrous lycanthrope’s physical monstrous lycanthropes can communicate and
ability scores (Strength, Dexterity and Constitution) empathize with monsters related to their monster
change when he assumes hybrid or monster form. In form.They can use Diplomacy to alter such a monster’s
base form, the monstrous lycanthrope’s physical ability attitude, and when so doing gain a +4 racial bonus
scores are unchanged from the base creature’s form. In on the check. Afflicted monstrous lycanthropes only
monster and hybrid forms the monstrous lycanthrope’s gain this ability in monster or hybrid form.
physical ability scores are the same as the base creature’s Monstrous Blood (Ex): In all forms, a monstrous
or the base monster’s, whichever ability score is higher. lycanthrope is considered both the base creature’s and
If the base monster has no score in an ability, the base monster’s type (if different) for purposes and spell
monstrous lycanthrope uses the base creature’s score in and effects that affect a specific monster type.
all forms. If the base creature has no score in an ability,
it gains the base monster’s score in hybrid and monster sample monstrous
form.
lycanthrope
Feats: A monstrous lycanthrope gains the bonus feats
of both the base creature and base monster in all forms. This fiendish-looking humanoid has the muzzle of a great
canine. Smoke and fire ooze from between its teeth.
Skills: A monstrous lycanthrope keeps the bonus racial
modifiers of the base monster in hybrid and monster mahe’darg
forms. In base and hybrid forms it has the racial modifiers
of the base creature. The monstrous lycanthrope’s class Even in humanoid form, Mahe’darg bears the sinister
skills are those of both the base creature and base monster. marks of an otherworldly heritage. Small horns and
Languages: In all forms, the monstrous lycanthrope can cloven hooves mark her as something other than human.
speak the languages of the base creature and base monster. In hellhound form, she looks like the shaggy, evil beast
If the base creature or base monster has a supernatural or that often accompanies her, but the fiendish intelligence
spell-like mode of communication, such as telepathy, it that characterizes both glimmers even more brightly in
gains that mode of communication in all forms. If the the tiefling were-hell hound’s eyes. Mahe’darg’s hybrid
base monster cannot speak, the monstrous lycanthrope form is a true horror to look upon, with a demonic dog
cannot speak in monster form. face and a muscular body bristling with fur that stinks of
ash and brimstone.
Special Qualities: A monstrous lycanthrope gains the
following. Mahe’darg is thoroughly evil; she tries to dominate and
control everyone she perceives as less powerful than her.
Change Shape (Su): All monstrous lycanthropes have
Those who don’t comply are hunted down as prey in her
three forms—a base form, a monster form, and a
hybrid form.
hybrid form. Equipment does not meld with the

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STATISTICS
Mahe’darg CR 3 • XP 800
Str 14, Dex 12, Con 12, Int 9, Wis 12, Cha 7
Female natural were-hell hound devil-spawn tiefling Base Atk +3; CMB +5; CMD 16
fighter 3 (Pathfinder© Roleplaying Game Advanced Race Feats Combat Reflexes, Endurance, Improved Initiative,
Guide™, Pathfinder© Roleplaying Game Book of Fiends™) Iron Will
LE Medium outsider (evil, extraplanar, fire, lawful, native, Skills Diplomacy +0, Intimidate +2, Perception +8, Sense
shapechanger) Motive +3, Stealth -2; Racial Bonus +2 Perception
Init +5; Senses darkvision 60 ft., scent; Perception +8 Languages Common, Infernal
DEFENSE SQ armor training 1, change shape (tiefling, hybrid, hell
hound; polymorph), lycanthropic empathy (hell hounds),
AC 16, touch 11, flat-footed 15 (+4 armor, +1 shield, +1 monstrous blood (outsider)
Dex)
Gear hide armor, light steel shield, masterwork scimitar,
hp 27 (3d10+6) cloak of resistance +1
Fort +5, Ref +3, Will +5
Defensive Abilities bravery +1; Immune fire; Resist cold
5, electricity 5, fire 5
Hybrid Form
Weaknesses cold vulnerability
LE Medium outsider (evil, extraplanar, fire, lawful, native,
OFFENSE shapechanger)
Speed 30 ft. Init +5; Senses darkvision 60 ft., scent; Perception +8
Melee masterwork scimitar +6 (1d6+2/18-20) DEFENSE
Spell-Like Abilities (CL 3rd; concentration +1) AC 23, touch 11, flat-footed 22 (+4 armor, +1 shield, +1
1/day—pyrotechnics Dex, +7 natural)
hp 36 (3d10+15)
Fort +8, Ref +3, Will +5
Defensive Abilities bravery +1; DR 10/silver; Immune
fire; Resist cold 5, electricity 5, fire 5
Weaknesses cold vulnerability
OFFENSE
Speed 30 ft.
Melee bite +7 (1d8+4 plus curse of lycanthropy),
masterwork scimitar +7 (1d6+4/18-20)
Special Attacks breath weapon (10-ft. cone, 2d6 fire,
Reflex DC 15 half, 1/2d4 rounds), curse of lycanthropy
(DC 15)
Spell-Like Abilities (CL 3rd; concentration +1)
1/day—pyrotechnics
STATISTICS
Str 19, Dex 15, Con 19, Int 9, Wis 12, Cha 7
Base Atk +3; CMB +7; CMD 19
Feats Combat Reflexes, Endurance,
Improved Initiative, Iron Will
Skills Diplomacy +0, Intimidate +2,
Perception +8, Sense Motive +3, Stealth
+4; Racial Bonus +2 Perception, +5
Stealth
Languages Common, Infernal
SQ armor training 1, change
shape (tiefling, hybrid, hell hound;
polymorph), lycanthropic empathy
(hell hounds), monstrous blood

m
(outsider)
Gear hide armor, light steel shield, masterwork
scimitar, cloak of resistance +1
SPECIAL ABILITIES
Curse of Lycanthropy (Su) See the monstrous
lycanthrope template.
Lycanthropic Empathy (Ex) See the monstrous
lycanthrope template.
Monstrous Blood (Ex) See the monstrous
lycanthrope template.

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m the advanced bestiary
moss lich
Life can thrive on death and decay; souls can resist the pull
m
like abilities (hereafter referred to as the “base creature”).
of oblivion with desperate strength. Sometimes, when a A moss lich retains all the base creature’s statistics and
creature possessing magical powers dies surrounded with abilities except as noted here.
vegetation, its spirit melds with the surrounding mosses, CR: Same as base creature +2.
fungi, and lichens and makes them grow into a replica of
its original body inhabited by the original soul. Type: The base creature’s type changes to plant. Do not
recalculate base attack bonus, saves, or skill ranks.
Rebirth as a moss lich is a traumatic experience, often
turning the subject’s mind more feral, more primal. Senses: The moss lich gains low-light vision.
The process often strips away any veneer of civilized Armor Class: The moss lich’s natural armor increases
behavior, leaving bare anger and a keen will to survive by +5.
in its place. After this transformation, the subject is no Hit Dice: Change all of the base creature’s racial HD
longer at risk of aging, remaining locked in a cycle of to d8s.
death and regrowth unless repeatedly destroyed before
growing a new seed. Despite this cyclic immortality, a Defensive Abilities: A moss lich gains DR 15/slashing
moss lich is not free of change—instead, it becomes and magic. The moss lich also gains the following:
more and more feral with each rebirth. Rejuvenating Seed (Ex): A moss lich can spend 1d10
Ancient moss liches ultimately become wild but cunning days growing a rejuvenating seed. After death, the
beings that have no sympathy for culture, civilization and moss lich fully regrows from this rejuvenating seed
progress. They often devolve emotionally, caring only for in 1d10 days. A moss lich can have only one mature
their base needs—survival, shelter, and defense of territory rejuvenating seed at any one time. A moss lich
they perceive as their own. After a few centuries of existence that is destroyed again before his rejuvenating seed
they often lose all sense of connection to other sapient matures is permanently destroyed, but his remains
beings, but they might become protective of denizens of may give birth to one or more lesser plant creatures
their territory, considering them mobile but ultimately in 1d10 years.
replaceable components of that territory. At the same time, Verdant Healing (Ex): A moss lich in contact with
moss liches usually become quite fond of more permanent moist, fertile soil gains regeneration equal to his HD.
elements of their territory, such as forests, individual ancient This regeneration is stopped by death effects and
trees, streams, hills, mountains, and other landmarks. negative energy damage. An hour spent in contact
with moist, fertile soil counts as a single meal and an
creating a moss lich adequate amount of drink for one day.
“Moss lich” is an acquired template that can be added to Melee Attacks: A moss lich gains a slam attack if
any living creature that is a spellcaster or possess spell- the base creature didn’t have one. Damage for the slam

the moss lich’s seed


A talented spellcaster with expansive knowledge of arcane lore of the natural world can deliberately become a
moss lich by cultivating a patch of moss and fertilizing it with their own blood and magical reagents for at least
a year until it grows the moss lich’s first rejuvenating seed. Once the seed matures, the prospective moss lich
has to kill itself and, assuming the rituals were properly conducted, be reborn from the seed. A caster that fails
to become a moss lich often becomes a ghost with aura of wild growth and the ability to possess and animate
nearby plants.
Cultivating a rejuvenating seed’s moss patch requires weekly a sacrifice of blood (causing 2d6 points of temporary
Constitution damage) and 2,500 gp of rare components. Correctly performing the ceremony requires at least
9 ranks in both the Knowledge (arcana) and Knowledge (nature) skills as well as more esoteric requirements
unique to each transformation ceremony.

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depends on the moss lich’s size. Its natural attacks are Moss Shape (Ex): At will as a standard action a moss
treated as magic weapons. lich can transform itself into a patch of moss his size
Special Attacks: A moss lich gains following special or meld with an existing patch of moss at least his
attacks. size at will as if using the tree shape spell.
Entrap (Su): Any living creature struck with the moss Verdant Stride (Ex): A moss lich can pass through
lich’s slam attack is infected with magical spores that natural vegetation of any type without leaving a trace,
immediately grow into a tangle of vines covering the and he ignores vegetation-based difficult terrain both
target’s body, acting like the entrap special ability mundane and magical. A moss lich may selectively
with permanent duration, hardness 5 and two hit ignore any plant-based effects he created.
points per the moss lich’s HD. The vines can be killed Abilities: Str +4, Con +4, Wis +4. Transformation into
with any effect that kills plants. a moss lich renders the subject stronger, tougher and
Special Qualities: A moss lich gains following abilities. more in tune with his primal side.
Aura of Wild Growth (Su): A moss lich’s presence Skills: Moss liches have a +8 racial bonus to Perception,
makes local vegetation more vibrant but more wild Stealth and Survival checks. A moss lich always treats
as well. Plants within one mile of a moss lich grow Perception and Stealth as class skills.
twice as fast, but produce half the normal yield of Feats: Moss liches gain Diehard, Endurance, Great
crops due to an abundance of weeds and wild plants Fortitude and Toughness as bonus feats.
spreading through the fields and orchards.
Moss Magic (Su): A moss lich gains a +1 bonus to
sample moss lich
caster level checks in areas of thick vegetation. When This dwarf has vibrant green moss growing in place of
a spell allows the moss lich to utilize or affect trees, hair on his bark-like skin.
he may also utilize or affect patches
of moss occupying at least one plys ironroot
square.
Plys Ironroot was a typical druid before he died in an
ambush. After his death, his spirit joined with the
undergrowth of the forest reborn as a moss lich. Plys is
quick to confront and kill anyone who takes anything
from his lands, a territory he now sees as for his
use alone.

Plys Ironroot CR 10 • XP 9,600


Male Moss Lich dwarf druid 9
NE Medium plant (dwarf)
Init +0; Senses darkvision 60-ft., low-light
vision; Perception +26
Aura wild growth (1 mile)
DEFENSE
AC 25, touch 10, flat-footed 25 (+8 armor,
+5 natural, +3 shield)
hp 98 (9d8+54); verdant healing 9
Fort +14, Ref +6, Will +13

m
Defensive Abilities dwarven traits,
rejuvenating seed, resist
nature’s lure; DR 15/slashing
and magic; Immunities
plant traits, poison
OFFENSE
Speed 20 ft., verdant stride,
woodland stride
Melee slam +10 (1d4+6 plus
entrap)

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Special Attacks entrap (DC 15, permanent, hardness 5,
hit points 18), wild shape (3/day)
Domain Spell-Like Abilities (CL 9th, concentration +15)
9/day—wooden fists (+4)
Druid Spells Prepared (CL 9th, concentration +15)
5th—call lightning storm (DC 21), tree stride, wall of
thornsD
m
Feats DiehardB, EnduranceB, Great FortitudeB, Greater
Spell Focus (transmutation), Heavy Armor Proficiency,
Lightning Reflexes, Natural Spell, Spell Focus
(transmutation), ToughnessB
Skills Knowledge (arcana) +10, Knowledge (nature) +15,
Perception +26, Spellcraft +13, Stealth +14, Survival +28;
Racial Modifiers +8 Perception, +8 Stealth, +8 Survival
Languages Common, Druidic, Dwarven, Sylvan
4th—command plantD, dispel magic, flame strike (DC SQ bramble armor (1d6+4, 9 rounds/day), moss magic,
20), rusting grasp moss shape, spontaneous casting, trackless step, wild
3rd—call lightning (DC 19), plant growthD, poison (DC 19) empathy
(2), spike growth (DC 21) Combat Gear wand of goodberry (45 charges); Other Gear
2nd—barkskinD, flaming sphere (DC 18), heat metal (DC masterwork dragonhide half-plate, +1 light wooden shield,
20), warp wood (DC 20) (2), wood shape (DC 20) (2) clock of resistance +1
1st—entangle (DC 19) (3)D, faerie fire, longstrider, SPECIAL ABILITIES
obscuring mist, produce flame
Aura of Wild Growth (Su): See the moss lich template.
0th—create water, detect magic, guidance, purify food
Entrap (Su): See the moss lich template.
and water
Moss Magic (Su): See the moss lich template.
D
Domain spell; Domain Plant
Moss Shape (Ex): See the moss lich template.
STATISTICS Rejuvenating Seed (Ex): See the moss lich template.
Str 18, Dex 10, Con 20, Int 12, Wis 22, Cha 6 Verdant Healing (Ex): See the moss lich template.
Base Atk +6; CMB +10; CMD 20 (24 vs. bull rush, trip) Verdant Stride (Ex): See the moss lich template.

muck creature
Muck creatures are elemental beings made of earth and creature already has either speed, the muck creature either
water. They exist in small numbers on both the Elemental retains that speed or replaces it with a speed equal to one-
Plane of Water and the Elemental Plane of Earth, but half the base creature’s highest speed, whichever is higher.
many also thrive on the Material Plane in marshlands Attacks: A muck creature’s natural melee attacks all
and other swampy locations. gain the grab universal ability.
A muck creature resembles a pile of dripping mud and Special Attacks: A muck creature gains the following.
slime formed into the vague shape of some other being.
Its sludge-like body drips nauseating muck, and it leaves Earth Mastery (Ex): A muck creature gains a +1
puddles of the slippery stuff wherever it goes. Muck morale bonus on attack and damage rolls as long
creatures tend to be lazy and antisocial, but almost any as it touches earth. It takes a -4 morale penalty on
personality type can come to the fore in an individual. attack and damage rolls when attacking an airborne
creature or attacking while airborne.
creating a muck creature Exude Muck (Su): As a full-round action, a muck
creature can exude a puddle of slippery muck in a
“Muck” is an inherited template that can be added to
10-foot-radius spread. This muck remains in the
any living corporeal creature that does not have the air
affected area until washed away. It otherwise functions
or fire subtype (referred to hereafter as the base creature).
as a grease spell. The save DC is Constitution-based.
A muck creature uses all the base creature’s statistics and
Creatures with the earth or water subtypes are
special abilities except as noted here.
immune to this effect.
Challenge Rating: As base creature +1.
Mudball (Su): A muck creature can hurl a mudball as a
Type: The creature’s type changes to outsider and gains ranged touch attack with a 20-foot range increment. It
the earth, elemental, extraplanar, and water subtypes. Do deals nonlethal damage as a slam attack of the creature’s
not recalculate base attack bonuses, saves, or skill points. size, and covers the target in slippery sludge, affecting
Hit Dice: Change all of the base creature’s racial HD the target’s equipment as if by a grease spell as well as
to d10s. granting the target fire resistance 3 for the duration.
The slippery coating lasts for 1 minute or until washed
Speed: The muck creature gains a climb speed and a off with at least 10 gallons of water. Creatures with the
swim speed equal to one-half its highest speed. If the base water subtype are immune to this effect.

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Smother (Ex): On a successful grapple check, a muck Languages: If the muck creature can speak, it gains the
creature can fill his opponent’s mouth and nose with ability to speak Aquan and Terran in addition to any
noxious muck. The opponent must immediately hold other languages the base creature knows.
her breath or begin drowning and cannot speak or Special Qualities: A muck creature gains the following
cast spells with a verbal component. Furthermore, special abilities.
the opponent must make a Fortitude save each round
that she is unable to breathe or be nauseated until Air Breather (Ex): A muck creature can breathe air
1d4 rounds after the muck is cleared. A creature even if the base creature breathed only water.
can remove this smothering muck by succeeding Environment: Same as the base creature plus marshes,
on a Constitution check (DC for this check is the underground, the Elemental Plane of Earth and the
same as for the Fortitude save) as a move action that Elemental Plane of Water.
provokes attacks of opportunity. This move action
may be performed even while being grappled. The sample muck creature
save DC is Constitution-based.
Barely recognizable flippers, claws, and mandibles
Water Mastery (Ex): A muck creature gains a +1 project from this animate mound of sludge.
morale bonus on attack and damage rolls as long as
it touches water. muck tojanida
Abilities: Con +4, Cha –2 (minimum 1).
Muck tojanidas are equally at home on land or in the
Skills: A muck creature gains the usual bonuses to Swim water, but they prefer to lair in areas where both are
for having a swim speed, a +10 racial bonus on Escape abundant. Thus, they particularly love muddy marshlands.
Artist checks, and a +4 racial bonus on Perception and Muck tojanidas live as simple hunter-gatherers, feeding
Stealth in areas of mud or silt. off smaller creatures and the minerals found in silt. Muck
tojanidas tend to ignore creatures they do not consider
prey, but if attacked, they react fiercely.

Muck Tojanida CR 6 • XP 2,400


N Medium outsider (earth, elemental, extraplanar,
water) (Pathfinder© Roleplaying Game Bestiary 3™)
Init +1; Senses all-around vision, darkvision 60 ft.;
Perception +14
DEFENSE
AC 21, touch 12, flat-footed 19 (+1 Dex, +1
dodge, +9 natural)
hp 63 (6d10+30)
Fort +10, Ref +6, Will +3
Immune elemental traits;
Resist electricity 10, fire 10

m
212
m the advanced bestiary
OFFENSE
Speed 10 ft., climb 45 ft., swim 90 ft.
Melee bite +9 (1d6+3 plus grab), 2 claws +9 (1d6+3 plus
grab)
Ranged mudball +7 touch (1d4+3 non-lethal plus
sludge)
Space 5 ft.; Reach 5 ft.
ECOLOGY
m
Environment any water, marshes, or underground
(Planes of Earth and Water)
Organization solitary, pair, clutch (3-6), or cult (1 muck
tojanida plus 2-12 humanoid followers)
Treasure standard
SPECIAL ABILITIES
Special Attacks earth mastery, exude muck (10 ft., DC
15), ink cloud (DC 18), smother (DC 18), water mastery Air Breather (Ex) See the muck template.
Earth Mastery (Ex) See the muck template.
STATISTICS
Exude Muck (Su) See the muck template.
Str 16, Dex 13, Con 21, Int 10, Wis 12, Cha 7 Ink Cloud (Ex) A muck tojanida can emit a 30-foot-
Base Atk +6; CMB +9 (+13 grapple); CMD 21 (29 vs. trip) radius sphere of ink once per minute as a free action.
Feats Blind-Fight, Dodge, Power Attack The ink provides total concealment in water, and
persists for 1 minute. If used out of the water, the jet of
Skills Bluff +4, Escape Artist +20, Knowledge (planes)
ink is a line 30 feet long, and creatures in the area must
+9, Perception +14 (+18 in areas of mud or silt), Perform
succeed at a Reflex save or be blinded for 1 round. The
(act) +5, Sense Motive +10, Stealth +7 (+11 in areas of
save DC is Constitution-based.
mud or silt), Survival +7, Swim +11; Racial Modifiers +10
Escape Artist, +4 Perception (+8 in areas of mud or silt), Mudball (Su) See the muck template.
+4 Stealth in areas of mud or silt Smother (Ex) See the muck template.
Languages Aquan, Terran Water Mastery (Ex) See the muck template.
SQ air breather

negative-energy charged
Undead creatures are intrinsically linked to the Defensive Abilities: A negative energy-charged
Negative Energy Plane, and this linkage grants creature gains DR 5/good, positive energy resistance 10,
them both their semblance of life and their death- channel resistance +4 and the following ability.
bringing powers. Through exposure to areas close to Obscuring Energy (Su): Flickering shadows and
the Negative Energy Plane or though dark magic (see wisps of black smoke surround the creature, granting
the empower undead spell in Appendix A) an undead concealment (20% miss chance). When the creature
creature’s link to the chilling source of its unnatural stands still the shadows grow stronger, and it benefits
existence can be strengthened. The resulting creature is from total concealment (50% miss chance).
empowered by the Negative Energy Plane and cloaked
in its black energy. Strong Resistance (Su): If a negative-energy creature
takes enough positive energy damage in a single attack
creating a negative to destroy it (such as from a cleric’s channel ability) it
energy-charged creature gets a Will save (DC is equal to the damage inflicted
in that attack) to reduce the damage taken by half.
“Negative energy-charged” is an acquired template that Against other effects that can banish or destroy a
can be added to any undead creature (referred to hereafter negative-energy charged creature outright, it gets a Will
as the base creature). A negative energy-charged creature save, even if that effect normally wouldn’t allow a save.
uses all the base creature’s statistics and special abilities If the effect normally allows a save, it gets two saves and
except as noted here. takes the better of the two. On a successful save, the
effect against the negative-energy charged creature fails.
Challenge Rating: As base creature +2.
Strong resistance also applies to a specific negative-
Senses: A negative energy-charged creature gains undead charged’s weaknesses that can destroy it, such
lifesense 60 ft. if the base creature didn’t already have as the resurrection vulnerability weakness of the wight.
it. This lifesense is based on a supernatural awareness
Speed: Each of a negative energy-charged creature’s
and does not go away in the area of a silence spell, nor
speeds is double the corresponding speed of the base
is it negated if the negative energy-charged creature is
creature.
blinded.
Attacks: Each of a negative energy-charged creature’s
Armor Class: A negative energy-charged creature gains
natural attacks, touch attacks, incorporeal touch attacks,
a +2 dodge bonus to Armor Class.
and weapon attacks deal an additional +1d6 negative

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m 213
energy damage in addition to normal damage. The this ability once per day plus one additional time for
negative energy-charged creature’s natural weapons, as every 5 racial HD it has. The negative energy-charged
well as any weapons it wields are treated as evil-aligned creature can use this ability on itself to heal damage.
for overcoming damage reduction. This is a negative energy effect
Special Attacks: A negative energy-charged creature Abilities: Str +4, Dex +4, Cha +4.
gains energy drain (+1 level). If the base creature gains Feats: The negative-energy-charged creature gains
energy drain from the application of this template, it Improved Initiative as a bonus feat.
is applied to only one of the negative-energy charged
creature’s natural attacks. Once chosen this cannot sample negative-energy
be changed. Additionally, a negative-energy charged
creature gains the following special attack.
charged creature
Searing Darkness (Su): A negative-energy-charged A deep blue light glows from the eye sockets of this
creature can blast a distant creature with a dark ray of rotting corpse. Dark shadows and mists shroud its
negative energy as a ranged touch attack with a range unholy features.
of 100 ft. + 10 ft./racial HD as a standard action. This
ability deals 1d8 negative energy damage for every 2
negative energy-charged wight
of the negative-energy charged creature’s total HD
(max 10d8). This attack heals undead double this More powerful than your standard wight, negative-energy
amount. A negative-energy charged creature can use charged wights rise from the same conditions as a normal
wight, but in regions strongly tainted with negative energy
or those close to the Negative-Energy plane.

Negative Energy-Charged Wight CR 5 • XP 1,600

LE Medium undead (Pathfinder© Roleplaying Game


Bestiary™)
Init +7; Senses darkvision 60 ft., lifesense 60 ft.;
Perception +11
DEFENSE
AC 19, touch 15, flat-footed 14 (+3 Dex, +2
dodge, +4 natural)
hp 34 (4d8+16)
Fort +5, Ref +4, Will +5
Defensive Abilities channel resistance +4, obscuring
energy, strong resistance; DR 5/good; Immune
undead traits; Resist positive energy 10
Weaknesses resurrection vulnerability
OFFENSE
Speed 60 ft.
Melee slam +6 (1d4+4 plus 1d6 negative
energy and energy drain)
Special Attacks energy drain (2 levels, DC
16), searing darkness (140 ft., 2d8 negative
energy, 1/day)
STATISTICS

m
Str 16, Dex 16, Con —, Int 11, Wis 13, Cha 19
Base Atk +3; CMB +6; CMD 21
Feats Blind-Fight, Improved InitiativeB, Skill
Focus (Perception)
Skills Intimidate +11, Knowledge (religion)
+7, Perception +11, Stealth +18; Racial
Modifiers +8 Stealth
Languages Common
SQ create spawn

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m the advanced bestiary
ECOLOGY
Environment any
Organization solitary, pair, gang (3-6), or pack (7-12)
Treasure standard
SPECIAL ABILITIES
Create Spawn (Su) Any humanoid creature that is slain
m
its death, at which point they lose their spawn penalties
and become full-fledged and free-willed wights. They do
not possess any of the abilities they had in life.
Obscuring Energy (Ex) See the negative-energy
charged template.
Resurrection Vulnerability (Su) A raise dead or similar
spell cast on a wight destroys it (Will negates). Using the
spell in this way does not require a material component.
by a wight becomes a wight itself in only 1d4 rounds.
Spawn so created are less powerful than typical wights, Searing Darkness (Su) See the negative-energy charged
and suffer a –2 penalty on all d20 rolls and checks, as template.
well as –2 hp per HD. Spawn are under the command of Strong Resistance (Su) See the negative-energy
the wight that created them and remain enslaved until charged template.

nocturnal creature
Nocturnal creatures spend their days sleeping and awaken
at night to go about the tasks that diurnal creatures would
do during the day. They have larger eyes and ears than
their diurnal cousins, and they detest bright light.

creating a nocturnal
creature
“Nocturnal” is an inherited template that can be added
to any living, corporeal creature that is normally active
during the day (referred to hereafter as the base
creature). A nocturnal creature uses all the base
creature’s statistics and special abilities except
as noted here.
Senses: A nocturnal creature gains low-light
vision. If the base creature already has low-
light vision, it instead gains darkvision 60 ft.
Weaknesses: A nocturnal creature gains the
light sensitivity weakness.
Skills: A nocturnal creature benefits from
a +4 racial bonus on Perception and Stealth
checks and takes a -4 circumstance penalty on
Perception checks when in areas of bright light.

sample nocturnal
creature
This massive bear boasts ears and eyes that are larger
and fur that is darker than is typical for its kind.

nocturnal grizzly bear


Bad-tempered and territorial, nocturnal brown bears
are the bane of travelers who camp in the wilderness.
These carnivores hunt by scent at night, seeking unwary
or sleeping victims.

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m 215
Nocturnal Grizzly Bear CR 4 • XP 1,200 Melee bite +7 (1d6+5), 2 claws +7 (1d6+5 plus grab)
Space 10 ft.; Reach 5 ft.
N Large animal (Pathfinder© Roleplaying Game Bestiary™) STATISTICS
Init +1; Senses darkvision 60 ft., low-light vision, scent;
Perception +10 (+6 in bright light) Str 21, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +9 (+13 grapple); CMD 20 (24 vs. trip)
DEFENSE Feats Endurance, Run, Skill Focus (Survival)
AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, –1 Skills Perception +10 (+6 in bright light), Stealth +1,
size) Survival +5, Swim +14; Racial Modifiers +4 Perception
hp 42 (5d8+20) (-4 in bright light), +4 Stealth, +4 Swim
Fort +8, Ref +5, Will +2 ECOLOGY
Weaknesses light sensitivity
Environment cold forests
OFFENSE Organization solitary or pair
Speed 40 ft. Treasure none

ofuda
Ofuda (both singular and plural) are a strange type of Constructed (Ex): For the purposes of effects targeting
living, spirit-bound, constructed entity often briefly called creatures by type (such as a ranger’s favored enemy
into existence by spellcasters to act as simple servants, and bane weapons), ofuda count as both outsiders
soldiers, guides, guardians, tools, traps, wards and and constructs. Ofuda gain a +4 racial bonus on
weapons. The bodies of ofuda are abstracted, utilitarian, all saving throws against mind-affecting effects,
and basic; they are built from slender interlocking sheets paralysis, poison, and stun effects, are immune to
of enchanted rice-paper; their thin and eerie “skin” is fatigue, exhaustion, disease and sleep effects. Ofuda
often cunningly cut or folded and covered in colorful can never gain morale bonuses, and are immune to
icons and kanji that describe their fundamental nature fear and emotion effects. Ofuda do not eat or sleep.
and purpose. Ofuda are temporary beings, momentarily Limited Fire Immunity (Ex) An ofuda is immune to
pulled into this reality from the malleable substance of an any of its own fire based abilities and effects. This
outer reality and then summarily dismissed. does not grant it immunity to fire based effects from
creating an ofuda creature other ofuda.
Weaknesses: Ofuda lose all of the base creature’s
“Ofuda” is an inherited template that can be added to weaknesses (including those granted by type or subtype)
any corporeal creature that does not have the aquatic or and gain fire vulnerability and the following.
water subtype and is not a construct or an ooze (hereafter
Submersion Vulnerability (Ex) An ofuda is submerged
referred to as the base creature). An ofuda uses all of the
in water takes one third of its maximum hit points
base creature’s statistics and special abilities except as
each round.
noted here.
Speed: Ofuda creatures gain the ability to walk on water
Challenge Rating: Same a base creature’s –1.
at half their fastest movement rate.
Type: An ofuda’s type changes to outsider and gains the Special Qualities: The ofuda loses all of the base
appropriate augmented and extraplanar subtypes. Do not creature’s special qualities and gains the no breath
recalculate Hit Dice (see below), BAB, saves, skills, or

m
universal ability and those described here.
feats.
Body of-Paper and Ink (Ex): Ofuda bodies weigh only
Armor Class: The ofuda’s natural armor bonus to AC is
one-eighth that of their base counterparts and are
halved (minimum +1).
extremely buoyant and cannot enter water unless
Hit Points: An ofuda has little substance and receives forcefully submerged.
only one-half the normal hit points per Hit Die.
Deliberate (Ex): Ofuda creatures move slowly and
Defensive Abilities: An ofuda lose all of the base methodically and can only perform a single move
creature’s defenses but gain the benefits of the constructed action or standard action each round. An ofuda
special quality (see below) and the following.

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m the advanced bestiary
creature can move up to its
base speed and make a
single attack in the same
round as a charge action,
but it may not pounce
or otherwise make a full
m
attack.
Empty Ego (Ex): Ofuda
creatures are entirely
without drive or passion.
They obey the word of
their summoner or creator
to the best of their ability,
but do not otherwise act
toward the completion
of an outside goal. In
addition, they lose all
Craft, Knowledge, and
Profession skills.
Simple Summoning (Su):
Ofuda creatures are easier
to call forth for aid in great
numbers; ofuda versions
of summonable creatures
are always considered to be
one “level” lower for purposes of summon monster
body is constructed of elegant folded onionskin-paper
and summon nature’s ally spell effects. Thus, a caster
covered in script and gold-leaf denoting that it is a
could summon 1d4+1 ofuda lantern archons with
fearsome foe born of fire, shadow, torment, and eternal
a summon monster IV spell, rather than 1d3 lantern
pursuit—where they strike, true fire begins to smolder.
archons as normal, or 1d3 ofuda tigers in lieu of
a single normal tiger with summon nature’s ally IV.
Casters who have the Legion of Folded Paper feat Ofuda Hell Hound CR 2 • XP 600
(See Appendix A) can summon even more ofuda LE Medium outsider (evil, extraplanar, fire, lawful)
creatures that above. (Pathfinder© Roleplaying Game Bestiary™)
Init +5; Senses darkvision 60 ft., scent; Perception +7
Skills: An ofuda loses all ranks and bonuses to Craft,
Knowledge and Profession skills. Reassign these ranks to DEFENSE
other skills as appropriate. AC 13, touch 11, flat-footed 15 (+1 Dex, +2 natural)
hp 19 (4d10+8)
Environment: Change to any.
Fort +6, Ref +5, Will +1; +4 vs. mind-affecting effects,
Treasure: Change to incidental. paralysis, poison, and stun effects
Defensive Abilities constructed; Immune disease,
sample ofuda emotion-based effects, exhaustion, fatigue, fear, limited
fire immunity, sleep
Weaknesses submersion vulnerability, vulnerability to
An intricately folded paper construct of a large hound. fire
The light of a dim lantern shines behind its empty
OFFENSE
eyes, and tiny “flames” crafted of delicately-cut orange,
Speed 40 ft., walk on water 20 ft.
yellow and reddish tissue paper trickle endlessly from
Melee bite +5 (1d8+1 plus 1d6 fire)
its fangs. Special Attacks breath weapon (10-ft. cone, 2d6 fire
damage, Reflex DC 14 for half, 1/2d4 rounds)
ofuda hell hound
STATISTICS

An ofuda hell hound stands 4–5 feet tall at the shoulder Str 13, Dex 13, Con 15, Int 6, Wis 10, Cha 6
Base Atk +4; CMB +5; CMD 16 (20 vs. trip)
and weighs 15 pounds. Its hunched, skeletal, wolflike

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m 217
Feats Improved Initiative, Run Treasure incidental
Skills Acrobatics +8, Perception +7, Stealth +13, Survival SPECIAL ABILITIES
+7; Racial Modifiers +5 Stealth
Body of-Paper and Ink (Ex) See the ofuda template.
Languages Infernal (cannot speak)
Constructed (Ex) See the ofuda template.
SQ body of-paper and ink, deliberate, empty ego, no
breath, simple summoning Deliberate (Ex) See the ofuda template.
Empty Ego (Ex) See the ofuda template.
ECOLOGY
Limited Fire Immunity (Ex) See the ofuda template.
Environment any Simple Summoning (Su) See the ofuda template.
Organization solitary, pair, or pack (3–12) Submersion Vulnerability (Ex) See the ofuda template.

ooze creature
An ooze creature is an intelligent ooze created when a Speed: Each of the ooze creature’s speeds is reduced to
creature dies in the slime left behind by another ooze one-half the corresponding speed of the base creature.
creature. The first ooze creature might have been the If the base creature has a fly speed, its maneuverability
creation of a deity of oozes and slimes, but today’s ooze becomes clumsy if it was not already.
creatures are self-perpetuating races in their own right. Attacks: An ooze creature retains all its weapon and
An ooze creature resembles the creature it once was, but armor proficiencies. However, because of its acidic touch,
its body consists of semi-translucent slime and dripping manufactured weapons and armor are at best a temporary
goo. Though it possesses many of the same skills as it did arrangement for an ooze creature. All natural attacks of
before, it lacks the personality and memory of its original an ooze creature gain the grab universal ability. The ooze
form and is interested only in dissolving and eating other creature gains a primary slam attack that does damage
living creatures. based on its size if it has no other natural attacks. In
addition, each of an ooze creature’s natural attacks deals
creating an ooze creature acid damage, as shown on the Table 2-31.
“Ooze” is an acquired template that can be added to any Special Attacks: The ooze creature retains all the base
living corporeal creature (referred to hereafter as the base creature’s special attacks and gains those described here.
creature) that is not of the ooze type. An ooze creature Acid (Ex): An ooze creature deals acid damage with
uses all the base creature’s statistics and special abilities, each of its natural attacks. The acid affects all organic
except as noted here. material and metal, but not stone.
CR: Same as the base creature +3. Any creature grappling an ooze creature
automatically takes the ooze creature’s acid damage
Alignment: Any non-lawful and non-good. each round that the grapple is maintained. This
Type: The creature’s type changes to ooze and loses all damage is in addition to any damage the ooze creature
racial subtypes. Do not recalculate base attack bonuses, might deal with a successful grapple check.
saves, or skill points. An ooze creature’s acid also affects clothing and
Armor Class: The ooze creature loses the base creature’s armor, which take the same amount of damage as
natural armor bonus. the creature wearing it. A successful Reflex save
prevents damage to clothing and armor. A metal
Hit Dice: Change all of the base creature’s racial HD or wooden weapon that strikes an ooze creature

m
to d8s. likewise takes acid damage unless the wielder
Defensive Abilities: An ooze creature gains acid makes a Reflex save. If an ooze creature remains
immunity and all other ooze traits. If the ooze creature in contact with a metal or wooden object for more
has an Intelligence score, it does not gain immunity to than 1 round it does its total Hit Dice of acid
mind-affecting effects. Additionally, an ooze creature damage (no save) to the object. The save DCs are
gains the following. Constitution-based.
Transparent (Ex) An ooze creature lacks the coloration Bilious Globule (Ex): An ooze creature can throw a
of the base creature. A DC 15 Perception check is glob of acid at foes as a ranged touch attack. An acid
required to notice an ooze creature if it is motionless. globule is considered a thrown weapon with a range

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m the advanced bestiary
Size
Fine
Diminutive
table 2-31: ooze creature traits
Acid Damage
1
1d2
Ooze Puddle Radius
One 5-ft. square
One 5 ft. square
m
Duration
2 rounds
3 rounds
Tiny 1d3 One 5 ft. square 5 rounds
Small 1d4 5 ft. 6 rounds
Medium 1d6 5 ft. 6 rounds
Large 1d8 10 ft. 12 rounds
Huge 2d6 10 ft. 18 rounds
Gargantuan 2d8 15 ft. 30 rounds
Colossal 4d6 20 ft. 60 rounds

increment of 20 feet. The globule deals acid damage Feats: An ooze creature retains all of its bonus feats.
based on its size as given in Table 2-31. Any feats it no longer meets the prerequisites for become
Create Spawn (Ex): Any living creature reduced to bonus feats as well.
zero or fewer hit points and lying prone in an ooze Special Qualities: The ooze creature retains all the base
creature’s exuded ooze makes stabilization checks creature’s special qualities and gains the compression
normally. However, when a stabilization check fails, universal ability as well as the following.
the creature immediately transforms into an ooze, Remembered Abilities (Ex): An ooze creature recalls
gaining the ooze template instead of losing a hit the skills and abilities it possessed in life, but not its
point. The new ooze creature arises on the following past personality or feelings. Every ooze creature has an
round with average hit points for its character level. Intelligence score of at least 1, and although it might
The new ooze creature is controlled by the one be a poor strategist, it can make use of the
that exuded the ooze that transformed it (as abilities and attacks that its former
dominate monster). Because of the deadly self had, unless the changes
acidic nature of these ooze puddles, the
spawning of ooze creatures is rare and
often happens entirely at random.
Exude Ooze (Su): At will as a full-
round action, an ooze creature can
exude a circle of slippery ooze
in a spread centered on its body.
The size of the spread and the
duration that it remains in the area
depend on the ooze creature’s size, as
given in Table 2-31.
Any creature attempting to move into,
through, or out of the area must succeed on
a DC 15 Acrobatics check when doing so
or fall prone. Each round that a creature
remains in contact with the ooze
puddle, it takes ooze’s acid damage
as given in Table 2-31.
Abilities: Str +4, Dex -6 (minimum
1), Con +4, Int -4 (minimum 1), Wis
-4 (minimum 1), Cha -4 (minimum 1).
Skills: An ooze creature gains a +20 racial
bonus on Escape Artist checks.

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m 219
imposed by the template make those functions OFFENSE
impossible (such as with certain kinds of spellcasting). Speed 15 ft.
Organization: solitary, pair, or gang (3-6) Melee bite +4 (1d4+3 plus grab and 1d6 acid), 2 claws
+4 (1d4+3 plus grab and 1d6 acid)
Treasure: incidental Ranged bilious globule –3 touch (1d6 acid)

sample ooze creature


Special Attacks acid (1d6), create spawn, exude ooze (5
ft., 6 rounds)
STATISTICS
This strange pungent smelling gelatinous mass is
Str 16, Dex 3, Con 18, Int 4, Wis 7, Cha 7
congealed into a vaguely saurian shape. Base Atk +1; CMB +4; CMD 10

ooze troglodyte Feats Great Fortitude


Skills +16 Escape Artist, Stealth +2 (+6 in rocky areas);
Racial Modifiers +20 Escape Artist, +4 Stealth (+4
The spawn of other ooze creatures, an ooze troglodyte seek Stealth in rocky areas)
nothing more than to dissolve other creatures with their Languages Draconic
acidic bodies or transform them into more ooze creatures. SQ create spawn, remembered abilities
ECOLOGY
Ooze Troglodyte CR 4 • XP 1,200 Environment any underground
Organization solitary, pair, or gang (3-6)
CE Medium ooze (Pathfinder© Roleplaying Game Bestiary™) Treasure incidental
Init -4; Senses darkvision 90 ft.; Perception -2
SPECIAL ABILITIES
Aura stench (30 ft., DC 15, 10 rounds)
Acid (Ex) See the ooze template.
DEFENSE
Bilious Globule (Ex) See the ooze template.
AC 6, touch 6, flat-footed 6 (-4 Dex) Create Spawn (Ex) See the ooze template.
hp 17 (2d8+8) Exude Ooze (Su) See the ooze template.
Fort +9, Ref -4, Will -2 Remembered Abilities (Ex) See the ooze template.
Defensive Abilities ooze traits, transparent; Immune acid Transparent (Ex) See the ooze template.

plague bearer
Plague bearer creatures bring doom with them everywhere. plague bearer uses all of the base creature’s statistics and
These living agents of infection and corruption are host special abilities except as noted here.
to a dozen illnesses and half a dozen plagues. Whether Challenge Rating: Same as base creature +2. If the
they intend it or not, they spread disease wherever they combination of diseases a plague bearer carries are
go, contaminating other creatures by their mere presence. particularly virulent or hard to cure (such as for some
Some plague bearers relish this power, but others despise supernatural diseases) consider raising the CR adjustment
and fear it. to +3 or even +4.
A plague bearer looks like a normal creature of its type Aura: A plague bearer gains the following.
that has been infected with many terrible plagues.
Black boils cover its body, its skin is red and cracked, Disease Cloud (Ex): An invisible cloud of contagion
its hair is patchy, and its hide and nails flake off and surrounds a plague bearer. All breathing creatures
fall around it. It coughs, it wheezes, and its eyes well within 30 ft. of the plague bearer must make two

m
with tears; but still, its back remains unbent by this Fortitude saves to avoid contracting two diseases
apparent suffering, and it lives on despite all manner (typically bubonic plague and mindfire). The diseases’
of maladies. type changes to inhaled. This is a disease effect. The
save DCs for the diseases are Constitution-based
creating a plague bearer (Charisma-based for undead).
Defensive Abilities: A plague bearer gains the following.
“Plague Bearer” is an inherited or acquired template that
can be applied to any corporeal creature that is not a Total Disease Immunity (Ex): A plague bearer is
construct (referred to hereafter as the base creature). A immune to all diseases, including magical diseases

220
m the advanced bestiary
m
and those
brought on by
curse effects.
Special Attacks: The
plague bearer retains all the
base creature’s special attacks
and gains those described here. sample
Disease (Ex): All of a plague bearer’s plague bearer
natural melee attacks spread disease.
With a successful attack, the Festering boils and oozing
plague bearer can infect a creature sores anoint this bat-winged,
with two diseases (typically filth disembodied fiendish head.
fever and leprosy). Any creature
touched by a plague bearer must succeed
plague bearer vargouille
on a Fortitude save or contract both of these
diseases. The diseases have the injury type with Plague bearer vargouilles are often used by those evil
regards to this ability. If the plague bearer does not creatures that wish to quickly spread disease. They
have any natural melee attacks it spreads its disease gleefully bite other creatures and flap away, leaving the
with a melee touch attack and the diseases have the diseases to do their worst.
contact type. This is a disease effect. The save DCs
for the diseases are Constitution-based (Charisma- Plague Bearer Vargouille CR 4 • XP 1,200
based for undead). NE Small outsider (evil, extraplanar) (Pathfinder©
Abilities: Con +6. If base creature is undead, the plague Roleplaying Game Bestiary™)
bearer gains Cha +6 instead. Init +1; Senses darkvision 60 ft.; Perception +7
Aura disease cloud (30 ft., bubonic plague, mindfire, DC 15)
Special Qualities: The plague bearer retains all the base
DEFENSE
creature’s special qualities and gains those described here.
AC 15, touch 12, flat-footed 14 (+1 Dex, +1 size, +3
Carrier (Ex): Although a plague bearer is immune to natural)
the effects of diseases, it can still carry infections, and hp 28 (3d10+12)
it continues to do so regardless of magical healing or Fort +7, Ref +4, Will +2
successful Fortitude saves. Immune total disease immunity
OFFENSE
Diseased Flesh (Ex): The plague bearer carries a
single disease (usually blinding sickness) within Speed fly 30 ft. (good)
Melee bite +5 (1d4 plus disease)
its body. Any creature that makes a successful bite
Special Attacks disease (filth fever, leprosy, DC 15),
attack against a plague bearer, swallows it whole, kiss (DC 19), poison, shriek (60 ft., DC 15, paralysis 2d4
or otherwise ingests its flesh must succeed on a rounds)
Fortitude save or contract the disease. The disease’s STATISTICS
type changes to ingested. This is a disease effect. Str 10, Dex 13, Con 19, Int 5, Wis 12, Cha 8
The save DC for the disease is Constitution-based Base Atk +3; CMB +2; CMD 13
(Charisma-based for undead). Feats Skill Focus (Stealth), Weapon Finesse
Quick Incubation (Ex): Each of the diseases that Skills Fly +13, Intimidate +5, Perception +7, Stealth +8
a plague bearer carries have an onset time of Languages Infernal
SQ carrier, diseased flesh (blinding sickness, DC 15),
instantaneous—the first effects of the diseases quick incubation
manifest immediately.

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ECOLOGY provokes attacks of opportunity). A kissed opponent
Environment any must succeed on a Fortitude save or begin a terrible
transformation that changes the creature into a
Organization pair, cluster (3–6), or mob (7–12)
vargouille within 24 hours (and often much sooner; roll
Treasure none 1d6 separately for each phase of the transformation).
First, over a period of 1d6 hours, all the victim’s hair
SPECIAL ABILITIES
falls out. Within another 1d6 hours thereafter, the ears
Carrier (Ex) See the plague bearer template. grow into leathery wings, tentacles sprout on the
Disease (Ex) Natural attacks spreads filth fever and chin and scalp, and the teeth become long, pointed
leprosy. fangs. During the next 1d6 hours, the victim takes
Intelligence drain and Charisma drain equal to 1 point
Filth Fever: Bite—injury: save Fort DC 15; onset
per hour (to a minimum of 3). The transformation is
instantaneous; frequency 1/day; effect 1d3 Dex
complete 1d6 hours thereafter, when the victim’s head
and 1d3 Con; cure 2 consecutive saves.
breaks free of the body (which promptly dies) and
Leprosy: Bite—injury: save Fort DC 15; onset becomes a vargouille. This transformation’s progress
instantaneous; frequency 1/week; effect 1d2 Cha; is paused by sunlight or any light spell of 3rd level
cure 2 consecutive saves. or higher, but stopping the transformation requires
Disease Cloud (Ex) Cloud of contagion contains remove disease or a similar effect. The transformation
bubonic plague and mindfire. is a disease effect. The save DC is Constitution-based
Bubonic Plague: Disease—inhaled; save Fort DC 15; and includes a +4 racial bonus.
onset instantaneous; frequency 1/day; effect 1d4 Poison (Su) Bite - injury; save Fort DC 15; frequency
Con, 1 Cha and fatigued; save 2 consecutive saves once; effect damage caused by bite can only be healed
Mindfire: Disease—inhaled; save Fort DC 15; onset with magic if the spellcaster succeeds on a DC 20
instantaneous; frequency 1/day; effect 1d4 Int; cure caster level check; cure 1 save.
2 consecutive saves. Quick Incubation (Ex) See the plague bearer template.
Diseased Flesh (Ex) Any creature that bites, swallows, Shriek (Su) Instead of biting, a vargouille can open
or eats some of the creature is infected with blinding its distended mouth to shriek. Those within 60 feet
sickness.. (except other vargouilles) who hear the shriek and can
Blinding Sickness: Disease—ingested; save Fort DC clearly see the creature must succeed on a Fortitude
15; onset instantaneous; frequency 1d4 Str and may save or be paralyzed for 2d4 rounds or until the
permanently blind; cure 2 consecutive saves. monster attacks them, goes out of range, or leaves
their sight. A creature that successfully saves cannot
Kiss (Su) A vargouille can kiss a helpless target
be affected again by the same vargouille’s shriek for 24
by making a successful melee touch attack (this
hours. The save DC is Constitution-based.

plantblood
The plantblood, or half-plants, live between the worlds of the plantblood, there is a 50% chance that the extra
flora and fauna. They often have grass for hair, thorns for nails, damage is negated and damage is rolled normally.
leaves for ears, bark-like skin that comes in any of a hundred Abilities: Dex –2 (minimum 0), Con +4. A creature
hues, and eyes that come in any color that flowers do. with Dexterity 0 has grown roots and cannot move.
creating a plantblood Skills: A plantblood has a +5 racial bonus on Stealth
checks in forests and flora-heavy areas.
“Plantblood” is an inherited template that can be applied Special Qualities: The plantblood retains all the base
to any creature that does not have the construct, ooze, creature’s special qualities and gains those described here.
plant or undead type (referred to hereafter as the base
creature). A plantblood uses all of the base creature’s Plant Feeding (Ex): If plantblood remains in the
statistics and special abilities except as noted here. direct sunlight for at least 4 hours, it does not need
to eat that day.

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Challenge Rating: As base creature +1
Plantblood (Ex): A plantblood creature counts both as
Senses: Plantbloods gain low-light vision.
a plant and the base creature’s type for the purpose
Armor Class: Natural armor class improves by +1. of spells and effects that specifically affect creatures
Defense Abilities: A plant blood gains the following: of the plant type. Plantblood creatures can use magic
items with powers or abilities that work specifically for
Plant Flesh (Ex): When a creature becomes a creatures of the plant type. A plantblood also has a +4
plantblood, many of its internal organs are replaced by bonus on saving throws against poison, sleep, paralysis,
vegetable matter. Whenever a sneak attack, critical hit, stunning, polymorphing, and mind-affecting effects.
or other form of precision damage is scored against

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exist for using plantbloods.

plantblood variants

Dryad-Spawn: Plantbloods might result from matings between dryads or other plant-themed fey and
m
This template is an unusual idea that might seem difficult to place in a game at first glance, but many options

other creatures.
• Environmental Effect: Something in the environment slowly turns creatures into plantbloods. The
cause could be food, water, poison, or even a disease. If a plantblood spreads the template by an attack,
increase its CR adjustment by +1.
Plantblood Plague (Ex or Su): Disease—contact, injury or inhaled; save Fort DC 15; onset 1 day;
frequency 1/day; effect gain plantblood template over 5 days; save 2 consecutive saves, making just one
save postpones the effect for an additional day.
• Plantblood Elves: All elves (or other creatures closely associated with the natural world) could be
plantbloods in a given campaign. Each elf subrace could be associated with a different tree: oak, birch, yew,
holly, etc.
• Magical Crossbreeding: A plantblood might be a hybrid created by druidic magic. Perhaps a druid or a
spellcasting treant has been turning humanoids into plantbloods as a curse.
• Podlings: These plantbloods might be neutral evil beings created by the implantation of a seed. In this
case, each plantblood should have the implant and hive
mind abilities described here. This option increases
the template’s CR adjustment by an additional +1.
Hive Mind (Ex): Each plantblood is in constant
communication with all others within 1 mile.
Plantbloods within sight of one another cannot be
caught flat-footed or flanked unless all of them are.
Implant (Ex): Once per day as a full-round action,
a plantblood may implant a seed into a helpless foe.
If the victim qualifies for the plantblood template, the
seed slowly grows over the course of 30 days, gradually
taking over the organs of the base creature. At
the end of the 30 days, the victim becomes
a plantblood, and its alignment changes to
neutral evil.

sample plantblood
A thick web of marsh weeds cascades from the scalp of
this gaunt, green-skinned crone.

plantblood green hag


Plantblood green hags spend their days in the sun and
sleep at night. They enjoy capturing sentient creatures
and eating them while they still live. This torturous
feeding is entirely malicious—food is not necessary on
sunny days, and when it is necessary, swamp animals
serve just as well.

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Plantblood Green Hag CR 6 • XP 2,400 Skills Bluff +13, Disguise +13, Knowledge (arcana) +11,
Perception +15, Sense Motive +9, Stealth +12 (+17 in
forests and flora heavy areas), Swim +18; Racial Bonus
CE Medium monstrous humanoid (Pathfinder© +5 Stealth in forests and flora heavy areas
Roleplaying Game Bestiary™)
Languages Aklo, Common, Giant
Init +0; Senses darkvision 90 ft., low-light vision;
SQ mimicry, plant feeding, plantblood, weakness (DC 16)
Perception +15
ECOLOGY
DEFENSE
Environment temperate marshes
AC 19, touch 10, flat-footed 19 (+9 natural)
Organization solitary or coven (3 hags of any kind)
hp 76 (9d10+27)
Treasure standard
Fort +8, Ref +6, Will +7; +4 vs. poison, sleep, paralysis,
stunning, polymorphic, and mind-affecting effects SPECIAL ABILITIES
Defensive Abilities plant flesh; SR 16
Plant Feeding (Ex) See the plantblood template.
OFFENSE Plant Flesh (Ex) See the plantblood template.
Speed 30 ft., swim 30 ft. Plantblood (Ex) See the plantblood template
Melee 2 claws +13 (1d4+4 plus weakness) Weakness (Su) A green hag’s claws sap Strength
from those she strikes. Each time a green hag hits
Spell-Like Abilities (CL 9th; concentration +11)
a foe with her claw attack, the victim takes 2 points
Constant—pass without trace, tongues, water breathing of Strength damage unless he resists the weakness
At will—alter self, dancing lights, ghost sound (DC 12), with a Fortitude save. Alternatively, a green hag can
invisibility, pyrotechnics (DC 14), tree shape, whispering attempt to inflict even greater weakness on a foe by
wind making a touch attack—this variant requires a standard
action, and cannot be attempted in the same round
STATISTICS the hag makes claw attacks. The opponent touched
Str 19, Dex 10, Con 16, Int 15, Wis 13, Cha 14 must succeed on a Fortitude save or take 2d4 points of
Base Atk +9; CMB +13; CMD 23 Strength damage. The save DC is Charisma-based.
Feats Alertness, Blind-Fight, Combat Casting, Deceitful, Mimicry (Ex) A green hag can imitate the sounds of
Great Fortitude almost any animal found near its lair

poisonous creature
Born to parents who were exposed to multiple toxins or within 30 feet that neutralize or delay poisons. Also
inflicted upon creatures as a curse or through magical determines whether a creature in the same range is
effects, a poisonous creature resembles a normal member naturally immune or resistant to poisons.
of its race, but its body is surrounded by an invisible Detect Poison (Su): As spell detect poison, but has a
cloud of toxin. Often angry and resentful beings, many fixed range of 30 ft.
poisonous creatures yearn for revenge against those who
are too weak to bear their presence. Some are proud of Aura: A poisonous creature gains the following.
their poisonous natures and despise creatures that lack Poisonous Cloud (Ex): A poisonous creature is constantly
immunity to their toxic bodies. surrounded by an invisible cloud of poisonous gas. This
inhaled poison affects any creature that breathes the air
creating a or water within 10 feet of the poisonous creature.
poisonous creature Poison Cloud—type inhaled; save Fortitude; frequency
1/round for 6 rounds; effect 1d3 Str plus sickened
“Poisonous” is an acquired or inherited template that can
for 1 hour; cure 2 save. A successful save reduces
be applied to any living, corporeal creature (referred to

m
the sickened condition to 1 minute. The save DC is
hereafter as the base creature). A poisonous creature uses
Constitution-based.
all of the base creature’s statistics and special abilities
except as noted here. Defensive Abilities: A poisonous creature gains
immunity to poison and the following:
Challenge Rating: Same as the base creature +2.
Toxic Flesh (Ex): The poisonous creature’s flesh
Alignment: Any evil.
exudes a contact poison. Each time a poisonous
Senses: A poisonous creature gains the following. creature makes physical contact with another
Detect Anti-Poison (Su): As detect poison, but detects creature, it delivers its toxin. This contact poison
alchemical items, magic effects, and magic items loses its effectiveness when removed from the

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m
Poisonous Breath (Ex): Once every 1d4 rounds, a
poisonous creature can spew forth a disorienting
spray of contact poison in a 60-ft. cone as a standard
action. Each creature in the area must succeed on a
Reflex save to avoid contact with the spray. The save
DC is Constitution-based.
Poison Breath—type contact; save Fortitude; onset 1
minute; frequency 1/round for 6 rounds; effect 1d4
poisonous creature, so i t is not effective when
Int, 1d4 Wis damage and confusion; cure 1 save. A
placed upon objects. In addition, any creature that
successful save halves the ability damage and negates
eats a poisonous creature’s flesh or swallows it whole
the confusion effect. The save DC is Constitution-
is affected by the poison as if it had touched the
based.
poisonous creature.
Abilities: Con +4.
Toxin: Poison—type contact or ingested; save
Fortitude; frequency 1/round for 6 rounds; effect 1d2 Special Qualities: A poisonous creature gains the
Dex and nauseated; cure 2 consecutive saves. If the following.
flesh is ingested, change the frequency to 1/minute Poison Item (Ex): As a swift action, a poisonous
for 6 minutes with an onset of 1 minute. The save creature can poison any manufactured weapon or
DC is Constitution-based. object (including magical objects) with a single dose
Attacks: Each of the poisonous creature’s natural of poison using its own saliva, sweat or blood. The
attacks that cause slashing or piercing damage delivers poison imparted is identical to the venom inflicted
its toxin (see Toxic Flesh) and its venom. Bludgeoning with the poisonous creature’s natural attacks.
natural attacks just inflict its toxin. Virulent Poisons (Ex): A poisonous creature’s poisons,
Venom (Ex): Poison—type injury; save Fortitude; toxins and venoms are particularly strong against
frequency 1/round for 4 rounds; effect 1d2 Con; cure 1 efforts to cure them. The DC for Heal checks to
save. The save DC is Constitution-based. treat poison increases by 5. Spells that affect poisons,
such as delay poison and neutralize poison, require
Special Attacks: The poisonous creature retains all the
two consecutive castings of the spell to be effective
base creature’s special attacks and gains those described
against a poisonous creature’s poisons.
here.

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sample poisonous creature Ranged 4 spikes +8 (1d6+5 plus toxin and venom)
Space 10 ft.; Reach 5 ft.
This creature has a vaguely humanoid head the body Special Attacks venom (DC 19), toxin (DC 19), poisonous
breath (60-ft. cone, poison, Fort DC 19, 1/1d4 rounds)
of a lion, and the wings of a dragon. Its jaws and tail
spikes drip with poison and a green toxic substance STATISTICS
oozes from its pores. Str 20, Dex 15, Con 22, Int 7, Wis 12, Cha 9
Base Atk +6; CMB +12; CMD 24 (28 vs. trip)
poisonous manticore Feats Flyby Attack, Hover, Weapon Focus (spikes)
Skills Fly -3, Perception +9, Survival +4 (+8 when
Poisonous manticores tend to be excitable and easier tracking); Racial Modifiers +4 Perception, +4 Survival
when tracking
to anger than standard manticores. They enjoy hunting Languages Common
creatures larger than themselves, knowing that their SQ poison item, virulent poisons
poisons give them an unfair advantage.
ECOLOGY
Environment warm hills and marshes
Poisonous Manticore CR 7 • XP 3,200 Organization solitary, pair, or pride (3-6)
Treasure standard
LE Large magical beast (Pathfinder© Roleplaying Game
Bestiary™) SPECIAL ABILITIES
Init +2; Senses darkvision 60 ft., detect anti-poison Detect Anti-Poison (Su) See the poisonous creature
30 ft., detect poison 30 ft., low-light vision, scent; template.
Perception +9
Detect Poison (Su) See the poisonous creature
Aura poison cloud (10 ft., DC 19) template.
DEFENSE Poison (Ex) See the poisonous creature template.
AC 17, touch 11, flat-footed 15 (+2 Dex, -1 size, +6 natural) Poisonous Cloud (Su) See the poisonous creature template.
hp 69 (6d10+36) Spikes (Ex) With a snap of its tail, a manticore can loose
a volley of four spikes as a standard action (make an
Fort +11, Ref +7, Will +3
attack roll for each spike). This attack has a range of 180
Defensive Abilities toxic flesh; Immune poison feet with no range increment. All targets must be within
OFFENSE 30 feet of each other. The creature can launch only 24
spikes in any 24-hour period.
Speed 30 ft., fly 50 ft. (clumsy) Toxic Flesh (Ex) See the poisonous creature template.
Melee bite +10 (1d8+5 plus toxin and venom), 2 claws Venomous Breath (Ex) See the poisonous creature
+10 (2d4+5 plus toxin and venom) template

positive-energy charged
Even in the ranks of the undead there are abominations. decimate a village by starting a chain reaction of
When an undead creature is destroyed by positive energy exploding citizens.
effects, it sometimes returns, infused with the very
positive energy that destroyed it. creating a positive-energy
Positive energy-charged creatures are in constant agony charged creature
from the energy within their undead frames. However,
“Positive-energy charged” is an acquired template that
between their fast healing and immunity to negative
can be added to any undead creature (referred to hereafter

m
energy they are doomed to forever lead a tortured
as the base creature). A positive-energy charged creature
existence. Positive energy-charged creatures instinctively
uses all the base creature’s statistics and special abilities
seek out other undead creatures in order to destroy and
except as noted here.
potentially transform them.
Challenge Rating: As base creature +2
In the presence of living creatures, a positive energy-
charged creature might seem like a blessing. It is not. A Senses: A positive energy-charged creature gains blindsight
positive energy-charged creature fills living creatures +60 ft. This blindsight is based on a supernatural awareness
with so much energy that they can explode. Often it and does not go away in an area of a silence spell, nor negated
just takes one positive-charged undead to completely if the positive-energy charged creature is blinded.

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Aura: A positive energy-charged creature gains the
following.
Positive Energy Aura (Su): A positive-energy
creature emits a 5-ft. radius aura of bright positive
energy. This aura deals 1d6 positive energy
damage to all undead and heals 1d6 damage to all
m
living creatures with range. Additionally, the aura
illuminates a 15 ft. radius around the creature in
bright light.
Defensive Abilities: A positive energy-charged
creature gains negative energy immunity, and
fast healing +5. It still can still be damaged by
positive energy effects, but its fast healing usually
immediately negates the damage. Its
immunity to negative energy means
that a positive energy-charged undead
cannot be healed. If the base creature has
channel resistance, lower the amount by 1
(minimum +0).
Additionally, a positive energy-charged
creature gains the following.
Resistance to Control (Ex): A positive energy-
charged creature is much more difficult to control
and command than typical undead. Against
any effect that tried to command, dominate, or
otherwise control it, a positive energy-charged
undead gets two saving throws from which it
takes the result of the higher roll. Against such
effects that do not grant a save, the positive
energy-charged creature gains a Will save to
negate the effect.
energy infusion deals the target’s
Weaknesses: A positive energy-charged total Hit Dice multipled by its
creature loses all weaknesses associated Constitution modifier (Charisma if
with positive energy. If the base creature is undead) in positive energy to the target.
damaged or suffers negative effects in bright The infusion can be resisted with a successful Will save
light or daylight, it loses that weakness. even if the original effect didn’t allow one. The save DC
Attacks: Each of the base creature’s natural attacks deal is Charisma-based.
positive energy damage instead of its normal physical Overcharge (Su): All the positive energy-charged
damage, this additional damage can grant temporary hit creature’s positive energy effects heal living creatures.
points (see Overcharge). Other kinds of energy damage If a living creature is already at or healed beyond
are unaffected. full hit points, the healing effect adds temporary hit
Special Attacks: All special attacks that deal negative points. The temporary hit points last 24 hours or
energy damage (such as channel energy) deal positive until removed by normal damage.
energy instead. Additionally, a positive energy-charged If the cumulative amount of temporary hit points a
creature gains the following. creature has exceeds the creature’s maximum possible
hit point value, it explodes in a burst of positive energy,
Energy Infusion (Su): The influx of positive energy
instantly killing it (as disintegrate, no save). The burst
changes a positive-energy charged creature’s energy
deals 1d6 damage plus another 1d6 for every 10
drain attack to energy infusion. Energy infusion attacks
temporary hit points the target creature was charged
fill a target with positive energy instead of draining
with. The blast is a burst centered on the target creature
levels. For each level of the base creature’s energy drain
and has a 5 ft. radius plus another 5 ft. for every 5 HD

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the overcharged creature has. The damage from this can
Positive Energy-Charged Nightwalker CR 18 • XP 153,600
heal and add to the temporary hit point total of any
living creature in range. An overcharge burst can trigger CE Huge undead (extraplanar, nightshade) (Pathfinder©
other overcharge bursts from creatures in the affected Roleplaying Game Bestiary 2™)
area, leading to a chain reaction and potentially killing Init +2; Senses blindsight 60 ft., darksense, darkvision
60 ft., low-light vision; Perception +1
many creatures with one initial blast.
Aura desecrating aura (30 ft.), positive energy aura (5
Transform Undead (Su): When undead of equal to ft., 1d6)
or less than the positive energy-charged creature’s DEFENSE
HD is destroyed by a positive-charged undead, it AC 31, touch 10, flat-footed 29 (+2 Dex, -2 size, +21
immediately transforms into another positive energy natural)
charged creature at its original full hit points. The hp 283 (21d8+147); fast healing 5
newly transformed creature is staggered for the first Fort +16, Ref +11, Will +15
1d4 rounds after its creature. A transformed undead Defensive Abilities resistance to control; DR 15/good
and silver; Immune cold, negative energy, undead traits;
is not under the control of the positive-charged SR 27
creature that made it.
OFFENSE
Spellcasting: A positive energy-charged creature loses Speed 40 ft.
all ability to cast spells, but retains any spell-like abilities Melee 2 claws +27 (3d6+14 positive energy + 4d6 cold)
of base creature. If it has the summon ability it loses it Space 15 ft.; Reach 15 ft.
as well. A positive-energy charged creature has a -20 Special Attacks energy infusion, fear gaze (30 ft.,
penalty to concentration due to the constant agony it DC 27), channel positive energy 10/day (DC 31, 8d6),
overcharge, swift sundering, transform undead
is in. Any spell-like abilities that require an Intelligence Spell-Like Abilities (CL 16th; concentration +3)
now use the creature’s Charisma score. Constant—air walk, detect magic, magic fang
Abilities: Wis –8 (minimum 0), Cha +4. A positive- At will—contagion (DC 20), deeper darkness, greater
dispel magic, unholy blight (DC 21)
charged creature has no Intelligence and is mindless.
3/day—confusion (DC 20), haste, hold monster (DC 21),
Creatures reduced to 0 Wisdom are insane. invisibility, quickened unholy blight
Skills: A positive-charged creature maintains all racial 1/day—cone of cold (DC 22), finger of death (DC 24),
plane shift (DC 22)
bonuses to skills but loses all ranks.
STATISTICS
Feats: A positive-charged creature loses all feats but its
Str 34, Dex 14, Con —, Int —, Wis 12, Cha 24
bonus feats.
Base Atk +15; CMB +31; CMD 41
Languages: A positive-energy charged creature cannot SQ mindless
speak and loses any form of telepathy. ECOLOGY
Environment: Any except for Negative Energy Plane. Environment any
Organization solitary
Organization: Solitary.
Treasure none
Treasure: None. SPECIAL ABILITIES

sample positive-energy Energy Infusion (Su) See the positive-energy charged


creature template.
charged creature Fear Gaze (Su) Cower in fear for 1 round, 30 feet, Will
save negates. This is a mind-affecting fear effect. The
A huge humanoid made of solid blackness howls in save DC is Charisma-based.
agony as currents of bright light arcing across and Overcharge (Su See the positive-energy charged
creature template.
through it. Positive Energy Aura (Su) See the positive-energy

m
charged creature template.
positive energy-charged nightwalker Resistance to Control (Ex) See the positive-energy
charged creature template.
Unliving fountains of positive energy, positive energy- Swift Sundering (Su) A nightwalker can make a sunder
attempt as a swift action with one of its claws.
charged nightwalkers writhe in constant agony. They
Transform Undead (Su) See the positive-energy
wander mindlessly and randomly, destroying life and charged creature template.
unlife alike.

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primitive
Primitives are evolutionary throwbacks or devolved sample primitive
m
creatures. Their origins are unknown, but they are
obviously different from normal specimens of their kinds. A large dirty and brutish creature, its body is twisted
A primitive has a heavily muscled and thick-skinned and rippling with muscle.
body, but it lacks the intelligence common to its more
evolved cousins. primitive ogre

creating a primitive A primitive ogre has the intelligence of a gorilla, but


what it lacks in mental faculties it makes up in physical
“Primitive” is an inherited template that can be added power. It is exceptionally strong, and although it doesn’t
to any living, corporeal creature (referred to hereafter as wear armor, its hide is thick and hard.
the base creature). A primitive uses all the base creature’s
statistics and special abilities except as noted here. Primitive Ogre CR 4 • XP 1,200
Challenge Rating: Same as the base creature +1.
CE Large humanoid (giant) (Pathfinder© Roleplaying
Senses: A primitive gains low-light vision and the scent Game Bestiary™)
special ability. Init +1; Senses darkvision 60 ft., low-light vision, scent;
Perception +7
Armor Class: Natural armor class improves by +2.
DEFENSE
Attack: The primitive gains a primary slam attack if it AC 15, touch 8, flat-footed 15 (–1 Dex, –1 size, +7 natural)
has no other natural attacks. If the primitive gains a slam hp 38 (4d8+20)
attack its damage is as one size category larger. Fort +10, Ref +0, Will +3
Abilities: Str +4, Con +4, Int –4 (minimum 1), OFFENSE
Cha –2 (minimum 1) Speed 40 ft.
Melee greatclub +9 (2d8+10) or slam +9
Feats: A primitive creature gains Alertness, (1d8+10)
Great Fortitude, and Toughness as bonus Space 10 ft.; Reach 10 ft.
feats.
STATISTICS
Skills: The primitive creature loses all Str 25, Dex 8, Con 19, Int 2, Wis
skill ranks the base creature possessed. 10, Cha 5
Recalculate skill points for the Base Atk +3; CMB +11; CMD 20
primitive creature’s racial Hit Feats AlertnessB, Great
FortitudeB, Iron Will,
Dice according to its type, ToughnessB
then purchase its skills Skills Climb +12,
afresh, treating Climb, Perception +7,
Perception, Stealth, Sense Motive +2,
Stealth +1, Survival
and Survival as class +4; Racial Modifiers +4
skills. A primitive Stealth, +4 Survival
creature retains the ECOLOGY
base creature’s racial Environment temperate or
bonuses on skills, and cold hills
gains a +4 racial bonus Organization solitary, pair,
gang (3-4), or family (5-
on Stealth and Survival 16)
checks. The primitive Treasure standard
creature retains any
skill points gained
from class levels.

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m 229
prismatic
Glowing and beautiful, prismatics have bright forms that light. While its light is suppressed, it does not benefit
belie their sometimes dark natures. Their bodies shift from any immunity granted by the prismatic body
through the colors of the rainbow, and though most find special quality.
them difficult to dislike, they run the gamut of good and evil. Prismatics are immune to the adverse effects of
A creature can become a prismatic by surviving exposure spells with the light descriptor and those noted in
to great prismatic assaults, such as many color spray, the Spell-Like Abilities section. In addition, they are
rainbow pattern, searing light, or similar spells in a day. immune to all blinding, dazzling, or dazing effects
Alternatively, the transformation can occur after a caused by exposure to light. If the base creature
creature has managed to survive all the terrible effects of suffers negative effects in bright light, the prismatic
a spell such as prismatic wall. The exact reason why such loses that vulnerability.
exposure should create prismatics baffles sages, but many
suspect that some long-dead god’s essence might still be
table 2-32:
exerting influence through the release of such energies. prismatic immunities
Regardless of their origins, prismatic creatures are rare,
d8 Color Immunity
since the effects that create them are hard to reproduce.
1 Red Fire
creating a prismatic 2 Orange Acid
3 Yellow Electricity
“Prismatic” is an acquired template that can be added
4 Green Poison
to any creature with a Charisma score of 3 or higher
(referred to hereafter as the base creature). A prismatic 5 Blue Mind-affecting effects
uses all the base creature’s statistics and special abilities 6 Indigo Cold
except as noted here. 7 Violet Sonic

Challenge Rating: 8 or fewer racial HD—same as the 8 Two colors Roll twice rerolling results of 8
base creature; 9 or more racial HD—same as the base
creature +1. Spell-Like Abilities: A prismatic gains spell-like
abilities, depending on its Hit Dice, as indicated on
Senses: A prismatic gains low-light vision. Table 2-33. These abilities are cumulative. Caster level
Defensive Abilities: A prismatic gains the following equals the prismatic’s character level, and the save DCs
defensive abilities: are Charisma-based.
Prismatic Body (Su): A prismatic’s body glows with
a light equivalent to that of a candle, illuminating table 2-33:
a 5-foot radius around itself. Each round, this light prismatic spell-like abilities
takes on a different hue, determined at random.
While so lit, a prismatic creature cannot benefit from Total HD Abilities
concealment due to darkness or shadowy conditions. 1-2 3/day—dancing lights
Once per round, the prismatic may suppress its light At will—flare
or choose its color as a free action with a successful 3-4 2/day—color spray
DC 15 Concentration check. The light resumes its 5-6 1/day—hypnotic pattern

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random color changes on the prismatic creature’s 7-8 1/day—daylight
next turn unless it succeeds on another DC 15 9-10 1/day—searing light
Concentration check. 11-12 1/day—rainbow pattern
Reinstating the suppressed light is a free action.
13-14 1/day—prismatic spray
Prismatic Immunities (Ex): The hue of the prismatic 15-16 1/day—scintillating pattern
creature’s light grants it an immunity as given in 17-18 1/day—prismatic wall
Table 2-32. At the end of each round, roll on Table
19-20+ 1/day—prismatic sphere
2-32 to determine the color of the prismatic creature’s

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m the advanced bestiary

using the prismatic template
m
If you’re looking for another explanation as to why creatures become prismatics, consider the following options.
Prismatic Curse: A creature that survives being exposed to one of the prismatic spells may be cursed with
the prismatic template. In this case, the prismatic gains a -4 penalty to Wisdom, cannot suppress its light,
and may require rare magic or an artifact to cure.
Prismatic Curse (Su)—type curse; save Fortitude DC is the DC of the prismatic spell exposed to; onset
immediate; effect creature gains prismatic template.
• Rainbow People: A certain race of creatures in your campaign world has always consisted of prismatics.
These creatures do not shift colors as described in the prismatic template; instead, each color is a separate
subrace that has a different culture and lives in a different environment. In this case, change the prismatic
template to an inherited template.
• Rainbow Rulers: Different races or cultures might give birth to prismatics within their royal lines. Each
ruling family has a different color.
• The End of the Rainbow: The end of the rainbow or the source of all rainbows is a place that truly brave
adventurers can go. Creatures that go to such a place might come back as prismatics, or its many guardians
might be prismatic monsters.

Abilities: Cha +4.


Skills: If the base creature gains a bonus on Stealth
checks due to coloration, the prismatic loses that bonus.
It also takes a -8 penalty to Stealth checks while lit.

sample prismatic
A creature that is part lion, dragon and goat,
its glows with light that constantly changes
color.

prismatic chimera
Prismatic chimeras are born from similar
origins as the standard chimera. However,
for some reason, they are imbued with the
magical essence of light and all the magic
inherent in its many colors.
Like its lesser cousins, prismatic
chimeras hunt from the air but use
their spell-like abilities to lure
in and hypnotize prey before
they strike.

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m 231
STATISTICS
Prismatic Chimera CR 8 • XP 4,800
Str 19, Dex 12, Con 17, Int 4, Wis 13, Cha 14
CE Large magical beast (Pathfinder Roleplaying Game Bestiary™)
© Base Atk +9; CMB +14; CMD 25 (29 vs. trip)
Init +5; Senses darkvision 60 ft., low-light vision, scent; Feats Hover, Improved Initiative, Iron Will, Skill Focus
Perception +10 (Perception), Toughness
Skills Fly +2, Perception +10, Stealth +4 (-4 when lit);
DEFENSE Racial Modifiers +2 Perception, -8 Stealth when lit
AC 19, touch 10, flat-footed 18 (+1 Dex, -1 size, +9 natural) Languages Draconic
hp 85 (9d10+36) ECOLOGY
Fort +9, Ref +7, Will +6
Environment temperate hills
Defensive Abilities prismatic body; Immune prismatic immunities
Organization solitary, pair, pride (3-6), or flight (7-12)
OFFENSE Treasure standard
Speed 30 ft., fly 50 ft. (poor) SPECIAL ABILITIES
Melee bite +12 (2d6+4), bite +12 (1d8+4), gore +12
(1d8+4), 2 claws +12 (1d6+4) Breath Weapon (Su) A chimera’s breath weapon
depends on the color of its dragon head (see Chimera
Space 10 ft.; Reach 5 ft. entry in the Pathfinder© Roleplaying Game Bestiary™).
Special Attacks breath weapon (40-ft. line or 20-ft. Regardless of its type, a chimera’s breath weapon is
cone, 6d8 energy damage, DC 18, 1/1d4 rounds) usable once every 1d4 rounds, deals 6d8 points of
Spell-Like Abilities (CL 9th; concentration +11) damage, and allows a Reflex save for half damage. The
save DC is Constitution-based.
At will—flare (DC 12)
Prismatic Body (Su) See the prismatic creature
3/day—dancing lights
template.
2/day—color spray (DC 13)
Prismatic Immunities (Ex) See the prismatic creature
1/day—daylight, hypnotic pattern (DC 14), searing light template.

psychic
Gifted with abnormal mental fortitude and strange mind • Telekinetics can move objects and produce force
powers by some accident of birth or acquired through effects with their minds.
rare events, psychics have access to knowledge and talents • Telepaths can read and project thoughts.
that other creatures of their kind do not. As they age,
experience hones their minds even further, granting A psychic looks like any other member of its race, and
them ever more power. psychics with different specialties are indistinguishable
except for their abilities.
Psychics come in eight different varieties according to
their particular focus: clairaudient, clairvoyant, empath, creating a psychic
precognizant, psychometer, pyrokinetic, telekinetic, and
telepath. Any given psychic may have one or more of “Psychic” is an inherited or acquired template that can
these specialties, which are defined as follows. be added to any creature whose Intelligence, Wisdom,
• Clairaudients can hear sounds made in locations and Charisma scores are each 3 or higher (referred to
other than their own and have power over sound. hereafter as the base creature). A psychic uses all the base
creature’s statistics and special abilities except as noted
• Clairvoyants can see events in locations other than below. The psychic gains all the abilities noted for each of
their own and have power over sight. its focuses in addition to those that pertain to all psychics.

m
• Empaths are sensitive to other creature’s feelings and Challenge Rating: The CR increases based on which
have powers over emotion. focuses the psychic possesses. Each focus adds its own
• Precognizants can see future events and determine CR increase.
appropriate courses of action. • Clairaudient, Clairvoyant, Empath: Total
• Psychometers can determine the history and HD 10 or below, same as the base creature; total
qualities of an object or place by concentrating. HD 11 or higher, same as the base creature +1.
• Pyrokinetics can control and produce flame with • Precognizant, Telepath: Same as the base
a thought. creature +1.

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m the advanced bestiary
table 2-34: psychic spell-like abilities
Total HD
1-2
3-4
Clairaudient
3/day—ghost sound
At will—ventriloquism
Total HD

1-2
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Emapth
3/day—remove fear
1/day—hideous laughter
3-4 1/day—cause fear
5-6 1/day—sound burst
3/day—oppressive boredom
3/day—silence 5-6
7-8 1/day—scare
1/day—shatter
7-8 2/day—good hope
9-10 5/day—clairaudience
9-10 2/day—rage
11-12 5/day—deafness
11-12 2/day—fear
13-14 1/day—zone of silence
13-14 3/day—crushing despair
15-16 1/day—shout
15-16 1/day—symbol of fear
17-18 1/day—greater shout
17-18 1/day—sympathy
19-20+ 1/day—wail of the banshee
19-20+ 1/day—antipathy
Total HD Clairvoyant
1-2 3/day—detect magic
Total HD Pyrokinetic
3/day—produce flame,
3-4 1/day—detect secret doors 1-2
1/day—pyrotechnics
5-6 1/day—see invisibility
3-4 1/day—flaming sphere
7-8 1/day—arcane sight
5-6 3/day—flame arrow
9-10 3/day—arcane eye, clairvoyance
7-8 3/day—fire trap, quench
11-12 3/day—blindness
9-10 1/day—fireball
13-14 1/day—prying eyes
11-12 2/day—wall of fire
15-16 1/day—true seeing
1/day—fire storm (as ice storm
17-18 1/day—greater arcane sight 13-14
but fire damage)
19-20+ 1/day—greater prying eyes 15-16 1/day—delayed blast fireball
17-18 1/day—incendiary cloud
• Psychometer: Same as the base creature. 19-20+ 1/day—meteor swarm
• Pyrokinetic, Telekinetic: Total HD 10 or
below, same as the base creature +1; total HD Total HD Telekinetic
11 or higher, same as the base creature +2. At will—mage hand
1-2
1/day—pyrotechnics
Initiative: A precognizant gains a +8 insight bonus
on Initiative rolls. 1/day—animate rope
3-4
2/day—hold portal
Armor Class: A telekinetic gains a +4 deflection 5-6 1/day—floating disk
bonus to AC.
1/day—control water
Defensive Abilities: The exact defensive abilities 7-8
2/day—sympathetic vibration
bestowed depend on the psychic’s particular focus, as 9-10 1/day—resilient sphere
follows.
11-12 3/day—telekinesis
• Precognizant: Foresight (Su): A 1/day—repel wood, repel metal
precognizant functions as though constantly 13-14
or stone
affected by a foresight spell (caster level 15-16 1/day—reverse gravity
equals precognizant’s character level).
17-18 1/day—telekinetic sphere
The precognizant receives instantaneous
warnings of impending danger to itself and 19-20+ 3/day—wall of force
gains a general idea of what actions it might
take to protect itself. It is never surprised or
flat-footed, and gains a +2 insight bonus to

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psychics and psionics
The psychic template offers a way for you to introduce psionic-like abilities into your game without adapting a
full psionic rule set (see Ultimate Psionics by Dreamscarred Press for an excellent adaptation of psionics for the
Pathfinder® Roleplaying Game Core Rulebook™). If you do use some form of psionics in your game, the psychic
could have a role as an untrained psionic character. Another option is to make them totally magical in nature,
and thus in conflict with the usual psionic-using folk

AC and on Reflex saves. This insight bonus is • Psychometer: At will—detect chaos, detect evil,
lost whenever the precognizant creature would detect good, detect law, detect magic, detect poison,
be denied its Dexterity bonus to AC. legend lore; 3/day—detect secret doors, detect snares
• Pyrokinetic: Conscious Immunity to Fire (Su): and pits; 1/day—analyze dweomer, locate object.
So long as a pyrokinetic is conscious, it is immune To use its “At will” abilities, a psychometer must
to fire. touch a single object or creature. These abilities
otherwise function as the spells.
• Telepaths: Informed Prediction (Su): If the
telepath has successfully used detect thoughts • Pyrokinetic: A pyrokinetic gains spell-like
against a creature within 24 hours, it gains a +2 abilities according to its character level, as
dodge bonus against that creature’s attacks and a indicated on Table 2-34.
+2 insight bonus on saves against that creature’s • Telekinetic: A telekinetic gains spell-like
spells and special attacks. abilities according to its character level, as
Speed: A telekinetic retains the base creature’s speeds indicated on Table 2-34.
and gains a fly speed equal to the base creature’s highest • Telepath: At will—detect thoughts; 1/day—
speed, with perfect maneuverability. If the base creature dream, mind blank, phantasmal killer, telepathic
already has a fly speed, it either remains the same or bond.
increases until it is equal to the creature’s highest other Feats: A psychic gains Iron Will as a bonus feat.
speed plus 5 feet per point of Charisma bonus, whichever
is faster. The telekinetic’s maneuverability becomes Skills: A psychic gains racial bonuses on certain skill
perfect if it was not already. Flight gained by application checks according to its particular focus, as follows.
of this template is supernatural in origin. • Clairaudient: A clairaudient gains a +10 racial
Spell-Like Abilities: A psychic’s spell-like abilities bonus on Perception checks to listen. If a psychic
depend on its focus. A psychic’s caster level is equal to its has both this focus and clairvoyance that is bonus
total Hit Dice. Unless otherwise specified, all abilities are is just a +10 racial bonus to Perception.
cumulative and the DCs are Charisma-based. • Clairvoyant: A clairvoyant gains a +10 racial
• Clairaudient: A clairaudient gains spell- bonus on Perception checks to spot. If a psychic
like abilities according to its character level, as has both this focus and clairaudience that is
indicated on Table 2-34. bonus is just a +10 racial bonus to Perception.
• Clairvoyant: A clairvoyant gains spell-like • Empathic: An empath gains a +10 racial bonus
abilities according to its character level, as on Sense Motive checks and a +5 racial bonus on
indicated on Table 2-34. Bluff, Diplomacy, and Intimidate checks.
• Empath: An empath gains spell-like abilities • Psychometer: A psychometer gains a +5 racial

m
according to its character level, as indicated on bonus on Appraise, Disable Device, Perception,
Table 2-34. and Use Magic Device, as well as Survival checks
made to track creatures.
• Precognizant: At will—guidance (self only);
3/day—augury, moment of prescience; 1/day— • Telepath: A telepath gains a +5 racial bonus to
foresight. Bluff, Diplomacy, and Sense Motive checks.
Languages: A telepath gains telepathy 100 ft. as a
supernatural ability.

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m the advanced bestiary
sample psychic creature
This light-furred bugbear’s arms are creepily long,
and its eyes are very large and seem to glow with an
inner light.
STATISTICS

Base Atk +3; CMB +6; CMD 17


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Str 16, Dex 13, Con 10, Int 9, Wis 12, Cha 15

Feats Combat Casting, Eschew MaterialsB, Improved


Iron Will, Iron WillB, Silent Spell
Skills Bluff +7, Diplomacy +7, Intimidate +6, Knowledge
atisu mindripper (arcana) +4, Perception +16, Sense Motive +6, Spellcraft
+4, Stealth +5; Racial Modifiers +5 Bluff, +5 Diplomacy,
+4 Intimidate, +10 Perception, +5 Sense Motive +4
Atisu’s telepathic abilities and spellcasting prowess make Stealth
Languages Common, Goblin; telepathy 100 ft.
him a natural leader among the bugbear tribes of his
SQ bloodline arcana (polymorph spells +50% duration),
region. When diplomatic discussions must be held, he psychic foci (clairaudient, clairvoyant, telepath)
uses his ability to detect thoughts to further the aims of Combat Gear potion of cure light wounds (2); Other
his tribe. Gear leather armor, dagger, javelin (2), sling
SPECIAL ABILITIES
Atisu Mindripper CR 5 • XP 1,600 Acidic Ray (Sp) Ranged touch attack deals 1d6+1 acid
damage.
Male Psychic bugbear Bloodline Arcana: Aberrant (Ex) Increase the duration
sorcerer 3 (Pathfinder© of [polymorph] spells by 50% (min 1 round).
Roleplaying Game Informed Prediction (Su) See the psychic template.
Bestiary™)
Long Limbs (Ex) Your reach for melee touch attacks
NE Medium humanoid increases +5 ft.
(goblinoid)
Init +1; Senses
darkvision 60 ft., scent;
Perception +16
DEFENSE
AC 16, touch 11, flat-footed 15
(+2 armor, +1 Dex, +3 natural)
hp 26 (3d8+3d6+3)
Fort +2, Ref +5, Will +7
Defensive Abilities informed
prediction
OFFENSE
Speed 30 ft.
Melee dagger +6 (1d4+3/19-20)
Ranged javelin +4 (1d6+3) or sling +4
(1d4+3)
Space 5 ft.; Reach 5 ft. (10 ft. melee
touch)
Special Attacks acidic ray (+4 touch, 30-
ft., 1d6+1 acid, 5/day), long limbs
Psychic Spell-Like Abilities (CL 6th;
concentration +8)
At will—detect thoughts (DC 14),
ventriloquism (DC 13)
3/day—detect magic, ghost sound (DC 12)
1/day—detect secret doors, dream, mind
blank (DC 20), phantasmal killer (DC 16), see
invisibility, sound burst (DC 14), telepathic bond
Sorcerer Spells Known (CL 3rd; concentration
+5):
1st (6/day)—charm person (DC 13), enlarge
person (DC 13), hypnotism (DC 13), mage armor
0 (at will)—arcane mark, detect magic, light,
mage hand, open/close (DC 12)
Bloodline: aberrant

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m 235
qlippoth-blighted
Angry, hateful, and spiteful, the qlippoth seek to destroy Type: A qlippoth-blighted gains the chaotic and evil
all demon-kind by wiping out sin and the mortals that subtypes. If the base creature has the lawful or good
generate it. One method they use to achieve this goal is by subtypes, it loses those.
“gifting” a creature with the ability to destroy creatures that Senses: A qlippoth-blighted gains the following sense.
are burdened by a specific sin and the demons that personify
that sin. These living weapons are the qlippoth-blighted. Sin Sense (Su): A qlippoth blighted can “sniff out”
any creature with its attuned sin (see sin attunement)
A qlippoth-blighted appears as the base creature, but within 100 ft. When sensing its quarry, the wounds
covered in tumors and sores that constantly weep vile and tumors on a qlippoth blighted’s body increase the
fluids. The wounds and tumors whisper to the blighted weeping and oozing of vile fluids as it is compelled
creature, compelling them to seek out those who to seek out the source of sin (see sinful compulsion
demonstrate a particular sin and eliminate them. below). The ability otherwise works as detect evil as if
creating a the creature was studied for three rounds.

qlippoth-blighted Defensive Abilities: A qlippoth blighted gains the


following:
“Qlippoth-blighted” is an acquired template that can Sin Resistance (Su): A creature that possesses the
be added to any creature (hereafter referred to as the sin the qlippoth-blighted is attuned to has a 20%
base creature). The creature retains all the base creature’s miss chance to hit the qlippoth-blighted with any
statistics and special abilities except as noted here. attack or effect. This ability does not grant the
Challenge Rating: As base creature +1. qlippoth-blighted concealment. The effects of blur
or displacement do not stack with this effect; only
Alignment: Always chaotic evil.
the best miss chance applies. Further, against such
a creature a qlippoth-blighted can reroll any single
encounters with the save or skill check once per round as long as its roll is
in reaction to the actions of its target. The qlippoth-
qlippoth blighted blighted must take the result of the second roll.
Sin can be a difficult concept for a GM to deal Weaknesses: A qlippoth blighted gains the following:
with. In many ways, sin is more nebulous than Sinful Compulsion (Su): When a qlippoth-blighted
alignment since even good creatures have sin on creature senses a creature that has the sin it is attuned to
their souls, and evil ones have aspects of virtue on via its sin sense ability, it is compelled to find it and kill it.
theirs. For some creatures, such as demons, which If it doesn’t, the wounds on its body tear wider, causing
sin they represent is easy to determine, as it is extreme pain. The creature is considered sickened
usually specified in its description. However, for until it finds its quarry and attacks it, whereupon the
player characters this can be more difficult. Most sickened condition is removed. This compulsion affects
mortals’ souls, even the most penitent paladin, are creatures that are normally immune to compulsions
tainted by more than one sin. If you are going to or cannot become sickened. A qlippoth-blighted can
use the qlippoth-blighted in your game, you need resist this compulsion and the sickening effect with a
to determine which sins a PC possesses based successful Will save vs. a DC of 25.
on their past actions. For example, a PC who

m
consistently seeks to kill sentient creatures, even if Vulnerability to Virtue (Ex): A qlippoth-blighted
they do not threaten him, would be guilty of the takes 50% more damage from holy or sacred damage
sin of murder and potentially wrath. However, a and effects with the good descriptor.
single incident of killing someone intentionally Special Attacks: A qlippoth-blighted gains the
would not necessarily taint their soul with sin (but following.
it still might affect their alignment). Generally
Kill the Sinful (Su): A qlippoth-blighted can attempt
speaking, a PC’s sins should reflect their overall
a destructive strike against a creature that possesses
character, not any one particular incident.
the sin it is attuned to. If the attack succeeds, the

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m the advanced bestiary
target must make a Fortitude save or be reduced to
-1 hit points and immediately start dying. The strike
must be declared before the attack is rolled. If the
attack misses, the qlippoth-blighted expends that
attempt. It can use this ability a number of times
a day equal to its Charisma modifier (minimum
represents.
m
chosen, it needs to be a type that a specific demon

Vile Death (Ex): Upon its death, the qlippoth-


blighted’s soul is destroyed as well as all the sin it
carries. The physical remains dissolve into a foul
pool of rotten flesh and putrid fluids. The remains
1). This is a death effect. The save DC is Charisma act as the center of an unhallow spell (caster level
based, uses the qlippoth blighted’s total HD, and it equal to the qlippoth-blighted’s total Hit Dice). The
has a +2 racial bonus to the DC. body totally evaporates after 1d10 rounds, taking the
Sin Consumption (Su): Upon killing a creature with the unhallow effect with it. Since its body and soul are
appropriate sin, a qlippoth-blighted siphons off the destroyed, powerful magic such as true resurrection,
sin on that creature’s soul as it leaves its body as a free miracle or wish are needed to bring the base creature
action. Each time a qlippoth-blighted consumes sin back to life. Demons who are destroyed by the vile
it gains +4 to one ability score of its choosing. If the death are utterly eradicated and beyond any magic to
creature killed is a demon that represents the specific bring them back short of divine intervention.
sin the qlippoth-blighted is attuned to, the bonus
increases to +6 and the demon is utterly destroyed. sample qlippoth blighted
The bonus from sin consumption lasts until the
next time the qlippoth-blighted consumes the This demonic male humanoid would be extremely
appropriate sin, whereupon it can keep the bonus as attractive but for the numerous tumors and weeping
it is or reassign it to a different score. A qlippoth- sores that plague his flesh.
blighted can have this bonus applied to only one uli
ability score at a time.
Sin Strike (Su): A qlippoth-blighted’s critical threat Uli had the misfortune of tangling with a powerful qlippoth.
range is doubled and automatically confirms all criticals The qlippoth easily subdued the incubus, and instead of
against creatures that possess the qlippoth-blighted’s killing him it blighted him to find and destroy envy across
attuned sin. Unlike other effects that increase threat the Planes. Uli now wanders, doing what his tumors tell
range, sin strike stacks with these effects. him to do—but he is covertly looking for a way to remove
Sinful Bypass (Su): On any attack, a qlippoth-blighted the qlippoth-blight before he is totally destroyed.
has a 20% chance to bypass any immunities, damage
resistance, energy resistance, and spell resistance Uli CR 7 • XP 3,200
vs. creatures that possess the qlippoth-blighted’s
Male Qlippoth blighted incubus (Pathfinder© Roleplaying
attuned sin. Game Bestiary 3™)
Abilities: +2 Con, –2 Int (minimum 1), –4 Cha CE Medium outsider (chaotic, demon, evil, extraplanar)
(minimum 1). If this template is applied to a creature Init +2; Senses darkvision 60 ft., sin sense 100 ft.;
Perception +19
with the demon subtype, the base creature is inflicted
DEFENSE
with a –4 Wis (minimum 1) penalty.
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
Special Qualities: A qlippoth-blighted gains the hp 84 (8d10+40)
following. Fort +11, Ref +6, Will +6
Sin Attunement (Su): A qlippoth-blighted is attuned Defensive Abilities sin resistance; DR 10/good or cold
iron; Immune electricity, poison; Resist acid 10, cold 10,
to a single specific sin upon creation. Against fire 10; SR 17
creatures that possess this sin a qlippoth-blighted Weaknesses sinful compulsion, vulnerability to virtue
gains numerous advantages, including a +2 bonus on
OFFENSE
all saves, skill checks, attack and damage rolls, as well
Speed 30 ft., fly 50 ft. (average)
as a +2 circumstance bonus on AC vs. such creatures.
Melee 2 slams +13 (1d4+5)
The seven deadly sins (envy, gluttony, greed, lust, Special Attacks kill the sinful (3/day, DC 19), pain redoubled
pride, sloth, and wrath) are the usual sins that a (DC 17), sin consumption, sin strike, sinful bypass
qlippoth-blighted is attuned to, but other sins are Spell-Like Abilities (CL 8th; concentration +11)
possible. Examples of other sins that a qlippoth- Constant—tongues
blighted may be attuned to include suicide, At will—charm person (DC 14), detect thoughts (DC 15), greater
teleport (self plus 50 lbs. of objects only), suggestion (DC 15)
destruction, desertion, and murder. Whatever sin is

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m 237
1/day—crushing despair (DC 16), summon (Level 3, 2
schirs 40%)
STATISTICS
Str 20, Dex 14, Con 20, Int 14, Wis 10, Cha 16
Base Atk +8; CMB +13; CMD 25
Feats Flyby Attack, Lightning Reflexes, Power Attack, Vital
Strike
Skills Acrobatics +6, Bluff +14, Diplomacy +10, Escape
Artist +6, Fly +9, Intimidate +14, Knowledge (planes) +13,
Perception +19, Sense Motive +9, Spellcraft +13, Stealth
+12; Racial Modifiers +8 Intimidate, +8 Perception
Languages Abyssal, Celestial, Common; telepathy 100 ft.
SQ change shape (Small or Medium humanoid; alter
self), sin attunement (envy), vile death
SPECIAL ABILITIES
Kill the Sinful (Su) See the qlippoth blighted template.
Pain Redoubled (Su) When an incubus confirms a
critical hit with a melee weapon or a natural weapon,
that attack deals an additional 2d6 points of nonlethal
damage and the target must succeed at a Fortitude
save or be wracked by pain, becoming sickened for 1d6
rounds. Multiple uses\of this ability extend the duration.
The save DC is Charisma-based.
Sin Attunement (Su) See the qlippoth blighted template.
Sin Consumption (Su) See the qlippoth blighted template.
Sin Resistance (Su) See the qlippoth blighted template.
Sin Scent (Su) See the qlippoth blighted template.
Sin Strike (Su) See the qlippoth blighted template.
Sinful Bypass (Su) See the qlippoth blighted template.
Sinful Compulsion (Su) See the qlippoth blighted template
Vile Death (Ex) See the qlippoth blighted template.
Vulnerability to Virtue (Ex) See the qlippoth blighted template

quadrupedal creature
A quadrupedal creature possesses the features of a humanoid, base creature’s arms become legs, and its hands become
but the general form of a lion or horse. A quadrupedal hooflike or pawlike, depending upon whether its lower
version of a humanoid creature has legs instead of arms, and body resembles that of a horse or a lion. A quadrupedal
a longer-than-normal torso placed between and behind its creature must wear barding instead of normal armor and
front legs. Its elongated neck and shortened legs give it a cannot wear boots designed for bipeds. A quadrupedal
general form similar to that of a sphinx or a barghest. creature uses all the base creature’s statistics and special
Quadrupedal creatures rarely have the ability to abilities except as noted here.
manipulate tools, and most live nomadic existences, Speed: The base creature’s land and burrow speeds (if
following sources of food and traveling with the seasons. any) each increase by +10 feet. If the base creature has

m
A quadrupedal race inclined to settle down might ally a climb speed, it is replaced by a climb speed equal to
itself with nearby humanoids, gaining equipment and one-half the quadrupedal creature’s land speed or 10
dwellings in return for service as mounts. feet, whichever is faster. If the base creature has a fly
speed based on the possession of wings, the quadrupedal
creating a creature’s maneuverability class is reduced by one step
quadrupedal creature (minimum clumsy).
Attacks: The quadrupedal creature retains all the base
“Quadrupedal” is an inherited template that can be
creature’s attacks, each of which retains the same primary
added to any bipedal creature with at least two arms and
or secondary status it had for the base creature. If the
a head (referred to hereafter as the base creature). The

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m the advanced bestiary
base creature possessed a single claw or slam attack, the
quadrupedal creature gains an additional attack of the
same type with the same primary or secondary status and
the same base damage. If the base creature has at least
one head but lacks a bite attack with it, the quadrupedal
creature gains a secondary bite attack with each head.
quadrupeds and magic
item slots
m
Creating a race with more than two legs adversely
affects that race’s ability to use standard feet slot
If the base creature possesses arms but has no claw or magic items. The best way to deal with this is to
slam attacks with them, the quadrupedal creature gains a create variant magic item versions of the various
primary slam attack with each such limb. boots, shoes, and slippers that can be worn by this
race. Allow members of these races to find ankle
The quadrupedal creature’s lack of human-like hands
bracelets of speed or horseshoes of spider climb
prevents it from using weapons, employing a shield, or
that act just like their traditional magic item
manipulating items any better than a bear or a horse
counterparts, but fit the new race’s form.
could. It loses all of the base creature’s weapon and armor
proficiencies unless it gains the regular use of the ability
to take a shape with hands. In this case, the proficiencies
of its class or creature type should automatically be quadrupedal spellcasters
restored so that the quadrupedal creature need not take
Quadrupedal creatures may cast spells, but those
weapon proficiency feats to regain them.
requiring somatic and material components cannot
If the quadrupedal creature gains a bite or slam attack be used unless the quadrupedal creature has a means
from the application of this template, the damage for of bypassing the need for such components. In
each is based on size. most cases, it is easiest to assume that quadrupedal
Space/Reach: The quadrupedal creature has a space and creatures can make use of somatic and material
reach appropriate for its new shape, as given on Table components in the same ways that other monstrous
2-35. If the base creature had greater than normal reach spellcasters can. Spell-like abilities may be used in
for its size, add 5 feet to the reach indicated on the table. the same manner as the base creature used them.

table 2-35:
quadruped space/reach Skills: The quadrupedal creature retains the base
creature’s racial skill bonuses. If the base creature has
Size Space/Reach skills that require fine manipulation with the hands (such
Fine 1/2 ft./— as Perform [string instruments]), recalculate skill points
Diminutive 1 ft./— for the quadrupedal creature’s racial Hit Dice according
Tiny 2-1/2 ft./— to its type, then purchase its skills afresh, treating the base
Small 5 ft./5 ft. creature’s skills as class skills. The quadrupedal creature
Medium 5 ft./5ft. retains any skill points gained from class levels.
Large 10 ft./5 ft. Special Qualities: The quadrupedal creature retains all
Huge 15 ft./10 ft. the base creature’s special qualities except those that rely
Gargantuan 20 ft./15 ft.
on fine manipulation with the hands. If a special quality
relies on the base creature taking humanoid form (such as
Colossal 30 ft./20 ft.
the doppelganger’s change shape ability), it must instead
Special Attacks: A quadrupedal creature retains all of take quadrupedal form.
the base creature’s special attacks except those that rely Quadrupeds can carry heavier loads than bipeds can.
on fine manipulation with the hands. If a special attack Multiply the values corresponding to the creature’s
relies on the base creature taking humanoid form, it must Strength score from Table 7-4: Carrying Capacity in
instead take quadrupedal form. the Pathfinder© Roleplaying Game Core Rulebook™ by the
CMD: A quadrupedal creature gains +4 CMD vs. trip appropriate modifier, as follows: Fine ×1/4, Diminutive
attacks. ×1/2, Tiny ×3/4, Small ×1, Medium ×1-1/2, Large ×3,
Huge ×6, Gargantuan ×12, Colossal ×24.
Feats: If the base creature has feats that require fine
manipulation with the hands (such as Skill Focus [Sleight If the base creature can use weapons and has free hands
of Hand]), replace those feats. after gaining the quadrupedal template it gains the
undersized weapons ability.

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m 239
sample quadruped 1/day—dominate person (DC 22), summon (level 3, 1 babau
50%)
Great bat-like wings sprout from the back of this STATISTICS
female sphinx-like creature, and her blood-red hair Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27
nearly spills onto the ground. Despite her unusual Base Atk +8; CMB +11; CMD 22 (26 vs. trip)
appearance, she is oddly alluring. Feats Agile Maneuvers, Combat Reflexes, Dodge, Iron
Will
quadrupedal succubus Skills Bluff +27, Diplomacy +19, Disguise +19, Escape
Artist +11, Fly +10, Intimidate +16, Knowledge (local) +15,
Perception +21, Sense Motive +13, Stealth +14; Racial
A quadrupedal succubus offers perverse temptations to Modifiers +8 Bluff, +8 Perception
humanoids, and corrupts other intelligent quadrupedal Languages Abyssal, Celestial, Common, Draconic;
creatures, such as androsphinxes and manticores, with telepathy 100 ft.
SQ change shape (Small or Medium humanoid; alter
the delights of the flesh. It especially enjoys entrapping self)
and draining the life from unicorns, lammasu, and young
ECOLOGY
good dragons.
Environment any (Abyss)
Organization solitary, pair, or harem (3-12)
Quadrupedal Succubus CR 7 • XP 3,200 Treasure double
CE Medium outsider (chaotic, demon, evil, extraplanar) SPECIAL ABILITIES
(Pathfinder© Roleplaying Game Bestiary™) Energy Drain (Su) succubus drains energy from a
Init +3; Senses darkvision 60 ft.; Perception +21 mortal she lures into an act of passion, such as a kiss. An
unwilling victim must be grappled before the succubus
DEFENSE
can use this ability. The succubus’s kiss bestows
AC 21, touch 14, flat-footed 17 (+3 Dex, +1 dodge, +7 natural) one negative level. The kiss also has the effect of a
hp 84 (8d10+40) suggestion spell, asking the victim to accept another act
of passion from the succubus. The victim must succeed
Fort +7, Ref +9, Will +10 on a Will save to negate the suggestion. These save DCs
DR 10/good or cold iron; Immune electricity, fire, are Charisma-based.
poison; Resist acid 10, cold 10, fire 10; SR 18 Profane Gift (Su) Once per day as a full-round action, a
OFFENSE succubus may grant a profane gift to a willing humanoid
creature by touching it for 1 full round. The target
Speed 40 ft., fly 50 ft. (poor) gains a +2 profane bonus to an ability score
Melee 2 claws +11 (1d6+1), bite +6 (1d6) of his choice. A single creature may have
Special Attacks energy drain (1 level plus no more than one profane gift from a
suggestion, DC 22), profane gift (1/day) succubus at a time. As long as the
profane gift persists, the succubus
Spell-Like Abilities (CL 12th;
can communicate telepathically
concentration +20)
with the target across any
Constant—detect good, distance (and may use her
tongues suggestion spell-like ability
At will—charm monster through it). A profane gift
(DC 21), detect thoughts is removed by dispel evil
(DC 20), ethereal jaunt or dispel chaos. The
(self plus 50 lbs. of succubus can remove
objects only), greater it as well as a free
teleport (self plus 50 action (causing 2d6
lbs. of objects only), Charisma drain to
suggestion (DC 20), the victim, no save).
vampiric touch

m
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m the advanced bestiary
quickling
Quicklings are creatures that possess incredible speed.
m
less. Those spells and spell-like abilities with longer
Some inherit their powers from quickling parents or casting times have their casting times reduced to 1
distant ancestors, but others seem to become quicklings round and take an attack action to cast. This ability
spontaneously. Such creatures are often individuals in cannot be used with the Quicken Spell or Quicken
need of great speed to flee a foe or reach a loved one in Spell-Like Ability feats.
time to prevent tragedy. Most count their gift of speed Abilities: Dex +8.
as a great blessing at first, but they soon learn to curse it
when they see their lives rapidly passing by. Skills: A quickling creature gains a +4 racial bonus on
Perception checks and a +10 racial bonus on Acrobatics
Quicklings are prime examples of the old adage, “Live checks.
fast and die young.” In fact, they age four times as fast
as normal for their kinds. Elf quicklings die of old age Feats: A quickling creature gains Dodge, Mobility,
before their companions are old enough to be married, Quick Draw, and Spring Attack as bonus feats.
and human quicklings rarely live past twenty-five. Special Qualities: A quickling gains the following.
Knowledge of their impending doom, however, drives Rapid Aging (Ex) A quickling ages 4 years for every
many quicklings to accomplish great deeds in the small 1 year that passes.
amount of time they have.

creating a quickling sample quickling


Fire and splashes of molten rock are kicked up in the
“Quickling” is an acquired or inherited template that can be wake of this red blur.
added to any living creature (referred to hereafter as the base
creature). A quickling creature uses all the base creature’s quickling magmin
statistics and special abilities except as noted here.
Challenge Rating: Same as the base creature +3. Quickling magmins are braver than normal magmins
because of their great speed and agility. They charge into
Initiative: A quickling gains a +4 bonus on Initiative
battle without fear, trusting their mobility to help them
checks.
escape slower foes if the fight turns against them.
Armor Class: A quickling gains a +4 dodge bonus to
Armor Class. Quickling Magmin CR 6 • XP 2,400
Defensive Abilities: A quickling gains fast healing 1
CN Small outsider (elemental, extraplanar, fire)
plus 1 for every 5 racial HD it possesses. (Pathfinder© Roleplaying Game Bestiary 3™)
Weaknesses: A quickling has the following weakness: Init +8; Senses darkvision 60 ft.; Perception +11
Aura searing aura (30 ft., DC 14)
Aging Vulnerability (Ex) A quickling takes 50% more
DEFENSE
damage from aging effects, including the number of
years aged. AC 26, touch 20, flat-footed 17 (+4 Dex, +1 size, +6
natural, +5 dodge)
Speed: Each of the base creature’s speeds is quadrupled. hp 30 (4d10+8); fast healing 1
If the base creature has a fly speed, its maneuverability Fort +6, Ref +8, Will +3
increases two categories (maximum perfect). DR 5/magic; Immune elemental traits, fire
Weaknesses aging, vulnerability to cold
Special Attacks: A quickling retains all of the base
creature’s special attacks and gains the following. OFFENSE
Speed 120 ft.
Rapid Actions (Ex): A quickling gains one extra Melee slam +7 (1d6+3 plus burn)
attack or move action each round. This does not stack Special Attacks burn (1d6 fire, DC 14)
with other haste effects.
STATISTICS
Quickling Casting (Ex): All spells and spell-like Str 15, Dex 19, Con 15, Int 8, Wis 10, Cha 10
abilities a quickling creature has can be cast as a Base Atk +4; CMB +5; CMD 24
swift action if it has a casting time of 1 round or

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m 241
Feats DodgeB, Iron Will, MobilityB, Power Attack, Quick
DrawB, Spring AttackB
Skills Acrobatics +21 (+57 jump), Climb +9, Perception
+11, Sense Motive +7, Stealth +15; Racial Bonus +10
Acrobatics, +4 Perception
Languages Ignan
SQ heated flesh (DC 14), rapid aging
ECOLOGY
Environment any land (Plane of Fire)
Organization solitary or gang (2-8)
Treasure standard
SPECIAL ABILITIES
Aging Vulnerability (Ex) See the quickling
template.
Heated Flesh (Ex) Any metal weapon
striking a magmin must succeed at a
Fortitude save or melt and gain the
broken condition. Another strike by the
same weapon causes the metal weapon
to be destroyed if it fails a second save.
Wood weapons are destroyed after only one
failed save. Unarmed and natural attacks made
against the magmin deal 1 point of fire damage to
the attacker. The save DC is Constitution-based.
Rapid Actions (Ex) See the quickling template.
Searing Aura (Ex) A magmin radiates extremely high
temperatures, and any creature that starts its turn within
20 feet of a magmin must succeed at a DC 14 Fortitude
save or take 1d6 points of fire damage. The save DC is
Constitution-based.
Quickling Casting (Ex) See the quickling template.

ravenous creature
Unnatural acts provoke unnatural hungers, and For purposes of this template, “kind” is defined as a
depravity follows perversity in a cascade. Dark powers creature of the same named species, a broad category of
watch for the growth of evil in mortals’ hearts, and they creatures, or a creature sharing the same racial subtype
reward such creatures with great power to nurture the as the ravenous creature. Creatures that share blood of
black bloom of their wickedness. Cannibalism garners a species, but do not have the same subtype also count
a particularly abhorrent “blessing.” Ravenous creatures as the same “kind” as the ravenous creature as well. For
are living beings that have eaten the flesh of their own example, a ravenous drow’s kind would include drow,
kind and been cursed with a supernatural hunger for elves, and half-elves. A ravenous half-elf ’s kind would be
more, or who have succumbed to cannibalistic urges considered creatures with the elf or human subtype (since
from more nefarious sources such as the wendigo. A it counts as both races). Similarly, a ravenous effrit’s kind
ravenous creature must continue to eat the flesh of its includes all genie-kind, but not other fire elementals

m
own kind or starve to death. Most ravenous creatures (since elemental is not a racial subtype).
welcome this burden because of the power it brings A ravenous creature uses all the base creature’s statistics
them. and special abilities except as noted here.
creating a ravenous creature Challenge Rating: Same as base creature +2.
Alignment: Usually chaotic evil.
“Ravenous” is an acquired template that can be added to
any living intelligent creature that has eaten the flesh of Senses: A ravenous creature gains darkvision +60 ft. and
its own species (referred to hereafter as the base creature). low-light vision.

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m the advanced bestiary
using the ravenous template
m
The ravenous template lends itself naturally to a villain who is a serial killer stalking a city’s streets or a
monster terrorizing a rural area. The ravenous creature also is a good fit for those who have succumbed
to wendigo psychosis (see Pathfinder© Roleplaying Game Bestiary 2™) prior to turning into full-fledged
wendigos.

Defensive Abilities: A ravenous creature gains DR the rage at will unless it eats enough to remove the
5/— and the following: nonlethal damage it has suffered from starvation.
Cannibalistic Healing (Ex): So long as the ravenous If a ravenous creature has the rage ability from a
creature has fed upon the flesh of its own kind within different source, such as a racial ability or the barbarian
the last 24 hours, it has fast healing 10. Feeding on class, it adds its Charisma modifier (minimum +0) to
a creature of its own kind that was killed within the the number of rounds per day it can rage.
last hour heals all ability damage and ability drain Hungry Special Attacks (Ex): Any creature of the same
the ravenous creature has taken. kind as the ravenous creature takes a -2 penalty on
Weaknesses: A ravenous creature gains the following saving throws against the ravenous creature’s spells
weakness: and special attacks.
Ravenous Body (Ex): A ravenous creature can eat Abilities: Str +6, Dex +4, Con +4.
other food, but only the flesh of its own kind satiates Feats: A ravenous creature gains Blind-Fight, Improved
its hunger. It must feed upon the flesh of a creature Grapple, and Improved Unarmed Strike as bonus feats.
of its own kind at least once every three days or it Skills: A ravenous creature has a +4 bonus on Acrobatics,
suffers the effects of starvation (see the Pathfinder© Escape Artist, Intimidate, and Stealth checks, and a +8
Roleplaying Game Core Rulebook™). When the bonus on Climb, Perception, and Survival checks.
ravenous creature’s nonlethal damage due to
starvation equals its Constitution score, it dies. Special Qualities: A ravenous creature gains the
following special qualities:
Attacks: If the base creature possesses at least one
mouth but has no natural attack with it, the ravenous Ageless (Ex): A ravenous creature does not age as
creature gains a secondary bite attack with each mouth. long as it is not starving.
The damage for this attack is as if the creature was two Sprint (Ex): Once per hour, a ravenous creature can
size categories higher. If the base creature already has move at ten times its normal speed when it makes a
a bite attack, the damage for its attack increases by charge.
two steps.
Special Attacks: A ravenous creature retains all of the sample ravenous creature
base creature’s special attacks. It also gains the following This emaciated creature looks like a horse with vulture
additional special attacks: wings, though its chipped yellow teeth look more
Favored Prey (Ex): A ravenous creature gains a predatory than herbivorous.
+2 bonus on damage rolls against creatures and
on Bluff, Perception, Sense Motive, and Survival dreadwing
checks towards creatures of the same type. Against
a creature of its own kind, each of the bonuses The dreadwing is a pegasus that has turned into a meat-
increases to +4. eater, preferring the flesh of its own kind but willing to
eat anything that moves. Dreadwings can come about
Hungry Frenzy (Ex): A number of rounds per when a herd of pegasi are starved for weeks and, near
day equal to its Charisma modifier (minimum 1), death, one or more of them turn on their fellows for
a ravenous creature can enter a rage identical to survival. Legend also claims that sometimes when
a barbarian’s rage ability. However, the rage only pegasi and hippogriffs fight for control of the same
applies towards creatures of its own kind. If the territory and a pegasi loses its mate to such conflict, it
ravenous creature is currently suffering the effects may sometimes become a dreadwing as a result of grief
of starvation, the bonuses and penalties for the rage and madness.
double, but the ravenous creature can no longer end

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m 243
Fort +9, Ref +8, Will +4
DR 5/—
Weakness ravenous body
OFFENSE
Speed 60 ft., fly 120 ft. (average)
Melee bite +10 (1d6+7), 2 hooves +4 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks favored prey (+2 vs. magical beasts, +4
vs. pegasi), hungry frenzy (1 round)
Spell-Like Abilities (CL 4th; concentration +5)
Constant—detect evil (60-ft. radius), detect good (60-ft.
radius)
STATISTICS
Str 24, Dex 19, Con 20, Int 10, Wis 13, Cha 13
Base Atk +4; CMB +11 (+14 grapple); CMD 26 (28 vs.
grapple, 30 vs. trip)
Feats Blind-FightB, Flyby Attack, Improved GrappleB,
Improved Unarmed StrikeB, Iron Will
Skills Fly +7, Perception +19, Sense Motive +4; Racial
Modifiers +4 Perception
Languages Common (cannot speak)
SQ ageless, sprint
ECOLOGY
Environment temperate and warm plains
Organization solitary, pair, or flock (6–10)
Treasure none

Dreadwing CR 5 • XP 1600 SPECIAL ABILITIES


Ageless (Ex) See the ravenous creature template.
Ravenous pegasus (Pathfinder© Roleplaying Game Bestiary™) Cannibalistic Healing (Ex) See the ravenous creature
CE Large magical beast template.
Init +4; Senses darkvision 120 ft., detect evil, detect Favored Prey (Ex) See the ravenous creature template.
good, low-light vision, scent; Perception +19 Hungry Frenzy (Ex) See the ravenous creature template
DEFENSE Hungry Special Attacks (Ex) See ravenous creature
template.
AC 16, touch 13, flat-footed 12 (+4 Dex, +3 natural, –1 size)
Ravenous Body (Ex) See the ravenous creature template.
hp 42 (4d10+20); cannibalistic healing 10
Sprint (Ex) See ravenous creature template.

rawboned
Affected by the passing of chaos, rawboned creatures have in perpetual pain, rawboned creatures reave the lives
been touched by the warpwaves of chaos and stretched to of their prey. No pretense for ambush, no stalking or
beyond their breaking, mentally and physically. Whether stealthy, a rawboned creature simply throws itself into
it was the ripple effect left in the wake of a protean’s combat with wild abandon. No tactics nor reason,

m
passing from one plain to another, a magical explosion only rending the blood price from whatever flesh they
gone horrible wrong, or some other wild entropic event, encounter.
a creature’s life is forever changed and if it is unlucky it
survives as a rawboned remnant of whatever it was before. creating a rawboned
Maddening pain, bone wrenching horror, and sinew so “Rawboned” is an acquired template that can be added to
taut that it should snap, these are the experiences that any living, corporeal creature that is not an ooze (referred
warp whatever mind a creature possessed. Preternatural to hereafter as the base creature). A rawboned uses all
scarecrows seeking bloody vengeance upon those the base creature’s statistics and special abilities except as
who have only committed the offense of not living noted here

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m the advanced bestiary
CR: Same as the base creature +2.
Alignment: Chaotic neutral or chaotic evil.
Type: A rawboned gains the chaotic subtype.
Senses: A rawboned gains tremorsense + 10 feet.
one step.
m
Strength bonus (minimum +0). If the base creature
already has a rend special attack its damage increases by

Abilities: Dex +4, Con +2, Int —2 (minimum 2), Cha


–2 (minimum 2).
Armor Class: A rawboned’s natural armor bonus Feats: A rawboned gains Combat Reflexes and Improved
increases by +2. Initiative as bonus feats.
Hit Dice: A rawboned gains an additional 2 racial Hit Skills: A rawboned gains a +4 racial bonus to the
Dice of the appropriate size for its type. Perception and Survival skills.
Defensive Abilities: A rawboned gains DR +5/ Organization: Change to solitary
bludgeoning.
Weaknesses: A rawboned gains cold vulnerability. sample rawboned
Speed: A rawboned’s base land speed increases by +10 Achingly lithe, this eight-legged reptile could easy be
feet. If the base creature possesses any other modes of mistaken upon first glance for a giant spider. That is
movement, they increase by +5 feet. until its eyes, fiery green with rage and malevolence,
Attacks: A rawboned creature gains two claw attacks, focuses upon you as it lashes out with its eerily long
one bite attack, and one slam attack if the base creature limbs.
does not already have them. The damage for these attacks
is based on the creature’s size. rawboned basilisk
Reach: A rawboned’s reach increases by +5 ft. A creature of muscle, bones, sinew and hate, rawboned
Special Attacks: A rawboned gains rend (bite and 2 basilisks are found where the environment has been
claws) as a special attack if it did not already have it. The tainted by chaotic forces. They are constantly on the
damage from this rend attack is equal to the rawboned’s move seeking to rend creatures and turn their kills to
bite attack increased by two steps plus 1-1/2 of its stone after they have had they fill their bellies.

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STATISTICS
Rawboned Basilisk CR 7 • XP 3,200
Str 16, Dex 12, Con 17, Int 2, Wis 13, Cha 9
CE Medium magical beast (chaotic) (Pathfinder © Base Atk +9; CMB +12; CMD 23 (31 vs. trip)
Roleplaying Game Bestiary™) Feats Blind-Fight, Combat ReflexesB, Fleet, Great
Init +5; Senses darkvision 60 ft., low-light vision, Fortitude, Improved InitiativeB, Iron Will, Skill Focus
tremorsense 10 ft.; Perception +14 (Perception)
Skills Perception +14, Stealth +12, Survival +7; Racial
DEFENSE
Modifiers +4 Perception, +4 Stealth, +4 Survival
AC 21, touch 11, flat-footed 20 (+1 Dex, +10 natural)
ECOLOGY
hp 76 (9d10+27)
Fort +11, Ref +7, Will +6 Environment any
DR 5/bludgeoning Organization solitary
Weaknesses vulnerable to cold Treasure incidental

OFFENSE SPECIAL ABILITIES

Speed 35 ft. Gaze (Ex) Turn to stone permanently (as flesh to stone),


range 30 feet, Fortitude DC 17 negates. A creature
Melee bite +12 (1d8+4), 2 claws +12 (1d4+3), or slam +12 petrified in this matter that is then coated (not just
(1d4+3) splashed) with fresh rawboned basilisk blood (taken
Space 5 ft.; Reach 10 ft. from a basilisk no more than 1 hour dead) is instantly
Special Attacks gaze (DC 17), rend (2 claws and bite, restored to flesh. A single rawboned basilisk contains
2d8+4) enough blood to coat 1d3 Medium creatures in this
manner. The save DC is Constitution-based.

saurian
Saurians are reptile-like beings that live closer to the Attacks: If the base creature possesses at least one mouth
natural world than others of their kind. Carnivorous but has no natural attack with it, the saurian gains a
and voracious, saurians fight with food on their minds, secondary bite attack with each mouth. If the base creature
tearing happily into the bodies of their fallen foes to feed possesses at least two arms but has no natural attacks with
on the tender meat. them, the saurian gains a primary claw attack for each arm.
A saurian looks like a normal member of its race except The damage for these attacks depends on the creature’s size.
that it has the scales, teeth, and claws of a lizard. Its scales Special Attacks: The saurian retains all the base
may be any color of the rainbow, but a given saurian tends creature’s special attacks, gains rake (2 claws, damage
to have scales of only one or two shades. Saurian fire giants, equal to claw attack) and gains those described here.
for instance, have patterned red and orange scales, whereas Leaping Pounce (Ex): When a saurian charges a foe
saurian hill giants have dark brown scales on their backs and jumps for at least the last 10 feet of movement, it
and creamier scales covering their bellies and faces. may make a full attack, including rake attacks.
creating a saurian Abilities: Dex –2 (minimum 1), Con +2, Wis +2.
Skills: A saurian has a +8 racial bonus on Acrobatics
“Saurian” is an inherited template that can be added to any
checks to jump and Survival checks.
non-reptilian animal, humanoid, monstrous humanoid,
or magical beast that does not have the reptilian subtype Languages: If the saurian can speak, it gains the ability
(referred to hereafter as the base creature). A saurian uses to speak Draconic in addition to any other languages the
all the base creature’s statistics and special abilities except base creature knows.

m
as noted here.
Challenge Rating: Same as the base creature +1.
sample saurian
Alignment: Usually neutral This large reptilian steed boasts mottled-brown scales
on its torso and arms.
Type: If the base creature has the humanoid type, it gains
the reptilian subtype. saurian centaur
Senses: A saurian creature gains low-light vision and the
scent ability. Saurian centaurs are carnivorous, nomadic hunters that
spend most of their time following migrating herds of
Armor Class: Natural armor class improves by +2.

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m the advanced bestiary
herbivores. However, they are happy to prey upon any
creatures that cannot speak their languages, considering
them to be inferior. Saurian centaurs are careful not to
overhunt their prey, and this mentality affects how they
fight enemies. In many cases, they kill and take with
them only a few of a larger group of foes, leaving the rest
ECOLOGY
Environment temperate forests and plains
m
Organization solitary, pair, band (3–10), tribe (11–30 plus
3 hunters of 3rd level and 1 leader of 6th level)
Treasure standard (breastplate, longsword, 3 javelins,
other treasure)

for later hunts. SPECIAL ABILITIES


Leaping Pounce (Ex) See the
saurian template.
Saurian Centaur CR 4 • XP 1,200
N Large monstrous humanoid (Pathfinder© Roleplaying
Game Bestiary™)
Init +5; Senses darkvision 60 ft., low-light vision, scent;
Perception +8
DEFENSE
AC 19, touch 10, flat-footed 18 (+6 armor, +1 Dex, +3
natural, –1 size)
hp 34 (4d10+12)
Fort +4, Ref +5, Will +7
OFFENSE
Speed 35 ft. (50 ft. base)
Melee 2 claws + 5 (1d6+2), bite +0 (1d8+1),
2 hooves +0 (1d6+1), or longsword +3
(2d6+3/19=20)
Ranged javelin +2 (1d8+2)
Space 10 ft.; Reach 5 ft.
Special Attacks leaping pounce, rake
(2 claws +5; 1d6+2)
STATISTICS
Str 15, Dex 12, Con 17, Int 11,
Wis 16, Cha 12
Base Atk +4; CMB +7; CMD
18 (22 vs. trip)
Feats Improved Initiative,
Run
Skills Acrobatics –3 (+5 to jump, +9 for leaping
pounce), Diplomacy +5, Intimidate +6, Knowledge
(nature) +4, Perception +8, Survival +18; Racial Bonus
+8 Acrobatics to jump, +12 Acrobatics to jump while
running, +8 Survival
Languages Common, Draconic, Elven, Sylvan
SQ undersized weapons

savant
Savants are creatures gifted with unusual intelligence due to A savant looks much like any normal member of its race,
some accident of birth. Physically weak and socially inept, though it usually has an enlarged skull to house its extra-
they live on the fringes of the social order and are viewed as large brain. The typical savant also has some physical
oracles at best or freaks at worst. Despite their quick wits, deformity, such as a club foot or a twisted back—a feature
flawless memories, and faultless logic, few savants become that further erodes its ability to relate to others.
leaders of their kind. Some, however, gain considerable
political power by serving as advisors to more charismatic creating a savant
leaders who are socially acceptable to others. Such injustice
often makes savants bitter and vengeful creatures. “Savant” is an inherited template that can be added to
any creature with an Intelligence score of 3 or higher.

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A savant uses all the base creature’s statistics and special can be used even if the savant does not know what
abilities except as noted here. the saving throw is for.
Challenge Rating: The savant’s high Intelligence Uncanny Dodge (Ex): This ability functions identically
should make it a much greater threat than an average to the rogue ability. If a savant gains uncanny dodge
member of its race because of the plots and machinations from a class level or another template, it instead gains
it can invent, but in physical combat, no adjustment or a improved uncanny dodge.
+1 adjustment to CR should be appropriate. If the savant Special Attacks: A savant gains the following.
can cast spells as a cleric, druid, or wizard, the abnormally
high save DCs may justify a +2 CR adjustment. Combat Insight (Ex): Against any creature it has
watched in combat for at least 3 rounds a savant
Defensive Abilities: A savant gains the following gains a +2 insight bonus to AC and on attack and
defensive abilities: damage rolls.
Deductive Leap (Ex): Once per round, a savant can Abilities: Str –2 (minimum 1), Dex –2 (minimum
choose to substitute its Intelligence modifier for 1), Con –2 (minimum 1), Int +10, Wis +6, Cha –4
the ability modifier usually associated with a saving (minimum 1).
throw it is about to make. The decision to use this
ability must be made before Feats: A savant gains Blind-Fight as a bonus feat.
the saving throw Skills: The savant retains the racial skill bonuses of the
is rolled, and base creature, but it loses all skill ranks the base creature
this ability possessed. Recalculate skill points for the savant’s racial
Hit Dice according to its type then purchase its skills
afresh. Treat the base creature’s skills and Disable Device,
Linguistics, Knowledge (all), and Use Magic Device as
class skills. The savant retains any skill points gained
from class levels.
A savant gains a +6 insight
bonus on Bluff, Diplomacy,
Intimidate, and Sense
Motive checks against
creatures it has observed or
interacted with for 1 minute.
Furthermore, it can use all
Knowledge skills, Disable
Device, Linguistics, and Use
Magic Device untrained.
Languages: A savant often
speaks many languages chosen from the bonus
languages available to creatures of its type.
Special Qualities: The savant retains all
the base creature’s special qualities and gains
those described here.
Skill Mastery (Ex): A savant chooses ten
skills when the template is added. It may take

m
10 on checks made with any of these skills,
even if stress or distraction would normally
prevent it from doing so.
Home Advantage (Ex): A savant gains a +4 insight
bonus on initiative rolls and Perception and Stealth
checks in any area with which it is very familiar
(that is, a place that the savant feels at home in).

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m the advanced bestiary
sample savant
The oversized head on this tiny dragon would almost
seem comical were it not for the cold intelligence clearly
visible behind its eyes.
Immune paralysis, sleep; SR 12
OFFENSE
Speed 15 ft., fly 60 ft. (good)
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Fort +3, Ref +4, Will +7; deductive leap (Fort +8, Ref +8, Will +8)
Defensive Abilities deductive leap, uncanny dodge;

Melee bite +5 (1d2-3), sting +5 (1d3-3 plus poison)


urandrix Space 2-1/2 ft.; Reach 0 ft.
Special Attacks combat insight, poison
Finding the pranks that other pseudodragons enjoy STATISTICS
tiresome, Urandrix constantly seeks out mental
Str 5, Dex 13, Con 11, Int 20, Wis 18, Cha 6
stimulation in the form of complex puzzles or riddles. Base Atk +2; CMB +1; CMD 8 (12 vs. trip)
She enjoys complicated politics and power mongering, Feats Blind-FightB, Weapon Finesse
but her weak physical body and lack of charisma ensures Skills Appraise +10, Bluff +3, Diplomacy +3, Escape
that she will never become a leader. In the past, Urandrix Artist +1, Fly +14, Knowledge (local) +10, Linguistics +10,
Perception +9, Sense Motive +9, Stealth +18
has attached herself to thieves’ guilds for the excitement— (+22 in Forests), Survival +9, Use Magic Device +3;
her skills making her an excellent advisor. Racial Modifiers +4 Stealth (+8 Stealth in forests)
Languages Common, Draconic, Elven; telepathy 60 ft.
Urandrix CR 1 • XP 400 SQ home advantage, skill mastery (Acrobatics, Bluff,
Diplomacy, Escape Artist, Fly, Perception, Sense Motive,
Stealth, Survival, Use Magic Device)
Female Pseudodragon savant (Pathfinder© Roleplaying
Game Bestiary™) SPECIAL ABILITIES
NG Tiny dragon Combat Insight (Ex) See the savant template.
Init +1; Senses blindsense 60 ft., darkvision 60 ft., low- Deductive Leap (Ex) See the savant template.
light vision; Perception +9
Home Advantage (Ex) See the savant template.
DEFENSE Poison (Ex) Sting—injury; save Fort DC 13; frequency 1/
AC 15, touch 13, flat-footed 14 (+1 Dex, +2 size, +2 natural) minute per 10 minutes; effect sleep for 1 minute; cure 1 save.
hp 13 (2d12) Skill Mastery (Ex) See the savant template.

scalding creature
The rare places where the Elemental Planes of Fire and Senses: A scalding creature gains the following.
Water meet are areas of powerful steam, boiling liquids, Cloud Sight (Ex): A scalding creature can see through
and scalding vapor. On the Material Plane, scalding clouds, gases, fogs, mists, and smoke as though they
creatures are primarily found where elemental water and didn’t inhibit vision. Creatures and objects do not
fire can mix to simulate these environs. gain concealment from a scalding creature due to
Scalding creatures appear as beings partially made such conditions.
of super-heated water. Boiling water and hot steam Hit Dice: Change all of the base creature’s racial HD
constantly emit from their superheated bodies. to d10s.
creating a scalding creature Defensive Abilities: A scalding creature retains all the
base creature’s defensive and gains the following.
“Scalding” is an inherited template that can be added to
Steam Body (Ex): The steam and vapors that make
any living corporeal creature that does not have the earth
up a scalding creature’s body make it hard to land
subtype (referred to hereafter as the base creature). A
blows, granting it concealment at all times (20% miss
scalding creature uses all the base creature’s statistics and
chance).
special abilities except as noted here.
Speed: A scalding creature retains the base creature’s
Challenge Rating: Same as the base creature +1.
speeds and gains a fly speed equal to the base creature’s
Type: The creature’s type changes to outsider and gains fastest speed, with perfect maneuverability. If the base
the elemental, extraplanar, fire and water subtypes. Do creature already has a fly speed, it remains the same, but
not recalculate base attack bonuses, saves, or skill points. the scalding creature’s maneuverability becomes perfect.

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Special Attacks: A scalding creature gains the for every two Hit Dice the base creature has. A
following. successful Reflex save halves the damage. Regardless
Breath Weapon (Su): Once every 1d4 rounds, a of if the target makes their save or not, half of this
scalding creature can breathe a cloud of superheated damage is fire damage and the other half is untyped.
steam. The steam can be expelled either as a 60 A scalding creature can remain in scalding form for a
ft. line or in a 10 ft. radius spread centered on the number of rounds equal to its Constitution modifier
scalding creature. As a line the steam deals 1d6 fire (minimum 1) and moves at a speed equal to its fly
damage for every Hit Die the base creature has speed. At the end of this time the scalding creature
(maximum 20d6, Reflex save for half damage). As a resumes its natural form. The scalding creature may
spread the steam does 1d6 fire damage for every two use this ability a number of times per day equal to
Hit Dice the base creature has (maximum 10d6) and 1+1 per 5 HD of the base creature. The save DC is
affects all within range with no save. The save DC is Constitution-based.
Constitution-based. Scalding Touch (Ex): A scalding creature gains a single
Scalding Form (Su): While it is in steam form (see touch attack which deals an extra 1d4 fire damage.
below), a scalding creature can burn creatures Each of a scalding creature’s natural attacks also deals
within its form as the incendiary cloud spell. Every this damage. This damage scales with size.
round within the cloud, a creature takes 1d6 damage Abilities: +6 Dex, –2 Int (minimum 1), +2 Wis
Skills: A scalding creature gains a +5
circumstance bonus on Stealth checks in
areas of fog, steam, or clouds.
Languages: If the scalding creature
can speak, it gains the ability to speak
Aquan and Ignan in addition to
any other languages the base
creature knows.
Special Qualities: A
scalding creature gains the
following.
Steam Form (Su): A scalding
creature can assume the form of
a cloud of steam at will. Becoming
gaseous or resuming its normal form is
a move action. This ability is otherwise
identical to the gaseous form spell.
Environment: As base creature plus Planes of
Fire and Water.

sample scalding
creature
Scaling steam rises and boiling water drips from
the body of this wet half-man, half-bull.

m
scalding minotaur
Hulking beasts of boiling water and vapor,
scalding minotaurs are found in ruins near
geothermal sources, and on the Planes
of Fire and Water. They are notoriously
even more hot-tempered than their
standard kin.

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m the advanced bestiary
Scalding Minotaur CR 5 • XP 1,600
CE Large outsider (elemental, extraplanar, fire, water)
Init +3; Senses cloud sight, darkvision 60 ft.; Perception +11
DEFENSE
m
Feats Great Fortitude, Improved Bull Rush, Power Attack
Skills Fly +9, Intimidate +5, Perception +11, Stealth -1 (+4
in areas of fog, steam, of clouds), Survival +5; Racial
Modifiers +4 Perception, +4 Survival, +5 Stealth in areas
of fog, steam, or clouds.
Languages Aquan, Giant, Ignan
SQ natural cunning, steam form
AC 17, touch 12, flat-footed 14 (+3 Dex, -1 size, +5 natural)
hp 45 (6d10+12) Gear greataxe
Fort +6, Ref +8, Will +6 ECOLOGY
Defensive Abilities steam body; Immune elemental traits,
Environment temperate ruins or underground (Planes of
fire
Fire and Water)
Weakness vulnerability to cold
Organization solitary, pair, or gang (3-4)
OFFENSE Treasure standard
Speed 30 ft., fly 30 ft. (perfect) SPECIAL ABILITIES
Melee greataxe +9/+4 (3d6+6/x3) and gore +9 (1d6+6
Cloud Sight (Ex) See the scalding creature template.
plus 1d6 fire)
Natural Cunning (Ex) Although minotaurs are not
Space 10 ft.; Reach 10 ft.
especially intelligent, they possess innate cunning and
Special Attacks breath weapon (60-ft. line or 10-ft.-radius logical ability. This gives them immunity to maze spells
spread, 6d6 fire or 3d6 fire, Reflex DC 15 half, 1/1d4 rounds), and prevents them from ever becoming lost. Further,
powerful charge (gore +11, 2d6+6), scalding form (3d6 fire they are never caught flat-footed.
and untyped, Reflex DC 15 half, 3/day), scalding touch
Scalding Form (Su) See the scalding creature template.
STATISTICS Scalding Touch (Ex) See the scalding creature template.
Str 19, Dex 16, Con 15, Int 5, Wis 12, Cha 8 Steam Body (Ex) See the scalding creature template.
Base Atk +6; CMB +11 (+13 bull rush); CMD 24 (26 vs. bull rush) Steam Form (Su) See the scalding creature template.

seasonal creature
Seasonal creatures change as the world does. Their bodies
and souls are linked to the slow shift from spring to
creating a
summer, summer to autumn, and autumn to winter. seasonal creature
In spring, a seasonal creature exhibits great strength and “Seasonal” is an acquired or inherited template that
lust for life. It seems exuberant and foolhardy, young again can be added to any living creature that normally lives
despite all its years and frail like a newborn. In summer, aboveground (referred to hereafter as the base creature).
some of the zest for living that characterized it in spring A seasonal creature uses all the base creature’s statistics
has faded, tempered by thoughts of the autumn and and special abilities except as noted here. When the season
winter to come. Autumn brings physical weakness and changes, the seasonal creature loses the changes imposed
growing wisdom, plus a need to prepare for the coming during the previous season and gains those for the next one.
winter. Winter is a time for thoughtfulness—a time to
reflect on the events of the year and learn from them Challenge Rating: Same as the base creature +1.
before the coming spring makes the seasonal creature a Saving Throws: A seasonal creature gains morale modifiers
young fool again. on certain saves based on the current season, as follows.
Like its outlook, the seasonal creature’s appearance • Spring: The seasonal creature gains a +2 bonus
changes throughout the year. In spring, its skin is bright on saves against fear effects and a –2 penalty on
green, and new leaf shoots and budding flowers grow from saves against cold effects.
its head like hair. Summer darkens the greens and causes
• Summer: The seasonal creature gains a +2 bonus
the flowers to fall as fruit begins to ripen. In autumn,
on saves against fire effects and a –2 penalty on
the seasonal creature’s skin turns yellow or brown, and its
saves against cold effects.
leaves become fiery red and orange. In winter, its leaves
and vine-like hair wither and fall away, its skin pales to • Autumn: The seasonal creature gains a +2 bonus
pure white, and hair the color of the winter sky grows in on saves against cold effects and a –2 penalty on
where the green shoots once sprouted. saves against polymorph effects.

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DCs for specific effects, as follows.
using the • Spring: illusion effects.
seasonal template • Summer: evocation effects.
The seasonal template is a package of four • Autumn: transmutation effects.
templates that can be divided and used separately.
• Winter: necromancy effects.
It can also can be made an acquired template with
no modification. Abilities: A seasonal creature’s ability scores change
from the base creature according to the season, as given
You can use this template to redefine any creature.
on Table 2-36 (minimum 1).
Fey creatures or those with various fey-themed
templates are excellent choices as base creatures.
This template can also be used in conjunction
table 2-36: seasonal abilities
with the seelie and unseelie templates (see pages Season Str Dex Con Int Wis Cha
253 and 291) where the base creature gains one of Spring +4 +4 -4 -4 -4 +4
these templates depending on the season.
Summer +2 +2 -2 -2 -2 +2
The template can also be used to create subraces Autumn -2 -2 +2 +2 +2 -2
for humans, elves, or other PC races. Winter -4 -4 +4 +4 +4 -4

Skills: A seasonal creature does not gain extra skill


• Winter: The seasonal creature gains a +2 bonus points from this template. Do not recalculate the seasonal
on saves against cold effects and a –2 penalty on creature’s skills based on its Intelligence changes. The
saves against fear effects. seasonal creature gains a +2 circumstance bonus on
Knowledge (nature) checks and Stealth checks in natural
Defensive Abilities: A seasonal creature uses all the
environments where its seasonal colors blend with the
base creature’s defensive abilities and gains the following:
environment. Additionally, it gains the following bonuses
Resistances (Ex): A seasonal creature gains energy according to the season:
resistance based on the season, as follows.
• Spring: +2 circumstance bonus on Craft, Heal,
• Spring: The seasonal creature gains resistance +5 and Handle Animal checks.
to cold and fire.
• Summer: +2 circumstance bonus on Acrobatics,
• Summer: The seasonal creature gains resistance Climb, and Swim checks.
+5 to electricity and fire.
• Autumn: +2 circumstance bonus on Bluff,
• Autumn: The seasonal creature gains resistance Disguise, and Sleight of Hand checks.
+5 to cold and electricity.
• Winter: +2 circumstance bonus on Escape
• Winter: The seasonal creature gains resistance Artist, Perception, and Survival checks.
+10 to cold.
Special Attacks: The seasonal creature retains all the sample seasonal creature
base creature’s special attacks and gains those described
This massive and striking female giant in wears ornate
here.
robes under an exquisite breastplate, and carries a bow
Energy Damage (Su): Each of a seasonal creature’s equal to her height and a sword longer than horse’s
natural and manufactured weapon attacks deals extra body. Both her skin and equipment is wood-brown,
energy damage depending on the season. with greenish highlights, and her hair a mix of rich

m
• Spring: +1d4 fire. browns and dulling greens. Small shocks of electricity
crackle over her hands, but turns to flames as it reaches
• Summer: +1d6 fire. either of her weapons.
• Autumn: + 1d4 cold.
aello
• Winter: +1d6 cold.
Seasonal Spellcasting (Su): If the base creature casts Aello is the matriarch of her storm giant clan, and is
spells or possesses spell-like abilities, the seasonal blessed with a more direct connection to the seasonal
creature gains a +1 bonus to caster level and save power of the storms that run through the blood of all

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her people. Her temperament changes with the seasons,
causing her to be morose and gloomy in autumn, quiet
and contemplative in winter, most playful and cheerful in
the spring, and businesslike in the long days of summer.

Aello CR 14 • XP 38,400
m
Female seasonal storm giant (in summer) (Pathfinder©
Roleplaying Game Bestiary™)
CG Huge humanoid (giant)
Init +3; Senses low-light vision; Perception +26
DEFENSE
AC 29, touch 11, flat-footed 26 (+6 armor, +3 Dex, +12
natural, –2 size)
hp 180 (19d8+95)
Fort +16*, Ref +9*, Will +12; *In her summer form, Aello
gains a +2 bonus on saves against fire effects and takes
a –2 penalty on saves against cold effects.
Defensive Abilities rock catching; Immune electricity;
Resist fire 5
OFFENSE
Speed 50 ft., swim 40 ft. (35 ft., swim 30 ft. in armor)
Melee mwk greatsword +28/+23/+18 (4d6+22 plus 1d6
fire/17–20 plus 1d6 fire) or 2 slams +27 (2d6+15 plus 1d6
fire)
Ranged mwk composite longbow +16/+11/+6 (3d6+15
plus 1d6 fire /x3)
Space 15 ft.; Reach 15 ft.
Spell-Like Abilities (CL 15th [16th for evocation spells];
concentration +18 [+19 for evocation spells])
Constant—freedom of movement Skills Acrobatics +21, Climb +20, Craft (bowyer/fletcher)
+12, Intimidate +21, Perception +26, Perform (sing) +13,
2/day—control weather, levitate
Sense Motive +23, Swim +25
1/day—call lightning* (DC 17), chain lightning* (DC 20)
Languages Auran, Common, Draconic, Giant
* evocation spell
SQ militant, water breathing
STATISTICS Gear mwk breastplate, mwk composite longbow (+14
Str 41, Dex 16, Con 21, Int 14, Wis 18, Cha 17 Str bonus) with 20 arrows, mwk greatsword
Base Atk +14; CMB +31 (+33 bull rush, sunder; CMD 44 SPECIAL ABILITIES
(46 vs. bull rush, sunder)
Militant (Ex) Storm giants are proficient with all simple
Feats Awesome Blow, Cleave, Combat Reflexes, and all martial weapons.
Improved Bull Rush, Improved Critical (greatsword),
Water Breathing (Ex) Storm giants can breathe water
Improved Sunder, Improved Vital Strike, Iron Will, Power
as well as air.
Attack, Vital Strike

seelie creature
Hidden from sight in forests and fields are the domains of A seelie creature appears superficially similar to a normal
and doorways to Fey Realms. Normal creatures dwelling creature, but careful observation reveals that it has a lighter
in such green places often pass right through the domain step and sleeker form than a normal creature of its kind.
of the Seelie Court without suspecting that seelie Sometimes a seelie creature can be distinguished by the fact
creatures watch and follow their every move. Circles of that it carries or wears a strange flower from the Fey Realms.
stones or rings of mushrooms serve as signposts for the
seelie creatures that walk in the lands of mortal creatures, creating a seelie creature
and the appearance of such signs might hint that seelie
creatures live nearby. “Seelie” is an inherited or acquired template that can
be added to any living, intelligent, non-evil creature or

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m 253
creatures that have lost the unseelie template by becoming the Fey Realms and the Material. It can remain
a creature of good alignment (referred to hereafter as the in this state for as long as it wishes, so long as it
base creature). remains in an untouched natural environment, and
A seelie creature uses all the base creature’s statistics and it can return to the Material Plane as a free action.
special abilities except as noted here. A seelie creature using its faerie walk power cannot
enter structures on the Material Plane that were not
Challenge Rating: Same as the base creature +1. built by a seelie creature, nor can they pass beyond
Alignment: Any non-evil. the uncultivated natural environment. A seelie
Type: The creature gains the extraplanar subtype. creature that crosses into such forbidden areas
while in its faerie walk state immediately becomes
Senses: A seelie creature gains low-light vision and the tangible on the Material Plane. In addition, a seelie
following. creature that willingly crosses such a boundary
Seelie Sight (Ex): Seelie creature can identify a seelie while undergoing a faerie walk loses the ability to
or unseelie creature on sight, regardless of mundane use faerie walk for 1 week.
or magical disguise effects. Additionally, a seelie A seelie creature can use its faerie walk ability to bring
creature can see any other creature in a faerie walk another willing creature or a creature affected by its sleep
state (see Faerie Walk, below). Effects that prevent spell to a faerie walk state. The creature is subject to the
the seelie creature from seeing an unseelie creature same constraints of movement as the seelie creature,
(such as invisibility) block seelie sight. becoming material and losing the ability to travel to the
Defensive Abilities: A seelie creature gains DR 5/cold Fey Realms with a seelie or unseelie creature for 1 week
iron or silver. should it voluntarily cross the boundaries prohibited by
the faerie walk ability. In addition, the creature remains
Spell-Like Abilities: A seelie creature gains the in its ethereal-like state for only as long as the seelie
following spell-like abilities. Caster level is equal to seelie creature does, or until the seelie creature decides to send
creature’s total Hit Dice. The save DCs are Charisma it back to the Material Plane.
based. A seelie creature cannot use this ability in an area
3/day—dancing lights, ghost sound, silent image, speak claimed by an unseelie creature or under the effects
with animals, speak with plants of an unhallow spell or similar magic. Magic circle
spells also prevent the use of faerie walk if the seelie’s
1/day—alter self, magic mouth, plane shift (to and from
alignment has a component of the alignment the
the Fey Realms only), quench, sleep
magic circle is protecting against.
Abilities: Dex +4, Wis +2, Cha +4.
Feyblood (Ex): If the base creature is not of the fey type,
Skills: A seelie creature gains a +4 luck bonus on the seelie creature is considered both a fey creature
Perception checks and a +4 racial bonus on Heal, Survival, and a creature of its normal type for the purpose of
and Knowledge (nature) checks. Knowledge (nature) is a spells, abilities, and effects that affect those types. If
class skill for a seelie creature, and they can use the skill its type renders it immune to any effect that would
untrained. normally affect a fey creature, it remains immune
Languages: If the seelie creature can speak or understand unless the effect specifically targets creatures of the
languages, it gains the ability to speak Sylvan in addition fey type. In addition, the seelie creature may use
to any other languages the base creature knows. magic items with racially specific qualities as though
it were of the fey type.
Special Qualities: The seelie creature retains all the
base creature’s special qualities and gains those described Seelie Pact (Ex): A seelie creature that becomes evil
here. loses the seelie template and gains the unseelie

m
template.
Charmed Life (Ex): A seelie creature gains a +4 luck
bonus on all saves against figment-based illusions Environment: Any natural environment and the Fey
and compulsion effects. Realms.
Faerie Walk (Su): At will as a full-round action in
an untouched or uncultivated natural environment
sample seelie creature
at least an acre in area, a seelie creature can enter a This tiny creature has the upper body of a highly
state similar to becoming ethereal as per the ethereal attractive elf, the lower body of a cricket, and sparkling
jaunt spell. However, the seelie creature is not on gossamer wings growing from its back.
the Ethereal Plane, but coexisting on the plane of

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m the advanced bestiary
seelie grig
Seelie grigs are fierce defenders of the Seelie Realm.
They use spells to confuse and misdirect opponents, and
when combat is inevitable, they attack fearlessly with
bow and dagger.
SPECIAL ABILITIES
m
Organization solitary, gang (2-5), or band (6-11)
Treasure NPC gear (short sword, longbow with 20
arrows, other treasure)

Charmed Life (Ex) See the seelie creature template.


Faerie Walk (Su) See the seelie creature template.
Fiddle (Su) Grigs are capable of rubbing their legs
Seelie grigs typically see themselves as watchers and together like a cricket to create a surprisingly pleasant
guardians of the hidden ways to the Fey Realms. They sound not unlike that of a tiny fiddle. As a standard action,
a grig can create a catchy tune that compels any creature
particularly are interested in travelers that move through within a 20-foot spread to dance and caper. A creature
their woods. They trust few such travelers, knowing well can resist this compulsion by making a Will save. Creatures
the danger that their penchant for fire represents. Thus, that fail are compelled to dance and shuffle their feet, and
are effectively staggered as long as the grig continues to
the seelie grigs use their faerie walk ability and their talent fiddle. A grig can maintain this effect for up to 10 rounds
for hiding to stay out of sight of foes while attempting per day by concentrating. Once a creature makes the save
to lead them out of the forest, hopefully never to return. against a grig’s fiddle, it is immune to further fiddle effects
from that grig for 24 hours. This is a sonic mind-affecting
effect. The save DC is Charisma-based.
Seelie Grig CR 2 • XP 600 Seelie Pact (Ex) See the seelie creature
template.
NG Tiny fey (extraplanar) (Pathfinder© Roleplaying Seelie Sight (Ex) See the seelie
Game Bestiary 2™) creature template.
Init +6; Senses low-light vision, seelie sight; Perception +11
DEFENSE
AC 19, touch 19, flat-footed 12 (+6 Dex, +1 dodge, +2 size)
hp 4 (1d6+1)
Fort +1, Ref +8, Will +5; +4 luck bonus vs. illusions and
compulsions
DR 5/cold iron or silver; SR 16
OFFENSE
Speed 30 ft., fly 40 ft. (average)
Melee shortsword –1 (1d3-3)
Ranged longbow +8 (1d4-3/x3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks fiddle (DC 14)
Spell-Like Abilities (CL 9th; concentration +13)
3/day—dancing lights, disguise self,
entangle (DC 15), ghost sound,
invisibility (self only), pyrotechnics
(DC 16), silent image, speak with
animal, speak with plants
1/day—alter self, magic
mouth, plane shift (to and
from the Fey Realms only),
quench, sleep
STATISTICS
Str 5, Dex 22, Con 13, Int 10, Wis 16, Cha 18
Base Atk +0; CMB +4; CMD 12
Feats Dodge
Skills Acrobatics +10 (+14 when jumping), Escape
Artist +10, Fly +14, Perception +11, Perform (string
instruments) +8, Stealth +18; Racial Modifiers +4
Acrobatics to jump, +4 Heal, +4 Knowledge
(nature), +4 Survival
Languages Common, Sylvan
SQ charmed life, faerie walk, seelie pact
ECOLOGY
Environment temperate forests and the Fey
Realms

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m 255
selenic creature
Ruled by the phases of the moon, selenic creatures are Abilities: Dex +4, Con –2 (minimum 1), Int +2.
moody beings whose hearts and minds shift with the Feats: The selenic creature gains Blind-Fight as a bonus
shadows crawling across the face of that silvery orb. Even feat.
during the day, when the sun is the only heavenly body
visible in the sky, selenic creatures continue to act as the Skills: The base creature gains a +4 racial bonus on
moon demands of them. Intimidate and Stealth checks and takes a –4 penalty on
Bluff and Diplomacy checks.
Selenic creatures look just like normal specimens of their
kinds, but their attitudes at any given time depend on waxing crescent
the phase of the moon. Two selenic creatures of different
races might not be visually similar to one another, but they The waxing crescent rises in the sky after the new moon,
might both sneer with suspicion during the new moon or but before the first half-moon. A scimitar of light on
laugh uproariously for no reason when the moon is full. As the right side of the darkened orb grows larger every
the moon changes phases, the selenic creature’s alignment day, until the moon reaches its half-moon configuration.
shifts. Even a despicably evil selenic creature feels remorse When the moon waxes crescent, the gloom that has
for its actions during the full moon, and even the most held the selenic creature in its grip begins to abate—not
decent and upstanding one should be avoided during the that most creatures would notice. The selenic creature’s
days and nights surrounding a new moon. surliness becomes mere irritability, and what seems to be
an unfeeling nature resolves itself into bitterness.
creating a selenic creature Alignment: The selenic creature’s alignment shifts one
“Selenic” is an inherited template that can be applied to step toward evil. If the base creature is already evil, the
any intelligent creature (hereafter referred to as the base selenic creature’s alignment shifts one step toward chaotic.
creature). A selenic creature uses all of the base creature’s Senses: The selenic creature gains darkvision +60 ft.
statistics and special abilities except as noted here.
Spell-Like Abilities: During the waxing crescent
Mechanically, the selenic creature template is a package moon, gains the following. Its caster level is equal to its
of several templates, each of which is applied to the base total Hit Dice.
creature during the appropriate moon phase and then
At will—darkness
removed before the next template is added. The changes
are not cumulative, and each template lasts about 4 to 5 1/day— light
days. Changes to Intelligence due to the moon phase do Abilities: Dex +4.
not grant additional skill points or languages.
Skills: The selenic creature gains a +2 racial bonus on
new moon Stealth checks.
Special Qualities: A selenic creature under a waxing
When the moon is new in the sky, it is cloaked in crescent moon gains the following.
darkness and hidden from view. A selenic creature is
Shadow’s Friend (Ex): In conditions of low light or
similarly reclusive during this time, and it often becomes
shadowy illumination, the selenic creature gains a +2
surly and emotionally cold.
morale bonus on attack and damage rolls.
Alignment: The selenic creature’s alignment becomes

m
evil during the new moon. If the base creature is already waxing half-moon
evil, the selenic creature becomes chaotic. If it is already
chaotic evil, no further alignment shift occurs. When the moon reaches this phase, its right side is lighted,
Senses: The selenic creature gains darkvision +120 ft. and its left side appears dark. During this period, a selenic
creature seems numb and noncommittal. Although it
Spell-Like Abilities: During the new moon, the selenic continues to conduct its daily affairs normally, it seems
creature gains the following. Its caster level is equal to its lost in thought much of the time.
total Hit Dice.
Senses: The selenic creature gains darkvision +60 ft. and
At will—deeper darkness. low-light vision.

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m the advanced bestiary
Spell-Like Abilities: During the first half-moon the
selenic creature gains the following. Its caster level is
equal to its total Hit Dice.
3/day—darkness, light
Abilities: Dex +2, Wis +2.
m
good, the selenic creature becomes lawful. If it is already
lawful good, no further alignment shift occurs.
Senses: The selenic creature gains low-light vision and
the scent ability.
Special Attacks: A full moon selenic creature gains the
Skills: The selenic creature gains a +5 racial bonus on following.
Acrobatics checks. Lycanthrope Control (Su): When the moon is full, a
Special Qualities: A selenic creature under a waxing selenic creature can automatically detect the presence
half-moon gains the following. and location of every lycanthrope within 30 feet. With
a standard action, it can force a single lycanthrope
Shadow’s Friend (Ex): In conditions of low light or within that range to assume whichever lycanthropic
shadowy illumination, the selenic creature gains a +2 form the selenic creature desires. The affected
morale bonus on attack and damage rolls. lycanthrope is stuck in that form until either it or the
waxing gibbous selenic creature dies or the phase of the moon changes.
A Will save negates this effect. The DC is 11 + the
selenic creature’s total Hit Dice. This change happens
The waxing gibbous moon follows the first half-moon and
on the selenic creature’s turn, not the lycanthrope’s.
precedes the full moon. The moon appears as a lighted orb
flanked on the left by a crescent of darkness. When the Spell-Like Abilities: During the full moon the selenic
moon waxes gibbous, the selenic creature opens itself up to creature gains the following. Its caster level is equal to its
new ideas and experiences, and its mood begins to brighten. total Hit Dice.
Alignment: The selenic creature’s alignment shifts one At will—light
step toward good. If the base creature is already good, the Abilities: Str +4, Con +2, Wis –2 (minimum 1).
selenic creature’s alignment shifts one step toward lawful.
Senses: The selenic creature gains low-light vision and waning gibbous
the scent ability.
The waning gibbous moon follows the full moon and
Spell-Like Abilities: During the waxing gibbous precedes the last half-moon. The moon appears as a
moon the selenic creature gains the following. Its caster lighted orb flanked on the right by a crescent of darkness.
level is equal to its total Hit Dice. When the moon wanes gibbous, the selenic creature
At will—light begins to settle down. Although the creature remains
1/day—darkness upbeat and optimistic, its happiness has lost the manic
edge it recently had, and its perception and understanding
Abilities: Wis +4. of the world increases.
Special Qualities: A selenic creature under a waxing Alignment: The selenic creature’s alignment shifts one
gibbous moon gains the following. step toward good. If the base creature is already good, the
Shadow’s Friend (Ex): In conditions of low light or selenic creature’s alignment shifts one step toward lawful.
shadowy illumination, the selenic creature gains a +2 Senses: The selenic creature gains low-light vision.
morale bonus on attack and damage rolls.
Spell-Like Abilities: During the waxing gibbous
full moon moon the selenic creature gains the following. Its caster
level is equal to its total Hit Dice.
When the moon is full, the Earth, sun, and moon are 1/day—darkness
nearly in a straight line, with the Earth in the middle.
3/day—light
The moon’s lighted side, the one reflecting the light of
the sun, faces toward the Earth and looks like a bright, Abilities: Str +2, Con +2.
perfectly round beacon in the night sky. During the full Feats: The selenic creature gains Alertness as a bonus feat.
moon, the selenic creature becomes positively gleeful. The
Skills: The selenic creature gains a +2 racial bonus on
increased wisdom of the past few days vanishes, replaced
Sense Motive and Stealth checks.
by potent strength and verve.
Special Qualities: A selenic creature under a waning
Alignment: The selenic creature’s alignment becomes
gibbous moon gains the following.
good during the full moon. If the base creature is already

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m 257
Shadow’s Friend (Ex): In conditions of low light or At will—darkness
shadowy illumination, the selenic creature gains a +2 1/day—deeper darkness
morale bonus on attack and damage rolls.
Abilities: Dex +2, Int +2.
waning half-moon Skills: The selenic creature gains a +2 racial bonus on
Sense Motive and Stealth checks.
When the moon reaches this phase, its left side is lighted,
and its right side appears dark. During this period, the Special Qualities: A selenic creature under a waning
selenic creature’s mood seems unaffected by the moon. crescent moon gains the following.
It perceptions grow even more acute, and it becomes Shadow’s Friend (Ex): In conditions of low light or
abnormally reasonable. shadowy illumination, the selenic creature gains a +2
Senses: The selenic creature gains darkvision +60 ft. and morale bonus on attack and damage rolls.
low-light vision.
sample selenic creature
Spell-Like Abilities: During the last half-moon the
selenic creature gains the following. Its caster level is This emaciated and hairless lupine creature has a
equal to its total Hit Dice. strange air of contentment and joy around it.
1/day—darkness, deeper darkness, light selenic yeth hound
Abilities: Con +2, Int +2.
Skills: The selenic creature gains a +4 racial bonus on For twelve days out of each month, a selenic yeth hound
Perception and Sense Motive checks. tends not to trouble good creatures. Stranger still, on four
of those twelve days, when the moon is full, a selenic yeth
Special Qualities: A selenic creature under a waning hound is the bane of lycanthropes.
half-moon moon gains the following..
Although often terrifying to settled communities, a pack
Shadow’s Friend (Ex): In conditions of low light or o f selenic yeth hounds can become their savior when the
shadowy illumination, the selenic creature gains a +2
morale bonus on attack and damage rolls.

waning crescent
The waning crescent rises in the sky
after the last half-moon, but before
the new moon. A scimitar of light
on the left side of the darkened orb
grows smaller every day, until it
disappears completely. When
the moon wanes crescent, the
selenic creature sinks into a deep
depression. Although it retains its
reasoning power, its health suffers, and it
grows increasingly suspicious of others.
Alignment: The selenic creature’s
alignment shifts one step toward
evil. If the base creature is already

m
evil, the selenic creature’s alignment
shifts one step toward chaotic.
Senses: The selenic creature gains darkvision
+60 ft. and low-light vision.
Spell-Like Abilities: During the waning
crescent moon the selenic creature gains the
following. Its caster level is equal to its total
Hit Dice.

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m the advanced bestiary
moon is full. On such nights, the hounds fly out in search
of lycanthropic prey. When they find a lycanthrope, they
chase it down and force it into humanoid form before
ripping it apart.

Selenic Yeth Hound (Full Moon) CR 3 • XP 800


STATISTICS

Base Atk +4; CMB +9; CMD 21 (25 vs. trip)


m
Str 21, Dex 15, Con 17, Int 6, Wis 12, Cha 10

Feats Improved Initiative, Skill Focus (Fly)


Skills Fly +16, Perception +8, Stealth +9, Survival +8
SQ flight
SPECIAL ABILITIES
NG Medium outsider (evil, extraplanar) (Pathfinder© Bay (Su) When a yeth hound howls or barks, all
Roleplaying Game Bestiary™) creatures except other evil outsiders within a 300-
Init +6; Senses darkvision 60 ft., low-light vision, scent; foot spread must succeed on a Will save or become
Perception +8 panicked for 2d4 rounds. This is a sonic mind-affecting
fear effect. Whether or not the save is successful, an
DEFENSE affected creature is immune to the same hound’s bay
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) for 24 hours. The save DC is Charisma-based.
hp 34 (4d10+12) Flight (Su) A yeth hound can cease or resume its flight
Fort +4, Ref +6, Will +5 as a free action.
DR 5/silver Lycanthrope Control (Su) See the selenic creature
template.
OFFENSE Sinister Bite (Su) A yeth hound’s bite is treated as
Speed 40 ft., fly 60 ft. (good) evil-aligned for the purpose of overcoming damage
reduction. In addition, a good-aligned creature bitten
Melee bite +9 (2d6+7) by a yeth hound must make Will save or be shaken for 1
Special Attacks bay (DC 12), lycanthrope control (DC round. If the victim is already suffering from a fear effect
15), sinister bite (DC 15) (such as the hound’s bay attack), the victim is instead
Spell-Like Abilities (CL 4th; concentration +4) completely overcome with fear and can do nothing but
At will—light cower for 1 round. This is a mind-affecting fear effect.
The save DC is Constitution-based.

shadow-traced creature
Either through intentional imbuement to powerful has. Additionally, a shadow-traced creature gains energy
illusion rites or exposure to the wild energies of the resistance cold 10 and SR equal to 10 + its total HD.
transitive planes, shadow-traced creatures can innately A shadow-traced creature loses any immunity to mind-
weave semi-real potential into copies to defend affecting effects.
themselves and harry their foes. Distributed Mind (Su): Although not a true hive mind,
A shadow-traced creature looks similar to its normal a shadow-traced creature’s mind is buffered among its
counterparts, although it skin or scales are typically of traces. If the creature or one of its traces is affected
duller hue or may have a slight gray cast to them. Once in by mind-affecting spell or effect, the other traces (or
battle, it becomes difficult to discern it from its duplicates. creature, if a trace was affected) may attempt the same
saving throw 1 round later at the same DC, as the
creating a slippery mind rogue talent, and the affected creature
shadow-traced creature or trace succeeds if any of the others succeed on this
additional chance. Rolling a natural 1 on a saving throw
“Shadow-traced” is an acquired template that can be against a mind-affecting spell or effect precludes the
added to any intelligent corporeal creature (referred to use of distributed mind against that effect.
hereafter as the base creature). A shadow-traced creature
Sacrificial Transposition (Su): When a shadow-traced
uses all the base creature’s statistics and special abilities
creature would be brought to below 0 hit points, and it
except as noted here.
has at least one shadow trace, it may switch places with
Challenge Rating: Same as base creature +2. the trace and negate the damage from that attack or
Type: A shadow-traced creature gains the extraplanar effect as an immediate action, at the cost of that trace
subtype if the base creature did not already have it. Do being dismissed as if it were destroyed. A shadow-
not recalculate base attack bonuses, saves, or skill points. traced creature can use this ability once a round.
Defense Abilities: A shadow-traced creature gains Speed: Each of the shadow-traced creature’s speeds
damage reduction 10/magic but loses any other DR it increases by +10 feet.

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m 259
Special Attacks: A shadow-traced creature retains real: weapons disarmed from a trace vanish after 1
all the base creature’s special attacks and gains those round and ammunition fired by a trace vanishes after
described here. use. If any of the traces are reduced to 0 hit points
Leeching Absorption (Su): A shadow-traced creature it is destroyed. Destroyed traced cannot be recreated
can bend weaker magic to its will. If a hostile spell unless all of the traces are dismissed or destroyed. If
effect fails to break its spell resistance, all active all traces are destroyed, the shadow-traced creature
shadow traces heal that effect’s effective spell level is staggered for 1 round and he cannot create more
in hit points. traces for 24 hours; otherwise, they last until the end
of combat or until the creature takes a full-round
Shadow Traces (Su): At will a shadow-traced creature action to dismiss them.
may create three independent semi-real copies of
itself as an immediate action. Shadow traces act on Traced Magic (Su): While at least one trace is active
the base creature’s initiative and each has half the shadow traces mirror but weaken the spellcasting
base creature’s hit points. Traces have duplicates ability and spell-like abilities of the base creature. All
of the base creature’s abilities, magic, and magical effects from the traces or their base creature
equipment, but such equipment is semi- are considered illusion effects with the shadow
subschool and are only 50% real if affected creatures
make a Will save to disbelieve the illusion.
Abilities: Wis –2, Cha +2.
Skills: A shadow-bound creature’s dulled coloration
gives it a +4 racial bonus to Stealth checks in dim light
or darkness.
Environment: As base creature or the Plane of Shadow

sample
shadow-
traced
creature
This heavily-armed kobold has
gray-green scales and a toothy
smirk. Three slightly translucent
violet-gray copies of the kobold
stand near him with similar grins and
identical weapons.

nikyik the many


After being exposed to a rift to the Plane
of Shadow, Nikyik discovered the ability to
duplicate himself from shadow-stuff.
He quickly took advantage of his new-
found abilities to obtain a position
of authority in his tribe. A position he holds onto

m
ruthlessly.

Nikyik the Many CR 2 • XP 600


Male shadow-traced kobold magus 2 (Pathfinder©
Roleplaying Game Bestiary™, Pathfinder© Roleplaying
Game Ultimate Magic™)
LE Small humanoid (extraplanar, reptilian)
Init +2; Senses darkvision 60 ft.; Perception +3

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m the advanced bestiary
DEFENSE
AC 18, touch 13, flat-footed 16 (+4 armor, +2 Dex, +1 natural,
+1 size)
hp 17 (2d8+5)
Fort +3, Ref +2, Will +2
Defensive Abilities distributed mind, leaching absorption,
(DC 12)
STATISTICS
m
1st—corrosive touch, magic missile, shocking grasp
0 (at will)—acid splash, detect magic, ray of frost, spark

Str 10, Dex 15, Con 10, Int 15, Wis 8, Cha 10
Base Atk +1; CMB +0; CMD 12
sacrificial transposition; DR 10/magic; Resist cold 10; SR 12
Weaknesses light sensitivity Feats Toughness
Skills Craft (trapmaking) +9, Knowledge (arcana) +7,
OFFENSE Knowledge (planes) +6, Perception +3, Stealth +8 (+12
Speed 40 ft. in dim light or darkness); Racial Modifiers +4 Stealth in
Melee +1 longsword +3 (1d6+1/19-20) dim light or darkness
Ranged +1 light crossbow +5 (1d6+1/19-20) Languages Common, Draconic, Undercommon
Special Attacks: shadow traces, spell combat, spellstrike, SQ arcane pool (3 points, +1)
traced magic Combat Gear potion of cure light wounds, wand of
Magus Spells Prepared (CL 2nd; concentration +4; 50% magic missile (2 charges); Other Gear +1 longsword,
real when traced) chain shirt, +1 light crossbow with 30 bolts.

slithering ooze
Not all oozes look like puddles of liquid at rest. One Armor Class: A slithering ooze’s natural armor class
of the most bizarre creatures known is the slithering increases over that of the base creature by the amount
ooze, which often looks more like a coating of slime indicated on Table 2-37.
than a true creature. Less than 2 inches thick at most Speed: Each of a slithering ooze’s speeds is double the
times, a slithering ooze moves like water over surfaces corresponding speed of the base creature. If the base
and climbs them as quickly as a wave splashing up the creature lacks a climb speed, it gains a climb speed equal
side of a ship. to its highest speed.
creating a Attacks: The base damage for each of a slithering ooze’s
slithering ooze natural attacks increases by one step due to the change
in size.
“Slithering” is an inherited template that can be added Space/Reach: Because the slithering ooze’s body is a
to any ooze (referred to hereafter as the base creature). A few inches thick at most, it covers a vast area—a larger
slithering ooze uses all the base creature’s statistics and space than usual for a creature its size, as given on Table
special abilities except as noted here. 2-37. However, it has a very short reach.
Challenge Rating: Same as the base creature +1. Special Attacks: A slithering ooze retains all of the
Size: The slithering ooze’s size increases by one category base creature’s special attacks except engulf and gains the
over that of the base creature (maximum Colossal). following.

table 2-37: slithering ooze abilities


Original Size Natural AC Bonus Change Space/Reach Str Dex Con
Fine +0 5 ft./0 ft. +0 +6 +2
Diminutive +0 5 ft./0 ft. +2 +6 +2
Tiny +0 10 ft./0 ft. +4 +6 +2
Small +0 15 ft./5 ft. +4 +6 +2
Medium +2 20 ft./5 ft. +8 +6 +4
Large +3 30 ft./5 ft. +8 +6 +6
Huge +4 40 ft./5 ft. +8 +4 +6
Gargantuan +5 60 ft./5 ft. +8 +4 +6
Colossal +5 60 ft./5 ft. +0 +4 +2

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m 261
Flow (Ex): A slithering ooze can enter the space If the slithering ooze is not on a surface (when it
of any creature though doing so provokes an attack is swimming underwater or flying, for example), it
of opportunity as normal. Neither the slithering naturally orients itself as a plane of ooze.
ooze nor the other creature takes any penalty for Incredible Compression (Ex): A slithering ooze can
fighting in the same space. Each provokes attacks of fit into any space, and its body is as flowing and
opportunity for movement normally. mutable as water. It takes no penalties for squeezing
Pseudopodia (Ex): A slithering ooze can make a number into a space smaller than its own space rating, and it
of attacks of opportunity equal to its Dexterity score can pass through any hole, crack, or barrier through
in a single round. Additionally, as a full-round action which liquid can pass.
a slithering ooze may choose to make a single melee Slick (Ex): An area covered by a slithering ooze
attack against every foe it detects within reach. functions like an area covered by ice for the purpose
Abilities: The slithering ooze’s abilities change based on of movement and Acrobatics checks, and it counts
its size, as given on Table 2-37. as slippery for the purpose of Climb checks.
Feats: A slithering ooze gains Mobility as a bonus feat. Furthermore, if the base creature had the engulf
attack, the slithering ooze can make an attack of
Special Qualities: The slithering ooze retains all the opportunity against any creature that rises from
base creature’s special qualities and gains those described prone within its space. Creatures that do not take
here. penalties for moving on ice or slippery surfaces
Diminished Space/Reach (Ex): A slithering ooze aren’t immune to the penalties for moving over a
does not occupy a cube. Instead, it covers the area slithering ooze.
within its space as a spread, even sloughing up walls
and around corners. A slithering ooze is considered sample slithering ooze
to occupy all the squares its body covers in a plane
From the slick, slimy floor multiple pseudopods lash out.
of 5-foot tall cubes, and it has a maximum vertical
reach of 5 feet from where its body pools. slithering gray ooze
A slithering gray ooze spreads itself thin over as large an
area as it can. When foes walk over it, the ooze lashes out
and attacks all it can at once.

Slithering Gray Ooze CR 5 • XP 1,600


N Large ooze (Pathfinder© Roleplaying Game Bestiary™)
Init –2; Senses blindsight 60 ft.; Perception –5
DEFENSE
AC 9, touch 7, flat-footed 9 (-2 Dex, –1 size, +2
natural)
hp 58 (4d8+40)
Fort +11, Ref –1, Will –4
Immune cold, fire, ooze traits
OFFENSE
Speed 20 ft., climb 20 ft.
Melee slam +9 (1d8+10 plus 1d6 acid and

m
grab)
Space 20 ft.; Reach 5 ft.
Special Attacks acid (DC 22), constrict
(1d8+10 plus 1d6 acid), flow, pseudopodia
STATISTICS
Str 24, Dex 7, Con 30, Int —, Wis 1, Cha 1
Base Atk +3; CMB +11; CMD 19 (can’t be tripped)
Feats MobilityB
Skills Climb +15
SQ diminished space/reach, slick, transparent

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m the advanced bestiary
ECOLOGY
Environment cold marshes and underground
Organization solitary
Treasure none
SPECIAL ABILITIES
are Constitution-based.

template.
m
1 full round in order to deal this damage. The save DCs

Diminished Space/Reach (Ex) See the slithering ooze

Flow (Ex) See the slithering ooze template.


Incredible Compression (Ex) See the slithering ooze
Acid (Ex) The digestive acid that covers a gray ooze template.
dissolves metals and organic material, but not stone. Pseudopodia (Ex) See the slithering ooze template.
Each slam and constrict attack deals 1d6 additional acid
damage. Armor or clothing worn by a creature grappled Slick (Ex) See the slithering ooze template.
by a gray ooze takes the same amount of acid damage Transparent (Ex) Due to its lack of vivid coloration, a
unless the wearer succeeds on a Reflex saving throw. A gray ooze is difficult to discern from its surroundings in
wooden or metal weapon that strikes a gray ooze takes most environments. A DC 15 Perception check is required
1d6 acid damage unless the weapon’s wielder succeeds to notice the gray ooze. Any creature that fails to notice
on a Reflex save. The ooze’s touch deals 12 points of a gray ooze and walks into it automatically suffers
acid damage per round to wooden or metal objects, but damage as if struck by the ooze’s slam attack and is
the ooze must remain in contact with the material for immediately subject to a grab attempt by the ooze.

smoke creature
Some sages have speculated that a smoke creature is a Cloud Sight (Ex): A smoke creature can see through
kind of psychic reflection of an air creature that died of clouds, gases, fogs, mists, and smoke as though they
agonizing burns. The flaw in this theory became apparent didn’t inhibit vision. Creatures and objects do not
when it was learned that fiery smoke creatures also existed gain concealment from a smoke creature due to such
on the Elemental Plane of Fire. The current theory is conditions.
that smoke creatures are native to the Elemental Plane Hit Dice: Change all of the base creature’s racial HD
of Fire or to some as yet undiscovered intermediate plane to d10s.
between Air and Fire. Whatever their origins, smoke
creatures are coming to the Material Plane with greater Defensive Abilities: A smoke creature retains all the
frequency and in greater numbers than ever before. base creature’s defensive abilities and gains the following:
A smoke creature can be easily recognized by its ash-gray Smokey Form (Ex): The smoke that constantly
body and soot-black hair or feathers. Smoke constantly wreathes a smoke creature’s semisolid body always
whirls and plays about its body, concealing much of it makes it hard to determine its exact location. The
from view. smoke creature has constant concealment (20%
miss change). This effect is identical to the blur spell
Smoke creatures are deadly foes that use choking smoke except for its non-magical origin.
to suffocate foes. They can flit about through smoky areas
with disturbing adroitness, and they enjoy using this Immunities: A smoke creature is immune to inhaled
ability to confound foes. poisons and gas-, fog-, or cloud-based attacks and spells.
Speed: The smoke creature loses any swim speed it has,
creating a smoke creature but retains the base creature’s other speeds and gains a
fly speed equal to the base creature’s slowest speed (5
“Smoke” is an inherited template that can be added to
ft. minimum), with perfect maneuverability. If the base
any living corporeal nonaquatic creature that does not
creature already has a fly speed, it remains the same, but
have the aquatic, water, or earth subtypes (referred to
the smoke creature’s maneuverability becomes perfect.
hereafter as the base creature). A smoke creature uses all
the base creature’s statistics and special abilities except as Smoke Travel (Su): At will as a move action, a smoke
noted here. creature can use dimension door (caster level equals
smoke creature’s total hit dice) to move from any
Challenge Rating: Same as the base creature +1.
area filled with smoke to any other smoke-filled area
Type: The creature’s type changes to outsider and gains within long range (400 ft. + 40 ft./HD).
the air, elemental, extraplanar, and fire subtypes. Do not Special Attacks: A smoke creature retains all the base
recalculate base attack bonuses, saves, or skill points. creature’s special attacks and gains the following.
Senses: A smoke creature gains the following.

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m 263
Breath Weapon (Su): Once every 1d4 rounds,
a smoke creature can breathe a cloud of
superheated smoke and cinders. This cloud
fills a 20-foot cube adjacent to or surrounding
the smoke creature, as desired. Every creature
within the cloud takes 2d6 points of fire
damage each round (no save). Furthermore,
any breathing creature within the cloud
must succeed on a Fortitude save each round
or take 1d4 points of Constitution damage.
A creature within the smoke can hold its
breath on its initiative to avoid taking the
Constitution damage in later rounds. The
smoke grants concealment as though it
were a fog cloud spell. The smoke remains
in place for 5 rounds despite prevailing
winds; thereafter, the cloud becomes normal
smoke and disperses normally. The save DC
is Constitution-based.
Abilities: +4 Dex, +2 Int, +2 Cha.
Skills: A smoke creature gains a +5 circumstance
bonus on Stealth checks in areas of fog, smoke, or clouds. Fort +14, Ref +13, Will +7
Defensive Abilities smokey form; Immunities fire;
Languages: If the smoke creature can speak, it gains the inhaled poisons; gas-, fog-, or cloud-based attacks and
ability to speak Auran and Ignan in addition to any other spells.
languages the base creature knows. Weaknesses cold vulnerability

Special Qualities: A smoke creature gains the OFFENSE

following. Speed 40 ft., fly 80 ft. (perfect)


Melee 2 bites +23 (2d8+12 plus grab), 2 talons +23
Air Mastery (Ex): Any airborne creature takes a –1 (2d6+12)
penalty on attack and damage rolls against a smoke Space 20 ft.; Reach 15 ft.
creature. Special Attacks breath weapon (20-ft. cube, 2d6 fire
plus 1d4 Con, Fort DC 22 partial, 5 round duration),
sample smoke creature swallow whole (2d8+12 bludgeoning and 1d6 acid
damage, AC 17, 14 hp)

This billowing cloud of smoke has two vulture-like STATISTICS


heads, wings of ash, and sharp talons. Str 34, Dex 19, Con 20, Int 4, Wis 13, Cha 13
Base Atk +14; CMB +30 (+34 grapple); CMD 44
smoke rukh Feats Flyby Attack, Iron Will, Skill Focus (Perception),
Snatch, Weapon Focus (bite), Weapon Focus (talon),
Wingover
Typically found around active volcanos in desert Skills Fly +6, Perception +32; Racial Modifiers +8
environments, smoke ruks search larger territories which Perception, +5 circumstance bonus on Stealth checks in
they scavenge for prey. Once found, they use their smoke areas of fog, smoke, or clouds
breath to char their targets and feed on the smoke from ECOLOGY
the charred corpses. Environment warm deserts or mountains

m
Organization solitary, pair, or nest (2 adults and 1d4
Smoke Rukh CR 11 • XP 12,800 juveniles)
Treasure incidental
N Gargantuan outsider (air, elemental, extraplanar, fire) SPECIAL ABILITIES
(Pathfinder© Roleplaying Game Bestiary 4™)
Air Mastery (Ex) See the smoke creature template.
Init +4; Senses cloud sight, low-light vision; Perception +32
Breath Weapon (Su) See the smoke creature template.
DEFENSE Cloud Sight (Ex) See the smoke creature template.
AC 25, touch 10, flat-footed 21 (+4 Dex, +15 natural, –4 size) Smoke Travel (Su) See the smoke creature template.
hp 147 (14d10+70) Smokey Form (Ex) See the smoke creature template.

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solaric creature
Some creatures are born under a lucky star. Good fortune
m
blind or dazzle with light); all effects with the light
follows them from birth throughout their days. Solaric descriptor; and other light-based attacks such as color
creatures are similarly blessed, although their good spray, prismatic spray, and searing light.
fortune has little to do with luck. Weaknesses: A solaric creature loses any weaknesses
A solaric creature is born when conditions are right— due to bright light or daylight.
perhaps on a night when several planets are aligned or Spell-Like Abilities: A solaric creature gains spell-
during an eclipse. like abilities according to its hit dice, as indicated on
Parents of a solaric creature rarely know their child’s true Table 2-38. These abilities are cumulative. Caster level
nature. In most cases, they are simply proud to have such equals solaric creature’s total hit dice. The save DCs are
a talented and exceptional child. As the child grows older Charisma-based.
and begins to display magical abilities, however, there can Abilities: Cha +4.
be little doubt of the supernatural forces at work at its
birth. The suspicion and superstition that such abilities Special Qualities: The solaric creature retains all the
usually breed often make solaric creatures pariahs among base creature’s special qualities and gains those described
their own kind. here.
Sun Savior (Ex): In sunlight or within the radius of
creating a a daylight spell, each of the solaric creature’s speeds
solaric creature increases by +10 feet, and the solaric creature gains
a +2 morale bonus on attack rolls, checks, and saves.
“Solaric” is an inherited template that can be applied
to any intelligent living creature (hereafter referred to sample solaric creature
as the base creature). A solaric creature uses all of the
base creature’s statistics and special abilities except as This sphinx with a golden leonine body, flaxen hair,
noted here. and human face possesses an alien beauty that is both
comforting and intimidating.
CR: 6 HD or less, as base creature; 7 HD or more, as
base creature +1. nabirye
Defensive Abilities: A solaric creature gains fire
resistance 20 and the following: Nabiyre is as territorial as other sphinxes, but unlike
most of her kind, she tolerates the presence of other
Light Immunity (Ex): Creature is immune to the
creatures that give her tribute and obey her edicts.
harmful effects of bright light (including effects that
Creatures that subjugate themselves to her will tend
table 2-38: to prosper. Her wisdom and intelligence are legendary,
and she always acts in the interests of her followers at
solaric spell-like abilities heart.
HD Spell-Like Abilities
Nabirye CR 9 • XP 6,400
1-2 3/day—flare
At will—light
Unique female solaric gynosphinx (Pathfinder©
3-4 1/day—flame blade, heat metal Roleplaying Game Bestiary™)
5-6 1/day—continual flame, scorching ray N Large magical beast
Init +5; Senses darkvision 60 ft., low-light vision;
7-8 3/day—daylight Perception +21
9-10 2/day—searing light
DEFENSE
11-12 1/day—flame strike
AC 21, touch 10, flat-footed 20 (+1 Dex, -1 size, +11
13-14 1/day—greater teleport (destination must be an natural)
area lit by sunlight or the daylight spell) hp 102 (12d10+36)
15-16 1/day—sunbeam Fort +11, Ref +9, Will +10
Immune light; Resist fire 20
17+ 1/day—sunburst

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m 265
OFFENSE
Spell-Like Abilities (CL 12th; concentration +18)
Speed 40 ft., fly 60 ft. (poor) Constant—comprehend languages, detect magic, read
Melee 2 claws +17 (2d6+6/19-20) magic, see invisibility
Space 10 ft.; Reach 5 ft. At will—light
Special Attacks pounce, rake (2 claws +17, 2d6+6) 3/day—clairaudience/clairvoyance, daylight, flare (DC 16)
2/day—searing light (DC 19)
1/day—continual flame, dispel magic, flame blade,
flame strike (DC 21), heat metal (DC 18), legend
lore, locate object, remove curse (DC 19),
scorching ray
1/week—symbol of sleep (DC 21)
STATISTICS
Str 22, Dex 13, Con 16, Int 18,
Wis 19, Cha 23
Base Atk +12; CMB +19;
CMD 30 (34 vs. trip)
Feats Alertness, Combat
Casting, Hover, Improved
Critical (claw), Improved
Initiative,
Iron Will
Skills Bluff +16, Diplomacy
+16, Fly +7, Intimidate +16,
Knowledge (Enter Choice) +6,
Knowledge (Enter Choice) +6,
Perception +21, Sense Motive
+19, Spellcraft +12
Languages Common,
Draconic, Sphinx
SQ sun savior
SPECIAL ABILITIES
Solaric Immunities (Ex) See
the solaric creature template.
Sun Savior (Ex) See the solaric
creature template.

sonic creature
Sonic creatures are invisible and incorporeal beings that Sonic creatures feed on sounds similar to those they made
can be found on any plane. They take the form of normal as corporeal creatures. Thus, a sonic yeth hound might be
creatures, but they are made entirely of sound, and drawn to follow its old pack, but it might also linger near
many scholars believe that these beings were somehow a wolf or worg pack, feeding off the noises those creatures
influenced by the Plane of Sound. make. Alternatively, a sonic creature particularly keen on
Though it is invisible and intangible, a sonic creature music might seek out bards to feed upon. Sonic creatures
constantly makes a terrible noise. This sound could must feed on sounds like those they once made for a full

m
range from a deep hum to a high-pitched keening to day at least once per week or begin to starve. A starving
a cacophonous racket like that of armor thrown down sonic creature often terrifies and wounds creatures in
the stairs. Sometimes the noise a sonic creature makes order to force them to make the sounds it needs, or to
is somehow related to its corporeal life. A particularly feast off their screams. Corporeal creatures find pursuit
cruel sonic creature’s sound might make a babble of every by a sonic creature eerie at best. Some think their pursuer
mean and spiteful thing it ever said, and a birdlike sonic a ghost; others are simply terrified of the noise it makes.
creature might sound like a riotous flock of thousands of Like most living beings, sonic creatures must regularly
birds. All such sounds are obviously unnatural, and most sleep. As incorporeal creatures, they have little to fear
are quite disturbing. from foes while they sleep, but most still choose to sleep

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high in the air or deep within the earth, lest they be
disturbed by curious or frightful creatures. Such practices
make following a food source for long periods difficult
and often force sonic creatures to cast about for new
creatures to feed on.
m
a silencing effect on the area or an entangling effect
on the sonic creature; instead, it causes the sonic
creature to become nauseated for 1 round per caster
level on a failed save.
Speed: A sonic creature loses all the base creature’s speeds
creating a sonic creature and gains a fly speed equal to double the base creature’s
highest speed, with perfect maneuverability.
“Sonic” is an acquired or inherited template that can Attacks: All of the base creature’s attacks become
be applied to any living corporeal creature (referred to incorporeal touch attacks. The sonic creature gains a
hereafter as the base creature). A sonic creature uses all primary incorporeal touch attack if it has no other
the base creature’s statistics and special abilities except as natural attacks. Each of a sonic creature’s incorporeal
noted here. touch attacks that was converted from an attack that
Challenge Rating: Same as the base creature +3. dealt hit point damage now deals sonic damage instead.
If the attack additionally dealt damage of an energy type
Type: The sonic creature’s type changes to outsider plus (such as acid, cold, electricity, or fire), that damage is also
the elemental, extraplanar, and incorporeal subtypes. Do converted to sonic damage. If the sonic creature gains
not recalculate base attack bonuses, saves, or skill points. an incorporeal touch attack from the application of this
Senses: A sonic creature gains the following: template, its damage is based on size as a slam attack as if
Improved Blindsight (Ex): A sonic creature can see the creature was one size category larger.
using sound, even while within a solid object. This Special Attacks: The sonic creature loses all special
ability allows it to discern objects and creatures attacks that require corporeal contact except those that
within 60 feet regardless of terrain or barriers that deal hit point damage. Such attacks now deal sonic
would normally impede vision. Unlike normal damage in the same amounts. The sonic creature also
blindsight, a sonic creature does not need line of gains the following.
effect to a creature or object to discern that creature Sonic Trample (Ex): The sonic creature may cause
or object. A silence spell negates this ability and forces sonic damage to creatures and objects simply by
the sonic creature to rely on the base creature’s vision. passing through them. As a full-round action, the
This ability replaces blindsight. If the base creature sonic creature can move up to twice its speed in a
has blindsight, the range for improved blindsight straight line. Any creature it moves through can
increases by the range of the base creature’s blindsight attempt either a Reflex save for half damage or an
ability. attack of opportunity. An unattended, nonmagical
Armor Class: The base creature’s armor, shield, and object receives no save. No creature or object can
natural armor bonuses no longer apply, but a sonic be damaged twice in a round by this attack. Sonic
creature gains a deflection bonus to Armor Class equal creatures do not damage creatures or objects they
to its Charisma bonus or +1, whichever is higher. Sonic move through when not using this ability; the
creatures cannot use or carry equipment of any kind. creature has to actually intend to cause damage. The
Hit Dice: Change all of the base creature’s racial HD damage dealt by this attack is based on size and is
to d10s. equal to that of a slam attack as if the creature was
two size categories higher +1-1/2 times the sonic
Defensive Abilities: A sonic creature gains natural creature’s Dexterity modifier. If the base creature
invisibility and sonic immunity as extraordinary abilities. has a trample attack, use that attack’s damage, but
Weaknesses: A sonic creature gains the following. modified by Dexterity not Strength. The save DCs
Silence Vulnerability (Ex): Though an incorporeal are Dexterity-based.
creature normally has a 50% chance of remaining Wounding Sound (Ex): When the sonic creature is
unaffected by a spell originating from a corporeal wounded, its body involuntarily makes a thunderous
source, silence spells are an exception to this rule report. Anyone within 30 feet of a sonic creature when
for sonic creatures. A sonic creature is considered it is wounded must make a Fortitude save or take
entangled while within the area of a silence spell. 1d6 points of sonic damage, be stunned for 1 round,
A silence spell also negates all the sonic creature’s and be permanently deafened by the sudden sound
normal and special attacks within its area. A silence blast. A creature that cannot hear or one that makes
spell cast directly on a sonic creature does not have its save is not deafened or stunned, but it still takes

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1d6 points of sonic damage on a failed save. Any
unattended object in the area automatically
takes 1d6 points of sonic damage each time
the sonic creature makes a wounding
sound. The save is Constitution-based.
Spell-Like Abilities: A sonic creature
keeps all its spell-like abilities, but those
abilities that deal acid, cold, electricity or
fire damage now deal sonic damage.
Spellcasting: A sonic creature
cannot cast spells that require material
components unless it has the Eschew
Materials feat.
Skills: As a master of sound, a sonic
creature gains a +10 racial bonus on
Perception checks, and it never takes a
penalty on Perception checks because
of ambient noise or its own cacophony.
Unlike most incorporeal creatures, a sonic
creature cannot move silently at will. Its
body always makes a telltale humming or
keening noise, which gives it a –15 penalty on
Stealth checks even if it is stationary. If the base
creature has a bonus on Stealth checks due to coloration,
the sonic creature loses that bonus.
Special Qualities: The sonic creature retains all the
base creature’s special qualities that do not require
corporeal contact with another creature and gains the no
breath universal ability.

sample sonic creature


Otherworldly yips, howls, and bays of wolves fill the
air.
To those that can see invisible creatures, a sonic howler
sonic howler looks like a moving sculpture of glass in the form of a
large and lanky hound with demonic features and huge
A sonic howler hungers for the screams of terror and spikes growing from its back
woe that its corporeal presence once elicited from other
creatures. Secure in the knowledge that it cannot be seen Sonic Howler CR 9 • XP 6,400
and can flee into solid objects when necessary, a sonic
CE Large outsider (chaotic, elemental, evil, extraplanar,
howler typically uses its howls outside a settlement incorporeal) (Pathfinder© Roleplaying Game Bestiary 2™)
for several nights. When it is ready to attack, it creeps Init +6; Senses darkvision 60 ft., improved blindsight 60

m
in close to howl again and invoke frightened screams ft.; Perception +13
from its victims. This noise satisfies the sonic howler, DEFENSE
and it ceases its predations for a time unless the people AC 12, touch 12, flat-footed 10 (+2 Dex, -1 size, +1
of the settlement set out to hunt it. In that case, the deflection)
howler makes an example of a hunting party or two hp 37 (5d10+10)
in hopes of cowing the others. If the sonic howler’s Fort +6, Ref +6, Will +3
howls fail to result in terrified screams, it enters the Defensive Abilities incorporeal, natural invisibility, sonic
quill defense; Immune elemental traits, sonic
settlement to kill everyone within, eliciting countless Weaknesses silence vulnerability
screams of terror.

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OFFENSE
Speed fly 120 ft. (perfect)
Melee incorporeal bite +6 touch (1d8+2 sonic),
incorporeal quills +3 touch (1d4+2 sonic)
Space 10 ft.; Reach 5 ft.
Special Attacks howl, sonic trample (2d6+3 sonic, DC
Languages Abyssal (can’t speak)
SQ no breath
ECOLOGY
Environment any land (Abyss)
Organization solitary or pack (2-4)
Solitary incidental
m
14), wounding sound (1d6 sonic + stunned, DC 14)
STATISTICS SPECIAL ABILITIES
Str —, Dex 15, Con 15, Int 6, Wis 14, Cha 11 Silence Vulnerability (Ex) See the sonic creature template.
Base Atk +5; CMB +8; CMD 19 Sonic Quill Defense (Ex) Physically striking sonic howler
Feats Combat Reflexes, Improved Initiative, Skill Focus inflicts 1d4+2 sonic to striker.
(Perception) Sonic Trample (Ex) See the sonic creature template.
Skills Acrobatics +10 (+22 to jump), Climb +10, Wounding Sound (Ex) When wounded all within 30 ft. take
Perception +23, Stealth -9; Racial Bonus +10 Perception, 1d6 sonic, stunned 1 rnd., and permanently deafened. (Fort.
-15 Stealth negates)

stone idol
Hidden beneath a silken cloth and carried on the be shaken for 1 hour. Creatures charmed, dominated,
shoulders of priests, a stone idol can send a frisson of or summoned by the stone idol are immune to this
fear through an audience with its mere presence. When effect. The stone idol can suppress its aura at will.
the cloth is removed, those nearby rush to worship it, This is a fear effect. The save DC is Charisma-based.
feeling its power in their very souls. When at last its Armor Class: The stone idol natural armor bonus
gaze has turned all their fear into love, the stone idol improves by +3 over that of the base creature.
speaks, answering the high priest’s questions about what
its people must do. Finally, when the moment is right, Hit Dice: Change all of the base creature’s racial HD to d10s.
the idol moves upon the high priest’s command, to the The stone idol loses bonus hit points due to Constitution but
rapturous joy of the congregation. gains bonus hit points as a construct of its size.
Stone idols are constructs that grant their creators power, Defensive Abilities: A stone idol gains all the defensive
prestige, and control over others. Crafted to resemble abilities and immunities of a construct, hardness 8 and
gods, monstrous creatures, or even heroic individuals, takes half damage from energy and ranged attacks.
stone idols are used in worship services and to gather Weaknesses: A stone idol gains sonic vulnerability.
cults of both the faithful and the fanatical. The idols’ Special Attacks: A stone idol retains all the base
masters must be forever wary since the worship of others creature’s special attacks and gains those described here.
sometimes leads stone idols to share their masters’ hunger
for power. Charming Gaze (Su): Any creature within 10 feet of
the stone idol must succeed on a Will saving throw
creating a stone idol or be affected as though by the charm monster spell.
So long as the stone idol’s creator retains control of
“Stone idol” is an inherited template that can be added it, creatures thus charmed are considered charmed
to any living corporeal creature (referred to hereafter as by both the stone idol and its creator. This is a gaze
the base creature). A stone idol uses all the base creature’s effect and the caster level for this effect is equal to the
statistics and special abilities except as noted here. stone idol’s total Hit Dice. The save DC is Charisma-
Challenge Rating: Same as the base creature +3. based.
Alignment: Always evil. Abilities: Str +4, Dex –2 (minimum 1), Wis –2
(minimum 1), Cha –4 (minimum 1). In addition, the
Type: The creature’s type changes to construct.
stone idol’s Intelligence score becomes 6, regardless of
Aura: A stone idol gains the following. its previous value. As a construct, a stone idol has no
Stone Fear (Su): At will as a free action, a stone idol Constitution score.
can project a continuous aura of fear. Every creature Skills: Redistribute the base creature’s skill ranks
within 60 feet must succeed on a Will saving throw or according to new its new Intelligence.

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stone idol variants
A stone idol doesn’t have to be made of stone. Materials such as iron, gold, obsidian, or any other solid material
can be used. In this case, the stone idol’s hardness is equal to that of the material is made of. See the Pathfinder©
Roleplaying Game Core Rulebook™ for hardness values of various materials.

Special Qualities: A stone idol retains all the base the stone idol gains 5 temporary hit points and a +2
creature’s special qualities and gains those described here. bonus on Perception checks. Temporary hit points
Creator’s Failsafe (Su): The creator is immune to all lost due to damage cannot be regained, but new
the stone idol’s special attacks (both those granted by temporary hit points can be acquired by charming
this template and retained from the base creature) so additional creatures. The creator shares the benefits
long as control of the stone idol is retained. Normal of this ability so long as control is retained.
physical attacks still affect the creator. Thus, the Restless Spirit (Ex): A stone idol has a will of its own
creator could stand unharmed in the midst of the that remains sublimated to its creator’s so long as
stone idol’s breath weapon, but a melee attack from the latter retains control. While controlled, the stone
the stone idol would affect the creator normally. idol follows its creator’s commands and acts in that
Power from Worship (Ex): For every ten creatures creature’s best interests. The stone idol recognizes its
with Intelligence scores of 6 or higher that are creator because of their linked spirits, so no deception
currently charmed by the stone idol’s charming gaze, can allow another to command the stone idol.
If the stone idol’s Charisma score exceeds its
creator’s, or it uses its charming gaze to charm more
creatures of Intelligence 6 or higher than its
creator’s character level × 10, the creator and the
stone idol must immediately make an opposed
Charisma check. If the stone idol loses, the
creator retains control for 1 full day, regardless
of circumstances that would normally require
additional opposed Charisma checks.
Thereafter, the process begins anew the
next time conditions would require such
a check. If the creator loses the opposed
Charisma check, the stone idol is forever
freed from its creator’s control. A free-
willed stone idol often seeks to destroy
its creator before pursuing any other
activities. Thereafter, it seeks to keep as
many intelligent creatures charmed by
its gaze as it can while pursuing its own
agenda.

creation

m
Stone idols are created in the same manner as
golems. Because a stone idol is composed of
stone, it weighs three times what the base
creature does. Creating the stone idol costs
1,500 gp × the stone idol’s CR. Assembling the
body requires successful DC 20 Craft (sculpting
or masonry) check and the Craft Construct feat.
The creator must have a character level that equals or
exceeds 4 + stone idol’s CR and be able to cast either

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m the advanced bestiary
arcane or divine spells. Completing the ritual requires the
spells charm monster, cause fear, geas/quest, limited wish,
polymorph any object, and resist elements.

sample stone idol


Immune construct traits, fire
Weaknesses sonic vulnerability
OFFENSE
Speed 20 ft., fly 50 ft. (perfect)
m
Defensive Abilities half damage from energy and
ranged attacks, hardness 8; DR 5/good or silver;

This rough-hewn representation of a devil radiates a Melee sting +7 (1d4+3)


malevolent presence. Space 2-1/2 ft.; Reach 0 ft.
Special Attacks charming gaze (DC 11), poison
hugorcerra Spell-Like Abilities (CL 3rd; concentration +3)
At will—detect good, detect magic, invisibility
As the focus of its cult, Hugorcerra views itself as a 1/day—augury, suggestion (DC 15)
true god. He delights in adding to his cult, but at the 1/week—commune
same time demands sentient sacrifice culled from the STATISTICS
cult’s members to use its commune ability. This cycle of Str 14, Dex 15, Con —, Int 6, Wis 10, Cha 10
recruitment and bloody sacrifices has kept the cult small Base Atk +3; CMB +3; CMD 16
and Hugorcerra under the cult’s control… for now. Feats Dodge, Weapon Finesse
Skills Fly +14, Intimidate +2, Knowledge (arcana) +2
Hugorcerra CR 5 • XP 1,600 Languages Infernal
SQ change shape (boar, giant spider, rat, or raven; beast
Male Imp stone idol (Pathfinder© Roleplaying Game Bestiary™) shape I), creator’s failsafe, power from worship, restless
LE Tiny construct (evil, extraplanar, lawful) spirit
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0 SPECIAL ABILITIES
Aura stone fear (60 ft., DC 11) Charming Gaze (Su) See the stone idol template.
DEFENSE Creator’s Failsafe (Su) See the stone idol template.
AC 19, touch 15, flat-footed 16 (+2 Dex, +2 size, +4 Poison (Ex): Sting—Injury; save Fort DC 13; freq 1/round
natural, +1 dodge) for 6 rounds; effect 1d2 Dex; cure 1 save.
hp 16 (3d10); fast healing 2 Stone Fear (Su) See the stone idol template.
Fort +1, Ref +3, Will +1 Power from Worship (Ex) See the stone idol template.
Restless Spirit (Ex) See the stone idol template.

suzerain
Some are simply born to lead; others seize the moment or higher (referred to hereafter as the base creature). A
and rise to greatness. Whatever their paths to leadership, suzerain creature uses all the base creature’s statistics and
those who show the greatest promise in such roles garner special abilities except as noted here.
the attention of gods. Occasionally, a deity may grant a Challenge Rating: Same as the base creature +1.
particularly effective leader the powers of a suzerain as
a reward. At other times, a god may create a suzerain Defensive Abilities: A suzerain keeps all the base
because it needs a leader but cannot find a worthy creature’s defensive abilities and gains the following:
worshiper among its flock. Dauntless Courage (Ex): A suzerain is immune to fear.
A suzerain resembles a normal specimen of its kind, but In addition, any allies within 30 feet that view the
it has an unmistakably regal bearing. Charismatic and suzerain as their leader are immune to fear effects.
confidant, it has many dedicated allies and hundreds who Speed: Each of the suzerain’s speeds increases by +10 ft.
would call it friend. Most suzerains make good use of over the corresponding speeds of the base creature.
their gifts by becoming the generals of armies and the Special Attacks: A suzerain retains all the base
leaders of nations. creature’s special attacks and gains those described here.
creating a suzerain Born to Lead (Ex): So long as a free-willed follower of
the suzerain is within sight and capable of witnessing
“Suzerain” is an acquired template that can be added its actions, the suzerain has a +4 morale bonus to
to any intelligent creature with a Charisma score of 10 AC, attacks, damage rolls, checks, and saves. Mounts,

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m 271
familiars, animal companions, and trained animals
do not count as free-willed creatures for the purpose
of this bonus, but cohorts and followers the suzerain
has gained via the Leadership feat do.
Additionally, if the suzerain has any teamwork
feats, it can grant a number of followers and cohorts
gained from its Leadership feat equal to its leadership
score the use of any one of its teamwork feats once a
day as a free action for a number of rounds equal to
its Charisma modifier (minimum +1).
If the suzerain has cavalier levels, the duration
for its tactician ability increases by a number
of rounds equal to its Charisma modifier
(minimum +1).
Enchanting Presence (Su): The first time
a creature comes within 30 feet of
the suzerain, its attitude toward the
suzerain shifts one category toward
the positive, if it was not initially
hostile (Will save negates). This
shift can be further modified by
the suzerain’s actions, or it might
change over time naturally. The
creature must be able to see, hear,
or otherwise notice the suzerain
to be affected. This is a mind-
affecting enchantment
effect. The save is
Charisma-based.
Abilities: Int +4,
Wis +4, Cha +6.
Feats: A suzerain gains
Leadership (racial HD count
as levels for the purpose of the suzerain
creature’s Leadership score) as a bonus feat if the base sample suzerain
creature did not already have it
The presence and charisma emanating from this
Skills: A suzerain gains the following racial bonuses: +8
beautiful feline is undeniable.
Bluff, +14 Diplomacy, +6 Intimidate checks.
Special Qualities: A suzerain retains all the base dhaigham
creature’s special qualities and gains those described here.
A dhaigham is a true “king of the beasts.” It typically leads
Inspiring Example (Ex): Each ally within 60 feet of
a group of other creatures that recognize its authority and
the suzerain that can see or hear it gains a morale
are willing to die for it if needed. A dhaigham fearlessly

m
bonus equal to the suzerain’s Charisma modifier on
leads the charge into battle with a terrible roar that
all attack and damage rolls, checks, and saves so long
frightens most enemies and heartens its allies.
as the suzerain is alive or not destroyed.
Stirring Speech (Su): As a standard action, a suzerain Dhaigham CR 8 • XP 4,800
creature can inspire greatness (as the bard ability) in
its allies within 30 ft. a number of times per day equal Suzerain awakened dire lion
to its Charisma bonus. N Large magical beast (augmented animal) (Pathfinder©
Roleplaying Game Bestiary™)
Organization: Solitary plus cohort and followers Init +6; Senses low-light vision, scent; Perception +22

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DEFENSE
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1
size)
hp 77 (10d10+30)
Fort +10, Ref +9, Will +6
Defensive Abilities dauntless courage
m
Skills Acrobatics +11 (+15 jump, +15 to jump with a
running start), Diplomacy +28, Intimidate +10, Perception
+22, Sense Motive +8, Stealth +8 (+12 in undergrowth);
Racial Modifiers +4 Acrobatics, +8 Bluff, +14 Diplomacy,
+6 Intimidate, +4 Stealth (+4 Stealth in undergrowth)
Languages Common
SQ inspiring example (+4), stirring speech 4/day
OFFENSE
ECOLOGY
Speed 50 ft.
Environment warm plains or hills
Melee bite +13 (1d8+7 plus grab), 2 claws +14 (1d6+7)
Organization Solitary plus cohort and followers
Space 10 ft.; Reach 5 ft.
Treasure incidental
Special Attacks born to lead, enchanting presence (DC
19), pounce, rake (2 claws +13, 1d6+7) SPECIAL ABILITIES
STATISTICS Born to Lead (Ex) See the suzerain template.
Str 24, Dex 14, Con 16, Int 12, Wis 17, Cha 18 Dauntless Courage (Ex) See the suzerain template.
Base Atk +7; CMB +15 (+19 grapple); CMD 27 (31 vs. trip) Enchanting Presence (Su) See the suzerain template.
Feats Improved Initiative, LeadershipB, Run, Shake it Off, Inspiring Example (Ex) See the suzerain template.
Skill Focus (Perception), Weapon Focus (claw) Stirring Speech (Su) See the suzerain template.

swamp lord
A marsh inhabited by a swamp lord is always a dangerous Type: The creature’s type changes to plant with the
place, thick with entangling vines and sucking quicksand, appropriate augmented subtype, plus the aquatic subtype
and it quickly gains a dark reputation throughout if the base creature did not already have it. Do not
the nearby lands. Sometimes, the geography of such a recalculate base attack bonuses or saves.
swamp changes overnight, becoming unfamiliar even to Armor Class: Natural armor class improves by +2.
longtime neighbors and inhabitants. Worse still, such
places are often sucking graveyards that hide the bones of Hit Dice: Change all of the base creature’s racial HD
victims drowned, suffocated, or strangled by the swamp to d8s.
lords that hold sway there. Defensive Abilities: A swamp lord gains electricity,
A swamp lord is an evil plant creature that inhabits a fen fire, and sonic resistance 10. Additionally, it gains fast
or quagmire. Its body—a mass of vines, moss, and pond healing 5 when in a marsh.
scum—gives it excellent camouflage for moving about Speed: Each of a swamp lord’s speeds is slower by 10
its domain. The swamp feeds and cares for the swamp feet than the corresponding speed of the base creature
lord, and the creature guards this resource jealously. A (minimum 5 feet). If the base creature lacks a land speed,
swamp lord always seeks to be the dominant power in the the swamp lord gains a land speed 10 feet slower than
watery land it inhabits. It demands the allegiance of any the base creature’s highest speed. If the swamp lord lacks
thinking beings that live in its domain, and harries those a climb speed or a swim speed, the swamp lord gains
who refuse its leadership until they leave. the missing mode of movement at a speed equal to its
modified land speed.
creating a swamp lord Attacks: A swamp lord gains two tentacle attacks
“Swamp Lord” is an inherited template that can be with the grab universal ability in addition to any
applied to any living or undead corporeal creature whose attacks the base creature has. If it has other natural
Intelligence and Charisma scores are each at least 3 attacks, it must choose upon creation whether the
(hereafter referred to as the base creature). A swamp lord tentacles are primary or secondary attacks. It cannot
creature uses all the base creature’s statistics and special thereafter change that decision. The swamp lord’s
abilities except as noted here. tentacles attacks deal damage based on size as an
attack of one size category larger.
Challenge Rating: Same as the base creature +2.
Reach: Each of the swamp lord’s tentacle attacks has a
Alignment: Any evil.
reach 5 feet longer than the base creature’s normal reach.

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Special Attacks: A swamp lord gains the constrict and trail in natural surroundings and cannot be tracked.
engulf special attacks. The damage from these attacks It may choose to leave a trail if it desires.
is equal to the damage from the swamp lord’s tentacle
attacks. sample swamp lord
Spell-Like Abilities: A swamp lord gains spell-like A bear-like creature rears up, made of moss, swamp
abilities according to its total Hit Dice, as indicated on slime, and vines with claws and teeth of thorns, and
Table 2-39. These abilities are cumulative. Caster level two rope-like vines extending from its shoulders.
equals swamp lord’s total Hit Dice. The save DCs are
Charisma-based. barghest swamp lord
table 2-39: A swamp lord barghest is a marsh creature from the
swamp lord spell-like abilities lower planes. Accustomed to the deadly swamps of the
Hells and the Abyss, swamp lord barghests consider the
Total HD Spell-Like Abilities marshes of the Material Plane nothing short of paradise.
1-2 2/day—entangle, obscuring mist The swamp lord barghest can also assume a goblinoid
3-4 2/day—warp wood form or that of a wolf, both of which lack tentacles. It
5-6 1/day—fog cloud, soften earth takes these forms only to confuse and deceive foes, since
and stone the shapes offer little in the way of combat advantages
7-8 1/day—plant growth, quench and its plant nature is still obvious.
9-10 1/day—command plants
11-12 1/day—control water
13-14 1/day—wall of thorns
15-16 1/day—move earth
17-18 1/day—control plants
19-20+ 1/day—shambler

Abilities: Str +4, Dex –2 (minimum


1), Con +4. If the base creature has no
Constitution score it does not gain one.
Skills: A swamp lord has a +5 racial bonus
on Knowledge (nature), Perception, Stealth,
and Survival checks, as well as a +10 racial bonus
on Escape Artist checks. Furthermore, a swamp lord
may use Knowledge (nature) as though trained.
When in a marsh or forest, a swamp
lord gains an additional +10
racial bonus (for a total of +15)
on Stealth checks.
Special Qualities: A swamp
lord retains all the base creature’s
special qualities and gains the
amphibious special quality as well as
those described here.

m
Commune with Marshlands (Su):
At will, the swamp lord can learn
facts about the entire marsh
it is in, and the surrounding
territory, as though it had
cast commune with nature.
Trackless Step (Ex): A
swamp lord leaves no

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Barghest Swamp Lord CR 6 • XP 2,400
LE Medium plant (aquatic, augmented outsider,
evil, extraplanar, lawful, shapechanger) (Pathfinder©
Roleplaying Game Bestiary™)
Init +5; Senses darkvision 60 ft., low-light vision, scent;
Perception +11
m
Feats Combat Reflexes, Great Fortitude, Improved Initiative
Skills Acrobatics +10, Bluff +11, Climb +14, Diplomacy
+11, Escape Artist +11, Intimidate +11, Perception +16,
Sense Motive +11, Stealth +15 (+25 in marsh and forests),
Survival +16, Swim +14; Racial Modifiers +10 Escape
Artist, +5 Perception, +5 Stealth (+10 in marsh and
forests), +5 Survival
Languages Goblin, Infernal, Worg
DEFENSE SQ amphibious, change shape (goblin or wolf;
AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural) polymorph), commune with marshlands, trackless step
hp 51 (6d8+24); fast healing 5 (in marsh) ECOLOGY
Fort +8, Ref +6, Will +7
Environment any marsh or forest
DR 5/magic; Resist electricity 10, fire 10, sonic 10
Organization solitary or cult (1 plus goblin tribe)
Speed 20 ft., climb 20 ft. swim 20 ft.
Treasure standard
Melee bite +12 (1d6+6), 2 claws +12 (1d4+6), 2 tentacles
+7 (1d6+3 plus grab) SPECIAL ABILITIES
Space 5 ft.; Reach 5 ft. (10 ft. with tentacles) Commune with Marshlands (Su) See the swamp lord
Special Attacks constrict (1d6+6), engulf (DC 19, 1d6+6), feed template.
Spell-Like Abilities (CL 6th; concentration +8) Feed (Su) Once per month, a barghest can devour a
At will—blink, levitate, misdirection (DC 14) nonevil humanoid’s corpse as a full-round action to gain
a growth point. It gains a bonus equal to its growth
1/day—charm monster (DC 15), crushing despair (DC 15), point total on attack rolls, CMB rolls, saving throws, and
dimension door, fog cloud, soften earth and stone skill checks. Its maximum hit points increase by 5 for
2/day—entangle (DC 13), obscuring mist, warp wood (DC 14) each growth point it gains. For every 2 growth points,
a barghest’s caster level for its spell-like abilities and its
STATISTICS CR increase by +1. When a barghest reaches 4 growth
Str 23, Dex 13, Con 19, Int 14, Wis 14, Cha 14 points, it sheds its skin and becomes a greater barghest.
Base Atk +6; CMB +12 (+16 grapple); CMD 23 (27 vs. trip) Trackless Step (Ex) See the swamp lord template.

swarmblooded
Swarmblooded are foul beings that have been cursed or creatures of the vermin type (such as a bane weapon,
horrifically augmented to have swarms of vermin flowing or a ranger’s favorite enemy class feature), also grants
through them rather than blood. Wriggling masses of that same bonus to rolls against the swarmblooded.
hungry bugs crawl from open wounds. They are often Special Attacks: A swarmblooded retains all the base
used as guardians by insane transmuters and insect- creature’s special attacks and gains those described here.
focused cults.
Swarm Bleed (Ex): Each swarmblooded has an
creating a swarmblooded associated swarm of vermin that spill out of it when it
is injured (being created in its space). Select a swarm
“Swarmblooded” is an acquired template that can be added with a CR no greater than 1/3 the swarmblooded’s
to any living, corporeal creature (hereafter referred to as the HD (minimum CR 1). This swarm is created when
base creature). A swarmblooded uses all the base creature’s the swarmblooded creature is damaged in specific
statistics and special abilities except as noted here ways, as determined by the swarmblooded’s CR as
Challenge Rating: Same as base creature +1. stated on Table 2-40. The swarmblooded has no
control over the swarm it releases.
Immunities: A swarmblooded has the following immunity:
Self-Swarm Immunity (Ex): A swarmblooded is table 2-40: swarm bleed
immune to the attacks and effects of swarms created
CR Swarm created when….
through its swarm bleed ability (see at right).
1-3 Swarmblooded takes a confirmed critical hit, bleed
Weaknesses: A swarmblooded retains all the base damage, or dies.
creature’s weaknesses and gains the verminous innards 4-9 As above, and damage from a slashing weapon.
weakness. 10+ Anytime the swarmblooded takes damage.
Verminous Innards (Ex): Any effect that grants a bonus
to attack rolls, damage rolls, or skill checks against Abilities: Con +4.

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sample swarmblooded Nightmare Hound CR 4 • XP 1,600
Vile spiders drip from the open wounds in the flanks of Swarmblood yeth hound (Pathfinder© Roleplaying Game
this gaunt, red-eyed hound. Bestiary™)
NE Medium outsider (evil, extraplanar)
nightmare hound Init +6; Senses darkvision 60 ft., scent; Perception +9
DEFENSE
A nightmare hound exists to fuel thinking creature’s fear AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
of darkness and things that lurk above. Its howl is the hp 38 (4d10+16)
sound of pure terror, and its blood is a swirling mass of Fort +5, Ref +6, Will +6
arachnids with glowing red eyes. A nightmare hound DR 5/silver; immunities self-swarm immunity
always attacks foes from directly above if possible, so any Weakness verminous innards
injuries it sustains can rain its spidery ichor down upon OFFENSE
them. Speed 40 ft., fly 60 ft. (good)
Melee bite +7 (2d6+4 plus sinister bite and trip)
Special Attacks bay (DC 12), swarm bleed (spider
swarm; slashing, bleed, critical or death)
STATISTICS
Str 17, Dex 15, Con 19, Int 6, Wis 14, Cha 10
Base Atk +4; CMB +7; CMD 19 (23 vs. trip)
Feats Improved Initiative, Skill Focus (Fly)
Skills Fly +16, Perception +9, Stealth +9, Survival +9
Languages Abyssal or Infernal (cannot speak)
ECOLOGY
Environment any
Organization solitary, pair, or pack (6-11)
Treasure incidental
SPECIAL ABILITIES
Bay (Su) When a yeth hound howls or barks, all
creatures except other evil outsiders within a 300-foot
spread must succeed on a DC 12 Will save or become
panicked for 2d4 rounds. This is a sonic mind-
affecting fear effect. Whether or not the save is
successful, an affected creature is immune to
the same hound’s bay for 24 hours. The save
DC is Charisma-based.
Flight (Su) A yeth hound can cease or
resume its flight as a free action.
Self-Swarm Immunity (Ex) See the
swarmblooded template.
Sinister Bite (Su) A yeth hound’s bite is
treated as evil-aligned for the purpose
of overcoming damage reduction. In
addition, a good-aligned creature
bitten by a yeth hound must make
a DC 14 Will save or be shaken for
1 round. If the victim is already
suffering from a fear effect (such as

m
the hound’s bay attack), the victim
is instead completely overcome
with fear and can do nothing but
cower for 1 round. This is a mind-
affecting fear effect. The save DC is
Constitution-based.
Swarm Bleed (Ex) See the
swarmblooded template. The nightmare
hound creates spider swarms.
Verminous Innards (Ex) See the
swarmblooded template.

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m the advanced bestiary
teratocephalos
Teratocephaloi (loosely translated as “monster headed”)
m
these attacks is the same type (supernatural, extraordinary,
are creatures with a head different from their body. They etc.) as the head creature.
are often the result of strange breeding, powerful spells, Quills: A porcupine-headed teratocephalos delivers the
or animals living near areas with strong magic leaks. head creature quill damage to anyone attacking its head.
Most of the time, a teratocephalos is no better neither
worse than other creatures of its species. Humanoid Tongue: Frog-headed teratocephaloi gain the tongue
teratocephaloi can be regarded as deities or divine agents attack and the pull special attack of a giant frog if
in some primitive lands. Elsewhere they can be mistaken their size is Medium or bigger. A teratocephalos can’t
for lycanthropes or similar monsters, and feared. swallow his prey whole.
Abilities: A teratocephalos gains specific bonuses to its
creating a teratocephalos mental ability scores depending on the head creature as
follows.
“Teratocephalos” is an inherited or acquired template
that can be added to any animal, humanoid or monstrous Charisma: If the new head comes from a creature
humanoid (hereafter referred to as the base creature). A with a higher Charisma than the base creature, the
teratocephalos replaces the base creature’s head, which is teratocephalos gains +2 Charisma.
appropriately shrunk or enlarged to fit the base creature’s Intelligence: If the new head comes from a creature
size, with that of any other animal or humanoid (hereafter with a higher Intelligence than the base creature, the
referred to as the head creature). A teratocephalos teratocephalos gains the same Intelligence of its head
creature retains the base creature’s statistics and special –2 (minimum 2) even if the new Intelligence score is
abilities except as noted here. lower than that of the base creature.
Challenge Rating: Same as base creature +1. Wisdom: If the new head comes from a creature
Type: An animal with the teratocephalos template changes with a higher Wisdom than the base creature, the
its type to magical beast. A humanoid with this template teratocephalos gains the same Wisdom of its head
changes its type to monstrous humanoid. A monstrous –2 (minimum 2) even if the new Intelligence score is
humanoid’s type does not change. In the case of an animal or lower than that of the base creature.
humanoid the base creature gains the appropriate augmented Feats: A teratocephalos can select feats that have its
subtype. Do not recalculate base attack bonuses or saves. base and head creature as prerequisites.
Senses: The base creature acquires the senses of the Special Qualities: A teratocephalos gains certain
creature its new head belongs to if they’re better than special qualities depending on the head creature. Each of
its own. For example, a tiger-headed human would gain these attacks is the same type as the head creature.
low-light vision and scent, while a human-headed tiger
Breathe Water: A fish-headed teratocephalos breathes
would not lose them.
water instead of air. It can’t breathe air even if the
Armor Class: Natural armor class improves by +1. base creature did.
Attacks: A teratocephalos gains the bite and gore attacks Gift of Speech (Ex): If the new head comes from a
of the creature its new head belongs to, and loses the bite creature able to speak, the teratocephalos can speak
and gore attacks of the base creature. If the head creature the Common language, plus one or more other
is the same size of the base creature, the damage will be languages according to its Intelligence.
the same of that creature, even if it’s weaker than the base
Hold Breath: A cetacean-headed teratocephalos can hold
creature’s normal attack. If the head belongs to a bigger or
its breath as long as the creature its head belongs to.
smaller creature, scale the damage according to its new size.
Speak with Species (Ex): An animal-headed
Special Attacks: A teratocephalos keeps the special
teratocephalos can always communicate with both
attacks form its body that depend on its body or limbs.
its body and head species.
Similarly, it keeps the special attacks of the head creature
that originate from the head, such as a poisonous bite or Trunk: The teratocephalos can use an elephant’s or
gaze ability. Additionally, a teratocephalos gains certain other creature’s trunk the same way of that creature
special attacks depending on the head creature. Each of if its head fits this description.

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sample
teratocephalos
The challenging cavalier advances riding a most
unusual mount—one who hisses and rears a giant
cobra head and neck on its equine body.

venom horse
The venom horse, a strange blend of horse and snake, is
a carnivorous equine that is prized for its rarity, as well
as its poison. Venom horses can be domesticated like
a standard light horse albeit a bit more difficulty (–5
penalty on Handle Animal checks).

Venom Horse CR 3 • XP 800


Teratocephalos (cobra) heavy horse (Pathfinder©
Roleplaying Game Bestiary™)
N Large magical beast
Init +4; Senses low-light vision, scent; Perception +8
DEFENSE
AC 16, touch 13, flat-footed 12 (+4 Dex, +3 natural, –1
size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
OFFENSE
Speed 50 ft.
Melee bite +5 (1d6+7 plus poison), 2 hooves +0 (1d6+2) ECOLOGY
Space 10 ft.; Reach 5 ft.
Environment temperate plains
Special Attacks poison
Organization solitary, pair, or herd (3–30)
STATISTICS Treasure none
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11 SPECIAL ABILITIES
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Docile (Ex) Unless specifically trained for combat, a
Feats Endurance, RunB venom horse’s hooves are treated as secondary attacks
Skills Perception +8 Poison (Ex) Bite—injury; save Fort DC 17; frequency 1/
SQ docile round for 6 rounds; effect 1d2 Con; cure 1 save

thronefused

m
Thronefused form a pact with extraplanar entities, thronefused creature uses all the base creature’s statistics
trading increased mental powers for a lifetime confined and special abilities except as noted here.
to a throne. The entity the thronefused has a pact with CR: 4 HD or less, as base creature +1; 5 to 10 HD, as
choses the form of the throne. base creature +2; 11 HD or more, as base creature +3.
creating a thronefused Alignment: Any lawful.
Type: The base creature’s type changes to outsider and
“Thronefused” is an acquired template that can be added
gains the appropriate augmented and native subtypes.
to any humanoid, monstrous humanoid, or undead
Do not recalculate base attack bonuses or saves.
creature (hereafter referred to as the base creature). A

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m the advanced bestiary
Senses: A thronefused gains darkvision +60 ft.
Armor Class: The base creature’s natural armor class
increases by +4.
Hit Dice: Change all of the base creature’s racial HD
to d10s
table 2-41:
thronefused
m
the thronefused’s total Hit Dice, or its caster level,
whichever is higher.

spell-like abilities
Saving Throws: A thronefused gains +4 on all saves vs.
enchantments and illusions. HD Spell-Like Abilities
Defensive Abilities: A thonefused gains DR +5/ 1-2 1/day—hypnotism
magic, immunity to sleep, and spell resistance equal to 3-4 3/day—detect thoughts
the thronefused’s CR + 11. 5-6 3/day—suggestion
Speed: A thronefused loses all modes of movement and 7-8 1/day—scrying
gains the following. 9-10 1/day—lesser geas
Bound Travel (Su) As a full round action, a thronefused 11-12 1/day—mass suggestion
can initiate travel at any one of the base creature’s 13-14 3/day—vision
previous modes of movement at the same rate. If the 15-16 1/day—mass charm monster
base creature could fly, its maneuverability is reduced 17-18 1/day—moment of prescience
by one step. Once travel is initiated, the only full- 19+ 1/day—dominate monster
round actions it can take is to halt its movement, or
other actions that involve movement such as running
Abilities: Dex –5 (minimum 0), Int +4 Wis +4, Cha +4.
or a charge. Otherwise, the thonefused can only use
its move action each round to move in the same mode Feats: Any feats that a thronefused no longer qualifies for
of travel. In order to change modes of movement, the because of the reduction in Dexterity become bonus feats.
thronefused must first stop moving and restart in the Skills: A thronefused gains an additional +5 racial
new mode of movement (in other words spend one bonus on all Knowledge skills and Linguistics, and a –10
round stopping, and the next starting to move in a penalty to Acrobatics, Climb, Ride, and Swim.
different mode).
A thronefused cannot take a 5-ft. step unless it sample thronefused
already has initiated movement.
The nature of the movement varies depending on This powerful looking hobgoblin is one with the heavy
the base creature. For example, an elf ’s throne may iron throne that he sits upon. He exudes an aura of
travel on undulating vines, while a wizard may move bleak charisma.
via telekinesis.
the iron warlord
Special Attacks: A thonefused gains the following
special attacks. The war was faring poorly, and the hobgoblin commander
Fusing Touch (Su): A thronefused may make a touch who would become the Iron Warlord was desperate for
attack that fuses the victim’s lower limbs together a victory. No price was too high, no sacrifice too great.
into a shape akin to a chess pawn or statue base. The He consulted his advisors and priests, and found the
target may make a Fortitude save to resist, and may aid he was looking for. One of the magicians sold the
attempt a new save at the start of each round to break commander on striking a deal with the forces of Hell.
the effect. While fused, the victim may not move, One night, with the appropriate sacrifices made and
loses its Dex bonus to its AC, and takes a -10 penalty ceremonies performed, a devil was called up and the
to Reflex saves. This ability may be used a number of commander struck a deal for the ability to better lead
rounds per day equal to 1 + the thronefused creature’s his troops to victory—and always be assured the role of
Charisma modifier (minimum 1). Targets without leader. The devil gave everything the commander wanted
lower limbs are immune to this effect. The save DC by fusing him with the iron throne of his tribe and
is Charisma-based. granting him advanced insight.
Spell-Like Abilities: A thronefused with an Now called the Iron Warlord, he leads his troops from
Intelligence of 10 or higher has a cumulative number of his throne with great effectiveness. As his army’s victories
spell-like abilities depending on its total HD as given grow, so does the number of recruits. Soon he will have
on Table 2-41. The caster level for these abilities equals enough to become a real threat to the human lands.

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The Iron Warlord CR 9 • XP 6,400
Male thronefused hobgoblin fighter 8 (Pathfinder©
Roleplaying Game Bestiary™)
LE Medium outsider (augmented humanoid, goblinoid,
native)
Init +4; Senses darkvision 120 ft.; Perception +8
DEFENSE
AC 20, touch 10, flat-footed 20 (+6 armor, +4 natural)
hp 73 (8d10+32)
Fort +9, Ref +2, Will +5; +4 vs. enchantments and illusions
Defensive Abilities bravery +2; DR 5/magic; Immunities
sleep; SR 20
OFFENSE
Speed 0 ft.; bound travel (30 ft.)
Melee +1 longsword +14/+9 (1d8+6/19-20), touch +10
(fusing touch)
Ranged +1 heavy crossbow +9 (1d10+1/19-20)
Special Attacks weapon training (heavy blades),
fusing touch (DC 18)
Spell-Like Abilities (CL 8th; concentration +17)
3/day—detect thoughts (DC 14), suggestion (DC 15)
1/day—hypnotism (DC 13), scrying (DC 16)
STATISTICS
Str 15, Dex 10, Con 16, Int 14, Wis 16, Cha 14
Base Atk +8; CMB +10; CMD 20
Feats Ability Focus (fusing touch), Alertness,
Deadly AimB, Greater Weapon Focus
(longsword), Improved Initiative, Precise Shot,
Vital Strike, Weapon Focus (longsword),
Weapon Specialization (longsword)
Skills Handle Animal +11, Intimidate +13,
Knowledge (dungeoneering, engineering)
+14, Linguistics +11, Perception +8, Survival +9;
Racial Modifiers –10 Acrobatics, –10 Climb, +5
Knowledge (all), +5 Linguistics, –10 Ride, –10 Swim
Languages Aklo, Common, Dwarven, Elven,
Gnoll, Goblin, Infernal, Orc
SQ armor training 2
Gear breastplate, +1 heavy crossbow with 20
bolts, +1 longsword
SPECIAL ABILITIES
Bound Travel (Su) See the thronefused template
Fusing Touch (Su) See the thronefused template.

thunder child

m
A thunder child is the essence of a summer storm given Thunder children have a cruel streak, and many enjoy
physical form. On the Elemental Plane of Air, thunder lashing out with lightning without provocation.
children live and frolic in storm fronts a thousand miles A thunder child’s body is the color of clouds heavy and
wide. They tend to be short-tempered and impatient, dark with rain, and lightning crackles about its form.
but mentally astute and perceptive. Thunder children When it takes gaseous form, it appears as a lightning-
are quick to anger and quick to action, but a natural laden storm cloud.
wariness saves them from getting into too much trouble.

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m the advanced bestiary
creating a thunder child
“Thunder child” is an inherited template that can be
added to any living corporeal creature (referred to
hereafter as the base creature). A thunder child creature
uses all the base creature’s statistics and special abilities
maintained.
m
Electric Grapple (Ex): Any creature grappling or
being grappled by a thunder child takes 2d6 points
of electricity damage each round that the grapple is

Electricity (Ex): Each of a thunder child’s natural


melee attacks and attacks with metallic melee
except as noted here. weapons deals +1d6 points of electricity damage.
Challenge Rating: Same as the base creature +2. Spell-Like Abilities: A thunder child gains the
Alignment: Any chaotic. following spell-like abilities.
Type: The creature’s type changes to outsider with the 3/day—fog cloud, gaseous form, sound burst.
appropriate augmented subtype, plus the air, elemental, Caster level equals thunder child’s character level. The
and extraplanar subtypes if the base creature did not save DCs are Charisma-based. A thunder child may
already have them. Do not recalculate base attack use these abilities and all its extraordinary abilities
bonuses, saves, or skill points. while in gaseous form.
Senses: A thunder child gains the following: Abilities: Dex +4, Int +2, Wis +2.
Cloud Sight (Ex): A thunder child can see through Feats: A thunder child gains Improved Initiative,
clouds, gases, fogs, mists, and smoke as though they Lightning Reflexes, and Quick Draw as bonus feats.
didn’t inhibit vision. Creatures and objects do not
Skills: The base creature gains a +4 racial bonus on
gain concealment from a thunder child due to such
Knowledge (nature) and Survival checks.
conditions. A thunder child may use this ability
while gaseous. Languages: If the thunder child can speak, it gains the
ability to speak Auran in addition to any other languages
Aura: A thunder child gains the following aura:
the base creature knows.
Electric Aura (Ex): A thunder child emits an aura
Special Qualities: A thunder child retains all
of electricity that can wound nearby creatures. Any
the base creature’s special qualities and gains those
creature within 10 feet of a thunder child must
described here.
succeed on a Reflex save each round or take 1d6
points of electricity damage. A thunder child can Air Breather (Ex): A thunder child can breathe air
suppress or resume the use of this ability as a free even if the base creature breathed only water.
action. The save DC is Constitution-based. Lightning Jump (Su): When a thunder child breathes
Armor Class: A thunder child gains a +4 dodge bonus lightning, it may teleport with no chance of error to
to AC. any location within the area of the lightning attack
as a free action. It must make this jump immediately
Hit Dice: Change all of the base creature’s racial HD
after using its breath weapon.
to d10s.
Environment: Same as the base creature plus Plane of Air.
Defensive Abilities: A thunder child gains cold
resistance 10 and immunity to electricity and inhaled
poisons and gas-, fog-, or cloud-based attacks and spells.
sample thunder child
Speed: Each of the thunder child’s speeds is double the This menacing giant has gray skin, lightning blue hair,
corresponding speed of the base creature. and eyes that spark with electricity. Arcs of electricity
shoots from its body to nearby objects.
Special Attacks: A thunder child retains all the base
creature’s special attacks and gains those described here. thunder child storm giant
Breath Weapon (Su): Once every 1d4 rounds, a
thunder child can breathe a 5-foot-wide line of Thought by sages to be some sort of elemental reflection
lightning 100 feet long plus 10 feet per 2 HD it of true storm giants, thunder child storm giants are in
possesses. If the thunder child wishes, it may breathe fact no relation to the Material Plane giants, though
a line half as long but 10 feet wide. Every creature their physical similarities are unmistakable. On the
in the area must make a Reflex save or take 1d6 Material Plane, thunder child storm giants tend to
points of electricity damage per 2 HD the thunder inhabit the same areas as normal storm giants, and the
child possesses (minimum 1d6). Success halves the elemental giants tend to gain the upper hand in conflicts
damage. The save DC is Constitution-based. over territory.

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m 281
OFFENSE
Thunder Child Storm Giant CR 15 • XP 51,200
Speed 100 ft. (70 ft. in armor), swim 60 ft.
CE Huge outsider (air, augmented humanoid, elemental, Melee masterwork greatsword +27/+22/+17 (4d6+21
extraplanar, giant) (Pathfinder© Roleplaying Game plus 1d6 electricity/17-20) or 2 slams +26 (2d6+14 plus
Bestiary™) 1d6 electricity)
Init +8; Senses cloud sight, low-light vision; Perception +28 Ranged masterwork composite longbow (+14 Str) +17
(3d6+14/x3)
Aura electric aura (10 ft., 1d6 electricity, DC 25)
Space 15 ft.; Reach 15 ft.
DEFENSE Special Attacks breath weapon (190 ft. long, 5 ft. wide
AC 33, touch 15, flat-footed 26 (+6 armor, +3 Dex, +4 or 95 ft., 10 ft. wide, 9d6 electricity, Reflex DC 25, 1/1d4
dodge, +12 natural, –2 size) rounds), electric grapple (2d6 electricity), electricity
hp 199 (19d10+114) Spell-Like Abilities (CL 15th; concentration +17)
Fort +17, Ref +12, Will +14 Constant—freedom of movement
Defensive Abilities rock catching; Immune electricity, 3/day—fog cloud, gaseous form, sound burst (DC 14)
elemental traits, inhaled poisons and cloud based 2/day—control weather, levitate
attacks; Resist cold 10 1/day—call lightning (DC 15), chain lightning (DC 18)
STATISTICS
Str 39, Dex 18, Con 23, Int 18, Wis 22, Cha 15
Base Atk +14; CMB +30 (+32 bull rush, sunder); CMD 44
(46 vs. bull rush, sunder)
Feats Awesome Blow, Cleave, Combat Reflexes,
Improved Bull Rush, Improved Critical
(greatsword), Improved InitiativeB, Improved
Sunder, Improved Vital Strike, Iron Will,
Lightning ReflexesB, Power Attack, Quick
DrawB, Vital Strike
Skills Acrobatics +20 (+36 jump), Climb +17,
Craft (any one) +14, Diplomacy +8, Intimidate
+24, Knowledge (nature) +15, Perception +28,
Perform (sing) +12, Sense Motive +25, Survival
+10, Swim +22; Racial Modifiers +4 Knowledge
(nature), +4 Survival
Languages Auran, Common, Draconic, Giant
SQ lightning jump, militant, water breathing
ECOLOGY
Environment any warm
Organization solitary or family (2–5 plus 1 sorcerer
or cleric of 7th–10th level, 1–2 rocs, 2–6 griffons,
and 2–8 sharks)
Treasure stanandard (mwk breastplate, mwk
composite longbow [+14 Str bonus] with 20
arrows, mwk greatsword, other treasure)
SPECIAL ABILITIES
Cloud Sight (Ex) See the thunder child template.
Electric Aura (Ex) See the thunder child
template.
Electric Grapple (Ex) See the thunder
child template.
Electricity (Ex) See the thunder child
template.

m
Lightning Jump (Ex) See the thunder
child template.
Militant (Ex) Storm giants are
proficient with all simple and all
martial weapons.
Water Breathing (Ex) Storm giants can
breathe water as well as air.

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m the advanced bestiary
time seer
Equally blessed and cursed, time seers must learn to
m
Preternatural Knowledge (Ex): Once per round
live with two visions of events. One of a time seer’s eyes as a free action, a time seer may attempt a DC 15
sees moments in the past, and the other looks an instant Wisdom check. On a success, the time seer gains
into the future. Neither eye views the present, though a +4 bonus on its next attack roll, check, or saving
the time seer can hear and feel what is going on about throw, whichever comes first. On a failure, the time
it. This time disparity means the time seer’s mind must seer misinterprets its vision of the future and takes
constantly reassess what it sees to match events from the a –4 penalty on its next attack roll, check, or saving
recent past and the near future with the present situation. throw, whichever comes first.
A time seer that can manage to concentrate on what its Spell-Like Abilities: A time seer gains the following
eyes tell it can divine future events and peer into the past, spell-like abilities.
gaining considerable advantages in both combat and social
situations. But the task is difficult, and most time seers At will—augury
eventually go mad from the strain. 1/day—true strike, vision
Time seers are both born and made. Some creatures Caster level equals time seer’s total Hit Dice. The
seem gifted (or cursed) with time seer powers from birth; save DCs are Wisdom-based.
others gain their visions by accident or design, often Abilities: Wis +4, Cha –2 (minimum 1).
much to their dismay.
Skills: A time seer has a +5 racial bonus on Knowledge
creating a time seer and Perception checks, and a +5 racial bonus on Spellcraft
checks made to identify spells as they are being cast. It
“Time seer” is an inherited or acquired template that can takes a –5 penalty on Sense Motive checks.
be applied to any creature whose Intelligence and Wisdom
scores are each 13 or higher (hereafter referred to as the base sample time seer
creature). A time seer creature uses all the base creature’s
statistics and special abilities except as noted here. A grizzled and scarred hound archon, he is missing one
eye which is covered in scar tissue.
Challenge Rating: Same as the base creature +1.
Armor Class: A time seer gains a +2 dodge bonus to marcellus
Armor Class.
Some time later, his compatriots found Marcellus in
Defensive Abilities: A time seer gains uncanny dodge
the well. Barely conscious and half drowned, he ranted
as an extraordinary ability. If the base creature already has
and raved incoherently, answering some of his friends’
uncanny dodge, the time seer gains improved uncanny
questions before they uttered them but offering no
dodge instead.
response to questions they had asked minutes earlier. The
Weaknesses: A time seer gains the following. situation did not improve after Marcellus returned home.
Conflicted Vision (Ex): Before a time seer rolls At one point, in a vain attempt to blind himself to future
initiative, it must attempt a DC 10 Wisdom check. events, Marcellus clawed out his right eye. The celestials
On a success, the time seer gains a +4 bonus on its attempted many times to cure Marcellus’s madness, but
initiative roll. On a failure by less than 5, the time before they could find the proper spell or quest that
seer rolls for initiative normally. A failure by 5 or would grant him sanity, he fled to the Material Plane.
more imposes a –4 penalty on the initiative roll. Now Marcellus wanders the world in the form of a large
Unreliable Spellcasting (Ex) Each time the time seer dog or wolf. He is easily recognizable because he lacks a
wishes to use one of it spell-like abilities or cast a spell, right eye in all of his forms, with ugly scar tissue covering
it must make a successful Wisdom check vs. a DC the socket.
equal to 10 + the spell’s level. Failure means the attempt Marcellus offers his wisdom and knowledge of future
produces no effect but that usage or spell slot is wasted. events to other creatures according to some design that
Special Attacks: A time seer retains all the base only he understands. Though Marcellus never reveals his
creature’s special attacks and gains those described here. nature or his knowledge, he sometimes acts in small ways

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m 283
to guide events toward the end he believes is proper. He OFFENSE
never remains in one place or travels with one creature Speed 40 ft.
for long, since his celestial brethren are still seeking him, Melee bite +13 (1d8+2) and masterwork greatsword
and he wishes to avoid their ministrations. +14/+9/+4 (2d6+3/19-20) or slam +13 (1d4+2)
Special Attacks channel positive energy 1/day (DC 13,
3d6), preternatural knowledge, smite evil
Marcellus CR 9 • XP 6,400 Spell-Like Abilities (CL 6th; concentration +7)
Constant—detect evil, magic circle against evil
Male Time Seer hound archon paladin 5 (Pathfinder©
Roleplaying Game Bestiary™) At will—aid, augury, continual flame, detect evil, greater
teleport (self plus 50 lbs. of objects only), message
LG Medium outsider (archon, extraplanar, good, lawful)
1/day—true strike, vision
Init +4; Senses darkvision 60 ft., detect evil, low-light
vision, scent; Perception +20 Paladin Spells Prepared (CL 2nd; concentration +3):
Aura aura of menace (20 ft., DC 16) 1st—bless weapon, divine favor

DEFENSE STATISTICS

AC 21, touch 12, flat-footed 19 (+9 natural, +2 dodge) Str 15, Dex 10, Con 13, Int 10, Wis 18, Cha 13
hp 76 (11d10+16) Base Atk +11; CMB +13 (+15 sunder); CMD 25 (27 vs.
sunder)
Fort +11, Ref +7, Will +13;
+4 vs. poison Feats Alertness, Combat Reflexes, Improved Initiative,
Improved Sunder, Iron Will, Power Attack
Defensive Abilities
uncanny dodge; DR 10/ Skills Acrobatics +9 (+13 jump), Bluff +8, Diplomacy
evil; Immune disease, electricity, +10, Intimidate +10, Perception +20, Sense Motive +10,
fear, petrification; SR 15 Stealth +13, Survival +17; Racial Modifiers +5 Perception,
-5 Sense Motive, +4 Stealth, +4 Survival
Weaknesses conflicted
vision, unreliable Languages Celestial, Draconic, Infernal; truespeech
spellcasting SQ aura of courage, aura of good, change shape
(canine form, beast shape II), divine bonds
(weapon +1, 1/day), lay on hands (2d6, 3/day),
mercies (shaken)
Gear masterwork greatsword
SPECIAL ABILITIES
Change Shape (Su) A hound archon can
assume any canine form of Small to Large
size, as if using beast shape II. While in canine
form, the hound archon loses its bite, slam,
and greatsword attacks, but gains the bite
attack of the form it chooses. For the
purposes of this ability, canines include
any dog-like or wolf-like creature of the
animal type.
Conflicted Vision (Ex) See the time seer
template.
Preternatural Knowledge (Ex) See
the time seer template.
Unreliable Spellcasting (Ex) See
the time seer template.
Marcellus was once a heroic hound
archon who fought valiantly
against evil wherever he was
called upon to do so. On one
mission for the powers of
good, he battled demons
in the service palace were

m
reputed to give drinkers
the power to see the
future, and although
Marcellus did not seek
to drink from the well as
greedier creatures would,
he found himself forced to hide there and
inadvertently tasted the water.

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m the advanced bestiary
transforming construct
Made mutable to adapt to their masters’ changing needs,
m
• Flyer: This form is available only to a transforming
transforming constructs seem like typical examples of construct that cannot fly in its normal form.
beings created with equal parts of craft and magic. Their • Digger: This form is available only to a
seemingly normal outward appearance disguises a potent transforming construct composed primarily of
power to change shape and undertake a wealth of different stone or metal that lacks a burrow speed in its
tasks. A transforming construct has limitless utility, and normal form.
those who specialize in the manufacture of constructs
often seek the secrets of their creation most avidly. • Roller: This form is available only to a
transforming construct that does not move about
Transforming constructs come in six different varieties using wheels in its normal form.
according to their alternate forms: bipedal, climber,
digger, flyer, roller, and swimmer. These forms are defined • Swimmer: This form is available only to a
as follows. transforming construct that lacks a swim speed
in its normal form.
• Bipedal: When the transforming construct takes
on bipedal form, parts of its body become legs, and A transforming construct can have multiple alternate
other parts become arms with grasping hands. forms. A transforming construct creature uses all the
base creature’s statistics and special abilities except as
• Climber: When the transforming construct takes on noted here.
climber form, any legs it possesses are split into a half-
dozen spiderlike limbs. If it lacks legs, part of its main Challenge Rating: Same as base creature +1 per
body mass instead splits open and becomes legs. alternate form.
• Flyer: When the transforming construct takes on Type: The base creature gains the shapechanger subtype.
flyer form, it loses any legs or wheels it originally had Senses: A transforming construct in digger or swimmer
and gains wings. form gains tremorsense +60 ft.
• Digger: When the transforming construct takes on Speed: When the transforming construct takes its
digger form, it loses any arms it has, and its torso alternate form, its speed changes depending on the form
becomes a great drill. assumed. Unless otherwise specified, it does not gain a
• Roller: When the transforming construct takes on new mode of travel unless otherwise specified.
roller form, it loses any legs and arms it possesses and • Bipedal: A bipedal transforming construct’s
gains great rollers for movement. land speed in bipedal form is double that of the
• Swimmer: When the transforming construct takes on base creature. If the base creature doesn’t have a
swimmer form, its shape becomes more streamlined, land speed, its land speed is equal to twice that of
and its lower body transforms into a large propeller. the fastest speed. Swim and burrow speeds, if any,
are each reduced to one-half the base creature’s
creating a values. If the base creature has a fly speed, its
transforming construct maneuverability is reduced by one category
(minimum clumsy).
“Transforming” is an inherited template that can be • Climber: The climber transforming construct’s
added to any construct (referred to hereafter as the base land, burrow, fly, and swim speeds are each equal
creature) that meets the qualifications given for the to one-half the base creature’s values (minimum
desired alternate form, as follows. 5 feet). It gains a climb speed equal to the base
• Bipedal: This form is available only to a creature’s highest speed. In climber form, the
transforming construct whose normal form is transforming construct can climb sheer surfaces
not bipedal. and ceilings like a spider.
• Climber: The climber form is available only to a • Flyer: When in flyer form, the transforming
transforming construct that has no a climb speed construct gains a fly speed equal to double the base
in its normal form. creature’s highest speed and loses its land, burrow, and
swim speeds. It flies with average maneuverability.

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m 285
• Digger: When in digger form, a transforming
using the transforming construct gains a burrow speed equal to the base
construct template creature’s highest speed and loses any climb, fly,
or swim speed it had. The digger can burrow
This template offers a way to add zest and through stone if its body is made mostly of
surprise to a construct by allowing it to take metal. When the construct burrows, the tunnel
another shape. For example, a transforming flesh immediately behind it fills up with the earth that
golem could leap into the water and set its legs it is burrowing through. This seals the tunnel
to spinning around like a propeller while its face behind it.
opens to reveal shark-like jaws. Or a transforming
• Roller: When the transforming construct is
iron golem could spread its legs into wings and
in roller form, its land speed is double that of
soar into the air. A transforming shield guardian
the base creature, or equal to the base creature’s
could change its legs to wheels and crush enemies
highest speed if it lacks a land speed. The
even as it speeds away. This template can also be
transforming construct loses its climb speed (if
applied to a construct more than once, allowing it
any) in roller form. Swim and burrow speeds,
to take multiple forms.
if any, are each reduced to one-half the base
The template uses some broad language so that creature’s values. If the base creature has a fly
you have some latitude to interpret how it should speed, its maneuverability is reduced by one
be applied to the particular construct you have category (minimum clumsy).
chosen. If you need an idea or for some reason
• Swimmer: When in swimmer form, the
find yourself at a loss as to how the template
transforming construct gains a swim speed equal
should be applied, review the quadrupedal (page
to double the base creature’s highest speed and
238) and bipedal (page 43) templates for rules on
loses any fly speed. Any land, climb, and burrow
changing a creature’s form. You might even want
speeds are each reduced to one half the base
to put your construct through one of these two
creature’s values.
templates first.
Attacks: The transforming construct retains all the base
If you allow players to create transforming
creature’s attacks. When in its alternate form, it loses
constructs or want to be stringent about how
any attacks associated with limbs it no longer has. In
NPCs do so, add 12,500 gp per alternate form to
addition, it may gain new attacks when in its alternate
the cost of a transforming construct and increase
form, as follows.
the Craft DCs by +5 per new form. If you create
a transforming animated object using the animate • Bipedal: In this form, the transforming
object spell, each new form counts as two Small construct gains two primary slam attacks as
objects toward the spell’s limitations. primary attacks if it did not already have them.
If the base creature already has a single slam
Alternately, if you use the Construct Modification
attack, it gains another one with the same
rules in Pathfinder© Roleplaying Game: Ultimate
damage. If it has two or more slam attacks it
Magic™ each form is a complex modification as
does not gain another one. In addition, it can
follows.
wield weapons and it is proficient with any two
alternative form specific weapons.
• Digger: The transforming construct gains a
Requirements: Craft Construct, polymorph gore attack as a primary attack with its drill in
CR Increase: +1. digger form.

m
Cost: 12,500 gp. • Roller: A transforming construct in roller form
gains a new single primary ramming attack,
The construct gains the transforming construct which does damage as a slam plus 1-1/2 times its
template and a single alternate form. This Strength bonus. It cannot use its ram attack with
modification can be applied multiple times. Each any other attacks in the same round.
time the modification is applied chose a different
alternate form. • Swimmer: In swimmer form, the transforming
construct gains a primary bite attack as a primary
attack if it did not already have one.

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m the advanced bestiary
All natural attacks gained by the alternate form do
damage based on size as if the transforming construct
was one size category higher.
Special Attacks: A transforming construct retains all
the base creature’s special attacks. In its alternate form,
it loses any special attacks that depend on limbs it no
form is chosen when the template is applied, and
m
Alternate Form (Su): A transforming construct can take
an alternate form as a full round action. The specific

cannot thereafter be changed. A transforming construct


retains its hit points when it changes forms, and it can
remain in an alternate form indefinitely. Any abilities
longer has, and gains those described here. purchased with construct points remain in every form
the transforming construct has if its new form doesn’t
Alternate Attack: The exact attacks that the prevent it. True seeing or similar magic reveals the
transforming construct gains depend on its alternate transforming construct’s many forms simultaneously.
form, as follows.
• Digger: Dire Charge (Ex): When the sample
transforming construct charges, it deals double transforming construct
damage with a successful gore attack.
The ship groans and creaks; it shifts and changes form
• Roller: A transforming construct in roller form
into a colossal biped, wielding its anchors as two flails.
loses any previous trample attack and gains a
new one. The damage from the trample is one galleon of land and sea
size category higher than the slam attack it gains
in this form plus 1-1/2 times its Strength bonus. The Galleon of Land and Sea is a beautiful ship created to
The trample DC is Strength-based. guard sea lanes against invaders and pirates. As a Colossal
• Swimmer: Dire Charge (Ex): When the animated object, it can move about on its own and attack
transforming construct charges, it deals double foes, or even move onto land with its legs or wheels.
damage with a successful bite attack. The Galleon of Land and Sea fights well on land in
Abilities: Str +2. bipedal form. Its creator can command it to lash out at
foes with its anchors as though it were wielding flails.
CMD: In roller or swimmer form, the transforming
In roller form, it is a ship on giant wheels steamrolling
construct cannot be tripped.
over land and foes alike. Even in normal galleon form,
Feats: While in its alternate form, the transforming a transforming animated galleon represents a significant
construct gains the indicated bonus feats. threat, especially to foes who board it.
• Bipedal: Two-Weapon Fighting.
• Climber: Skill Focus (Climb). Galleon of Land and Sea CR 13 • XP 25,600
• Flyer: Fly-by Attack. galleon form
• Digger: Toughness. Unique Transforming Animated Object (Colossal)
• Swimmer: Weapon Focus (bite). (Pathfinder© Roleplaying Game Bestiary™)
N Colossal construct
Skills: A transforming construct gains bonuses on certain Init -2; Senses darkvision 60 ft., low-light vision; Perception -5
skill checks according to its alternate form, as follows. DEFENSE
• Climber: A transforming construct in climber AC 18, touch 0, flat-footed 18 (–2 Dex, –8 size, +18 natural)
form has Climb as a class skill. hp 151 (13d10+80)
Fort +4, Ref +2, Will -1
• Flyer: A transforming construct in flyer form
Defensive Abilities hardness 5; Immune construct traits
has a +4 competence bonus on Perception checks,
gains Fly as a class skill, and has a +8 racial bonus OFFENSE
on Fly checks Speed 30 ft., swim 30 ft.
Melee slam +24 (4d8+28 plus grab)
• Swimmer: A transforming construct in swimmer Ranged ballista +3 (6d8/19-20)
form has Swim as a class skill. Space 30 ft.; Reach 30 ft.
Special Qualities: A transforming construct retains Special Attacks constrict (4d8+28)
all the base creature’s special qualities and gains the STATISTICS
following. In its alternate form, the transforming Str 48, Dex 6, Con —, Int —, Wis 1, Cha 1
construct loses any special qualities that depend on Base Atk +13; CMB +40 (+44 grapple); CMD 48
limbs it no longer has.

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m 287
Skills Swim +27 roller form
SQ alternate forms (bipedal, roller)
Transforming Animated Object (Colossal)
ENVIRONMENT
N Colossal construct
Ecology any
Init -2; Senses darkvision 60 ft., low-light vision;
Organization unique Perception -5
Treasure incidental
DEFENSE
SPECIAL ABILITIES
AC 18, touch 0, flat-footed 18 (–2 Dex, –8 size, +18 natural)
Alternate Form (Su) See the transforming hp 151 (13d10+80)
construct template.
Fort +4, Ref +2, Will -1
Defensive Abilities hardness 5; Immune construct traits
OFFENSE
Speed 60 ft., swim 15 ft.
Melee ram +24 (4d6+28) or slam +24 (4d6+19 plus
grab)
Ranged ballista +3 (6d8/19-20)
Space 30 ft.; Reach 30 ft.
Special Attacks constrict (4d6+19), trample (6d8+28,
DC 35)
STATISTICS
Str 48, Dex 6, Con —, Int —, Wis 1, Cha 1
Base Atk +13; CMB +40 (+44 grapple); CMD 48 (can’t be
tripped)
Skills Swim +27
SQ alternate forms (bipedal, roller)

bipedal form
Transforming Animated Object (Colossal)
N Colossal construct
Init -2; Senses darkvision 60 ft., low-light
vision; Perception -5
DEFENSE
AC 18, touch 0, flat-footed 18
(–2 Dex, –8 size, +18 natural)
hp 151 (13d10+80)
Fort +4, Ref +2, Will -1
Defensive Abilities hardness 5; Immune
construct traits
OFFENSE
Speed 30 ft., swim 15 ft.
Melee 2 slams +24 (4d8+19 plus grab) or
“anchor flail” +20/+15/+10 (6d6+19) and
“anchor flail” +20 (6d6+9)
Ranged ballista +3 (6d8)
Space 30 ft.; Reach 30 ft.

m
Special Attacks constrict (4d8+19)
STATISTICS
Str 48, Dex 6, Con —, Int —, Wis 1, Cha 1
Base Atk +13; CMB +40 (+44
grapple); CMD 48
Feats Two-Weapon FightingB
Skills Swim +27
SQ alternate forms (bipedal, roller)

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unholy creature
m
Just as good deities can empower their most devout Protection from Good (Su): An unholy creature gains
followers, so too can deities of darkness grace their a +2 deflection bonus to AC and a +2 resistance
champions with greatness. These unholy creatures bear the bonus on saves against attacks by good creatures.
black taint of ultimate corruption, which gives them unholy Furthermore, it is immune to any attempt by a good
strength. Not only are their bodies and souls are immune creature to possess, charm, or influence it.
to the evil energies of the Plane of Negative Energy, they Speed: Each of an unholy creature’s speeds increases by
can draw power from the black energy that drains most +10 ft.
creatures. The very presence of an unholy creature brings a
chill to the souls of creatures whose hearts are not equally Special Attacks: An unholy creature retains all the base
black, and their touch is a blight to pure souls. creature’s special attacks and gains those described here.
An unholy creature appears much as it did before Profane Attacks (Su): Each of an unholy creature’s
receiving its dark gods’ gifts, but its exceptional strength melee attacks with a natural or manufactured weapon
and unnatural quickness mark it as somehow changed. deals +1d6 points of extra damage to creatures of
good alignment. All of its natural and manufactured
creating an weapons are treated as evil-aligned for purposes of
unholy creature overcoming damage reduction.
Unholy Spellcasting (Su): An unholy creature’s effective
“Unholy” is an acquired template that can be added to caster level for spells from the necromancy school and
any evil creature that uses or is animated by negative those with the curse or evil descriptors increases by
energy or has the evil subtype (referred to hereafter as +1 over that of the base creature. This benefit stacks
the base creature). Should the creature’s alignment ever with itself, so the unholy creature’s effective caster
change from evil, it loses this template. level for a spell that fits both parameters is higher by
An unholy creature uses all the base creature’s statistics +2 than that of the base creature.
and special abilities except as noted here. Abilities: Str +4, Dex +4, Con +2, Wis +2, Cha +4.
CR: Same as the base creature +1. Skills: An unholy creature gains a +4 profane bonus on
Alignment: Any evil. Perception and Sense Motive checks.
Type: An unholy creature gains the evil subtype. Special Qualities: An unholy creature retains all the
base creature’s special qualities and gains those described
Senses: An unholy creature has darkvision +60 ft.
here.
Aura: An unholy creature gains the following.
Unholy Body (Su): An unholy creature is healed by
Awful Presence (Su): Every nonevil creature within negative energy and harmed by positive energy like
30 ft. of an unholy creature automatically takes a –1 an undead creature. Thus, inflict light wounds would
penalty on all attack rolls, checks, and saves. Awful heal an unholy creature and cure light wounds would
presence is a mind-affecting fear effect. harm it.
Defensive Abilities: An unholy creature gains DR 5/
good, negative energy immunity and the following: sample unholy creature
Positive Energy Protection (Su): When a holy creature This fierce orc has a blasphemous tattoo on its face. The
is struck by an attack using positive energy, e.g. cure pick he wields hums with evil energy.
spells, the unholy creature may make a level check
(1d20 + total HD) against a DC equal to 11 + the grakkus
attacking creature’s character level. If the level check
succeeds, the positive energy attack is canceled out in Grakkus has always felt the calling of evil. Whenever
a bright flash. If the positive energy attack was dealt he had the opportunity to cause harm or pain, he never
by a melee or melee touch attack, the creature that passed it by. Grakkus gained status in his tribe through
delivered it takes 2d6 points of damage. arranged “accidents” and brutality.

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The orc would have had a short and brutal life but for OFFENSE
a chance encounter with a minor archon. Grakkus Speed 30 ft. (40 ft. base)
ambushed the outsider and killed it. When he struck the Melee +2 outsider-bane adamantine heavy pick +13/+8
fatal blow, a surge of unholy energy filled his soul. He (1d6+6/x4+2d6 vs. outsider+1d6 vs. good)
now knows his purpose—to murder all that is good. Special Attacks aura of destruction (+5, 10 rounds/
day), channel negative energy 8/day (DC 20, 5d6),
Grakkus now wanders the land killing any good outsiders destructive smite (+5, 7/day), profane attacks, unholy
spellcasting
he can find in the most painful and brutal ways he can
Domain Spell-Like Abilities (CL 10th; concentration +14)
think of.
7/day—bleeding touch (5 rounds, 1d6 bleed)
Cleric Spells Prepared (CL 10th; concentration +14):
Grakkus CR 10 • XP 9,600 5th—commune, dispel good (DC 19), slay livingD (DC 19)
4th—dismissal (DC 18), divine power, inflict critical
Male unholy orc cleric 10 (Pathfinder© Roleplaying Game woundsD (DC 18), poison (DC 18), summon monster IV
Bestiary™)
3rd—contagion (DC 17), deeper darkness, dispel magic,
NE Medium humanoid (evil, orc) rageD, wrathful mantle (DC 17)
Init +2; Senses darkvision 120 ft.; Perception +4 2nd—death knellD (DC 16), enthrall (DC 16), hold person
Aura awful presence (30 ft.) (DC 16), life channel (2), resist energy
DEFENSE 1st—bane (DC 15), cause fearD (DC 15), curse water (DC
15), detect good, know the enemy, shield of faith
AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex) 0 (at will)—bleed (DC 14), read magic, resistance, spark (DC 14)
hp 78 (10d8+30) D Domain spell; Domains Death, Destruction
Fort +9, Ref +5, Will +11
STATISTICS
Defensive Abilities ferocity, positive energy protection,
protection from good; DR 5/good; Immune Str 19, Dex 14, Con 14, Int 8, Wis 19, Cha 16
negative energy Base Atk +7; CMB +11; CMD 23
Weakness light sensitivity Feats Alignment Channel, Channel Smite, Combat
Casting, Extra Channel, Improved Channel
Skills Intimidate +5, Knowledge (planes) +3, Knowledge
(religion) +7, Perception +8, Sense Motive +8, Spellcraft +4
Languages Common, Orc
SQ aura, death’s embrace, unholy body, weapon
familiarity
Combat Gear potion of inflict moderate
wounds (3); Other Gear +2 unrighteousUE
chainmail, +2 outsider-bane adamantine
heavy pick, unholy symbol face tattoo
SPECIAL ABILITIES
Awful Presence (Su) See the unholy
creature template.
Positive Energy Protection (Su) See the
unholy creature template.
Profane Attacks (Su) See the unholy
creature template.
Protection from Good (Su) See
the unholy creature template.
Unholy Body (Su) See
the unholy creature
template.
Unholy Spellcasting (Su)
See the unholy creature
template.

m
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m the advanced bestiary
unseelie creature
Seelie creatures that turn toward selfishness or sinful acts
m
that blights all flora and fauna. Non-evil unseelie do
are cast out from the Seelie Realm. Such beings become not spread the taint.
unseelie creatures and must live out their lives in their Unseelie Taint: Curse—special; save Will negates;
own blighted areas of the Fey Realms. Circles of blighted onset 1 week; frequency 1/week (see below); effect
stones or rings of rotting mushrooms serve as signposts alignment shifts towards evil; cure special. The
for the unseelie creatures that walk in the lands of mortal save is Charisma-based.
creatures, and the appearance of such signs might hint
that unseelie creatures live nearby. Any physical contact with an unseelie creature via
natural attacks or touch exposes a target to the curse.
Unseelie creatures appear similar to a normal creature, Even coming into contact with any flora or fauna
but are usually more twisted and lithe in form, cruel that have been afflicted can spread the curse as well
in bearing, and have a malign intelligence. Unseelie (albeit with a +2 circumstance bonus on the save to
creatures strive to block seelie creatures at every initially resist).
opportunity and take great pleasure in hampering, For every week someone is afflicted with the
terrorizing, torturing, and spreading their taint of evil unseelie taint, their alignment shifts one step towards
in the world. evil. Initially, a successful Will save prevents the curse
creating an from taking hold. However, after that a successful
save only prevents the alignment shift for that week.
unseelie creature Until the affected creature’s alignment becomes evil,
the curse can be removed by a remove curse spell.
“Unseelie” is an inherited or acquired template that can
However, once a creature becomes evil, even powerful
be added to any living, intelligent, non-good creature or
magic, such as wish or miracle, cannot undo the shift
creatures that have lost the seelie template by becoming a
in morality. The unseelie creature that caused the
creature of non-good alignment (referred to hereafter as
taint must be permanently killed before the curse
the base creature).
can be removed by the application of remove curse or
An unseelie creature uses all the base creature’s statistics more powerful magic. This holds even if the unseelie
and special abilities except as noted here. creature loses the template. Once inflicted, the curse
CR: Same as the base creature +1. remains. Only the former unseelie creature’s death
(and subsequent curse removal) will break it.
Alignment: Any non-good.
Unseelie taint is a supernatural curse effect.
Type: The base creature gains the extraplanar subtype.
Spell-Like Abilities: An unseelie creature gains the
Senses: An unseelie creature gains low-light vision and following spell-like abilities. Caster level is equal to
the following. unseelie creature’s total Hit Dice. The save DCs are
Unseelie Sight (Ex): An unseelie creature using its Charisma based.
invisibility ability can see other seelie and unseelie At will—invisibility
creatures that are invisible as well. In addition, it
3/day—dancing lights, ghost sound, silent image
automatically succeeds on saves against illusion spells
and effects produced by seelie and unseelie creatures 1/day—alter self, darkness, magic mouth, plane shift (to
and immediately recognizes such effects as illusions. and from the Fey Realms only), sleep
An unseelie creature can see any other creature in a Abilities: Dex +4, Int +4, Cha -2 (minimum 1).
faerie walk state (see Faerie Walk below).
Skills: An unseelie creature gains a +2 luck bonus on
Defensive Abilities: An unseelie creature gains DR 5/ Bluff checks and a +4 racial bonus on Stealth, Survival,
cold iron or silver and cold resistance 5. and Knowledge (nature) checks. Knowledge (nature) is
Special Attacks: An unseelie creature gains the a class skill for an unseelie creature and can be used as
following trained even without ranks in the skill.
Unseelie Taint (Su): The presence of or contact with Languages: If the unseelie creature can speak or
an evil unseelie creature spreads a supernatural curse understand languages, it gains the ability to speak Sylvan

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in addition to any other languages the base creature knows. faerie walk loses the ability to use faerie walk for 1
Special Qualities: The unseelie creature retains all the week.
base creature’s special qualities and gains those described An unseelie creature can use its faerie walk ability
here. to bring another willing creature or a creature affected
by its sleep spell to a faerie walk state. The creature is
Faerie Walk (Su): At will as a full-round action in subject to the same constraints of movement as the
an untouched, uncultivated or blighted natural unseelie creature, becoming material and losing the
environment at least an acre in area, an unseelie ability to travel to the Fey Realms with a seelie or
creature can enter a state similar to becoming ethereal unseelie creature for 1 week should it voluntarily cross
as per the ethereal jaunt spell. However, the unseelie the boundaries prohibited by the faerie walk ability.
creature is not on the Ethereal Plane, but coexisting on In addition, the creature remains in its ethereal-like
the plane of the Fey Realms and the Material. It can state for only as long as the unseelie creature does, or
remain in this state for as long as it wishes, so long as until the unseelie creature decides to send it back to
it remains in an untouched natural environment, and the Material Plane.
it can return to the Material Plane as a free action. An An unseelie creature cannot use this ability in an
unseelie creature using its faerie walk power cannot area claimed by a seelie creature or under the effects
enter structures on the Material Plane that were not of a hallow spell or similar magic. Magic circle spells
built by an unseelie creature, nor can they pass beyond also prevent the use of faerie walk if the unseelie’s
the untouched, uncultivated, or blighted environment. alignment has a component of the alignment the
An unseelie creature that crosses into magic circle is protecting against.
such forbidden areas while in their faerie
walk state immediately becomes tangible Feyblood (Ex): An unseelie creature is considered
on the Material Plane. In addition, an both a fey creature and a creature of its normal type
unseelie creature that willingly crosses such for the purpose of spells, abilities, and effects that
a boundary while undergoing a affect those types. If its type renders it immune to
an effect that would normally affect a fey
creature, it remains immune unless the
effect specifically targets creatures of the
fey type. In addition, the unseelie creature
may use magic items with racially specific
qualities as though it were of the fey type.
Unseelie Pact (Ex): An unseelie creature
that becomes good loses the unseelie
template and gains the seelie template.
Environment: Any natural or blighted
environment and the Fey Realms.

sample unseelie
creature
The plant-life around this sleek, black-furred
hound twists into disturbing forms as it
approaches.

unseelie shadow mastiff

m
These beasts are created when a faerie lord’s
hunting hound is killed by evil spells and is not
properly buried with its master. The shadow of the
hound slowly fills with spoiled magic, eventually rising
free of the corpse to haunt the lands in which it was created.
Unseelie shadow mastiffs travel invisibly and silently
through the world, tracking and ambushing unwary seelie

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m the advanced bestiary
creatures and creatures who defend the green woods and
fields that the seelie call home. Even when they are not
invisible, their forms blend easily into shadow.

Unseelie Shadow Mastiff CR 6 • XP 2,400


Base Atk +6; CMB +10; CMD 24 (28 vs. trip)
m
Feats Improved Initiative, Iron Will, Power Attack
Skills Bluff +11, Intimidate +6, Perception +10, Stealth +17,
Survival +14; Racial Modifiers +4 Stealth, +4 Survival
Languages Common, Sylvan (can’t speak)
SQ faerie walk, feyblood, unseelie pact
NE Medium outsider (evil, extraplanar) (Pathfinder© ECOLOGY
Roleplaying Game Bestiary 3™)
Environment any or the Fey Realms
Init +8; Senses darkvision 60 ft., low-light vision,
unseelie sight; Perception +10 Organization solitary, pair, or pack (3-8)
Treasure none
DEFENSE
SPECIAL ABILITIES
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 51 (6d10+18) Bay (Su) When a shadow mastiff howls or barks, all
creatures within a 300-foot spread except evil outsiders
Fort +8, Ref +9, Will +5 must succeed at a DC 16 Will save or become panicked
Defensive Abilities shadow blend; DR 5/cold iron or for 1d4 rounds. This is a sonic, mind-affecting fear effect.
silver; Resist cold 5 A creature that successfully saves cannot be affected
by the same mastiff’s bay for 24 hours. This is a mind-
OFFENSE affecting fear effect. The save DC is Charisma-based.
Speed 50 ft. Faerie Walk (Su) See the unseelie creature template.
Melee bite +10 (1d8+4 plus trip and unseelie taint), tail Feyblood (Ex) See the unseelie creature template.
slap +5 (1d6+2 and unseelie taint) Shadow Blend (Su) In any condition of illumination other
Special Attacks bay, unseelie taint (DC 13) than full daylight, a shadow mastiff disappears into the
Spell-Like Abilities (CL 6th; concentration +7) shadows, giving it concealment (50% miss chance).
At will—invisibility Artificial illumination, even a light or continual flame spell,
does not negate this ability; a daylight spell, however,
3/day—dancing lights, ghost sound, silent image does. A shadow mastiff can suspend or resume this ability
1/day—alter self, darkness, magic mouth, plane shift (to as a free action.
and from the Fey Realms only), sleep Unseelie Pact (Ex) See the unseelie creature template.
STATISTICS Unseelie Sight (Ex) See the unseelie creature template.
Str 19, Dex 19, Con 17, Int 8, Wis 12, Cha 11 Unseelie Taint (Su) See the unseelie creature template.

verminoid
Verminoids are vermin-like creatures with humanoid Hit Dice: Change all of the base creature’s racial HD
bodies and intellects. Some sages speculate that they are to d10s.
the abominable results of druidic magic gone awry and Saving Throws: Unlike other monstrous humanoids, a
the experiments of arcane spellcasters obsessed with verminoid creature’s good saves are Fortitude and Reflex.
vermin.
Defensive Abilities: A verminoid creature loses any
A verminoid has two legs to walk upon and two arms immunity to mind-affecting effects gains the following.
with hands that can manipulate tools. It walks upright but
otherwise retains all the hideous aspects of its vermin form. Impenetrable Mind (Ex): Due to its heritage as a
non-intelligent insect, a verminoid gains a +4 racial
creating a verminoid bonus on saves against mind-affecting effects.
Speed: If the creature has a land speed slower than 10 feet
“Verminoid” is an inherited or acquired template that can
(or no land speed at all), its land speed becomes 10 feet.
be added to any living vermin (referred to hereafter as the
base creature). It uses all the base creature’s statistics and Attacks: The verminoid retains all the base creature’s
special abilities except as noted here. attacks except those that depended on limbs that have
turned to arms. Any other natural attacks it has retain
CR: Base creature’s CR less than 1, increase to 1/2; CR the same primary or secondary status they had for the
1 or higher, same as the base creature. base creature. The verminoid has the weapon and armor
Alignment: Usually neutral. proficiencies of creatures of the monstrous humanoid
Type: The creature’s type changes to monstrous humanoid. type.

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m 293
Space/Reach: The verminoid has a space and reach
appropriate for its size. For creatures of Large size or
sample verminoid
greater use the “tall’ option. If the base creature had greater This man-sized insect walks on two legs and brandishes
than normal reach for its size, add 5 feet to its reach. a wicked spear. It mandibles clack out sounds that you
Special Attacks: A verminoid retains all of the base could swear are the words “What you want?”
creature’s special attacks except rake and trample.
giant bombardier verminoid
Abilities: Int +8, Cha +6. If the base creature has no
Intelligence score its Intelligence becomes 8 and loses Like their vermin counterparts, giant bombardier
the mindless trait. beetle verminoids feed primarily on carrion and offal,
CMD: A verminoid loses any bonus the base creature and they spend considerable time collecting these
has vs. trip due to multiple legs. materials into vast piles. The verminoids use this
heaped-up refuse as homes and nesting areas in which
Feats: As mindless creatures, most vermin have no feats.
to lay eggs, carving tunnels through houses that also
The verminoid retains the base creature’s bonus feats (if
serve as food supplies. They guard their food-homes
any) but loses all others. Assign new feats as desired based
from other creatures with intense ferocity from all
on the verminoid’s hit dice. The verminoid must still meet
other creatures except the giant bombardier beetles
any prerequisites for feats chosen to fill vacant feat slots.
that they use as a guard creature. Fortunately, visitors
Skills: As mindless creatures, most vermin have no need not blunder into a giant bombardier beetle
skills. Calculate skill points for the verminoid’s racial Hit verminoids encampment unaware. The creatures have
Dice as a monstrous humanoid, then purchase its skills a natural knack for singing, and the alien and buzzing
(treating the base creature’s skills and Perception and songs they sing while working can often be heard long
Survival as class skills). The verminoid retains any skill before the verminoids can be seen.
points gained from class levels and any racial bonuses the
base creature had. New size modifiers and new ability Giant Bombardier Verminoid CR 2 • XP 600
scores all modify skill bonuses normally.
Languages: Verminoid gain the ability to speak any one N Medium monstrous humanoid (Pathfinder©
Roleplaying Game Bestiary)
language (typically an insectile dialect of Common) in Init +1; Senses darkvision 60 ft.; Perception +5
addition to those allowed by its new Intelligence.
DEFENSE
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 11 (2d10)
Fort +5, Ref +4, Will +0; +4 vs. min-affecting effects
Defensive Abilities impenetrable mind
OFFENSE
Speed 20 ft., fly 20 ft. (poor)
Melee bite +2 (2d8) and spear +2 (1d8/x3)
Special Attacks breath weapon (10-ft. cone, 2d6
acid, Reflex DC 11 half, 1/1d4 rounds)
STATISTICS
Str 11, Dex 12, Con 11, Int 8, Wis 10, Cha 15
Base Atk +2; CMB +2; CMD 13
Feats Great Fortitude
Skills Climb +5, Fly –3, Perception +5, Survival +5

m
Languages Common
ECOLOGY
Environment temperate forests
Organization solitary, duet (2),
or choir (3–6)
Treasure none

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m the advanced bestiary
war machine
A war machine is a construct of terrible power built
m
Sprint (Ex): Once per hour, a war machine can move
from various metals, and granted the powers of another up to 10 times its normal speed when it charges
creature. Designed to resemble a living creature, a war Attacks: Each of a war machine’s natural attacks
machine’s body is a complicated construction of layered deals damage as though the war machine was two
metals that give it the shape the desired creature would size categories larger than it is. Furthermore, the war
normally have. Magic grants the war machine the powers machine can wield weapons up to two size categories
of the creature it was built to resemble. larger than the base creature could without taking
A war machine follows the commands of its creator penalties.
much as a golem does. Although unintelligent, it has an Special Attacks: A war machine gains the following.
instinctual understanding of its abilities and of combat.
A war machine is capable of limited strategy when Body Blades (Ex): Spikes and blades cover a war
carrying out its creator’s instructions and it can follow machine’s body. When another creature attacks it
any simple command that the creator can give in a few with handheld or natural weapons, the attacker
sentences. takes 1d8 points of slashing and piercing damage.
Incorporeal creatures and creatures using weapons
creating a war machine with exceptional reach, such as longspears, do not
take this damage. In addition, a war machine deals
“War machine” is an inherited template that can be 1d8 points of piercing and slashing damage to a
added to any living, corporeal creature except those with grabbed opponent with each successful grapple
the ooze type (referred to hereafter as the base creature). check.
A war machine uses all the base creature’s statistics and Abilities: Str +6, Dex +6, Wis +4, Cha –4 (minimum
special abilities except as noted here. 1). As an unintelligent construct, a war machine has no
Challenge Rating: Same as the base creature +3. Constitution or Intelligence score.
Alignment: Always neutral. Skills: Ignore the base creature’s skill modifiers, since
Type: The creature’s type changes to construct and loses a war machine has no skill points. However, it retains
all racial subtypes. any racial bonuses that the base creature has. In addition,
a war machine gains a +10 racial bonus on Acrobatics,
Armor Class: Natural armor class increases by +5. Climb, and Perception checks.
Hit Dice: Change all of the base creature’s racial HD to Feats: A war machine retains the base creature’s bonus
d10s. The creature gains bonus hit points as a construct of feats, but loses all others.
its size category, but loses hit points from Constitution.
Special Qualities: A war machine gains the mindless
Defensive Abilities: The base creature gains all of universal monster ability, as well as the following.
the defensive abilities granted by the construct type.
Additionally, it gains DR 10/—, acid, cold and fire War Mount (Ex): For an extra 500 gp, the war
resistance 10, and immunity to electricity. If the base machine’s creator can create a war machine that can
creature has better resistances or immunities, it keeps carry them as a rider without subjecting them to the
those. damage from its body blades.
Weaknesses: The base creature gains the following Environment: Change to any.
weakness: Organization: Change to solitary, pair, or squad (3-6)
Metal Body (Ex): Beneath its skin, a war machine Treasure: none
is largely composed of metal. It counts as a ferrous
creature for the purposes of rusting grasp and other creating a war machine
spells that have special effects on metal.
War machines are created in the same manner as golems.
Speed: Each of the war machine’s speeds is double the Because a war machine is composed of various metals, it
corresponding speed of the base creature and gains the weighs three times what the base creature does.
following.

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m 295
construction Ankheg War Machine CR 6 • XP 2,400
CL 5th + war machine’s CR; Price 2,400 gp × twice the N Large construct (Pathfinder© Roleplaying Game Bestiary™)
war machine’s CR Init +3; Senses darkvision 60 ft., low-light vision,
tremorsense 60 ft.; Perception +13
Requirements Craft Construct, geas/quest, greater
DEFENSE
polymorph, limited wish, resist energy, creator must
be caster level 5th + war machine’ CR; Skill Craft AC 24, touch 12, flat-footed 21 (+3 Dex, -1 size, +12 natural)
hp 46 (3d10+30)
(weaponsmithing) DC 25; Cost 1,200 gp × the war
Fort +1, Ref +4, Will +4
machine’s CR
DR 10/—; Immune construct traits, electricity; Resist

sample war machine acid 10, cold 10, fire 10


Weaknesses metal body

A demonic-looking cockroach made of metal and OFFENSE

covered in spikes clanks ominously as its weight shifts. Speed 60 ft., burrow 40 ft.; sprint
Melee bite +8 (4d6+9 plus 1d4 acid and grab)
ankheg war machine Ranged spit acid +5 (30-ft. line, 4d4 acid, Reflex DC 11
half, 1/6 hours)
Space 10 ft.; Reach 5 ft.
A war machine ankheg burrows with its legs and
Special Attacks body blades, war mount
mandibles. A burrowing war machine ankheg usually
does not make a usable tunnel, but it can be commanded STATISTICS

to construct one. When so doing, it burrows at half speed Str 22, Dex 16, Con —, Int —, Wis 17, Cha 2
and creatures a tunnel 5 feet tall and 5 feet wide. Base Atk +3; CMB +10 (+14 grapple); CMD 23
Skills Acrobatics +13, Climb +16, Perception +13; Racial
A war machine ankheg’s are used to best effect when Modifiers +10 Acrobatics, +10 Climb, +10 Perception
commanded to burrow beneath the ground and lie in SQ mindless
wait for foes it detects with tremorsense. When left to ECOLOGY
its own devices in combat, it takes grappled foes into the Environment any
tunnels it digs and crushes them against its body blades. Organization solitary, pair, or squad (3-6)
Treasure none
SPECIAL ABILITIES
Body Blades (Ex) See the war machine template.
Metal Body (Ex) See the war machine template.
Spit Acid (Ex) Once every 6 hours, an
ankheg war machine can spit a 30-
foot line of acid. Creatures struck by
this acid take 4d4 points of acid
damage (Reflex halves). Once
an ankheg war machine uses
this attack, it must wait 6
hours before using it again.
Additionally, during this time
period, its bite attack does
not inflict any additional
acid damage. As a result,
an ankheg war machine
does not use this ability
unless it is desperate or
frustrated, most often
spitting acid when

m
reduced to fewer than
half its full normal hit
points or when it cannot
not successfully grab an
opponent. The save DC
is Constitution-based.
Sprint (Ex) See the war
machine template.
War Mount (Ex) See the
war machine template.

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appendix a: new feats,
spells, and class features
m
new feats 1d4+3 ofuda giant centipedes (from the summon monster
II table), or 1d4+4 ofuda dire rats (from the summon
additional augmentation monster I table).
This cannot be applied to summoning due to the summon
You gain the ability to add more augmentations to your
universal monster ability.
form.
Prerequisites: Augmented creature template. monstrous mount
Benefit: You gain +3 APs that can be used to gain
Your loyal steed has the qualities of two mighty beasts
augmentations.
in one.
Special: This feat can be taken multiple times.
Prerequisite: Bonded mount class feature and class
eye caster level 11
Benefit: Your bonded mount gains the teratocephalos
One of an eye king’s eye stalks can cast spells of a selected template. Even though your mount becomes a magical
class. beast, though you may still treat it as an animal when
Prerequisites: Eye king template, levels in an arcane or using Handle Animal, wild empathy, or any other spells
divine casting class. or class abilities that specifically affect animals.
Benefit: One of an eye king’s eye rays no longer casts powerful eye ray
spell-like abilities but is a conduit from which it casts
its class spells of one selected class. When an eye king One of an eye king’s eye rays is much more powerful than
casts a spell it emanates as a ray for the selected eye stalk normal.
retaining all of the spell’s other qualities. The caster level
Prerequisites: Eye king template
for the eye caster spell is equal to the eye king’s class level
of the chosen spellcasting class. Benefit: An eye king can select any spell up to the maximum
level allowed for one of your eye rays in your other eye rays.
Special: This feat can be taken multiple times. Each time
it applies to a different eye/eyestalk and spellcasting class. Normal: An eye king can only select a spell of a specific
level if it has already selected at least one spell of all
legion of folded paper previous spell levels.

A true master over the rice-paper soldiers, spies and


servants summoned to your side via talismans, your study
new spells
has made you greatly gifted in the strange art of calling create manimal
forth masses of ofuda companions.
Prerequisites: Ability to cast summon monster or School: transmutation; Level: druid 6, sorcerer/wizard
summon nature’s ally as a spell or spell-like ability. 7, witch 7
Benefit: Whenever you cast summon monster or summon Casting Time: 1 day
nature’s ally as a spell or spell-like ability, you may choose Components: V, S, M (bones and viscera of the specific
to call 1d4+1 ofuda creatures of the spell’s level rather type animal and any humanoid)
than 1d3. In addition, you gain +1 ofuda creatures of the Range: touch
appropriate type for every level higher the spell-effect Target: animal touched
is than the summon table where reselected creature Duration: instantaneous
appears. For example, with a summon monster IV spell, a Saving Throw: Will negates; Spell Resistance: yes
caster can summon 1d4+1 ofuda giant scorpions, 1d4+2 As awaken, but the animal gains the manimal template
ofuda cheetahs (from the summon monster III table), instead of the usual changes from the awaken spell.

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create verminoid Components: V, S, DF
Range: personal
School: transmutation; Level: druid 5, sorcerer/wizard Target: you
7, witch 7 Duration: 1 hours/level or until expended; see text
Casting Time: 1 day As tree stride, but caster can only travel through trees that
Components: V, S grow thorns, brambles, or similar growth. Additionally,
Range: touch the caster can move through a wall of thorns or similar
Target: mindless vermin touched thorn-related effects with taking any damage or suffering
Duration: Instantaneous any impairment.
Saving Throw: Will negates; Spell Resistance: yes
Grants the verminoid template to the touched mindless
undead plants
vermin. Upon touch, the target is immediately empowered
School: necromancy [evil]; Level: druid 4
with the benefits of the template and it knows how to
utilize all its abilities. As animate dead, but only affects creatures with the
plant type. Plant skeletons are made from the hardened
empower undead stalks and bark of the plant, but are otherwise hollow.
Plant zombies appear much as they did before but are
School: necromancy [evil]; Level: cleric 6, sorcerer/ rotting and may have fungal growths or dangerous molds
wizard 6 growing on them.
Casting Time: 1 standard action
Components: V, S, M (a gem worth at least 10 gp that
spent the night in the body of an undead creature)
new class features
Range: touch alchemist discoveries
Target: undead creature touched
Duration: Instantaneous Augment Creature (Su): Using a combination of magical
Saving Throw: Will negates; Spell Resistance: yes and technological methods an alchemist can grant
a corporeal creature the augmented template. The
Grants the negative-energy charged template to the
augmented creature does not have any special loyalty to
touched undead. Upon touch, the target is immediately
its creator due to this discovery. The alchemist must be at
empowered with the benefits of the template and it
least 12th-level before selecting this discovery.
knows how to utilize all its abilities.
Manimal Elixir (Su): The alchemist can make an elixir that,
flora to fauna when fed to an animal, grants it the manimal template.
The alchemist must be at least 12th level before selecting
School: transmutation; Level: druid 7, sorcerer/ this discovery.
wizard 7, witch 7
Shrinking Serum (Su): The alchemist can make a concoction
Casting Time: 1 day
that when imbibed shrinks the drinker granting them
Components: V, S, M (freshly killed animal flesh
the miniature template. The alchemist must be at least
weighing at least one-half of that of the plant)
8th-level before selecting this discovery.
Range: touch
Target: plant touched The Tertocephalos Process (Su): The alchemist can make
Duration: Instantaneous a series of concoctions, salves and powders that allow
Saving Throw: Fortitude negates; Spell Resistance: yes him to transplant the head of an animal or humanoid
to a single another animal or humanoid. The creature
Upon casting the flesh used as a material component is
receiving the head gains the tertocephalos template,

m
absorbed by the plant touched, permanently transforming
while the creature that donated the head dies. The
it into a flesh plant.
alchemist must be at least 12th level before selecting
thorn walk this discovery.
Verminoid Powder (Su): The alchemist can make a course
School: conjuration (teleportation); Level: druid 4, powder that, when fed to a mindless vermin, grants it the
ranger 3 verminoid template. The alchemist must be at least 12th
Casting Time: 1 standard action level before selecting this discovery.

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appendix b:
universal monster abilities
m
The following are a listing of the standard universal and the creature still has the normal miss chance when
monster rules that are referenced in the templates. attacking foes that have concealment. Visibility still affects
All of these are originally from all of The Pathfinder© the movement of a creature with blindsense. A creature
Roleplaying Game Bestiaries™. They are reprinted here with blindsense is still denied its Dexterity bonus to
for convenience. Armor Class against attacks from creatures it cannot see.

ability damage and drain (ex or su) Format: blindsense 60 ft.; Location: Senses.

blindsight (ex)
Some attacks or special abilities cause ability damage or
drain, reducing the designated ability score by the listed This ability is similar to blindsense, but is far more
amount. Ability damage can be healed naturally. Ability discerning. Using nonvisual senses, such as sensitivity to
drain is permanent and can only be restored through magic. vibrations, keen smell, acute hearing, or echolocation, a
Format: 1d4 Str drain; Location: Special Attacks or creature with blindsight maneuvers and fights as well as a
individual attacks. sighted creature. Invisibility, darkness, and most kinds of
concealment are irrelevant, though the creature must have
all-around vision (ex) line of effect to a creature or object to discern that creature
or object. The ability’s range is specified in the creature’s
The creature sees in all directions at once. It cannot be descriptive text. The creature usually does not need to
flanked. make Perception checks to notice creatures within this
Format: all-around vision; Location: Defensive Abilities. range. Unless noted otherwise, blindsight is continuous,
and the creature need do nothing to use it. Some forms of
amphibious (ex) blindsight, however, must be triggered as a free action. If
so, this is noted in the creature’s description. If a creature
Creatures with this special quality have the aquatic must trigger its blindsight ability, the creature gains the
subtype, but they can survive indefinitely on land. benefits of blindsight only during its turn.
Format: amphibious; Location: SQ. Format: blindsight 60 ft.; Location: Senses.
bleed (ex) blood drain (ex)
A creature with this ability causes wounds that continue The creature drains blood at the end of its turn if it
to bleed, dealing the listed damage each round at the grapples a foe, inflicting Constitution damage.
start of the affected creature’s turn. This bleeding can be
Format: blood drain (1d2 Constitution); Location:
stopped by a successful DC 15 Heal skill check or through
Special Attacks.
the application of any magical healing. The amount of
damage each round is determined in the creature’s entry. breath weapon (su)
Format: bleed (2d6); Location: Special Attacks and
individual attacks. Some creatures can exhale a cone, line, or cloud of energy or
other magical effects. A breath weapon attack usually deals
blindsense (ex) damage and is often based on some type of energy. Breath
weapons allow a Reflex save for half damage (DC 10 + 1/2
Using nonvisual senses, such as acute smell or hearing, a breathing creature’s racial HD + breathing creature’s Con
creature with blindsense notices things it cannot see. The modifier; the exact DC is given in the creature’s descriptive
creature usually does not need to succeed at Perception text). A creature is immune to its own breath weapon unless
checks to pinpoint the location of a creature within range otherwise noted. Some breath weapons allow a Fortitude
of its blindsense ability, provided that it has line of effect save or a Will save instead of a Reflex save. Each breath
to that creature. Any opponent the creature cannot see still weapon also includes notes on how often it can be used,
has total concealment against the creature with blindsense, even if this number is limited in times per day.

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Format: breath weapon (60-ft. cone, 8d6 fire damage, Some monsters are vulnerable to piercing, bludgeoning,
Reflex DC 20 for half, usable every 1d4 rounds); or slashing damage. Others are vulnerable to certain
Location: Special Attacks; if the breath is more materials, such as adamantine, alchemical silver, or cold-
complicated than damage, it also appears under Special forged iron. Attacks from weapons that are not of the
Abilities with its own entry. correct type or made of the correct material have their
damage reduced, although a high enhancement bonus
channel resistance (ex) can overcome some forms of damage reduction.

A creature with this special quality (usually an undead) is Some monsters are vulnerable to magic weapons. Any
less easily affected by channeled energy. A creature with weapon with at least a +1 magical enhancement bonus
channel resistance adds the bonus listed for that creature on attack and damage rolls overcomes the damage
to saves made to resist the effects of channel energy, reduction of these monsters. Such creatures’ natural
including effects that rely on the use of channel energy weapons (but not their attacks with weapons) are treated
(such as the Command Undead feat). as magic weapons for the purpose of overcoming damage
reduction.
Format: channel resistance +4; Location: Defensive
Abilities. A few very powerful monsters are vulnerable only to
epic weapons—that is, magic weapons with at least a
compression (Ex) +6 enhancement bonus. Such creatures’ natural weapons
are also treated as epic weapons for the purpose of
The creature can move through an area as small as one- overcoming damage reduction.
quarter its space without squeezing or one-eighth its Some monsters are vulnerable to good-, evil-, chaotic-,
space when squeezing. or lawful-aligned weapons, such as from an align weapon
Format: compression; Location: Special Qualities. spell or the holy magical weapon property. A creature
with an alignment subtype (chaotic, evil, good, or lawful)
curse (su) can overcome this type of damage reduction with its
natural weapons and weapons it wields as if the weapons
A creature with this ability bestows a curse upon its or natural weapons had an alignment (or alignments)
enemies. The effects of the curse, including its save, that matched the subtype(s) of the creature.
frequency, and cure, are included in the creature’s When a damage reduction entry has a dash (—) after the
description. If a curse allows a saving throw, it is usually a slash, no weapon negates the damage reduction.
Will save (DC 10 + 1/2 the cursing creature’s racial HD
+ the creature’s Cha modifier; the exact DC is given in A few creatures are harmed by more than one kind of
the creature’s descriptive text). Curses can be removed weapon, such as “cold iron or magic.” A weapon that
through remove curse and similar effects. deals damage of either of these types overcomes this
damage reduction.
Format: Curse Name (Su) Slam—contact; save Will
DC 14, frequency 1 day, effect 1d4 Str drain; Location: A few other creatures require combinations of different
Special Attacks and individual attacks. types of attacks to overcome their damage reduction (such
as “magic and silver”), and a weapon must be both types
damage reduction (ex or su) to overcome this type of damage reduction. A weapon
that is only one type is still subject to damage reduction.
A creature with this special quality ignores damage Format: DR 5/silver; Location: Defensive Abilities.
from most weapons and natural attacks. Wounds heal
immediately, or the weapon bounces off harmlessly disease (ex or su)
(in either case, the opponent knows the attack was

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ineffective). The creature takes normal damage from A creature with this ability causes disease in those it
energy attacks (even nonmagical ones), spells, spell-like contacts. The effects of the disease, including its save,
abilities, and supernatural abilities. A certain kind of frequency, and cure, are included in the creature’s
weapon can sometimes damage the creature normally, description. The saving throw to negate the disease is
as noted below. usually a Fort save (DC 10 + 1/2 the infecting creature’s
The entry indicates the amount of damage ignored racial HD + the creature’s Con modifier; the exact DC
(usually 5 to 15 points) and the type of weapon that is given in the creature’s descriptive text). Disease can be
negates the ability. removed through remove disease and similar effects.

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Format: Disease Name (Ex) Bite—injury; save Fort DC
15, onset 1d3 days, frequency 1 day, effect 1 Con damage,
cure 2 consecutive saves; Location: Special Attacks and
individual attacks.

darkvision (ex or su)


m
a round in which it engulfs. The creature merely has
to move over its opponents, affecting as many as it
can cover. Targeted creatures can make  attacks of
opportunity against the creature, but if they do so, they are
not entitled to a saving throw against the engulf attack.
Those who do not attempt  attacks of opportunity  can
attempt a  Reflex  save to avoid being engulfed—on a
A creature with darkvision can see in total darkness, success, they are pushed back or aside (target’s choice)
usually to a range of 60 feet. Within this range, the as the creature moves forward. Engulfed opponents
creature can see as clearly as a sighted creature could see gain the pinned condition, are in danger of suffocating,
in an area of bright light. Darkvision is black and white are trapped within the creature’s body until they are no
only but is otherwise like normal sight. longer pinned, and may be subject to other special attacks
Format: darkvision 60 ft.; Location: Senses. from the creature. The save DC is Strength-based.
Format: engulf (DC 12, 1d6 acid and paralysis);
distraction (ex) Location: Special Attacks.
A creature with this ability can nauseate the creatures entrap (ex of su)
that it damages. Any living creature that takes damage
from a creature with the distraction ability is nauseated The creature has an ability that restricts another creature’s
for 1 round; a Fortitude save (DC 10 + the 1/2 creature’s movement, usually with a physical attack such as ice,
HD + the creature’s Con modifier) negates the effect. mud, lava, or webs. The target of an entrap attack must
Format: distraction (DC 14); Location: Special make a  Fortitude save or become  entangled  for the
Attacks. listed duration. If a target is already  entangled  by this
ability, a second entrap attack means the target must
energy drain (su) make a Fortitude save or become helpless for the listed
duration. The save DCs are Constitution-based. A target
This attack saps a living opponent’s vital energy and made  helpless  by this ability is conscious but can take
happens automatically when a melee or ranged attack no physical actions (except attempting to break free)
hits. Each successful energy drain bestows one or more until the entrapping material is removed. The target
negative levels (the creature’s description specifies how can use spells with only verbal components or spell-like
many). If an attack that includes an energy drain scores a abilities if it can make a DC 20  concentration  check.
critical hit, it bestows twice the listed number of negative An entangled creature can make a Strength check (at the
levels. Unless otherwise specified in the creature’s same DC as the entrap saving throw DC) as a full-round
description, a draining creature gains 5 temporary hit action to break free; the DC for a  helpless  creature is
points for each negative level it bestows on an opponent. +5 Greater than the  saving throw  DC. Destroying the
These temporary hit points last for a maximum of 1 hour. entrapping material frees the creature.
Negative levels remain until 24 hours have passed or
Format: entrap (DC 13, 1d10 minutes, hardness 5, hp
until they are removed with a spell such as restoration.
10); Location: special attacks and individual attacks.
If a negative level is not removed before 24 hours have
passed, the affected creature must attempt a Fortitude fast healing (ex)
save (DC 10 + 1/2 the draining creature’s racial HD +
the draining creature’s Cha modifier; the exact DC is A creature with the fast healing special quality regains hit
given in the creature’s descriptive text). On a success, the points at an exceptional rate, usually 1 or more hit points
negative level goes away with no harm to the creature. per round, as given in the creature’s entry. Except where
On a failure, the negative level becomes permanent. A noted here, fast healing is just like natural healing. Fast
separate saving throw is required for each negative level. healing does not restore hit points lost from starvation,
Format: energy drain (2 levels, DC 18); Location: thirst, or suffocation, nor does it allow a creature to regrow
Special Attacks and individual attacks. lost body parts. Unless otherwise stated, it does not allow
lost body parts to be reattached. Fast healing continues to
engulf (ex) function (even at negative hit points) until a creature dies,
at which point the effects of fast healing end immediately.
The creature can engulf creatures in its path as part of
Format: fast healing 5; Location: hp.
a standard action. It cannot make other attacks during

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fear aura (su) Thus, it is possible for an opponent to save against
a creature’s gaze twice during the same round, once
The use of this ability is a free action. The aura can freeze before the opponent’s action and once during the
an opponent (as in the case of a mummy’s despair) or creature’s turn.
function like the fear spell. Other effects are possible. A Gaze attacks can affect ethereal opponents. A creature
fear aura is an area effect. The descriptive text gives the is immune to gaze attacks of others of its kind unless
size and kind of the area. otherwise noted. Allies of a creature with a gaze attack
Format: fear aura (30 ft., DC 17); Location: Aura. might be affected. All the creature’s allies are considered
to be averting their eyes from the creature with the gaze
freeze (ex) attack, and have a 50% chance to not need to attempt
a saving throw against the gaze attack each round. The
The creature can hold itself so still it appears to be an creature can also veil its eyes, thus negating its gaze ability.
inanimate object of the appropriate shape (a statue, Format: gaze; Location: Special Attacks.
patch of fungus, and so on). The creature can take 20 on
its  Stealth  check to hide in plain sight as this kind of grab (ex)
inanimate object.
Format: freeze; Location: Special Qualities. If a creature with this special attack hits with the
indicated attack (usually a claw or bite attack), it deals
gaze (su) normal damage and attempts to start a grapple as a free
action without provoking an attack of opportunity. The
A gaze special attack takes effect when foes look at the creature has the option to conduct the grapple normally,
attacking creature’s eyes. The attack can have any sort of or simply to use the part of its body it used in the grab to
effect: petrification, death, and charm are common. The hold the opponent. If it chooses to do the latter, it takes a
typical range is 30 feet, but check the creature’s entry –20 penalty on its CMB check to make and maintain the
for details. The type of saving throw for a gaze attack grapple, but does not gain the grappled condition itself.
varies, but it is usually a Will or Fortitude save (DC 10 A successful hold does not deal any extra damage unless
+ 1/2 gazing creature’s racial HD + gazing creature’s the creature also has the constrict special attack. If the
Cha modifier; the exact DC is given in the creature’s creature does not constrict, each successful grapple check
text). A successful saving throw negates the effect. A it makes during successive rounds automatically deals
monster’s gaze attack is described in abbreviated form the damage indicated for the attack that established the
in its description. Each opponent within range of a gaze hold. Otherwise, it deals constriction damage as well (the
attack must attempt a saving throw each round at the amount is given in the creature’s descriptive text).
beginning of his or her turn in the initiative order. Only Creatures with grab receive a +4 bonus on combat
looking directly at a creature with a gaze attack leaves an maneuver checks made to start and maintain a grapple.
opponent vulnerable. Opponents can avoid the need to
attempt the saving throw by not looking at the creature, Unless otherwise noted, grab works only against opponents
in one of two ways. no larger than the same size category as the creature. If the
creature can use grab on sizes other than the default, this is
• Averting Eyes: The opponent avoids looking at the noted in the creature’s Special Attacks line.
creature’s face, instead looking at its body, watching
its shadow, tracking it in a reflective surface, etc. Format: grab; Location: individual attacks.
Each round, the opponent has a 50% chance to Format: grab (Colossal); Location: Special Attacks.
avoid having to attempt a saving throw against the
gaze attack. The creature with the gaze attack gains immunity (ex or su)

m
concealment against that opponent.
A creature with immunities takes no damage from
• Wearing a Blindfold: The foe cannot see the creature
listed sources. Immunities can also apply to afflictions,
at all (also possible to achieve by turning one’s back
conditions, spells (based on school, level, or save type),
on the creature or shutting one’s eyes). The creature
and other effects. A creature that is immune does not
with the gaze attack gains total concealment against
suffer from these effects, or any secondary effects that are
the opponent. A creature with a gaze attack can
triggered due to an immune effect.
actively gaze as an attack action by choosing a target
within range. That opponent must attempt a saving Format: Immune acid, fire, paralysis; Location:
throw but can try to avoid this as described above. Defensive Abilities.

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incorporeal (ex)
An incorporeal creature has no physical body. It can
be harmed only by other incorporeal creatures, magic
weapons or creatures that strike as magic weapons, and
spells, spell-like abilities, or supernatural abilities. It is
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direction and can move at full speed even when they
cannot see.
Format: incorporeal; Location: Defensive Abilities.

lifesense (su)

immune to all nonmagical attack forms. Even when hit The creature notices and locates living creatures within
by spells or magic weapons, it takes only half damage 60 feet, just as if it possessed the blindsight ability.
from a corporeal source. Although it is not a magical Format: lifesense; Location: Senses.
attack, holy water can affect incorporeal undead.
Corporeal spells and effects that do not cause damage light blindness (ex)
only have a 50% chance of affecting an incorporeal
creature (except for channel energy). Force spells Creatures with light blindness are blinded for 1 round if
and effects, such as from a magic missile, affect an exposed to bright light, such as sunlight or the daylight
incorporeal creature normally. spell. Such creatures are dazzled as long as they remain in
An incorporeal creature has no natural armor bonus areas of bright light.
but has a deflection bonus equal to its Charisma bonus Format: light blindness; Location: Weaknesses.
(always at least +1, even if the creature’s Charisma score
does not normally provide a bonus). low-light vision (ex)
An incorporeal creature can enter or pass through solid A creature with low-light vision can see twice as far as
objects, but must remain adjacent to the object’s exterior, a human in starlight, moonlight, torchlight, and similar
and so cannot pass entirely through an object whose conditions of dim light. It retains the ability to distinguish
space is larger than its own. It can sense the presence of color and detail under these conditions.
creatures or objects within a square adjacent to its current
location, but enemies have total concealment (50% miss Format: low-light vision; Location: Senses.
chance) from an incorporeal creature that is inside an
object. In order to see beyond the object it is in and attack
mindless (ex or su)
normally, the incorporeal creature must emerge. An
A mindless creature has no Intelligence score. It does not
incorporeal creature inside an object has total cover, but
gain any feats or skill ranks, though it may have racial
when it attacks a creature outside the object it only has
bonus feats and racial skill bonuses. It is also immune
cover, so a creature outside with a readied action could
to all mind-affecting effects. A mindless creature cannot
strike at it as it attacks. An incorporeal creature cannot
take any classes or prestige classes unless otherwise
pass through a force effect.
specified.
An incorporeal creature’s attacks pass through (ignore)
Format: mindless; Location: Special Qualities
natural armor, armor, and shields, although deflection
bonuses and force effects (such as mage armor) work natural attacks
normally against it. Incorporeal creatures pass through
and operate in water as easily as they do in air. Incorporeal Most creatures possess one or more natural attacks
creatures cannot fall or take falling damage. Incorporeal (attacks made without a weapon). These attacks fall into
creatures cannot make trip or grapple attacks, nor can one of two categories, primary and secondary attacks.
they be tripped or grappled. In fact, they cannot take Primary attacks are made using the creature’s full base
any physical action that would move or manipulate an attack bonus and add the creature’s full Strength bonus
opponent or its equipment, nor are they subject to such on damage rolls. Secondary attacks are made using the
actions. Incorporeal creatures have no weight and do not creature’s base attack bonus –5 and add only 1/2 the
set off traps that are triggered by weight. creature’s Strength bonus on damage rolls. If a creature
An incorporeal creature moves silently and cannot be has only one natural attack, it is always made using the
heard with Perception checks if it doesn’t wish to be. It creature’s full base attack bonus and adds 1-1/2 the
has no Strength score, so its Dexterity modifier applies creature’s Strength bonus on damage rolls. This increase
to its melee attacks, ranged attacks, and CMB. Nonvisual does not apply if the creature has multiple attacks but
senses, such as scent and blindsight, are either ineffective only takes one. If a creature has only one type of attack,
or only partly effective with regard to incorporeal but has multiple attacks per round, that attack is treated
creatures. Incorporeal creatures have an innate sense of as a primary attack, regardless of its type. Table B-1 lists

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some of the most common types of natural attacks and no breath (ex)
their classifications.
Some creatures treat one or more of their attacks The monster does not breathe, and is immune to effects
differently, such as dragons, which always receive 1-1/2 that require breathing (such as inhaled poison). This does
times their Strength bonus on damage rolls with their not give immunity to cloud or gas attacks that do not
bite attack. These exceptions are noted in the creature’s require breathing.
description. Format: no breath; Location: SQ.
Creatures with natural attacks and attacks made with
weapons can use both as part of a full attack action natural invisibility (ex)
(although often a creature must forgo one natural
attack for each weapon clutched in that limb, be it a A creature with this ability is invisible at all times, even
claw, tentacle, or slam). Such creatures attack with their when attacking. As this ability is inherent, it is not subject
weapons normally but treat all of their natural attacks to the invisibility purge spell. Against foes that cannot
as secondary attacks during that attack, regardless of the pinpoint it, the invisible stalker gains a +20 bonus on
attack’s original type. Stealth checks when moving, or +40 when standing still.
The Damage Type column refers to the sort of damage Format: natural invisibility; Location: Defensive
that the natural attack typically deals: bludgeoning Abilities
(B), slashing (S), or piercing (P). Some attacks deal paralysis (ex or su)
damage of more than one type, depending on the
creature. In such cases all the damage is considered
This special attack renders the victim immobile. Paralyzed
to be of all listed types for the purpose of overcoming
creatures cannot move, speak, or take any physical
damage reduction.
actions. The creature is rooted to the spot, frozen and
Some fey, humanoids, monstrous humanoids, and helpless. Paralysis works on the body, and a character can
outsiders do not possess natural attacks. These creatures usually resist it with a Fortitude saving throw (DC 10 +
can make unarmed strikes, but treat them as weapons 1/2 the paralyzing creature’s racial HD + the paralyzing
for the purpose of determining attack bonuses, and they creature’s Con modifier; the DC is given in the creature’s
must use the two-weapon fighting rules when making description). Unlike hold person and similar effects, a
attacks with both hands. See Table B-1 for typical paralysis effect does not allow a new save each round.
damage values for natural attacks by creature size. A winged creature f lying in the air at the time that it
Format: bite +5 (1d6+1), 2 claws +5 (1d4+2), 4 tentacles is paralyzed cannot f lap its wings and falls. A swimmer
+0 (1d4+1); Location: Melee and Ranged can’t swim and may drown. The duration of the paralysis
varies and is included in the creature’s description.

table b-1: natural attack base damage by size


Attack Fine Dim. Tiny Small Med. Large Huge Garg. Col. Dmg. Type Atk. Type
Bite 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 4d6 B, P, and S Primary
Claw — 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 B and S Primary
Gore 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 4d6 P Primary
Hoof — 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 B Secondary
Pincers 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 4d6 B Secondary

m
Slam — 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 B Primary
Sting — 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 P Secondary
Tail slap 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 4d6 B Secondary
Talons — 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 S Primary
Tentacle — 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 B Secondary
Wing — 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 B Secondary
Other — 1 1d2 1d3 1d4 1d6 1d8 2d6 2d8 B, P, or S Secondary

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m the advanced bestiary
Format: paralysis (1d4 rounds, DC 18); Location:
Special Attacks and individual attacks.

poison (ex or su)


A creature with this ability can poison those it attacks.
m
When a creature detects a scent, the exact location of
the source is not revealed—only its presence somewhere
within range. The creature can take a move action to note
the direction of the scent. When the creature is within 5
feet of the source, it pinpoints the source’s location.
A creature with the scent ability can follow tracks by
The effects of the poison, including its save, frequency,
and cure, are included in the creature’s description. smell, making a Wisdom (or Survival) check to find
The saving throw to resist a poison is usually a Fort or follow a track. The typical DC for a fresh trail is 10
save (DC 10 + 1/2 the poisoning creature’s racial HD (no matter what kind of surface holds the scent). This
+ the creature’s Con modifier; the exact DC is given in DC increases or decreases depending on how strong the
the creature’s descriptive text). Poisons can be removed quarry’s odor is, the number of creatures, and the age
through neutralize poison and similar effects. of the trail. For each hour that the trail is cold, the DC
increases by 2. The ability otherwise follows the rules for
Format: Poison Name (Ex) Sting—injury; save Fort the Survival skill. Creatures tracking by scent ignore the
DC 22, frequency 1/round for 6 rounds, effect 1d4 Con, effects of surface conditions and poor visibility.
cure 2 consecutive saves; Location: Special Attacks and
Format: scent; Location: Senses.
individual attacks.

pounce (ex) see in darkness (su)


The creature can see perfectly in darkness of any kind,
When a creature with this special attack makes a charge,
including that created by deeper darkness.
it can make a full attack (including rake attacks if the
creature also has the rake ability). Format: see in darkness; Location: Senses.
Format: pounce; Location: Special Attacks. spell resistance (ex)
rake (ex)
A creature with spell resistance can avoid the effects of
A creature with this special attack gains extra natural spells and spell-like abilities that directly affect it. To
attacks under certain conditions, typically when it determine if a spell or spell-like ability works against a
grapples its foe. In addition to the options available to creature with spell resistance, the caster must attempt a
all grapplers, a monster with the rake ability gains two caster level check (1d20 + caster level). If the result equals
free claw attacks that it can use only against a grappled or exceeds the creature’s spell resistance, the spell works
foe. The bonus and damage caused by these attacks is normally, although the creature is still allowed a saving
included in the creature’s description. A monster with throw.
the rake ability must begin its turn already grappling to Format: SR 18; Location: Defensive Abilities.
use its rake—it can’t begin a grapple and rake in the same
turn. spell-like abilities (sp)
Format: rake (2 claws +8, 1d4+2); Location: Special Spell-like abilities are magical and work just like spells
Attacks. (though they are not spells and so have no verbal,
scent (ex) somatic, focus, or material components). They go away
in an antimagic field and are subject to spell resistance if
This special quality allows a creature to detect approaching the spell the ability is based on would be subject to spell
enemies, sniff out hidden foes, and track by sense of smell. resistance.
Creatures with the scent ability can identify familiar A spell-like ability usually has a limit on how often it
odors just as humans do familiar sights. can be used. A constant spell-like ability or one that can
The creature can detect opponents within 30 feet by sense be used at will has no use limit. Reactivating a constant
of smell. If the opponent is upwind, the range increases spell-like ability is a swift action. Using all other spell-
to 60 feet; if downwind, it drops to 15 feet. Strong scents, like abilities is a standard action unless noted otherwise,
such as smoke or rotting garbage, can be detected at and doing so provokes attacks of opportunity. It is
twice the ranges noted above. Overpowering scents, such possible to attempt a concentration check to use a spell-
as skunk musk or troglodyte stench, can be detected at like ability defensively and avoid provoking an attack
triple normal range. of opportunity, just as when casting a spell. A spell-like

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m 305
ability can be disrupted just as a spell can be. Spell-like summon (sp)
abilities cannot be used to counterspell, nor can they be
counterspelled. A creature with the summon ability can summon other
For creatures with spell-like abilities, a designated caster specific creatures of its kind much as though casting a
level defines how difficult it is to dispel their spell-like summon monster spell, but it usually has only a limited
effects and to define any level-dependent variables chance of success (as specified in the creature’s entry).
(such as range and duration) the abilities might have. Roll d%: On a failure, no creature answers the summons.
The creature’s caster level never affects which spell-like Summoned creatures automatically return whence they
abilities the creature has; sometimes the given caster level came after 1 hour. A creature summoned in this way
is lower than the level a spellcasting character would cannot use any spells or spell-like abilities that require
need to cast the spell of the same name. If no caster material components costing more than 1 gp unless
level is specified, the caster level is equal to the creature’s those components are supplied, nor can it use its own
Hit Dice. The saving throw (if any) against a spell-like summon ability for 1 hour. An appropriate spell level is
ability is 10 + the level of the spell the ability resembles given for each summoning ability for purposes of Will
or duplicates + the creature’s Charisma modifier. saves, caster level checks, and concentration checks. No
experience points are awarded for defeating summoned
Some spell-like abilities duplicate spells that work
monsters.
differently when cast by characters of different classes.
A monster’s spell-like abilities are presumed to be the Format: 1/day—summon (level 4, 1 hezrou 35%);
sorcerer/wizard versions. If the spell in question is not a Location: Spell-Like Abilities.
sorcerer/wizard spell, then default to cleric, druid, bard,
paladin, and ranger, in that order. sunlight powerlessness (ex)
Format: At will—burning hands (DC 13); Location: If the creature is in sunlight (but not in an area of daylight
Spell-Like Abilities or similar spells), it cannot attack and is staggered.
split (ex) Format: sunlight powerlessness; Location: Weaknesses.

The creature splits into two identical copies of itself if undersized Weapons (ex)
subject to certain attacks or effects. Each copy has half the
original’s current hit points (rounded down). A creature Creatures with the undersized weapons ability can use
reduced below the listed hit points cannot be further split weapons that are one size category smaller.
and can be killed normally. Format: undersized weapons; Location Special Qualities
Format: split (piercing and slashing, 10 hp); Location: unnatural aura (su)
Defensive Abilities.

stench (ex) Animals do not willingly approach the creature unless


the animal’s master succeeds at a DC 25 Handle Animal,
A creature with the stench special ability secretes an oily Ride, or wild empathy check.
chemical that nearly every other creature finds offensive. Format: unnatural aura (30 ft.); Location: Aura.
All living creatures (except those with the stench special
ability) within 30 feet must succeed on a Fortitude save vulnerabilities (ex or su)
(DC 10 + 1/2 stench creature’s racial HD + stench
creature’s Con modifier; the exact DC is given in the A creature with vulnerabilities takes half again as much
creature’s descriptive text) or be sickened. The duration damage (+50%) from a specific energy type, regardless

m
of the sickened condition is given in the creature’s of whether a saving throw is allowed or whether the
descriptive text. Creatures that successfully save cannot save is a success or failure. Creatures with a vulnerability
be affected by the same creature’s stench for 24 hours. A that is not an energy type instead take a –4 penalty on
delay poison or neutralize poison spell removes the effect saves against spells and effects that cause or use the listed
from the sickened creature. Creatures with immunity to vulnerability (such as spells with the light descriptor).
poison are unaffected, and creatures resistant to poison Some creatures might suffer additional effects, as noted
receive their normal bonus on their saving throws. in their descriptions.
Format: stench (DC 15, 10 rounds); Location: Aura. Format: vulnerability to fire; Location: Weaknesses.

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m the advanced bestiary
web (ex)
Creatures with the web ability can use webs to support
themselves and up to one additional creature of the
same size. In addition, such creatures can throw a web
up to eight times per day. This is similar to an attack
m
Web spinners can create sheets of sticky webbing up to
three times their size. They usually position these sheets to
snare flying creatures but can also try to trap prey on the
ground. Approaching creatures must succeed on a DC 20
Perception check to notice a web; otherwise they stumble
into it and become trapped as though by a successful web
with a net but has a maximum range of 50 feet, with attack. Attempts to escape or burst the webbing gain a +5
a range increment of 10 feet, and is effective against bonus if the trapped creature has something to walk on or
targets up to one size category larger than the web grab while pulling free. Each 5-foot-square section of web
spinner. An entangled creature can escape with a has a number of hit points equal to the Hit Dice of the
successful Escape Artist check or burst the web with creature that created it and DR 5/—. A creature can move
a Strength check. Both are standard actions with a across its own web at its climb speed and can pinpoint the
DC equal to 10 + 1/2 creature’s HD + creature’s Con location of any creature touching its web.
modifier. Attempts to burst a web by those caught in Format: web (+6 ranged, DC 15, 4 hp); Location:
it suffer a -4 penalty. Special Attacks.

appendix c:
templates by cr adjustment
Template CR Adj. Template CR Adj. Template CR Adj.
Ofuda -1 Dream Creature 1 Mohrg 1
Amphibious Creature 0 Drowblood 1 Muck Creature 1
Arboeal Creature 0 Dunesage 1 Mummy 1
Bipedal Creature 0 Dust Creeature 1 Plantblood 1
Ghoul 0 Earth-Infused 1 Primitive Creature 1
Lacedon 0 Eye-King (0-5 HD) 1 Prismatic Creature (9+ HD) 1
Lifespark Construct 0 Fire-Infused 1 Qlippoth Blighted 1
Nocturnal Creature 0 Flesh Plant 1 Quast Possessed 1
Prismatic Creature (0-8 HD) 0 Force Creature 1 Quickling 1
Quadrupedal Creature 0 Fortune-Blessed 1 Saurian 1
Selenic Creature 0 Fortune-Spurned 1 Scalding Creature 1
Solaric Creature (0-6 HD) 0 Ghast 1 Schir Possessed 1
Airborne Creature 1 Giantblood 1 Seasonal Creature 1
Air-Infused 1 Gold-Clad 1 Seelie Creature 1
Avian Creature 1 Green Blighter 1 Shadow 1
Bramble 1 Green Warden 1 Slithering Ooze 1
Brass-Clad 1 Harbinger Archon Graced 1 Smoke Creature 1
Cave Creature 1 Holy Creature 1 Solaric Creature (7+ HD) 1
Chaosborne 1 Icy Creature 1 Suzerain 1
Clockwork 1 Id Ooze 1 Swarmblooded 1
Cooper-Clad 1 Inveigler 1 Teratocerphalos 1
Creature Swarm 1 Lantern Archon Graced 1 Time Seer 1
Crystal Creature 1 Lawbound 1 Tin-Clad 1
Dread Ghoul 1 Lead-Clad 1 Unholy Creature 1
Dread Lich (applied to lich) 1 Magma Creature 1 Unseelie Creature 1
Dread Skeleton 1 Manimal 1 Water-Infused 1
Dread Zombie 1 Mist Creature 1 Wight 1

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m 307
Template CR Adj. Template CR Adj. Template CR Adj.
Acid Creature 2 Poisonous Creature 2 Nalfeshnee Possessed 3
Agathon Invested 2 Poltergeist 2 Olethrodaemon Host 3
Alacritous Creature 2 Positive-Energy Charged 2 Omox Possessed 3
Allip 2 Ravenous Creature 2 Ooze Creature 3
Astradaemon Host 2 Rawboned 2 Platinum-Clad 3
Babau Possessed 2 Shadow Demon Possessed 2 Purrodaemon Host 3
Blood Knight 2 Shadow-Traced 2 Shaitan-Bound 3
Bodak 2 Shield Archon Graced 2 Silver-Clad 3
Bralani Azata Inspired 2 Spectre 2 Sonic Creature 3
Brijidine Azata Inspired 2 Swamp Lord 2 Star Archon Graced 3
Bronze-Clad 2 Thanadaemon Host 2 Stone Idol 3
Cassisian Angelic Vessel 2 Thunder Child 2 Succubus Possessed 3
Cold Creature 2 Vrock Possessed 2 War Machine 3
Cruicidaemon Host 2 Vulnudaemon Host 2 Dread Wraith Sovereign 4
Derghodaemon Host 2 Wraith 2 Eye-King (18+ HD) 4
Devourer 2 Apocalypse Swarm 3 Jotunblood 4
Dread Ghast 2 Astral Deva Angelic Vessel 3 Marilith Possessed 4
Dread Mohrg 2 Coloxus Possesed 3 Planetar Angelic Vessel 4
Dread Shadow 2 Djinn-Bound 3 Shemhazian Possessed 4
Dread Wight 2 Dread Allip 3 Steel-Clad 4
Drider 2 Dread Blood Knight 3 Vrolikai Possessed 4
Eye-King (6-11 HD) 2 Dread Bodak 3 Balor Possessed 5
Fire Creature 2 Dread Devourer 3 Greater Shadow 5
Ghaele Azata Inspired 2 Dread Ghost 3 Mithral-Clad 5
Herad of War 2 Dread Lacedon 3 Solar Angelic Vessel 5
Herald of Death 2 Dread Lich (applied to 3 Adamatine-Clad 6
Herald of Famine 2 nonlich) Dread Greater Shadow 6
Herald of Pentilence 2 Dread Mummy 3 Instrument of the Gods 6
Hezrou Possessed 2 Dread Poltergeist 3 (mythic)

Hound Archon Graced 2 Dread Spectre 3 Amalgam varies

Hydrodameon Host 2 Dread Vampire 3 Augmented varies

Jann-Bound 2 Dread Wraith 3 Consuming Creature varies

Legion Archon Graced 2 Efreet-Bound 3 Eldrtich varies

Leukodaemon Host 2 Eye-King (12-17 HD) 3 Feral Dragon varies

Lillend Azata Inspired 2 Glabrezu Possessed 3 Gigantean varies

Lyrakien Azata Inspired 2 Incubus Possessed 3 Limbjack varies

Maladaemon Host 2 Iron-Clad 3 Miniature varies

Moss Lich 2 Kalavakus Possessed 3 Monstrous Lycanthrope varies

m
Nabasu Possessed 2 Marid-Bound 3 Psychic varies

Negative-Energy Charged 2 Monadic Deva Angelic 3 Savant varies


Vessel Thronefused varies
Piscodaemon Host 2
Movanic Deva Angelic 3 Transforming Construct varies
Plague Bearer 2 Vessel
Verminoid Creature varies

308
m the advanced bestiary
appendix d:
sample creatures by cr
m
Creature CR Creature CR Creature CR
Treefolk Warrior (Arboieal 1/3 Chaosborn Satyr 5 Icy Aranea Herald of Famine 7
Halfling War 1) Dreadwing (Ravenous Pegasus) 5 Icy Belker 7
Giant Spider Ghoul 1 Fire Ankheg 5 Kirien Longblade (Silvanshee- 7
Shadow Strix (Shadow Strix 1 Hugorcerra (Stone Idol Imp) 5 Invested Human Rog 6)
Rog 1) Nik-Nub (Quasit Possessed 7
Ice Mephit Herald of Petilence 5
Urandrix (Savant Pseuodragon) 1 Goblin War 8)
Negative-Energy Charged 5
Dunesage Ghoul 2 Wight Peremalfait (Green warden 7
Fortune-Spurned Light Horse 2 shambling mound)
Plantblood Green Hag 5
Limbjack Gnoll 2 Poisonous Manticore 7
Scalding Minotaur 5
Nikvik the Many (Shadow- 2 Quadrupedal Succubus 7
Slithering Gray Ooze 5
traced kobold magus 2) Rawboned Basilisk 7
Sporeblight (Green blighter 5
Ofuda Hell Hound 2 myceloid) Swift Guardian (Alacritous 7
Seelie Grig 2 Graven Giuardian)
Augmented Gargoyle 6
Verminoid Bombardier Beetle 2 Uli (Qlippoth Blighted Incubus) 7
Barghest Swamp Lord 6
Amphibious Giant Mantis 3 Annis Hag Herald of Death 8
Bise (Cold Yeti) 6
Cave Fisher Mohrg 3 Dhaigham (Suzerain Awakened 8
Dermock (Dread Ghast Gnoll 6 Dire Lion)
Crystal Sahuagin 3 Rgr [Trapper] 4)
Prismatic Chimera 8
Dread Skeleton Blink Dog 3 Dread Wight Gargoyle 6
Yg’photh the Sky Tyrant 8
Magma Azer 3 Faya (Monadic Deva-Vessel Elf 6 (Airborne Aboleth)
Mahe’darg (Were-hell hound 3 Com 5)
Aboleth Devourer 9
devil=spaen tiefling Ftr 3) Fire-Infused Troll 6
Byvrin (Hound Archon Graced 9
Miniature Formian Warrior 3 Id Ochre Jelly 6 Half-Elf Pal 8)
Ranimore (Bramble Elf Rgr 3) 3 Ix (Inveigler Doppelganger Rog 3) 6 Dread Allip Lunar Naga 9
Selenic Yeth Hound 3 Mist Djinn 6 Dust Stone Giant 9
Steel-clad orc (War 1) 3 Muck Tojanida 6 Flesh Treant 9
Venom Horse 3 Otyugh Allip 6 Marcellus (Time-seer hound 9
Curse of the Blood Clan (Orc 4 Pixie Wight 6 archon Pal 5)
Poltergeist Bar 3) Rhinoceros Wraith 6 Nabiyre (Unique Solaric 9
Drowblood Derro 4 Saltwater Merrow Lacedon 6 Gynophinx)
Force Gelatinous Cube 4 Timwater Qualax (Fortune- 6 Sonic Howler 9
Greater Shadow Dire Rat 4 Blessed Gnome Rog 6) The Iron Warlord (Thronefused 9
Nightmare Hound 4 Unseelie Shadow Mastiff 6 Hobgoblin Ftr 8)
(Swamblooded Yeth Hound) Vezandarlir (Dread Zombie 6 The Keeper (Gnoll Mummy 9
Nocturnal Grizzly Bear 4 Aasimar Ora 6) Clr 8)

Ooze Troglodyte 4 War Machine Ankheg 6 White Lady (Feamle half-elf 9


spectre ari 4/ exp 4)
Plague Bearer Vargouille 4 Bipedal Winter Wolf Herald 7
of War Brijidine Inspired Axiomite 10
Primitive Ogre 4
Cyclops Bodak 7 Consuming Void (Eldritch 10
Quickling Magmin 4 Black Pudding)
Saurian Centaur 4 Dread Mummy Harpy 7
Dread Mohrg Seven-Headed 10
Atisu Mindripper (Psychic 5 Dread Shadow Achaierai 7 Cryohydra
Bugbear Sor 3) Ettinblood Girallon 7 Dread Spectre Nymph 10
Bipedal Nightmare 5 Eye-King Phase Spider 7 Dread Wraith Dire Bear 10

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m 309
Creature CR Creature CR Creature CR
Ghoul Lord Frost Giant (Dread 10 Cailleach Bheur (Dread 12 Draconix of Dawn (Mature 17
Ghoul Frost Giant) Vampire Night Hag) amalgam gold dragon/
Grakkus (Unholy Orc Clr 10) 10 Salh Al’Zia (Efreet-Bound 12 phoenix amalgam)

Grey Render Drider 10 Human Asn 5/Rog 5) Imlimanegel (Lawbound 17


Dread Greater Shadow Yoaguai 13 Planetar)
Osak Tonlortiaorma (Manimal 10
Triceratops Ftr 2) Frost Worm Swarm 13 Mistress of the Marsh (Dread 17
Ghost Medusa Brd 8)
Plys Ironroot (Moss Lich Dwarf 10 Galleon of Land and Sea 13
Drd 9) (Transforming Colossal Dread Wraith Sovereign 18
Animated Object) Trumpet Archon
Squibbin (Cave Giant Squid) 10
Ytas (Acid Marid Shahzada) 13 Positive-Energy Charged 18
Varn the Slaughter King (Dread 10 Nightwalker
Blood Knight Human Brd 8) Aello (Summer Storm Giant) 14
Hurn the Ironforged (Lifespark 19
Whispering Man 10 Ahalae (Holy Ghaele Azata) 14 Iron Golem Sor 7)
(Vulnudaemon Host Elf Ari Feral Very Old Red Dragon 14
5/Rog 5) The Crawling Rot (Shaggoth 20
Thrax the Red (Blood Knight 14 Ghast)
Apocalypse Hellwasp Swarm 11 Dwarf Ftr 12) Siege Perilous (Clockwork 23
Avian Guardian Naga 11 Dread Devourer Purple Worm 15 Thanatotic Titan)
Bahadur Alborz (Dream 11 Dread Lacedon Great White 15 Appolous (Dread Lich 25
Rakshasa) Whale Thanatotic Titan)
Dread Bodak Tyrannosaurus 11 Dread Poltergeist Athach 15 The Inexorable (Clockwork 29
Jotunblood Hill Giant 11 The Hunger Below (Consuming 15 Thanatotic Titan Instrument
Smoke Rukh 11 Purple Worm) of the Gods)

Thunder Child Storm Giant 15 The Protean Plague (Gigantean 29


chaos beast)

index
a avian guardian naga 39–40
azata-inspired 40–42
clockwork 55–57
cold creature 58–59
dread devourer purple worm 78–79
dread ghast 80–83
compression (ability) 300 dread ghost 83–86
ability damage (ability) 299
ability drain (ability) 299 b consuming creature 60–61
Consuming Void 136–137
dread ghoul 86–88
dread greater shadow yaoguai
aboleth devourer 80 Crawling Rot, the 82–83 106–107
acid creature 9–11 Bahadur Alborz 125
barghest swamp lord 274–275 create manimal (spell) 297 dread lacedon 89–91
additional augmentation (feat) 297 create verminoid (spell) 298 dread lacedon great white whale 90
aello 252–254 bipedal creature 43–44
Bipedal Nightmare 44 creature swarm 62–64 dread mhorg cryohydra 95–96
agathion invested 11–14 crystal creature 64–65 dread mohrg 94–96
ahalae 175–176 bipedal winter wolf of war 174
Bise 59 crystal sahuagin 65–66 dread mummy 97–99
airborne creature 14–16 curse (ability) 300 dread mummy harpy 98–99
alacritous creature 16–17 bleed (ability) 299
blindsense (ability) 299 curse of the blood clan 102–103 dread poltergeist 100–103
alchemist discoveries 298 cyclops bodak 77 dread poltergeist athach 101–102
all-around vision (ability) 299 blindsight (ability) 299
dread shadow 103–107
d
amalgam 18–23 blood drain (ability) 299
blood knight 45–48 dread shadow achaierai 104–105
amphibious (ability) 299 dread skeleton 107–109
amphibious creature 23–24 bramble 49–50
breath weapon (ability) 299 daemon-host 66–69 dread skeleton blink dog 108–109
angelic vessel 25–28 dread spectre 109–111

m
Ankheg War Machine 296 Brijidine-Inspired Axiomite 42–43 damage reduction (ability) 300
Byvrin 34 darkvision (ability) 301 dread spectre nymph 110–111
annis hag of death 169–170 dread vampire 112–115
demon-possessed 69–71
c
apocalypse hellwasp swarm 29–30 dread wight 116–117
apocalypse swarm 28–30 dhaigham 272
disease (ability) 300 dread wight gargoyle 116–117
appolous 93–94 dreadwing 243–244
arboreal creature 30–31 Cailleach Bheur 115 distraction (ability) 301
draconix of dawn 21–23 Dread Wraith Dire Bear 120
archon-graced 32–34 cave creature 51–52 dread wraith sovereign 118–120
atisu mindripper 235 cave fisher mohrg 96 dread allip 72–75
dread allip lunar naga 73–74 dread wraith sovereign trumpet
augmented creature 35–38 channel resistance (ability) 300 archon 119–120
Augmented Gargoyle 38 chaosborne 52–54 dread bodak 75–77
dread bodak tyrannosaurus 76 dread zombie 121–123
avian creature 39–40 Chaosborne Satyr 54–55 dream creature 123–125
dread devourer 77–80

310
m the advanced bestiary
drider 126–127
drowblood 128–129
Drowblood Derro 129
dunesage 129–131
dunesage ghoul 130–131
dust creature 131–133
Dust Stone Giant 132–133
i
ice mephit of pestilence 172–173
icy aranea of famine 171–172
icy belker 177–178
icy creature 177–178
Id Ochre Jelly 179–180
no breath (ability) 304
nocturnal creature 215–216
nocturnal grizzly bear 215–216

o
ofuda 216–218
m
shadow-traced creature 259–261
Siege Perilous 57
slithering gray ooze 262–263
slithering ooze 261–263
smoke creature 263–264
solaric creature 265–266
sonic creature 266–269
sonic howler 268–269
e id ooze 179–180 ofuda hell hound 217–218
ooze creature 218–220 spell-like abilities (ability) 305
imlimanegel 190–191 spell resistance (ability) 305
immunity (ability) 302 ooze troglodyte 220
eldritch 133–137 osak tonlortiaorma 198 split (ability) 306
incorporeal (ability) 303 Sporeblight 166–167
electric creature 137–139 inexorable 181–182 otyugh allip 74–75
electric soldier ant 138–139 Squibbin 51–52

p
instrument of the gods 180–182 steel-clad orc 201
element-infused 139–142 inveigler 182–184
empower undead (spell) 298 stench (ability) 306
iron warlord, the 279–280 stone idol 269–271
energy drain (ability) 301 ix 183–184 paralysis (ability) 304
engulf (ability) 301 summon (ability) 306
peremalfait 165–166 sunlight powerlessness (ability) 306
entrap (ability) 301
ettinblood girallon 159–160 j Pixie Wight 117
plague bearer 220–222
suzerain 271–273
swamp lord 273–275
eye caster (feat) 297 plague bearer vargouille 221–222
eye king 142–144 jotenblood hill giant 188–189 swarmblooded 275–276
jotunblood giant 184–188 plantblood 222–224 Swift Guardian 17
eye-king phase spider 144 plantblood green hag 223–224

f k plys ironroot 210–211


poison (ability) 305 t
poisonous creature 224–226
fast healing (ability) 301 keeper, the 99 Poisonous Manticore 226 teratocephalos 277–278
faya 27–28 kirien longblade 13–14 positive-energy charged 226–228 thorn walk (spell) 298
fear aura (ability) 302 positive energy-charged nightwalker thrax the red 46–47
feral dragon 144–145
Fire Ankheg 147
l 228
pounce (ability) 305
thronefused 278–280
thunder child 280–282
fire creature 146–147 powerful eye ray (feat) 297 thunder child storm giant 281–282
lawbound 189–191
fire-infused troll 142 primitive 229 time seer 283–284
legion of folded paper (feat) 297
flesh plant 148–149 primitive ogre 229 transforming construct 285–288
lifesense (ability) 303
flesh treant 148–149 prismatic 230–232 treefolk warrior 31
lifespark construct 191–193
flora to fauna (spell) 298 Protean Plague, the 163–164 Tumwater Qualax 152–153
light blindness (ability) 303

u
force creature 150–151 limbjack 193–195 psychic 232–235
force gelatinous cube 151 limbjack gnoll 194–195
fortune-blessed 151–153
fortune-spurned 153–154
low-light vision (ability) 303 q uli 237–238
Fortune-Spurned Horse 154
freeze (ability) 302
m qlippoth-blighted 236–238
quadrupedal creature 238–240
undead plants (spell) 298
undersized Weapons (ability) 306
frost worm swarm 63–64 Quadrupedal Succubus 240 unholy creature 289–290
magma azer 196
unnatural aura (ability) 306
g
magma creature 195–196 Quickling 241–242
Quickling Magmin 241–242 unseelie creature 291–293
mahe’darg 207–208
unseelie shadow mastiff 292–293
manimal 197–198
galleon of land and sea 287–288 marcellus 283–284 r urandrix 249

v
gaze (ability) 302 metal-clad creature 199–201
genie-bound 154–157 mindless (ability) 303 rake (ability) 305
ghoul lord frost giant 87–88 miniature 201–203 ravenous creature 242–244
giantblood 157–160 Miniature Formian Warrior 203 rawboned 244–246 varn the slaughter king 48
Giant Bombardier Verminoid 294 mist creature 203–205 rawboned basilisk 245–246 venom horse 278
giant spider ghoul 88 mist djinn 204 rhinoceros wraith 121 verminoid 293–294
gigantean 160–164 mistress of the marsh 85–86 very old feral red dragon 145
grab (ability) 302
grakkus 289–290
monstrous lycanthrope 205–208
monstrous mount (feat) 297 s Vezandarlir 123
vulnerabilities (ability) 306
Gray Render Drider 127 moss lich 209–211
greater shadow dire rat 106
green blighter 166–167
muck creature 211–213
muck tojanida 212–213
salah al’zia 156–157
salt-water merrow lacedon 91 w
green warden 164–167 saurian 246–247
war machine 295–296

h n saurian centaur 246–247


savant 247–249 web (ability) 307
whispering man, the 68
scalding creature 249–251
nabirye 265–266 scalding minotaur 250–251 white lady, the 111
herald of death 169–170 natural attacks (ability) 303
xyz
scent (ability) 305
herald of famine 170–171 natural invisibility (ability) 304 seasonal creature 251–253
herald of pestilence 172–173 negative-energy charged 213–215 see in darkness (ability) 305
herald of war 173–174 negative energy-charged wight seelie creature 253–255 yg’photh the sky tyrant 15–16
heralds of the apocalypse 167–174 214–215 Seelie Grig 255 Ytas 10
holy creature 175–176 Nightmare Hound 276 selenic creature 256–259
hugorcerra 271 nik-nub 71 selenic yeth hound 258–259
Hunger Below, the 61 nikyik the many 260–261 shadow strix 105–106
Hurn the Ironforged 192–193

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m 311

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