Pathfinder - Advanced Bestiary PDF
Pathfinder - Advanced Bestiary PDF
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
m the advanced bestiary
OPEN GAME LICENSE Version 1.0a
then You may not Use any Open Game Material so
license
to statute, judicial order, or governmental regulation MacLean, Martin Mason, Rob McCreary, Erik
Mona, Jason Nelson, Patrick Renie, Sean K Reynolds,
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Scott Greene, based on original material by Gary
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The following text is the property of Wizards of the affected. F. Wesley Schneider, Owen K.C. Stephens, James L. Author Scott Greene. Demodand, Slimy from the Tome of Horrors,
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or “Your” means the licensee in terms of this agreement. Cave Fisher from the Tome of Horrors, © 2002,
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Necromancer Games, Inc.; Author Scott Greene, based Author Scott Greene, based on original material by Copyright 2009, Paizo Publishing, LLC. Author:
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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
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
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.
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m the advanced bestiary
Aura
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
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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.
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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
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)
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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.
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
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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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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
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.
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
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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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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.
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.
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
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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.
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
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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
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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averaging. Apply the modifiers stepwise to account for
the size difference between the smaller base creature and
the amalgam.
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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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
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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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angelic vessel
Soldiers in the name of good, angels directly serve the
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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
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.
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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
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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.
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.
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
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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
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its type. Assign these skill points as desired, treating skills
on the base creature’s list as class skills.
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
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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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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.
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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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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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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.
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
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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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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
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.
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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
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.
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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.
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
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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
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
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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.
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.
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
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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
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.
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m the advanced bestiary
Thrax the Red
Male blood knight dwarf fighter 13
CR 14 • XP 38,400
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
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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.
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.
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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
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
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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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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
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.
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
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
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
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.
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.
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
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
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
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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
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
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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m the advanced bestiary
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.
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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m the advanced bestiary
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.
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)
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
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
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m the advanced bestiary
makes up for this disadvantage with its enormous strength
and potent spell-like abilities.
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
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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
sample ghast
A tide of nauseating slime filled with eyes, vicious
mouths and sharp claws.
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
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.
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
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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.
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
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.
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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
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)
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.
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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m the advanced bestiary
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.
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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m the advanced bestiary
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,
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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dread mummy
Cradled in the scorching sands beneath the relentless sun
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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.
sample dread
mummy
Half-bird and half-woman, its body
is withered, and flesh is yellow and
desiccated.
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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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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
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Aura aura of decay (30 ft.), despair (30 ft., paralyzed for
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
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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
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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
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incorporeal creature, a poltergeist lacks a Strength score,
and as an undead creature, it has no Constitution score.
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
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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.
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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
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Spell-Like Abilities (CL 3rd; concentration +4)
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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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.
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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.
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The shadow does not gain the command shadow and
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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.
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Dread Greater Shadow Yaoguai CR 13 • XP 25,600
STATISTICS
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Special Attacks command shadows, create spawn,
Strength 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.
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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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
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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the white lady
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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.
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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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
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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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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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•
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)
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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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.
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.
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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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
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.
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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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)
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.
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
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.
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
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.
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
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
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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
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.
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
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.
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)
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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.
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.
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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.
m
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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m the advanced bestiary
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
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
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
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.
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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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.
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
m
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.
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
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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m the advanced bestiary
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
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
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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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.
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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m the advanced bestiary
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.
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.
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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m the advanced bestiary
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.
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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m the advanced bestiary
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
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-
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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m the advanced bestiary
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.
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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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.
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)
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
m
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.
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
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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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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
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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
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.
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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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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
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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).
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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.
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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.
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Phantom Mount (Sp) See the herald of the apocalypse
template.
Possess Creature (Su) See the herald of the apocalypse
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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
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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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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
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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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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
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m the advanced bestiary
id ooze
Every adventurer worthy of the moniker knows that
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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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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.
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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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
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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
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
m
“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
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
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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m the advanced bestiary
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)
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
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.
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
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.
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.
194
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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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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manimal
Somewhere between human and animal lies the manimal. Hit Dice: Change all racial HD to d10s.
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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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SPECIAL ABILITIES
Animal Blood (Ex) see the manimal
template.
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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
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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
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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)
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Weakness light sensitivity, electricity vulnerability, rust
vulnerability
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).
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
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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
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m the advanced bestiary
sample miniature creature
This insectoid centaur measures only a few inches long.
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).
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
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.
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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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
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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
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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moss lich
Life can thrive on death and decay; souls can resist the pull
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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
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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m the advanced bestiary
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.
m
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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
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.
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.
216
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
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.
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.
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
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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.
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
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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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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.
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
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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
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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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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
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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
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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•
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.
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.
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.
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• 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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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
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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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
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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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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
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
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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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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
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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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quickling
Quicklings are creatures that possess incredible speed.
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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.
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
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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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using the ravenous template
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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
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,
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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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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.
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Strength bonus (minimum +0). If the base creature
already has a rend special attack its damage increases by
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.
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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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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
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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)
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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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;
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.
sample scalding
creature
Scaling steam rises and boiling water drips from
the body of this wet half-man, half-bull.
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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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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
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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.
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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m the advanced bestiary
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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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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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)
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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.
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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
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.
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.
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.
m
ruthlessly.
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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.
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
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.
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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m the advanced bestiary
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
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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m the advanced bestiary
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
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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m the advanced bestiary
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.
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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arcane or divine spells. Completing the ritual requires the
spells charm monster, cause fear, geas/quest, limited wish,
polymorph any object, and resist elements.
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,
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
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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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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
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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.
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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teratocephalos
Teratocephaloi (loosely translated as “monster headed”)
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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.
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).
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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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
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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.
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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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.
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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
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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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time seer
Equally blessed and cursed, time seers must learn to
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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
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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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.
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
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.
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
sample unseelie
creature
The plant-life around this sleek, black-furred
hound twists into disturbing forms as it
approaches.
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.
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.
m
Languages Common
ECOLOGY
Environment temperate forests
Organization solitary, duet (2),
or choir (3–6)
Treasure none
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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.
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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m the advanced bestiary
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.
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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m the advanced bestiary
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.
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
m
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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m the advanced bestiary
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.
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
m
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
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
304
m the advanced bestiary
Format: paralysis (1d4 rounds, DC 18); Location:
Special Attacks and individual attacks.
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.
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.
306
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
m
Nabasu Possessed 2 Marid-Bound 3 Psychic varies
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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)
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
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