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Animated Object

Granted a semblance of life through the use of rituals or strange magic, animated objects can take many forms and serve a variety of uses. Listed below are just a few examples of common animated objects. Many of these creatures serve as guardians, surprising unsuspecting adventurers when they suddenly attack.

Animated Broom Creature 0

Senses Perception –1; darkvision
Speed 15 feet

Defenses

AC 14 (12 when broken), TAC 10 (9 when broken); construct armor; Fort +4, Ref +1, Will –1
HP 6; Hardness 3; Immunities asleep, bleed, disease, death effects, enervated, enfeebled, healing, mental, necromancy, nonlethal attacks, paralysis, poison, stun
Construct Armor Like other objects, an animated object has Hardness. This Hardness reduces any damage it takes by an amount of damage equal to the Hardness. The construct armor takes damage equal to the attack’s damage, and might become dented or broken. The construct’s AC and TAC might be lower when it’s broken. The construct armor can’t be entirely destroyed since it’s part of the creature’s construction.

Actions

1A Melee bristles +7, Damage 1d4 b plus dust*

Attack Effect A creature hit by the broom’s bristles must succeed at a DC 13 Fortitude save or spend its next action coughing. Even if hit by multiple dust attacks, the creature has to spend only 1 action coughing to clear the dust out. A creature that doesn’t breathe is immune to this effect.

Statistics

Languages —; Skills –1
Str +0, Dex –1, Con +0, Int –5, Wis –5, Cha –5

Animated Bureau Creature 1

Senses Perception +1; darkvision
Speed 20 feet

Defenses

AC 16 (13 when broken), TAC 11 (10 when broken); construct armor; Fort +5, Ref +1, Will +1
HP 10; Hardness 5; Immunities asleep, bleed, disease, death effects, enervated, enfeebled, healing, mental, necromancy, nonlethal attacks, paralysis, poison, stun
Construct Armor As animated broom.

Actions

1A Melee drawer +7, Damage 2d4 +1 b

1A Ranged drawer +5 (range increment 20 feet), Damage 2d4+1 b; An animated bureau has six drawers. It can fire a drawer as a ranged attack and can make melee attacks as long as it has at least one drawer remaining. A creature can attempt to pull a drawer free with a Grapple action, making that drawer inanimate. An animated bureau’s drawers often contain treasure or other items of interest.

Statistics

Languages —; Skills +0
Str +1, Dex –3, Con +2, Int –5, Wis –5, Cha –5

Animated Armor Creature 2

Senses Perception +2; darkvision
Speed 20 feet

Defenses

AC 18 (14 when broken), TAC 12 (10 when broken); construct armor; Fort +6, Ref +2, Will +2
HP 20; Hardness 9; Immunities asleep, bleed disease, death effects, enervated, enfeebled, healing, mental, necromancy, nonlethal attacks, paralysis, poison, stun
Construct Armor As animated broom.

Actions

1A Melee glaive +8 (deadly 1d8, forceful, reach 10 feet), Damage 1d8+3 slashing

1A Melee gauntlet +8 (agile, free hand), Damage 1d4+3 b

Statistics

Languages —; Skills +1; Athletics +6
Str +3, Dex –3, Con +4, Int –5, Wis –5, Cha –5

Animated Statue Creature 3

Senses Perception +3; darkvision
Speed 20 feet

Defenses

AC 20 (16 when broken), TAC 13 (12 when broken); construct armor; Fort +9, Ref +3, Will +3
HP 40; Hardness 7; Immunities asleep, bleed, disease, death effects, enervated, enfeebled, healing, mental, necromancy, nonlethal attacks, paralysis, poison, stun
Construct Armor As animated broom.

Actions

1A Melee stone fist +8, Damage 1d8+6 b plus Grab

Statistics

Languages —; Skills +2; Athletics +8
Str +3, Dex –2, Con +5, Int –5, Wis –5, Cha –5

Giant Animated Statue Creature 7

Senses Perception +7; darkvision
Speed 30 feet

Defenses

AC 25 (22 when broken), TAC 17 (15 when broken); construct armor; Fort +14, Ref +7, Will +7
HP 100; Hardness 9; Immunities asleep, bleed, disease, death effects, enervated, enfeebled, healing, mental, necromancy, nonlethal attacks, paralysis, poison, stun
Construct Armor As animated broom.

Actions

1A Melee stone fist +17, Damage 2d12+7 b plus Grab (burn alive*)

1A Ranged flaming coal* +15 (range increment 80 feet), Damage 2d8 b and 2d8 fire

Attack Effect 1 Burn Alive (fire) The statue grinds a creature it has grabbed into the red-hot coals of its brazier. The target takes 3d8 fire damage and 1d8 persistent fire damage.

Attack Effect 2 Brazier The statue carries a wide brazier full of hot coals. To make flaming coal Strikes or use Burn Alive, the statue must have the brazier held in one hand or otherwise have it within reach. Instead of targeting the statue with an attack, a creature can target the brazier instead. The brazier has the same AC and saves as the statue. Dealing 15 cold damage to the brazier or dousing it with at least 2 gallons of water extinguishes the coals. This prevents the statue from using Burn Alive and causes its ranged attacks to no longer deal 2d8 fire damage.

Statistics

Languages —; Skills +6; Athletics +15
Str +7, Dex –3, Con +6, Int –5, Wis –5, Cha –5

Ankhrav (Ankheg)

Preying on livestock and humanoids who tend herds, ankhravs are a deadly rural menace. In addition to fighting with their powerful mandibles, these insectile creatures can spit a caustic acid at their victims. Ankhravs’ plans for attack are more calculated than mindless vermin.

Ankhrav Creature 3

Senses Perception +8; darkvision, tremorsense 60 feet
Speed 25 feet, burrow 20 feet

Defenses

AC 19, TAC 15; Fort +8, Ref +6, Will +5
HP 38

Actions

1A Melee mandibles +9, Damage 1d6+4 piercing plus 1d6 acid

1A Melee Armor-Rending Bite The ankhrav makes a mandibles Strike; if the Strike hits, the target’s armor is dented.

1A Ranged acid spit +6 touch (range 30 feet), Damage 2d6 acid

Cone (30 ft.) spray acid (acid) Once per hour the ankhrav can spew acid in a 30-foot cone, dealing 3d6 acid damage and 1d4 persistent acid damage (Reflex DC 17 half, no damage on a critical success, double damage on a critical failure).

Statistics

Languages —; Skills +1; Acrobatics +5, Athletics +9, Stealth +7, Survival +9
Str +4, Dex +1, Con +3, Int –4, Wis +0, Cha –2

Banshee

Risen from the grave due to strong feelings of betrayal, this undead apparition was once a living elven woman. Undying grief drives banshees to seek out vengeance upon the living. They are best known for their deadly wails.

Banshee Uncommon Creature 13

Senses Perception +22; blindsense (hears heartbeats) 60 feet, darkvision
Speed fly 60 feet (and spectral ripple*)

Defenses

AC 31, TAC 31; Fort +18, Ref +23, Will +24
HP 190, negative healing; Immunities asleep, disease, nonmagical attacks, paralysis, poison, precision; Resistances all damage 10 (except force, ghost touch, or positive); Weaknesses sunlight powerlessness
*Spectral Ripple When a banshee Strides at least 10 feet, she’s concealed until the start of her next turn.

Weakness Sunlight Powerlessness If in direct sunlight, the banshee is slowed 2 and can’t make actions with the attack trait.

Actions

Reaction Persistence of Fear (abjuration, divine); Trigger The banshee damages a creature that is protected against fear by a spell or magic item. Effect The banshee attempts to dispel the protection effect, with the effect of a 7th-level dispel magic spell. The banshee can use this reaction before applying her terrifying touch ability.

1A Melee hand +24 touch, Damage 3d8+7 negative plus terrifying touch; Terrifying Touch (divine, emotion, enchantment, fear) A creature damaged by the banshee’s touch that isn’t already frightened must attempt a DC 30 Will save (DC 35 if the attack was a critical hit). If the creature fails its save, it’s frightened 2; on a critical failure, the creature also cowers with fear, making it stunned and flat-footed for 1d4 rounds.

2A Wail (auditory, concentrate, death, divine, necromancy) The banshee spends 2 Verbal Casting actions to unleash a soulchilling wail of the banshee (DC 30). This wail overcomes silence and similar effects of 3rd level or lower. The banshee can add a third Verbal Casting action when casting to overcome such effects of up to 6th level. The wail resonates from the banshee for 1 round, and any creature that comes within the area during that time must attempt a save against the effect. A creature can’t be affected more than once by the same wail. Once she wails, a banshee can’t wail again for 2d6 rounds.

Statistics

Languages Common, Elven; Skills +16; Acrobatics +26
Str –5, Dex +6, Con +0, Int –3, Wis +7, Cha +7

Barghest

Said to be a fiendish relative of all goblinoid ancestries, these cruel creatures consume their victims, ingesting their life essence to empower their transformations into greater barghests. A barghest shares similar features with a wolf or other canine, but it also has unnervingly humanoid qualities, such as front limbs with humanoid hands.

Barghest Creature 4

Senses Perception +10; darkvision, scent 30 feet
Speed 25 feet

Defenses

AC 19, TAC 17; Fort +7, Ref +9, Will +8
HP 47; Resistances fire 5, physical 5 (except magical)

Actions

Reaction Attack of Opportunity

1A Melee jaws +11, Damage 2d6+5 piercing

1A Melee claw +11 (agile), Damage 2d6+2 slashing

Spellcasting (arcane, innate) DC 18; 4th confusion; At Will blink, levitate

1A Change Shape (arcane, concentrate, polymorph, transmutation) The barghest takes on the shape of a goblin or a wolf, or it transforms back into its true form. When the barghest is a goblin, it loses its jaws and claw Strikes, it becomes Small, and its Speed changes to 20 feet. When the barghest is a wolf, its Speed changes to 40 feet and its jaws gain Knockdown. Each individual barghest has only one goblin form and one wolf form.

Feed Once per month, a barghest can spend 1 minute to devour a corpse, gaining a permanent +1 conditional bonus to all its d20 rolls. Each subsequent time it feeds, its bonus increases by 1. The fourth time a barghest feeds, it sheds its skin and mutates into a greater barghest, and the conditional bonus ends.

Statistics

Languages Abyssal, Common, Goblin; Skills +4; Acrobatics +11, Deception +11, Stealth +9
Str +5, Dex +2, Con +3, Int +2, Wis +1, Cha +3

Greater Barghest Uncommon Creature 7

Senses Perception +14; darkvision, scent 30 feet
Speed 35 feet

Defenses

AC 23, TAC 20; Fort +13, Ref +12, Will +12
HP 120; Resistances fire 8, physical 8 (except magical); Weaknesses good 8, lawful 8

Actions

Reaction Attack of Opportunity

1A Melee jaws +17, Damage 2d8+6 piercing

1A Melee claw +11 (agile), Damage 2d6+6 slashing

Spellcasting (arcane, innate) DC 21; 4th confusion, dimension door, enlarge; At Will blink, invisibility, levitate

1A Change Shape (arcane, concentrate, polymorph, transmutation) The barghest takes on the shape of a goblin or a wolf, or it transforms back into its true form. When the barghest is a goblin, it loses its jaws and claw Strikes, it becomes Small, and its Speed changes to 20 feet. When the barghest is a wolf, its Speed changes to 40 feet and its jaws gain Knockdown. Each individual barghest has only one goblin form and one wolf form.

Mutation The process of consuming corpses to evolve into a greater barghest results in odd and unpredictable physiological changes. A greater barghest has one mutation, typically chosen from the list in the Barghest Mutations sidebar.

Statistics

Languages Abyssal, Common, Goblin; Skills +7; Acrobatics +14, Athletics + 13, Deception +15, Stealth +13
Str +6, Dex +2, Con +4, Int +3, Wis +2, Cha +5

Sidebar

Barghest Mutations

Select one of the following mutations when creating a greater barghest.

Fangs (poison)

The barghest grows elongated fangs that seep poison. Its jaws deal 1d6 additional poison damage and 1d6 persistent poison damage.

(AA) Toxic Breath (arcane, evocation, poison)

The barghest breathes a cloud of toxic gas that deals 8d6 poison damage to all creatures in a 30-foot cone (Fortitude DC 21 half, no damage on a critical success, double damage on a critical failure). It can’t use Toxic Breath again for 1d4 rounds.

(0A) Vestigial Arm Strike

Frequency Once per round; Trigger The barghest completes a Strike.; Effect The barghest makes a claw Strike with a shriveled third arm hanging from its torso. This attack doesn’t count for the barghest’s multiple attack penalty, nor does that penalty apply on the attack.

Wings The barghest has malformed wings extending from its back. It gains a fly Speed of 25 feet.

Bat

Typically seen in caves or flitting through the air at night, bats can be found throughout the world and are generally harmless. However, when bats gather in great numbers and form swarms, they can be deadly to weaker creatures, and giant specimens can be dangerous predators.

Bat Swarm Creature 1

Senses Perception +5; echolocation 20 feet, low-light vision; Echolocation A bat swarm can use its hearing as a precise sense at the listed range.

Defenses

AC 14, TAC 14; Fort +3, Ref +5, Will +1
HP 15; Immunities precision, targeted effects; Resistances b 5, piercing 5, slashing 2; Weaknesses area damage 4, splash damage 4
Speed 5 feet, fly 30 feet

Swarming Bites Each enemy in the swarm’s space takes 1d4 piercing damage plus 1 persistent bleed damage (Reflex DC 15 half, no damage on a critical success, double damage on a critical failure).

Statistics

Languages —; Skills –1; Athletics +0 (+6 to Climb), Acrobatics +6
Str –2, Dex +4, Con –1, Int –4, Wis +2, Cha –3

Giant Bat Creature 2

Senses Perception +7; echolocation 40 feet, low-light vision (A bat can use its hearing as a precise sense at the listed range.)

Speed 15 feet, fly 30 feet

Defenses

AC 16, TAC 15; Fort +6, Ref +6, Will +4
HP 30

Actions

Reaction Wing Thrash Trigger An adjacent enemy damages the giant bat.; Effect The bat makes wing Strikes against up to two adjacent creatures with its wings. If possible, one of them must be the creature that damaged the bat. The bat’s multiple attack penalty doesn’t apply to this attack, but each attack takes a –5 penalty.

1A Melee fangs +8, Damage 1d10+3 piercing

1A Melee wing +8 (agile), Damage 1d6+3 b

Statistics

Languages —; Skills +0; Athletics +4, Acrobatics +7, Stealth +6
Str +3, Dex +2, Con +1, Int –4, Wis +2, Cha –2

Bear

Found in forests throughout the world, bears typically forage for nuts and berries or hunt fish and small mammals.

Bears can be extremely territorial and protective of their young, which leads them to fiercely attack those creatures that happen upon them.

Grizzly Bear Creature 3

Senses Perception +8; low-light vision, scent 30 feet

Defenses

AC 17, TAC 15; Fort +8, Ref +5, Will +5
HP 54
Speed 35 feet

Actions

1A Melee jaws +8, Damage 2d6+4 piercing

1A Melee claw +8 (agile), Damage 1d10+4 slashing plus Grab

Rush The bear Strides and makes a Strike at the end of that movement. During the Stride, the bear is accelerated 10.

Mauler The bear gets a +2 circumstance bonus to damage rolls against creatures it has grabbed.

Statistics

Languages —; Skills +1; Acrobatics +5, Athletics +9, Survival +9
Str +4, Dex +1, Con +5, Int –4, Wis +1, Cha –2

Cave Bear Creature 6

Senses Perception +13; low-light vision, scent 30 feet

Defenses

AC 20, TAC 18; Fort +13, Ref +9, Will +10
HP 110
Speed 35 feet

Actions

1A Melee jaws +15, Damage 2d10+6 piercing

1A Melee claw +15 (agile), Damage 2d8+6 slashing plus Grab

Rush The bear Strides and makes a Strike at the end of that movement. During the Stride, the bear is accelerated 10.

Mauler The bear gets a +4 circumstance bonus to damage rolls against creatures it has grabbed.

Statistics

Languages —; Skills +4; Acrobatics +10, Athletics +13, Survival +13
Str +6, Dex +1, Con +6, Int –4, Wis +1, Cha –1

Beetle

Fire beetles are nocturnal insects with bioluminescent glands that allow them to navigate in the dark. When threatened, they emit a blinding flash that disorients aggressors who get too close.

Fire Beetle Creature 0

Senses Perception +3; low-light vision
Speed 20 feet, fly 15 feet

Defenses

AC 14, TAC 11; Fort +3, Ref +2, Will +0
HP 6

Luminescent Aura (aura, light) 10 feet. The fire beetle’s glowing glands shed bright light.

Actions

1A Melee mandibles +6, Damage 1d4 piercing Light Flash (concentrate, light) The beetle creates a flash of light. All creatures in its luminescent aura must succeed at a DC 13 Fortitude save or be dazzled for 1d4 rounds. The beetle’s glands then go dark, disabling its aura for 24 hours.

Statistics

Languages —; Skills –2; Acrobatics +2, Athletics +3
Str +0, Dex +0, Con +0, Int –5, Wis +0, Cha –2

Black Pudding

Most often found belowground, these amorphous oozes scour caves for metallic and organic objects to dissolve with their corrosive secretions. This caustic acid is particularly dangerous to creatures attacking black puddings, as it can quickly damage and destroy weapons and armor.

Black Pudding Creature 7

Senses Perception +7; blindsight 60 feet
Speed 20 feet, climb 20 feet; suction

Defenses

AC 4, TAC 4; Fort +14, Ref +7, Will +7
HP 165; Immunities acid, asleep, critical hits, mental, piercing, precision, slashing, visual

Corrosive Mass A creature that hits the pudding with a metal or wooden weapon must succeed at a DC 19 Reflex save or the weapon takes a Dent. Thrown weapons and ammunition are dented automatically with no save.

Split When the pudding is hit by an attack that would deal slashing or piercing damage, and the pudding has 10 or more HP, it splits into two identical puddings, each half the original’s HP. One pudding is in the same space as the original, and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, the new pudding automatically pushes creatures out of the way to fill a space.

Actions

1A Melee pseudopod +16 (reach 10 feet), Damage 2d8+3 b plus 2d6 acid, corrosive touch, and Grab

Constrict 6 b plus 3 acid

Corrosive Touch When the pudding deals an amount of acid damage to a creature that is greater than the Hardness of the creature’s armor or clothing, the creature must succeed at a DC 19 Reflex save or its armor or clothing takes a Dent.

Suction The pudding can climb on ceilings and other inverted surfaces, treating them as difficult terrain.

Statistics

Languages —; Skills +5; Athletics +14
Str +3, Dex –5, Con +6, Int –5, Wis –5, Cha –5

Bloodseeker (Stirge)

These blood-drinking pests can be found in and around swamps, and they resemble insectile creatures fluttering around on bat-like wings. When attacking, they attach to their prey and drain them of blood.

Bloodseeker Creature 0

Senses Perception +3; darkvision, scent 30 feet

Defenses

AC 14, TAC 13; Fort +2, Ref +4, Will +1
HP 6
Speed 10 feet, fly 30 feet Melee barbed legs +6 touch, Effect attach

Blood Drain

Requirements The bloodseeker is attached to a creature.; Effect The bloodseeker drains blood from the creature. This deals 1d4 damage, and the bloodseeker gains temporary HP equal to the damage dealt. A creature that has its blood drained by a bloodseeker is drained 1 until it receives healing (of any kind or amount).

Attach When a bloodseeker hits a target larger than itself, its barbed legs attach it to that creature. This is similar to grabbing the creature, but the bloodseeker moves with that creature rather than holding it in place. The bloodseeker is flat-footed while attached. If the bloodseeker is killed or pushed away while attached to a creature it has drained blood from, that creature takes 1 persistent bleed damage. Escaping the grab or removing the bloodseeker in other ways doesn’t cause bleed damage.

Statistics

Languages —; Skills –2; Acrobatics +4, Athletics +0, Stealth +4
Str –4, Dex +4, Con –1, Int –5, Wis +1, Cha –2

Boar

Boars are aggressive and ornery beasts that are dangerous to encounter in the wild. Often attacking with no provocation, boars charge their enemies and are difficult to put down. Even their calm, domesticated cousin, the pig, can still deal nasty wounds with its tusks.

Boar Creature 2

Senses Perception +7; low-light vision, scent 30 feet
Speed 40 feet

Defenses

AC 15, TAC 14; Fort +7, Ref +5, Will +4
HP 30

Actions

Reaction Ferocity; Trigger The boar is reduced to 0 HP.; Effect The boar avoids being knocked out and remains at 1 HP.

1A Melee tusk +8, Damage 1d8+4 piercing Boar Charge The boar Strides up to double its Speed in a straight line and then makes a tusk Strike. If the boar moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll.

Statistics

Languages —; Skills +0; Acrobatics +5, Athletics +8, Survival +6
Str +4, Dex +1, Con +4, Int –4, Wis +2, Cha –2

Pig Creature 0

Senses Perception +4; low-light vision, scent 30 feet

Defenses

AC 13, TAC 11; Fort +4, Ref +2, Will +1
HP 8
Speed 40 feet

Actions

1A Melee tusk +6, Damage 1d6 piercing

Statistics

Languages —; Skills –3; Acrobatics +4, Athletics +7, Survival +7
Str +0, Dex +1, Con +4, Int –4, Wis +1, Cha –2

Boggard

Boggards form settlements in deep swamps, sometimes clashing with lizardfolk and other swamp denizens. These foul creatures look like humanoid frogs and prey upon creatures in their swamps; they use their unnerving croak to frighten their victims.

Boggard Scout Creature 1

Senses Perception +5; darkvision

Defenses

AC 15, TAC 14; Fort +5, Ref +4, Will +3
HP 20
Speed 20 feet, swim 25 feet

Actions

1A Melee morningstar +7 (versatile P), Damage 1d6+2 b

1A Melee tongue +7 touch (reach 10 feet); Effect tongue grab

1A Ranged sling +5, Damage 1d6+1 b

Terrifying Croak (auditory, emotion, fear, mental)

The boggard unleashes a terrifying croak. Any non-boggard within 30 feet becomes frightened 1 (Will DC 15 negates).

Tongue Grab If the boggard hits a creature with its tongue, that creature is grabbed by the boggard. Unlike with a normal Grab, the creature isn’t immobilized, but it can’t move beyond the reach of the boggard’s tongue. A creature can sever the tongue by hitting AC 13 and dealing at least 2 slashing damage. This doesn’t deal any damage to the boggard, but it can’t use this attack again for a week as it regrows its tongue.

Statistics

Languages Boggard; Skills +1; Acrobatics +3, Athletics +6, Stealth +4 (+6 in water)
Str +2, Dex +0, Con +2, Int –1, Wis +0, Cha +0
Items leather armor, morningstar, sling with 10 bullets

Brain Collector (Neh-Thalggu)

These strange, grotesque aliens from the depths of space prey upon humanoids, extracting their brains to increase the brain collector’s power. These alien menaces are part of a larger conglomeration of sinister aliens from beyond the solar system known as the Dominion of the Black.

Brain Collector Uncommon Creature 8

Senses Perception +14; darkvision
Speed 25 feet, fly 30 feet

Defenses

AC 24, TAC 23; Fort +13, Ref +11, Will +12, +1 conditional to saves vs. magic
HP 145; Immunities confused; Weaknesses brain loss*

Brain Blisters A brain collector has seven brain blisters on its back that it uses to store brains. A brain collector without all seven blisters full is enervated with a value equal to the number of empty blisters. It also reduces its bonus to all Lore skills by 1 per empty blister (to a minimum bonus of +12).

Weaknesses Brain Loss If it takes 35 damage from a critical hit or takes 30 mental damage, the brain collector is stupefied 2 for 1 round and might lose one of its brains. It must succeed at a DC 22 save (Fortitude for critical damage or Will for mental damage) or have one of its brain blisters destroyed.

Actions

1A Melee jaws +18, Damage 2d12+6 plus brain collector venom

1A Melee claw +18 (agile), Damage 2d8+6 slashing

Spontaneous Spells (occult) DC 22, attack +18; 4th (2 slots) confusion, phantasmal killer; 3rd (3 slots) dispel magic, haste, paralyze; 2nd (4 slots) humanoid form, invisibility, mirror image, paranoia; 1st (4 slots) mindlink, ray of enfeeblement, true strike, unseen servant; Cantrips dancing lights, detect magic, mage hand, prestidigitation

Brain Collector Venom (poison) Saving Throw Fortitude DC 22; Maximum Duration 6 rounds; Stage 1 1d6 poison and enfeebled 1 (1 round); Stage 2 1d6 poison, enfeebled 1, and slowed 1 (1 round); Stage 3 2d6 poison, enfeebled 2, and slowed 1 (1 round)

Collect Brain (manipulate) The brain collector collects a brain of a creature that has been dead for up to 1 minute. It can then use an Interact action to secure the brain in one of its brain blisters.

Statistics

Languages Abyssal, Aklo, Common, Draconic, Protean, Undercommon; telepathy 100 feet; Skills +8; Acrobatics +15, Arcana +15, Athletics +17, Lore (all skills) +15, Occultism +17, Stealth +15
Str +6, Dex +3, Con +5, Int +4, Wis +4, Cha +3

Bugbear

These stealthy and cruel goblinoid creatures delight in spreading fear and tormenting their victims. Hulking and rangy, bugbears are typically loners, but they sometimes gather in groups or serve alongside hobgoblins as brutes and guards.

Bugbear Thug Creature 2

Senses Perception +6; darkvision, scent 30 feet
Speed 25 feet

Defenses

AC 15, TAC 14; Fort +7, Ref +6, Will +4
HP 35

Actions

1A Melee bastard sword +8 (two-hand d12), Damage 1d8+3 piercing

1A Melee fist +8 (agile, nonlethal), Damage 1d4+3 b

1A Ranged javelin +6, Damage 1d6+3 piercing Bushwhack The bugbear Strides up to 10 feet and attempts to Grapple a creature it’s unseen by. If it succeeds, it also deals fist damage to that creature.

Mauler The bugbear gets a +3 circumstance bonus to damage rolls against creatures it has grabbed.

Statistics

Languages Common, Goblin; Skills +2; Acrobatics +4, Athletics +5, Intimidation +6, Stealth +7
Str +3, Dex +1, Con +2, Int +0, Wis +0, Cha –1
Items bastard sword, 3 javelins, leather armor

Bugbear Fighter Creature 3

Senses Perception +8; darkvision, scent 30 feet
Speed 20 feet

Defenses

AC 18 (20 with shield raised), TAC 16 (18 with shield raised); Fort +7, Ref +5, Will +4

HP 45

Actions

Reaction Attack of Opportunity

Reaction Shield Block

1A Melee flail +10 (disarm, trip, sweep), Damage 1d6+6 b

1A Ranged javelin +8, Damage 1d6+6 piercing Bushwhacking Flail The bugbear Strides up to 10 feet and attempts to Trip a creature it’s unseen by with its flail. If it succeeds, it also deals flail damage to that creature.

Statistics

Languages Common, Goblin; Skills +3; Acrobatics +6, Athletics +8, Intimidation +9, Stealth +7
Str +4, Dex +1, Con +3, Int +0, Wis +0, Cha +0
Items flail, heavy wooden shield (Hardness 3), 4 javelins, scale mail

Bulette

Ravenous beasts that burrow through the ground, bulettes erupt from hiding to devour their prey. In addition to burrowing, bulettes are known for leaping great distances and closing on their prey with deadly claws.

Bulette Uncommon Creature 8

Senses Perception +15; darkvision, scent 30 feet

Defenses

AC 26, TAC 22; Fort +15, Ref +12, Will +10
HP 136
Speed 40 feet, burrow 30 feet

Actions

1A Melee jaws +18, Damage 2d12+7 piercing

1A Melee claw +18 (agile), Damage 2d8+7 slashing Delicious Target A bulette gains a +1 circumstance bonus to attack and damage rolls with its jaws against a specific type of creature designated as its favorite food. Unless otherwise stated, a bulette prefers halflings.

Fin Slash

Requirement The bulette must be burrowing 5 feet under the surface of the ground.; Effect The bulette Burrows up to double its burrow Speed in a straight line and slices each creature on the surface in a line that follows the center of the bulette’s movement. This deals 2d8+7 slashing damage, but each creature that succeeds at a DC 22 Reflex save takes half damage (no damage on a critical success, double damage on a critical failure).

Leaping Charge The bulette attempts a High Jump or Long Jump.

If it’s adjacent to an enemy at the apex of its High Jump or the end of its Long Jump, it can make a claw Strike against the enemy at that moment. If the bulette jumps at least 5 feet vertically or at least 20 feet horizontally, it can attempt two claw Strikes instead of one. The bulette’s multiple attack penalty doesn’t increase until it has made all the claw Strikes that are part of its Leaping Charge.

Powerful Jumper A bulette jumps 10 feet up on a successful High Jump, or 20 feet up on a critical success.

Statistics

Languages —; Skills +7; Acrobatics +13, Athletics +19
Str +7, Dex +2, Con +6, Int –4, Wis +1, Cha –2

Bunyip

Bunyips are dangerous aquatic predators that resemble a cross between a shark and a seal. Found in freshwater inlets or saltwater coves worldwide, bunyips hunt where prey is plentiful, often to the consternation of coastal residents and fisherfolk.

Bunyip Creature 3

Senses Perception +8; darkvision, shark scent 100 feet
Speed 10 feet, swim 40 feet

Defenses

AC 18, TAC 16; Fort +8, Ref +7, Will +5
HP 45

Actions

Aquatic Opportunity As Attack of Opportunity, but both the bunyip and the triggering creature must be in water.

1A Melee jaws +9, Damage 1d10+4 piercing plus 1d6 persistent bleed

1A Melee tail +9 (agile), Damage 1d8+4 b

Shift Form (morph, primal, transmutation) A bunyip can alter its form slightly to gain an advantage and make it harder to recognize. If it does, its teeth shrink and it loses the 1d6 persistent bleed from its jaws Strike. It can choose to gain either a long snake tail, granting its tail Strike reach 10 feet and Grab, or squat crocodile legs, increasing its land Speed to 20 feet. If it uses Shift Form again, the bunyip can return to normal or switch between a long tail or crocodile legs.

Blood Frenzy

Requirement The bunyip is not fatigued or already in a frenzy.; Trigger The bunyip deals bleed damage to a living creature.; Effect The bunyip flies into a frenzy that lasts 1 minute.

While frenzied, the bunyip gains a +4 conditional bonus to damage rolls with its jaws, gains 8 temporary HP that go away at the end of the frenzy, and takes a –2 penalty to AC.

Roar (auditory, concentrate, emotion, enchantment, fear, mental, primal) The bunyip lets out a loud and horrifying roar.

Other creatures within 100 feet must succeed at a DC 15 Will save or become frightened 2 (frightened 3 on a critical failure, frightened 1 on a success, or unaffected on a critical success).

No matter the result, the creature is bolstered.

Statistics

Languages —; Skills +3; Athletics +9, Stealth +9
Str +4, Dex +3, Con +4, Int –4, Wis +1, Cha –1

Shark Scent The bunyip’s scent extends three times as far as normal, and it can smell blood in the water up to a mile away.

Caligni (Dark Folk)

After fleeing underground during a cataclysmic event, these former humans changed over time into a new species of enigmatic creatures with their own unique culture.

Many different types of caligni exist in their darkened communities deep beneath the surface; the following are just two examples.

Caligni Creeper (Dark Creeper) Creature 2

Senses Perception +7; greater darkvision, light blindness
Speed 25 feet

Defenses

AC 17, TAC 15; Fort +4, Ref +7, Will +4
HP 26, death flash: When the creeper dies, its body combusts in a flash of bright light. All creatures in a 10-foot burst must succeed at a DC 16 Fortitude save or be blinded for 1d6 rounds. Creatures with light blindness who successfully save are still blinded for 1 round. The creeper’s gear and treasure are left in a pile where it died.

Actions

1A Melee dagger +8 (agile, versatile S), Damage 1d4 piercing and black smear poison

1A Ranged dagger +8 (agile, thrown 10 feet, versatile S), Damage 1d4 piercing and black smear poison

Innate Spells (arcane) DC 15; At Will darkness; Cantrips (1st) detect magic

Sneak Attack (precision) The dark creeper deals 1d6 extra precision damage to flat-footed creatures.

Statistics

Languages Caligni, Undercommon; Skills +4; Athletics +7, Acrobatics +9, Stealth +11, Thievery +9
Str +2, Dex +4, Con +2, Int –1, Wis +0, Cha +1
Items 6 doses of black smear poison, leather armor, 2 shortswords

Light Blindness As dark creeper.

Caligni Stalker (Dark Stalker) Creature 4

Senses Perception +10; greater darkvision, light blindness
Speed 30 feet

Defenses

AC 20, TAC 19; Fort +6, Ref +10, Will +6
HP 50, death flame: When the stalker dies, its body combusts in a flash of white-hot flame. All creatures in a 20-foot burst take 3d6 fire damage. Each creature must attempt a DC 18 Reflex save (half damage on a success, no damage on a critical success, double damage on a critical failure). The stalker’s gear and treasure are unaffected by the flames and lie in a pile where it died.

Actions

1A Melee shortsword +11 (agile, versatile S), Damage 1d6+4 piercing

2A Melee Double Slice The stalker makes two Strikes against the same target, one with each of its shortswords. The stalker combines the damage of any attacks that hit and applies precision damage, resistance, and weaknesses only once. Both attacks count toward the stalker’s multiple attack penalty, but the penalty increases only after both attacks.

Spellcasting (arcane, innate) DC 18; At Will darkness, obscuring mist; Cantrips (2nd) detect magic

Encircling Command (auditory) Each caligni creeper within 30 feet of the stalker can Step. Each creeper can benefit from only one Encircling Command per round.

Sneak Attack (precision) The stalker deals 1d6 extra precision damage to flat-footed creatures.

Statistics

Languages Caligni; Skills +2; Athletics +4, Acrobatics +6, Stealth +8, Thievery +6
Str +0, Dex +3, Con +2, Int –1, Wis +0, Cha –1
Items 3 doses of black smear poison, dagger

Light Blindness When first exposed to bright light, the creeper is blinded for 1 round. After this exposure, light doesn’t blind the creeper again until after it spends 1 hour in darkness. As long as a creeper is in an area of bright light, however, it is dazzled.

Black Smear Poison

Black Smear Poison Uncommon Item 2

Price 5 gp; Method of Use held, 2 hands; Bulk L; Activation Operate Activation, no cost; Saving Throw Fortitude DC 16; Maximum Duration 6 rounds; Stage 1 1d6 poison and enfeebled 1 (1 round); Stage 2 As stage 1; Stage 3 1d6 poison, and enfeebled 2 (1 round)

Camel

Camels are often used as mounts and beasts of burden in arid climates.

Camel Creature 1

Senses Perception +3; low-light vision, scent 30 feet
Speed 35 feet

Defenses

AC 13, TAC 12; Fort +5, Ref +3, Will +2
HP 30

Actions

1A Melee jaws +5, Damage 1d4+3 b Range spit (range increment 10 feet) +4 touch, Effect camel spit

Camel Spit Once per hour, a camel can regurgitate the contents of its stomach as a foul spit. On a successful attack, the target is dazzled for 1 round (or blinded for 1 round on a critical hit) and it must succeed at a DC 14 Fortitude save or be sick 1.

Statistics

Languages —; Skills –1; Acrobatics +2, Athletics +6
Str +3, Dex +1, Con +4, Int –4, Wis +1, Cha –2

Desert Survivor A camel lasts up to a week in severe heat without drinking water, or up to 6 months without drinking water at cooler temperatures.

Cat

Big cats of different varieties and sizes can be found throughout a range of wilderness regions, from forests and jungles to hills and plains. These stealthy hunters pounce upon unsuspecting prey.

Bobcat Creature 0

Senses Perception +4; low-light vision, scent 30 feet
Speed 25 feet, climb 20 feet

Defenses

AC 13, TAC 12; Fort +2, Ref +4, Will +0
HP 7

Actions

1A Melee jaws +6, Damage 1d6–1 piercing plus Grab

1A Melee claw +6 (agile), Damage 1d4–1 slashing Pounce The bobcat Strides and makes a Strike at the end of that movement. If the bobcat began this action hidden, it remains hidden until after the attack.

Sneak Attack (precision) The bobcat deals 1d4 extra precision damage to flat-footed creatures.

Statistics

Languages —; Skills –2; Acrobatics +4, Athletics +3, Stealth +5
Str –1, Dex +3, Con +0, Int –4, Wis +1, Cha –2

Leopard Creature 1

Senses Perception +5; low-light vision, scent 30 feet
Speed 30 feet, climb 20 feet

Defenses

AC 15, TAC 14; Fort +3, Ref +5, Will +2
HP 18

Actions

1A Melee jaws +7, Damage 1d6+1 piercing plus Grab

1A Melee claw +7 (agile), Damage 1d4+1 slashing Maul The leopard makes two claw Strikes against a creature it has grabbed. Both count toward its multiple attack penalty, but the penalty increases only after both attacks.

1A Pounce The leopard Strides and makes a Strike at the end of that movement. If the leopard began this action hidden, it remains hidden until after the attack.

Sneak Attack (precision) The leopard deals 1d4 extra precision damage to flat-footed creatures.

Statistics

Languages —; Skills –1; Acrobatics +5, Athletics +4, Stealth +6
Str +1, Dex +3, Con +1, Int –4, Wis +1, Cha –2

Panther Creature 2

Senses Perception +7; low-light vision, scent 30 feet
Speed 30 feet, climb 20 feet

Defenses

AC 16, TAC 15; Fort +5, Ref +7, Will +3
HP 30

Actions

1A Melee jaws +8, Damage 1d8+3 piercing plus Riding Grab

1A Melee claw +8 (agile), Damage 1d6+3 slashing Pounce The panther Strides and makes a Strike at the end of that movement. If the panther began this action hidden, it remains hidden until after the attack.

Riding Grab

Requirements On the panther’s most recent action this turn, it hit a creature of its size or larger with a jaws attack.; Effect The panther grabs the creature it just hit and leaps onto the creature’s back, entering its space. The grabbed creature isn’t immobilized, and when it moves, the panther moves with it. A panther doesn’t trigger reactions for moving in this way. The creature takes a –2 circumstance penalty to attack rolls against the panther.

Sneak Attack (precision) The panther deals 1d4 extra precision damage to flat-footed creatures.

Statistics

Languages —; Skills +0; Acrobatics +6, Athletics +5, Stealth +7
Str +2, Dex +4, Con +2, Int –4, Wis +1, Cha –2

Lion Creature 3

Senses Perception +8; low-light vision, scent 30 feet
Speed 30 feet

Defenses

AC 18, TAC 17; Fort +6, Ref +8, Will +4
HP 46

Actions

1A Melee jaws +9, Damage 1d8+4 piercing plus Grab

1A Melee claw +9 (agile), Damage 1d4+4 slashing Pounce The lion Strides and makes a Strike at the end of that movement. If the lion began this action hidden, it remains hidden until after the attack.

Pack Attack The lion’s Strikes deal 1d6 extra damage to creatures within the reach of at least two of the lion’s allies.

Sneak Attack (precision) The lion deals 1d6 extra precision damage to flat-footed creatures.

Statistics

Languages —; Skills +1; Acrobatics +7, Athletics +8, Stealth +9
Str +4, Dex +4, Con +2, Int –4, Wis +1, Cha –1

Tiger Creature 4

Senses Perception +9; low-light vision, scent 30 feet
Speed 30 feet

Defenses

AC 19, TAC 18; Fort +9, Ref +8, Will +5
HP 63

Actions

1A Melee jaws +11, Damage 1d10+5 piercing plus Grab

1A Melee claw +11 (agile), Damage 1d6+5 slashing plus Grab

Pounce The tiger Strides and makes a Strike at the end of that movement. If the tiger began this action hidden, it remains hidden until after the attack.

Wrestle The tiger makes a claw Strike against a creature it has grabbed. If the attack hits, that creature is knocked prone.

Sneak Attack (precision) The tiger deals 1d6 extra precision damage to flat-footed creatures.

Statistics

Languages —; Skills +2; Acrobatics +11, Athletics +9, Stealth +11
Str +5, Dex +3, Con +3, Int –4, Wis +1, Cha –2

Smilodon Creature 5

Senses Perception +10; low-light vision, scent 30 feet
Speed 30 feet

Defenses

AC 20, TAC 18; Fort +12, Ref +8, Will +6
HP 77

Actions

1A Melee teeth +13, Damage 1d12+6 piercing plus Grab

1A Melee claw +13, Damage 1d8+6 slashing plus Grab

Pierce Armor The smilodon makes a teeth Strike against a creature it has grabbed. If the attack hits, that creature’s armor is dented, the creature falls prone, and the creature takes 1d8 persistent bleed damage.

Pounce The smilodon Strides and makes a Strike at the end of that movement. If the smilodon began this action hidden, it remains hidden until after the attack.

Sneak Attack (precision) The smilodon deals 1d6 extra precision damage to flat-footed creatures.

Statistics

Languages —; Skills +3; Acrobatics +12, Athletics +10, Stealth +12
Str +6, Dex +2, Con +4, Int –4, Wis +1, Cha –1

Centipede

Crawling about on dozens of pairs of legs, giant centipedes inject venom into their prey with their powerful mandibles.

Giant Centipede Creature 0

Senses Perception +4; darkvision
Speed 30 feet, climb 30 feet

Defenses

AC 13, TAC 10; Fort +4, Ref +2, Will +1
HP 8
Melee mandibles +6, Damage 1d4–1 piercing plus centipede venom

Centipede Venom (poison) Saving Throw Fortitude DC 13; Maximum Duration 6 rounds; Stage 1 1d6 poison and flat-footed (1 round); Stage 2 1d6 poison, flat-footed, and sluggish 2 (1 round)

Statistics

Languages —; Skills –2; Acrobatics +3, Athletics +5, Stealth +6
Str –1, Dex +2, Con +1, Int –5, Wis +0, Cha –4

Chimera

Chimeras are a mix of various beasts, typically sporting the head of a goat, lion, and dragon attached to a lion’s body. Powerful wings stretch from the beast’s back.

Chimera Uncommon Creature 8

Senses Perception +16; darkvision, scent 30 feet
Speed 25 feet, fly 40 feet

Defenses

AC 24, TAC 21; Fort +15, Ref +13, Will +11
HP 156

Three Heads Any ability that would sever a chimera’s head (such as a critical hit with a vorpal weapon) severs one head at random. Losing a head doesn’t kill a chimera (as long as it has one head left), but it does prevent it from making Strikes with the lost head or using the head’s Breath Weapon.

Actions

Triple Opportunity A chimera gains 2 extra reactions each round that it can use only to make Attacks of Opportunity. It must use a different head for each one it attempts, and it can’t make more than one on the same triggering action. If it loses one of its heads, it also loses one of these extra reactions.

Reaction Attack of Opportunity

1A Melee dragon jaws +18, Damage 2d10+5 piercing plus 2d6 dragon bite

1A Melee lion jaws +18, Damage 2d10+10 piercing

1A Melee goat horns +18, Damage 2d8+10 piercing

1A Melee claw +18 (agile), Damage 2d8+10 slashing Breath Weapon (arcane, evocation) The chimera breathes a cone or line that deals 9d6 damage to all creatures in the cone or line (Reflex DC 22 half, double damage on a critical failure, no damage on a critical success). The color of the chimera’s dragon head determines the size and shape of the Breath Weapon, the type of damage it deals, and the type of save to avoid it. The chimera can’t use Breath Weapon again for 1d4 rounds. This activity gains the trait corresponding to the damage type.

Black 60-foot line of acid (DC 22 Reflex) Blue 60-foot line of electricity (DC 22 Reflex) Green 30-foot cone of poison (DC 22 Fortitude) Red 30-foot cone of fire (DC 22 Reflex) White 30-foot cone of cold (DC 22 Reflex) Dragon Bite A chimera’s dragon head deals 2d6 extra damage of a type matching the dragon’s color (see Breath Weapon).

Three-Headed Strike The chimera makes a Strike with its dragon jaws, lion jaws, and goat horns, each at a –2 penalty and targeting a different creature. These Strikes count as one attack for the chimera’s multiple attack penalty, and the penalty doesn’t increase until after all three attacks.

Statistics

Languages Draconic; Skills +8; Acrobatics +15, Athletics +17, Stealth +15
Str +5, Dex +1, Con +3, Int –3, Wis +1, Cha +0

Choker

Chokers are small, vaguely humanoid creatures that have limbs that stretch like tentacles, ending in five wide, spiny digits. Chokers lurk in dark places, often clinging to walls, waiting to reach out with rubbery arms to grab their victims.

While they keep their distance, chokers are intrigued by the trappings of society, and their lairs are often filled with mundane items and valuables plucked from their victims.

Choker Creature 2

Senses Perception +7; darkvision
Speed 20 feet, climb 15 feet

Defenses

AC 17, TAC 16; Fort +5, Ref +7, Will +4
HP 22

Yank (manipulate); Trigger An enemy targets the choker with an attack.; Effect The choker attempts to pull a creature it has Grabbed or restrained into the path of the attack. The choker attempts an Athletics check. If it succeeds against both the grabbed or restrained creature’s Fortitude DC and the attacker’s attack DC, the choker redirects the attack to the grabbed or restrained creature. The attacker rolls to hit the grabbed or restrained creature instead of the choker.

If the triggering attack is a melee attack, the choker must pull the creature into a space adjacent to itself and within the attacker’s reach. If the triggering attack is a ranged attack, the choker must pull the creature into a space adjacent to itself and in a line between it and the attacker. The choker can’t use the triggering enemy to block the attack, even if it’s grabbing or restraining that enemy.

Actions

1A Melee tentacle +8 (reach 10 feet), Damage 2d4+2 b plus strangling fingers Constrict 4 b Hidden Movement If the choker starts its turn unseen or sensed by a creature, that creature is flat-footed against its attacks until the end of the turn.

Strangling Fingers A choker automatically grabs any creature it hits and begins to strangle that creature. The creature is suffocating as long as it’s strangled, and can’t speak. This prevents it from using the Verbal Casting and Command Activation actions.

Statistics

Languages Undercommon; Skills +2; Athletics +5 (+9 to Grapple), Stealth +7
Str +2, Dex +2, Con +1, Int –3, Wis +1, Cha –2

Cockatrice

This small, strange beast resembles a horrific rooster with leathery bat wings and a scaly tail. Cockatrices have the ability to turn their victims to stone with their pecks.

Cockatrice Creature 3

Senses Perception +8; darkvision
Speed 20 feet, fly 40 feet

Defenses

AC 18, TAC 16; Fort +5, Ref +8, Will +5
HP 42; Immunities calcification

Actions

1A Melee beak +9, Damage 1d6–1 plus calcification

Calcification (primal, transmutation) A peck from a cockatrice hardens the flesh of the creature hit. It must succeed at a DC 17 Fortitude save or be slowed 1 (or slowed 2 on a critical failure). Further pecks increase the slowed condition by 1.

Once a creature’s actions are reduced to 0 by calcification, that creature becomes petrified.

Every 24 hours after it was petrified, the victim can attempt a DC 17 Fortitude save to recover. On a success, it becomes flesh again, but is slowed 1 for the next 24 hours. On a critical success, the creature recovers and isn’t slowed. On a failure, the creature remains petrified, but can try again in 24 hours. On a critical failure, the petrification is permanent and the creature can’t attempt any more saves.

Statistics

Languages —; Skills +1; Acrobatics +9
Str –1, Dex +3, Con +0, Int –4, Wis +1, Cha +1

Crocodile

Crocodiles can be found basking on riverbanks, lurking in swamps, or floating in freshwater lakes; from afar, they are difficult to distinguish from floating logs.

Crocodile Creature 2

Senses Perception +7; low-light vision
Speed 20 feet, swim 25 feet

Defenses

AC 15, TAC 12; Fort +7, Ref +5, Will +4
HP 36

Actions

1A Melee jaws +8, Damage 1d10+4 piercing plus Grab

1A Melee tail +8 (agile), Damage 1d6+4 b Ambush Sprint; Trigger While the crocodile is hiding in water, a creature that hasn’t detected the crocodile moves within 30 feet of it.; Effect The crocodile is accelerated 10 and moves toward the creature. It Swims first, and if it reaches land, it can use any remaining Speed left from using the Swim action to Stride further toward the creature. It then makes a jaws Strike against the triggering creature, which is flat-footed against the crocodile’s attack.

Death Roll

Requirement A creature is grabbed or restrained by the crocodile.; Effect The crocodile tucks in its legs and rolls rapidly, twisting its victim. The crocodile makes a jaws Strike against the grabbed creature with a +2 circumstance bonus to the attack roll. If the crocodile hits, it deals jaws damage and knocks the creature prone. If the crocodile misses, it releases the creature.

Deep Breath If the crocodile uses the Breathe Deep action, it can hold its breath for 320 actions.

Statistics

Languages —; Skills +0; Acrobatics +4, Athletics +8, Stealth +5 (+7 in water)
Str +4, Dex +1, Con +3, Int –5, Wis +1, Cha –4

Cyclops

Cyclopes are much fewer in number and tend to live in more isolated areas than the during age in which they were often rulers of great kingdoms. These towering, oneeyed giants are known for their ferocity in combat as well as their ability to glimpse into the future.

Cyclops Uncommon Creature 5

Senses Perception +12; low-light vision
Speed 30 feet

Defenses

AC 19, TAC 16; Fort +12, Ref +8, Will +8
HP 80; Ferocity Trigger The cyclops is reduced to 0 HP.; Effect The cyclops avoids being knocked out and remains at 1 HP.

Flash of Insight (divination, divine, fortune) Once per day, the cyclops can peer into an occluded spectrum of possible futures.

Trigger The cyclops is about to roll a d20.; Effect The cyclops gets a success (but not a critical success) on the roll instead of rolling.

Actions

1A Melee greataxe +12 (sweep), Damage 2d12+5 slashing

1A Ranged heavy crossbow +9, Damage 2d10 piercing Swipe (open) The cyclops makes a melee Strike and compares the attack roll to the AC of up to two foes, each of whom must be within its melee reach and adjacent to each other. Roll damage only once, and apply it to each creature hit. If the cyclops critically hits one target and not the other, roll the extra critical hit damage separately. A Swipe counts as two attacks for the cyclops’s multiple attack penalty, and the penalty doesn’t increase until after both attacks.

Statistics

Languages Common, Cyclops, Jotun; Skills +5; Acrobatics +8, Athletics +12, Fortunetelling Lore +12, Intimidation +10, Survival +10
Str +5, Dex –1, Con +2, Int +0, Wis +1, Cha –1
Items greataxe, heavy crossbow with 10 bolts, hide armor

Deh-Nolo

Deh-nolos are aberrant aliens associated with brain collectors. They hail from the depths of space, and visit worlds to hunt their preferred prey—intelligent beings.

Deh-nolos use the brains of other creatures to amplify their own magical abilities and slake their unending thirst for knowledge. These creatures have a bulbous bodies held up by four spindly legs, and four translucent sacs that stand at the end of appendages growing from their backs.

Deh-Nolo Uncommon Creature 14

Senses Perception +24; darkvision
Speed 15 feet, fly 30 feet

Defenses

AC 33, TAC 32; Fort +21, Ref +19, Will +25 (+2 conditional vs. mental), +1 conditional to saves vs. spells
HP 255; Immunities confusion, disease, poison; Resistances cold 10, fire 10, mental 10; Weaknesses brain loss

Brain Blisters A deh-nolo has four brain blisters on its back that it uses to store brains. If the deh-nolo’s four brain blisters are not all full, it becomes enervated with a value equal to the number of empty blisters. It also reduces its bonus to Lore skills by 1 per empty blister (to a minimum of +25).

Brain Loss If it takes 55 damage from a critical hit or takes 50 mental damage, the deh-nolo is stupefied 2 for 1 round and must also succeed at a DC 31 Fortitude save (for critical damage) or DC 31 Will save (for mental damage) to avoid having one of its brain blisters destroyed.

Open Pustules; Trigger The deh-nolo takes at least 20 physical damage at once.; Effect Pustules on the deh-nolo’s body erupt, exposing each adjacent creature that does not succeed at a DC 31 Reflex save to dominion bile.

Actions

1A Melee bite +25, Damage 4d10+8 piercing plus dominion bile

1A Ranged synthesized crystal +26 (range increment 60 feet), Damage 6d6 piercing plus augment crystal

Spontaneous Spells (occult) DC 31, attack +24; 6th (3 slots) dominate, feeblemind; 5th (4 slots) dispel magic, sending, synaptic pulse, synesthesia; 4th (4 slots) confusion, dimension door, enervation, phantasmal killer; 3rd (4 slots) haste, paralyze; 2nd (4 slots) invisibility, mirror image; 1st (4 slots) mindlink, ray of enfeeblement, true strike; Cantrips detect magic, mage hand, read aura, shield

Augment Crystal Each time a deh-nolo attacks with a synthesized crystal Strike, it can add either dominion bile, 3d6 acid damage, 3d6 cold damage, 3d6 electricity damage, or 3d6 fire damage.

Collect Brain (manipulate) The deh-nolo collects the brain of a creature that has been dead for up to 1 minute. It can then take an Interact action to secure the brain in one of its brain blisters.

Dominion Bile (poison) Saving Throw Fortitude DC 23; Stage 1 4d6 poison (1 round); Stage 2 4d6 poison and drained 1 (1 round); Stage 3 4d6 poison and drained 2 (1 round); Stage 4 dead

Statistics

Languages Abyssal, Aklo, Common, Draconic, Protean, Undercommon; telepathy 100 feet; Skills +17; Arcana +27, Lore (all skills) +27, Medicine +24, Occultism +27
Str +4, Dex +4, Con +6, Int +8, Wis +4, Cha +4

Demon

Demons are fiendish natives of the Abyss who seek to twist mortals to sin. Demons seek to drag more beings into the pit following their death and final judgment.

Many different types of demons exist, but only 13 of their kind are presented here.

Boar Demon Creature 14

This corpulent fiend has the head of a boar and is covered in patches of greasy feathers. Nalfeshnees form from the souls of greedy or avaricious evil mortals.

Senses Perception +24; darkvision, true seeing
Speed 25 feet, fly 35 feet

Defenses

AC 33, TAC 30; Fort +25, Ref +17, Will +23, +1 conditional to saves vs. magic
HP 365; Weaknesses acid 15, cold iron 15, good 15

Greedy Grab (attack); Trigger A creature critically fails a weapon Strike against the boar demon; Effect The boar demon tries to snatch the weapon used in the triggering Strike by attempting an Athletics check to Disarm the boar demon at a –2 penalty. On a success or critical success, the boar demon takes the weapon into one of its hands instead of the normal success effect.

Actions

1A Melee jaws (reach 15 feet) +26, Damage 3d12+16 piercing

1A Melee claw (agile, reach 15 feet) +26, Damage 3d8+16 slashing Divine Innate Spells DC 31; Constant true seeing; 5th dimension door; At Will dimension door, dispel magic (6th), divine wrath (6th), illusory object (5th), glyph of warding (7th)

Statistics

Languages Abyssal, Celestial, Draconic, telepathy 100 feet; Skills +17; Acrobatics +22, Arcana +24, Deception +24, Diplomacy +24, Intimidation +27, Religion +27
Str +8, Dex +2, Con +7, Int +6, Wis +6, Cha +5

Rituals Abyssal Pact

Claim Wealth (conjuration, divine, extradimensional) The boar demon lays claim to all unattended items glowing with its light of avarice, making them disappear into an extradimensional space innately tied to the boar demon. The boar demon can use an Interact action to regurgitate any number of these items, expelling them from its mouth. If the boar demon dies, uses teleportation magic, or consumes an extradimensional space (such as a bag of holding), it immediately vomits up all the stolen items.

Light of Avarice (attack, divine, enchantment, light, mental) Frequency Once per hour; Effect Beams of unholy light shoot out from the boar demon, targeting up to four items within 60 feet. To affect a held or worn item, the boar demon must succeed at a ranged touch attack with a +28 modifier against the creature holding or wearing the item; these attacks don’t affect the boar demon’s multiple attack penalty. For 1 minute, all affected items glow in nauseating colors, and visions of obscene greed flit over their surface. Any non-demon is sick 2 and slowed 1 as long as it holds, wears, or touches any glowing item. To recover from this sickness, a creature must succeed at a DC 29 Will save instead of a Fortitude save. If the sickness ends, the creature ends the slow condition and becomes bolstered. If the creature removes or drops the item, both the sick and slow conditions end immediately.

Blood Demon (Babau)

These emaciated fiends are horned and skeletal figures coated in a bone-tight hide of slimy and bloody leather. Babaus form from the mortal souls of lone killers who took pleasure in personal and intimate murders.

Blood Demon Creature 7

Senses Perception +14; darkvision, see invisibility
Speed 25 feet

Defenses

AC 23, TAC 21; Fort +14, Ref +11, Will +11, +1 conditional to saves vs. magic
HP 143; Immunities acid; Weaknesses cold 7, cold iron 7, good 7

Protective Slime; Trigger A creature Strikes the blood demon with a weapon or unarmed attack, or otherwise touches the blood demon.; Effect If the creature hit the blood demon with an unarmed Strike or touched the blood demon, the creature takes 2d4 acid damage (Reflex DC 20 negates). If the creature hits the blood demon with a melee weapon, the creature has to succeed at a DC 20 Reflex save or the weapon is dented. On a critical failure, the weapon is broken. Thrown weapons and ammunition are broken automatically with no save. This doesn’t affect items the blood demon holds or wears.

Statistics

Languages Abyssal, Celestial, Draconic; telepathy 100 feet; Skills +7; Acrobatics +15, Athletics +13, Religion +13, Stealth +17, Thievery +13
Str +5, Dex +2, Con +4, Int +2, Wis +1, Cha +3
Items expert longspear

The Weaknesses of Sin

Demons are creatures of sin, and despite their overt displays of strength and magical might, these sins corrupt them.

Each demon has weaknesses tied to the sin or sins most associated with them.

Sin Weakness Envy Fire Gluttony Positive Greed Acid Lust Cold Pride Sonic Sloth Electricity Wrath Cold Abyssal Pacts

Many demons can cast the Abyssal Pact ritual to coax others of their kind into servitude. Rules for rituals appear on page 274 of the playtest rulebook.

Abyssal Pact Rare Ritual 1

Casting 1 day

Requirement Proficiency Expert Religion (you must be a demon)

You call in a favor from another demon with a level of, at most, twice the spell level of the Abyssal Pact, two demons up to 2 levels lower than that, or three demons up to 3 levels lower than that. If the ritual succeeds, you owe the summoned demons a favor, depending on their nature and eagerness to pursue whatever tasks you had in mind.

Success You summon the demon or demons.

Critical Success You summon the demon or demons, and because they are so eager to perform the task, they do not ask for a favor.

Failure You don’t summon the demon or demons.

Critical Failure Each demon is angry that you disturbed them. They appear before you, but they have the summoned trait and immediately attack you.

Conjuration

Melee longspear (reach 10 feet) +17, Damage 2d8+7 piercing

Melee jaws +17, Damage 2d6+5 piercing plus 2d4 acid

Melee claw (agile) +17, Damage d6+5 plus 2d4 acid

Spellcasting (divine, innate) DC 20; Constant see invisibility (3rd); 5th dimension door; At Will darkness, dispel magic, dimension door

Rituals Abyssal Pact

Hidden Strike If a blood demon starts its turn unseen or sensed by a creature, that creature is flat-footed against the blood demon’s attacks until the end of its turn.

Lurking Assassin If the blood demon is unseen or sensed by a creature at the start of the blood demon’s turn, the demon can attempt to frighten that creature if it hits the creature with its first attack on that turn. The target must succeed at a DC 22 Will save or become frightened 2. On a critical failure, the creature can’t reduce its fear below frightened 1 for 1 minute.

Sneak Attack When attacking a flat-footed creature, the blood demon deals 1d6 additional precision damage.

Fire Demon (Balor)

The strongest of all demonkind, a fire demon is a towering fiend with a horned head, powerful wings, and a wreath of lashing flames. The Abyss births balors only from the souls of the most evil and powerful mortal souls—often requiring the souls of multiple villains.

Fire Demon Rare Creature 20

Senses Perception +35; darkvision, true seeing
Speed 35 feet, fly 75 feet

Defenses

AC 44, TAC 42; Fort +30, Ref +30, Will +33, +1 conditional to saves vs. magic
HP 460; Immunities fire; Weaknesses cold iron 20, cold 20, good 20

Aura of Flame (aura, divine, evocation) 20 feet. Any creature that starts its turn in the aura takes 20 fire damage, or 40 fire damage if the fire demon has grabbed or restrained it. Any creature that hits a fire demon with an unarmed Strike takes 20 fire damage, and weapons that hit a fire demon also take 20 fire damage.

Actions

Reaction Attack of Opportunity

Disruptive In addition to its normal triggers, the fire demon’s Attack of Opportunity can also be used when a creature within the fire demon’s reach uses an action with the concentrate trait.

Furthermore, the fire demon doesn’t take the normal –2 penalty when it makes an Attack of Opportunity.

Death Throes (death, divine, evocation, fire) When a fire demon dies, it explodes in a 100-foot-aura flash of intense demonic flame. All creatures and objects in range take 100 fire damage.

A creature that succeeds at a DC 42 Reflex save halves the damage (no damage on a critical success, double damage on a critical failure). Because the flame is infused with divine energy, creatures in the area apply only half their usual fire resistance.

A creature that is immune to fire treats its result on the saving throw as one degree of success better, instead of gaining the usual benefit of immunity.

The bodies of creatures reduced to 0 HP by this fire are completely incinerated into dust, as per disintegrate.

1A Melee +5 vorpal longsword +35 (reach 10 feet, versatile P), Damage 6d8+18 slashing

1A Melee +5 vorpal flame whip (disarm, finesse, reach 15 feet, trip), Damage 6d4+18 fire plus Improved Grab and whip reposition

Spellcasting (divine, innate) DC 40; Constant (8th) true seeing; 10th dimension door, divine decree ×2); At Will dimension door, dispel magic (9th), dominate (9th) Rituals Abyssal Pact

Dimensional Dervish A fire demon can cast its at-will innate dimension door using only one Verbal Casting action.

Dispelling Strike Frequency Once per round.

Trigger The fire demon hits a creature, object, or spell effect with a weapon Strike.; Effect The fire demon casts its innate dispel magic on the target it hit with its Strike.

Infuse Weapons (divine, evocation) Any weapon a fire demon wields is treated as a +5 vorpal weapon made of cold iron and silver. Damage resulting from the fire demon’s weapon Strikes also triggers any weakness to chaos or evil the target has.

The demon can also conjure a flaming whip with an Interact action that gains the same benefits as other weapons the fire demon wields.

Lifedrinker (divine, healing); Trigger The fire demon kills a living creature that is at least 13th level.; Effect The fire demon drinks the triggering creature’s life force and gains the benefits of a 10th-level heal spell.

Whip Reposition When a fire demon Grabs a creature with its whip, it can move the creature to any space in its whip’s reach.

The fire demon can move without ending the Grab—as long as it keeps the creature within the whip’s reach—and it can use an action with the manipulate trait to move the creature to any other space within its reach.

Statistics

Languages Abyssal, Celestial, Draconic; telepathy 100 feet
Str +9, Dex +7, Con +9, Int +6, Wis +6, Cha +8; Skills +26; Acrobatics +32, Arcana +35, Deception +35, Diplomacy +32, Intimidation +35, Religion +35, Society +35, Stealth +32
Items legendary longsword

Lust Demon (Succubus)

Lust demons are manipulative, cruel fiends that use charm and lust as weapons. Succubi are physically attractive, have wings and horns, and are formed from the souls of lustful and rapacious mortals.

Lust Demon Uncommon Creature 6

Senses Perception +13; darkvision
Speed 25 feet, fly 40 feet

Defenses

AC 20, TAC 19; Fort +11, Ref +10, Will +12, +1 conditional to saves vs. magic
HP 84; Weaknesses cold 5, cold iron 5, good 5

Seductive Presence (aura, charm, emotion, mental) 10 feet. Any creature in the aura that could be sexually attracted to the lust demon takes a –2 circumstance penalty to checks and DCs to oppose the lust demon’s Deception, Diplomacy and mental spells.

Actions

1A Melee claw +15 (agile), Damage 2d8+4 slashing Divine Innate Spells DC 21, attack +15; Constant tongues; 6th dominate; 5th dimension door; At Will (4th) charm, mind reading, suggestion, vampiric touch

Rituals Abyssal Pact

1A Change Shape (concentrate, divine, polymorph, transmutation) The lust demon can take on the appearance of any Small or Medium humanoid. This doesn’t change her Speed, or her attack and damage bonuses with her Strikes, but might change the damage type her Strikes deal (typically to b).

Embrace (attack) Instead of using the Athletics skill, the lust demon attempts a Diplomacy check to Grapple a creature. If the creature is willing, the lust demon Grapples it automatically.

Passionate Kiss (divine, emotion, enchantment, mental) Frequency Once per round; Effect The lust demon engages a creature she has grabbed in a kiss or other act of passion in order to drain its energy. The kiss makes the creature enervated 1 for 1 day. The creature must also succeed at a DC 21 Will save or become affected by a suggestion to submit to more acts of passion rather than trying to escape. Further Passionate Kisses increase the amount of the enervated condition by 1. A creature whose enervated condition becomes equal to its level is slain by the Passionate Kiss.

Profane Gift (divine, enchantment, mental) Frequency Once per day; Effect The lust demon can give a willing humanoid a profane gift. That creature gains a +1 conditional bonus to all attack rolls, skill checks, and saving throws. As long as the gift persists, the lust demon can communicate telepathically with the creature at any distance, perceive through the creature’s senses, and target the creature with suggestion through the telepathic link. In addition, the creature treats the results of any saving throw against the lust demon’s suggestion spell as one degree of success worse than normal.

A humanoid can’t have more than one profane gift at a time, and a lust demon can’t grant more than one profane gift at a time. Removing the gift requires an atone ritual.

The lust demon can remove the gift as an action to give the recipient a permanent stupefied 3 condition. This condition is especially potent. It takes a 4th-level restoration spell to reduce the stupefied condition by 1.

A summoned lust demon can’t use Profane Gift.

Statistics

Languages Abyssal, Celestial, Draconic, three mortal languages; telepathy 100 feet, tongues; Skills + 6; Acrobatics +11, Deception +15, Diplomacy +16, Religion +11, Society +13, Stealth +11
Str +2, Dex +3, Con +3, Int +4, Wis +2, Cha +7

Mutilation Demon (Shemhazian)

Prone to violence at a whim, these fiends are among the most predacious of their kind. Each of these massive demons has multiple eyes on its bestial head and a pair of insectile appendages stretching from its back.

Shemhazians are formed from the souls of torturers and mortals who delighted in mutilation.

Mutilation Demon Uncommon Creature 16

Senses Perception +28; darkvision, scent 30 feet, true seeing
Speed 30 feet, climb 20 feet, fly 60 feet

Defenses

AC 38, TAC 35; Fort +28, Ref +22, Will +26; +1 conditional to saves vs. magic
HP 370; Weaknesses cold 15, cold iron 15, good 15

Paralyzing Gaze (aura, divine, enchantment, visual) 30 feet. Any nonevil creature that ends its turn in the aura must attempt a DC 32 Fortitude save. If this creature fails, it’s slowed 1 for 1 round, and if it critically fails, it’s paralyzed for 1 round. A creature can spend an action averting its gaze (this action has the concentrate trait) to gain a +2 circumstance bonus to its saves against Paralyzing Gaze and Focused Gaze for 1 round.

Tail Whip (attack); Trigger A creature within the reach of the mutilation demon’s tail uses an action with the move trait to leave a square.; Effect The mutilation demon attempts to Trip the triggering creature at a –2 penalty. On a success, the creature also takes damage as if the mutilation demon hit with its tail Strike, and if the creature was flying, it falls 30 feet.

Actions

1A Melee jaws (reach 20 feet) +29, Damage 3d12+18 piercing plus enfeebling bite

1A Melee claw (agile, reach 20 feet) +29, Damage (3d8+18 slashing

1A Melee pincer (reach 20 feet) +29, Damage 3d12+18 b plus Grab

1A Melee tail (reach 30 feet) +29, Damage 3d8+18 slashing Divine Innate Spells DC 33; Constant (7th) fly, true seeing; 8th divine decree (evil), 5th dimension door, prying eye (×3); 4th clairvoyance (×3); At Will dimension door, invisibility (2nd)

Rituals Abyssal Pact

Focus Gaze (concentrate, divine, enchantment, visual) The mutilation demon can focus its gaze on a nonevil creature it can see within 30 feet. If that creature isn’t slowed by the mutilation demon’s focused gaze, it must attempt a save against the mutilation demon’s focused gaze. If that creature is slowed, it must succeed at a DC 34 Fortitude save or become paralyzed for 1 round. A mutilation demon can’t use this ability against the same creature more than once per round.

Rend After hitting the same enemy with two consecutive claw attacks in the same round, a mutilation demon can deal claw damage again as its next action, without an attack roll.

Enfeebling Bite (divine, necromancy) When the mutilation demon hits a creature with a jaws Strike, the creature becomes enfeebled 3. The creature can attempt a DC 34 Fortitude save to reduce this to enfeebled 1 (unaffected on a critical success).

Statistics

Languages Abyssal, Celestial, Draconic; telepathy 100 feet; Skills +20; Athletics +30, Deception +27, Medicine +30, Religion +27
Str +9, Dex +5, Con +7, Int +0, Wis +6, Cha +3

Pride Demon (Marilith)

Pride demons are fiends with the upper body of a six-armed woman wielding deadly weaponry and the lower body of a snake. Mariliths form from the souls of arrogant and proud evil mortals, often warlords and despots.

Pride Demon Uncommon Creature 17

Senses Perception +26; darkvision, true seeing
Speed 50 feet, fly 30 feet (from fly)

Defenses

AC 39, TAC 37; Fort +28, Ref +27, Will +25, +1 conditional to saves vs. magic

HP 380; Weaknesses cold iron 15, good 15, sonic 15

Commander’s Aura (aura, divine, enchantment) 100 feet. Commanded or allied evil creatures in the aura that are lower level than the pride demon gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.

Actions

Sextuple Opportunity A pride demon gains 5 extra reactions per round that it can use only to make Attacks of Opportunity. It can’t use more than one on the same triggering action, even if a creature leaves several squares in its reach, and it must use a different weapon for each Attack of Opportunity.

Reaction Attack of Opportunity

1A Melee +2 longsword +30 (reach 10 feet, versatile P), Damage 3d8+16 slashing

1A Melee tail +30 (reach 10 feet), Damage 5d10+12 plus Grab

Spellcasting (divine, innate) DC 34; Constant (7th) fly, true seeing; 9th blade barrier (×2), weapon storm (×2); 5th dimension door; At Will dimension door

Rituals Abyssal Pact

Defensive Assault The pride demon makes two Strikes with different weapons, and uses the remaining weapons its holding to protect itself. The pride demon gains a circumstance bonus to AC for 1 round equal to the number of weapons that it didn’t attack with. If it uses any of those weapons to attack (including making an Attack of Opportunity), the bonus decreases by 1 for each weapon it used.

Focused Assault The pride demon attacks a single target with all the weapons it wields, overwhelming the target with multiple attacks and leaving nowhere to dodge. The demon makes a longsword Strike. On a successful attack, it deals its longsword damage to the target, plus 1d8 additional damage for every longsword it wields beyond the first (typically 5d8 extra). Even on a failed attack, the pride demon deals the damage from one longsword to the target, though it still misses completely on a critical failure. This counts toward the pride demon’s multiple attack penalty as a number of attacks equal to the number of longswords the pride demon wields.

Infuse Weapons (divine, evocation) Any weapon a pride demon wields is treated as a +2 weapon made of cold iron and silver.

Damage from the pride demon’s weapon Strikes also triggers any weakness to chaos or evil the target has.

Greater Constrict 20 b, DC 35 Sextuple Strike The pride demon makes six longsword Strikes, each against a different target. These attacks count toward the pride demon’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after it makes all its attacks.

Statistics

Languages Abyssal, Celestial, Draconic; telepathy 100 feet; Skills +21; Acrobatics +31, Deception +31, Diplomacy +31, Intimidation +31, Religion +29, Stealth +29, Warfare Lore +33
Str +8, Dex +6, Con +6, Int +4, Wis +4, Cha +7
Items 6 master longswords (Medium size)

Quasit

Among the smallest demons, these fiends have thin and wiry bodies, horned heads, and tattered bat wings. They often serve others of their kind or are brought to the Material Plane by evil conjurers to serve as familiars.

Quasit Creature 1

Senses Perception +4; darkvision
Speed 15 feet, fly 40 feet

Defenses

AC 15, TAC 14; Fort +2, Ref +5, Will +4
HP 26; Weaknesses cold iron 3, good 3, sonic 3

Actions

1A Melee claw +7 (agile), Damage 1d4–1 slashing plus quasit venom

Spellcasting (divine, innate) DC 15; 4th read omens; 1st fear; At Will detect alignment (good only), invisibility (self only); Cantrips detect magic

Abyssal Healing (concentrate, divine, healing, necromancy)

The quasit restores 1d4 HP to itself.

1A Change Shape (concentrate, divine, polymorph, transmutation)

  • Bat echolocation 40 feet; Speed 15 feet, fly Speed 30 feet; fangs Strike +7 for 1d4–1 piercing, wing Strike +7 (agile) for 1d4–1 b
  • Centipede Speed 10 feet, climb Speed 10 feet; mandibles Strike +7 for 1 piercing plus 1d4 poison
  • Toad scent 30 feet; Speed 5 feet; jaws Strike +7 for 1 b
  • Wolf size Medium; scent 30 feet; Speed 40 feet, climb Speed 10 feet; jaws Strike +7 for 1d6+1 piercing plus Knockdown

Quasit Venom (poison) Saving Throw Fortitude DC 15; Maximum Duration 6 rounds; Stage 1 1d4 poison (1 round); Stage 2 As stage 1; Stage 3 1d4 poison and slowed 1 (1 round).

Statistics

Languages Abyssal, Common; Skills +1; Acrobatics +4, Arcana +6, Deception +6, Diplomacy +4, Planar Lore +6, Religion +6, Stealth +5
Str –1, Dex +2, Con +0, Int +0, Wis +1, Cha +0

Abyssal Knowledge When a quasit Aids an ally with an Arcana, Planar Lore, or Religion check, any result that is a success is instead a critical success and any result that is a failure is instead a critical failure.

Slaver Demon (Kalavakus)

Slaver demons sprout dozens of horns from their muscular bodies, and often work as slavers and mercenaries within the Abyss, serving more powerful demons or even demon lords. Kalavakuses form from the souls of mortal slavers.

Slaver Demon Creature 10

Senses Perception +18; darkvision
Speed 25 feet

Defenses

AC 27, TAC 25; Fort +18, Ref +13, Will +14, +1 conditional to saves vs. magic
HP 215; Weaknesses acid 10, cold iron 10, good 10

Actions

Reaction Attack of Opportunity

Horn Snare; Trigger A creature misses the slaver demon with a melee weapon Strike.; Effect The slaver demon attempts to Disarm the weapon used in the triggering Strike at a –2 penalty. Because it uses its horns, the slaver demon doesn’t need a free hand, and if the result is a success, it is instead a critical success.

1A Melee horns +20 (charge, deadly 1d6), Damage 4d8+7 piercing

1A Melee claw +20 (agile), Damage 4d6+7 slashing

1A Melee jaws +20, Damage 2d6+10 piercing Divine Innate Spells DC 25; 5th dimension door; 4th air walk (×2); 3rd haste; At Will command, dimension door

Rituals Abyssal Pact

Enslave Soul (arcane, enchantment, mental) The slaver demon attempts to enslave the soul of a living creature within 60 feet. The target can resist this enslavement with a successful DC 25 Will save. On a failure, the target is enfeebled 2 for 24 hours or until the slaver demon is slain, whichever comes first; on a critical failure, it also suffers the effects of a failure against dominate. On a successful save, the target is bolstered.

If a slaver demon kills a creature whose soul it has enslaved, the demon regains 20 HP and the slain foe’s soul is enslaved to a life of toil in the Abyss, adding to the slaver demon’s tally of souls.

A slaver demon can have only one living soul enslaved with this ability at a time, and no more than one slaver demon can enslave the same soul.

Statistics

Languages Abyssal, Celestial, Draconic; telepathy 100 feet; Skills +11; Acrobatics +14, Athletics +20, Intimidation +18, Religion +16, Stealth +16
Str +7, Dex +1, Con +5, Int +2, Wis +3, Cha +3

Slime Demon (Omox)

Slime demons are amorphous fiends made of churning sewage. They revel in despoiling waters and guarding already corrupted bodies of water. Omox demons form from souls who took great pleasure in desecrating purity.

Slime Demon Creature 12

Senses Perception +22; darkvision
Speed 30 feet, swim 50 feet

Defenses

AC 31, TAC 30; Fort +21, Ref +20, Will +17, +1 conditional to saves vs. magic
HP 220; Immunity acid, critical hits, poison, precision; Weaknesses cold iron 12, fire 12, good 12

Actions

1A Melee fist (agile) +23, Damage 2d8+12 b plus 3d6 acid and Grab

1A Ranged slime +20 touch, Damage 2d6 b plus 3d6 acid plus slime trap

Spellcasting (divine, innate) DC 27 5th cloudkill, dimension door; 4th gaseous form; 3rd stinking cloud; At Will (5th) create water

Rituals Abyssal Pact

Liquid Leap (concentrate, conjuration, teleportation) The slime demon transports itself from its current space to any clear space within range that it can see, as long as both spaces are within a liquid.

Smother A slime demon can flow over a creature it has grabbed, coating it in acidic slime which covers the creature’s face and oozes down its throat. The creature must hold its breath and is blind; succeeding at a DC 28 Fortitude save negates both effects. Otherwise, this effect lasts as long as the slime demon continues to Grab the creature.

Slime Trap A creature struck by the slime demon’s slime attack is coated in the sticky substance, becoming entangled for 1d6 rounds unless it succeeds at a DC 28 Reflex save. On a critical failure, that creature is also immobilized. If the creature or its allies spend a total of six Interact actions, they can scrape off the slime before the duration expires.

Statistics

Languages Abyssal, Celestial, Draconic; telepathy 100 feet; Skills +14; Acrobatics +23, Athletics +23, Religion +21, Stealth +21
Str +7, Dex +5, Con +5, Int +2, Wis +4, Cha +4

Sloth Demon (Dretch)

Least among demonkind and mostly found serving more powerful fiends, these pitiful beings are small, bloated, and humanoid in shape. Dretches typically form from the souls of slothful, evil mortals.

Sloth Demon Creature 2

Senses Perception +4; darkvision
Speed 20 feet

Defenses

AC 15, TAC 12; Fort +7, Ref +3, Will +3
HP 45; Weaknesses cold iron 3, electricity 3, good 3

Actions

1A Melee jaws +8, Damage 2d8+4 piercing

1A Melee claw +8 (agile), Damage 2d6+4 slashing Divine Innate Spells DC 15; 3rd slow; 1st fear

Statistics

Languages Abyssal (can’t speak); telepathy 100 feet (can communicate only with speakers of Abyssal); Skills +0; Stealth +5
Str +2, Dex +0, Con +2, Int –3, Wis +0, Cha +0

Sloth At the start of each of the sloth demon’s turns, roll 1d4.

The sloth demon has that many actions that turn (maximum 3). Effects like the slowed condition can reduce its number of actions further.

Toad Demon (Hezrou)

Toad demons resemble bulky humanoid toads with gaping, toothy mouths and slimy armored flesh. They exude a noxious sweat that can poison their enemies and pollute waters. Hezrous form from the souls of evil mortals who poisoned either themselves, their kin, or their surroundings.

Toad Demon Creature 11

Senses Perception +20; darkvision
Speed 25 feet, swim 25 feet

Defenses

AC 28, TAC 26; Fort +20, Ref +13, Will +15, +1 conditional to saves vs. magic
HP 265; Immunities poison; Weaknesses cold iron 10, electricity 10, good 10

Caustic Stench (aura, olfactory, poison) 30 feet. A creature entering the aura must succeed at a DC 25 Fortitude saving throw or be sick 1 (plus slowed for 1 round on a critical failure).

While within the aura, creatures take a –2 circumstance penalty to saves to recover from the sick condition. A creature that succeeds at its save is bolstered. In addition, plant life in the aura twists and knurls, and water becomes foul-smelling and brackish.

Actions

1A Melee jaws +22 (reach 10 feet), Damage 3d10+12 piercing plus Grab

1A Melee claw +22 (agile, reach 10 feet), Damage 3d6+12 slashing plus Grab

Spellcasting (divine, innate) DC 25; 7th divine decree (evil); 5th dimension door; At Will swamp of sloth (6th)

Rituals Abyssal Pact

Poison Minds (divine, illusion, mental, poison) The toad demon can pollute the minds of creatures in its caustic stench aura, causing them to suffer the effects of paranoia (Will DC 25). A creature that is grabbed or restrained by the toad demon takes a –2 circumstance penalty to its Will saving throw against this ability.

Nauseating Sweat (poison) When a creature becomes grabbed or restrained by the toad demon, or the toad demon is grabbed or restrained by a creature, the creature must attempt a DC 26 Fortitude save.

Success The creature is sick 1; once the creature recovers from the sick condition, it’s bolstered.

Critical Success The creature is unaffected and bolstered.

Failure or Critical Failure The creature is sick 2 and slowed 1 until it recovers from the sickness.

Statistics

Languages Abyssal, Celestial, Draconic; telepathy 100 feet; Skills +12; Acrobatics +19, Arcana +21, Athletics +21, Intimidation +19, Religion +19
Str +6, Dex +0, Con +7, Int +2, Wis +2, Cha +4

Treachery Demon (Glabrezu)

Treachery demons seek to twist the wishes and desires of mortals to foul ends, delighting in betrayal and manipulation. Appearing as massive demons with a large pair of pincers as its main limbs and a pair of smaller humanoid arms sprouting from their chests, Amphibious these fiends form from the souls of mortals engaged in treason, deception, and lies.

Treachery Demon Creature 13

Senses Perception +24; darkvision, true seeing
Speed 35 feet

Defenses

AC 32, TAC 29; Fort +24, Ref +18, Will +21, +1 conditional to saves vs. magic
HP 315; Immunities poison; Weaknesses cold iron 12, fire 12, good 12

Actions

1A Melee pincer (deadly 2d10, reach 15 feet) +25, Damage 3d10+14 b plus Grab

1A Melee claw +25 (agile, reach 10 feet), Damage 2d10+7 slashing

1A Melee jaws +25 (reach 10 feet), Damage 4d8+14 piercing Captive Rake (attack) The treachery demon pulls a creature that is grabbed in its pincer up to 5 feet closer, and then makes two claw Strikes against that creature. Those Strikes count as one attack when determining the treachery demon’s multiple attack penalty, and the penalty isn’t applied until after both Strikes.

Divine Innate Spells DC 30; Constant true seeing; 7th reverse gravity; 5th dimension door; At Will confusion, dimension door, dispel magic (6th), illusory disguise (7th), mirror image (2nd)

Rituals Abyssal Pact

Steady Spellcasting A treachery demon’s spells are disrupted by reactions only if it takes 27 damage or more, even if the reaction normally disrupts manipulate actions automatically.

Sudden Betrayal A treachery demon can always roll a Deception check when rolling initiative as long as it’s aware of at least one opponent before initiative is rolled. When using Deception for initiative, the treachery demon receives an additional +2 circumstance bonus to its initiative roll.

Treacherous Veil When using its illusory disguise innate spell, a treachery demon can appear as a creature of any size category.

Twisted Desires (divination, divine) Once per month, a treachery demon can grant a mortal humanoid a miracle granted by its Abyssal patron, though the treachery demon perverts the miracle to its own whims following its insidious sense of humor.

Statistics

Languages Abyssal, Celestial, Draconic; telepathy 100 feet, tongues; Skills +16; Deception +28, Diplomacy +23, Intimidation +26, Religion +22, Society +24, Stealth +22
Str +7, Dex +2, Con +7, Int +3, Wis +3, Cha +5

Wrath Demon (Vrock)

These red-skinned demons have heads that resemble those of vultures and wings covered in black feathers.

Wrath demons can work together to perform a corrupted dance that brings the wrath of a storm upon their enemies. Vrocks form from the souls of hateful and wrathful mortals.

Wrath Demon Creature 9

Senses Perception +16; darkvision
Speed 25 feet, fly 40 feet

Defenses

AC 26, TAC 23; Fort +16, Ref +14, Will +13; +1 conditional to saves vs. magic
HP 183; Resistances electricity 10; Weaknesses cold 7, cold iron 7, good 7

Actions

Attack of Opportunity If the wrath demon is flying and a creature triggers its Attack of Opportunity, the wrath demon can make two talon Strikes against that creature instead of one Strike. Both are made at the same penalty.

1A Melee beak +19 (reach 10 feet), Damage 4d8+6 piercing

1A Melee claw +19 (agile, reach 10 feet), Damage 2d6+12 slashing

1A Melee talon +19 (agile, reach 10 feet), Damage 1d10+12 slashing Divine Innate Spells DC 22; 5th dimension door; 2nd mirror image; At Will dimension door (3rd)

Rituals Abyssal Pact

Dance of Ruin (arcane, evocation, manipulate) The wrath demon dances to create a ruinous explosion of electricity. The wrath demon can choose to delay the dance to allow up to three additional wrath demons within 30 feet to join in; in that case, the explosion occurs after the last wrath demon uses Dance of Ruin or one of the dancers chooses to unleash the effects of the dance. When the dance is completed, all nondemon creatures in a 20-foot aura of any of the dancers take 2d12 electricity damage (Reflex DC 23 half, double damage on a critical failure, no damage on a critical success). For each additional wrath demon that joins, the damage increases by 1d12 and the DC of the save increases by 1 (to a maximum of 5d12 damage and a DC 27 save with four wrath demons). The wrath demons can continue dancing for up to two additional rounds by using Dance of Ruin on consecutive rounds, increasing the aura by 20 feet each round and the damage by an additional 1d12 per wrath demon each round (to a maximum of four wrath demons dealing 13d12 damage on the third round).

Spore Cloud (disease, poison) The wrath demon releases a cloud of spores from its body, dealing 2d8 poison damage to all adjacent creatures. Each damaged creature must succeed at a DC 23 Fortitude save or take 1d12 persistent piercing damage as the spores implant in its skin and grow into thick, green vines.

The vines cease growing after 10 rounds, and wither away in 1d4 days if not removed before then. The vines can be destroyed if the creature is affected by a good spell or if holy water is applied to the vines with an Interact action. Once the wrath demon uses Spore Cloud, its spores are depleted for 1d6 rounds.

Screech (auditory, sonic) Frequency Once per hour; Effect The wrath demon emits a shrill screech. All nondemon creatures within a 30-foot aura must attempt a DC 23 Fortitude save. On a failure, the creature is slowed 2 for 1 round; on a critical failure, it’s stunned for 1 round.

Statistics

Languages Abyssal, Celestial, Draconic; telepathy 100 feet; Skills +9; Acrobatics +17, Arcana +16, Intimidation +18, Performance +16, Religion +18, Stealth +16, Survival +18
Str +6, Dex +2, Con +5, Int +2, Wis +3, Cha +3

Devastator

Devastators are created by demonic crafters to fight for the hordes of the Abyss against angelic choirs and other good celestials. The ritual to animate these massive machines of destruction requires the battered and corrupted body of an angel or other powerful good outsider.

Devastator Uncommon Creature 22

Senses Perception +38; darkvision, lifesense 60 feet, true seeing

Lifesense (divination, divine) This blindsense detects living creatures based on their life force.
Speed 45 feet, burrow 30 feet, fly 60 feet

Defenses

AC 47, TAC 43; Fort +39, Ref +35, Will +38, +1 conditional to saves vs. magic
HP 325; Immunities asleep, bleed, disease, death effects, enervated, enfeebled, healing, necromancy, nonlethal attacks, paralysis, poison, stun; Resistances all 20 (except adamantine or good)

Fiendish Aura (aura, divine, enchantment, mental) 100 feet. Any chaotic evil fiend of 20th level or lower in the aura gains a +4 conditional bonus to AC, saving throws, attack rolls, and DCs.

Absorb Good (abjuration, divine); Trigger A good spell target or area lies within the devastator’s fiendish aura.; Effect The devastator rolls a spell roll (+34) to attempt to dispel the spell (as a 10th-level spell). Roll the spell roll even if the dispel attempt is automatically successful because the spell is lower than 10th level. On a critical success, the spell’s caster also can’t cast spells for 1 minute.

Actions

Reaction Attack of Opportunity Opportune Armaments The devastator can use Attack of Opportunity as a free action, and adds actions with the concentrate trait to the potential triggers.

1A Melee +5 vile armaments +38 (agile, magical, reach 40 feet), Damage 4d10+20 b plus evil (see vile armaments)

1A Melee wing +38 (agile, reach 20 feet), Damage 4d8+10 slashing plus 3d8 persistent bleed

Spellcasting (divine, innate) DC 44; Constant haste, true seeing; 10th divine decree (chaotic or evil only, ×3), earthquake, implosion, plane shift ×2); At Will (10th) blade barrier, dimensional anchor, dispel magic

Rend vile armaments

Wingover The devastator Flies and makes a wing Strike at any point during its movement.

Vile Armaments (divine, evocation) The devastator bristles with massive weapons, and its magic makes them all function as +5 unholy weapons made of adamantine, cold iron, and silver.

A devastator’s vile armaments deal b, piercing, or slashing damage—whichever is most favorable to the devastator.

A devastator’s vile armaments are agile and take only a –3 multiple attack penalty per attack instead of –4. On a failed attack roll (but not a critical failure) they still deal minimum damage.

Vile Strike A devastator’s vile armaments deal an extra 3d6 evil damage against good creatures.

Statistics

Languages Abyssal, Celestial; Skills +29; Athletics +40, Intimidation +40, Religion +38
Str +10, Dex +7, Con +9, Int +5, Wis +5, Cha +7

Devil

Masters of corruption and despoilers of innocence, devils seek to destroy all that is good and drag mortal souls back with them to the depths of Hell.

Barbed Devil Creature 10

Barbed devils bristle with spines that constantly shift and grow. These devils often act as jailers of souls in Hell’s prisons or soldiers in Hell’s armies.

Senses Perception +20; greater darkvision
Speed 30 feet

Defenses

AC 27, TAC 25; Fort +16, Ref +18, Will +14, +1 conditional to saves vs. magic
HP 155; Immunities fire; Resistances physical 10 (except silver), poison 10; Weaknesses good 10

Actions

Reaction Attack of Opportunity Barbs Each time a creature hits the barbed devil with an unarmed attack or non-reach melee weapon, or otherwise touches it, that creature takes 2d6 piercing damage.

1A Melee barb (agile) +20, Damage 2d8+12 piercing plus bloodletting and shocking strike

Spellcasting (divine, innate) DC 24, attack +20; 5th dimension door; 3rd paralyze (×2); At Will dimension door, glyph of warding (5th); Cantrips (5th) produce flame

Rituals infernal pact

Bloodletting On a critical hit, the barbed devil’s barbs also deal 2d6 persistent bleed damage.

Frightful Strike (divine, emotion, enchantment, fear, mental); Trigger The barbed devil hits a creature with a claw Strike.; Effect The creature must succeed at a DC 23 Will save or be frightened 2 (or frightened 3 on a critical failure). Regardless of whether it succeeds, the creature is bolstered.

Impaling Strike The barbed devil makes a barb Strike, then Strides up to half its Speed without triggering reactions. If the Strike hits, the barbed devil impales the target with one of its barbs and snaps the barb free. This deals an additional 2d8 piercing damage and pins the target to an adjacent surface, rendering it immobile. The target creature can use an action to attempt a DC 24 Athletics check; on a success it pulls the barb free.

Warden of Erebus A barbed devil’s glyph of warding innate spell can contain any common spell from the playtest rulebook that meets glyph of warding’s requirements; the barbed devil doesn’t need to provide the spell.

Statistics

Languages Celestial, Common, Draconic, Infernal; telepathy 100 feet; Skills +11; Acrobatics +20, Arcana +18, Intimidation +20, Religion +18, Stealth +20, Survival +18
Str +6, Dex +6, Con +5, Int +1, Wis +2, Cha +4

Bearded Devil (Barbazu)

These horned, red-skinned devils have a writhing beard of spiky, fleshy strands. They serve in Hell’s armies as elite warriors, fighting with a savage dedication to their diabolical lords.

Bearded Devil Creature 5

Senses Perception +12; greater darkvision
Speed 35 feet

Defenses

AC 20, TAC 18; Fort +11, Ref +8, Will +7, +1 conditional to saves vs. magic
HP 60; Immunities fire; Resistances physical 5 (except silver), poison 10; Weaknesses good 5

Actions

Reaction Attack of Opportunity

1A Melee glaive +13 (deadly 1d8, forceful, reach 10 feet), Damage 2d8+4 slashing plus infernal wound

1A Melee claw +13 (agile), Damage 2d6+6 slashing

1A Melee beard +13, Damage 2d4+4 piercing plus avernal fever

Spellcasting (divine, innate) DC 17; 5th dimension door; At Will dimension door

Rituals infernal pact

Avernal Fever (disease) Saving Throw Fortitude DC 19; Stage 1 carrier with no ill effect (1 day); Stage 2 enfeebled 1 (1 day); Stage 3 enfeebled 2 (1 day).

Infernal Wound (divine, necromancy) A glaive wound caused by a bearded devil also deals 1d6 persistent bleed damage that’s difficult to heal. The flat check DC starts out at 21 and drops to 16 if the bleeding creature or an ally successfully Aids with the recovery.

The DC for applying first aid to a creature with an infernal wound is increased by 2. A caster or item trying to use healing magic on a creature suffering the effects of an infernal wound must succeed at a DC 21 spell roll or the magic fails to heal the creature.

Reposition; Trigger The devil hits a creature with its glaive Strike.; Effect The devil moves the creature 5 feet in any direction.

The destination square must be within reach of the devil’s glaive. This movement doesn’t trigger reactions.

Wriggling Beard Frequency Once per round; Effect The devil makes a beard Strike that ignores the multiple attack penalty and doesn’t count toward that penalty.

Statistics

Languages Celestial, Common, Draconic, Infernal; telepathy 100 feet; Skills +5; Acrobatics +9, Athletics +12, Intimidation +10, Religion +10, Stealth +10
Str +4, Dex +2, Con +4, Int –2, Wis +1, Cha +1
Items expert glaive

Bone Devil (Osyluth)

These skeletal devils have a long scorpionlike tail and the barest frame of wings. Bone devils act as interrogators and inquisitors of devilkind, enforcing the order of Hell through their sadistic machinations.

Bone Devil Creature 9

Senses Perception +17; greater darkvision
Speed 35 feet, fly 30 feet (from fly)

Defenses

AC 26, TAC 24; Fort +15, Ref +15, Will +13, +1 conditional to saves vs. magic
HP 120; Immunities fire; Resistances physical 10 (except silver), poison 10; Weaknesses good 10

Actions

Reaction Attack of Opportunity

1A Melee jaws +19, Damage 2d8+10 piercing

1A Melee claw +19 (agile, reach 10 feet), Damage 2d4+10 slashing

1A Melee stinger +18 (reach 15 feet), Damage 1d10+10 piercing plus bone devil venom

1A Ranged bone shard +19 (range increment 30 feet), Damage 3d6+5 piercing Divine Innate Spells DC 23; Constant fly; 5th dimension door, phantom pain; 4th dimensional anchor (×2), discern lies; At Will dimension door, invisibility (can target only itself)

Rituals infernal pact

Bone Devil Venom (poison) Saving Throw Fortitude DC 23; Maximum Duration 6 rounds; Stage 1 2d6 poison and enfeebled 1 (1 round); Stage 2 3d6 poison and enfeebled 1 (1 round); Stage 3 3d6 poison and enfeebled 2 (1 round).

Quick Invisibility The bone devil can cast its innate invisibility on itself with only one Somatic action.

Sadistic Strike A bone devil deals 2d6 extra damage when it hits an enfeebled or sick creature.

Stygian Inquisitor A bone devil gains a +2 circumstance bonus to Intimidation checks against a creature it holds captive, as well as on Perception checks against a captive’s Deception.

Tail Sweep The bone devil sweeps its tail in a 15-foot cone.

Any creature in the cone must succeed at a DC 23 Reflex save or be knocked prone.

Statistics

Languages Celestial, Common, Draconic, Infernal; telepathy 100 feet; Skills +9; Arcana +16, Deception +18, Intimidation +18, Religion +16, Stealth +18
Str +5, Dex +5, Con +4, Int +3, Wis +2, Cha +4

Fury Devil (Erinyes)

Appearing as fallen angels or dark valkyries, these devils carry flaming bows and use ropes woven from their own hair to snatch their enemies from the ground before dropping them to their deaths.

Fury Devil Creature 8

Senses Perception +16; greater darkvision, true seeing
Speed 25 feet, fly 40 feet

Defenses

AC 26, TAC 24; Fort +13, Ref +15, Will +13, +1 conditional to saves vs. magic HP 90; Immunities fire; Resistances physical 5 (except silver), poison 10; Weaknesses good 5

Weeping Wound; Trigger The fury devil takes piercing or slashing damage.; Effect The wound begins to bleed, causing the fury devil to take 1d6 persistent bleed damage (see angel’s blood).

Actions

1A Melee flaming longsword +18 (versatile P), Damage 1d8+5 slashing plus 1d6 fire

1A Ranged +1 flaming composite longbow +18 (deadly 1d10, magical, range increment 100 feet, volley 50), Damage 2d8+5 piercing plus 1d6 fire

1A Ranged rope +18 touch (range increment 30 feet), Effect entangled (see rope snare)

Spellcasting (divine, innate) DC 20; Constant true seeing; 5th dimension door; At Will dimension door, fear (3rd)

Rituals infernal pact

Angel’s Blood (emotion) Whether or not she arose from a fallen celestial, a fury devil’s form is a mockery of an angel’s, and she relishes her own body’s harm. As long as she’s taking persistent bleed damage, the fury devil gains a +2 conditional bonus to damage rolls and is accelerated 10.

Flames of Fury Any weapon a fury devil holds gains the effects of a flaming rune.

Furious Fusillade The fury devil fires one arrow at each creature she chooses in a 30-foot cone. She makes each attack roll separately. This counts as one attack for the purpose of her multiple attack penalty.

Rope Snare A fury devil carries a coil of nonmagical rope that animates in her hands. When a creature is hit by the fury devil’s rope, a segment of the rope tears loose and entangles the creature (Escape DC 22). The piece that tears off is 10 feet long

Statistics

Languages Celestial, Common, Draconic, Infernal; telepathy 100 feet; Skills +8; Acrobatics +17, Crafting +15, Deception +16, Intimidation +16, Religion +15, Stealth +15
Str +5, Dex +5, Con +5, Int +2, Wis +4, Cha +5
Items expert breastplate, +1 composite longbow with 60 arrows, expert longsword, 100 feet of silk rope

Infernal Pacts

Many devils can cast the infernal pact ritual to force others of their kind into servitude. Rules for rituals appear on page 274 of the playtest rulebook.

Infernal Pact Rare Ritual 1

Casting 1 day; Proficiency Expert Religion (you must be a devil)

You make an appeal to a powerful devil, asking it to bind some of its subordinates to your service. If you succeed, the devil sends you its choice of one devil of double infernal pact’s level, two devils of up to 2 levels lower than that, or three devils up to 3 levels lower than that. At the end of their term of servitude, these fiends are recalled to Hell.

Success The devils are sent to you and serve you for 1d4 days.

Critical Success The devils are sent to you and serve you for 1d4 weeks.

Failure Your request is denied.

Critical Failure Not only is your request denied, but the devil you appealed to sends word of its displeasure to your master.

Conjuration for a Medium or smaller creature, and doubles in length for each creature size larger than Medium. When a creature Escapes the rope snare, the broken segment of rope rots away into useless black sludge.

Horned Devil (Cornugon)

Deadly horns crown the head of these powerful winged devils. Horned devils are among the more powerful of their kind, and often satiate their appetites for destruction by serving as warriors that serve the whims of Hell.

Horned Devil Uncommon Creature 16

Senses Perception +27; greater darkvision
Speed 25 feet, fly 50 feet

Defenses

AC 39, TAC 36; Fort +27, Ref +25, Will +23, +1 conditional to saves vs. magic
HP 200, fast healing 25; Immunities fire; Resistances physical 15 (except silver), poison 15; Weaknesses good 15

Circle of Protection (abjuration, aura, divine, evil) 10 feet. A constant circle of protection against good is centered on the horned devil.

The horned devil can deactivate or reactivate its aura with a Verbal Casting action.

Commander’s Aura (aura, divine, enchantment) 100 feet.

Commanded or allied evil creatures of lower level than the horned devil in the aura gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.

Frightful Presence (aura, divine, emotion, enchantment, fear, mental) 10 feet, DC 32

Actions

Reaction Attack of Opportunity

1A Melee +3 unholy spiked chain +29 (disarm, magical, reach 10 feet, trip), Damage 4d8+16 slashing plus stunning chain

1A Melee jaws +29, Damage 3d10+16

1A Melee tail +29 (reach 10 feet), Damage 2d10+16 plus infernal wound and unholy

1A Melee claw +29 (agile, reach 10 feet), Damage 2d8+16

Spellcasting (divine, innate) DC 34; 7th dispel magic; fireball (×2), lightning bolt (×2); 5th dimension door; At Will dimension door

Rituals infernal pact

Chain of Malebolge (attack) Requirement The horned devil hit a creature with its spiked chain on its most recent action this turn.; Effect The devil pulls the creature it hit 5 feet closer to itself and Grabs it with the spiked chain. To free itself, the creature can Escape (DC 40) or use an action to attempt an Athletics check (DC 40). The creature is automatically freed if the devil makes another attack with its spiked chain or moves away.

Infernal Wound (divine, necromancy) A tail wound caused by a horned devil also deals 2d6 persistent bleed damage that’s difficult to heal. The flat check DC starts out at 21 and drops to 16 if the bleeding creature or an ally successfully Aids with the recovery.

The DC for applying first aid to a creature with an infernal wound is increased by 2. A caster or item attempting to use healing magic on a creature suffering effects of an infernal wound must succeed at a DC 36 spell roll or the magic fails to heal the wounded creature.

Maul The horned devil makes one jaws Strike, one tail Strike, and one claw Strike in any order, all against the same creature.

The multiple attack penalty applies normally.

Stunning Chain If the result of the horned devil’s Strike with its spiked chain is a critical hit, the target must succeed at a DC 34 Fortitude save or be stunned for 1 round (1d4 rounds on a critical failure).

Statistics

Languages Celestial, Common, Draconic, Infernal; telepathy 100 feet; Skills +20; Acrobatics +27, Athletics +30, Intimidation +30, Religion +27, Stealth +27, Warfare Lore +31
Str +8, Dex +6, Con +7, Int +2, Wis +6, Cha +6
Items +3 unholy spiked chain

Ice Devil (Gelugon)

Ice devils are bloated, rime-covered insectile creatures that act as strategists and masterminds in Hell’s armies, using their superior intellect to plan strikes against the forces of good.

Ice Devil Uncommon Creature 13

Senses Perception +25; greater darkvision
Speed 35 feet, fly 30 feet (from fly)

Defenses

AC 33, TAC 29; Fort +23, Ref +21, Will +20, +1 conditional to saves vs. magic
HP 200, fast healing 10; Immunities cold, fire; Resistances physical 10 (except silver), poison 10; Weaknesses good 10

Frightful Presence (aura, divine, emotion, enchantment, fear, mental) 10 feet, DC 28

Actions

Reaction Attack of Opportunity

1A Melee +3 frost longspear +25 (reach 15 feet), Damage 3d8+12 piercing plus 2d6 cold and slowing frost

1A Melee tail +25 (agile, reach 10 feet), Damage 2d10+6 plus 3d6 cold plus slowing frost

1A Ranged +2 frost longspear +24 (thrown 20 feet), Damage 3d8+12 piercing plus 1d6 cold

Spellcasting (divine, innate) DC 30; Constant fly; 7th cone of cold (×2); 5th dimension door, wall of ice (×3); At Will dimension door, ray of frost

Rituals infernal pact

Slowing Frost (cold) The ice devil channels the extreme cold of its body through its appendages and weapons. A creature hit by an ice devil’s weapon or unarmed attack in melee must attempt a DC 29 Fortitude save or be slowed 1 for 1d4 rounds. A weapon used by an ice devil permanently gains the effects of a frost rune after extended exposure to this ability, and the ice devil can throw any such weapon with a 20 foot range increment, trailing motes of frost.

Tactician of Cocytus (concentrate) An ice devil’s logical mind devises genius tactics from its perfect memory. It can telepathically send a tactical repositioning to its allies, allowing all commanded or allied evil creatures in the range of its telepathy to Stride (or Fly, Swim, Climb, or Burrow if the creature has one of those speeds).

Statistics

Languages Celestial, Common, Draconic, Infernal; telepathy 100 feet; Skills +16; Acrobatics +23, Athletics +26, Deception +24, Intimidation +23, Occultism +26, Religion +26, Society +23, Society +23, Stealth +23, Warfare Lore +28
Str +6, Dex +5, Con +5, Int +8, Wis +5, Cha +4
Items +2 frost longspear

Imp

Imps have a knack for deceiving and manipulating other creatures, and are often found on the Material Plane serving as powerful familiars to evil spellcasters. Imps typically have red skin, bat wings, and small frames with a long barbed tail that can deliver a debilitating poison with its strikes.

Imp Creature 1

Senses Perception +5; greater darkvision
Speed 20 feet, fly 30 feet

Defenses

AC 15, TAC 14; Fort +2, Ref +5, Will +4
HP 13, fast healing 1; Immunities fire; Resistances physical 3 (except silver), poison 5; Weaknesses good 3

Actions

1A Melee stinger +7, Damage 1d4–1 plus imp venom

1A Change Shape (concentrate, divine, polymorph, transmutation) An imp can change shape into any of the following forms:

  • Boar size Medium; scent 30 feet; Speed 40 feet; tusk Strike +6 for 1d8 piercing
  • Giant Spider size Medium; tremorsense 40 feet; Speed 25 feet; climb Speed 25 feet; fangs Strike +6 for 1d4 piercing plus 1d4 poison
  • Rat scent 30 feet; Speed 20 feet; jaws Strike +7 (agile) for 1 piercing
  • Raven scent 30 feet; Speed 10 feet; fly Speed 40 feet; beak Strike +7 for 1 piercing

Spellcasting (divine, innate) DC 15, attack +7; Constant detect magic; 4th charm, read omens; 2nd augury; At Will invisibility (can target only itself); Cantrips produce flame (1st)

Imp Venom (poison) Saving Throw Fortitude DC 15; Maximum Duration 6 rounds; Stage 1 1d6 poison and sluggish 1 (1 round); Stage 2 1d6 poison damage, sluggish 1, and slowed 1 (1 round)

Infernal Temptation (divine, concentrate, enchantment, evil, fortune) Frequency Once per day; Effect The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck for 1 hour if the creature accepts. If the creature dies while the boon is in place, its soul travels to Hell, where it is bound for eternity and unable to be raised or resurrected by any means short of miracle or similarly powerful magic. One time during the hour, the creature that accepts this boon can roll twice on an attack roll or saving throw and take the higher result.

Statistics

Languages Common, Infernal; telepathy 100 feet; Skills +1; Acrobatics +6, Arcana +6, Deception +7, Religion +6
Str –1, Dex +3, Con +0, Int +1, Wis +1, Cha +2

Lemure

These shapeless masses of quivering flesh are the least of devilkind. These pathetic creatures form on Hell’s first layer, which they roam alongside millions of damned and suffering souls.

Lemure Creature 2

Senses Perception +2; greater darkvision
Speed 20 feet

Defenses

AC 17, TAC 14; Fort +6, Ref +4, Will +2
HP 18; Immunities fire, mental; Resistances physical 3 (except silver), poison 5; Weaknesses good 3

Actions

1A Melee claw +8, Damage 2d8 slashing Subservience Lemures have little drive of their own, but other devils can take command of them. A non-lemure devil can issue a command to all lemures within 60 feet of it with an action (this action has the auditory and concentrate traits). The devil picks one of the following orders lemures can understand, causing all lemures who hear it to do as instructed. The command and its effects end once the commander is out of sight of the lemure, a new command is issued by the same or another devil, or the lemure dies.

Kill The lemure attacks one target the commander chooses and gains a +1 circumstance bonus to attack rolls against the target.

Defend The lemure circles nears the commander and attacks anyone who approaches. The lemure gains a +1 circumstance bonus to AC and saves.

Fetch The lemure is accelerated 10 and attempts to retrieve an object or creature the commander chooses. The lemure attacks anyone or anything that gets in the way.

Work The lemure performs tasks dictated by the commander.

Statistics

Languages —; Skills +0
Str +0, Dex +0, Con +1, Int –5, Wis +0, Cha –3

Pit Fiend

A pit fiend can often be found ruling an infernal realm or serving as a general of Hell’s armies, as it is among the most powerful of its kind. This diabolical, muscular fiend has scaly red hide, numerous horns, and a wide span of batlike wings.

Pit Fiend Rare Creature 20

Senses Perception +35; greater darkvision, true seeing
Speed 35 feet, fly 60 feet

Defenses

AC 44, TAC 41; Fort +33, Ref +31, Will +30, +1 conditional to saves vs. magic
HP 300, fast healing 30; Immunities fire; Resistances physical 15 (except silver), poison 15; Weaknesses good 15

Commander’s Aura (aura, divine, enchantment) 100 feet.

Commanded or allied evil creatures of lower level than the pit fiend within the aura gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.

Frightful Presence (aura, divine, emotion, enchantment, fear, mental) 20 feet, DC 38

Actions

Reaction Attack of Opportunity Disruptive In addition to its normal triggers, the pit fiend’s Attack of Opportunity can also be used when a creature within the pit fiend’s reach uses an action with the concentrate trait. Furthermore, the pit fiend doesn’t take the normal –2 penalty when it makes an Attack of Opportunity.

1A Melee jaws +35 (reach 10 feet), Damage 4d8+18 piercing plus pit fiend venom

1A Melee claw +35 (agile, reach 10 feet), Damage 3d6+18 slashing

1A Melee tail +35 (reach 10 feet), Damage 3d8+18 b plus Improved Grab

1A Melee wing +35 (reach 15 feet), Damage 3d6+18 slashing Divine Innate Spells DC 40; Constant (8th) true seeing; 10th meteor swarm, miracle (once per year), power word stun (×2); 5th dimension door; At Will bind soul, dimension door, dispel magic (8th), divine decree (8th), fireball (8th), scrying, wall of fire (8th)

Rituals infernal pact, shape devils (see sidebar)

Constrict 20 b Improved Grab A pit fiend can use Improved Grab with its tail Strike.

Masterful Quickened Casting Frequency Once per round; Trigger The pit fiend starts to cast an innate spell of 8th level or lower. The spell must require two or more spellcasting actions to cast.; Effect The pit fiend chooses one of the spell’s spellcasting actions. The pit fiend doesn’t need to use that action to finish casting the spell.

Pit Fiend Venom (poison) Saving Throw Fortitude DC 40; Maximum Duration 10 rounds; Stage 1 6d6 poison and drained 1 (1 round); Stage 2 7d6 poison and drained 2 (1 round); Stage 3 8d6 poison and drained 3 (1 round).

Wingover The pit fiend Flies and makes a wing Strike at any point during its movement.

Statistics

Languages Celestial, Common, Draconic, Infernal; telepathy 100 feet; Skills +22; Acrobatics +35, Arcana +35, Deception +36, Diplomacy +35, Intimidation +35, Religion +35, Society +35, Stealth +35
Str +9, Dex +8, Con +9, Int +8, Wis +9, Cha +8

Dinosaur

Remnants from the world’s primeval era, these enormous reptilian animals still exist in large numbers in isolated jungles and remote wildernesses.

Deinonychus Creature 2

Senses Perception +7; low-light vision, scent 30 feet
Speed 50 feet

Defenses

AC 16, TAC 15; Fort +5, Ref +7, Will +4
HP 28

Actions

1A Melee talon +8 (agile), Damage 1d4+2 slashing plus 1d4 bleed

1A Melee jaws +8, Damage 1d10+2

Darting Attack The deinonychus Strides up to 10 feet and then makes a Strike, or makes a Strike and then Strides up to 10 feet.

Predator’s Advantage Bleeding creatures are flat-footed to the deinonychus.

Statistics

Languages —; Skills +0; Acrobatics +7, Athletics +6, Stealth +7
Str +2, Dex +4, Con +3, Int –4, Wis +1, Cha +2

Ankylosaurus Creature 6

Senses Perception +11; low-light vision, scent 30 feet
Speed 25 feet

Defenses

AC 23, TAC 18; Fort +14, Ref +9, Will +7
HP 72

Actions

1A Melee tail +14 (backswing, reach 15 feet), Damage 2d8+7 b plus punishing tail

1A Melee foot +14 (reach 10 feet), Damage 2d6+7 b Punishing Tail A creature struck by the ankylosaurus’s tail must attempt a DC 19 Fortitude save. On a failure, it’s slowed 1 for 1 round; on a critical failure, it’s stunned for 1 round.

Trample Large or smaller, foot, DC 19

Statistics

Languages —; Skills +4; Acrobatics +8, Athletics +14
Str +7, Dex +0, Con +3, Int –4, Wis +1, Cha –1

Shape Devils Rare Ritual 10

Casting Between 1 and 9 days; Cost a number of lemures

Proficiency Master Religion Requirements You must be a pit fiend.

You reshape a number of pathetic lemures into one or more higher-level devils to swell Hell’s legions. You can shape 100 lemures into devils per day, and can cast the ritual for up to 9 days to shape a maximum of 900 lemures’ worth of devils.

Devil Shaping Devil Level Number of Lemures 3–4 2 5–6 4 7–8 8 9–10 16 11–12 32 13–14 64 15–16 128 17–18 256 19–20 512

Most devils you shape are in thrall to you, and follow your orders.

However, if you shape a pit fiend or any other level 20 devil, it’s independent of your control. Few pit fiends choose to do this.

Success You shape the lemures into the desired number of higher-level devils.

Critical Success You shape devils more quickly, reshaping double the normal number of lemures allowed each day, assuming you have enough lemures.

Failure You shape half the normal number of devils allowed each day (for a maximum of 450, preventing you from shaping a 19th-level or 20th-level devil at all).

Critical Failure You fail to shape any devils, and draw the ire of an archdevil for your failure.

Tyrannosaurus Creature 10

Senses Perception +18; low-light vision, scent 30 feet
Speed 40 feet

Defenses

AC 25, TAC 23; Fort +19, Ref +15, Will +14
HP 233

Actions

1A Melee jaws +20 (deadly 1d12, reach 20 feet), Damage 3d12+7 piercing plus Grab

1A Melee foot +20 (reach 15 feet), Damage 3d8+7

Earth Shaker The tyrannosaurus creates tremors as it moves. Any time the tyrannosaurus moves adjacent to a Large or smaller creature, that creature must succeed at a DC 22 Acrobatics check or fall prone. A creature needs to attempt the check only the first time the tyrannosaur moves adjacent to it in a given turn.

Reaction Fling Requirement A creature is grabbed in the tyrannosaurus’s jaws.; Effect The tyrannosaurus flings the creature into the air up to 10 feet up from its mouth and 20 feet away. The creature falls 25 feet (assuming the tyrannosaurus flings it as high as it can) and takes falling damage accordingly. If the flung creature lands in the same square as another creature, the creature it lands on takes 4d6 damage. The creature being landed on can attempt a DC 23 Reflex save to halve the damage (or take no damage on a critical success).

Swallow Whole (attack) Medium, 2d6+7 b, toughness 18

Trample Huge or smaller, foot, DC 24

Statistics

Languages —; Skills +8; Athletics +22
Str +7, Dex +1, Con +5, Int –4, Wis +2, Cha +0

Dog

Dogs are trusted and loyal companions that can serve as guardians and protectors. Larger breeds can even act as mounts for small adventurers.

Guard Dog Creature 0

Senses Perception +5; low-light vision, scent 30 feet
Speed 30 feet

Defenses

AC 13, TAC 12; Fort +4, Ref +2, Will –1
HP 8

Actions

1A Melee jaws +5, Damage 1d4 piercing Pack Attack The dog’s Strikes deal 1d4 extra damage to creatures within the reach of at least two of the dog’s allies.

Statistics

Languages —; Skills –2; Acrobatics +5, Athletics +4, Stealth +5
Str +0, Dex +1, Con +2, Int –4, Wis +0, Cha –1

Riding Dog Creature 1

Senses Perception +6; low-light vision, scent 30 feet
Speed 35 feet

Defenses

AC 15, TAC 14; Fort +5, Ref +3, Will +1
HP 20

Shake Off The riding dog won’t use this reaction against a creature in control of it or that domesticated or trained it.

Trigger A creature Mounts the riding dog or gives it a Command while riding upon it.; Effect The rider must succeed at a DC 15 Acrobatics check to Maintain their Balance or fall off.

Actions

1A Melee jaws +7, Damage 1d6+1 piercing Pack Attack The dog’s Strikes deal 1d4 extra damage to creatures within the reach of at least two of the dog’s allies.

Statistics

Languages —; Skills –1; Acrobatics +4, Athletics +6
Str +1, Dex +1, Con +2, Int –4, Wis +1, Cha –1

Doppelganger

In their natural forms, these humanoid creatures are gray and appear unfinished. As masters of mimicry, they use their ability to impersonate others in devious ways, often infiltrating a society and living among it for years without detection.

Doppelganger Uncommon Creature 3

Senses Perception +6; darkvision
Speed 25 feet

Defenses

AC 17, TAC 16; Fort +5, Ref +6, Will +8
HP 42

End the Charade (attack); Trigger The doppelganger is transformed with Change Shape and another creature moves adjacent to it or takes a hostile action against it.; Effect The doppelganger reverts to its natural form and can make a Strike against the triggering creature. If the creature was unaware the doppelganger was in disguise, it’s flat-footed against this attack.

Actions

1A Melee claw +9 (agile), Damage 1d10+4 slashing

Spellcasting (arcane, innate) DC 17; At Will mind reading Change Shape (arcane, concentrate, polymorph, transmutation) The doppelganger takes on the specific appearance of any Small or Medium humanoid who it has seen and whose appearance it remembers. This doesn’t change the doppelganger’s Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal (typically to b).

Statistics

Languages Common, two other languages; Skills +4; Deception +11, Diplomacy +9, Society +9, Stealth +7, Thievery +9
Str +3, Dex +3, Con +0, Int +1, Wis +2, Cha +1

Dragon

Rare and powerful, dragons combine great magical power with devastating brute strength and multiple deadly attacks. Many types of dragons exist, but this section describes only the chromatic dragons—the most evil of dragonkind.

Black Dragon

Black dragons make their hidden lairs in fetid swamps and remote marshes where they use their power and influence to control the local denizens using fear and intimidation.

Young Black Dragon Uncommon Creature 7

Senses Perception +15; darkvision, scent 60 feet
Speed 40 feet, fly 100 feet, swim 40 feet

Defenses

AC 23, TAC 21; Fort +14, Ref +10, Will +12
HP 115; Immunities acid, asleep, paralyzed

Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 19

Tail Lash; Trigger A creature within reach of the dragon’s tail takes an action to Strike or attempt a skill check.; Effect The dragon Strikes with its tail at the triggering creature at a –2 penalty. If it hits, the creature takes a –2 circumstance penalty on the triggering roll.

1A Melee jaws +17 (reach 10 feet), Damage 2d10+8 piercing plus 1d8 acid

Actions

1A Melee claw +17 (agile), Damage 2d8+8 slashing

1A Melee tail +17 (reach 15 feet), Damage 2d8+8 b

1A Melee horns +16 (reach 10 feet), Damage 2d8+4 piercing Breath Weapon (acid, arcane, evocation) The dragon breathes a spray of acid that deals 8d6 acid damage to all creatures in a 60-foot line (Reflex DC 21 half, double damage on a critical failure, no damage on a critical success). It can’t use Breath Weapon again for 1d4 rounds.

Draconic Frenzy The dragon makes two claw Strikes and one horns Strike in any order.

Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.

Statistics

Languages Draconic; Skills +7; Acrobatics +13, Arcana +13, Athletics +15, Deception +13, Intimidation +15, Stealth +15
Str +4, Dex +2, Con +3, Int +0, Wis +1, Cha +1

Adult Black Dragon Uncommon Creature 11

Senses Perception +21; darkvision, scent 60 feet
Speed 50 feet, 120 feet, swim 50 feet

Defenses

AC 29, TAC 27; Fort +20, Ref +15, Will +17, +1 conditional to saves vs. magic
HP 195; Immunities acid, asleep, paralyzed

Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 24

Tail Lash; Trigger A creature within reach of the dragon’s tail takes an action to Strike or attempts a skill check.; Effect The dragon Strikes with its tail at the triggering creature at a –2 penalty. If it hits, the creature takes a –2 circumstance penalty on the triggering roll.

Actions

1A Melee jaws +22 (reach 10 feet), Damage 2d12+12 piercing plus 2d6 acid

1A Melee claw +22 (agile), Damage 2d10+12 slashing

1A Melee tail +22 (reach 15 feet), Damage 2d10+12 b

1A Melee horns +21 (reach 10 feet), Damage 2d8+6 piercing

1A Breath Weapon (acid, arcane, evocation) The dragon breathes a spray of acid that deals 12d6 acid damage to all creatures in an 80-foot line (Reflex DC 26 half, double damage on a critical failure, no damage on a critical success). It can’t use Breath Weapon again for 1d4 rounds.

Spellcasting (arcane, innate) DC 26; At Will darkness

Corrupt Water (arcane, concentrate, necromancy) Frequency Once per day; Effect The dragon permanently befouls 10 cubic feet of liquid within 90 feet. The liquid becomes undrinkable and unable to support water-breathing life. This destroys liquid magic or alchemical items if they’re of a lower level than the dragon (a creature can attempt a DC 24 Will save to protect liquids in its possession). This doesn’t affect the liquids in a creature’s body.

Draconic Frenzy The dragon makes two claw Strikes and one horns Strike in any order.

Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.

Statistics

Languages Common, Draconic, Jotun; Skills +12; Acrobatics +19, Arcana +19, Athletics +21, Deception +19, Intimidation +21, Stealth +21
Str +6, Dex +3, Con +5, Int +2, Wis +3, Cha +2

Black Dragon Spellcasters

To make a black dragon spellcaster, remove the dragon’sDraconic Frenzy and Draconic Momentum abilities and give it the following spells. You can swap out any number of these with other arcane spells, provided you keep the same number of spells for each level. You might also want to increase the dragon’s Intelligence or Charisma modifier by 1 or 2.

Young Prepared Spells (arcane) DC 21, attack +15; 3rd slow, stinking cloud; 2nd blur, glitterdust, invisibility; 1st alarm, ray of enfeeblement, true strike; Cantrips (3rd) dancing lights, detect magic, prestidigitation, tanglefoot

Adult Prepared Spells (arcane) DC 26, attack +20; As young black dragon, plus 5th black tentacles, mariner’s curse; 4th clairvoyance, dimension door, suggestion; 3rd paralyze; Cantrips (5th)

Ancient Prepared Spells (arcane) DC 34, attack +27; As adult black dragon, plus 7th finger of death, mask of terror, reverse gravity; 6th dominate, true seeing, wall of force; 5th prying eye; Cantrips (7th)

Ancient Black Dragon Uncommon Creature 16

Senses Perception +29; darkvision, scent 60 feet
Speed 60 feet, fly 150 feet, swim 60 feet

Defenses

AC 38, TAC 36; Fort +28, Ref +23, Will +25, +1 conditional to saves vs. magic
HP 295; Immunities acid, asleep, paralyzed

Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 32

Tail Lash; Trigger A creature within reach of the dragon’s tail takes an action to Strike or attempt a skill check.; Effect The dragon makes a tail Strike at the creature with a –2 penalty. If it hits, the creature takes a –2 circumstance penalty on the triggering roll.

Actions

1A Melee jaws +29 (reach 15 feet), Damage 2d12+14 piercing plus 4d6 acid and 2d6 persistent acid

1A Melee claw +29 (agile, reach 10 feet), Damage 4d10+14 slashing

1A Melee tail +29 (reach 20 feet), Damage 3d10+14 b

1A Melee horns +28 (reach 15 feet), Damage 3d10+7 piercing

1A Breath Weapon (acid, arcane, evocation) The dragon breathes a spray of acid that deals 17d6 acid damage to all creatures in a 100-foot line (Reflex DC 34 half, double damage on a critical failure, no damage on a critical success). It can’t use Breath Weapon again for 1d4 rounds.

Spellcasting (arcane, innate) DC 34; At Will darkness

Corrupt Water (arcane, concentrate, necromancy) As adult black dragon, but DC 32.

Draconic Frenzy The dragon makes two claw Strikes and one horns Strike in any order.

Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.

Statistics

Languages Common, Draconic, Jotun, Goblin, Orcish; Skills +20; Acrobatics +27, Arcana +27, Athletics +30, Deception +27, Intimidation +30, Stealth +30
Str +7, Dex +5, Con +6, Int +4, Wis +5, Cha +4

Blue Dragon

The schemers and manipulators of dragonkind, blue dragons lair in vast deserts and often attack from the air in order to weaken their victims before landing to finish them off.

Young Blue Dragon Uncommon Creature 9

Senses Perception +17; darkvision, scent 60 feet
Speed 30 feet, burrow 15 feet, fly 100 feet

Defenses

AC 26, TAC 23; Fort +15, Ref +14, Will +15
HP 155; Immunities electricity, asleep, paralyzed

Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 21

Wing Deflection; Trigger The dragon is targeted with an attack.; Effect The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying at the time it is attacked, it descends 10 feet after the attack is complete.

Actions

1A Melee jaws +19 (reach 10 feet), Damage 2d10+10 piercing plus 1d12 electricity

1A Melee claw +19 (agile), Damage 2d8+10 slashing

1A Melee tail +19 (reach 10 feet), Damage 2d8+10 b

1A Melee horns +18 (reach 10 feet), Damage 2d8+5 piercing

Spellcasting (arcane, innate) DC 23; At Will create water (see desert thirst); Cantrips (4th) ghost sound

1A Breath Weapon (arcane, electricity, evocation) The dragon breathes lightning that deals 6d12 electricity damage to all creatures in an 80-foot line (Reflex DC 23 half, double damage on a critical failure, no damage on a critical success). It can’t use Breath Weapon again for 1d4 rounds.

Desert Thirst (arcane, transmutation) When casting create water, the dragon can attempt to destroy liquid instead of creating it, turning an equal amount of liquid into sand. This destroys liquid magic or alchemical items if they’re of a lower level than the dragon (a creature can attempt a DC 21 Will save to protect all liquids in its possession). This doesn’t affect the liquids in a creature’s body.

Draconic Frenzy The dragon makes two claw Strikes and one horns Strike in any order.

Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.

Statistics

Languages Common, Draconic; Skills +10; Acrobatics +18, Arcana +18, Deception +18, Diplomacy +18, Intimidation +16, Society +18, Stealth +16, Survival +18
Str +5, Dex +1, Con +3, Int +1, Wis +1, Cha +1

Sound Imitation The dragon can mimic any sound it has heard.

It must succeed at a Deception check with a +4 circumstance bonus to do so.

Adult Blue Dragon Uncommon Creature 13

Senses Perception +25; darkvision, scent 60 feet
Speed 40 feet, burrow 20 feet, fly 140 feet

Defenses

AC 33, TAC 30; Fort +23, Ref +21, Will +23, +1 conditional to saves vs. magic
HP 235; Immunities asleep, electricity, paralyzed
Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 28
Wing Deflection Trigger The dragon is targeted with an attack.; Effect The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying at the time it is attacked, it descends 10 feet after the attack is complete.

Actions

1A Melee jaws +25 (reach 15 feet), Damage 3d10+12 piercing plus 1d12 electricity

1A Melee claw +25 (agile, reach 10 feet), Damage 4d8+9 slashing

1A Melee tail +25 (reach 20 feet), Damage 4d8+9 b

1A Melee horns +24 (reach 15 feet), Damage 4d8+3 piercing

1A Breath Weapon (arcane, electricity, evocation) The dragon breathes lightning that deals 8d12 electricity damage to all creatures in a 100-foot line (Reflex DC 30 half, no damage on a critical success, double damage on a critical failure). It can’t use Breath Weapon again for 1d4 rounds.

Spellcasting (arcane, innate) DC 30; 6th illusory creature, illusory object; At Will create water (see desert thirst), ventriloquism (6th); Cantrips (6th) ghost sound

Desert Thirst (arcane, transmutation) As a young blue dragon, but DC 28.

Draconic Frenzy The dragon makes two claw Strikes and one horns Strike in any order.

Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.

1A Change Shape Some dragons can take humanoid form, allowing them to infiltrate settlements or mislead others to their true nature. They gain the following ability: Change Shape (concentrate, divine, polymorph, transmutation) The dragon can take on the appearance of any Small or Medium humanoid. This doesn’t change its Speed or attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal (typically to b).

Statistics

Languages Auran, Common, Draconic, Jotun; Skills +17; Acrobatics +26, Arcana +26, Deception +26, Diplomacy +26, Intimidation +23, Society +26, Stealth +23, Survival +26
Str +6, Dex +3, Con +4, Int +3, Wis +3, Cha +3

Sound Imitation The dragon can mimic any sound it has heard.

It must succeed at a Deception check with a +4 circumstance bonus to do so.

Ancient Blue Dragon Uncommon Creature 18

Senses Perception +31; darkvision, scent 60 feet
Speed 50 feet, burrow 30 feet, fly 200 feet

Defenses

AC 40, TAC 37; Fort +29, Ref +27, Will +29, +1 conditional to saves vs. magic
HP 335; Immunities asleep, electricity, paralyzed

Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 34

Wing Deflection; Trigger The dragon is targeted with an attack.; Effect The dragon raises its wing, gaining a +2 circumstance bonus to AC against the triggering attack. If the dragon is flying, it descends 10 feet after the attack is complete.

Actions

1A Melee jaws +32 (reach 20 feet), Damage 4d10+14 piercing plus 2d12 electricity

1A Melee claw +32 (agile, reach 15 feet), Damage 4d8+14 slashing

1A Melee tail +32 (reach 25 feet), Damage 4d8+14 b

1A Melee horns +31 (reach 20 feet), Damage 4d8+7 piercing

Spellcasting (arcane, innate) DC 36; 7th project image (see mirage); At Will create water (see desert thirst), hallucinatory terrain (8th), illusory creature (8th), illusory object (8th), ventriloquism (8th); Cantrips (8th) ghost sound

1A Breath Weapon (arcane, electricity, evocation) The dragon breathes lightning that deals 10d12 electricity damage to all creatures in a 120-foot line (Reflex DC 36 half, double damage on a critical failure, no damage on a critical success). It can’t use Breath Weapon again for 1d4 rounds. Each time the dragon uses its Breath Weapon, a miniature storm cloud with a 20-foot radius appears 80 feet above a point of the dragon’s choosing along the Breath Weapon’s path. Clouds last for 10 minutes, and allow the dragon to use Storm Breath.

Desert Thirst (arcane, transmutation) As young blue dragon, but DC 34.

Draconic Frenzy The dragon makes two claw Strikes and one horns Strike in any order.

Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.

Storm Breath (arcane, concentrate, electricity, evocation) Requirement A storm cloud created by the dragon’s breath is within 500 feet, and the dragon can see the cloud. Frequency Once per round; Effect The dragon calls down a lightning bolt from a storm cloud created by its Breath Weapon. This creates a vertical line of lightning to the ground that deals 6d12 electricity damage to all enemies in its path (Reflex DC 36 half, double damage on a critical failure, no damage on a critical success).

Mirage Whenever the dragon uses its Breath Weapon while the illusory image from its innate project image spell persists, it can cause the Breath Weapon to originate from itself or the image.

Statistics

Languages Auran, Common, Draconic, Jotun, Ignan, Infernal; Skills +23; Acrobatics +32, Arcana +32, Deception +32, Diplomacy +32, Intimidation +30, Society +32, Stealth +30, Survival +32
Str +7, Dex +4, Con +6, Int +5, Wis +5, Cha +6

Sound Imitation The dragon can mimic any sound it has heard.

To do so, it must succeed at a Deception check with a +4 circumstance bonus.

Blue Dragon Spellcasters

To make a blue dragon spellcaster, remove the dragon’s Draconic Frenzy and Draconic Momentum abilities and give it the following spells. You can swap out any number of these with other arcane spells, provided you keep the same number of spells for each level. You might also want to increase the dragon’s Intelligence or Charisma modifier by 1 or 2.

Young Prepared Spells (arcane) DC 23, attack +17; 4th dimension door, paralyze; 3rd dispel magic, dream message, hypnotic pattern; 2nd invisibility, mirror image, resist energy; 1st alarm, charm, unseen servant; Cantrips (4th) detect magic, message, shield, sigil

Adult Prepared Spells (arcane) DC 30, attack +23; As young blue dragon, plus 6th baleful polymorph, mislead; 5th chromatic wall, false vision, illusory scene; 4th clairvoyance; Cantrips (6th)

Ancient Prepared Spells (arcane) DC 36, attack +30; As adult blue dragon, plus 8th disappearance, maze, mind blank; 7th paralyze, prismatic spray, spell turning; 6th feeblemind; Cantrips (8th) Green Dragon

Armed with a deadly breath weapon that emits a toxic cloud, green dragons reside in remote forest lairs and are considered the most diplomatic of the chromatic dragons.

Young Green Dragon Uncommon Creature 8

Senses Perception +17; darkvision, scent 60 feet
Speed 30 feet, fly 120 feet, swim 30 feet; woodland stride

Defenses

AC 26, TAC 23; Fort +15, Ref +11, Will +15
HP 113; Immunities asleep, paralyzed, poison

Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 20

Twisting Tail Trigger A creature within reach of the dragon’s tail uses a move action or leaves a square during a move action it’s using.; Effect The dragon makes a tail Strike at the creature with a –2 penalty. If it hits, the dragon disrupts the creature’s action.

Actions

1A Melee jaws +18 (reach 10 feet), Damage 2d10+10 piercing plus 2d4 poison

1A Melee claw +18 (agile), Damage 2d8+10 slashing

1A Melee tail +18 (reach 10 feet), Damage 2d8+10 b

1A Melee horn +17 (reach 10 feet), Damage 2d8+5 piercing

Spellcasting (arcane, innate) DC 22; 2nd entangle; 1st charm (×2)

Breath Weapon (arcane, evocation, poison) The dragon breathes a toxic cloud that deals 9d6 poison damage to all creatures in a 40-foot cone (Fortitude DC 22 half, double damage on a critical failure, no damage on a critical success). It can’t use Breath Weapon again for 1d4 rounds.

Draconic Frenzy The dragon makes two claw Strikes and one horn Strike in any order.

Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.

Woodland Stride The green dragon ignores difficult terrain and greater difficult terrain from nonmagical foliage.

Statistics

Languages Common, Draconic; Skills +9; Acrobatics +15, Arcana +17, Athletics +17, Diplomacy +17, Intimidation +17, Nature +15, Occultism +17, Society +17, Stealth +15
Str +5, Dex +1, Con +2, Int +2, Wis +1, Cha +2

Adult Green Dragon Uncommon Creature 12

Senses Perception +24; darkvision, scent 60 feet
Speed 40 feet, fly 160 feet, swim 40 feet; trackless step, woodland stride

Defenses

AC 32, TAC 29; Fort +22, Ref +17, Will +22, +1 conditional to saves vs. magic
HP 180; Immunities asleep, paralyzed, poison

Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 26

Twisting Tail Trigger A creature within reach of the dragon’s tail uses a move action or leaves a square during a move action it’s using.; Effect The dragon makes a tail Strike at the creature with a –2 penalty. If it hits, the dragon disrupts the creature’s action.

Actions

1A Melee jaws +23 (reach 15 feet), Damage 3d10+12 piercing plus 2d6 poison

1A Melee claw +23 (agile, reach 10 feet), Damage 3d8+12 slashing

1A Melee tail +23 (reach 20 feet), Damage 3d8+12 b

1A Melee horn +22 (reach 15 feet), Damage 3d8+6 piercing

Spellcasting (arcane, innate) DC 28; 4th suggestion; 2nd entangle (×2); At Will charm

Breath Weapon (arcane, evocation, poison) The dragon breathes a toxic cloud that deals 13d6 poison damage to all creatures in a 50-foot cone (DC 28 Fortitude save for half, no damage on a critical success, double damage on a critical failure). It can’t use Breath Weapon again for 1d4 rounds.

Draconic Frenzy The dragon makes two claw Strikes and one horn Strike in any order.

Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.

Trackless Step The green dragon always gains the benefits of Cover Tracks in natural surroundings, without moving at half speed.

Woodland Stride The green dragon ignores difficult terrain and greater difficult terrain from nonmagical foliage.

Statistics

Languages Common, Draconic, Elven, Sylvan; Skills +15; Acrobatics +21, Arcana +23, Athletics +23, Diplomacy +23, Intimidation +23, Nature +21, Occultism +23, Society +23, Stealth +21
Str +6, Dex +3, Con +3, Int +4, Wis +3, Cha +4

Ancient Green Dragon Uncommon Creature 17

Senses Perception +31; darkvision, scent 60 feet
Speed 50 feet, fly 200 feet, swim 50 feet; trackless step, woodland stride

Defenses

AC 40, TAC 37; Fort +29, Ref +24, Will +29, +1 conditional to saves vs. magic
HP 262; Immunities asleep, paralyzed, poison

Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 33 Miasma (aura, poison) 20 feet. After the dragon uses its Breath Weapon, a cloud of poison gas continues to emanate from its body for 1 round. Any creature that ends its turn in the miasma takes 4d6 poison damage. Any creature in the aura is concealed and treats other creatures as concealed. The dragon ignores this concealment.

Twisting Tail Trigger A creature within reach of the dragon’s tail uses a move action or leaves a square during a move action it’s using.; Effect The dragon makes a tail Strike at the creature with a –2 penalty. If the tail Strike hits, the dragon disrupts the creature’s action.

Actions

1A Melee jaws +30 (reach 20 feet), Damage 3d10+16 piercing plus 4d6 poison

1A Melee claw +30 (agile, reach 15 feet), Damage 4d8+16 slashing

1A Melee tail +30 (reach 25 feet), Damage 4d8+16 b

1A Melee horn +29 (reach 20 feet), Damage 4d8+8 piercing Amphibious

Spellcasting (arcane, innate) DC 28; 6th dominate; 4th suggestion; At Will charm (4th), entangle

Breath Weapon (arcane, evocation, poison) The dragon breathes a toxic cloud that deals 18d6 poison damage to all creatures in a 60-foot cone (Fortitude DC 35 half, double damage on a critical failure, no damage on a critical success).

The Breath Weapon also creates a Miasma. It can’t use Breath Weapon again for 1d4 rounds.

Draconic Frenzy The dragon makes two claw Strikes and one horn Strike in any order.

Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.

Trackless Step The green dragon always gains the benefits of Cover Tracks in natural surroundings, without moving at half speed.

Woodland Stride The green dragon ignores difficult terrain and greater difficult terrain from nonmagical foliage.

Statistics

Languages Abyssal, Common, Draconic, Elven, Jotun, Sylvan; Skills +22; Acrobatics +29, Arcana +31, Athletics +31, Diplomacy +31, Intimidation +31, Nature +29, Occultism +31, Society +31, Stealth +29 (camouflage)
Str +8, Dex +4, Con +5, Int +6, Wis +5, Cha +6

Camouflage The dragon can Hide in natural environments even if it doesn’t have cover.

Red Dragon

Considered by many a dragonslayer to be the most powerful of the chromatic dragons, red dragons lord over their minions in mountain lairs throughout the world.

Young Red Dragon Uncommon Creature 10

Senses Perception +20; darkvision, scent 60 feet, smoke vision
Speed 40 feet, fly 120 feet

Defenses

AC 27, TAC 24; Fort +18, Ref +14, Will +15
HP 195; Immunities asleep, fire, paralyzed; Weakness cold 10

Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 23

Actions

Opportune Bite As Attack of Opportunity, but only with the dragon’s jaws.

1A Melee jaws +20 (reach 10 feet), Damage 3d6+12 piercing plus 2d6 fire

1A Melee claw +20 (agile), Damage 3d6+12 slashing

1A Melee tail +20 (reach 10 feet), Damage 2d10+12 slashing

1A Melee wing +19 (agile, reach 10 feet), Damage 3d6+6 piercing

Spellcasting (arcane, innate) DC 25; Cantrips (4th) detect magic, read aura

Breath Weapon (arcane, evocation, fire) The dragon breathes a blast of flame that deals 11d6 fire damage to all creatures in a 40-foot cone (Reflex DC 25 half, double damage on a critical failure, no damage on a critical success). It can’t use Breath Weapon again for 1d4 rounds.

Draconic Frenzy The dragon makes two claw Strikes and one wing Strike in any order.

Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.

Statistics

Languages Common, Draconic; Skills +11; Acrobatics +16, Arcana +19, Athletics +18, Deception +20, Diplomacy +20, Intimidation +20, Stealth +18 Str +6, Dex +1, Con +4, Int +1, Wis +2, Cha +2

Smoke Vision The dragon ignores concealment from smoke.

Adult Red Dragon Uncommon Creature 14

Senses Perception +27; darkvision, scent 60 feet, smoke vision
Speed 50 feet, fly 140 feet

Defenses

AC 34, TAC 31; Fort +25, Ref +20, Will +22, +1 conditional to saves vs. magic
HP 285; Immunities asleep, fire, paralyzed; Weaknesses cold 15

Dragon Heat (arcane, aura, evocation, fire) 5 feet. A creature that enters the aura or ends its turn within it takes 3d6 fire damage. A creature can take this damage only once per round.

Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 29

Actions

Opportune Bite As Attack of Opportunity, but only with the dragon’s jaws.

1A Melee jaws +26 (reach 15 feet), Damage 2d12+14 piercing plus 3d6 fire

1A Melee claw +26 (agile, reach 10 feet), Damage 4d6+14 slashing

1A Melee tail +25 (reach 20 feet), Damage 3d10+14 slashing

1A Melee wing +26 (agile, reach 15 feet), Damage 4d6+7 piercing

Spellcasting (arcane, innate) DC 31; 4th suggestion; Cantrips (6th) detect magic, read aura

Breath Weapon (arcane, evocation, fire) The dragon breathes a blast of flame that deals 15d6 fire damage to all creatures in a 50-foot cone (Reflex DC 31 half, double damage on a critical failure, no damage on a critical success). It can’t use Breath Weapon again for 1d4 rounds.

Statistics

Languages Common, Draconic, Dwarven, Orcish; Skills +17; Acrobatics +22, Arcana +26, Athletics +24, Deception +27, Diplomacy +27, Intimidation +27, Stealth +24
Str +7, Dex +2, Con +6, Int +3, Wis +4, Cha +4

Smoke Vision The dragon ignores concealment from smoke.

Green Dragon Spellcasters

To make a green dragon spellcaster, remove the dragon’s Draconic Frenzy and Draconic Momentum abilities and give it the following spells. You can swap out any number of these with other arcane spells, provided you keep the same number of spells for each level. You might also want to increase the dragon’s Intelligence or Charisma modifier by 1 or 2.

Young Prepared Spells (arcane) DC 22, attack +16; 3rd dispel magic, locate, mind reading; 2nd humanoid form, mirror image, see invisibility; 1st illusory image, true strike, ventriloquism; Cantrips (3rd) dancing lights, detect magic, ghost sound, shield

Adult Prepared Spells (arcane) DC 28, attack +21; As young green dragon, plus 5th cloudkill, summon monster, tongues; 4th clairvoyance, dimension door, stoneskin; Cantrips (5th)

Ancient Prepared Spells (arcane) DC 35, attack +28; As adult green dragon, plus 8th mind blank, prismatic wall; 7th contingency, prismatic spray, spell turning; 6th feeblemind, teleport, true seeing; Cantrips (8th)

Draconic Frenzy The dragon makes two claw Strikes and one wing Strike in any order.

Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.

Ancient Red Dragon Uncommon Creature 19

Senses Perception +34; darkvision, scent 60 feet, smoke vision
Speed 60 feet, fly 180 feet

Defenses

AC 42, TAC 39; Fort +32, Ref +27, Will +29, +1 conditional to saves vs. magic
HP 385; Immunities asleep, fire, paralyzed; Weaknesses cold 20

Dragon Heat (arcane, aura, evocation, fire) 10 feet. A creature that enters the aura or ends its turn within it takes 4d6 fire damage.

A creature can take this damage only once per round.

Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 36

Actions

Opportune Bite As Attack of Opportunity, but only with the dragon’s jaws.

Redirect Fire (abjuration, arcane); Trigger A creature within 100 feet casts a fire spell, or a fire spell otherwise comes into effect from a source within 100 feet.; Effect The dragon makes all the choices to determine the targets, destination, or other effects of the spell, as though it were the caster.

1A Melee jaws +34 (reach 20 feet), Damage 2d12+18 piercing plus 5d6 fire

1A Melee claw +34 (agile, reach 15 feet), Damage 5d6+18 slashing

1A Melee tail +34 (reach 25 feet), Damage 3d10+18 slashing

1A Melee wing +33 (agile, reach 20 feet), Damage 5d6+9 piercing

Spellcasting (arcane, innate) DC 31; At Will suggestion, wall of fire (8th); Cantrips (9th) detect magic, read aura

Breath Weapon (arcane, evocation, fire) The dragon breathes a blast of flame that deals 20d6 fire damage to all creatures in a 60-foot cone (Reflex DC 38 half, double damage on a critical failure, no damage on a critical success). It can’t use Breath Weapon again for 1d4 rounds.

Draconic Frenzy The dragon makes two claw Strikes and one wing Strike in any order.

Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.

Manipulate Flames (arcane, concentrate, transmutation) The red dragon takes control of a magical fire or a fire spell within 100 feet. If it succeeds at its check to dispel (+21, counteract level 10), the original caster loses control of the spell or magic fire, control is transferred to the dragon, and the dragon counts as having Concentrated on the Spell, if applicable. On a success, the dragon can instead choose to dispel the fire magic.

Statistics

Languages Abyssal, Common, Draconic, Dwarven, Jotun, Orcish; Skills +24; Acrobatics +29, Arcana +32, Athletics +31, Deception +33, Diplomacy +33, Intimidation +33, Stealth +31
Str +9, Dex +4, Con +8, Int +5, Wis +6, Cha +7

Smoke Vision The dragon ignores concealment from smoke.

White Dragon

White dragons make their homes in sparkling ice caves atop frozen mountaintops. Some consider these dragons to be the weakest of the chromatic dragons.

Young White Dragon Uncommon Creature 6

Senses Perception +14; darkvision, scent 60 feet, snow vision
Speed 30 feet, fly 100 feet, ice climb 30 feet

Defenses

AC 20, TAC 17; Fort +13, Ref +11, Will +9
HP 120; Immunities asleep, cold, paralyzed; Weaknesses fire 5

Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 18

Freezing Blood (arcane, cold); Trigger An adjacent creature deals piercing or slashing damage to the dragon.; Effect The dragon’s blood sprays on the creature, dealing 1d6 cold damage. If the creature takes cold damage, it is slowed 1 for 1 round.

Actions

1A Melee jaws +14 (reach 10 feet), Damage 1d10+8 piercing plus 2d6 cold

1A Melee claw +15 (agile), Damage 2d6+8 slashing

1A Melee tail +14 (reach 10 feet), Damage 2d6+4 b Breath Weapon (arcane, cold, evocation) The dragon breathes a cloud of frost that deals 7d6 cold damage to all creatures in a 30-foot cone (Reflex DC 20 half, no damage on a

Statistics

Languages Draconic; Skills +6; Acrobatics +11, Arcana +10, Athletics +14, Intimidation +13, Stealth +11
Str +4, Dex +2, Con +3, Int –1, Wis +0, Cha –1

Snow Vision The dragon ignores concealment from snowfall.

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Red Dragon Spellcasters

To make a red dragon spellcaster, remove the dragon’s Draconic Frenzy and Draconic Momentum abilities and give it the following spells. You can swap out any number of these with other arcane spells, provided you keep the same number of spells for each level. You might also want to increase the dragon’s Intelligence or Charisma modifier by 1 or 2.

Young Prepared Spells (arcane) DC 25, attack +18; 4th fear, invisibility, stoneskin; 3rd dispel magic, haste, mind reading; 2nd comprehend language, resist energy, see invisibility; 1st charm, grease, true strike; Cantrips (4th) detect magic, mage hand, message, sigil

Adult Prepared Spells (arcane) DC 31, attack +24; As young red dragon, plus 6th dispel magic, teleport, wall of force; 5th command, crushing despair, tongues; Cantrips (6th)

Ancient Prepared Spells (arcane) DC 38, attack +32; As adult red dragon, plus 9th fiery body, prismatic sphere; 8rd discern location, mind blank, prismatic wall; 7th prismatic spray, resist energy, reverse gravity; Cantrips (9th)

??? critical success, double damage on a critical failure). It can’t use Breath Weapon again for 1d4 rounds.

Draconic Frenzy The dragon makes two claw Strikes and one tail Strike in any order.

Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.

Ice Climb A white dragon can climb on ice as though it had the listed climb Speed. It ignores difficult terrain from ice and snow, and doesn’t risk falling when crossing ice.

Ground Slam The dragon slams into the ground. It can do this if it’s on the ground or by Flying at most 10 feet straight down. Each creature on the ground within 10 feet must succeed at a DC 20 Acrobatics check to Maintain its Balance or fall prone and take 2d6 b damage. The dragon can then Step.

Shape Ice (arcane, transmutation, water) The dragon reshapes a cube of ice or snow up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Acrobatics check to Maintain Balance or fall prone.

Adult White Dragon Uncommon Creature 10

Senses Perception +19; darkvision, scent 60 feet, snow vision
Speed 30 feet, fly 120 feet, ice climb 30 feet

Defenses

AC 26, TAC 23; Fort +18, Ref +16, Will +14, +1 conditional to saves vs. magic
HP 215; Immunities asleep, cold, paralyzed; Weaknesses fire 5

Dragon Chill (arcane, aura, cold, evocation) 5 feet. A creature that enters the aura or ends its turn within the aura takes 2d6 cold damage. A creature can take this damage only once per round.

Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 23

Freezing Blood (arcane, cold); Trigger An adjacent creature deals piercing or slashing damage to the dragon.; Effect The dragon’s blood sprays on the creature, dealing 2d6 cold damage. If the creature takes cold damage, it is slowed 1 for 1 round.

Actions

1A Melee jaws +19 (reach 10 feet), Damage 2d10+12 piercing plus 2d6 cold

1A Melee claw +20 (agile), Damage 3d6+12 slashing

1A Melee tail +19 (reach 10 feet), Damage 3d6+6 b

Spellcasting (arcane, innate) DC 25; At Will fog cloud, gust of wind

1A Breath Weapon (arcane, cold, evocation) The dragon breathes a cloud of frost that deals 11d6 cold damage to all creatures in a 40-foot cone (Reflex DC 25 half, double damage on a critical failure, no damage on a critical success). It can’t use Breath Weapon again for 1d4 rounds.

Draconic Frenzy The dragon makes two claw Strikes and one tail Strike in any order.

Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.

Ground Slam The dragon slams into the ground. It can do this if it’s on the ground or by Flying at most 10 feet straight down.

Each creature on the ground within 10 feet must succeed at a DC 25 Acrobatics check to Maintain its Balance or fall prone and take 3d6 b damage. The dragon can then Step.

Ice Climb A white dragon can climb on ice as though it had the listed climb Speed. It ignores difficult terrain from ice and snow, and doesn’t risk falling when crossing ice.

Shape Ice (arcane, transmutation, water) The dragon reshapes a cube of ice or snow up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Acrobatics check to Maintain Balance or fall prone.

Statistics

Languages Common, Draconic; Skills +11; Acrobatics +18, Arcana +17, Athletics +21, Intimidation +20, Stealth +18
Str +6, Dex +2, Con +5, Int +1, Wis +2, Cha +1

Snow Vision Snow doesn’t impair a white dragon’s vision. The dragon ignores concealment from snowfall.

Ancient White Dragon Uncommon Creature 15

Senses Perception +27; darkvision, scent 60 feet, snow vision
Speed 40 feet, fly 160 feet, ice climb 40 feet

Defenses

AC 35, TAC 32; Fort +26, Ref +23, Will +21, +1 conditional to saves vs. magic
HP 351; Immunities asleep, cold, paralyzed; Weaknesses fire 15

Blizzard (arcane, aura, cold) 50 feet. After the dragon uses its Breath Weapon, a blizzard surrounds its body for 1 round.

Everything in the area is difficult terrain for creatures on the ground, climbing, or flying. The blowing snow creates concealment in the area. While the blizzard rages, the dragon’s Dragon Chill extends to the full area of the blizzard.

Dragon Chill (arcane, aura, cold, evocation) 10 feet. A creature that enters the aura or ends its turn within it takes 3d6 cold damage. A creature can take this damage only once per round.

Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 30

Freezing Blood (arcane, cold); Trigger An adjacent creature deals piercing or slashing damage to the dragon.; Effect The dragon’s blood sprays on the creature, dealing 3d6 cold damage. If the creature takes cold damage, it is slowed 1 for 1 round.

Actions

1A Melee jaws +27 (reach 15 feet), Damage 4d8+14 piercing plus 3d6 cold

1A Melee claw +28 (agile, reach 10 feet), Damage 5d6+14 slashing

1A Melee tail +27 (reach 20 feet), Damage 5d6+7 b

Spellcasting (arcane, innate) DC 32; At Will fog cloud, gust of wind, wall of ice (6th)

1A Breath Weapon (arcane, cold, evocation) The dragon breathes a cloud of frost that deals 16d6 cold damage to all creatures in a 50-foot cone (Reflex DC 32 half, no damage on a critical success, double damage on a critical failure). It can’t use Breath Weapon again for 1d4 rounds.

Draconic Frenzy The dragon makes two claw Strikes and one tail Strike in any order.

Draconic Momentum When the dragon scores a critical hit with a Strike, it recharges its Breath Weapon.

Ground Slam The dragon slams into the ground. It can do this if it’s on the ground or by Flying at most 10 feet straight down.

Each creature on the ground within 10 feet must succeed at a DC 31 Acrobatics check to Maintain Balance or fall prone and take 5d6 b damage. The dragon can then Step.

Ice Climb A white dragon can climb on ice as though it had the listed climb Speed. It ignores difficult terrain from ice and snow, and doesn’t risk falling when crossing ice.

Shape Ice (arcane, transmutation, water) The dragon reshapes a cube of ice or snow up to 10 feet across. Any creature standing atop the ice must succeed at a DC 15 Acrobatics check to Maintain Balance or fall prone.

Statistics

Languages Common, Draconic; Skills +18; Acrobatics +27, Arcana +26, Athletics +29, Intimidation +28, Stealth +27
Str +7, Dex +3, Con +7, Int +2, Wis +3, Cha +2

Snow Vision Snow doesn’t impair a white dragon’s vision. The dragon ignores concealment from snowfall.

White Dragon Spellcasters

To make a white dragon spellcaster, remove the dragon’s Draconic Frenzy and Draconic Momentum abilities and give it the following spells. You can swap out any number of these with other arcane spells, provided you keep the same number of spells for each level. You might also want to increase the dragon’s Intelligence or Charisma modifier by 1 or 2.

Young Prepared Spells (arcane) DC 20, attack +13; 2nd invisibility, obscuring mist, resist energy; 1st ray of enfeeblement, true strike (×2); Cantrips (2nd) detect magic, ghost sound, mage hand, ray of frost

Adult Prepared Spells (arcane) DC 25, attack +18; As young white dragon, plus 4th charm, dimension door, freedom of movement; 3rd dispel magic, earthbind, haste; Cantrips (4th)

Ancient Prepared Spells (arcane) DC 32, attack +26; As adult white dragon, plus 7th paralyze, resist energy; 6th baleful polymorph, dominate, true seeing; 5th chromatic wall, passwall, tongues; Cantrips (7th)

Drider

Victims of drow fleshwarping, these tauric creatures have drow torsos atop gigantic spider bodies. Driders are found deep underground near drow cities, where they often act as guards.

Drider Creature 6

Senses Perception +13; darkvision
Speed 30 feet, climb 20 feet

Defenses

AC 21, TAC 18; Fort +10, Ref +9, Will +13, +1 conditional vs. magic
HP 92; Immunities asleep

Actions

1A Melee mace +15 (shove), Damage 2d6+4 b

1A Melee fangs +15, Damage 2d6+2 piercing plus drider venom

1A Ranged composite longbow +15 (deadly 1d10, volley 50 feet), Damage 2d8 piercing

1A Ranged web +15 touch (range increment 30 feet), Effect web trap

Prepared Spells (arcane) DC 20, attack +14; 3rd fireball; 2nd acid arrow, invisibility; 1st magic missile (×2), ray of enfeeblement; Cantrips ghost sound, mage hand, ray of frost

Innate Spells (arcane) DC 20; 4th clairvoyance; 3rd clairaudience, dispel magic, levitate; At Will darkness, faerie fire; Cantrips dancing lights

Drider Venom (poison) Saving Throw Fortitude DC 20; Maximum Duration 6 rounds; Stage 1 1d8 poison and enfeebled 1 (1 round)

Web Trap A creature struck by the drider’s web attack is immobilized by the web—stuck to the nearest surface until it frees itself using Escape (DC 21) or an action to attempt an Athletics check (DC 21).

Statistics

Languages Elven, Undercommon; Skills +6; Arcana +13, Athletics +13, Intimidation +11, Religion +13, Stealth +13
Str +2, Dex +2, Con +3, Int +2, Wis +3, Cha +3
Items expert composite longbow with 20 arrows, expert mace

Drow

Elves corrupted by evil, drow live in cities and settlements deep beneath the surface where they enslave others and perform foul rites in worship of demon lords.

Drow Fighter Creature 1

Senses Perception +5; darkvision
Speed 30 feet

Light Blindness When they are first exposed to bright light, a drow is blinded for 1 round. After this exposure, light doesn’t blind a drow again until after the drow spends 1 hour in total darkness. However, a drow is dazzled anytime they are in an area of bright light.

Defenses

AC 16, TAC 15; Fort +3, Ref +5, Will +4, +1 conditional to saves vs. magic, +2 conditional to saves vs. mental
HP 16; Immunities asleep

Actions

Reaction Attack of Opportunity

1A Melee rapier +8 (deadly 1d8, disarm), Damage 1d6+2 piercing

1A Melee main-gauche +8 (agile, disarm, parry, versatile S), Damage 1d4+2 piercing

1A Ranged crossbow +8, Damage 1d8 piercing plus sleep poison

Innate Spells (arcane) DC 13; At Will darkness, faerie fire; Cantrips dancing lights

Quick Draw The drow fighter draws a weapon using the Interact action, then Strikes with the weapon they just drew.

Skewer The drow fighter Strikes with its rapier. The drow fighter gains a +1 circumstance bonus to the attack roll and any creature damaged by the attack takes 1d6 persistent bleed damage.

Statistics

Languages Elven, Undercommon; Skills +1; Athletics +4, Acrobatics +6, Stealth +6
Str +2, Dex +4, Con +1, Int +0, Wis +1, Cha +1
Items hand crossbow with 10 bolts, leather armor, rapier, 2 doses of sleep poison (playtest rulebook 368)

Drow Noble Cleric Creature 3

Senses Perception +9; darkvision
Speed 30 feet

Defenses

AC 17 (19 with shield raised), TAC 14 (16 with shield raised); Fort +5, Ref +6, Will +8, +1 conditional to saves vs. magic, +2 conditional to saves vs. mental
HP 42; Immunities asleep

Actions

Reaction Shield Block

1A Melee expert rapier +9 (deadly 1d8, disarm), Damage 2d6+2 piercing

1A Ranged hand crossbow +9, Damage 2d6 piercing plus sleep poison

Prepared Spells (divine) DC 17; 2nd harm (×5), silence, sudden shift (×4); 1st bless, command; Cantrips detect magic, guidance, know direction, stabilize

Innate Spells (arcane) DC 17; At Will darkness, faerie fire, dancing lights

Statistics

Languages Elven, Undercommon; Skills +3; Deception +7, Religion +10, Intimidate +7, Stealth +7
Str +2, Dex +3, Con +1, Int +0, Wis +4, Cha +2
Items 4 doses of sleep poison (playtest rulebook 368), chain mail, expert rapier, hand crossbow with 10 bolts, heavy steel shield (Hardness 5), religious symbol

Light Blindness When first exposed to bright light, the drow is blinded for 1 round. After this exposure, light doesn’t blind the drow again until after they spend 1 hour in total darkness. However, a drow is dazzled anytime they’re in an area of bright light.

Dryad

Making their homes in secluded old growth forests, these fey each have an innate connection to a particular tree. Traditionally goodly creatures, dryads combat the encroachment of civilization and fight against those who despoil the forest.

Dryad Creature 3

Senses Perception +8; low-light vision
Speed 25 feet

Defenses

AC 17, TAC 15; Fort +5, Ref +8, Will +7
HP 65; Weaknesses cold iron 5, tree dependent

Tree Dependent A dryad must remain within 300 feet of the single, enormous tree to which it is bonded, or it becomes sick 1 and is unable to recover. The dryad must succeed at a DC 17 Fortitude save every hour or increase the sick value by 1 (to a maximum of sick 4). After 24 hours beyond the range of its tree, it becomes drained 1, with this value increasing by 1 for every additional 24- hour period. A dryad can perform a 24-hour ritual to bond itself to a new tree. Most dryads are mystically bonded to oak trees.

Actions

1A Melee sickle +8 (agile, trip), Damage 2d4+2 slashing Primal Innate Spells DC 17, attack +8; Constant speak with plants; 5th tree stride (×2); 4th suggestion; 3rd charm (×3), sleep; At Will entangle, tree shape; Cantrips (2nd) tanglefoot

Tree Meld (primal, transmutation) The dryad touches an adjacent tree of enough volume to contain it, and merges into the tree indefinitely. It can cast spells while inside as long as they don’t require it to have line of effect outside the tree, and it can hear, but not see, what’s going on outside the tree.

Significant physical damage to the tree while the dryad is inside expels the dryad and deals 3d6 damage to it. Passwall expels the dryad without dealing damage and dismisses Tree Meld. The dryad can dismiss this effect with the Verbal Casting action.

If a dryad uses this ability on its bonded tree, it instead enters an extradimensional living space within the tree, and this ability gains the extradimensional space trait. A dryad can bring one other creature with it when entering its home within its bonded tree.

Statistics

Languages Common, Elven, Sylvan; speak with plants; Skills +3; Acrobatics +9, Athletics +7, Crafting +8 (+11 woodworking), Nature +10, Stealth +9, Survival +10
Str +0, Dex +4, Con +1, Int +2, Wis +2, Cha +4
Items sickle

Nature Empathy The dryad can use Diplomacy to Make an Impression and make very simple Requests of animals and plants.

Eel

As long as a human is tall, these snakelike fish typically live in warm fresh waters and can discharge a powerful electric shock with their tails.

Electric Eel Creature 1

Senses Perception +5; low-light vision
Speed 5 feet, swim 30 feet

Defenses

AC 15, TAC 14; Fort +4, Ref +5, Will +3
HP 18; Resistances electricity 5

Actions

1A Melee jaws +7, Damage 2d4+1 piercing

1A Melee tail +7 (agile), Damage 1d4 b plus 1d4 electricity

Stunning Shock On a critical hit with its tail, the eel stuns its target for 1 round unless the creature succeeds at a DC 15 Fortitude save (stunned 1d4 rounds on a critical failure).

Statistics

Languages —; Skills +0; Acrobatics +5, Athletics +6, Stealth +6
Str +1, Dex +2, Con +2, Int –5, Wis +0, Cha –1

Elemental, Air

Hailing from the Plane of Air, these beings appear in a variety of sizes and shapes. Even air elementals with the same statistics can appear differently. One might be a swirling vortex of smoke and wind, while another might appear as a smoky birdlike creature with wind for wings.

Air Mephit Creature 1

Senses Perception +4; darkvision
Speed 80 feet; swiftness

Defenses

AC 17, TAC 17; Fort +2, Ref +6, Will +3
HP 12; Immunities asleep, critical hits, paralysis, poison, precision, stun

Trigger The air elemental takes damage from a hostile source.; Effect The air elemental disperses. Until the end of the current turn, it can’t be attacked or targeted and doesn’t take up space. At the end of the turn, the elemental re-forms in any square within 10 feet of where it where it dispersed.

Actions

1A Melee gust +7 (reach 10 feet), Damage 1d4 b Swiftness An air elemental’s movement doesn’t trigger reactions.

Statistics

Languages Auran; Skills –1; Acrobatics +8, Stealth +8
Str +1, Dex +4, Con +0, Int –3, Wis +0, Cha +0

Minor Air Elemental Creature 3

Senses Perception +7; darkvision
Speed fly 80 feet; swiftness

Defenses

AC 20, TAC 20; Fort +4, Ref +9, Will +5
HP 32; Immunities asleep, critical hits, paralysis, poison, precision, stun

Disperse; Trigger The air elemental takes damage from a hostile action.; Effect The air elemental disperses. Until the end of the current turn, it can’t be attacked or targeted, doesn’t take up space, and deactivates its aura. At the end of the turn, the elemental re-forms in any square within 15 feet of where it dispersed and its aura reactivates.

Actions

1A Melee gust +10 (reach 10 feet), Damage 1d6+4 b Swiftness An air elemental doesn’t trigger reactions with its movement.

Statistics

Languages Auran; Skills +3; Acrobatics +11, Stealth +11
Str +2, Dex +4, Con +1, Int –3, Wis +0, Cha +0

High Winds (air, aura) 30 feet. Air in the aura is difficult terrain for flying creatures that do not have the air trait.

Lesser Air Elemental Creature 5

Senses Perception +11; darkvision
Speed fly 100 feet; swiftness

Defenses

AC 22, TAC 22; Fort +7, Ref +13, Will +8
HP 55; Immunities asleep, critical hits, paralysis, poison, precision, stun

Disperse; Trigger The air elemental takes damage from a hostile action.; Effect The air elemental disperses. Until the end of the current turn, it can’t be attacked or targeted, doesn’t take up space, and deactivates its aura. At the end of the turn, the elemental re-forms in any space it can fit in within 25 feet of where it dispersed and its aura reactivates.

Actions

1A Melee gust +13 (reach 10 feet), Damage 2d6+4 b plus Push 5 feet

Swiftness An air elemental’s movement doesn’t trigger reactions.

Statistics

Languages Auran; Skills +5; Acrobatics +14, Stealth +13
Str +3, Dex +5, Con +3, Int –2, Wis +0, Cha +0

High Winds (air, aura) 40 feet. Air in the aura is difficult terrain for flying creatures that do not have the air trait.

Major Air Elemental Creature 7

Senses Perception +13; darkvision
Speed fly 100 feet; swiftness

Defenses

AC 25, TAC 25; Fort +10, Ref +15, Will +10
HP 80; Immunities asleep, critical hits, paralysis, poison, precision, stun

Disperse; Trigger The air elemental takes damage from a hostile action.; Effect The air elemental disperses. Until the end of the current turn, it can’t be attacked or targeted, doesn’t take up space, and deactivates its aura. At the end of the turn, the elemental re-forms in any space it can fit in within 35 feet of where it dispersed and its aura reactivates.

Actions

1A Melee gust +17 (reach 15 feet), Damage 3d6+4 b plus Push 5 feet

1A Breath Weapon (air) The elemental breathes a 30-foot cone of air. Creatures within the cone must succeed at a DC 21 Fortitude save or be knocked away from the elemental. A creature knocked into a solid object takes 4d6 b damage. It can’t use Breath Weapon again for 1d4 rounds.

Success Knocked back 10 feet

Critical Success Unaffected

Failure Knocked back 20 feet

Critical Failure Knocked back 20 feet and knocked prone

Swiftness An air elemental’s movement doesn’t trigger reactions.

Statistics

Languages Auran; Skills +7; Acrobatics +17, Stealth +15 Str +4, Dex +6, Con +4, Int –2, Wis +0, Cha +0

High Winds (air, aura) 40 feet. Air in the aura is difficult terrain for flying creatures that do not have the air trait.

Greater Air Elemental Creature 9

Senses Perception +15; darkvision
Speed fly 100 feet; swiftness

Defenses

AC 28, TAC 28; Fort +13, Ref +17, Will +13
HP 110; Immunities asleep, critical hits, paralysis, poison, precision, stun

Disperse; Trigger The air elemental takes damage from a hostile action.; Effect The air elemental disperses. Until the end of the current turn, it can’t be attacked or targeted, doesn’t take up space, and deactivates its aura. At the end of the turn, the elemental re-forms in any space it can fit in within 50 feet of where it dispersed and its aura reactivates.

Actions

1A Melee gust +19 (reach 15 feet), Damage 3d6+7 b plus Push 5 feet

1A Breath Weapon (air) The elemental breathes a 30-foot cone of air. Creatures within the cone must succeed at a DC 23 Fortitude save or be knocked away from the elemental. A creature knocked into a solid object takes 4d6 b damage. It can’t use Breath Weapon again for 1d4 rounds.

Success Knocked back 10 feet

Critical Success Unaffected

Failure Knocked back 20 feet

Critical Failure Knocked back 20 feet and knocked prone

Swiftness An air elemental’s movement doesn’t trigger reactions.

Statistics

Languages Auran; Skills +9; Acrobatics +20, Stealth +18
Str +5, Dex +7, Con +4, Int –1, Wis +0, Cha +0

High Winds (air, aura) 40 feet. Air in the aura is difficult terrain for flying creatures that do not have the air trait.

Elder Air Elemental Creature 11

Senses Perception +19; darkvision
Speed fly 100 feet; swiftness

Defenses

AC 31, TAC 31; Fort +15, Ref +21, Will +15
HP 145; Immunities asleep, critical hits, paralysis, poison, precision, stun

Disperse; Trigger The air elemental takes damage from a hostile source.; Effect The air elemental disperses. Until the end of the current turn, it can’t be attacked or targeted, doesn’t take up space, and deactivates its aura. At the end of the turn, the elemental re-forms in any space it can fit in within 50 feet of where it dispersed and its aura reactivates.

Actions

1A Melee gust +22 (reach 15 feet), Damage 4d6+8 b plus Push 5 feet

1A Breath Weapon (air) The elemental breathes a 30-foot cone of air. Creatures in the cone must succeed at a DC 26 Fortitude save or be knocked away from the elemental. A creature knocked into a solid object takes 4d6 b damage. The air elemental can’t use Breath Weapon again for 1d4 rounds.

Success Knocked back 10 feet

Critical Success Unaffected

Failure Knocked back 20 feet

Critical Failure Knocked back 20 feet and the target is knocked prone

Swiftness An air elemental doesn’t trigger reactions with its movement.

Statistics

Languages Auran; Skills +12; Acrobatics +23, Stealth +21
Str +6, Dex +7, Con +4, Int +0, Wis +0, Cha +0

High Winds (air, aura) 40 feet. Air in the aura is difficult terrain for flying creatures that do not have the air trait.

Elemental, Earth

Stubborn and ponderous, earth elementals are beings of living rock and dirt from the Plane of Earth. They are often called to the Material Plane by conjurers and druids as defense, but some slip through where barriers between the planes are thin.

Earth Mephit Creature 1

Senses Perception +5; darkvision
Speed 20 feet, burrow 20 feet (earth glide)

Defenses

AC 16, TAC 12; Fort +5, Ref +2, Will +4
HP 18; Immunities asleep, critical hits, paralysis, poison, precision, stun

Actions

1A Melee fist +6, Damage 1d4+3 b Earth Glide The elemental can burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing.

Statistics

Languages Terran; Skills –1; Athletics +6, Stealth +4
Str +3, Dex –1, Con +2, Int –3, Wis +0, Cha –1

Earthbound When not touching solid ground, an earth elemental is slowed 1 and can’t take reactions.

Minor Earth Elemental Creature 3

Senses Perception +8; darkvision
Speed 20 feet, burrow 20 feet (earth glide)

Defenses

AC 19, TAC 15; Fort +8, Ref +4, Will +6
HP 40; Immunities asleep, critical hits, paralysis, poison, precision, stun

Crumble; Trigger The elemental takes damage from a hostile source while atop rock or earth.; Effect The elemental crumbles into the ground, burrowing down 5 feet. This burrowing does not trigger reactions.

The elemental can’t use this reaction if it emerged from the ground earlier this round.

Actions

1A Melee fist +8, Damage 1d8+4 b Earth Glide The elemental can burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing.

Statistics

Languages Terran; Skills +3; Athletics +9, Stealth +7
Str +4, Dex –1, Con +3, Int –3, Wis +0, Cha –1

Earthbound When not touching solid ground, an earth elemental is slowed 1 and can’t take reactions.

Lesser Earth Elemental Creature 5

Senses Perception +12; darkvision
Speed 25 feet, burrow 25 feet (earth glide)

Defenses

AC 21, TAC 17; Fort +12, Ref +7, Will +9
HP 70; Immunities asleep, critical hits, paralysis, poison, precision, stun

Crumble; Trigger The elemental takes damage from a hostile source while atop rock or earth.; Effect The elemental crumbles into the ground, burrowing down 10 feet. This burrowing does not trigger reactions.

The elemental can’t use this reaction if it emerged from the ground earlier this round.

Actions

1A Melee fist +12 (reach 10 feet), Damage 2d8+5 b Earth Glide The elemental can burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing.

Statistics

Languages Terran; Skills +5; Athletics +12, Stealth +10
Str +5, Dex –1, Con +4, Int –2, Wis +0, Cha –1

Earthbound When not touching solid ground, an earth elemental is slowed 1 and can’t take reactions.

Major Earth Elemental Creature 7

Senses Perception +14; darkvision
Speed 30 feet, burrow 30 feet (earth glide)

Defenses

AC 24, TAC 20; Fort +14, Ref +9, Will +11
HP 105; Immunities asleep, critical hits, paralysis, poison, precision, stun

Spike Stones (arcane, aura, earth, transmutation) 10 feet. Spikes of rock rise up from all stone surfaces in the aura, creating difficult terrain. A creature moving in the terrain takes 1d10 piercing damage for each square of spikes it moves into (though a Large or larger creature takes damage only once for each square it moves, even if its space covers multiple squares of spikes).

Creature with the earth trait ignore all effects of the aura.

Crumble; Trigger The elemental takes damage from a hostile source while atop rock or earth.; Effect The elemental crumbles into the ground, burrowing down 15 feet. This burrowing does not trigger reactions.

The elemental can’t use this reaction if it emerged from the ground earlier this round.

Actions

1A Melee fist +16 (reach 15 feet), Damage 2d10+6 b Earth Glide The elemental can burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing.

Statistics

Languages Terran; Skills +7; Athletics +15, Stealth +13
Str +6, Dex –1, Con +5, Int –2, Wis +0, Cha –1

Earthbound When not touching solid ground, an earth elemental is slowed 1 and can’t take reactions.

Greater Earth Elemental Creature 9

Senses Perception +16; darkvision
Speed 30 feet, burrow 30 feet (earth glide)

Defenses

AC 27, TAC 23; Fort +16, Ref +12, Will +14
HP 145; Immunities asleep, critical hits, paralysis, poison, precision, stun

Spike Stones (arcane, aura, earth, transmutation) 10 feet. Spikes of rock rise up from all stone surfaces in the aura, creating difficult terrain. A creature moving in the terrain takes 2d6 piercing damage for each square of spikes it moves into (though a Large or larger creature takes damage only once for each square it moves, even if its space covers multiple squares of spikes).

Creature with the earth trait ignore all effects of the aura.

Crumble; Trigger The elemental takes damage from a hostile source while atop rock or earth.; Effect The elemental crumbles into the ground, burrowing down 15 feet. This burrowing does not trigger reactions.

The elemental can’t use this reaction if it emerged from the ground earlier this round.

Actions

1A Melee fist +18 (reach 15 feet), Damage 2d12+7 b Earth Glide The elemental can burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing.

Statistics

Languages Terran; Skills +9; Athletics +18, Stealth +16
Str +7, Dex –1, Con +6, Int –1, Wis +0, Cha –1

Earthbound When not touching solid ground, an earth elemental is slowed 1 and can’t take reactions.

Elder Earth Elemental Creature 11

Senses Perception +20; darkvision
Speed 30 feet, burrow 30 feet (earth glide)

Defenses

AC 30, TAC 26; Fort +20, Ref +14, Will +16
HP 185; Immunities asleep, critical hits, paralysis, poison, precision, stun

Spike Stones (arcane, aura, earth, transmutation) 10 feet. Spikes of rock rise up from all stone surfaces in the aura, creating difficult terrain. A creature moving in the terrain takes 2d8 piercing damage for each square of spikes it moves into (though a Large or larger creature takes damage only once for each square it moves, even if its space covers multiple squares of spikes).

Creature with the earth trait ignore all effects of the aura.

Crumble; Trigger The elemental takes damage from a hostile source while atop rock or earth.; Effect The elemental crumbles into the ground, burrowing down 15 feet. This burrowing does not trigger reactions.

The elemental can’t use this reaction if it emerged from the ground earlier this round.

Actions

1A Melee fist +21 (reach 15 feet), Damage 3d10+7 b Earth Glide The elemental can burrow through dirt and stone at its full burrow Speed, leaving no tunnels or signs of its passing.

Statistics

Languages Terran; Skills +12; Athletics +21, Stealth +19
Str +7, Dex –1, Con +7, Int +0, Wis +0, Cha –1

Earthbound When not touching solid ground, an earth elemental is slowed 1 and can’t take reactions.

Elemental, Fire

Formed of flickering flames from the Plane of Fire, these quick and aggressive elementals enjoy frightening creatures that are weaker than themselves. Fire elementals avoid water at all costs.

Fire Mephit Creature 1

Senses Perception +5; darkvision
Speed 40 feet

Defenses

AC 15, TAC 15; Fort +4, Ref +5, Will +3
HP 21, explosion; Immunities asleep, critical hits, fire, paralysis, poison, precision, stun; Weaknesses cold 3, water 3

Explosion (fire) When the elemental dies, it explodes, dealing 2d4 fire damage to all creatures in a 5-foot aura (Reflex DC 14 half, double damage on a critical failure, no damage on a critical success).

Actions

1A Melee tendril +7, Damage 1d4+1 fire and 1d4 persistent fire

Water Weakness When this creature is doused with water, either through a spell or some other effect (such as pouring a bucket of water over it) it takes damage equal to its water weakness value. If it starts its turn within water, it also takes that amount of damage.

Statistics

Languages Ignan; Skills –1; Acrobatics +6
Str +1, Dex +2, Con +0, Int –3, Wis +0, Cha +0

Minor Fire Elemental Creature 3

Senses Perception +8; darkvision
Speed 40 feet

Defenses

AC 18, TAC 18; Fort +6, Ref +8, Will +5
HP 47, explosion; Immunities asleep, critical hits, fire, paralysis, poison, precision, stun; Weaknesses cold 5, water 5

Explosion (fire) When the elemental dies, it explodes, dealing 2d6 fire damage to all creatures in a 5-foot aura (Reflex DC 16 half, double damage on a critical failure, no damage on a critical success).

Actions

1A Melee tendril +9, Damage 1d8+4 fire plus 1d4 persistent fire

Water Weakness When this creature is doused with water, either through a spell or some other effect (such as pouring a bucket of water over it) it takes damage equal to its water weakness value. If it starts its turn within water, it also takes that amount of damage.

Statistics

Languages Ignan; Skills +3; Acrobatics +9
Str +2, Dex +3, Con +1, Int –3, Wis +0, Cha +0

Lesser Fire Elemental Creature 5

Senses Perception +12; darkvision
Speed 50 feet

Defenses

AC 20, TAC 20; Fort +9, Ref +12, Will +8
HP 79, explosion; Immunities asleep, critical hits, fire, paralysis, poison, precision, stun; Weaknesses cold 8, water 8

Explosion (fire) When the elemental dies, it explodes, dealing 3d6 fire damage to all creatures in a 10-foot aura (Reflex DC 18 half, double damage on a critical failure, no damage on a critical success).

Actions

1A Melee tendril +13 (reach 10 feet), Damage 2d6+6 fire plus 2d4 persistent fire

Water Weakness When this creature is doused with water, either through a spell or some other effect (such as pouring a bucket of water over it) it takes damage equal to its water weakness value. If it starts its turn within water, it also takes that amount of damage.

Statistics

Languages Ignan; Skills +5; Acrobatics +12
Str +3, Dex +4, Con +2, Int –2, Wis +0, Cha +0

Major Fire Elemental Creature 7

Senses Perception +14; darkvision
Speed 60 feet

Defenses

AC 23, TAC 23; Fort +11, Ref +14, Will +10
HP 120, explosion; Immunities asleep, critical hits, fire, paralysis, poison, precision, stun; Weaknesses cold 10, water 10

Intense Heat (aura, fire) 10 feet. Any creature that enters or starts its turn in the aura must succeed at a DC 19 Fortitude save or take 2d6 fire damage (half damage on a success, no damage on a critical success, double damage on a critical failure).

Explosion (fire) When the elemental dies, it explodes, dealing 3d6 fire damage to all creatures in a 15-foot aura (Reflex DC 18 half, double damage on a critical failure, no damage on a critical success).

Actions

1A Melee tendril +17 (reach 15 feet), Damage 2d8+4 fire plus 2d6 persistent fire

Blue Flames When the fire elemental scores a critical hit, its body surges with blue flames, increasing the damage of its intense heat to 2d10 until the start of its next turn.

Water Weakness When this creature is doused with water, either through a spell or some other effect (such as pouring a bucket of water over it) it takes damage equal to its water weakness value. If it starts its turn within water, it also takes that amount of damage.

Statistics

Languages Ignan; Skills +7; Acrobatics +15
Str +4, Dex +5, Con +3, Int –2, Wis +0, Cha +0

Greater Fire Elemental Creature 9

Senses Perception +16; darkvision
Speed 70 feet

Defenses

AC 26, TAC 26; Fort +14, Ref +16, Will +13
HP 160, explosion; Immunities asleep, critical hits, fire, paralysis, poison, precision, stun; Weaknesses cold 10, water 10

Intense Heat (aura, fire) 10 feet. Any creature that enters or starts its turn in the aura must succeed at a DC 21 Fortitude save or take 4d6 fire damage (half damage on a success, no damage on a critical success, double damage on a critical failure).

Explosion (fire) When the elemental dies, it explodes, dealing 6d6 fire damage to all creatures in a 20-foot aura (Reflex DC 21 half, double damage on a critical failure, no damage on a critical success).

Actions

1A Melee tendril +19 (reach 15 feet), Damage 3d8+6 fire plus 2d8 persistent fire

Blue Flames When the fire elemental scores a critical hit, its body surges with blue flames, increasing the damage of its intense heat to 4d10 until the start of its next turn.

Water Weakness When this creature is doused with water, either through a spell or some other effect (such as pouring a bucket of water over it) it takes damage equal to its water weakness value. If it starts its turn within water, it also takes that amount of damage.

Statistics

Languages Ignan; Skills +9; Acrobatics +18
Str +6, Dex +6, Con +4, Int –1, Wis +0, Cha +0

Elder Fire Elemental Creature 11

Senses Perception +20; darkvision
Speed 80 feet

Defenses

AC 29, TAC 29; Fort +16, Ref +20, Will +15
HP 205, explosion; Immunities asleep, critical hits, fire, paralysis, poison, precision, stun; Weaknesses cold 15, water 15

Intense Heat (aura, fire) 10 feet. Any creature that enters or starts its turn in the aura must succeed at a DC 24 Fortitude save or take 5d6 fire damage (half damage on a success, no damage on a critical success, double damage on a critical failure).

Explosion (fire) When the elemental dies, it explodes, dealing 7d6 fire damage to all creatures in a 25-foot aura (Reflex DC 24 half, double damage on a critical failure, no damage on a critical success).

Actions

1A Melee tendril +22 (reach 15 feet), Damage 3d10+7 fire plus 3d6 persistent fire

Blue Flames When the fire elemental scores a critical hit, its body surges with blue flames, increasing the damage of its intense heat to 5d10 until the start of its next turn.

Water Weakness When this creature is doused with water, either through a spell or some other effect (such as pouring a bucket of water over it) it takes its water weakness value damage. If it starts its turn within water it also takes that amount of damage.

Statistics

Languages Ignan; Skills +12; Acrobatics +21
Str +7, Dex +7, Con +5, Int +0, Wis +0, Cha +0

Elemental, Water

These patient and relentless elementals from the Plane of Water are composed of living water. Some carry with them the briny smell of the sea, while others are formed from fresh water. In combat, water elementals try to drown their enemies.

Water Mephit Creature 1

Senses Perception +5; darkvision
Speed 15 feet, swim 50 feet

Defenses

AC 15, TAC 15; Fort +4, Ref +5, Will +3
HP 20; Immunities asleep, critical hits, paralysis, poison, precision, stun; Resistances fire 3

Actions

1A Melee wave +7, Damage 1d6+1 b plus Push 5 feet

Drench (abjuration, arcane) The elemental puts out all fires within 5 feet. It extinguishes all nonmagical fires automatically, and attempts to dispel any magical fire (as dispel magic, spell roll +5).

Statistics

Languages Aquan; Skills –1; Athletics +6, Stealth +4
Str +1, Dex +2, Con +1, Int –3, Wis +0, Cha +0

Vortex (aura, water) 15 feet. Water in the aura and also in the same body of water as the elemental is difficult terrain for swimming creatures that do not have the water trait.

Waterbound When not touching water, a water elemental is slowed 1 and can’t take reactions.

Minor Water Elemental Creature 3

Senses Perception +8; darkvision
Speed 15 feet, swim 60 feet

Defenses

AC 18, TAC 18; Fort +6, Ref +8, Will +5
HP 45; Immunities asleep, critical hits, paralysis, poison, precision, stun; Resistances fire 5

Vortex Pull (water); Trigger A creature in the elemental’s vortex takes a move action.; Effect The elemental creates a current of water, forcing the triggering creature to attempt a DC 17 Athletics check to Swim. If the triggering creature fails, it’s pulled 10 feet toward the elemental and the triggering move action is lost.

Actions

1A Melee wave +9, Damage 1d12+4 b plus Push 5 feet

Drench (abjuration, arcane) The elemental puts out all fires within 5 feet. It extinguishes all nonmagical fires automatically, and attempts to dispel any magical fire (as 2nd-level dispel magic, spell roll +7).

Statistics

Languages Aquan; Skills +3; Athletics +9, Stealth +7
Str +2, Dex +3, Con +2, Int –3, Wis +0, Cha +0

Vortex (aura, water) 20 feet. Water in the aura and also in the same body of water as the elemental is difficult terrain for swimming creatures that do not have the water trait.

Waterbound When not touching water, a water elemental is slowed 1 and can’t take reactions.

Lesser Water Elemental Creature 5

Senses Perception +12; darkvision
Speed 20 feet, swim 65 feet

Defenses

AC 20, TAC 20; Fort +9, Ref +12, Will +8
HP 75; Immunities asleep, critical hits, paralysis, poison, precision, stun; Resistances fire 5

Vortex Pull (water); Trigger A creature in the elemental’s vortex takes a move action.; Effect The elemental creates a current of water, forcing the triggering creature to attempt a DC 19 Athletics check to Swim. If the triggering creature fails, it’s pulled 15 feet toward the elemental and the triggering move action is lost.

Actions

1A Melee wave +13 (reach 10 feet), Damage 2d8+6 b plus Push 5 feet

Drench (abjuration, arcane) The elemental puts out all fires within 5 feet. It extinguishes every nonmagical fire automatically, and attempts to dispel any magical fire (as 3rdlevel dispel magic, spell roll +9).

Languages Aquan; Skills +5; Athletics +12, Stealth +10
Str +3, Dex +4, Con +3, Int –2, Wis +0, Cha +0

Vortex (aura, water) 30 feet. Water in the aura and also in the same body of water as the elemental is difficult terrain for swimming creatures that do not have the water trait.

Waterbound When not touching water, a water elemental is slowed 1 and can’t take reactions.

Major Water Elemental Creature 7

Senses Perception +14; darkvision
Speed 25 feet, swim 70 feet

Defenses

AC 23, TAC 23; Fort +11, Ref +14, Will +10
HP 115; Immunities asleep, critical hits, paralysis, poison, precision, stun; Resistances fire 8

Vortex Pull (water); Trigger A creature in the elemental’s vortex takes a move action.; Effect The elemental creates a current of water, forcing the triggering creature to attempt a DC 21 Athletics check to Swim. If the triggering creature fails, it’s pulled 20 feet toward the elemental and the triggering move action is lost.

Actions

1A Melee wave +17 (reach 15 feet), Damage 2d12+6 b plus Push 10 feet

Drench (abjuration, arcane) The elemental puts out all fires within 5 feet. It extinguishes all nonmagical fires automatically, and attempts to dispel any magical fire (as 4th-level dispel magic, spell roll +11).

Statistics

Languages Aquan; Skills +7; Athletics +15, Stealth +13
Str +4, Dex +5, Con +4, Int –2, Wis +0, Cha +0

Vortex (aura, water) 40 feet. Water in the aura and also in the same body of water as the elemental is difficult terrain for swimming creatures that do not have the water trait.

Waterbound When not touching water, a water elemental is slowed 1 and can’t take reactions.

Greater Water Elemental Creature 9

Senses Perception +16; darkvision
Speed 30 feet, swim 80 feet

Defenses

AC 26, TAC 26; Fort +14, Ref +16, Will +13
HP 155; Immunities asleep, critical hits, paralysis, poison, precision, stun; Resistances fire 10

Vortex Pull (water); Trigger A creature in the elemental’s vortex takes a move action.; Effect The elemental creates a current of water, forcing the triggering creature to attempt a DC 23 Athletics check to Swim. If the triggering creature fails, it’s pulled 25 feet toward the elemental and the triggering move action is lost.

Actions

1A Melee wave +19 (reach 15 feet), Damage 2d12+10 b plus Push 10 feet

Drench (abjuration, arcane) The elemental puts out all fires within 5 feet. It extinguishes all nonmagical fires automatically, and attempts to dispel any magical fire (as 5th-level dispel magic, spell roll +13).

Languages Aquan; Skills +9; Athletics +18, Stealth +16
Str +5, Dex +6, Con +5, Int –1, Wis +0, Cha +0

Vortex (aura, water) 40 feet. Water in the aura and also in the same body of water as the elemental is difficult terrain for swimming creatures that do not have the water trait.

Waterbound When not touching water, a water elemental is slowed 1 and can’t take reactions.

Elder Water Elemental Creature 11

Senses Perception +20; darkvision
Speed 30 feet, swim 80 feet

Defenses

AC 29, TAC 29; Fort +17, Ref +20, Will +15
HP 195; Immunities asleep, critical hits, paralysis, poison, precision, stun; Resistances fire 10

Vortex Pull (water); Trigger A creature in the elemental’s vortex takes a move action.; Effect The elemental creates a current of water, forcing the triggering creature to attempt a DC 26 Athletics check to Swim. If the triggering creature fails, it’s pulled 30 feet toward the elemental and the triggering move action is lost.

Actions

1A Melee wave +22 (reach 15 feet), Damage 3d12+9 b plus Push 10 feet

Drench (abjuration, arcane) The elemental puts out all fires within 5 feet. It extinguishes nonmagical fires automatically, and tries to dispel any magical fire (as 6th-level dispel magic, spell roll +16).

Statistics

Languages Aquan; Skills +9; Athletics +21, Stealth +19
Str +6, Dex +7, Con +6, Int +0, Wis +0, Cha +0

Vortex (aura, water) 40 feet. Water in the aura and also in the same body of water as the elemental is difficult terrain for swimming creatures that do not have the water trait.

Waterbound When not touching water, a water elemental is slowed 1 and can’t take reactions.

Elephant

This massive animal has long curving tusks, a prehensile trunk, and wide ears. Mastodons are primeval cousins of the more common elephant.

Mastodon Creature 8

Senses Perception +14; low-light vision, scent
Speed 35 feet

Defenses

AC 24, TAC 22; Fort +15, Ref +12, Will +11
HP 155

Actions

1A Melee tusk +18 (reach 15 feet), Damage 3d10+7 piercing

1A Melee trunk +19 (reach 15 feet), Effect trunk grab

1A Melee foot +17 (reach 10 feet); Damage 2d10+7 b Dual Tusk The mastodon makes two tusk Strikes, each against a different creature. The two creatures can be no more than 10 feet away from one another. This counts as one attack for the mastodon’s multiple attack penalty, and the penalty doesn’t increase until after both attacks.

Trample Large or smaller, foot, DC 22 Trunk Grab If the mastodon hits a creature with its trunk, that creature is automatically grabbed by the mastodon.

Statistics

Languages

Skills +6; Acrobatics +11, Athletics +18
Str +7, Dex +1, Con +5, Int –4, Wis +1, Cha –2

Ettin

This towering giant has two heads atop its powerful torso. Ettins are vicious and cruel, and while not very intelligent, they have independent brains that allow them to split their actions and gain a greater edge in combat.

Ettin Creature 6

Senses Perception +14; low-light vision
Speed 35 feet

Defenses

AC 20, TAC 18; Fort +13, Ref +9, Will +11
HP 105

Actions

Reaction Attack of Opportunity

1A Melee flail +14 (disarm, reach 10 feet, sweep, trip), Damage 2d6+5 b

1A Melee fist (agile, reach 10 feet), Damage 2d4+5 b

Statistics

Languages Giant; Skills +6; Acrobatics +9, Athletics +13
Str +5, Dex –1, Con +2, Int –2, Wis +0, Cha +0

Independent Brains Each of the ettin’s heads rolls its own initiative and has its own turn. Neither head can Delay. On each head’s turn, the ettin gets two actions and one reaction. Each brain controls one of the ettin’s arms, and tracks its multiple attack penalty separately. Any ability that would sever an ettin’s head (such as a vorpal sword) instead severs one of its heads at random. Losing a head doesn’t cause the ettin to die, but does cause it to lose the actions and reaction of that head.

Items 2 expert flails

Gargoyle

These winged creatures have a stony hide and can perch in place for long periods of time, where many mistake them for a decorative statue. Treacherous and petty, many gargoyles are loners, though some gather in small groups for a time. If they reside in a city long enough, their forms shift slightly to resemble the local architecture.

Gargoyle Creature 4

Senses Perception +10; darkvision
Speed 25 feet, fly 50 feet

Defenses

AC 19, TAC 16; Fort +9, Ref +6, Will +6
HP 40; Resistances physical 6 (except adamantine)

Clawed Feet (attack); Trigger The gargoyle is flying and a creature moves into an adjacent square below it.; Effect The gargoyle makes a claw Strike against the triggering creature.

Actions

1A Melee jaws +11, Damage 2d8+3 piercing

1A Melee claw +11 (agile), Damage 2d6+3 slashing Statue (concentrate) Until the next time it acts, the gargoyle appears to be a statue. It has an automatic result of 31 on Deception and Stealth checks and DCs to pass as a statue.

Statistics

Languages Common, Terran; Skills +3; Acrobatics +9, Athletics +7, Stealth +11
Str +2, Dex +2, Con +3, Int –2, Wis +0, Cha –2

Gelatinous Cube

Found underground or in dungeons, these massive, quivering cubes of slime continuously scour their domain for food. While their bodies contain acid, it’s weak enough that many gelatinous cubes contain the gear of their previous victims.

Gelatinous Cube Creature 3

Senses Perception +1; blindsight 60 feet
Speed 15 feet

Defenses

AC 4, TAC 4; Fort +8, Ref +3, Will +3
HP 90; Immunities asleep, critical hits, mental, precision, visual; Resistances electricity 5

Transparent A gelatinous cube is so clear that it’s difficult to discern from its surroundings. A DC 20 Perception check is required to notice a stationary cube, and a creature must be actively searching to attempt this check. Anyone who walks into the gelatinous cube moves into its body and is automatically Engulfed.

Actions

1A Melee cube face +8, Damage 1d6 acid and paralysis

Engulf A creature Engulfed by the gelatinous cube must also save against paralysis. DC 17, 2d6 acid, escape DC 16, toughness 7

Paralysis A creature Engulfed by the cube or hit by its attack is paralyzed unless it succeeds at a DC 17 Fortitude save. Once paralyzed, it can attempt a new save at the end of each of its turns to recover.

Weak Acid A gelatinous cube’s acid damages only organic material—not metal, stone, or other inorganic materials.

Statistics

Languages —; Skills +1; +3 Athletics (+7 to Break Grapple or Shove)
Str +2, Dex –5, Con +6, Int –5, Wis –5, Cha –5

Genie

Genies are closely tied to the Elemental Planes, and some of the more powerful ones can grant wishes.

There is a type of genie for each Elemental Plane, and the weakest of geniekind, the jann, are formed out of all four elements. Only two of the five types of genies are presented here: the janni and the fiery efreeti.

Efreeti Uncommon Creature 9

Senses Perception +16; darkvision, detect magic
Speed 25 feet, fly 35 feet

Defenses

AC 25 (27 with shield raised), TAC 23 (25 with shield raised); Fort +14, Ref +15, Will +16
HP 150; Immunities fire

Shield Block

Actions

1A Melee +1 scimitar +19 (forceful, magical, reach 10 feet, sweep), Damage 4d6+7 slashing

1A Melee fist +19 (agile, reach 10 feet), Damage 1d6+5 plus 2d6 fire

1A Ranged fire ray +17 touch (arcane, evocation, range 100 feet), Damage 4d6 fire

Innate Arcane Spells DC 22, attack +17; Constant detect magic; 5th illusory object; 4th gaseous form, invisibility (×2); At Will plane shift (7th, to Elemental Planes, Astral Plane, or Material Plane only); Cantrips produce flame (4th)

Burning Grasp (fire) When the efreeti successfully Grapples a creature, that creature takes 2d6 fire damage.

Change Size (arcane, concentrate, polymorph, transmutation) Once per day, the efreeti can change a creature’s size. This works as a 4th-level enlarge or shrink spell, but can target an unwilling creature. The target can attempt a DC 23 Fortitude save to negate the effect.

Grant Wishes (arcane, evocation) Three times per day, an efreeti can grant a wish to a single nongenie. This is almost always part of a bargain with that nongenie, carries unforeseen consequences for the creature the wishes are granted to, or both.

Statistics

Languages Common, Ignan; Skills +9; Arcana +16, Athletics +18, Deception +18, Crafting +16, Diplomacy +18, Intimidation +16, Society +16
Str +5, Dex +3, Con +4, Int +1, Wis +2, Cha +3
Items expert breastplate, expert heavy steel shield (Hardness 6), +1 scimitar

Janni Creature 4

Senses Perception +9; darkvision
Speed 20 feet, fly 15 feet

Defenses

AC 19, TAC 16; Fort +9, Ref +10, Will +7
HP 55; Resistance fire 5

Elemental Endurance A janni can survive on the Plane of Air, Plane of Earth, Plane of Fire, or Plane of Water for up to 48 hours. After that time, it takes 1 damage per hour until it leaves that plane or dies.

Actions

1A Melee scimitar +11 (forceful, sweep), Damage 2d6+4 slashing

1A Melee fist (agile, nonlethal) +10, Damage 1d4+4 b

1A Ranged composite shortbow +10 (deadly 1d10), Damage 2d6+2 piercing

Spellcasting (arcane, innate) DC 18; 7th plane shift (to Elemental Planes, Astral Plane, or Material Plane only); 2nd create food, enlarge, shrink, invisibility (×3), speak with animals (×3); 1st create water

Statistics

Languages Common, one elemental language (Aquan, Auran, Ignan, or Terran), one planar language (Abyssal, Celestial, or Infernal); telepathy 100 feet; Skills +4; Acrobatics +9, Arcana +10, Crafting +11
Str +4, Dex +2, Con +1, Int +2, Wis +2, Cha +1
Items chain mail, expert composite shortbow with 20 arrows, expert scimitar

Ghost

When some mortals die through tragic circumstances or without closure on something emotionally important to them, their spirits are unable to fully pass over into the River of Souls, and they remain behind. These anguished souls haunt the places of their death, constantly trying to right their perceived wrongs.

Ghost Commoner Creature 4

Senses Perception +8; darkvision
Speed fly 30 feet

Defenses

AC 17, TAC 17; Fort +6, Ref +9, Will +8
HP 40, negative healing, rejuvenation; Immunities asleep, death effects, disease, nonmagical attacks, paralysis, poison, precision; Resistances all damage 5 (except force, ghost touch, or positive)

Rejuvenation (divine, necromancy) When a ghost is destroyed, it reforms after 2d4 days within the location it’s bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.

Actions

1A Melee ghostly hand +11 touch, Damage 2d4+6 negative

Frightful Moan (auditory, divine, emotion, enchantment, fear, mental) The ghost laments its fate, forcing each living creature within 30 feet to attempt a DC 18 Will save. On a failure, a creature becomes frightened 2 (or frightened 3 on a critical failure). On a success, a creature is bolstered.

Statistics

Languages Common; Skills +4; Dwelling Lore +11 (applies only to the place the ghost is bound to), Stealth +11
Str –5, Dex +1, Con +0, Int +0, Wis +0, Cha +3

Ghost Soldier Creature 7

Senses Perception +13; darkvision
Speed fly 20 feet

Defenses

AC 21, TAC 21; Fort +12, Ref +10, Will +13
HP 75, negative healing, rejuvenation; Immunities asleep, death effects, disease, nonmagical attacks, paralysis, poison, precision; Resistances all damage 10 (except force, ghost touch, or positive)

Actions

Reaction Attack of Opportunity

1A Melee ghostly blade +17 touch, Damage 2d8+7 negative

Innate Arcane Spells DC 19; Cantrips (4th) shield

Swipe The ghost makes a ghostly blade Strike and compares the attack roll to the AC of up to two foes, each of whom must be within its melee reach and adjacent to each other. It rolls damage only once, and applies it to each creature hit. If it critically hits one target and not the other, it rolls the extra critical hit damage separately. A Swipe counts as two attacks for its multiple attack penalty.

Frightful Moan (auditory, divine, emotion, enchantment, fear, mental) As ghost commoner, but DC 20

Statistics

Languages Common; Skills +7; Dwelling Lore +15 (applies only to the place the ghost is bound to), Stealth +15
Str –5, Dex +1, Con +0, Int +0, Wis +0, Cha +5

Rejuvenation (divine, necromancy) As ghost commoner.

Ghost Mage Creature 10

Senses Perception +17; darkvision
Speed fly 40 feet

Defenses

AC 25, TAC 25; Fort +13, Ref +14, Will +16
HP 125, negative healing, rejuvenation; Immunities asleep, death effects, disease, nonmagical attacks, paralysis, poison, precision; Resistances all damage 10 (except force, ghost touch, or positive)

Rejuvenation (divine, necromancy) As ghost commoner.

Actions

1A Melee ghostly hand +19 touch, Damage 2d8+9 negative

Innate Spells (arcane) DC 25, attack +19; 5th cone of cold, hallucination; 4th phantasmal killer, suggestion; 3rd blindness, dispel magic, mind reading; 2nd telekinetic maneuver (×2); 1st ray of enfeeblement (×2); Cantrips detect magic, ghost sound, mage hand, prestidigitation

Frightful Moan (auditory, divine, emotion, enchantment, fear, mental) As ghost commoner, but DC 24

Statistics

Languages Common, Draconic; Skills +11; Arcana +20, Dwelling Lore +22 (applies only to the place the ghost is bound to), Stealth +18
Str –5, Dex +3, Con +0, Int +6, Wis +3, Cha +6

Ghoul

Ghouls are ravenous undead that feed on corpses, digging them out from graveyards ghouls infest. While most ghouls live near cemeteries or on the fringes of civilization, rumors whisper of entire cities of ghouls deep underground. More powerful than ghouls, ghasts have a grotesque stench that nauseates creatures nearby.

Ghoul Creature 1

Senses Perception +5; darkvision
Speed 30 feet

Defenses

AC 15, TAC 14; Fort +3, Ref +4, Will +5
HP 20; Immunities asleep, death effects, disease, paralysis, poison

Actions

1A Melee jaws +7, Damage 1d6+1 piercing plus ghoul fever and paralysis

1A Melee claw +7 (agile), Damage 1d4+1 slashing plus ghoul fever and paralysis

Consume Flesh; Requirement The ghoul is adjacent to a corpse of a creature that has died within the last hour.; Effect The ghoul devours a chunk of the corpse and regains 1d6 Hit Points. It can regain Hit Points from any given corpse only once.

Ghoul Fever (disease) Elves are immune; Saving Throw Fortitude DC 13; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 damage and regains half as many Hit Points from all healing (1 day); Stage 3 as step 2 (1 day); Stage 4 2d6 damage and gains no benefit from healing (1 day); Stage 5 as step 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight.

Paralysis (arcane, necromancy) Any non-elf, living creature hit by a ghoul’s attack must succeed at a DC 12 Fortitude save or become paralyzed. It gets a new save at the end of each of its turns, and the DC decreases by 1 cumulatively on each such save.

Swift Leap (move) The ghoul jumps up to half its Speed. This movement doesn’t trigger reactions.

Statistics

Languages Common, Necril; Skills +4; Acrobatics +6, Athletics +6, Stealth +4
Str +1, Dex +2, Con +0, Int +1, Wis +2, Cha +2

Ghast Creature 3

Senses Perception +8; darkvision
Speed 30 feet

Defenses

AC 18, TAC 16; Fort +5, Ref +5, Will +8
HP 45, negative healing; Immunities asleep, death effects, disease, paralysis, poison

Stench 10 feet (aura, olfactory) A creature entering the aura must succeed at a DC 16 Fortitude save or become sick 1 until the end of its turn (plus slowed 1 on a critical failure for the same duration).

While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sick condition. A creature that succeeds at its save is bolstered.

Actions

1A Melee jaws +9, Damage 2d6+3 piercing plus ghast fever and paralysis

1A Melee claw +9 (agile), Damage 2d4+3 slashing plus ghast fever and paralysis

Consume Flesh As ghoul, but 3d6 HP

Ghast Fever (disease) Saving Throw Fortitude DC 15; Stage 1 carrier with no ill effect (1 day); Stage 2 3d8 damage and regains half as many Hit Points from all healing (1 day); Stage 3 as step 2 (1 day); Stage 4 3d8 damage and gains no benefit from healing (1 day); Stage 5 as step 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight.

Paralysis (arcane, necromancy) As ghoul, but DC 14.

Swift Leap (move) As ghoul.

Statistics

Languages Common, Necril; Skills +3; Athletics +9, Acrobatic +9, Stealth +9
Str +3, Dex +3, Con +0, Int +1, Wis +2, Cha + 3

Giant

Giants are massive humanoid creatures who live in remote regions scattered throughout the world. Five of their kind are detailed here.

Fire Giant

These towering tyrants stand between 12 and 16 feet tall and are often clad in armor of their own creation. They are the most rigid and militaristic of giantkind, training and preparing for war every waking moment.

Fire Giant Creature 10

Senses Perception +18; low-light vision
Speed 25 feet

Defenses

AC 28, TAC 25; Fort +18, Ref +14, Will +16
HP 165; Immunities fire; Weaknesses cold 10

Actions

Reaction Attack of Opportunity; Catch Rock See the sidebar on page 72.

1A Melee +1 greatsword +20 (magical, reach 10 feet, versatile P), Damage 2d12+14 slashing

1A Melee gauntlet +20 (agile, reach 10 feet), Damage 3d4+14 b

1A Ranged rock +18 (range increment 120 feet), Damage 2d10+7 b plus 1d6 fire

Flaming Strike (arcane, attack, evocation, fire) The fire giant ignites its blade in flames and makes a greatsword Strike at a –2 circumstance penalty against each creature in a 15-foot line. The fire giant makes its attack roll only once and compares it to each creature’s AC. This Strike deals an additional 1d6 fire damage and counts as one attack for the giant’s multiple attack penalty.

Rock Throwing (fire) A rock thrown by a fire giant deals an additional 1d6 fire damage on a hit. See the sidebar on page 72.

Statistics

Languages Common, Jotun; Skills Athletics +20; Crafting +18, Intimidation +18
Str +7, Dex –1, Con +5, Int +0, Wis +2, Cha +0
Items +1 greatsword, expert half plate, sack with 5 rocks

Frost Giant

Frost giants live in frozen climates, commonly in cave lairs at the tops of frigid mountains. They are fearless combatants and are consumed with a lust for battle.

Frost Giant Creature 9

Senses Perception +16; low-light vision
Speed 30 feet; ice stride

Defenses

AC 26, TAC 23; Fort +16, Ref +13, Will +14
HP 170; Immunities cold; Weaknesses fire 10; Catch Rock See the sidebar on page 72.

Actions

1A Melee +1 greataxe (magical, reach 10 feet, sweep) +19, Damage 2d12+12 slashing

1A Melee fist +19 (agile, reach 10 feet), Damage 2d8+12 b

1A Ranged rock +17 (range increment 120 feet), Damage 2d10+9 b Chill Breath (arcane, cold, evocation) The frost giant breathes out a 15-foot cone of freezing moisture that quickly condenses into a coating of ice crystals. Any creature in the cone must succeed at a DC 23 Reflex save or take 2d6 cold damage (half damage on a success, no damage on a critical success, double damage on a critical failure). A creature that fails its save is also entangled and takes 2d6 cold damage at the end of each of its turns until it gets free (Escape DC 23). The giant can’t use Chill Breath again for 1d4 rounds.

Ice Stride A frost giant isn’t impeded by difficult terrain caused by snow or ice, nor does it need to make Acrobatics checks to keep from falling on slippery ice.

Rock Throwing See the sidebar above.

Wide Swing The giant makes a greataxe Strike and compares the attack roll to the ACs of up to two foes, each of whom must be within its melee reach. The giant rolls damage only once, and applies it to each creature hit. If it critically hits one target and not the other, it rolls the extra critical hit damage separately. A Wide Swing counts as two attacks for the giant’s multiple attack penalty.

Statistics

Languages Common, Jotun; Skills +9; Athletics +18, Crafting +16, Intimidation +16, Stealth +12 (+16 in snow)
Str +6, Dex –1, Con +5, Int +0, Wis +2, Cha +0
Items expert chain mail, +1 greataxe, sack with 5 rocks

Hill Giant

Prone to ambush and raiding, hill giants make their homes in remote hills. Hill giants stand about 10 feet tall and have a less civilized intelligence than many other giants.

Hill Giant Creature 7

Senses Perception +14; low-light vision
Speed 35 feet

Defenses

AC 22, TAC 19; Fort +14, Ref +10, Will +8
HP 135; Catch Rock See the sidebar.

Actions

1A Melee greatclub +17 (backswing, reach 10 feet, shove), Damage 3d10+5 b

1A Melee fist +17 (reach 10 feet, agile), Damage 3d8+5 b

1A Ranged rock +15 (range increment 120 feet), Damage 2d10+7 b Rock Throwing See the sidebar.

Wide Swing The giant makes a greatclub Strike and compares the attack roll to the ACs of up to two foes, each of whom must be within its melee reach. The giant rolls damage only once, and applies it to each creature hit. If it critically hits one target and not the other, it rolls the extra critical hit damage separately. A Wide Swing counts as two attacks for the giant’s multiple attack penalty.

Statistics

Languages Common, Jotun; Skills +7; Athletics +15, Intimidation +13
Str +6, Dex –1, Con +4, Int –2, Wis +0, Cha –2
Items greatclub, hide armor, sack with 5 rocks

Rune Giant

Ages ago, ancient wizards made the first rune giants by crossbreeding two other types of giants. Their creations had a powerful physical stature and the ability to control other giants, making them ferocious combatants.

Rune Giant Uncommon Creature 16

Senses Perception +26; low-light vision
Speed 35 feet; air walk

Defenses

AC 38, TAC 35; Fort +26, Ref +22, Will +28
HP 330; Immunities fire

Actions

Reaction Attack of Opportunity; Catch Rock See the sidebar above.

1A Melee +3 greatsword +29 (magical, reach 20 feet, versatile piercing), Damage 4d12+9

1A Melee fist +29 (agile, reach 20 feet), Damage 4d6+9

1A Ranged +1 spear +27 (magical, thrown 20 feet), Damage 2d6+18 b

1A Ranged rock +27 (range increment 120 feet), Damage 2d10+9 b

Spellcasting (arcane, innate) DC 33, Constant air walk; 8th charm, sending; 6th dominate (×3), true seeing; 4th sending; At Will charm (4th), suggestion

Invoke Rune (arcane, concentrate, electricity, evocation) The rune giant invokes one of the runes on its body, causing the rune to spray forth a 30-foot cone of sparks that deals 6d12 electricity damage to all creatures in the cone (Reflex DC 34 half, no damage on a critical success). A glowing copy of the invoked rune appears on a single weapon the giant holds, granting the weapon one effect listed below of the giant’s choice. The giant can’t use Invoke Rune again for 1d4 rounds. The effect on the weapon lasts for 1 minute. If the giant places a new rune on a weapon, any previous rune on it wears off immediately.

Statistics

Languages Common, Jotun, Terran; Skills +20; Athletics +30, Craft +32, Society +27
Str +9, Dex +2, Con +7, Int +2, Wis +6, Cha +4
Items +3 greatsword, +2 splint mail, three +1 spears

Catching and Throwing Rocks

Giants have an inborn ability to catch and hurl rocks. All giants can wrench stones from the ground to throw them, and many carry sacks of rocks to heave at their enemies.

The Catch Rocks reaction and the Rock Throwing ability work as follows, and might be modified for each individual giant. The damage from a thrown rock appears in the giant’s ranged Strike entry.

Catch Rock; Trigger The giant is targeted with a thrown rock attack, or a rock would fall on the giant.; Effect The giant can attempt a DC 20 Acrobatics or Athletics check. On a success, it safely catches the rock, takes no damage, and is now holding the rock. On a failure, the giant takes half damage. On a critical failure, the giant takes full damage. The giant must have a free hand to catch a rock, but can release anything it’s holding in that hand as part of this reaction.

Rock Throwing A giant can pick up a rock or take out one from its sack (if it has one) and throw it using a single Strike action.

  • Rune of Destruction The weapon gains the deadly trait with three dice of the same die size as the weapon, and any armor worn by a creature hit with the weapon takes 1 Dent (a second Dent causes it to become broken) unless the creature succeeds at a DC 32 Fortitude save.
  • Rune of Flames The weapon deals an additional 2d6 fire damage on all attacks.
  • Rune of Smiting When the weapon hits, the giant pushes the target back 10 feet.

Command Giants When a rune giant casts a mental spell against a giant, the rune giant gains a +4 circumstance bonus to the spell roll or spell DC.

Demand (arcane, enchantment, mental) When a rune giant casts its innate sending, it can also send a suggestion to the recipient of the message (with the normal DC).

Flashing Rune (arcane, evocation, light); Trigger The rune giant uses an arcane ability or casts an arcane spell.; Effect The runes on the giant’s body flash as they produce magical energy. Each creature within a 10-foot aura must succeed at a DC 32 Fortitude save or become blinded for 1 round. On a success, the creature is dazzled for 1 round (or unaffected on a critical success).

Rock Throwing See the sidebar on page 72.

Stone Giant

Highly skilled at throwing rocks, stone giants make their homes in remote mountains where they gather into clans. Their stonelike skin grants natural camouflage, allowing them to hide among rocky slopes while standing still.

Stone Giant Creature 8

Senses Perception +15; darkvision
Speed 35 feet

Defenses

AC 26, TAC 23; Fort +15, Ref +11, Will +13
HP 115; Catch Rock See the sidebar on page 72.

Actions

1A Melee greatclub +18 (backswing, reach 10 feet, shove), Damage 2d10+12 b

1A Melee fist +18 (agile, reach 10 feet), Damage 2d8+9 b

1A Ranged rock +16 (range increment 120 feet), Damage 2d10+6 b Big Swing The giant makes a greatclub Strike. The target is knocked back up to 10 feet if the Strike hits, or up to 20 feet on a critical hit. If the target collides with a solid object or lands on the ground, it takes b damage as though it had fallen the distance it moved.

Rock Throwing See the sidebar on page 72.

Statistics

Languages Common, Giant; Skills +8; Acrobatics +15, Athletics +17, Intimidation +15, Stealth +13 (+17 in rocky terrain)
Str +6, Dex +2, Con +4, Int +0, Wis +1, Cha +0
Items expert greatclub, sack with 5 rocks

Gnoll

These vicious, hyena-like humanoids form bands in warm plains or desert regions, where they hunt in packs and raid nearby humanoid settlements. Gnolls are lazy creatures, and they scavenge or raid when they get the opportunity, rather than hunt.

Gnoll Warrior Creature 2

Senses Perception +7; darkvision
Speed 25 feet; Rugged Travel A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides.

Defenses

AC 16, TAC 15; Fort +6, Ref +7, Will +4
HP 29

Actions

1A Melee battleaxe (sweep) +8, Damage 1d8+3 slashing

1A Melee bite (agile) +7, Damage 1d4+3 piercing

1A Ranged shortbow +7 (deadly 1d10), Damage 1d6 piercing Pack Attack The gnoll’s Strikes deal 1d4 extra damage to creatures within reach of at least two of the gnoll’s allies.

Statistics

Languages Gnoll
Skills +0; Acrobatics +3, Athletics +5, Stealth +5, Survival +7
Str +3, Dex +1, Con +1, Int –1, Wis +0, Cha –1
Items battleaxe, leather armor, shortbow with 20 arrows

Gnoll Sergeant Creature 4

Senses Perception +10; darkvision
Speed 25 feet; Rugged Travel A gnoll ignores the first square of difficult terrain it moves into each time it Steps or Strides.

Defenses

AC 19, TAC 16; Fort +7, Ref +10, Will +9
HP 65

Actions

Reaction Attack of Opportunity

1A Melee scimitar (forceful, sweep) +11, Damage 2d6+4 slashing

1A Melee bite (agile) +10, Damage 1d4+4 piercing

1A Ranged composite shortbow +10 (deadly 1d10), Damage 2d6+2 piercing Bark Orders (auditory, lingual) The sergeant issues a command to reposition its allies. Any allies who hear and understand this order can use a reaction to Step.

Pack Attack The gnoll’s Strikes deal 1d4 extra damage to creatures within reach of at least two of the gnoll’s allies.

Statistics

Languages Common, Gnoll
Skills +3; Athletics +9, Intimidation +11, Stealth +9, Survival +9
Str +4, Dex +3, Con +2, Int +1, Wis +2, Cha +1
Items composite shortbow with 20 arrows, hide armor, scimitar

Goblin

These small humanoids have green skin and large heads with wide ears. While some goblins are civilized and have worked their way into other humanoid communities, many goblins are wild and vicious creatures that delight in wreaking havoc.

Goblin Warrior Creature 0

Senses Perception +1; darkvision
Speed 25 feet; Goblin Scuttle Trigger A goblin ally ends a move action adjacent to the warrior.; Effect The warrior Steps.

Defenses

AC 14, TAC 13; Fort +1, Ref +4, Will +0
HP 6

Actions

1A Melee dogslicer +6 (agile, backstabber), Damage 1d6 slashing

1A Ranged shortbow +6 (deadly 1d10), Damage 1d6 piercing

Statistics

Languages Goblin; Skills –2; Acrobatics +3, Athletics +3, Stealth +5
Str +0, Dex +3, Con +0, Int +0, Wis –1, Cha +1
Items dogslicer, leather armor, shortbow with 10 arrows

Goblin Commando Creature 1

Senses Perception +5; darkvision
Speed 25 feet; Goblin Scuttle Trigger A goblin ally ends a move action adjacent to the commando.; Effect The commando Steps.

Defenses

AC 15, TAC 13; Fort +5, Ref +5, Will +3
HP 18

Actions

1A Melee horsechopper +7 (reach 10 feet, trip, versatile P), Damage 1d8+1 slashing

1A Ranged shortbow +8 (deadly 1d10), Damage 1d6 piercing

Statistics

Languages Common, Goblin; Skills –1; Acrobatics +4, Athletics +4, Stealth +6
Str +1, Dex +3, Con +2, Int –1, Wis +0, Cha +0
Items horsechopper, shortbow with 20 arrows, studded leather

Goblin Pyro Creature 1

Senses Perception +2; darkvision
Speed 25 feet; Goblin Scuttle Trigger A goblin ally ends a move action adjacent to the pyro.; Effect The pyro Steps.

Defenses

AC 13, TAC 13; Fort +3, Ref +5, Will +1
HP 15

Actions

1A Melee club +4, Damage 1d6–1 b

1A Ranged club +6 (thrown 10 feet), Damage 1d6–1 b

Spontaneous Spells (arcane) DC 15, attack +6; 1st (2 slots) burning hands, grease; Cantrips light, mage hand, prestidigitation, produce flame, tanglefoot

Statistics

Languages Common, Goblin; Skills –1; Fire Lore +6
Str –1, Dex +2, Con +0, Int +0, Wis –1, Cha +3
Items club

Goblin War Chanter Creature 1

Senses Perception +4; darkvision
Speed 25 feet; Goblin Scuttle Trigger A goblin ally ends a move action adjacent to the war chanter.; Effect The war chanter Steps.

Defenses

AC 14, TAC 13; Fort +3, Ref +5, Will +4
HP 18

Actions

1A Melee dogslicer +6 (agile, backstabber), Damage 1d6 slashing

1A Ranged shortbow +6 (deadly 1d10), Damage 1d6 piercing

Spontaneous Spells (arcane) DC 15; Cantrips inspire courage

Statistics

Languages Common, Goblin; Skills +1; Performance +6, Stealth +4
Str +0, Dex +2, Con +0, Int +1, Wis +0, Cha +3
Items dogslicer, leather armor, shortbow with 10 arrows

Goblin Dog

Despite their name, goblin dogs are in fact a species of large rodent that some goblins use as mounts. These cowardly beasts are nearly hairless and have dry, flaky skin that irritates most creatures who come in contact with them.

Goblin Dog Creature 1

Senses Perception +6; low-light vision, scent
Speed 40 feet

Defenses

AC 15, TAC 14; Fort +5, Ref +5, Will +3
HP 18

Allergenic Dander A creature that hits the goblin dog with an unarmed attack, tries to Grapple it, or otherwise touches it is exposed to goblin pox.

Actions

Juke; Requirement A creature must be mounted on the goblin dog. Trigger The rider issues a command to the goblin dog.; Effect The goblin dog Steps before following the command.

1A Melee jaws +7, Damage 1d6+2 piercing plus allergenic dander

Scratch (manipulate) The goblin dog vigorously scratches itself, exposing all creatures within 5 feet of it to allergenic dander.

Goblin Pox (disease) Goblins and goblin dogs are immune; Saving Throw Fortitude DC 15; Stage 1 sick 1 (1 round); Stage 2 sick 1 and slowed 1 (1 round); Stage 3 sick 1 and can’t reduce its sick value below 1 (1 day).

Statistics

Languages —; Skills +1; Stealth +6
Str +2, Dex +1, Con +2, Int –4, Wis +1, Cha –1

Golem

Golems are magically created, mindless automatons that typically guard wizard’s laboratories, dangerous dungeons, and crumbling ruins.

Adamantine Golem

This hulking construct fashioned from durable black metal has forge-like stacks that burn above its head and back.

Adamantine Golem Rare Creature 18

Senses Perception +22; darkvision
Speed 30 feet

Defenses

AC 41, TAC 36; Fort +33, Ref +22, Will +23
HP 255, repair mode; Immunities asleep, bleed, death effects, disease, enervated, enfeebled, fire, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, stunned; Resistances physical 20 (except vorpal adamantine)

Immunity to Magic The adamantine golem is immune to spells and magical abilities other than its own, though certain spells bypass this immunity.

  • Harmed by Acid Any acid magic that targets the adamantine golem causes it to take 10d10 damage instead of the usual effect. If the golem starts its turn in the area of acid magic, it takes 3d10 damage.
  • Healed by Fire Any fire magic that targets the golem makes the golem lose the slowed condition and gain HP equal to half the fire damage the spell would have dealt. If the golem starts its turn in the area of fire magic, it regains 2d10 HP.
  • Slowed by Electricity Any electricity magic that targets the adamantine golem causes it to be slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in the area of electricity magic, it’s slowed 1 for that round.
  • Vulnerable to Dispelling The golem can be targeted by disjunction and dispel magic. If targeted by such a spell of 9th level or higher, the golem has its resistance to physical damage lowered to 15 and is slowed 1 (or slowed 2 if in repair mode) for 1d4 rounds. During this time, if the golem is reduced to 0 HP while already in repair mode, it is destroyed.

Repair Mode When the adamantine golem is at 0 HP, it isn’t destroyed. Instead, it enters repair mode, during which it is slowed 1, can’t take reactions, and can take only the Self- Repair action. Once it has more than 30 HP again, it can use any type of action and can use reactions, though it remains slowed 1 until the start of its next turn. If a critical hit with an adamantine vorpal weapon reduces the golem to 0 HP, or hits it while it’s already at 0 HP, the golem is destroyed.

Actions

1A Melee fist +31 (reach 15 feet), Damage 3d10+16 b plus destructive strike

Destructive Strike An adamantine golem’s Strike both damages the target and dents the target’s armor. If the target has a shield raised, the shield takes the Dent instead of the armor.

On a critical hit, the armor or shield takes 2 Dents instead.

Inexorable March The adamantine golem Strides up to its Speed, pushing back and damaging each creature whose space it moves into. A creature can bar the way by succeeding at a Fortitude save against the adamantine golem’s Athletics DC (42). Regardless of success or failure, the creature is damaged and its armor is dented as if hit by the adamantine golem’s fist (though on a critical success, the creature takes no damage and its armor takes no Dent).

Self-Repair (manipulate) The adamantine golem repairs itself, regaining 30 Hit Points.

Vent (fire) The golem vents a 30-foot cone of superheated steam from its internal forge. This deals 19d6 fire damage to all creatures in the cone (Reflex DC 34 half, no damage on critical success). The forge can’t be vented again for 1d6 rounds.

Statistics

Languages —; Skills +16; Athletics +32
Str +8, Dex –1, Con +9, Int –5, Wis +0, Cha –5

Clay Golem

These golems are sculpted in various forms, often matching the cultures of their creators. Their attacks carry with them a curse that makes the wounds they deliver difficult to heal.

Clay Golem Uncommon Creature 10

Senses Perception +18; darkvision
Speed 20 feet

Defenses

AC 26, TAC 23; Fort +18, Ref +13, Will +13
HP 174; Immunities acid, asleep, bleed, death effects, disease, enervated, enfeebled, healing, magic (see below), mental, necromancy, nonlethal attacks, paralysis, poison, stun; Resistance physical 10 (except adamantine)

Berserk A severely damaged clay golem has a chance of going berserk at the start of its turn. If it has 50 or fewer Hit Points, it must succeed at a DC 5 flat check or go berserk. A berserk golem wildly attacks the nearest living creature, or the nearest object if no creatures are nearby.

Immunity to Magic The clay golem is immune to spells and magical abilities other than its own, though certain spells bypass this immunity.

  • Harmed by Cold and Water Any cold or water magic that targets the golem causes it to take 5d12 damage instead of the usual effect. If the clay golem starts its turn in the area of cold or water magic, it takes 3d6 damage.
  • Healed by Acid Any acid magic that targets the golem makes the golem lose the slowed condition and gain HP equal to half the acid damage the spell would have dealt. If the clay golem starts its turn in the area of acid magic, it regains 2d6 HP.
  • Slowed by Earth Any earth magic that targets the golem causes it to be slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in the area of earth magic, it’s slowed 1 for that round.
  • Vulnerable to Disintegrate A disintegrate spell affects the golem but deals half the normal amount of damage and causes the clay golem to become slowed 2 for 1 round.

Quicken (arcane, transmutation) Frequency Once per day; Trigger The clay golem’s turn begins. It can’t trigger this reaction on the first turn of combat.; Effect The clay golem becomes quick for 1 minute.

Actions

1A Melee fist +20 (reach 10 feet), Damage 2d10+12 b plus cursed wound

Berserk Slam; Requirement The golem is berserk.; Effect The clay golem Strikes with its fist at a –1 circumstance penalty to the attack roll. If it hits, the clay golem deals an additional 1d8 damage and knocks the target prone.

Cursed Wound (arcane, curse, necromancy) A creature hit by the clay golem’s fist must succeed at a DC 27 Fortitude save or suffer the effects of a cursed wound. This curse lasts until the cursed creature is healed to its maximum HP. The creature can’t regain HP except via magic, and anyone casting a spell to heal the creature must succeed at a DC 25 spell roll or the healing has no effect.

Statistics

Languages —; Skills +8; Athletics +20
Str +6, Dex –1, Con +4, Int –5, Wis +0, Cha –5

Flesh Golem

Stitched together from various body parts, flesh golems have a tendency to go berserk when in combat.

Flesh Golem Uncommon Creature 8

Senses Perception +14; darkvision
Speed 25 feet

Defenses

AC 24, TAC 22; Fort +15, Ref +10, Will +10
HP 143; Immunities asleep, bleed, disease, death effects, electricity, enervated, enfeebled, healing, magic (see below), mental, necromancy, nonlethal attacks, paralysis, poison, stun; Resistance physical 5 (except adamantine)

Berserk A severely damaged flesh golem has a chance of going berserk at the start of its turn. If a flesh golem has 40 or fewer Hit Points, it must succeed at a DC 5 flat check or go berserk. A berserk golem wildly attacks the nearest living creature, or the nearest object if no creatures are nearby.

Immunity to Magic The golem is immune to spells and magical abilities other than its own, though certain spells bypass this immunity.

  • Harmed by Fire Any fire magic that targets the flesh golem causes it to take 6d8 damage instead of the usual effect. If the golem starts its turn in the area of fire magic, it takes 3d4 damage.
  • Healed by Electricity Any electricity magic that targets the flesh golem makes the golem lose the slowed condition and gain HP equal to half the electricity damage the spell would have dealt. If the flesh golem starts its turn in the area of electricity magic, it regains 2d4 HP.
  • Slowed by Cold Any cold magic that targets the golem causes it to be slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in the area of cold magic, it’s slowed 1 for that round.
  • Vulnerable to Flesh to Stone Casting a flesh to stone spell on the iron golem affects the golem normally.

Actions

1A Melee fist +18 (reach 10 feet), Damage 2d12+5 b Berserk Slam; Requirement The flesh golem is berserk.; Effect The flesh golem makes a fist Strike against a target at a –1 circumstance penalty to the attack roll. If it hits, it deals 1d6 extra damage and knocks the target prone.

Statistics

Languages

Skill +6; Athletics +17
Str +5, Dex –1, Con +3, Int –5, Wis +0, Cha –5

Iron Golem

Iron golems have been specifically crafted to excel as armored warriors, making them favored choices as guardians and protectors.

Iron Golem Uncommon Creature 13

Senses Perception +22; darkvision
Speed 20 feet

Defenses

AC 33, TAC 29; Fort +24, Ref +17, Will +18
HP 190; Immunities asleep, bleed, death effects, disease, enervated, enfeebled, fire, healing, magic (see below), mental, necromancy, nonlethal attacks, paralysis, poison, stun; Resistance physical 15 (except adamantine)

Immunity to Magic The iron golem is immune to spells and magical abilities other than its own, though certain spells bypass this immunity.

  • Harmed by Acid Any acid magic that targets the iron golem causes it to take 6d12 damage instead of the usual effect. If the golem starts its turn in the area of acid magic, it takes 3d8 damage.
  • Healed by Fire Any fire magic that targets the iron golem makes the golem lose the slowed condition and gain HP equal to half the fire damage the spell would have dealt. If the iron golem starts its turn in the area of fire magic, it regains 2d8 HP.
  • Harmed by Rust Magical rusting effects, like a rust monster’s antennae, affect the iron golem normally.
  • Slowed by Electricity Any electricity magic that targets the iron golem causes it to be slowed 1 for 2d6 rounds instead of the usual effect. If the iron golem starts its turn in the area of electricity magic, it’s slowed 1 for that round.
  • Vulnerable to Neutralize Poison Casting neutralize poison on the golem deactivates its Breath Weapon for 1 minute.

Actions

1A Melee fist +25 (reach 10 feet), Damage 2d10+16 b Breath Weapon (arcane, necromancy, poison) The iron golem exhales poisonous gas in a 10-foot radius centered on the corner of one of the iron golem’s squares. The gas persists for 1 round. Any creature in the area (or that later enters the area) is exposed to the iron golem’s poison. The golem can’t use Breath Weapon again for 1d4 rounds.

Inexorable March The iron golem Strides up to its Speed, pushing back and damaging each creature whose space it moves into. A creature can bar the way by succeeding at a Fortitude save against the iron golem’s Athletics DC (36).

Regardless of success or failure, the creature is damaged as if hit by the golem’s fist (though on a critical success, the creature takes no damage).

Iron Golem Poison (poison) Any drained value from this poison is reduced by 1 every hour; Saving Throw Fortitude DC 31; Maximum Duration 4 rounds; Stage 1 6d6 poison and drained 1 (1 round); Stage 2 8d6 poison and drained 2 (1 round); Stage 3 10d6 poison and drained 3 (1 round).

Powerful Blows If an iron golem hits with an attack and rolls a natural 19 on the d20 roll, the attack is a critical hit, even if the result isn’t 10 higher than the target’s AC.

Statistics

Languages —; Skills +11; Athletics +26
Str +8, Dex –1, Con +4, Int –5, Wis +0, Cha –5

Stone Golem

Chiseled from durable stone, these golems have the ability to hinder creatures that fight against them by slowing their actions.

Stone Golem Uncommon Creature 11

Senses Perception +18; darkvision
Speed 20 feet

Defenses

AC 29, TAC 25; Fort +20, Ref +15, Will +14
HP 165; Immunities acid, asleep, bleed, death effects, disease, enervated, enfeebled, healing, magic (see below), mental, necromancy, nonlethal attacks, paralysis, poison, stun; Resistances physical 10 (except adamantine)

Immunity to Magic The stone golem is immune to spells and magical abilities other than its own, though certain spells bypass this immunity.

  • Harmed by Cold and Water Any cold or water magic that targets the stone golem causes it to take 6d10 damage instead of the usual effect. If the stone golem starts its turn in the area of cold or water magic, it takes 3d8 damage.
  • Healed by Acid Any acid magic that targets the golem makes it lose the slowed condition and gain HP equal to half the acid damage the spell would have dealt. If the golem starts its turn in the area of acid magic, it regains 2d8 HP.
  • Slowed by Earth Any earth magic that targets the golem causes it to be slowed 1 for 2d6 rounds instead of the usual effect. If the golem starts its turn in the area of earth magic, it’s slowed 1 for that round.
  • Vulnerable to Stone to Flesh A stone to flesh spell negates the golem’s immunity to magic and its resistance to physical damage for 1 round. A flesh to stone spell reverses this effect immediately.

Actions

1A Melee fist +22 (reach 10 feet), Damage 2d10+14

Impose Paralysis; Trigger The stone golem hits a slowed creature.; Effect The creature must succeed at a DC 26 Will save or become paralyzed for 1 round.

Inexorable March The stone golem Strides up to its Speed, pushing back and damaging each creature whose space it moves into. A creature can bar the way by succeeding at a Fortitude save against the stone golem’s Athletics DC (32).

Regardless of success or failure, the creature is damaged as if hit by the golem’s fist (though on a critical success, the creature takes no damage).

Slowing Pulse (arcane, concentrate, transmutation) Each creature in a 10-foot aura must succeed at a DC 25 Will save or be affected by the slow spell. After using this ability, the golem can’t use it again for 1d4 rounds.

Statistics

Languages —; Skills +9; Athletics +22
Str +7, Dex –1, Con +4, Int –5, Wis +0, Cha –5

Gray Ooze

Believed to be the result of a failed alchemical or magical experiment, these transparent creatures are difficult to detect as they slink through dungeons and cold swamps.

Gray Ooze Creature 2

Senses Perception +0; blindsight 60 feet
Speed 10 feet

Defenses

AC 5, TAC 5; Fort +7, Ref +2, Will +2
HP 60; Immunities asleep, cold, critical hits, fire, mental, paralysis, poison, polymorph, precision, stun, visual

Actions

1A Melee pseudopod +8, Damage 1d6+3 plus 1d6 acid plus Grab

Constrict 4 b and 3 acid

Statistics

Languages —; Skills +0
Str +3, Dex –3, Con +4, Int –5, Wis –5, Cha –5

Transparent A gray ooze usually lies in an inert puddle that’s difficult to discern from its surroundings. A creature that is actively searching notices it with a DC 17 Perception check.

Anyone who walks into the gray ooze is automatically hit by its pseudopod, and then combat begins.

Grendel

This reaver of the cold marsh is not just a monster; he is a force of nature. Where there is peace and prosperity in the world, Grendel strikes, eager to prove that tranquility is transitory and death is the only constant.

Grendel Unique Creature 19

Senses Perception +35; darkvision, peerless hearing
Speed 60 feet

Defenses

AC 43, TAC 40; Fort +34, Ref +32, Will +28
HP 300, regeneration 40 (deactivated by unarmed attacks); Resistances all damage 20 (except unarmed attacks); Ferocity Trigger Grendel is reduced to 0 or fewer Hit Points.; Effect Grendel continues to stand and has 1 Hit Point.

Unstoppable At the beginning of Grendel’s turn, he decreases the durations of detrimental spells, conditions, and other effects affecting him by 1 round, and reduces the condition value of any detrimental condition by 1. If a detrimental effect allows subsequent saves to recover, Grendel automatically succeeds on these saves.

Actions

1A Melee jaws +34 (reach 10 feet), Damage 4d10+20 p

1A Melee claw +34 (agile, reach 10 feet), Damage 3d10+20 s plus Grab

Gruesome Dismemberment Grendel deals 20 s damage and 3d6 persistent bleed damage to a creature that is grabbed by him. He also tears off one of the creature’s arms or legs unless the victim succeeds at a DC 40 Fortitude save. A creature missing one or more arms can’t use the missing arms. A creature with only one leg is permanently hampered 15, and a character with no legs can’t take Stride actions.

Incredible Leap (move) Grendel leaps up to 100 feet. He must end his movement next to a creature that attacked him last turn and is within his auditory blindsense. If Grendel leaps vertically, he remains in the air until the end of his turn, at which point he falls and takes no damage. If, at this time, he has an airborne creature grabbed, it falls as well and takes Grendel’s claw damage instead of falling damage.

Brutal Grappler Whenever Grendel Grabs a creature, he counteracts any freedom of movement on that creature (counteract level 9, bonus +28).

Statistics

Languages Common; Skills +24; Acrobatics +31, Athletics +35, Intimidation +33, Stealth +33
Str +10, Dex +5, Con +9, Int +2, Wis +5, Cha +3

Peerless Hearing Grendel’s hearing grants him auditory blindsense to a range of 100 feet. He can hear the movement of any creature within 1 mile unless that creature is Sneaking, though he can only pinpoint their location to within 20 feet.

Grim Reaper

The personification of violent death, the grim reaper is more akin to a force of nature than an individual being.

Grim Reaper Unique Creature 21

Senses Perception +38; darkvision, see invisibility, status sight, true seeing
Speed 50 feet, fly 75 feet

Defenses

AC 45, TAC 44; Fort +34, Ref +35, Will +36, +1 conditional to saves vs. magic
HP 350; Immunities asleep, death effects, disease, paralysis, poison; Resistances all damage 10

Actions

Lurking Death (attack, teleportation); Trigger A creature within 100 feet uses an action with the concentrate, manipulate, or move trait, or makes a ranged attack.; Effect The grim reaper teleports to a square adjacent to the triggering creature and makes a melee Strike against it with a –2 penalty. If the Strike hits, the grim reaper disrupts the triggering action.

1A Melee +5 keen scythe +37 (agile, deadly 3d10, magical, reach 10 feet, trip), Damage 6d10+8 s plus death strike and energy drain

Innate Divine Spells DC 42, attack +37; Constant haste, true seeing (6th); 10th finger of death (×4); 7th plane shift

Death Strike (death) Any creature critically hit by any of the grim reaper’s attacks or spells must succeed at a DC 44 Fortitude save or die.

Energy Drain When the grim reaper hits with its scythe, it regains 20 Hit Points and the target must succeed at a DC 40 Fortitude save or become enervated 2. On a critical failure, this condition is permanent.

Final Death Any creature killed by the grim reaper can’t be brought back to life by any means short of divine intervention.

Infuse Weapon (divine, evocation) Any scythe a grim reaper wields is treated as a +5 keen scythe, has the agile trait, and can’t be disarmed. If it Strikes a creature with a weakness to any specific type of damage, the scythe’s damage counts as that type of damage, in addition to s.

Statistics

Languages Common, Necril; Skills +26; Acrobatics +38, Athletics +36, Deception +38, Intimidation +38, Religion +36, Society +36, Stealth +40
Str +8, Dex +10, Con +8, Int +5, Wis +6, Cha +8
Items legendary scythe

Aura of Misfortune (aura, divination, divine, misfortune) 20 feet.

Living creatures in the aura must roll twice on all d20 rolls and take the lower result.

Death’s Grace The grim reaper can choose not to count as undead for effects that affect undead differently. Even if it does, the grim reaper still never counts as a living creature.

Status Sight The grim reaper automatically knows the Hit Points and emotions of all creatures it can see, as well as all conditions and afflictions affecting those creatures.

Hag

Malevolent crones who lurk at the edges of civilization, these creatures have deceptive, magical abilities and prey upon humanoids, manipulating and corrupting them.

Though a number of different types of hags exist in the world, this document details only the green hag and the night hag.

Green Hag

These hags typically lurk in swamps and dark forests, far from polite society. They have the ability to change their appearance to lure travelers into their clutches.

Green Hag Creature 4

Senses Perception +10; darkvision
Speed 25 feet, swim 25 feet

Defenses

AC 18, TAC 17; Fort +7, Ref +8, Will +9, +1 conditional to saves vs. magic
HP 75; Weaknesses cold iron 3

Actions

1A Melee claw +11 (agile), Damage 1d8+6 s plus enfeeblement

Innate Spells (arcane) DC 18, attack +9; Constant tongues; At Will invisibility, pass without trace, water breathing; Cantrips (2nd) acid splash, dancing lights, ghost sound

Betraying Touch The hag touches a creature that doesn’t realize she’s an enemy, exposing the creature to enfeeblement.

The betrayed creature takes a –4 circumstance penalty to its save against enfeeblement.

1A Change Shape (arcane, concentrate, polymorph, transmutation) A green hag can take on the appearance of any Medium female humanoid. This doesn’t change her Speed or her attack and damage bonuses with her Strikes, but might change the damage type her Strikes deal (typically to b, if her new form lacks claws).

Enfeeblement (arcane, necromancy) A creature damaged by a hag’s claw must succeed at a DC 19 Fortitude save or become enfeebled 1 for 1 day. On a critical failure, or if the creature is hit again and fails a second time, the creature is instead enfeebled 2 for 1 day.

Enfeebling Blight (arcane, necromancy) The hag unleashes a foul miasma. Each living creature in a 15-foot cone is affected by her enfeeblement ability (attempting a save as normal). She can’t use Enfeebling Blight again for 1d4 rounds.

Statistics

Languages Aklo, Common, Giant; tongues; Skills +4; Arcana +11, Athletics +9, Deception +11, Stealth +11
Str +4, Dex +2, Con +1, Int +2, Wis +1, Cha +3

Coven A green hag adds entangle, outcast’s curse, and wall of thorns to her coven’s spells.

Sound Imitation A green hag can mimic the sounds of any animal found near her lair. To do so, she must succeed at a Deception check with a +4 circumstance bonus.

Night Hag

These terrifying hags make their homes on the Ethereal Plane, where they attempt to pilfer souls on their way to the afterlife. Night hags prey upon mortals in their dreams, debilitating them as they rest; many victims die unaware that a night hag had them in her clutches.

Night Hag Uncommon Creature 9

Senses Perception +16; darkvision
Speed 25 feet

Defenses

AC 26, TAC 25; Fort +15, Ref +14, Will +16, +2 conditional to saves vs. magic, –2 to saves if heartstone is missing
HP 180; Immunities asleep, emotion; Resistances mental 10; Weaknesses cold iron 8

Actions

1A Melee jaws +19, Damage 2d8+10 p plus abyssal plague

1A Melee claw +19 (agile), Damage 2d6+10 s

Spellcasting (arcane, innate) DC 23; Constant detect alignment (2nd, all alignments simultaneously), detect magic (3rd); 8th dream council, 5th nightmare, shadow blast (×2, from heartstone); At Will dream message, etherealness (from heartstone), invisibility, magic missile (3rd), ray of enfeeblement, sleep, soul bind (from heartstone)

1A Change Shape (arcane, concentrate, polymorph, transmutation) A night hag can take on the appearance of any Medium female humanoid. This doesn’t change her Speed or her attack and damage bonuses with her Strikes, but might change the damage type her Strikes deal (typically to b, if her new form lacks claws).

Abyssal Plague (disease) A creature can’t recover from drained until abyssal plague is cured; Saving Throw Fortitude DC 23; Stage 1 drained 1 (1 day); Stage 2 drained increases by 2 (1 day).

Dream Haunting (arcane, enchantment, mental) If a night hag is ethereal and hovering over a sleeping creature that is chaotic or evil, she can ride the victim’s back until dawn. The creature endures tormenting dreams as the hag casts nightmare on it, and the creature is also exposed to abyssal plague. Any drained condition caused by dream haunting is cumulative.

Only an ethereal being can confront a night hag and stop her dream haunting.

Spell Ambush A creature flat-footed to the night hag takes a –2 circumstance penalty to all checks and DCs to defend against her spells.

Statistics

Languages Abyssal, Celestial, Common, Infernal; Skills +10; Arcana +18, Deception +19, Diplomacy +18, Religion +17
Str +5, Dex +4, Con +5, Int +4, Wis +3, Cha +3
Items heartstone

Coven A night hag adds dominate, nightmare, scrying, and spellwrack to her coven’s spells.

Nightmare Rider When a night hag rides a nightmare (see page 90), the nightmare also gains the night hag’s conditional bonus to saves against magic, and both the hag and rider benefit when the night hag uses her etherealness innate spell.

Heartstone

A night hag draws a great deal of magical power from a magic item called a heartstone.

Heartstone Rare Item 9

Price 600 gp (200 gp when nonmagical); Method of Use worn; Bulk —; Activation Command Activation

This gemstone grants a +2 item bonus to all saving throws. You can activate the heartstone while touching it to counteract one disease affecting you (counteract level 5, spell bonus +13).

Each heartstone is powered by the spirit of a specific night hag. If a heartstone is separated from the night hag whose spirit powers it for 24 hours (or she’s been dead for 24 hours), it becomes a nonmagical gemstone. Her heartstone allows the hag to use additional arcane innate spells: etherealness and soul bind at will and shadow blast twice per day.

Craft Requirements You must be a night hag.

Harpy

Harpies appear as feral humanoids with sharp talons and filthy, tattered wings. Harpies have the ability to fascinate other creatures, luring them near so that the harpies can tear their prey to shreds and feast on their victims’ flesh.

Harpy Creature 5

Senses Perception +12; darkvision
Speed 20 feet, fly 70 feet

Defenses

AC 20, TAC 19; Fort +10, Ref +12, Will +9
HP 68

Actions

1A Melee morningstar +13 (versatile P), Damage 2d8+4 b

1A Melee talon +13 (agile), Damage 2d6+4 s Captivating Song (arcane, auditory, concentrate, enchantment, mental) Non-harpy creatures within a 300-foot aura must succeed at DC 16 Will saves or become captivated by the harpy’s song. The effect lasts for 1 round, but if the harpy uses this ability again on subsequent rounds, it extends the duration by 1 round for any affected creature. Once a creature succeeds at any save against Captivating Song, that creature is bolstered.

Failure The creature is fascinated, and it must spend each of its actions to move closer to the harpy as expediently as possible, while avoiding obvious dangers. If a captivated creature is adjacent to the harpy, it stays still and doesn’t act. If attacked by the harpy, the creature is freed from captivation at the end of the harpy’s turn.

Critical Failure As failure, but if attacked, the creature can attempt a new save at the start of its next turn, rather than being freed at the end of the harpy’s turn.

Statistics

Languages Common; Skills +5; Acrobatics +12, Athletics +9, Deception +10, Performance +12 (+14 singing)
Str +2, Dex +2, Con +0, Int –2, Wis +1, Cha +3
Items expert morningstar, leather armor

Hell Hound

Relentless hunters from the fires of Hell, these canine creatures appear as black dogs wreathed in flames and have the ability to breathe fire.

Hell Hound Creature 3

Senses Perception +8; darkvision, scent
Speed 40 feet

Defenses

AC 18, TAC 17; Fort +7, Ref +6, Will +5
HP 50; Immunities fire; Weaknesses cold 5

Actions

Flame Overflow; Trigger The hell hound is hit with a fire attack or effect.; Effect The hell hound’s breath recharges. It can immediately use its Breath Weapon as part of this reaction.

1A Melee jaws +9, Damage 1d8+4 p plus 1d6 fire

Breath Weapon (arcane, evocation, fire) The hell hound breathes flames that deal 4d6 fire damage to all creatures in a 15-foot cone (Reflex DC 17 half, no damage on critical success, double damage on a critical failure). The Breath Weapon can’t be used again for 1d4 rounds.

Statistics

Languages Infernal (can’t speak); Skills +3; Athletics +7, Acrobatics +7, Stealth +9
Str +1, Dex +1, Con +2, Int –2, Wis +0, Cha –2

Hobgoblin

The more warlike and organized cousins of goblins, hobgoblins stand as tall as a human and have gray, ashen skin. Hobgoblins require little provocation to declare war, as they were born for battle.

Hobgoblin Soldier Creature 1

Senses Perception +4; darkvision
Speed 15 feet

Defenses

AC 15 (17 with shield raised), TAC 13 (15 with shield raised); Fort +5, Ref +4, Will +3
HP 20

Actions

Reaction Attack of Opportunity

Reaction Shield Block

1A Ranged shortbow +7 (deadly 1d10, range increment 60 feet), Damage 1d6 p

1A Melee longsword +7 (versatile P), Damage 1d8+2 s

Formation When it’s adjacent to at least two other allies, the hobgoblin gains a +1 circumstance bonus to AC and saving throws. This bonus increases to +2 on Reflex saves against area effects.

Statistics

Languages Common, Goblin; Skills +1; Athletics +4, Stealth +6
Str +2, Dex +2, Con +2, Int +0, Wis +1, Cha –1
Items heavy wooden shield (Hardness 3), longsword, shortbow with 10 arrows

Hobgoblin Sniper Creature 4

Senses Perception +10; darkvision
Speed 20 feet

Defenses

AC 19, TAC 17; Fort +7, Ref +10, Will +8
HP 56

Formation When it’s adjacent to at least two other allies, the hobgoblin gains a +1 circumstance bonus to AC and saving throws.

This bonus increases to +2 for Reflex saves against area effects.

Actions

1A Melee shortsword +10 (agile, versatile S), Damage 2d6+2 p

1A Ranged composite longbow +12 (deadly 1d10, range increment 100 feet, volley 50 feet), Damage 2d8+1 p plus critical specialization

Bow Critical Specialization If the target of a critical hit with the hobgoblin’s composite longbow is adjacent to a surface, it that creature is pinned to that surface by the missile. The target is immobile and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free before it can move from its space. The creature doesn’t become stuck if it’s incorporeal, liquid (like a water elemental or some oozes), or could otherwise free itself without effort.

Perfect Aim The hobgoblin sniper ignores the concealed condition.

When the hobgoblin sniper attacks a creature, that creature doesn’t benefit from being screened, and it reduces the AC bonus it gets from cover by 2 against that attack.

Statistics

Languages Common, Goblin; Skills +4; Acrobatics +9, Athletics +8, Stealth +11
Str +2, Dex +4, Con +2, Int +0, Wis +3, Cha –1
Items expert composite longbow with 20 arrows, scale mail, shortsword

Homunculus

Wizards and alchemists create homunculi to serve them as assistants, spies, messengers, and scouts. A homunculus is weak in battle, but is often one of the first constructs built by an aspiring creator.

Homunculus Creature 0

Senses Perception +2; darkvision
Speed 15 feet, fly 40 feet

Defenses

AC 14, TAC 13; Fort +0, Ref +3, Will +1
HP 6; Immunities asleep, bleed, disease, death effects, enervated, enfeebled, healing, necromancy, nonlethal attacks, paralysis, poison, stun

Actions

1A Melee jaws +6, Damage 1d4–1 p plus homunculus poison

Homunculus Poison (poison) A homunculus can hold one dose of poison in a reservoir in its head. The homunculus can generate a new dose of poison to refill its reservoir using an Interact action; Saving Throw Fortitude DC 13; Maximum Duration 6 rounds; Stage 1 1d6 poison and enfeebled 1 (1 round).

Statistics

Languages Common (can’t speak); master link; Skills –1; Acrobatics +5, Stealth +5
Str –1, Dex +2, Con +0, Int +0, Wis +1, Cha –2

Master Link (arcane, divination, mental) A homunculus can’t speak, but it is telepathically linked to its creator. It can share information back and forth, including its master’s knowledge and everything the homunculus hears. The range of this link is 1,500 feet.

The homunculus adopts the same alignment as its creator, and is utterly faithful. If the homunculus is destroyed, the master takes 2d10 mental damage. If the master is slain, the homunculus becomes mindless, claims its current location as its lair, and instinctively attacks anyone who comes near.

Horse

Horses are bred and trained for various uses, and have served as mounts and beasts of burden for ages.

Riding Pony Creature 0

Senses Perception +4; low-light vision, scent
Speed 35 feet

Defenses

AC 12, TAC 11; Fort +4, Ref +1, Will +0
HP 10

Buck The riding pony won’t use this reaction against a creature in control of it, that domesticated it, or that trained it.

Trigger A creature Mounts the riding pony or gives it a Command while riding upon it.; Effect The rider must succeed at a DC 14 Acrobatics check to Maintain its Balance or fall off the riding pony.

Actions

1A Melee hoof +4, Damage 1d4+1 b Gallop The riding pony Strides twice. It’s accelerated 10 during these Strides.

Statistics

Languages —; Skills –2; Acrobatics +2, Athletics +3
Str +1, Dex +2, Con +2, Int –4, Wis +0, Cha +0

Riding Horse Creature 1

Senses Perception +5; low-light vision, scent
Speed 40 feet

Defenses

AC 14, TAC 13; Fort +5, Ref +3, Will +2
HP 25

Buck The horse won’t use this reaction against a creature in control of it or that domesticated or trained it.

Trigger A creature Mounts the horse or gives it a Command while riding upon it.; Effect The rider must succeed at a DC 16 Acrobatics check to Maintain its Balance or fall off.

Actions

1A Melee hoof +5, Damage 1d6+2 b Gallop The horse Strides twice. It’s accelerated 10 during these Strides.

Statistics

Languages —; Skills –1; Acrobatics +3, Athletics +5
Str +2, Dex +2, Con +3, Int –4, Wis +0, Cha –1

War Pony Creature 1

Senses Perception +5; low-light vision, scent
Speed 35 feet

Defenses

AC 15, TAC 14; Fort +5, Ref +3, Will +2
HP 20

Buck The war pony won’t use this reaction against a creature in control of it, that domesticated it, or that trained it.

Trigger A creature Mounts the war pony or gives it a Command while riding upon it.; Effect The rider must succeed at a DC 16 Acrobatics check to Maintain its Balance or fall off the war pony.

Actions

1A Melee hoof +6, Damage 1d6+2 b Gallop The war pony Strides twice. It’s accelerated 10 during these Strides.

Statistics

LanguagesSkills –1; Acrobatics +3, Athletics +4
Str +2, Dex +2, Con +2, Int –4, Wis +0, Cha +0

War Horse Creature 2

Senses Perception +7; low-light vision, scent
Speed 40 feet

Defenses

AC 16, TAC 14; Fort +7, Ref +4, Will +3
HP 33

Buck The war horse won’t use this reaction against a creature in control of it, that domesticated it, or that trained it.

Trigger A creature Mounts the war horse or gives it a Command while riding upon it.; Effect The rider must succeed at a DC 17 Acrobatics check to Maintain its Balance or fall off the war horse.

Actions

1A Melee hoof +7, Damage 1d8+3 b Gallop The war horse Strides twice. It’s accelerated 10 during these Strides.

Statistics

Languages —; Skills +0; Acrobatics +4, Athletics +6
Str +3, Dex +2, Con +4, Int –4, Wis +1, Cha –2

Hydra

The hydra is a multiheaded, serpentine creature that often inhabits swampland and is known for its regenerative abilities. When one of the hydra’s heads is severed, two grow in its place.

Hydra Creature 6

Senses Perception +11; all-around vision, low-light vision, scent
Speed 25 feet, swim 25 feet

Defenses

AC 20, TAC 16, all-around vision; Fort +13, Ref +10, Will +8
HP (body) 150, hydra regeneration
HP (head) 15, head severing; Immune area damage; Weaknesses s 5

All-Around Vision As long as it has at least two heads, a hydra can’t be flanked.

Reaction Attack of Opportunity

Head Regrowth The hydra ordinarily has five heads. A creature can attempt to sever one of the hydra’s heads by specifically attacking it and dealing damage equal to the head’s HP value.

A head that is not completely severed returns to full HP at the end of any creature’s turn.

Once the hydra’s head has been severed, the hydra can regrow it using hydra regeneration. A creature can prevent this regrowth by dealing any acid or fire damage to the remaining stump, cauterizing it. Single-target acid or fire attacks need to be directed at a stump, but splash damage and areas covering the hydra’s whole space cauterize all stumps if they deal acid or fire damage. If the attack that severs a head deals any acid or fire damage, the stump is cauterized instantly.

Hydra Regeneration The hydra has regeneration equal to 5 per head it has. If a hydra’s head is severed and the remaining stump is not cauterized, the hydra attempts a DC 27 Fortitude save after it regains its HP from regeneration. On a success, one uncauterized stump regrows into two heads; on a critical success, two uncauterized stumps regrow into two heads each. The hydra can never grow more than double the number of heads it ordinarily has. The hydra’s regeneration only fully deactivates if all its heads are severed and all stumps are cauterized.

Multiple Opportunities The hydra gains an extra reaction per round for each of its heads beyond the first, which it can use only to make Attacks of Opportunity. It can’t use more than one reaction on the same triggering action, even if a creature leaves several squares in its reach, and the hydra must use a different head for each Attack of Opportunity. Whenever one of the hydra’s heads is severed, the hydra loses one of its extra reactions per round.

Actions

1A Melee fangs +15 (reach 10 feet), Damage 2d6+6 p Focused Assault The hydra attacks a single target with its heads, overwhelming it with multiple attacks and leaving almost nowhere to dodge. The hydra Strikes with its fangs. On a successful attack, the hydra deals the damage from its fangs Strike to the target, plus an additional 1d6 damage for every head beyond the first. Even on a failed attack, the hydra deals the damage from one fangs Strike to the target creature, though it still misses completely on a critical failure. This counts toward the hydra’s multiple attack penalty as a number of attacks equal to the number of heads the hydra has.

Storm of Jaws The hydra makes a Strike with each of its heads, each against a different target. These attacks count toward the hydra’s multiple attack penalty, and the multiple attack penalty doesn’t increase until after the hydra makes all its attacks.

Statistics

Languages —; Skills +4; Athletics +14
Str +6, Dex +3, Con +5, Int –4, Wis +0, Cha –1

Hyena

Hyenas are quick, crafty, and powerfully built animals with tan fur marked by black and brown stripes and dots. They prefer to scavenge, but will fight alongside one another when hunting.

Hyena Creature 1

Senses Perception +5; low-light vision, scent
Speed 40 feet

Defenses

AC 15, TAC 13; Fort +4, Ref +4, Will +2

HP 21

Actions

1A Melee jaws +7, Damage 1d6+2 p plus Knockdown

Drag (attack, move) The hyena attempts a jaws Strike against a prone enemy. If it hits, in addition to dealing damage, the hyena Strides up to 10 feet, dragging the enemy along.

Its movement doesn’t trigger reactions from the creature being dragged.

Pack Attack The hyena’s Strikes deal 1d4 extra damage to creatures within reach of at least two of the hyena’s allies.

Statistics

Languages —; Skills –1; Acrobatics +4, Athletics +6, Stealth +6
Str +2, Dex +1, Con +2, Int –4, Wis +1, Cha –2

Hyaenodon Creature 3

Senses Perception +8; low-light vision, scent
Speed 40 feet

Defenses

AC 18, TAC 16; Fort +7, Ref +7, Will +5
HP 47

Actions

1A Melee jaws +9, Damage 1d10+5 p plus Knockdown

Drag (attack, move) The hyaenodon attempts a jaws Strike against a prone enemy. If it hits, in addition to dealing damage, the hyaenodon Strides up to 10 feet, dragging the enemy along. The hyaenodon’s movement doesn’t trigger reactions from the creature being dragged.

Pack Attack The hyaenodon’s Strikes deal 1d6 extra damage to any creature that’s within the reach of at least two of the hyaenodon’s allies.

Statistics

Languages —; Skills +1; Acrobatics +7, Athletics +9, Stealth +9
Str +5, Dex +1, Con +2, Int –4, Wis +1, Cha –2

Jabberwock

This bizarre, dragon-like creature is a beast of legend, and a subject of poetry, song, and myth in many cultures. The jabberwock hails from the fey realm of the First World, and is part of a group of powerful, First World creatures referred to as the Tane.

Jabberwock Unique Creature 23

Senses Perception +42; blindsight (sound) 120 feet, darkvision, scent, true seeing
Speed 50 feet, fly 80 feet; tulgey wood

Defenses

AC 49, TAC 46; Fort +42, Ref +37, Will +38, +1 conditional to saves vs. spells
HP 500, regeneration 50 (deactivated by vorpal weapons); Immunities asleep, paralysis; Resistances fire 20; Weaknesses vorpal weapons 25, vorpal fear

Burbling (auditory, aura, mental) 100 feet. The jabberwock constantly burbles nonsense in languages both known and unknown. Any creature that starts its turn in the aura must succeed at a DC 44 Will save or become confused for 1 round (or 1 minute on a critical failure).

Whiffling (aura) 100 feet. Whenever the jabberwock Flies or makes a wing Strike, whiffling begins until the start of its next turn, raising severe winds around the jabberwock. Any creature that approaches must succeed at a DC 44 Athletics check to move closer to the jabberwock. On a critical failure, the creature is blown directly away until it exits the aura, at which point it falls prone. Physical ranged attacks shot through the whiffling take a –4 circumstance penalty.

Claws That Catch; Trigger A creature moves into the reach of the jabberwock’s claw.; Effect The jabberwock makes a claws Strike against the triggering creature. If the Strike hits, the jabberwock disrupts the triggering action.

Vorpal Fear A jabberwock damaged by a vorpal weapon becomes frightened 1. Even if the jabberwock succeeds at its save against the critical hit Activation of a vorpal weapon, it is still slowed 1 for 1 round.

Actions

1A Melee jaws +40 (agile, deadly 3d12, reach 30 feet), Damage 5d12+20 p

1A Melee claw +40 (agile, reach 20 feet), Damage 5d12+20 s plus Improved Grab

1A Melee tail +40 (agile, reach 40 feet), Damage 5d10+20 b

1A Melee wing +40 (agile, reach 30 feet), Damage 5d8+20 b

1A Ranged eyes of flame +38 touch (range 500 feet), Damage 12d6 fire plus 8d6 persistent fire

Primal Innate Spells DC 44; Constant haste, true seeing Jaws That Bite A jabberwock’s jaws score a critical hit on a natural 18, 19, or 20 as long as the attack would hit on that result.

Manxome Burble (evocation, primal, sonic) The jabberwock’s burbling deals 25d6 sonic damage to all creatures in the aura (Fortitude DC 46 half, double damage on a critical failure, no damage on a critical success). The jabberwock can’t use this ability again for 1d4 rounds.

Tulgey Wood A jabberwock ignores difficult terrain from forest vegetation.

Statistics

Languages Aklo, Common, Draconic, Gnomish, Sylvan; Skills +32; Acrobatics +42, Arcana 42, Athletics +42, Intimidation +44, Nature +42, Survival +42
Str +10, Dex +7, Con +10, Int +4, Wis +9, Cha +8

Planar Acclimation Like all Tane, jabberwocks are always considered to be on their home plane.

Kobold

Kobolds are small, reptilian humanoids who make their lairs underground or in deep, ancient forests where the sun fails to penetrate the thick canopy. Although they claim to be scions of dragonkind, kobolds are actually cowardly creatures who scheme against each other when they aren’t plotting against their enemies.

Kobold Warrior Creature 0

Senses Perception +3; darkvision
Speed 25 feet

Defenses

AC 14, TAC 13; Fort +1, Ref +4, Will +2 HP 6

Actions

1A Melee light pick (agile, fatal d8), Damage 1d4–1 p

1A Ranged sling (propulsive), Damage 1d6–1 b Hurried Retreat; Requirement The kobold warrior is adjacent to at least one enemy.; Effect The kobold warrior Strides up to its speed plus 5 feet and gains a +2 circumstance bonus to AC against reactions triggered by this movement. It must end this movement in a space that’s not adjacent to any enemy.

Sneak Attack (precision) The kobold warrior deals 1d4 extra precision damage to flat-footed creatures.

Statistics

Languages Draconic; Skills –1; Acrobatics +4, Stealth +4
Str –1, Dex +3, Con +0, Int +0, Wis +2, Cha –1
Items leather armor, light pick, sling with 20 bullets

Kobold Scout Creature 1

Senses Perception +6; darkvision
Speed 25 feet

Defenses

AC 16, TAC 14; Fort +1, Ref +5, Will +3
HP 15

Actions

1A Melee shortsword +7 (agile, versatile S), Damage 1d6–1 p

1A Ranged crossbow +7, Damage 1d8 p Kobold Snare (manipulate) The kobold scout sets a snare trap in its square or an adjacent unoccupied square. A creature that sets foot in that space must succeed at a DC 15 Reflex save or take 1d4 p damage and becomes immobile in the trap.

The creature trapped in the snare can attempt to Escape (DC 14) or use an action to attempt an Athletics check to break free (DC 14). A snare can be disabled with a successful DC 13

Thievery check. It can be detected with a successful DC 18 Perception check. The kobold scout carries enough supplies to lay four snares.

Sneak Attack (precision) The kobold scout deals 1d6 extra precision damage to flat-footed creatures.

Trapped Retreat; Requirement The kobold scout is adjacent to at least one enemy.; Effect The scout uses Kobold Snare to set a snare in its space, then Strides up to its Speed or attempts to Climb. It must end its move in a space that’s not adjacent to any enemies.

Statistics

Languages Draconic; Skills +2; Crafting +5, Nature +5, Stealth +7, Survival +5
Str –1, Dex +4, Con +0, Int +0, Wis +2, Cha –1
Items crossbow with 20 bolts, leather armor, shortsword, snare kit

Kobold Dragon Mage Creature 2

Senses Perception +4; darkvision
Speed 25 feet

Defenses

AC 16, TAC 14; Fort +2, Ref +6, Will +6
HP 22; Resistances electricity 5
Melee staff +6 (two-hand d8), Damage 1d4–2 b

Actions

1A Melee claw +6 (agile), Damage 1d4–2 s

Spontaneous Spells (arcane) DC 17, attack +7; 1st (4 slots) fear, illusory object, shocking grasp; Cantrips detect magic, electric arc, ghost sound, mage hand

Illusory Retreat (arcane, illusion, manipulate, move); Requirement The dragon mage is adjacent to at least one enemy.; Effect The dragon mage spends two Somatic Casting actions to create an illusion of itself in its square and to turn itself invisible (as 2nd-level invisibility) for 1d4 rounds. As part of the second Somatic Casting action, the dragon mage can move up to half its Speed, but must end its move in a space that’s not adjacent to any enemies.

Sneak Attack (precision) The dragon mage deals 1d6 extra precision damage to flat-footed creatures.

Statistics

Languages Common, Draconic; Skills +2; Arcana +6, Blue Dragon Lore +8, Deception +7, Diplomacy +7, Stealth +6
Str –2, Dex +2, Con –1, Int +2, Wis +0, Cha +4
Items staff

Kraken

These mythical leviathans from the depths of the sea prey on sailors and others who spend their time on or in the open ocean. A kind of monstrous squid, krakens have eight tentacles and two longer arms.

Kraken Uncommon Creature 18

Senses Perception +30; darkvision
Speed 10 feet, swim 40 feet

Defenses

AC 39, TAC 36; Fort +30, Ref +25, Will +27 (+2 vs. mental)
HP 360; Resistances cold 15, poison 15

Altered Weather (aura, evocation, primal) A kraken reshapes the weather within 2 miles of it. This has the same effects as the control weather ritual, but is centered on the kraken and alters the weather depending on the kraken’s emotional state. When the kraken’s mood shifts, it takes between 30 seconds and 30 minutes for the weather to change. If the kraken dies, the weather returns to normal immediately.

Actions

1A Melee arm +32 (reach 60 feet), Damage 4d10+18 b plus Grab

1A Melee beak +32 (reach 20 feet), Damage 3d12+18

1A Melee tentacle +32 (agile, reach 40 feet), Damage 4d8+18 plus Grab

1A Ranged hurled flotsam +30 (range increment 60 feet), Damage 3d12+9 b Primal Innate Spells DC 36; 9th dominate Requirements(target must be an animal); 8th punishing winds; 7th resist energy

2A Double Attack (attack) The kraken makes two Strikes with different arms or tentacles as a single action. Each Strike must target a different creature. This counts as two attacks for the kraken’s multiple attack penalty, and the penalty doesn’t increase until after both attacks. If the kraken subsequently takes the Grab action, it Grabs any number of creatures it hits with this action.

Ink Cloud The kraken emits a cloud of black, venomous ink in an 80-foot-radius burst centered on it. This cloud has no effect outside water. Anyone inside the ink cloud is unseen and is exposed to kraken ink poison. The cloud dissipates after 1 minute. After making an ink cloud, a kraken can’t use Ink Cloud again for 2d6 rounds.

Jet The kraken Swims up to 280 feet in a straight line without triggering reactions.

Kraken Constrict The kraken deals 12 b damage to each creature grabbed or restrained by it. Any of those creatures that is holding its breath must succeed at a DC 36 Fortitude save or lose 1d6 actions worth of air.

Kraken Ink (poison) Krakens are immune to this poison; Saving Throw Fortitude DC 36; Maximum Duration 10 rounds; Stage 1 2d6 poison and sick 1 (1 round); Stage 2 2d6 poison, sick 1, and slowed 1 (1 round).

2A Rend Ship Requirements A ship of the kraken’s size or smaller is within reach of the kraken’s arms, and the kraken has four arms free.; Effect The kraken uses four tentacles in an attempt to Grab the ship. To Grab the ship, the kraken must succeed at an DC 28 Athletics check, or the pilot’s Sailing Lore DC, whichever is higher. If the kraken succeeds, the ship is grabbed and the kraken slowly compresses and damages it—at the end of each of the kraken’s turns while it has the ship grabbed, the ship takes 1 Dent. The ship’s captain can attempt a Sailing Lore check against the kraken’s Athletics DC (normally 42) to escape the grab. The kraken does not need to continue to use Rend Ship every turn to inflict these Dents on the ship.

Reposition The kraken moves a creature it’s grabbing or restraining up to 20 feet to another position within the grabbing appendage’s reach. If the creature is within reach of the kraken’s beak after this movement, the kraken can make a beak Strike against it as part of this action.

Statistics

Languages Aquan, Common; Skills +22; Athletics +32, Intimidation +30, Nature +32, Stealth +30
Str +9, Dex +2, Con +7, Int +5, Wis +5, Cha +4

Leng Spider

The bloated, purple spiders of Leng dwell on a strange plane where they war with the native inhabitants, but they visit the Material Plane from time to time to hunt prey.

Leng Spider Uncommon Creature 13

Senses Perception +21; darkvision, detect magic, websense 60 feet
Speed 40 feet, climb 40 feet; air walk, freedom of movement, web descent 120 feet

Defenses

AC 33, TAC 30; Fort +22, Ref +23, Will +20, +1 conditional to saves vs. magic
HP 190, fast healing 15; Immunities confused; Resistances cold 10, poison 15
Melee web war flail +24 (disarm, reach 15 feet, sweep, trip), Damage 3d10+12 b

Actions

1A Melee fangs +24 (reach 10 feet), Damage 2d12+12 plus Leng spider venom

1A Melee leg +24 (agile, reach 15 feet), Damage 2d8+12 plus Knockdown

1A Ranged web bolas +25 (range increment 30 feet), Damage 4d6+6 b plus entangling bolas

Occult Innate Spells DC 30; Constant air walk, detect magic, freedom of movement, tongues; 7th illusory disguise, illusory scene, warp mind; 4th charm (4th); At Will dispel magic (5th), invisibility

Create Web Weaponry (manipulate) The Leng spider creates a weapon by applying a cord of webbing to heavy objects, such as rocks, chunks of metal, or skulls—either attaching two heavy objects together to create a bolas, or fastening one to its leg to create a war flail.

Entangling Bolas The Leng spider’s bolas wraps around its target, causing it to become it entangled (Escape DC 28).

Lay Web Trap (manipulate) The Leng spider spins a web within 20 feet of itself to create a 10-foot-by-10-foot web trap.

This trap stays viable for 1 week, after which it decays into uselessness. A Leng spider can create four web traps per day.

When a creature enters a square of the web trap, the trap uses a reaction with the following effect: The creature must succeed at a DC 30 Reflex save or become grabbed by the web. The DC to Escape is equal to the Leng spider’s Crafting DC at the time the trap was created (typically 33). The trap is destroyed if it takes 25 fire damage.

Leng Spider Venom (poison) Saving Throw Fortitude DC 30; Maximum Duration 6 rounds; Stage 1 drained 1 (1 round); Stage 2 drained 1 and confused for 1 round (1 round).

Descend on a Web (move) The Leng spider Descends on a Web up to 120 feet straight down. It can hang from the web or drop off. The distance it Descends on the Web doesn’t count for calculating falling damage. If a creature succeeds at an attack against the web, the creature can sever the web (AC 20, TAC 17, 15 hardness).

Statistics

Languages Aklo; tongues; Skills +16; Acrobatics +23, Athletics +26, Crafting +23, Lore (any one) +23, Occultism +23
Str +6, Dex +7, Con +6, Int +5, Wis +3, Cha +5

Websense While touching its webs, the Leng spider can detect other creatures touching its web, as tremorsense.

Lich

A lich is a powerful spellcaster that has pursued immortality by subjecting itself to undeath. Most liches undergo this transformation so that they can continue their esoteric research or complete some sadistic, longterm plan.

Lich Uncommon Creature 12

Senses Perception +20; darkvision; see invisibility
Speed 25 feet

Defenses

AC 29, TAC 28; Fort +17, Ref +16, Will +22, +1 conditional to saves vs. positive
HP 140 plus 12 temporary, negative healing, rejuvenation; Immunities asleep, death effects, disease, paralysis, poison; Resistances cold 20, physical 15 (except magic b)

Frightful Presence (aura, emotion, fear, mental) 60 feet, DC 26

Rejuvenation (arcane, necromancy) When a lich is destroyed, its soul immediately transfers to its phylactery. A lich can be permanently destroyed only if its phylactery is found and destroyed.

Actions

Reaction Counterspell; Trigger A creature casts a spell the lich has prepared.; Effect The lich expends a prepared spell to counter the triggering creature’s casting of that same spell. It can then attempt to dispel the triggering spell.

1A Melee hand +21 touch, Damage 4d8 negative plus paralyzing touch

Arcane Prepared Spells DC 29, attack +22; 6th chain lightning, dominate, vampiric exsanguination; 5th cloudkill, cone of cold (×2), wall of ice; 4th dimension door, enervation, fire shield, fly; 3rd blindness, dispel magic, magic missile, vampiric touch; 2nd false life (already cast), mirror image, resist energy, see invisibility (already cast); 1st fleet step, ray of enfeeblement (×2), true strike; Cantrips detect magic, mage hand, message, ray of frost, shield

Paralyzing Touch (arcane, curse, necromancy) A creature damaged by the lich’s touch must attempt a DC 28 Fortitude save. On a success, the creature is slowed 1 for 1 round. On a failure, the creature is paralyzed for 1 round; on a critical failure, the creature is paralyzed permanently, falls prone, and appears to be dead, though a creature who succeeds at a DC 25 Medicine check recognizes the victim is alive.

Phylactery Bond Once per day, a lich can tap into its phylactery’s power to cast any arcane spell of 6th level or lower from the playtest rulebook, even if it’s not one of its normal arcane spells. If it does so and is destroyed on the same day, its body takes 1d10+2 days to rebuild instead of 1d10 days. The phylactery doesn’t need to be present for the lich to use this ability.

Steady Spellcasting A lich’s spells are disrupted by reactions only it takes 25 or more damage.

Phylactery

A lich’s phylactery allows it to rise from the dead.

Lich’s Phylactery Uncommon Item 12

Price 1,500 gp; Method of Use held, 1 hand; Bulk

This item is crafted by a spellcaster who wishes to become a lich, and serves to return the lich to unlife if the lich is slain. When a lich’s soul flees to its phylactery, the phylactery rebuilds the lich’s undead body over the course of 1d10 days.

Then, the lich returns fully healed in its new body (but lacking any gear it had on its old body). If the body is destroyed, the phylactery just starts the process anew. The phylactery must be destroyed to prevent a lich from returning.

A typical phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. This box has a hardness of at least 30, but some liches devise even more impregnable or unattainable phylacteries. A lich may also craft its phylactery from a ring, amulet, or similar item.

Statistics

Languages Abyssal, Aklo, Common, Draconic, Elven, Infernal, Necril, Undercommon; Skills +14; Arcana +25, Crafting +21 (can craft magic items), Diplomacy +21, Religion +21, Stealth +21
Str +0, Dex +2, Con +0, Int +6, Wis +2 Cha +3
Items greater staff of fire, potion of invisibility, scroll of dominate, scroll of teleport

Demilich

The floating skull called a demilich forms from the degenerate remains of a lich. This happens after a lich’s phylactery has been destroyed or has failed in some other way, but the lich is too complacent after vast centuries of undeath to create a new one. Without the phylactery to sustain it, the lich wastes away in body and mind. As the lich loses its autonomy, its magic items become part of it and its knowledge of spells twists. The curse of undeath overwhelms all the former lich’s higher ideals. Over time, negative energy is drawn to the powerful undead, crystallizing into black gemstones of blight quartz that form its teeth. A demilich lies in torpor most of the time, but when the living draw near, an aching hunger for souls rouses the creature.

Demilich Rare Creature 15

Senses Perception +24; darkvision, true seeing
Speed fly 30 feet (from fly)

Defenses

AC 36, TAC 35; Fort +20, Ref +24, Will +27; +1 conditional to saves vs. positive
HP 220, negative healing; Immunities asleep, disease, paralysis, poison, polymorph; Resistances cold 5, electricity 5, fire 5, p 5, s 5

Telekinetic Storm (arcane, aura, evocation) 20 feet. This aura activates when the demilich leaves its torpor; telekinetically whipping loose debris into a whirling storm. This obscures vision, causing any creature in the area to become concealed, and causing creatures in the area to treat all creatures as concealed. Any creature other than the demilich that enters or begins its turn in the telekinetic storm takes 2d12 b damage.

Actions

Reaction Contingency A demilich has one permanent 8th-level contingency spell in effect with one of its other innate spells as the companion spell—typically dimension door.; Trigger While the lich is in torpor, a creature disturbs the demilich’s remains, disturbs its treasure, casts a spell that targets the demilich, or would cause the demilich to come into the area of a spell.; Effect The demilich leaves its torpor, rolls initiative, and gains the benefit of its contingency’s companion spell.

Reaction Devour Soul (arcane, necromancy, negative) Requirement A soul has been trapped in one of the demilich’s blight quartz gems for 24 hours.; Effect The demilich consumes the soul. The soul is utterly destroyed, and the demilich regains HP equal to double the creature’s level.

Countermeasures Trigger The demilich’s turn begins.; Effect The demilich casts blink, fly, spell turning, or true seeing Evil on itself. It usually chooses spell turning unless it already has that spell in effect.

1A Melee jaws +26 (reach 0 feet), Damage 1d6–3 p plus 2d6 negative

Spellcasting (arcane, innate) DC 32, attack +28; Constant fly, true seeing; 9th wail of the banshee; At Will blink, dimension door, spell turning, telekinetic maneuver; Cantrips (8th) mage hand, telekinetic projectile

Joined Items (arcane) As a lich becomes a demilich, some of its magic items bleed over into the substance of the creature itself. A demilich has 20 Resonance Points, which it can use to Activate these items (and to Trap Souls). It recovers all spent points after 8 hours spent in torpor. Many of the specific item abilities vary from demilich to demilich.

  • Eye Gems (arcane) A demilich has eye gems that glow when the demilich is active. It can Activate an eye gem by spending Focus Activation actions equal to the number of spellcasting actions the spell requires. Each eye gem contains an 8thlevel spell that targets one creature. Usually, one eye gem has maze and the other has polar ray. When the demilich casts a spell from an eye gem, that eye gem stops glowing for 1d4 rounds, during which time that eye gem’s spell can’t be used. Occasionally, one or both of the two eye gems can be harvested from a destroyed demilich as magic items.
  • Staff Gems A demilich absorbs the spells from a single staff into gemstone nodules across its head, with larger nodules representing higher-level spells. It can cast any of the spells at a cost of 1 Resonance Point as though it were activating the staff and expending a spell slot of the appropriate level. A typical demilich has the spells from a staff of necromancy, but it could have those from another staff of 13th level or lower.

Mental Magic A demilich can replace Material and Somatic Casting actions with Verbal Casting, and can replace Operate Activation actions with Focus Activation. It does so by manipulating the magical parts of its skull, so any such Verbal Casting or Focus Activation actions also gain the manipulate trait.

Trap Soul Ten black blight quartz gemstones on the demilich’s skull can trap the souls of the living. The demilich can Activate each gem once per day with a Focus action to cast bind soul.

This bind soul can target and affect a dying creature instead of a corpse. If it does, the dying creature must attempt a DC 32 Fortitude save. If it succeeds, it is enervated 2 instead of dying and having its soul trapped; if it critically succeeds, it is unaffected. The body of a creature whose soul is trapped rapidly turns to dust.

The gemstones function as the black sapphire used in bind soul, except they can hold creatures of up to level 17 despite having a value of 200 gp apiece. The demilich can Devour a Soul it has trapped for at least 24 hours.

Eye Gems

A demilich’s eye gems are magic items.

Eye Gem Rare Item 15

Price 3,000 gp (can’t be crafted); Method of Use held 1 hand; Bulk —; Activation Operate Activation or more

This glowing gem harvested from a demilich has an 8th-level spell magically bonded to it. Once per day, you can cast that spell by spending a number of Operate actions equal to the number of actions normally required to cast the spell. Once the spell is cast, the gem’s glow goes out. After 24 hours, the gem’s glow returns, and the spell can be used once again.

This item has the traits of the spell bonded to it.

Craft Requirements Demilich eye gems can’t be crafted

Statistics

Languages Abyssal, Aklo, Common, Draconic, Elven, Infernal, Necril, Undercommon; Skills +19; Acrobatics +28, Arcana +30, Deception +26, Occultism +26, Religion +24, Stealth +26
Str –3, Dex +4, Con +0, Int +7, Wis –2, Cha +5
Items two eye gems

Torpor Typically, a demilich is inert when encountered and doesn’t act until its contingency reaction has been triggered.

Lizardfolk

These reptilian humanoids gather in tribes in temperate swamplands around the world. They are typically neutral, territorial, and standoffish, leading other humanoids to avoid them lest they raise the ire of the lizardfolk.

Lizardfolk Warrior Creature 1

Senses Perception +4
Speed 25 feet, swim 15 feet

Defenses

AC 15 (16 with shield raised), TAC 14 (15 with shield raised); Fort +5, Ref +4, Will +3
HP 19; Weaknesses cold-blooded

Reaction Attack of Opportunity

Cold-Blooded If the lizardfolk warrior takes cold damage, it’s slowed 1 for 1 round.

Shield Block

Actions

1A Melee spiked club +7 (versatile P), Damage 1d6+2 b

1A Melee jaws +5, Damage 2d4+2 p

1A Melee claw +7 (agile), Damage 1d4+2 s

1A Ranged javelin +5 (thrown 30 feet), Damage 1d6+2 p Deep Breath If the lizardfolk warrior takes the Breathe Deep action, the lizardfolk warrior can hold its breath for 240 actions.

Terrain Advantage Creatures in difficult terrain, or that are in water and lack a Swim speed, are flat-footed to lizardfolk. Terrain advantage can’t be used on other lizardfolk.

Statistics

Languages Draconic; Skills +1; Acrobatics +5, Athletics +6, Survival +4
Str +2, Dex +0, Con +1, Int –1, Wis +0, Cha +0
Items 3 javelins, light wooden shield (Hardness 3), spiked club (as morningstar)

Lizardfolk Scout Creature 1

Senses Perception +6
Speed 25 feet, swim 15 feet

Defenses

AC 15, TAC 14; Fort +3, Ref +5, Will +4 HP 16; Weaknesses cold-blooded

Cold-Blooded If the scout takes cold damage, it’s slowed 1 for 1 round.

Actions

1A Melee claw +7 (agile), Damage 1d4 s

1A Melee jaws +5, Damage 2d4 p

1A Ranged blowgun +7 (agile, nonlethal, range increment 20 feet), Damage 1 p plus giant centipede venom

Giant Centipede Venom (poison) Saving Throw Fortitude DC 14; Maximum Duration 6 rounds; Stage 1 1d4 poison (1 round); Stage 2 1d6 poison and flat-footed (1 round); Stage 3 1d8 poison, flatfooted, and sluggish 1 (1 round).

Deep Breath If the lizardfolk scout takes the Breathe Deep action, the scout can hold its breath for 200 actions.

Hidden Movement If the lizardfolk scout starts its turn unseen by a creature or merely sensed by it, that creature is flat-footed against the scout’s attacks until the end of the turn.

Sneak Attack (precision) The lizardfolk scout deals 1d6 extra precision damage to flat-footed creatures.

Terrain Advantage Creatures in difficult terrain or that are in water and lack a Swim speed are flat-footed to lizardfolk. Terrain advantage can’t be used on other lizardfolk.

Statistics

Languages Draconic; Skills +1; Athletics +4, Nature +6, Stealth +6, Survival +6
Str +0, Dex +3, Con +0, Int –1, Wis +1, Cha +0
Items blowgun with 10 darts

Lizardfolk Druid Creature 2

Senses Perception +6
Speed 25 feet, swim 15 feet

Defenses

AC 15, TAC 14; Fort +5, Ref +4, Will +7
HP 26; Weaknesses cold-blooded Cold-Blooded If the druid takes cold damage, it’s slowed 1 for 1 round.

Actions

1A Melee claw +8 (agile), Damage 1d4+2 s

1A Melee jaws +6, Damage 2d4+2 p Primal Prepared Spells DC 16, attack +8; 1st heal, heal animal (×3), magic fang, summon nature’s ally; Cantrips dancing lights, know direction, produce flame, stabilize

Deep Breath If it takes the Breathe Deep action, the lizardfolk druid can hold its breath for 240 actions.

Terrain Advantage Creatures in difficult terrain or that are in water and lack a Swim speed are flat-footed to lizardfolk. Terrain advantage can’t be used on other lizardfolk.

Statistics

Languages Draconic, Druidic; Skills +2; Nature +7, Stealth +4, Survival +6
Str +2, Dex +1, Con +1, Int +0, Wis +4, Cha +1

Wild Empathy The druid can attempt a Diplomacy check to Make an

Impression on animals and to make very simple requests of them.

Manticore

Cruel and prone to violence, manticores are dangerous beasts that have the body of a lion, a humanoid head, tattered batlike wings, and a spiked tail that they use to attack their enemies from the safety of the air.

Manticore Creature 6

Senses Perception +13; darkvision, scent
Speed 25 feet, fly 40 feet

Defenses

AC 20, TAC 18; Fort +13, Ref +10, Will +7
HP 95

Actions

1A Melee jaws +15, Damage 2d8+7 p

1A Melee claw +15 (agile), Damage 2d6+7 s

1A Ranged spike +12 (range 40 feet), Damage 1d10+5 p Spike Volley The manticore flings up to two spikes from its tail. If the manticore targets multiple creatures, these creatures must be within 20 feet of one another and the manticore makes a separate Strike against each; this counts as one Strike for the manticore’s multiple attack penalty, and the penalty doesn’t increase until after both attacks. If the manticore fires both spikes at the same creature, it makes a single Strike. If the attack hits, it deals the damage of a single spike, but the second spike pins the target in place, rendering it immobile. A creature who succeeds a DC 18 Athletics check can pull the spike free.

A manticore can fire no more than 12 spikes in 24 hours.

Statistics

Languages Common; Skills +5; Acrobatics +9, Athletics +11, Intimidation +11, Survival +13
Str +5, Dex +2, Con +4, Int –2, Wis +1, Cha –1

Medusa

Medusas dwell in swamps and underground ruins, typically accompanied by dozens of statues of their victims, as medusas have the ability to turn creatures into stone. The head of a medusa is a mass of writhing snakes.

Medusa Creature 7

Senses Perception +14; darkvision
Speed 25 feet

Defenses

AC 23, TAC 22, all-around vision; Fort +12, Ref +13, Will +11
HP 105

Petrifying Gaze (arcane, aura, transmutation, visual) 30 feet.

When a creature ends its turn in the aura, it must attempt a DC 21 Fortitude save. If it fails, it’s slowed 1 for 1 minute. A creature can avert its gaze by spending an action (this action has the concentrate trait). This grants the creature a +2 circumstance bonus to saves against Petrifying Gaze and Focus Gaze for 1 round.

All-Around Vision A medusa can’t be flanked.

Biting Snakes Trigger A creature ends its turn adjacent to the medusa.; Effect The medusa makes a snake fangs Strike against the triggering creature. The multiple attack penalty doesn’t apply to this attack.

Actions

1A Melee shortsword +17 (agile, versatile S), Damage 2d6+4 p

1A Melee snake fangs +15 (agile), Damage 2d8+2 p plus serpent venom

1A Ranged +1 shortbow +17 (deadly 1d10, magical, range 60 feet), Damage 3d6+1 p plus serpent venom

Focus Gaze (arcane, concentrate, transmutation, visual)

The medusa stares at a creature she can see within 30 feet, Evil who must immediately attempt a save against her petrifying gaze. If the creature was already slowed by her petrifying gaze before attempting its save, a failed save causes it to be petrified permanently. A medusa can’t use Focus Gaze on the same creature more than once per round.

Serpent Venom (poison) Saving Throw Fortitude DC 21; Maximum Duration 6 rounds; Stage 1 1d6 poison and enfeebled 1 (1 round); Stage 2 2d6 poison and enfeebled 2 (1 round).

Statistics

Languages Common; Skills +7; Deception +15, Diplomacy +15, Stealth +13
Str +2, Dex +4, Con +4, Int +1, Wis +1, Cha +2
Items +1 composite shortbow with 60 arrows, expert shortsword

Mimic

Thought to be the result of a failed experiment meant to animate objects, mimics are clever creatures able to take the form of common, manufactured objects. They remain disguised until unsuspecting adventurers happen by, then lash out in ambush.

Mimic Creature 4

Senses Perception +8; darkvision
Speed 10 feet

Defenses

AC 18, TAC 15; Fort +7, Ref +7, Will +7
HP 79

Adhesive The mimic is coated in an adhesive slime. Any creature that hits the mimic, is hit by the mimic, or otherwise touches the mimic must succeed at a DC 19 Reflex save or becomes grabbed. A weapon that hits the mimic is stuck to the mimic, and can be removed with a successful DC 21 Athletics check.

To free itself, a grabbed creature must successfully Escape (DC 21) or Break Grapple (DC 21). A mimic can have any number of objects or creatures stuck to it at a time. The mimic can release a stuck creature or object with an action, and the adhesive dissolves 1d10 rounds after the mimic dies.

Object Lesson; Trigger A creature touches or physically interacts with the mimic while it is disguised.; Effect The triggering creature is automatically affected by the mimic’s adhesive, and then the mimic makes a pseudopod Strike against any creature adjacent to the mimic. This reaction can’t be used again until the mimic escapes and takes on a new disguise.

Actions

1A Melee pseudopod +11, Damage 2d8+4 b plus adhesive

Mimic Object (concentrate, polymorph) The mimic assumes the shape of any Medium object. It has an automatic result of 28 on Deception checks to Impersonate that object until it decides to act. This doesn’t change the mimic’s texture or overall size, but can alter its coloration and visual appearance.

Statistics

Languages Common; Skills +4; Acrobatics +7, Athletics +10, Dwelling Lore (applies only to the dungeon it lives in) +11
Str +4, Dex +1, Con +3, Int +0, Wis +1, Cha +0

Minotaur

These broad-shouldered, bull-headed humanoids hunt and stalk creatures that trespass in dungeons and labyrinths. Minotaurs are said to be the profane creations of the demon lord Baphomet, and they can sometimes be found in the employ of more powerful creatures.

Minotaur Creature 4

Senses Perception +10; darkvision
Speed 25 feet

Defenses

AC 18, TAC 15; Fort +10, Ref +6, Will +7
HP 70

Actions

1A Melee greataxe +11 (reach 10 feet, sweep), Damage 1d12+7 s

1A Melee gore +11 (agile), Damage 1d8+5 p Powerful Charge The minotaur Strides up to double its Speed in a straight line and makes a gore Strike. As long as the minotaur moved at least 20 feet, the Strike’s damage is increased to 2d8+10.

Statistics

Languages Jotun; Skills +2; Acrobatics +6, Athletics +11, Intimidation +10, Survival +13 (natural cunning)
Str +5, Dex +0, Con +2, Int –2, Wis +0, Cha –1
Items greataxe

Natural Cunning A minotaur automatically critically succeeds at Survival checks to avoid becoming lost or to find its way, including those resulting from the maze spell.

Mu Spore

Tentacles and eyes cover these floating, fungoid monsters.

Mu spores are massive creatures that cough dangerous spores, entrap foes in grasping tendrils, and devour victims in gaping maws resembling toothy caverns.

Mu Spore Creature 21

Senses Perception +38; blindsight (air tremors) 240 feet, low-light vision
Speed 35 feet, fly 40 feet

Defenses

AC 45, TAC 42; Fort +36, Ref +30, Will +32
HP 360, regeneration 50 (deactivated by sonic); Resistances acid 20, all (except sonic) 10

Spores (aura) 60 feet. A living creature that enters the aura or ends its turn within it becomes corrupted by spores. It must succeed at a DC 40 Fortitude save or become enfeebled 1, slowed 1, and sluggish 1 for 1 round. Creatures with the plant or fungus trait are immune.

Grasping Tendrils Sticky tendrils cover a mu spore’s body.

Trigger A creature within 10 feet of the mu spore attacks the mu spore or moves.; Effect The spore automatically Grabs the triggering creature.

There is no limit to how many creatures its tendrils can Grab.

Actions

1A Melee jaws +37 (deadly 3d12, reach 30 feet), Damage 6d12+10 p plus Grab

1A Melee tentacle +37 (agile, reach 100 feet), Damage 6d8+10 b plus Grab

Enormous Inhalation The mu spore breathes in deeply, pulling Chaotic all creatures and objects within a 400-foot cone to its maw.

Creatures can attempt a DC 42 Athletics check to avoid being inhaled. The mu spore can’t use this ability again for 1d4 rounds.

Success The creature is pulled adjacent to the mu spore and falls prone.

Critical Success The creature can choose to stay in place or move to any space directly closer to the mu spore.

Failure The creature is pulled to the mu spore’s mouth and the mu spore immediately uses Swallow Whole on the creature.

Critical Failure The creature takes damage as if hit by the mu spore’s jaws and is automatically Swallowed Whole.

Greater Constrict 15 b, DC 42

Massive Jaws The mu spore still deals 16 p damage if its jaws Strike is a failure (but not if the Strike is a critical failure).

Spore Cough The mu spore releases a cloud of burrowing spores in a 400-foot cone. The spores deal 20d8 p damage to all creatures, objects, and unliving plant or fungal matter (such as a wooden structure), but not to living plants or fungi or to creatures with the plant or fungus trait (Reflex DC 44 half, no damage on a critical success, double damage on a critical failure).

The mu spore can’t use this ability again for 1d4 rounds.

Swallow; Trigger The mu spore Grabs a creature with its jaws.; Effect The spore uses Swallow Whole.

Swallow Whole (attack) Gargantuan, 20d8 acid, toughness 37

Statistics

Languages Aklo, Common, Terran, Undercommon; Skills +28; Nature +37
Str +10, Dex +3, Con +9, Int +5, Wis +9, Cha +9

Mummy

Often wrapped in linen from head to toe, these undead beings are created through a lengthy and precise process so that they can continue to guard tombs. They have the ability to supernaturally frighten their enemies, and they carry with them a potent disease.

Mummy Guard Creature 2

Senses Perception +7; darkvision
Speed 20 feet

Defenses

AC 16, TAC 13; Fort +4, Ref +2, Will +7
HP 40, negative healing; Immunities asleep, death effects, disease, paralysis, poison; Weaknesses fire 10

Actions

1A Melee fist +8, Damage 1d8+4 b plus lesser mummy rot

Lesser Mummy Rot (curse, disease, divine, necromancy) This is both a curse and a disease. The disease can’t be healed until the curse is first counteracted; Saving Throw Fortitude DC 16; Stage 1 carrier with no ill effect (1 minute); Stage 2 –1 conditional penalty to Charisma-based checks and DCs (1 day).

Statistics

Languages one ancient language; Skills +0; Acrobatics +2, Athletics +6, Stealth +6
Str +4, Dex +0, Con +2, Int –2, Wis +1, Cha +2

Mummy Retainer Creature 6

Senses Perception +13; darkvision
Speed 20 feet

Defenses

AC 20, TAC 17; Fort +9, Ref +6, Will +12

HP 90, negative healing; Immunities asleep, death effects, disease, paralysis, poison; Weaknesses fire 8

Despair (aura, divine, emotion, enchantment, fear, mental) 30 feet.

Living creatures are frightened 1 as long as they remain in the aura. They can’t naturally recover from this fear while in the aura.

When a creature first enters the aura, it must succeed at a DC 18 Will save (after taking the penalty from being frightened) or become paralyzed with fear for 1 round. After a creature attempts this save, it’s bolstered against the paralyzing effect of the aura.

Actions

1A Melee fist +15, Damage 3d6+5 b plus mummy rot

Mummy Rot (curse, disease, divine, necromancy) This is both a curse and a disease. The disease and any damage from it can’t be healed until the curse is first counteracted. A creature killed by mummy rot turns to sand and can’t be resurrected except by casting a 7th-level resurrect ritual, a wish spell, or similarly powerful magic; Saving Throw Fortitude DC 18; Stage 1 carrier with no ill effect (1 minute); Stage 2 1d10+10 damage and a –1 conditional penalty to Charisma-based checks and DCs (1 day).

Statistics

Languages one ancient language; Skills +6; Acrobatics +8, Stealth +12
Str +5, Dex +0, Con +2, Int –2, Wis +2, Cha +2

Mummy Pharaoh Uncommon Creature 9

Senses Perception +15; darkvision
Speed 20 feet

Defenses

AC 25, TAC 22; Fort +12, Ref +9, Will +15, +1 conditional to saves vs. positive
HP 150, negative healing; Immunities asleep, death effects, disease, paralysis, poison; Weaknesses fire 10

Auras

Great Despair (aura, divine, emotion, enchantment, fear, mental) 30 feet. Living creatures are frightened 1 as long as they remain in the aura. They can’t naturally recover from this fear while in the aura. When a creature first enters the aura, it must succeed at a DC 21 Will save or become paralyzed with fear for 1d4 rounds. After a creature attempts this save, it’s bolstered against the paralyzing effect of the aura.

Undead Mastery (aura, divine, necromancy) 100 feet. Commanded or allied undead in the aura that are of a lower level than the pharaoh gain a +1 circumstance bonus to AC, attack rolls, damage rolls, saves, and skill checks.

Actions

Reaction Attack of Opportunity (disruptive) In addition to its normal triggers, the pharaoh’s Attack of Opportunity can also be used when a creature within the pharaoh’s reach uses an action with the concentrate trait. Furthermore, the pharaoh doesn’t take the normal –2 penalty when it makes an Attack of Opportunity.

1A Melee +1 longspear +19 (magical, reach 10 feet), Damage 2d8+5 p plus 1d8 negative and insidious mummy rot

Melee fist +19 (agile), Damage 3d6+5 b plus insidious mummy rot

Channel Rot The mummy pharaoh can deliver insidious mummy rot through melee weapons it wields.

Insidious Mummy Rot (curse, disease, divine, necromancy) This is both a curse and a disease. The disease and any damage from it can’t be healed until the curse is first counteracted. A creature killed by mummy rot turns to sand and can’t be resurrected except by casting a 7th-level resurrect ritual, a wish spell, or similarly powerful magic; Saving Throw Fortitude DC 21; Stage 1 carrier with no ill effect (1 minute); Stage 2 1d10+15 damage and a –2 conditional penalty to Charisma-based checks and DCs (1 day).

Sandstorm Wrath (concentrate, divine, evocation, fire) The mummy pharaoh exhales a 60-foot cone of superheated sand that deals 5d6 fire and 5d6 s damage to all creatures in the area (Reflex DC 23 half, double damage on a critical failure, no damage on a critical success). It can’t use Sandstorm Wrath again for 1d4 rounds.

Statistics

Languages one ancient language, Necril; Skills +9; Acrobatics +13, Diplomacy +18, Intimidation +16, Occultism +16, Religion +16, Stealth +18
Str +5, Dex +2, Con +4, Int +1, Wis +4, Cha +4
Items +1 longspear

Rejuvenation (divine, necromancy) When a mummy pharaoh is destroyed, necromancy rebuilds its body in its tomb over 1d10 days. If the body is destroyed, the process starts anew. A mummy pharaoh can be permanently destroyed with a consecrate ritual.

Nightmare

These black horses have eyes that glow like embers, flames flickering from their mouths, and hooves wreathed in fire.

They sometimes serve as mounts for other evil creatures, especially night hags.

Nightmare Creature 6

Senses Perception +11; darkvision
Speed 40 feet, fly 80 feet

Defenses

AC 21, TAC 19; Fort +12, Ref +10, Will +9
HP 95; Resistances fire 10

Actions

1A Melee jaws +15, Damage 2d10+6 p

1A Melee hoof +15 (agile), Damage 1d8+6 b plus 1d8 fire

Spellcasting (divine, innate) DC 19; 7th plane shift (self and rider only)

Flaming Gallop (fire) The nightmare Strides or Flies up to triple its Speed. As the nightmare moves, its hooves burst with intense flame, dealing 3d6 fire damage (Reflex DC 22 negates) once to each creature other than the nightmare’s rider that the nightmare moved adjacent to during its movement.

Statistics

Languages Abyssal, Infernal; Skills +6; Acrobatics +13, Athletics +13, Intimidation +13, Survival +13
Str +4, Dex +2, Con +3, Int +1, Wis +1, Cha +2

Smoke (aura) 15 feet. The nightmare continually exhales black smoke that creates concealment in an aura around it.

Nightmares can see through this smoke. A creature that begins its turn in the aura becomes sick 2 (Fortitude DC 18 negates) and is then bolstered against the aura’s sick effect. The nightmare, its rider, any creature currently holding its breath (or that does not need to breathe), and any creature immune to poison is immune to the aura’s sick effect, but not the concealment.

Norn

These towering women carry with them golden shears that they use to cut the threads of fate and destiny. Powerful fey, norns reside in the First World, but sometimes visit the Material Plane when important events arise.

Norn Rare Creature 18

Senses Perception +27; blindsight 120 feet (reading fate), detect magic, low-light vision, true seeing
Speed 40 feet

Defenses

AC 39, TAC 37; Fort +26, Ref +25, Will +30, +4 conditional to saves vs. death, +1 conditional to saves vs. magic, +4 conditional to saves vs. mental
HP 315, regeneration 15 (deactivated by cold iron); Immunities enervated, flat-footed, negative; Resistances cold 20; Weaknesses cold iron 15

Actions

1A Melee shears +32 (forceful, keen, magical, reach 10 feet, sweep), Damage 6d8+8 s plus energy drain

1A Melee hand of fate +32 touch (agile, reach 10 feet), Effect energy drain

Occult Innate Spells DC 36; Constant detect magic (4th), mind blank, tongues, true seeing; 10th time stop; 9th power word kill (2); 8th maze, wind walk; 5th dimension door (3); At Will (7th) augury, spellwrack, dispel magic

Rituals geas, legend lore

Energy Drain (necromancy, occult) When a norn hits with her hand of fate or her shears, she regains 10 Hit Points and the target must succeed at a DC 34 Fortitude save or become enervated 1.

On a critical failure, this condition cannot be removed normally, but only by magical treatment.

Fated When a creature is subject to a fortune or misfortune effect from a norn and a misfortune or fortune effect from a non-norn, the norn’s effect automatically counteracts the other effect and then takes place normally, rather than the two effects canceling each other out. If both the fortune and misfortune effect are from a norn, then the two cancel each other out as normal. At the GM’s discretion, powerful entities related to fate or luck, like Desna or Pharasma, may count as a norn for the purpose of this ability.

Shears (evocation, occult) Shears wielded by a norn function as a +5 keen mithral scimitar. They’re expert quality and nonmagical when wielded by other creatures. Shift Fate (divination, fortune, misfortune, occult); Trigger A creature within 120 feet rolls a saving throw. The norn can use this ability after the results of the saving throw are revealed.; Effect The creature rerolls the saving throw. If the creature is rerolling a successful saving throw, this is a misfortune effect. If the creature rerolls a failed saving throw, this is a fortune effect.

Snip Thread (death, manipulate, necromancy, occult) Frequency Three times per day; Effect The norn produces a golden thread linked to a creature’s fate, then attempts to snip it short with her shears. The target must be within 120 feet. The target takes 100 damage (Fortitude DC 36 half, no damage on a critical success, double damage on a critical failure) and becomes bolstered. If the creature is reduced to 0 HP from this damage, the norn snips through the thread— the creature dies immediately and can’t be restored to life except by miracle or similarly powerful magic, or by divine intervention. The norn can’t use Snip Thread again for 1d4 rounds.

Statistics

Languages Common, Giant, Sylvan; tongues; Skills +23; Crafting +32, Deception +30, Intimidation +32, Medicine +30, Performance +30
Str +4, Dex +4, Con +6, Int +5, Wis +7, Cha +9
Items expert shears

Lack of Surprise A norn always scores a natural 20 on initiative checks.

Ochre Jelly

Ochre jellies are animate masses of protoplasm hued a sickly combination of yellow, orange, and brown. Their acidic bodies dissolve flesh but leave other materials intact.

Ochre Jelly Creature 5

Senses Perception +1; blindsight (tremors) 60 feet
Speed 10 feet, climb 10 feet

Defenses

AC 4, TAC 4; Fort +13, Ref +5, Will +5
HP 150; Immunities asleep, critical hits, electricity, mental, p, precision, s, visual

Split Whenever the jelly is hit by an attack or effect that would deal s, p, or electricity damage, if the jelly has at least 10 HP, the jelly splits into two identical jellies with half the original’s Hit Points. One jelly is in the same space and the other appears in an adjacent unoccupied space. If no adjacent space is unoccupied, it automatically pushes creatures out of the way to fill a space.

Actions

1A Melee pseudopod +13, Damage 1d12+4 b plus 2d4 acid and Grab

Constrict 5 b plus 2 acid

Ochre Acid An ochre jelly’s acid damages only flesh—not bone, stone, wood, or other materials.

Statistics

Languages —; Skills +3; Athletics +12
Str +4, Dex –5, Con +6, Int –5, Wis –5, Cha –5

Ogre

Lumbering brutes who take pleasure in other creatures’ suffering and misery, ogres can be found throughout the world, most often on the fringes of civilization where they gather in terrible tribes.

Ogre Creature 3

Senses Perception +5; darkvision
Speed 25 feet

Defenses

AC 16, TAC 14; Fort +8, Ref +3, Will +5
HP 60

Actions

1A Melee ogre hook +10 (deadly 1d10, reach 10 feet, trip), Damage 1d10+7 p

1A Ranged javelin +8 (thrown 30 feet), Damage 1d6+7

Statistics

Languages Giant; Skills +1; Acrobatics +4, Athletics +9
Str +5, Dex –1, Con +2, Int –2, Wis +0, Cha –2
Items hide armor, javelin (6), ogre hook

Oni

Oni are malicious spirits that manifest physical bodies based on the shapes and desires of humanoid mortals.

Most oni seek to attain positions of leadership and power, often in the guise of normal humanoids, in order to secure a never-ending supply of sensory experiences.

Fire Yai Uncommon Creature 14

Senses Perception +24; darkvision
Speed 40 feet, fly 30 feet

Defenses

AC 34, TAC 31; Fort +25, Ref +20, Will +20, +1 conditional to saves vs. magic
HP 245, regeneration 15 (deactivated by acid or cold); Immunities fire; Weaknesses cold 10

Actions

Reaction Attack of Opportunity

Actions

1A Melee +2 katana +26 (magical, reach 10 feet, versatile P), Damage 3d8+14 s

1A Melee fist +26 (agile, reach 10 feet), Damage 1d10+7 b plus 2d6 fire and 1d8 persistent fire

1A Ranged fiery missile +26 touch (range increment 60 feet), Damage 4d8+4 fire plus 2d8 persistent fire

Primal Innate Spells DC 31; Constant fly; 7th fireball, fire shield, wall of fire; 4th charm (3); At Will darkness, fireball (5th), invisibility (self only)

1A Change Shape (concentrate, polymorph, primal, transmutation) The fire yai can take on the appearance of any Small, Medium, or Large humanoid. This doesn’t change its Speed or attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal (typically to b, if its new form lacks claws).

Impaling Push (move); Requirement The fire yai must have hit with a p katana attack on its previous action.; Effect The fire yai deals 2d8 persistent bleed damage to the creature it hit on its previous action, then moves up to half its Speed in the direction of the creature, pushing the creature in the same direction. At the end of the movement, the fire yai can either withdraw its blade or leave its blade in the target to make the target grabbed. If it leaves its blade in the target, it is unable to attack with its katana while the target remains grabbed.

Smoke Form (concentrate, primal, transmutation) The fire yai turns into a cloud of smoke. This functions as gaseous form, except any creature within the smoke must succeed at a DC 30 Fortitude save or become sick 2. After a creature has attempted this save, the creature is bolstered.

Swipe The fire yai makes a melee attack against two foes that are adjacent to each other and within its reach. The fire yai rolls one attack roll and applies the result to each foe. If the roll is a critical success against both foes, the fire yai applies the critical to only one foe of its choice. This attack counts as one attack toward the fire yai’s multiple attack penalty.

Statistics

Languages Common, Giant, Senzar; Skills +17; Acrobatics + 23, Arcana +22, Crafting +24, Deception +27, Intimidation +24, Nature +24
Str +7, Dex +3, Con +6, Int +2, Wis +3, Cha +2
Items +2 katana

Ice Yai Uncommon Creature 13

Senses Perception +23; darkvision
Speed 40 feet, fly 30 feet

Defenses

AC 33, TAC 31; Fort +22, Ref +23, Will +19, +1 conditional to saves vs. magic
HP 225, regeneration 15 (deactivated by acid or fire); Immunities cold; Weaknesses fire 10

Icy Deflection (cold); Trigger The ice yai is targeted by a ranged attack that does not have the fire trait.; Effect The ice yai creates a reflective blockade of ice, gaining a +4 circumstance bonus to AC against the triggering attack. If the attack misses, the ice yai redirects the attack to another creature within 20 feet of the yai. The attacker rerolls the attack against the new target.

Actions

1A Melee fist +25 (agile, reach 10 feet), Damage 1d10+6 b plus 2d6 cold and frost strike

1A Ranged icy missile +25 touch (range increment 60 feet), Damage 2d8+8 cold and frost strike

Primal Innate Spells DC 30; Constant fly; 4th charm (3), gaseous form, solid fog; At Will cone of cold, darkness, invisibility (self only)

1A Change Shape (concentrate, polymorph, primal, transmutation) The ice yai can take on the appearance of any Small, Medium, or Large humanoid. This doesn’t change its Speed or attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal (typically to b, if its new form lacks claws).

Double Punch The ice yai makes two fist Strikes.

Frost Strike (cold) When the ice yai damages a creature twice in the same turn with fist Strikes, or once with its icy missile Strike, the creature must attempt a DC 30 Fortitude save or become slowed 1 for 1 round (slowed 2 on a critical failure). If the ice yai scores a critical hit with a fist or icy missile, the target must attempt the Fortitude save and is instead slowed 1 on a success, slowed 2 on a failure, or slowed 3 on a critical failure.

Statistics

Languages Common, Giant, Senzar; Skills +15; Acrobatics +23, Arcana +20, Deception +26, Intimidation +23, Nature +21, Stealth +20 (+23 in snow)
Str +6, Dex +6, Con +5, Int +1, Wis +2, Cha +4

Ogre Mage Creature 8

Senses Perception +14; darkvision
Speed 30 feet, fly 30 feet

Defenses

AC 24, TAC 21; Fort +14, Ref +13, Will +12
HP 115, regeneration 10 (deactivated by acid or fire)

Actions

Reaction Attack of Opportunity

Actions

1A Melee falchion +18 (forceful, reach 10 feet, sweep), Damage 2d10+7 s

1A Ranged composite shortbow +16 (deadly 1d10), Damage 2d6+5 p Primal Innate Spells DC 22; Constant fly; 5th cone of cold; 4th charm, gaseous form; 3rd darkness, fear, sleep; At Will invisibility (2nd)

1A Change Shape (concentrate, polymorph, primal, transmutation) The ogre mage can take on the appearance of any Small, Medium, or Large humanoid. This doesn’t change its Speed or attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal (typically to b, if its new form lacks claws).

Statistics

Languages Common, Giant, Senzar; Skills +8; Acrobatics +13, Arcana +15, Athletics +15, Deception +15, Intimidation +15, Nature +16
Str +5, Dex +2, Con +5, Int +2, Wis +1, Cha +2
Items expert composite shortbow with 20 arrows, expert falchion

Water Yai Uncommon Creature 17

Senses Perception +28; darkvision
Speed 40 feet, fly 30 feet, swim 50 feet; water walk

Defenses

AC 38, TAC 36; Fort +28, Ref +25, Will +26, +1 conditional to saves vs. magic
HP 285, regeneration 20 (deactivated by acid and fire); Immunity electricity

Actions

1A Melee +3 longspear +30 (magical, reach 20 feet), Damage 5d8+14 p

1A Melee kimono +30 touch, Damage 10 electricity and envelop

1A Melee fist +30 (agile, reach 15 feet), Damage 2d10+14 b plus 1d6 electricity

1A Ranged electric missile +29 touch (range increment 60 feet), Damage 3d8+14 electricity plus flat-footed for 1 round

Shocking Douse; Trigger A creature within 100 feet casts a fire spell.; Effect The water yai attempts to dispel the spell before it comes into effect, as if with an 8th-level dispel magic spell.

Any actions spent to cast the triggering spell are still used.

If the dispel attempt is successful, the triggering creatures takes 4d6 electricity damage.

Primal Innate Spells DC 34; Constant fly, freedom of movement, water breathing, water walk; 9th—horrid wilting; 4th charm (3); At Will chain lightning (6th), control water, create water, darkness, invisibility (4th, self only) Change Shape (concentrate, polymorph, primal, transmutation) The water yai can take on the appearance of any Small, Medium, or Large humanoid. This doesn’t change its Speed or its Strikes’ attack and damage bonuses, but might change the damage type its Strikes deal (typically to b, if its new form lacks claws).

Envelop The water yai wears a silk kimono infused with magical rainwater and crackling lightning. It can extend a loose sash or sleeve to envelop a creature within 15 feet. A creature hit by the water yai’s kimono is entangled and takes 10 electricity damage at the end of its turn as long as it remains entangled.

Creatures can attempt to get free of the kimono as if they were grabbed, with a DC of 36. The water yai can have up to three creatures entangled at a time. If it moves beyond 15 feet from an entangled creature, that creature is automatically released.

Liquid Form (concentrate, primal, transmutation) The water yai turns into a puddle of water that occasionally lets off a spark. This functions as gaseous form, except the yai can’t fly. It has its normal land Speed in this form and doubles its swim Speed.

Statistics

Languages Common, Giant, Senzar; Skills +21; Acrobatics +29, Athletics +29 (+33 to Swim), Arcana +29, Deception +31, Intimidation +31, Nature +30, Performance +29
Str +7, Dex +4, Con +5, Int +3, Wis +5, Cha +7
Items +3 longspear

Orc

These green-skinned brutes are violent and aggressive, often banding together to raid and pillage other humanoid settlements.

Orc Brute Creature 0

Senses Perception +0; darkvision
Speed 20 feet

Defenses

AC 13, TAC 11; Fort +3, Ref +1, Will –1, +1 conditional to Will saves against magic
HP 6

Ferocity; Trigger The orc is reduced to 0 or fewer Hit Points.; Effect The orc continues to stand and has 1 Hit Point.

Actions

1A Melee orc knuckle dagger +5 (agile, disarm), Damage 1d6+2 p

1A Ranged javelin +4 (thrown 30 feet), Damage 1d6+2 p

Statistics

Languages Orc; Skills –2; Acrobatics +2, Athletics +3
Str +2; Dex +1, Con +2, Int –2, Wis –1, Cha –1
Items poor breastplate, 3 javelins, 2 orc knuckle daggers

Orc Warrior Creature 1

Senses Perception +3; darkvision
Speed 20 feet

Defenses

AC 15, TAC 13; Fort +4, Ref +3, Will +1, +1 conditional to Will saves against magic
HP 13

Actions

Reaction Attack of Opportunity; Ferocity Trigger The orc is reduced to 0 or fewer Hit Points.; Effect The orc continues to stand and has 1 Hit Point.

1A Melee orc necksplitter +7 (forceful, versatile P), Damage 1d8+2 s

1A Ranged javelin +6 (thrown 30 feet), Damage 1d6+2 p Rend orc necksplitter

Statistics

Languages Orc; Skills –1; Acrobatics +3, Athletics +6
Str +2; Dex +1, Con +2, Int –2, Wis –1, Cha –1
Items breastplate, 4 javelins, 2 orc necksplitters

Orc Warchief Creature 2

Senses Perception +6; darkvision
Speed 25 feet

Defenses

AC 16, TAC 13; Fort +7, Ref +5, Will +4
HP 25; Ferocity Trigger The orc is reduced to 0 or fewer Hit Points.; Effect The orc continues to stand and has 1 Hit Point.

Actions

1A Melee falchion +8 (forceful, sweep), Damage 1d10+4 s

1A Ranged javelin +6 (thrown 30 feet), Damage 1d6+4 p Battle Cry (auditory, concentrate) The warchief gives itself and all orc allies within 60 feet a +1 conditional bonus to attack and damage rolls until the start of its next turn.

Statistics

Languages Common, Orc; Skills +1; Acrobatics +4, Athletics +7, Intimidation +5
Str +4, Dex +1, Con +4, Int –1, Wis +0, Cha +1, +1 conditional to Will saves against magic
Items falchion, hide armor, 6 javelins

Otyugh

This odd creature stands on three stumpy legs and has three tentacles, two with raspy barbs that it uses to grab objects and a third, sensory tentacle topped with a multitude of eyes. Otyughs live in sewers and underground areas full of fetid water, scouring their domains for food.

Otyugh Creature 4

Senses Perception +8; darkvision, scent 30 feet
Speed 20 feet

Defenses

AC 19, TAC 16; Fort +10, Ref +5, Will +8
HP 65 Immunities disease

Stench (aura, olfactory) 40 feet. A creature entering the aura must succeed at a DC 16 Fortitude save or become sick 1 until the end of its next turn (plus slowed 1 on a critical failure for the same duration). While within the aura, creatures take a –2 circumstance penalty to saves against disease. A creature that saves is bolstered against the sick and slowed effects. An otyugh’s stench is due to the offal and refuse that it wallows in, so thoroughly cleaning the creature (such as with create water and copious scrubbing) deactivates the aura.

Actions

1A Melee jaws +11 (reach 10 feet), Damage 2d8+4 p plus filth fever

1A Melee tentacle +11 (agile, reach 10 feet), Damage 2d6+2 b and Grab

Constrict 7 b Reposition; Requirement The otyugh has one or two creatures grabbed in its tentacles.; Effect The otyugh attempts to reposition one or both grabbed creatures to other spaces within reach, rolling an Athletics check against their Fortitude DC. On a failure, the creature doesn’t move but remains in place, and on a critical failure, the creature is no longer grabbed.

Filth Fever (disease) Sickness and unconsciousness from filth fever can’t be recovered from naturally; Saving Throw Fortitude DC 17; Stage 1 carrier with no ill effect (1d4 hours), Stage 2 sick 1 (1 day), Stage 3 sick 1 and slowed 1 as long as it remains sick (1 day), Stage 4 unconscious (1 day), Stage 5 dead.

Statistics

Languages Common; Skills +3; Acrobatics +7, Athletics +11, Stealth +9 (+12 in lair)
Str +4, Dex +0, Con +3, Int –2, Wis +1, Cha –2

Owlbear

Thought to be the result of a wizard tinkering with nature, this ferocious creature resembles a mix between a bear and an owl, with sharp claws, tufts of feathers that poke through brown fur, and an owl head with a flesh-rending beak.

Owlbear Creature 4

Senses Perception +10; low-light vision, scent
Speed 25 feet

Defenses

AC 18, TAC 16; Fort +10, Ref +5, Will +6
HP 70

Actions

1A Melee beak +10, Damage 2d10+4 p

1A Melee talon +10 (agile), Damage 2d6+4 p plus Grab

Bloodcurdling Screech (auditory, emotion, fear, mental) The owlbear unleashes a loud screech that strikes fear into its prey. All creatures in an 80-foot radius must succeed at a DC 16 Will save.

On a failure, the creature is frightened 2; on a critical failure, it’s frightened 2 and fleeing for 1 round; on a success, it’s frightened 1; and on a critical success, it’s unaffected. If the creature damages the owlbear, it is immediately no longer frightened due to this ability. All creatures in the area become bolstered.

Gnaw The owlbear can chew on a creature it has grabbed in an attempt to disembowel it so it can later feed its young by regurgitating its victim’s guts. It makes a beak Strike against the creature. If it succeeds, the creature must also succeed at a DC 18 Will save or become sick 1 and slowed 1 until it’s no longer sick. If it succeeds at the save, it’s sick 1, and on a critical success it’s unaffected.

Screeching Advance (auditory, emotion, fear, mental) The owlbear charges forward, screeching. It makes a Bloodcurdling screech and Strides up to twice its Speed. All creatures within 80 feet of the owlbear at any point during its movement are within the area of its Bloodcurdling Screech.

Statistics

Languages —; Skills +2; Acrobatics +9, Athletics +11
Str +4, Dex +1, Con +4, Int –4, Wis +1, Cha +0

Pack Animal

People throughout the world have domesticated animals to serve as beasts of burden.

Donkey Creature 0

Senses Perception +1; low-light vision, scent 30 feet
Speed 30 feet

Defenses

AC 11, TAC 10; Fort +4, Ref +1, Will +0
HP 11

Actions

1A Melee hoof +2, Damage 1d4+1 b

Statistics

Languages —; Skills –2; Acrobatics +2, Athletics +3
Str +3, Dex +1, Con +3, Int –4, Wis +0, Cha +0

Ox Creature 0

Senses Perception +1; low-light vision, scent 30 feet
Speed 20 feet

Defenses

AC 10, TAC 9; Fort +5, Ref –1, Will +0
HP 13

Actions

1A Melee hoof +1, Damage 1d4+2 b

Statistics

Languages —; Skills –2; Acrobatics +0, Athletics +4
Str +4, Dex –1, Con +4, Int –4, Wis +0, Cha +0

Phoenix

Legendary symbols of rebirth, phoenixes live in remote deserts and have a reputation as knowledgeable scholars and loremasters. These benevolent creatures protect good folk and drive back evil when given the chance.

Phoenix Rare Creature 15

Senses Perception +24; darkvision, detect magic, see invisibility
Speed 25 feet, fly 65 feet

Defenses

AC 35, TAC 35; Fort +23, Ref +26, Will +22, +1 conditional to saves vs. magic
HP 305, regeneration 20 (deactivated by cold or evil), selfresurrection; Immunities fire; Weaknesses cold 10, evil 10

Shroud of Flame (aura, evocation, fire, primal) 20 feet. A creature that enters or ends its turn in the aura takes 4d6 fire damage.

A creature can take this damage only once per round. While this aura is active, any adjacent creature who hits the phoenix with a melee attack takes 2d6 fire damage. The phoenix can activate or deactivate the aura by using an action (this action has the concentrate trait).

Self-Resurrection (healing, necromancy, primal) Frequency Once per year; Effect When a phoenix dies, it collapses into a pile of smoldering ashes, returning to life fully healed as if brought back by a 7th-level resurrection 1d4 rounds later. Self-Resurrection can be used only if there are some remains to resurrect; for instance, a phoenix killed by a disintegrate spell can’t return. A phoenix whose remains rest within an area devoted to an evil deity by consecrate can’t resurrect itself until its remains are no longer in that area.

Actions

1A Melee beak +28 (reach 20 feet), Damage 2d12+12 p plus 2d6 fire and 2d6 persistent fire

1A Melee talon +28 (agile, reach 20 feet), Damage 2d8+12 p plus 2d6 fire and 2d6 persistent fire

1A Ranged flame jet +28 touch (range increment 40 feet), Damage 4d6+12 fire and 2d6 persistent fire

Primal Innate Spells DC 32; Constant detect magic (8th), see invisibility; 8th dispel magic (×3), flame strike, heal (×3), remove curse (8th), wall of fire (×3); 6th restoration (×3); At Will dispel magic (7th); Cantrips (8th) light

Flaming Strafe (fire) The phoenix blazes with superheated flame and Flies up to its Speed. It deals 4d6 fire damage to each creature that it passes within 20 feet of while moving (Reflex DC 32 Reflex half, no damage on a critical success).

Statistics

Languages Auran, Celestial, Common, Ignan; Skills +18; Acrobatics +28, Athletics +26, Diplomacy +26, Intimidation +26, Nature +28
Str +6, Dex +7, Con +5, Int +7, Wis +6, Cha +6

Poltergeist

Sometimes when a person dies, their spirit is unable to leave the site of their death, resulting in an angry and unquiet presence. These incorporeal spirits rage against the living, throwing objects about in a flurry of telekinetic activity.

Poltergeist Creature 5

Senses Perception +8; darkvision
Speed fly 20 feet

Defenses

AC 19, TAC 19; Fort +8, Ref +10, Will +11
HP 55, rejuvenation; Immunities asleep, death effects, disease, nonmagical attacks, paralysis, poison, precision; Resistances all damage 5 (except force, ghost touch, or good)

Natural Invisibility A poltergeist is naturally invisible. It can become visible only when using its frighten ability.

Rejuvenation (necromancy, occult) When a poltergeist is destroyed, it re-forms where it was destroyed—fully healed— after 2d4 days. A poltergeist can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.

Telekinetic Defense; Trigger A creature approaches within 10 feet of the poltergeist.; Effect The poltergeist makes a telekinetic object Strike against the triggering creature.

1A Ranged telekinetic object +13 (evocation, occult, range increment 60 feet), Damage 2d12

Occult Innate Spells DC 19; At Will telekinetic maneuver; Cantrips (3rd) mage hand

Frighten (concentrate, emotion, fear, mental); Requirement The poltergeist must be invisible.; Effect The poltergeist becomes visible, appearing as a skeletal, ghostlike humanoid. Each creature within 30 feet must attempt a DC 19 Will save. On a success, the creature is bolstered. On a failure, the creature becomes frightened 2. On a critical failure, the creature is fleeing as long as it’s frightened.

Telekinetic Storm (attack, concentrate, evocation, occult)

The poltergeist telekinetically throws numerous small objects, such as dozens of pieces of silverware, either spreading them out among multiple foes or directing them at one target.

When spread out among multiple foes, the poltergeist makes a telekinetic object Strike at a –2 penalty against each creature within 30 feet. These count as one attack for the multiple attack penalty, and the penalty doesn’t increase until after all the attacks.

When Telekinetic Storm is directed at a single target, the poltergeist makes a telekinetic object Strike against the target, with the damage increased to 4d6+4. It deals 8 damage even on a failure, but misses completely on a critical failure.

Vanish (concentrate); Requirement The poltergeist is visible.; Effect The poltergeist becomes invisible.

Statistics

Languages typically Common; Skills +5; Acrobatics +12, Intimidation +12, Stealth +10
Str –5, Dex +4, Con +0, Int –1, Wis +2, Cha +3

Site Bound A poltergeist is tied to a location and can’t travel more than 120 feet from the place where it was created or formed. Some poltergeists are instead bound to a specific room, building, or similar area.

Pterosaur

These prehistoric animals managed to survive into the current day, soaring high in the air on leathery wings.

Pteranodon Creature 2

Senses Perception +6; low-light vision, scent 30 feet
Speed 10 feet, fly 40 feet

Defenses

AC 14, TAC 13; Fort +3, Ref +6, Will +2
HP 20

Actions

1A Melee beak +7, Damage 1d10+2 p Swoop The pteranodon flies up to its Speed and makes one beak Strike at any point during that movement.

Statistics

Languages —; Skills +0; Athletics +5, Acrobatics +8
Str +2, Dex +4, Con +1, Int –4, Wis +2, Cha –1

Quetzalcoatlus Creature 7

Senses Perception +13; low-light vision, scent 30 feet
Speed 10 feet, fly 40 feet

Defenses

AC 22, TAC 20; Fort +10, Ref +14, Will +9
HP 125

Actions

1A Melee beak +17 (deadly 1d12), Damage 2d10+9 p plus 1d6 persistent bleed

1A Melee talon +17, Damage 2d6+9 p plus Grab

Snatch A quetzalcoatlus can move at half Speed while it has a single creature grabbed or restrained in both its talons.

Statistics

Languages —; Skills +5; Athletics +15, Acrobatics +15
Str +6, Dex +4, Con +3, Int –4, Wis +2, Cha –1

Purple Worm

These immense creatures are covered in purple chitinous plates and have mouths filled with enormous, sharp teeth and deadly stingers that deliver a virulent poison. Purple worms live deep beneath the ground where they burrow through the earth, but they sometimes tunnel up to the surface where they attempt to eat other creatures whole.

Purple Worm Uncommon Creature 13

Senses Perception +19; darkvision, tremorsense 100 feet
Speed 40 feet, burrow 30 feet, swim 20 feet

Defenses

AC 30, TAC 26; Fort +26, Ref +16, Will +18
HP 350; Immunities inexorable

Inexorable A purple worm automatically recovers from any paralyzed, slowed, and stunned conditions at the end of its turn. It’s also immune to being hampered or immobilized and ignores difficult terrain. Once per day, when a spell or ability causes the purple worm to be affected by a condition or become afflicted by some other negative effect (such as baleful polymorph), it can negate the effects to itself as a reaction. This doesn’t cancel any hit point damage or prevent the spell or ability from affecting other creatures or the environment around it, nor does it prevent an ongoing effect from inflicting conditions on it later. This ability does not apply against effects from artifacts, deities, or a similarly powerful source.

Actions

1A Melee jaws +25 (deadly 2d12, reach 15 feet), Damage 3d12+14 p plus Grab

1A Melee stinger +25 (agile, reach 15 feet), Damage 3d8+14 p plus purple worm venom

1A Melee body +24 (reach 15 feet), Damage 3d8+14 b

1A Ranged regurgitate +21, Damage varies (see below)

Fast Swallow; Trigger The purple worm Grabs a creature.; Effect The worm uses Swallow Whole.

Regurgitate A purple worm can violently regurgitate a creature or boulder it has swallowed to make a ranged Strike. The range increment and damage depend on the size of the creature or boulder. A creature regurgitated in this way takes falling damage from the height of the target or from 20 feet, whichever is greater. Boulders occupy space in a purple worm’s stomach as a creature of equivalent size, and purple worms often have several boulders swallowed to assist with digestion and to use for this attack. Purple worms can spend an action to swallow a chunk of rock of a desired size from the ground.

Huge 4d8+14, 20 feet Large 3d8+14, 40 feet Medium 2d8+14, 80 feet Small 2d6+14, 80 feet Tiny or smaller 1d6+14, 80 feet

Swallow Whole Huge, 2d10+7 b, toughness 24

Thrash The purple worm Strikes once against each creature in its reach. It can Strike up to once with its jaws, Strike up to once with its stinger, and Strike any number of times with its body. Each attack takes a –2 circumstance penalty and counts toward the worm’s multiple attack penalty, but the multiple attack penalty doesn’t increase until after all the attacks.

Purple Worm Venom (poison) Saving Throw Fortitude DC 30, Maximum Duration 6 rounds; Stage 1 3d6 poison and enfeebled 2 (1 round), Stage 2 4d6 poison, and enfeebled 2 (1 round); Stage 3 6d6 poison and enfeebled 2 (1 round).

Statistics

Languages —; Skills +16; Acrobatics +20, Athletics +28
Str +10, Dex –2, Con +7, Int –5, Wis +0, Cha –3

Rakshasa

Rakshasas are evil spirits that cloak themselves in the guises of humanoid creatures, that they might walk unseen among their prey. They embody what is taboo among most societies, and in the shape of those they seek to defile, rakshasas gorge themselves on these hideous acts. Rakshasas are humanoid in shape, but they have a tiger’s head and backward-bending fingers on their hands.

Rakshasa Uncommon Creature 10

Senses Perception +17; darkvision

Speed 35 feet

Defenses

AC 27, TAC 26; Fort +14, Ref +18, Will +16, +2 conditional to saves vs. magic, +3 conditional to saves vs. divine magic
HP 160; Resistances b 10, s 10; Weaknesses good 5

Scoff at the Divine; Trigger A creature within 30 feet casts a divine spell or uses a divine ability. The rakshasa must have a spell slot that can be used to cast dispel magic remaining.; Effect The rakshasa expends a dispel magic spell and attempts to dispel the triggering spell or counteract the triggering ability. The rakshasa can’t Scoff at the Divine for 1d4 rounds.

Actions

1A Melee +1 kukri +19 (agile, magical, trip), Damage 3d6+6 s

1A Melee fangs +19, Damage 3d8+6 p

1A Melee claw +19 (agile), Damage 3d6+6 s

Spontaneous Spells (arcane) DC 25, 5th (3 slots) cone of cold, dispel magic, hallucination; 4th (4 slots) clairvoyance, dispel magic, fly, suggestion; 3rd (4 slots) clairaudience, dispel magic, lightning bolt, nondetection; 2nd (4 slots) blur, hideous laughter, invisibility; 1st (4 slots) charm, illusory object, item facade; Cantrips detect magic, ghost sound, mage hand, sigil

Innate Spells (arcane) DC 25, At Will mind reading Change Shape (arcane, concentrate, polymorph, transmutation) The rakshasa takes on the appearance of any Medium humanoid. This doesn’t change the rakshasa’s
Speed or its attack and damage bonuses with its Strikes, but might change the damage type its Strikes deal (typically to b). It typically loses its fangs Strike unless the humanoid form has fangs or a similar unarmed attack.

Disturbing Vision (arcane, concentrate, enchantment, Evil mental) The rakshasa’s eyes flash green as it projects a telepathic wave in a 30-foot aura. All creatures in the aura are assailed by a vision of evil decadence from one of the rakshasa’s past lives. While the visions last, the rakshasa and all evil creatures in the aura gain a +1 conditional bonus to all d20 rolls. All nonevil creatures in the area must succeed at a DC 25 Will save or become sick 1 (and slowed 1 on a critical end.

The visions last 2d4 rounds, and the rakshasa can use this ability again once the previous visions end.

Statistics

Languages Common, Infernal, Undercommon; Skills +11; Arcana +18, Deception +20, Diplomacy +20, Intimidation +18, Performance +18, Stealth +20
Str +3, Dex +5, Con +4, Int +2, Wis +1, Cha +5
Items +1 kukri

Rat

Scurrying through sewers and being nuisances in barns and food stores, rats are ubiquitous in the world.

Especially large specimens can even be dangerous to humanoids, and when common rats band together in large enough numbers, their destruction can be deadly.

Giant Rat Creature 0

Senses Perception +4; low-light vision, scent 30 feet
Speed 30 feet, climb 10 feet

Defenses

AC 13, TAC 13; Fort +3, Ref +3, Will +1
HP 8

Actions

1A Melee jaws +6 (agile), Damage 1d4 p plus filth fever

Filth Fever (disease) Sickness and unconsciousness from filth fever can’t be reduced or recovered from naturally. Fort DC 13. Stage 1 carrier with no ill effect (1d4 hours), Stage 2 sick 1 (1 day), Stage 3 sick 1 and slowed 1 as long as it remains sick (1 day), Stage 4 unconscious (1 day), Stage 5 dead.

Statistics

Languages —; Skills +1; Athletics +2 (+5 to Climb or Swim), Acrobatics +4, Stealth +4
Str +0, Dex +2, Con +2, Int –4, Wis +1, Cha –3

Rat Swarm Creature 1

Senses Perception +6; low-light vision, scent
Speed 25 feet, climb 5 feet

Defenses

AC 13, TAC 13; Fort +1, Ref +5, Will +0
HP 15; Immunities precision, targeted effects; Resistances b 3, p 6, s 6; Weaknesses area damage 5

Swarming Bites Each enemy in the swarm’s space takes 1d6 p damage and is exposed to filth fever. A DC 15 Reflex save halves the damage and negates the exposure to filth fever (no damage on a critical success, double damage on a critical failure).

Filth Fever (disease) Sickness and unconsciousness from filth fever can’t be reduced or recovered from naturally until the disease is cured; Saving Throw Fort DC 14. Stage 1 carrier with no ill effect (1d4 hours), Stage 2 sick 1 (1 day), Stage 3 sick 1 and slowed 1 as long as it remains sick (1 day), Stage 4 unconscious (1 day), Stage 5 dead.

Statistics

Languages —; Skills –1; Athletics +4, Acrobatics +4, Stealth +6
Str –2, Dex +2, Con +1, Int –4, Wis +0, Cha –3

Redcap

These sadistic fey are identified by the red hats they soak in the blood of their enemies. Small in stature, redcaps wield scythes and wear iron boots.

Redcap Creature 5

Senses Perception +10; low-light vision

Speed 50 feet

Red Cap (necromancy, primal)

A redcap’s woolen hat is dyed with the blood of its victims. If the redcap loses its cap, it no longer benefits from fast healing and takes a –4 conditional penalty to its damage rolls. It can create a new cap in 10 minutes, but that cap doesn’t grant its powers until the redcap has turned it red with Blood Soak. A redcap’s hat has no benefit for creatures other than redcaps.

Defenses

AC 20, TAC 19; Fort +8, Ref +11, Will +9
HP 55, fast healing 10; Weaknesses cold iron 5, irreligious Sacrilegious (emotion, fear, mental) If a redcap sees a creature brandish a holy symbol of a good deity or use one for the Material Casting of a divine spell, the redcap must attempt a DC 17 Will save. On a failure, the redcap is frightened 4 and fleeing for 1 round; on a success, it’s frightened 2; on a critical success, it’s unaffected. To brandish a holy symbol, a creature must Interact while holding it in hand to brandish it for 1 round. Once a redcap has to attempt a save against a brandished holy symbol, it is bolstered to brandished holy symbols for the next 10 minutes.

Actions

1A Melee scythe +13 (deadly 1d10, trip), Damage 2d10+4 s

1A Melee boot +13 (agile, versatile B), Damage 2d4+8 p Blood Soak (manipulate) The redcap dips its cap in the blood of a slain foe. The foe must have died in the last minute, and the redcap must have helped kill it. The redcap gains a +4 conditional bonus to damage rolls for 1 minute.

Deadly Cleave; Trigger The redcap drops a creature to 0 Hit Points with a scythe Strike.; Effect The redcap makes another scythe Strike against a different creature, using the same multiple attack penalty as the scythe Strike that triggered this reaction. This counts toward its multiple attack penalty.

Stomp The redcap Strides up to half its Speed and makes a boot Strike at any point during that movement. If the boot Strike hits a prone creature, it deals 2d6 extra persistent bleed damage.

Statistics

Languages Aklo, Common, Jotun, Sylvan; Skills +5; Acrobatics +12, Athletics +12, Deception +12, Intimidation +10, Nature +10, Stealth +12
Str +4, Dex +4, Con +4, Int +3, Wis +1, Cha +2
Items expert Medium scythe, iron boots, red cap

Reefclaw

These creatures appear to be a monstrous lobster with the tail of an eel. Often mistaken for a common animal, reefclaws are surprisingly intelligent and make for vicious predators.

Reefclaw Creature 1

Senses Perception +6; darkvision
Speed 5 feet, swim 40 feet

Defenses

AC 16, TAC 14; Fort +4, Ref +3, Will +3
HP 17

Death Strike; Trigger The reefclaw is reduced to 0 Hit Points.; Effect The reefclaw makes a claw Strike before being knocked out.

Actions

1A Melee claw +7, Damage 1d6+2 plus reefclaw venom and Grab

Constrict 3 b Reefclaw Venom (poison) Saving Throw Fortitude DC 15; Maximum Duration 4 rounds; Stage 1 1d6 poison and enfeebled 1 (1 round), Stage 2 1d6 poison and enfeebled 2 (1 round).

Statistics

Languages Common; can’t speak; Skills +0; Acrobatics +4, Athletics +6
Str +1, Dex +1, Con +2, Int –3, Wis +1, Cha +1

Roc

These legendary birds are known to carry off elephants in their deadly talons. They soar high in the air and make their nests on the peaks of mountains.

Roc Creature 9

Senses Perception +16; low-light vision
Speed 20 feet, fly 60 feet

Defenses

AC 25, TAC 23; Fort +16, Ref +13, Will +11
HP 180

Wing Rebuff; Trigger A creature moves from beyond the reach of the roc’s wing to within the reach of the roc’s wing.; Effect The roc makes a wing Strike against the creature. If the roc Pushes the creature, it disrupts the triggering move action.

Actions

1A Melee talon +19 (agile, reach 15 feet), Damage 2d6+12 p plus Improved Grab

1A Melee beak +19 (reach 15 feet), Damage 2d10+12 p

1A Melee wing +19 (agile, reach 20 feet), Damage 2d6+8 b plus Push 10 feet

Flying Strafe The roc Flies up to its Speed and makes two talon Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty, which increases between the first attack and the second.

Snack A roc gains a +2 circumstance bonus to hit with its beak Strike if the target is grabbed or restrained in its talon.

Snatch A roc can Fly at half Speed while it has a creature grabbed or restrained in either or both of its talons, carrying that creature along with it.

Statistics

Languages —; Skills +7; Acrobatics +16, Athletics +19
Str +8, Dex +2, Con +3, Int –4, Wis +1, Cha +0

Roper

Ropers lurk in the depths of the earth, patiently waiting for prey to wander by. Upon casual observation, a roper appears to be a stalagmite, but it breaks this disguise when it opens its solitary red eye or its toothy mouth, sending out fibrous strands to capture its prey.

Roper Uncommon Creature 10

Senses Perception +18; darkvision
Speed 10 feet

Defenses

AC 27, TAC 24; Fort +15, Ref +12, Will +17, +2 conditional to saves vs. magic
HP 215; Resistances cold 10, electricity 15; Weaknesses fire 15

Actions

Reactive Lash; Trigger A creature within reach of the roper’s strand leaves a square during a move action it’s taking.; Effect The roper makes a strand Strike at a –2 penalty against the triggering creature. This Strike doesn’t count toward its multiple attack penalty, and its multiple attack penalty doesn’t apply to this Strike.

1A Melee jaws +20, Damage 2d12+12 p

1A Melee strand +20 touch (reach 50 feet), Effect sticky strand

Extend Strands A roper extends six thin, sticky tendrils from its body, or retracts them back into its body. While they’re extended, the roper takes a –4 circumstance penalty to Stealth checks, and while they’re retracted, it can’t use its strand Strikes.

Flurry of Strands The roper makes a strand Strike with each of its strands (except those that are entangling creatures). Each attack must be against a different target. These attacks count toward the roper’s multiple attack penalty, but its multiple attack penalty doesn’t increase until after all the attacks.

Pull the Strands The roper pulls every creature entangled by its strands toward itself. The roper attempts a single Athletics check against each entangled creature’s Fortitude DC. On a success, the creature is pulled 25 feet closer to the roper; on a critical success, it’s pulled 50 feet closer; on a failure, it’s pulled 10 feet closer, and on a critical failure it’s not pulled at all.

Sticky Strand Any creature hit by a roper’s strand is enfeebled 1 and entangled. A creature entangled by a roper can’t move beyond the reach of the roper’s strand. Each additional hit from a roper’s strand increases the amount of enfeeblement by 1 (to a maximum of enfeebled 4). The enfeebled value from the roper’s strands decreases by 1 every 8 hours.

Entangling a creature occupies one of the roper’s strands. It can choose not to entangle a creature it hits, and can release an entangled creature as a free action triggered when the roper is about to act or ends its turn. A creature entangled in a roper’s strand can attempt to Escape as though freeing itself from a grab. A creature can sever a strand by hitting AC 25 (TAC 24), and dealing at least 18 points of s damage. This doesn’t deal any damage to the roper itself, though it can no longer attack with a severed strand.

Statistics

Languages Aklo, Undercommon; Skills +11; Athletics +20, Dungeon Lore +22, Religion +20, Stealth +18 (+22 in stony or icy areas)
Str +6, Dex +1, Con +6, Int +1, Wis +3, Cha +1

Rusalka

Rusalkas are cruel and bitter fey who inhabit waterways near humanoid settlements. They are fond of keeping a few charmed monsters or powerful humanoids nearby to aid in their defense or for other forms of cruel and humiliating entertainment.

Rusalka Creature 12

Senses Perception +21; low-light vision
Speed 25 feet, swim 50 feet, water walk

Defenses

AC 29, TAC 28; Fort +16, Ref +22, Will +20, +1 conditional to saves vs. magic
HP 235; Resistances fire 10; Weaknesses cold iron 10

Charming Tresses (enchantment, mental, primal); Trigger A creature grabbed in the rusalka’s tresses of hair makes an attack against the rusalka.; Effect The creature must succeed at a DC 28 Will save or its attack is disrupted.

Actions

1A Melee hair +23 (agile, reach 15 feet), Damage 3d6+10 s plus tangle

1A Melee hand +23 touch (agile), Effect shameful touch

Primal Innate Spells DC 28; Constant (6th) blur, water walk; 7th summon monster (major water elemental only); 5th charm (×3), control water (×3); At Will (2nd) invisibility, obscuring mist Beckoning Call (auditory, concentrate, enchantment, mental, primal) Non-fey creatures within a 300-foot aura must succeed at a DC 27 Will save or become captivated by the rusalka’s song. A creature that fails is fascinated, and it must spend each of its actions to move closer to the rusalka as expediently as possible, while avoiding obvious dangers. If a beckoned creature is adjacent to the rusalka, it stays still and doesn’t act.

The effect lasts for 1 round, but if the rusalka uses Beckoning Call again on subsequent rounds, she extends the duration by 1 round for any affected creature.

If the rusalka attacks a beckoned creature, that creature is freed from the call at the end of the turn. A creature that critically failed its initial save isn’t automatically freed when attacked, but it can attempt a new save at the start of its turn if the rusalka attacked it that round.

Once a creature succeeds at any of these saves, it’s bolstered.

Constrict and Charm The rusalka deals 10 b damage to any number of creatures grabbed or restrained in her hair. In addition, she can target one creature tangled in her hair with charm. This expends one of her innate charm spells.

Shameful Touch (emotion, enchantment, mental, primal) When the rusalka hits with her hand, the target is filled with overwhelming feelings of desire and shame. The target is sick 2 and must attempt a DC 28 Will save. If it fails, it’s slowed 2 for 1 round; if it succeeds, it’s slowed 1 for 1 round; if it critically succeeds, it isn’t slowed.; Requirement The rusalka hit a creature with her hair on her most recent action this turn.; Effect The rusalka automatically grabs the creature she hit.

A creature grabbed in the rusalka’s hair can attempt to escape as normal. A rusalka can have up to eight creatures grabbed in her hair.

Whipping Hair The rusalka makes two hair Strikes, each against a different creature.

Statistics

Languages Common, Sylvan; Skills +14; Acrobatics +21, Deception +23, Diplomacy +21, Nature +21, Performance +21 (+23 to sing), Stealth +23
Str +5, Dex +6, Con +3, Int +1, Wis +2, Cha +6

Rust Monster

Each of these insectile monsters has four legs, a strange propeller-shaped protrusion at the end of its tail, and two long, feathery antennae. Feared by adventurers for their ability to turn precious arms and armor to dust, rust monsters inhabit underground caverns and abandoned dungeons, searching out rich deposits of iron to eat.

Rust Monster Creature 3

Senses Perception +8; darkvision, metal scent 30 feet
Speed 35 feet, climb 10 feet

Defenses

AC 18, TAC 15; Fort +6, Ref +7, Will +5
HP 41

Tail Trip; Trigger A creature carrying a metal item moves out of a square the rust monster threatens.; Effect The rust monster makes a tail Strike against the triggering creature.

Actions

1A Melee antenna +8 touch, Effect rust

1A Melee mandibles +8, Damage 2d8 p

1A Melee tail +7 (agile), Damage 2d4 plus Improved Knockdown

Antenna Disarm The rust monster can make an antenna Strike against a creature’s Reflex DC to attempt to disarm a metal item that creature is holding. If the attack is a critical hit, the rust monster drops the item on the ground in its own space (in addition to rusting the item).

Rust A rust monster’s antenna causes metal to rapidly rust and corrode. If it hits a creature with an antenna attack, the rust monster can rust a metal item the creature is holding or wearing (including metal armor). If it hits an unattended metal item, it rusts the item. The rust dents the item (or deals two Dents on a critical hit). If a creature uses the Shield Block reaction against an antenna attack, the shield is automatically dented if it’s made of metal, but it protects the creature’s other items. The rust monster can dent an unattended item within reach with an antenna Strike.

Statistics

Languages —; Skills +1; Athletics +7
Str +0, Dex +3, Con +1, Int –4, Wis +1, Cha –1

Metal Scent A rust monster has the scent ability, but it can smell only metals using it.

Sahuagin

Terrors of the sea, sahuagin are ravenous and cruel marauders of the oceans. They gather in cities on the ocean floor and raid passing ships and coastal settlements to slake their thirst for blood.

Sahuagin Warrior Creature 2

Senses Perception +4; darkvision, tremorsense 30 feet
Speed 25 feet, swim 50 feet

Defenses

AC 16, TAC 14; Fort +7, Ref +6, Will +5
HP 28

Actions

Reaction Attack of Opportunity

1A Melee trident +8, Damage 1d8+4 p

1A Melee claw +8 (agile), Damage 1d4+4 s

1A Melee jaws +8, Damage 1d6+4 p

1A Ranged heavy crossbow +7, Damage 1d10 p

1A Ranged trident +7 (thrown 20 feet), Damage 1d8+4 p Blood Frenzy; Requirement The sahuagin is not fatigued or already in a frenzy.

Trigger The sahuagin deals bleed damage to a living creature.; Effect The sahuagin flies into a frenzy that lasts 1 minute.

While frenzied, the sahuagin gains a +1 conditional bonus to attack rolls with its claws and jaws, gains a +4 conditional bonus to damage rolls with its claws and jaws, gains 7 temporary HP until the end of the frenzy, and takes a –2 conditional penalty to AC.

Bloodletting When the sahuagin deals p or s damage, it also deals 1d4 persistent bleed damage if the target was flat-footed or if the attack was a critical hit.

Statistics

Languages Aquan; shark commune 150 feet; Skills +2; Acrobatics +6, Athletics +7, Stealth +5, Survival +7
Str +2, Dex +1, Con +2, Int +1, Wis +1, Cha –1
Items heavy crossbow with 20 bolts, trident

Shark Commune (mental, telepathy) The sahuagin can communicate telepathically with sharks in the listed range.

It can communicate only simple concepts like “come,” “guard,” or “attack.”

Sahuagin Mutant Creature 4

Senses Perception +8; darkvision, tremorsense 30 feet
Speed 25 feet, swim 55 feet

Defenses

AC 19, TAC 17; Fort +10, Ref +7, Will +6
HP 58

Actions

Reaction Attack of Opportunity

1A Melee trident +11, Damage 2d8+6 p

1A Melee claw +11 (agile), Damage 2d4+6 s

1A Melee jaws +11, Damage 2d6+6 p

1A Ranged heavy crossbow +8, Damage 1d10 p

1A Ranged trident +8 (thrown 20 feet), Damage 2d8+6 p Blood Frenzy As sahuagin warrior, but 9 temporary HP

Claw Whirl The sahuagin mutant makes a claw Strike against each creature within reach. The sahuagin’s multiple attack penalty doesn’t increase until after all these attacks.

Bloodletting When the sahuagin deals p or s damage, it also deals 1d4 persistent bleed damage if the target was flat-footed or if the attack was a critical hit.

Statistics

Languages Aquan; shark commune 150 feet; Skills +4; Acrobatics +9, Athletics +11, Stealth +9, Survival +11
Str +3, Dex +0, Con +3, Int +0, Wis +2, Cha –1
Items heavy crossbow with 20 bolts, trident

Shark Commune (mental, telepathy) As sahuagin warrior

Salamander

Natives to the Plane of Fire, salamanders are snakebodied humanoids wreathed in crackling flame. They are regarded as fierce warriors and expert metalworkers— two traits that sometimes push stronger elemental fire races to enslave them.

Salamander Creature 6

Senses Perception +12; darkvision
Speed 30 feet

Defenses

AC 21, TAC 19; Fort +13, Ref +8, Will +9
HP 106; Immunities fire; Weaknesses cold 7

Actions

Reaction Attack of Opportunity Ignite (fire); Trigger A creature adjacent to the salamander touches it or hits it with a physical attack.; Effect The triggering creature takes 1d6 persistent fire damage (DC 19 Reflex save to negate) or 2d6 persistent fire damage (DC 21) if the salamander’s Armor of Flames is active.

1A Melee ranseur +15 (disarm, reach 10 feet), Damage 1d10+6 p plus 1d6 fire

1A Melee tail +15 (agile, reach 10 feet), Damage 1d10+3 b plus 1d6 fire and Grab

Armor of Flames The salamander stokes the flames from within its scales, empowering its defenses. It gains a +2 circumstance bonus to AC for 1 round, and its Ignite improves.

Constrict 4 b plus 3 fire

Statistics

Languages Ignan; Skills +6; Acrobatics +12, Athletics +13, Crafting +11 (+15 for blacksmithing), Deception +11, Intimidation +11, Society +11, Stealth +11
Items expert ranseur
Str +3, Dex +1, Con +4, Int +2, Wis +2, Cha +1

Sandpoint Devil

This mangy, horselike beast walks perversely upright.

Wings, a dragon’s tail, and a fanged mouth complete its vile appearance. The legendary Sandpoint Devil has haunted the lands around its namesake town for years, commonly appearing on misty, moonless nights.

Sandpoint Devil Unique Creature 8

Senses Perception +15; darkvision, scent
Speed 35 feet, fly 50 feet

Defenses

AC 25, TAC 22; Fort +15, Ref +11, Will +14
HP 135

Opportune Hoof As Attack of Opportunity, but only with the Sandpoint Devil’s hooves.

Actions

1A Melee jaws +18, Damage 3d10+6 p

1A Melee hoof +18 (agile), Damage 3d8+6 b Occult Innate Spells DC 21, 4th phantasmal killer (×3); At Will dimension door, gust of wind, obscuring mist

Accursed Breath (evocation, fire, occult) Frequency Once per minute Effect The Sandpoint Devil breathes a 30-foot cone of fire.

Creatures in the cone take 8d6 fire damage (Reflex DC 22 half, no damage on a critical success). If a creature critically fails its save, it is cursed by the flame for one month, appearing horribly burned and suffering a –2 conditional penalty on all attack rolls, saving throws, Perception checks, and skill checks. Healing never alters the appearance of the burns while the curse remains. This critical failure effect is a curse effect.

Bay (auditory, emotion, enchantment, fear, mental, occult)

The Sandpoint Devil screams. Other creatures within 300 feet must succeed at a DC 22 Will save or become frightened 3; on a critical failure, the creature is also fleeing for 1 round. On a successful save, a creature is frightened 1, and on a critical success, it’s unaffected. No matter the result of its save, the creature is bolstered.

Trample Medium or smaller, hoof, DC 22

Statistics

Languages Abyssal, Varisian; Skills +8; Acrobatics +15, Athletics +17, Deception +15, Intimidation +17, Stealth +17, Survival +17
Str +6, Dex +4, Con +5, Int –1, Wis +3, Cha +3

Saxra

These undead spirits of bones and wind make their homes high atop remote mountains. Legends claim that saxras can call forth amazing insights from latent memories stored in the very bones that make up their forms.

Saxra Uncommon Creature 18

Senses Perception +30; darkvision, true seeing
Speed 30 feet, fly 60 feet

Defenses

AC 40, TAC 37; Fort +27, Ref +29, Will +26, +1 conditional to saves vs. positive
HP 300; Immunities asleep, death effects, disease, paralysis, poison; Resistances p 15, s 15

Shard Storm (air, aura, divine, necromancy) 10 feet. A whirling cloud of bone shards surrounds a saxra. When a creature moves into the aura or begins its turn there, the aura attempts to dispel any death ward effect on the creature (counteract level 8), and then deals the creature 5d6 s damage and 5d6 negative damage (Reflex DC 34 for half damage, no damage on a critical success, double damage on a critical failure).

Rebuffing Gale (air, conjuration, divine); Trigger A creature approaches within 100 feet of the saxra.; Effect The saxra hurls a blast of wind at the triggering creature with. The creature must succeed at a DC 36 Fortitude save or be pushed 20 feet in a direction of the saxra’s choice (30 feet on a critical failure). If the creature is pushed, its action ends.

Actions

1A Melee jaws +32 (deadly 2d12, reach 10 feet), Damage 4d10+8 p plus 2d6 negative and energy drain

1A Melee claw +32 (agile, deadly 2d12, reach 15 feet), Damage 4d6+8 s plus 2d6 negative and energy drain

1A Ranged bone javelin +30 (range increment 100 feet), Damage 3d10+4 p plus 2d6 negative

Spellcasting (divine, innate) DC 36; Constant true seeing; 8th finger of death (×2), horrid wilting (×2), punishing winds (×2); At Will enervation

Rituals legend lore

Bonetaker (divine, necromancy) Whenever a creature dies within 60 feet of a saxra, the saxra draws a small fragment of the creature’s bones into its aura. The creature must succeed at a DC 36 Will save or rise as a skeletal champion in 1d4 rounds. Creatures raised as skeletal champions are overcome with the desire to slay living creatures, but the saxra has no special control over them.

Energy Drain (divine, necromancy) When a saxra hits with a melee Strike, the target must succeed at a DC 35 Fortitude save or become enervated 2. On a critical failure, this condition cannot be removed normally, but only by magical treatment.

Splintered Ground The saxra causes splintered bones to erupt from all solid surfaces in a 100-foot aura, except for surfaces of worked stone. Any creature moving through the bones takes 10 p damage and 10 negative damage for every 5 feet of movement. The first time each round a creature takes p damage from these splintered bones, it must succeed at a Reflex save or be hampered 10 for 10 minutes, or hampered 15 for 24 hours on a critical failure. Once hampered, the creature is bolstered until it recovers from the condition. The bones remain in place until the saxra uses this action again, or the bones are manually removed, which takes 10 minutes for each 5-foot square.

Statistics

Languages Necril; Skeletal Lore languages; Skills +22; Acrobatics +32, Intimidation +32, Religion +30, Skeletal Lore +34, Stealth +32
Str +8, Dex +6, Con +6, Int +2, Wis +6, Cha +7

Skeletal Lore (divination, divine) A saxra taps into the memories of the creatures whose bones make up its body. This gives it the Skeletal Lore skill, which it can use to Recall Knowledge of any kind, and lets it speak all the languages known by the creatures whose bones make up its body (typically including Common and the regional language of the saxra’s home region). The saxra can use Skeletal Lore as the primary skill check for the legend lore ritual, and it can cast legend lore without secondary casters.

Scorpion

These creatures make their homes in arid climates, where they prey upon whatever they come across. They are no different from their smaller cousins, except that they are nearly 16 feet long.

Giant Scorpion Creature 3

Senses Perception +8; darkvision, tremorsense 60 feet
Speed 40 feet

Defenses

AC 18, TAC 14; Fort +8, Ref +6, Will +4
HP 45

Scorpion Sting; Trigger A creature moves from out of the scorpion’s reach into the scorpion’s reach.; Effect The scorpion makes a stinger Strike against the triggering creature. The scorpion’s multiple attack penalty is not applied to this attack.

Actions

1A Melee pincer +9 (agile, reach 10 feet), Damage 2d4+4 s plus Grab

1A Melee stinger +7 (reach 10 feet), Damage 1d12+4 plus giant scorpion venom

Constrict 5 b Giant Scorpion Venom (poison) Saving Throw Fortitude DC 17; Maximum Duration 6 rounds; Stage 1 1d4 poison and enfeebled 1 (1 round); Stage 2 1d4 poison and enfeebled 2 (1 round).

Statistics

Languages —; Skills +1; Acrobatics +7, Athletics +9, Stealth +7
Str +4, Dex +0, Con +3, Int –5, Wis +0, Cha –4

Sea Serpent

Dangerous threats to sailors crossing seas or oceans, these elusive beasts can capsize a boat with ease.

Sea Serpent Uncommon Creature 12

Senses Perception +22; darkvision
Speed 20 feet, swim 90 feet

Defenses

AC 31, TAC 28; Fort +22, Ref +19, Will +16
HP 215; Resistances cold 15, fire 10

Actions

1A Melee jaws +23 (reach 20 feet), Damage 2d12+16 p plus Grab

1A Melee tail +23 (agile, reach 30 feet), Damage 2d6+16 b plus Grab

1A Ranged water spout +22 touch (range increment 100 feet, water), Damage 2d6+8 b plus sea serpent algae

Capsize (attack, move) The sea serpent attempts to capsize an aquatic vessel of its size or smaller that it’s adjacent to. It must succeed at an Athletics check with a DC of 28 or the pilot’s Sailing Lore DC, whichever is higher.

Constrict 15 b Sea Serpent Algae (poison) The water in the ballast organs around the sea serpent’s neck is full of psychotropic algae; Saving Throw Fortitude DC 28; Maximum Duration 6 rounds; Stage 1 confused and, if flying, descends 20 feet (1 round); Stage 2 confused and, if flying, descends to the ground or water below (1 round).

Spine Rake (move) The sea serpent extends the spines along its back and Swims or Strides. Each creature the serpent is adjacent to at any point during its movement takes 4d6+8 s damage (DC 28 Reflex save for half, or no damage on a critical success).

Swallow Whole (attack) Huge, 2d6+8 b, toughness 18

Statistics

Languages —; Skills +12; Acrobatics +23, Athletics +23 (+25 to Swim), Stealth +25
Str +8, Dex +4, Con +6, Int –4, Wis +2, Cha +0

Undetectable A sea serpent automatically tries to counteract any detection, revelation, or scrying divination attempted against it, using a Stealth check. This has a counteract level of 7.

Serpentfolk

These ancient creatures are covered in green scales and have a snake’s head and tail. They once ruled the surface world through their vast knowledge and skill with magic, but they have since retreated belowground.

Serpentfolk Uncommon Creature 2

Senses Perception +6; darkvision, scent
Speed 25 feet

Defenses

AC 15, TAC 14; Fort +5, Ref +6, Will +7, +1 conditional to saves vs. magic, +4 conditional to saves vs. mental
HP 24; Resistances poison 5

Actions

1A Melee dagger +8 (agile, versatile S), Damage 1d4–1 p plus serpentfolk venom

1A Melee fangs +8, Damage 2d6–1 p plus serpentfolk venom

1A Ranged shortbow +8 (deadly 1d10, range increment 60 feet), Damage 1d6 p plus serpentfolk venom

1A Ranged dagger +8 (agile, thrown 10 feet, versatile S), Damage 1d4–1 p plus serpentfolk venom

Occult Innate Spells DC 16; 4th suggestion; At Will blur, illusory disguise, mirror image, ventriloquism

Serpentfolk Venom (poison) Saving Throw Fortitude DC 16; Maximum Duration 6 rounds; Stage 1 1d4 poison and enfeebled 1 (1 round); Stage 2 2d4 poison and enfeebled 1 (1 round).

Statistics

Languages Aklo, Common, Draconic, Undercommon; telepathy 100 feet; Skills +2; Acrobatics +7, Arcana +7, Deception +9, Occultism +7, Society +7
Items dagger, shortbow with 30 arrows
Str –1, Dex +3, Con +2, Int +4, Wis +2, Cha +3

Degenerate Serpentfolk Uncommon Creature 3

Senses Perception +8; darkvision, scent
Speed 25 feet

Defenses

AC 18, TAC 16; Fort +8, Ref +5, Will +3, +1 conditional to saves vs. magic, +4 conditional to saves vs. mental
HP 60; Resistances poison 5

Actions

Reaction Attack of Opportunity

1A Melee falchion +9 (forceful, sweep), Damage 1d10+6 s

1A Melee fangs +9, Damage 1d8+6 p plus serpentfolk venom

Serpentfolk Venom (poison) As serpentfolk, but DC 18

Statistics

Languages Aklo, Undercommon; Skills +2; Acrobatics +9, Athletics +9
Items falchion
Str +4, Dex +1, Con +3, Int –3, Wis +0, Cha –1

Sewer Ooze

These amorphous masses of sewage and other detritus make their way through filthy culverts beneath cities large and small.

Sewer Ooze Creature 1

Senses Perception +1; blindsight (tremors) 60 feet
Speed 10 feet

Defenses

AC 5, TAC 5; Fort +5, Ref +1, Will +1
HP 40; Immunities acid, asleep, critical hits, mental, precision, visual

Actions

1A Melee pseudopod +7, Damage 1d6+1 b plus 1d4 acid

Filth Wave Frequency Once per minute; Effect The sewer ooze unleashes a wave of filth and slime, hitting all creatures within a 20-foot aura. Creatures in the area take 1d4 acid damage and are hampered 10 feet for 1 minute unless they succeed at a DC 15 Reflex save (no damage or hampered on a success, and a character additionally falls prone on a critical failure). An affected creature can clean off the muck as an Interact action, reducing the hampered condition by 5 feet with each action.

Statistics

Languages —; Skills –1; Stealth –3 (+6 in sewers)
Str +1, Dex –2, Con +3, Int –5, Wis –5, Cha –5

Shadow

These sinister undead creatures appear as flitting silhouettes that are typically attracted to dark places, as they are vulnerable to light. A shadow can snatch away its victim’s own shadow, weakening the target and allowing the shadow to create more of its kind.

Shadow Creature 4

Senses Perception +8; darkvision
Speed fly 30 feet

Defenses

AC 17, TAC 17; Fort +7, Ref +7, Will +8
HP 42; Immunities asleep, death effects, disease, nonmagical attacks, paralysis, poison, precision; Resistances all 5 (except force, ghost touch, or positive); Weaknesses light vulnerability

Light Vulnerability An object shedding magical light (such as from the light spell) is treated as magical for the purpose of bypassing the shadow’s immunity to nonmagical attacks.

Actions

1A Melee shadow hand +10 touch, Damage 2d6 negative Cast Shadow (arcane, concentrate, darkness, evocation) The shadow fills its square with magical darkness that moves with the shadow and persists for 1d4 rounds. The shadow can’t Cast a Shadow again until the magical darkness expires.

Shadow Spawn When a creature’s shadow is pulled free by Steal Shadow, it becomes a shadow spawn under the command of the shadow that created it. This shadow spawn doesn’t have Steal Shadow, and is perpetually and incurably enervated 2.

If the creature the shadow spawn was pulled from dies, the shadow spawn becomes a full, autonomous shadow. A creature separated from its shadow recovers from Steal Shadow’s enfeeblement half as quickly. If it recovers entirely, its shadow returns to it and the shadow spawn is extinguished.

Slink in Shadows; Requirement The shadow is hiding in darkness.; Effect The shadow Sneaks up to its Speed and doesn’t need to stop hiding if it ends its movement in darkness.

Steal Shadow (divine, necromancy); Requirement The shadow hit a living creature with a shadow hand Strike on its previous action.; Effect The shadow pulls at the target’s shadow, making the creature enfeebled 1 (or enfeebled 2 if the previous action was a critical hit). This is cumulative with other enfeebled conditions from shadows. If this increases a creature’s enfeebled value to 3 or more, the shadow tears the target’s shadow free from its body (see shadow spawn).

The enfeebled condition from Steal Shadow reduces by 1 every 8 hours, ending once it hits enfeebled 0. The recovery speed is halved if the shadow is separated from the creature’s body.

Statistics

Languages Necril; Skills +3; Acrobatics +11, Stealth +13
Str –5, Dex +2, Con +0, Int –2, Wis +2, Cha +3

Greater Shadow Creature 7

Senses Perception +12; darkvision
Speed fly 30 feet

Defenses

AC 22, TAC 22; Fort +11, Ref +11, Will +12
HP 91; Immunities asleep, death effects, disease, nonmagical attacks, paralysis, poison, precision; Resistances all 8 (except force, ghost touch, or positive); Weaknesses light vulnerability

Light Vulnerability An object shedding magical light (such as from the light spell) is treated as magical for the purposes of bypassing the shadow’s immunity to nonmagical attacks.

Actions

1A Melee shadow hand +16 touch, Damage 3d6 negative

Spellcasting (divine, innate) DC 20, At Will darkness

Shadow Spawn As shadow, but the spawn isn’t enervated.

Steal Shadow (divine, necromancy) As shadow, but causes enfeebled 2 (or enfeebled 3 on a critical hit).

Leap through Shadows (action, conjuration, divine, move, teleportation); Requirement The greater shadow is hiding in darkness.; Effect The greater shadow instantly teleports from one area of darkness to another within 30 feet and remains hidden.

Slink in Shadows As shadow

Statistics

Languages Necril; Skills +7; Acrobatics +15, Stealth +17
Str –5, Dex +5, Con +0, Int +0, Wis +2, Cha +3

Shambler (Shambling Mound)

These creatures appear to be a tangled mass of wet vines, twisted branches, clumps of moss, and other plant matter. They live in deep forests and vast marshes where they stealthily hunt their prey.

Shambler Creature 6

Senses Perception +12; darkvision
Speed 20 feet, swim 20 feet

Defenses

AC 19, TAC 17; Fort +13, Ref +8, Will +10
HP 126; Immunities electricity; Resistances fire 8

Shamble

Requirements The shambler is in mound form.

Trigger A creature that’s unaware the mound is a creature comes within 10 feet.; Effect The shambler makes a Strike against the creature.

Combat begins after this attack.

Electric Surge Whenever the shambler would take electricity damage or is targeted with an electricity effect, it gains 12 temporary HP and is quick for 1 round, able to Stride, Strike, or Swim with the extra action.

Actions

1A Melee vine +15 (reach 10 feet), Damage 2d10+7 b plus Grab

Vine Lash The shambler makes a vine Strike against each creature within its reach. Increase its multiple attack penalty only after all the attacks.

Mound When it’s not in danger, the shambler spends 1 minute settling into a pile that looks like a lump of loose vegetation.

In this form, creatures must actively search and succeed at a DC 24 Perception check (DC 27 in forests or swamps) to detect its true nature.

Languages Common or Elven, Sylvan; can’t speak; Skills +5; Athletics +13, Stealth +11 (+14 in forests or swamps)
Str +5, Dex +0, Con +5, Int –2, Wis +0, Cha –1

Shark

Powerful predators of the sea, sharks constantly swim in search of prey. The world’s oceans hold a variety of sharks, all of which are dangerous to any creatures in the water.

Blue Shark Creature 2

Senses Perception +7; shark scent 100 feet, tremorsense 30 feet
Speed swim 50 feet

Defenses

AC 16, TAC 14; Fort +7, Ref +4, Will +3
HP 34

Actions

1A Melee jaws +7, Damage 2d6+3 p Chomp (Attack); Trigger The shark is adjacent to a creature and moves away during a move action.; Effect The shark makes a jaws Strike against the creature it’s moving away from. This Strike deals 1d6+1 damage instead of the normal amount.

Statistics

Languages —; Skills +1; Athletics +8, Stealth +6
Str +3, Dex +1, Con +1, Int –4, Wis +1, Cha –4

Shark Scent The shark can smell blood in the water from up to a mile away.

Great White Shark Creature 4

Senses Perception +11; shark scent, tremorsense 30 feet
Speed swim 60 feet

Defenses

AC 19, TAC 17; Fort +10, Ref +6, Will +5
HP 60

Actions

1A Melee jaws +11, Damage 2d8+6 p Breach The shark Swims up to its speed, then Leaps vertically out of the water up to 10 feet high, making a Strike against a creature at the apex of the jump (this lets it attack a creature within 15 feet of the water’s surface). After the Strike, the shark splashes back down.

Chomp (attack); Trigger The shark is adjacent to a creature and moves away during a move action.; Effect The shark makes a jaws Strike against the creature it’s moving away from. This Strike deals 1d8+3 damage instead of the normal amount.

Savage; Requirement The shark hit with a jaws Strike on its most recent action this turn.; Effect The target takes 7 s damage.

Statistics

Languages —; Skills +2; Athletics +11, Stealth +9
Str +6, Dex +2, Con +4, Int –4, Wis +1, Cha –4

Shark Scent The shark can smell blood in the water from up to a mile away.

Megalodon Uncommon Creature 9

Senses Perception +17; tremorsense 30 feet; Shark Scent The shark can smell blood in the water from up to a mile away.
Speed swim 80 feet

Defenses

AC 25, TAC 22; Fort +17, Ref +13, Will +11
HP 181

Actions

1A Melee jaws +19 (reach 10 feet), Damage 3d10+8 p plus Grab

1A Melee tail +19 (agile, reach 15 feet), Damage 3d10+4 plus Push 15 feet

Breach The shark Swims up to its speed, then Leaps vertically out of the water up to 25 feet high, making a Strike against a creature at the apex of the jump (this lets it attack a creature within 30 feet of the water’s surface). After the Strike, the shark splashes back down.

Savage; Requirement The shark hit with a jaws Strike on its most recent action this turn.; Effect The target takes 12 s damage.

Swallow Whole (attack) Large, 2d6+5 b, toughness 18

Statistics

Languages —; Skills +7; Athletics +18, Stealth +16
Str +8, Dex +2, Con +5, Int –5, Wis +1, Cha –2

Shoggoth

Covered in hundreds of eyes and mouths, shoggoths are massive creatures of black slime. Said to be created eons ago, long before the first gods turned their attention to the Material Plane, these beings are surrounded by a cacophony of hundreds of voices and unspeakable sounds that can drive listeners mad.

Shoggoth Rare Creature 18

Senses Perception +30; all-around vision, darkvision, scent, tremorsense 60 feet
Speed 40 feet, climb 25 feet, swim 50 feet

Defenses

AC 37, TAC 34, all-around vision; Fort +30, Ref +22, Will +27
HP 275, fast healing 20; Immunities asleep, critical hits, precision; Resistances acid 20, cold 20, electricity 20, fire 20, sonic 20

Maddening Cacophony (auditory, aura, mental) 60 feet. A shoggoth constantly voices sounds and words that mortal life was not meant to hear. A creature entering the aura or starting its turn in the aura must succeed at a DC 34 Will save or become confused for 1 round (2d4 rounds on a critical failure). A creature that successfully saves is bolstered.

All-Around Vision A shoggoth can’t be flanked.

Actions

1A Melee pseudopod +32 (reach 30 feet), Damage 4d12+16 b plus Grab

Constrict 21 b Eat Away A creature that begins its turn inside the shoggoth takes 4d10 acid damage.

Engulf DC 34, 2d6+8 acid, escape DC 42, toughness 23

Statistics

Languages Aklo; Skills +21; Athletics +32, Intimidation +30
Str +8, Dex +6, Con +7, Int –3, Wis +6, Cha +1

Sinspawn

Sinspawn are the corrupted products of magic used by spellcasters in a past era as shock troops for their armies. The embodiment of sin made flesh, they are sentient abominations of distilled ectoplasm imprinted with the soul-image of slain creatures that committed an abundance of a particular sin. Sinspawn come in many forms, often reflecting the sin they are most attuned to.

Sinspawn Creature 2

Senses Perception +7; darkvision, sin scent 30 feet
Speed 25 feet

Defenses

AC 16, TAC 15; Fort +6, Ref +4, Will +7, +1 conditional to saves vs. magic, +4 conditional to saves vs. mental
HP 30

Actions

Reaction Attack of Opportunity

1A Melee jaws +8, Damage 1d8+4 p plus sinful bite

1A Melee ranseur +8 (disarm, reach 10 feet), Damage 1d10+4 p plus weapon mastery

1A Melee claw +8 (agile), Damage 1d6+4 s Sinful Bite (mental) A creature hit by the jaws Strike of a sinspawn must attempt a DC 15 Will save as it is assailed by sinful thoughts.

Success Sick 1.

Critical Success Unaffected.

Failure Sick 2.

Critical Failure Sick 2 and slowed 1 as long as it remains sick.

Sin A sinspawn gains one or more skills and a special ability based on its sin. The skills and abilities of the most common sins are found below.

  • Envy Survival +7. A creature struck by the envyspawn’s jaws suffers the effects of a paranoia spell (DC 16), then is bolstered.
  • Gluttony Survival +7. Increase the damage of a gluttonyspawn’s bite to 1d10+4. On critical hit with a bite Strike, the gluttonyspawn regains 2d6 Hit Points.
  • Greed Thievery +7. The greedspawn has the Pickpocket skill feat and counts as having master proficiency rank for it.
  • Lust Diplomacy + 7. The lustspawn can cast charm as an arcane innate spell at will (DC 15).
  • Pride Performance +7, Society +7. The first time each round the pridespawn hits a creature, it gains 4 temporary Hit Points (8 on a critical hit). If it doesn’t hit at all during a round of combat, the pridespawn takes a –1 circumstance penalty to AC and saving throws for 1 round.
  • Sloth Deception +7. A creature struck by a slothspawn’s jaws suffers the effects of a slow spell (DC 16), then is bolstered.
  • Wrath Athletics +7, Intimidation +7. The wrathspawn can cast weapon surge as an innate arcane spell (DC 15). A wrathspawn can’t cast the spell again for 1d4 rounds.

Weapon Mastery Sinspawn are masters of armaments, and gain the critical specialization benefit for any weapons they wield.

For example, if a sinspawn scores a critical hit with a ranseur, the target is moved 5 feet in a direction of the sinspawn’s choice.

Statistics

Languages Thassilonian; Skills +2; Athletics +5, Stealth +7, Survival +7
Str +4, Dex +2, Con +2, Int +0, Wis +1, Cha +1
Items ranseur

Sin Scent A sinspawn can smell creatures that reflect its sin, as the scent ability. The GM determines which creatures are appropriately sinful.

Skeleton

Skeletons are often found in forgotten dungeons and underground caverns, or serving as guardians of a necromancer’s stronghold.

Skeleton Guard Creature 0

Senses Perception +0; darkvision
Speed 25 feet

Defenses

AC 14, TAC 12; Fort +1, Ref +3, Will +1
HP 6, negative healing; Immunities asleep, disease, mental, paralysis, poison; Resistances cold 5, electricity 5, fire 5, p 5, s 5

Actions

1A Melee scimitar +6 (forceful, sweep), Damage 1d6 s

1A Melee claw +6 (agile), Damage 1d4 s

1A Ranged shortbow +6 (deadly 1d10, range increment 60 feet), Damage 1d6 p

Statistics

Languages —; Skills –3; Acrobatics +3, Athletics +3
Str +0, Dex +4, Con +0, Int –5, Wis +0, Cha +0
Items scimitar

Skeletal Champion Creature 2

Senses Perception +3; darkvision
Speed 20 feet

Defenses

AC 16 (18 with shield raised), TAC 13 (15 with shield raised); Fort +5, Ref +3, Will +4, +1 conditional to saves vs. positive
HP 28, negative healing; Immunities asleep, death effects, disease, paralysis, poison; Resistances cold 5, electricity 5, fire 5, p 5, s 5

Reaction Attack of Opportunity

Shield Block

Actions

1A Melee longsword +8 (versatile P), Damage 1d8+3 s

1A Melee claw +8 (agile), Damage 1d6+3 s

Statistics

Languages Common, Necril; Skills +2; Acrobatics +5, Athletics +7, Intimidation +5
Str +3, Dex +1, Con +2, Int –1, Wis +0, Cha +1
Items chain mail, heavy steel shield (Hardness 5), longsword

Customizing Sinspawn

The statistics here function for basic sinspawn, but some sinspawn gain skills and abilities based on their sins, often filling a role similar to a character class. The most common adjustments follow.

  • Envyspawn are short and thin, often filling the role of scouts. They typically have Dex +3, Wis +3, Cha –1 and carry composite longbows.
  • Gluttonyspawn are obese and hardy, fighting on the front lines. They typically have Dex +0, Con +4, and carry backup weapons, such as javelins and shortswords.
  • Greedspawn have gold-tinged veins, stand over 7 feet tall, and are skilled thieves. They typically have Str +2, Dex +4, Int +1, and carry one finesse weapon and one agile weapon.
  • Lustspawn have beautiful bodies while retaining their grotesque faces and claws. They typically have Str +2, Wis +0, and Cha +4, and know a small number of spontaneous arcane spells, primarily of the enchantment school.
  • Pridespawn are gaunt with long manes of styled hair. They typically have Str +1, Int +4, Wis –2, and know a small number of prepared arcane spells.
  • Slothspawn hang heavy with dense rolls of excess skin. They typically have Dex +0, Wis +3, and know a small number of prepared divine spells.
  • Wrathspawn are muscular and pale. Their ability scores don’t change, but some of them carry highdamage weapons like greataxes.

Snake

Snakes come in an array of several varieties, from jungledwelling constrictors that wrap around their prey to venomous vipers that can fell creatures much larger than themselves with a single bite.

Viper Creature 0

Senses Perception +3; low-light vision, scent
Speed 20 feet, climb 20 feet, swim 20 feet

Defenses

AC 15, TAC 15; Fort +0, Ref +4, Will +1
HP 5

Slink (move); Trigger A foe ends its movement adjacent to the viper or within the viper’s square.; Effect The viper Strides, Climbs, or Swims up to 10 feet (or up to the relevant Speed, if that Speed is less than 10 feet). It must end its movement in a location that isn’t within 5 feet of a foe. This movement doesn’t trigger reactions.

Actions

1A Melee fangs +6 (agile), Damage 1 p plus poison

Viper Venom (poison) Saving Throw Fortitude DC 14; Maximum Duration 4 rounds; Stage 1 1d4 poison (1 round)

Statistics

Languages —; Skills –2; Acrobatics +5, Athletics +3, Stealth +5, Survival +3
Str –3, Dex +3, Con –1, Int –4, Wis +1, Cha –2

Ball Python Creature 1

Senses Perception +4; low-light vision, scent
Speed 20 feet, climb 20 feet, swim 20 feet

Defenses

AC 14, TAC 13; Fort +5, Ref +5, Will +2
HP 25

Tighten Coils; Trigger A creature grabbed or restrained by the ball python attempts an Acrobatics check to Escape or an Athletics check to Break Grapple.; Effect The DC for the triggering roll is increased by 2.

Actions

1A Melee jaws +7, Damage 1d6+3 p plus Grab

Constrict 3 b Wrap in Coils; Requirement A Medium or smaller creature is grabbed or restrained in the ball python’s jaws.; Effect The ball python moves the creature into its coils, freeing its mouth to make attacks, then uses Constrict against the creature. The ball python’s coils can hold one creature.

Statistics

Languages —; Skills –1; Acrobatics +5, Athletics +6, Stealth +6, Survival +4
Str +3, Dex +3, Con +3, Int –4, Wis +1, Cha –2

Giant Viper Creature 2

Senses Perception +6; low-light vision, scent
Speed 20 feet, climb 20 feet, swim 20 feet

Defenses

AC 16, TAC 14; Fort +6, Ref +6, Will +4
HP 30

Coiled Opportunity As Attack of Opportunity, but the snake can use this reaction only if it’s Coiled.

Actions

1A Melee fangs +8, Damage 1d8+3 p plus poison

Coil The giant viper takes an action to coil itself, increasing its reach with its fangs from 5 to 10 feet. After the giant viper Strikes with its fangs, it becomes uncoiled.

Giant Viper Venom (poison) Saving Throw Fortitude DC 16; Maximum Duration 6 rounds; Stage 1 1d6 poison (1 round); Stage 2 1d6 poison and drained 1.

Statistics

Languages —; Skills +0; Acrobatics +7, Athletics +7, Stealth +6, Survival +5
Str +3, Dex +4, Con +3, Int –4, Wis +1, Cha –2

Giant Anaconda Creature 8

Senses Perception +15; low-light vision, scent
Speed 30 feet, climb 30 feet, swim 30 feet

Defenses

AC 23, TAC 21; Fort +16, Ref +12, Will +10
HP 180

Tighten Coils; Trigger A creature grabbed or restrained by the ball python attempts an Acrobatics check to Escape or an Athletics check to Break Grapple.; Effect The DC for the triggering roll is increased by 2.

Actions

1A Melee jaws +18 (reach 10 feet), Damage 3d10+7 p plus Grab

1A Melee tail +18 (agile, reach 15 feet), Damage 3d10+3 b plus Push 10 feet

Greater Constrict 11 b, DC 21

Slither The giant anaconda Strides, Climbs, or Swims up to half its Speed, pulling any creatures it has grabbed with it.

Swallow Whole (attack) Large, 1d10+7 b, toughness 21

Wrap in Coils; Requirement A Large or smaller creature is grabbed or restrained in the giant anaconda’s jaws.; Effect The giant anaconda moves the creature into its coils, freeing its mouth to make attacks, then uses Greater Constrict against the creature. The giant anaconda’s coils can hold as many creatures as will fit in its space.

Statistics

Languages —; Skills +6; Acrobatics +15, Athletics +18, Stealth +15, Survival +15
Str +7, Dex +3, Con +6, Int –4, Wis +2, Cha –2

Spider

While their smaller cousins hardly pose a threat to humanoids, there are some massive spiders that hunt and kill all they encounter.

Hunting Spider Creature 1

Senses Perception +4; darkvision, tremorsense 40 feet
Speed 25 feet, climb 25 feet; Descend on a Web 40 feet

Defenses

AC 15, TAC 14; Fort +4, Ref +5, Will +3
HP 20

Spring Upon Prey

Requirements Initiative has not yet been rolled.

Trigger A creature touches the hunting spider’s web while the spider is lying in wait within the web.

Effect The hunting spider automatically notices the creature and Strides, Climbs, or Descends on a Web before it rolls initiative.

Actions

1A Melee fangs +7, Damage 2d4 p plus hunting spider venom

1A Ranged web +6 touch (range increment 30 feet), Effect web trap Descend on a Web (move) The hunting spider Descends on a Web up to 40 feet straight down. It can hang from the web or drop off. The distance it Descends on the Web doesn’t count for calculating falling damage. If a creature succeeds at an attack against the web, it can sever it (AC 20, TAC 17, 5 hardness).

Hunting Spider Venom (poison) Saving Throw Fortitude DC 15; Maximum Duration 6 rounds; Stage 1 1d6 poison and flat-footed (1 round); Stage 2 1d6 poison, flat-footed, and sluggish 1 (1 round) Web Trap A creature hit by the hunting spider’s web attack is immobilized and stuck by the web to the nearest surface until it succeeds at an Acrobatics check to Escape (DC 15).

Statistics

Languages —; Skills –1; Athletics +4, Acrobatics +3, Stealth +6
Str +0, Dex +3, Con +1, Int –5, Wis +0, Cha –4

Tremorsense The hunting spider’s tremorsense applies only against creatures touching its web.

Spider Swarm Creature 0

Senses Perception +1; darkvision, tremorsense 30 feet

Defenses

AC 13, TAC 12; Fort +1, Ref +4, Will +1
HP 8; Immunities precision, targeted effects; Resistances b 5, p 5, s 2; Weaknesses area damage 4, splash damage 4

Swarming Bites Each enemy in the spider swarm’s space takes 1 p damage and is exposed to spider swarm venom. A DC 13 Reflex save negates the damage (double damage on a critical failure).

Spider Swarm Venom (poison) Saving Throw Fortitude DC 13; Maximum Duration 4 rounds; Stage 1 1 poison and enfeebled 1 (1 round); Stage 2 2 poison and enfeebled 1 (1 round)

Statistics

Languages —; Skills –2; Acrobatics +4, Athletics +4, Stealth +4
Str –5, Dex +3, Con +0, Int –5, Wis +0, Cha –4

Tremorsense The spider swarm’s tremorsense only applies against creatures touching its web.

Goliath Spider Creature 11

Senses Perception +18; darkvision, tremorsense 120 feet
Speed 45 feet, climb 30 feet, web descent 120 feet

Defenses

AC 28, TAC 25; Fort +20, Ref +15, Will +14
HP 228

Spring Upon Prey

Requirements This reaction can be used only before initiative has been rolled.

Trigger A creature touches the spider’s web while the spider is lying in wait within the web.; Effect The goliath spider automatically notices the creature and can Stride, Climb, or Descends on a Web before rolling initiative.

Actions

1A Melee fangs +22 (reach 10 feet), Damage 3d10+8 p plus goliath spider venom

Melee leg +22 (agile, reach 15 feet), Damage 3d8+8 b

1A Ranged web +20 touch (range increment 60 feet), Effect web tether

Descend on a Web (move) The goliath spider Descends on a Web up to 120 feet straight down. It can hang from the web or drop off. The distance it Descends on the Web doesn’t count for calculating falling damage. If a creature succeeds at an attack against the web, it can sever it (AC 20, TAC 17, 20 hardness).

Goliath Spider Venom (poison) Saving Throw Fortitude DC 26; Maximum Duration 6 rounds; Stage 1 2d6 poison and slowed 1 (1 round); Stage 2 2d6 poison and slowed 2 (1 round); Stage 3 paralyzed for 2d4 hours

Leg Strikes (attack) The spider makes two leg Strikes, each against a different creature. The two attacks use the same multiple attack penalty and count as one attack for calculating the spider’s multiple attack penalty.

Web Reel (manipulate)

Requirements A creature is tethered to the goliath spider’s web tether.; Effect If the goliath spider succeeds at an Athletics check against the creature’s Fortitude DC, it pulls that creature 20 feet closer to it (double distance on a critical success, half distance on a failure, no distance on a critical failure).

Web Tether A creature hit by the spider’s web Strike is entangled and tethered to the spider, preventing it from moving farther away from the spider. The trapped creature or an adjacent creature can attempt a DC 28 Athletics check to Break Open the entangling web. Severing the tether requires attacking it and breaking it (AC 20, TAC 17, Hardness 20).

Statistics

Languages —; Skills +9; Acrobatics +19, Athletics +21, Stealth +19
Str +8, Dex +7, Con +7, Int –5, Wis +1, Cha –4

Tremorsense The spider’s tremorsense applies against only creatures touching its web.

Star-Spawn of Cthulhu

Of all the strange and malefic denizens of the void between the stars, few evoke the same terror as a star-spawn of Cthulhu. Humanoid in shape, a star-spawn’s immense body has rubbery flesh that wriggles and seethes like a halfsolidified ooze.

Star-Spawn of Cthulhu Rare Creature 20

Senses Perception +35; blindsight (sentient creatures) 30 feet, darkvision
Speed 35 feet, fly 50 feet, swim 35 feet; starflight

Defenses

AC 44, TAC 40; Fort +32, Ref +29, Will +34 (+4 conditional vs. mental), +3 conditional to saves vs. magic
HP 335, regeneration 40 (deactivated by fire); Resistances cold 15, poison 15

Frightful Presence (aura, emotion, fear, mental) 150 feet, DC 38

Mental Dominance (aura, mental) 150 feet. The star-spawn of Cthulhu projects its mental presence in an aura around it, preventing its foes from concentrating. A foe attempting a concentrate action in the area must succeed at a DC 36 Will save or the action fails.

Immortality The star-spawn of Cthulhu doesn’t age, nor does it need to eat or breathe. It can die only as a result of violence.

Overwhelming Mind (mental); Trigger The star-spawn of Cthulhu makes mental contact with a creature either using its own abilities (including telepathy) or the creature’s divination or mental effect.; Effect The creature must succeed at a DC 40 Will save or be stunned for 1d4 rounds. On a success, the creature is slowed 1 for 1 round; on a critical success, the creature is unaffected; on a critical failure, the creature is stunned for 1d4 rounds and permanently confused, as per the effects of a critical failure when casting warp mind. Regardless of the save result, the creature becomes bolstered.

Actions

1A Melee claw +35 (agile, reach 15 feet), Damage 6d6+15 s

1A Melee tentacle +35 (reach 15 feet), Damage 6d6+15 b plus Grab

Occult Innate Spells DC 40, Constant (10th) mind blank; 10th gate; At Will (10th) dream message, nightmare, sending, warp mind

Focused Assault (attack) The star-spawn of Cthulhu attacks a single target with all six of its face tentacles, overwhelming it with multiple attacks and leaving almost nowhere to dodge. On a successful attack, the star-spawn of Cthulhu deals damage from one tentacle to the target, plus an additional 1d6 damage for every tentacle beyond the first (normally 5d6 unless a tentacle is severed or occupied). Even on a failed attack, the star-spawn deals the damage from one tentacle to the target.

It can’t Grab a creature on a failed attack and still misses completely on a critical failure. This counts toward the starspawn’s multiple attack penalty as a number of attacks equal to the number of tentacles it uses.

Greater Constrict 18 b, DC 40

Tangle of Tentacles The star-spawn of Cthulhu makes up to six tentacle Strikes at a –2 penalty, each against a different target in a 15-foot cone. If it follows this by using a Grab action, it can Grab any number of creatures it hit instead of just one.

These attacks count toward the star-spawn’s multiple attack penalty, and the multiple attack penalty doesn’t increase until after it makes all its attacks.

Starflight A star-spawn of Cthulhu can use its fly Speed to fly in outer space despite the lack of atmosphere.

Statistics

Languages Aklo; telepathy 300 feet; Skills +26; Acrobatics +32, Arcana +35, Athletics +35 (+37 to Swim), Intimidation +35, Occultism +37, Religion +35, Society +35, Stealth +35
Str +10, Dex +4, Con +9, Int +6, Wis +9, Cha +6

Titan

Titans are gargantuan, armor-clad humanoids that wield massive weapons. Said to be the first children of the gods, the titans waged war upon their creators. Thanatotic titans were banished to the Abyss as punishment for their hubris.

Thanatotic Titan Rare Creature 22

Senses Perception +40; darkvision, true seeing
Speed 50 feet; air walk

Defenses

AC 47, TAC 42; Fort +34, Ref +32, Will +34, +3 conditional to saves vs. mental, +2 conditional to saves vs. divine
HP 380; Immunities death effects, disease; Resistances all 20 (except lawful orichalcum)

Aura of Blasphemy (aura, divine) 100 feet. The thanatotic titan’s aura attempts to dispel all divine spells cast within the aura.

This is a 10th-level dispel magic spell with a spell roll of +34.

Reaction Attack of Opportunity

Disruptive In addition to its normal triggers, the thanatotic titan’s Attack of Opportunity can also be used when a creature within the thanatotic titan’s reach uses an action with the concentrate trait. Furthermore, the thanatotic titan doesn’t take the normal –2 penalty when it makes an Attack of Opportunity.

Actions

1A Melee titanic halberd +38 (reach 60 feet, versatile S), Damage 5d10+20 p

1A Melee foot +38 (agile, reach 30 feet), Damage 4d10+20 b

1A Ranged rock +36 (thrown 500 feet), Damage 6d6+10 variable plus primordial rock

Spellcasting (divine, innate) DC 44, attack +36; Constant (10th) air walk, foresight, haste, mind blank, spell turning, tongues, true seeing; 10th meteor swarm; At Will (10th) augury, disintegrate, dispel magic, heal, read omens, scrying, sending, spiritual epidemic, suggestion

Rituals planar ally, resurrection

1A Change Shape (concentrate, divine, polymorph) A thanatotic titan can take the shape of any humanoid of any size. In humanoid shape, it can Trample only creatures of its new size or smaller and its reach decreases to match its new size. If a titan is Huge, the reach of its halberd decreases to 40 feet, while the reach of its foot decreases to 20 feet (20 feet [halberd] and 10 feet [foot] if Large; and as normal for both Strikes if the titan is smaller).

Godslayer (divine); Trigger The thanatotic titan damages a creature that can cast divine spells or use divine abilities.; Effect The damaged creature must succeed at a DC 44 Will save or become unable to use any of its divine spells and abilities for 1 day and become frightened 2 for as long as this restriction lasts. A success reduces the duration to 1 round, a critical success negates the effect, and a critical failure causes the damaged creature to lose its divine spells and abilities forever.

Primordial Rock (divine) A thanatotic titan can shape creatures and objects alike from the primordial nature of the universe. When it creates a rock to throw, the titan imbues it with that nature, choosing any damage type for it to deal. After a rock Strike, the rock explodes in the square of its target, even on a miss (though not on a critical failure). This deals 10d6 damage of the chosen type to all creatures in a 20-foot burst (Reflex DC 44 half, no damage on a critical success, double damage on a critical failure).

Trample Gargantuan or smaller, foot, DC 44

Vicious Arc The titan swings its halberd in a wide arc, making a Strike at a –2 penalty against every creature in a cone with a length equal to the reach of its titanic halberd (a 60-foot cone when the titan is Gargantuan). These Strikes deal s damage, and—even on a failure—deal minimum damage (typically 25, no damage on a critical failure). These attacks count as one attack toward the titan’s multiple attack penalty, and the penalty increases only after all the attacks have been made.

Statistics

Languages Abyssal, Celestial; telepathy 300 feet, tongues; Skills +29; Acrobatics +38, Arcana +42, Athletics +40, Crafting +42, Deception +40, Diplomacy +40, Intimidation +40, Performance +40, Religion +38, Stealth +36 Str +10, Dex +4, Con +10, Int +8, Wis +5, Cha +8
Items full plate, titanic halberd

Treant

Guardians of the forest, treants are huge animated trees, each with a humanoid visage in its ancient bark. They are found in old forests that they steadfastly protect, crushing those who cut down the trees they cherish and see as kin.

Treant Creature 8

Senses Perception +15; low-light vision
Speed 25 feet

Defenses

AC 25, TAC 21; Fort +15, Ref +9, Will +12
HP 145; Resistances b 5, p 5; Weaknesses axe vulnerability 5, fire 10

Actions

1A Melee branch +18 (reach 15 feet), Damage 2d12+7 b

1A Melee foot +18, Damage 2d8+7 b

1A Ranged rock +16 (range increment 120 feet), Damage 2d10+7 b Primal Innate Spells DC 15; Constant speak with plants

Animate Tree The treant causes a tree within 180 feet to uproot itself and fight as a minion using the statistics for an animated tree. A treant can control up to two animated trees at a time, and it can issue commands to both trees with one action (this action has the auditory trait).

Rock Throwing A treant can pick up and throw a rock with a single Strike action.

Sunder Objects Anytime a treant damages an item or structure, it deals an additional Dent.

Statistics

Languages Common, Sylvan, Treant; speak with plants; Skills +8; Athletics +18, Diplomacy +15, Intimidation +15, Nature +15, Stealth +7 (+19 in forests)
Str +7, Dex –1, Con +6, Int +1, Wis +3, Cha +1

Animated Tree Creature 6

Senses Perception +15; low-light vision
Speed 15 feet

Defenses

AC 21, TAC 17; Fort +14, Ref +6, Will +9
HP 90; Resistances b 5, p 5; Weaknesses axe vulnerability, fire 10

Axe Vulnerability An animated tree takes 5 additional damage from axes.

Actions

1A Melee branch +15 (reach 15 feet), Damage 2d10+6 b

1A Melee foot +15, Damage 2d6+6 b

1A Ranged rock +13 (range increment 120 feet), Damage 2d10+6 b Rock Throwing An animated tree can pick up and throw a rock with a single Strike action.

Sunder Objects Anytime an animated tree damages an item or structure, it deals an additional Dent.

Statistics

Languages —; Skills +4; Athletics +14, Stealth +3 (+15 in forests)
Str +6, Dex –1, Con +6, Int –5, Wis +3, Cha +0

Troll

Trolls are large, bestial giants with tusks, an underbite, and powerful claws. They have the ability to regenerate wounds that would kill lesser creatures outright.

Troll Creature 5

Senses Perception +11; darkvision
Speed 30 feet

Defenses

AC 18, TAC 16; Fort +13, Ref +8, Will +5
HP 115, regeneration 20 (deactivated by acid or fire); Weaknesses fire 10

Reaction Attack of Opportunity

Actions

1A Melee jaws +13 (reach 10 feet), Damage 2d10+5 p

1A Melee claw +13 (agile, reach 10 feet), Damage 2d8+5 s Rend claw

Statistics

Languages Jotun; Skills +4; Athletics +12, Intimidation +12
Str +5, Dex +2, Con +6, Int –2, Wis +0, Cha –2

Unseen Servant

Unseen servants are invisible servants conjured by spellcasters that help their masters complete tasks.

Unseen Servant Creature 0

Senses Perception +0; darkvision
Speed fly 30 feet

Defenses

AC 13, TAC 13; Fort +0, Ref +4, Will +0
HP 4; Immunities asleep, disease, mental, nonmagical attacks, paralysis, poison, precision; Resistances all 5 (except force or ghost touch)

Force Body An unseen servant’s physical body is made of force, and it can’t make attack actions. It can move and use Interact actions to do things such as fetch objects, open unstuck or unlocked doors, hold chairs, and clean. It can’t pass through solid objects.

Statistics

Languages — (understands its creator); Skills –2; Stealth +8
Str –4 Dex +2, Con +0, Int –5, Wis +0, Cha +0

Invisible An unseen servant is invisible, though it normally doesn’t Sneak, allowing it to be sensed.

Valkyrie

Valkyries are outsiders who scour the battlefields of the Material Plane for warriors of great prowess and legendary renown. Valkyries are always female, and appear as strong and beautiful human, dwarven, or elven women.

Valkyrie Uncommon Creature 12

Senses Perception +21; darkvision, lifesense 60 feet
Speed 25 feet, fly 80 feet

Defenses

AC 31, TAC 29; Fort +21, Ref +18, Will +21, +1 conditional to saves vs. magic
HP 185; Resistances all 10 (except cold iron); Weaknesses lawful 10

Actions

Reaction Attack of Opportunity

1A Melee valkyrie’s spear +23 (magical, reach 10 feet), Damage 4d8+12 p

1A Ranged valkyrie’s spear +21 (magical, thrown 20 feet), Damage 4d8+6 p Divine Innate Spells DC 27, attack +21; Constant death ward, tongues (5th); 7th plane shift (self and mount only); 6th heal (×3); 5th breath of life, death ward (×3); At Will gentle repose; Cantrips (5th) electric arc

Choose the Slain (concentrate, manipulate) The valkyrie can draw a soul from a newly dead body into her spear for transport to the afterlife, but only if the dead creature’s soul is willing.

Lightning Sweep (attack, electricity) The valkyrie can call lightning onto her spear and then sweep it in a circle, damaging all foes within her reach. Each affected creature must succeed at a Reflex save or take the damage from the valkyrie’s spear plus 3d12 electricity damage (half damage on a successful save, no damage on a critical success, double damage on a critical failure). The valkyrie can’t make another

Lightning Sweep for 1d4 rounds.

Ride The valkyrie can use Command an Animal to control her mount without needing to use Handle an Animal first.

Statistics

Languages Celestial, Common; ravenspeaker, tongues Skills +14; Acrobatics +21, Athletics +23, Intimidation +21, Medicine +23, Nature +23, Religion +21
Str +6, Dex +3, Con +5, Int +3, Wis +5, Cha +5
Items breastplate, valkyrie’s spear

Lifesense (arcane, divination) Lifesense is a blindsense that senses living creatures based on their life force.

Ravenspeaker (divination, divine) Valkyries use ravens as servants and spies. They can speak with ravens, and they can command up to three normal ravens at will. Valkyries can constantly observe whatever their commanded ravens sense.

Valkyrie’s Spear (conjuration, divine) This spear is a +2 returning spear. In the valkyrie’s hands, the spear has reach 10 feet.

Vampire (Moroi)

Vampires are undead creatures that drink the blood of the living. The most common vampire is the moroi. Although the rules here include a template to convert the statistics for a living creature into those of a moroi vampire, the vampires presented below don’t exactly match what you would get if you used the template. It is best to build a vampire from scratch—creating its statistics as you see fit and then adding the special abilities below—but if you don’t have the time, simply apply the template. A creature should be at least level 3 before being converted to a vampire.

Creating Vampires

You can turn an existing, living creature into a moroi vampire by completing the following steps.

First, increase the creature’s level by 1 and change its statistics as follows.

  • Increase its AC, attack bonuses, DCs, saving throws, and skill modifiers by 1.
  • Increase its damage with Strikes and other offensive abilities by 1. If the vampire is limited in how often it can use an ability (such as a breath weapon), increase the damage by 2 instead.
  • The creature gains fast healing and resistance to physical damage (except silver) roughly equal to the amount shown on the table.
  • Reduce its HP by roughly the amount shown on the table. This lower HP compensates for the creature’s fast healing.

Starting Level Fast Healing/Resistance HP Decrease

3–4 5 –10 5–7 7 –15 8–14 10 –30 15+ 15 –55 Vampire Abilities

A vampire gains the undead and vampire traits, and its alignment is usually adjusted to evil. All vampires gain the following abilities. If the base creature has any abilities that come from it being a living creature, it loses them.

It also loses any traits that represented its life as a living creature, such as human and humanoid. You might also need to adjust some abilities that conflict with the theme of a vampire (such as abilities with the good trait).

The vampire master gains additional abilities, as described below.

Coffin Restoration (divine, necromancy, negative) Unlike other undead, a vampire isn’t destroyed if reduced to 0 HP. Instead, it falls unconscious. If the vampire’s body is placed in its coffin for 1 hour, the vampire is restored to 1 HP, after which its fast healing begins to function normally.

Negative Healing Immunities asleep, death effects, disease, paralysis, poison

Vampire Weaknesses

A moroi vampire has several weaknesses specific to its kind. A vampire’s coffin can bring it back to unlife from 0 Hit Points, but wooden stakes and sunlight can be used to permanently slay it.

  • Compulsions Vampires are creatures of strange and unknowable compulsions. A typical moroi vampire can’t voluntarily cross running water unless the vampire is in its coffin, or enter a private home or dwelling unless invited by someone with the authority to do so, though other vampires might have different compulsions. The vampire can still be forced to do these things, and might be able to overcome its compulsion just as it does its revulsion (see below).
  • Revulsion A vampire can’t voluntarily come within 10 feet of garlic or a brandished holy symbol of a non-evil deity. A creature can use an Interact action to brandish a holy symbol for 1 round (similar to Raising a Shield). If the vampire involuntarily comes within 10 feet of an object of its revulsion, it gains the fleeing condition until it ends an action beyond 10 feet from the object. After 1 round of being exposed to the object of its revulsion, a vampire can take an action to attempt a DC 26 Will save (this action has the concentrate trait). On a success, it overcomes its revulsions for 1d6 rounds (or 1 hour on a critical success).
  • Stakes A wooden stake driven through the vampire’s heart reduces the vampire to 0 HP and prevents it from healing above 0 HP, even in its coffin. Staking a vampire requires three actions and can be done only if the vampire is unconscious. If the vampire’s head is severed and anointed with holy water while the stake is in place, the vampire is destroyed. If the stake is removed, the vampire can heal again and, if the vampire is in its coffin, its 1-hour rest period begins.
  • Sunlight If exposed to direct sunlight, a vampire becomes slowed 1 immediately. The slowed value increases by 1 each time the vampire ends its turn in sunlight. If the vampire loses all its actions in this way, it’s destroyed. Antithetical to light by their very nature, vampires don’t cast shadows or show a reflection in mirrors.

Climb Speed The creature gains a climb Speed equal to its land Speed.

Claws If the creature had hands, it gains a claw Strike (an agile unarmed attack that deals s damage). If the monster had any agile attacks, the damage amount should be roughly the same. If it had only non-agile attacks, use that damage reduced by 25%.

Drink Blood (divine, necromancy)

Requirements An asleep, grabbed, paralyzed, restrained, or unconscious creature is within the vampire’s reach.; Effect The vampire sinks its fangs into that creature to drink its blood. If the creature is grabbed, this requires the vampire to attempt an Athletics check against the victim creature’s Fortitude DC, but Drink Blood is automatic for any of the other conditions. The creature becomes drained 1 and the vampire regains a set amount of HP, gaining any excess as temporary HP. When you create a vampire, decide how much HP it regains (this amount should be between 10% and 20% of its maximum HP). Drinking blood from a creature that’s already drained doesn’t restore any HP but does increase the victim’s drained condition by 1. A vampire can drink blood that has been already removed from a creature, but gains no HP.

A victim’s drained condition reduces by 1 every week. A creature who succeeds at a DC 18 Medicine check (requiring sufficient blood or blood donors) can perform a blood transfusion to reduce this condition by 1 after 10 minutes.

Grab The creature gains Grab and can Grab with its claw attacks, or with equivalent unarmed attacks if it doesn’t have claws.

Vampire Master Abilities

Powerful vampires that can create and control vampire spawn also get these abilities. To make a good vampire master, a creature should be at least level 5.

Children of the Night (divine, enchantment, mental) A vampire master’s presence beckons creatures of the night that do its bidding. These typically include rat swarms, bat swarms, wolves, or other creatures. The vampire master can give orders to these creatures, but they can’t communicate back.

Resistance Overcoming a vampire’s resistance requires magical silver.

Create Progeny (divine, downtime, necromancy) If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire spawn or vampire master by pouring some of its own blood into the victim and burying the victim’s coffin in earth for three nights. If the new vampire is a lower level than its creator, it is under the creator’s control. If a vampire controls too many progeny at once (as determined by the GM), a strong-willed progeny can attempt a Will save against its master’s Will DC to break free.

Mist Escape Trigger The vampire is reduced to 0 HP.; Effect The vampire uses turn to mist (see below). It can still take actions even though it’s at 0 HP, but the only actions it can take are move actions to move toward its coffin. While at 0 HP in this form, it’s unaffected by further damage. It automatically returns to its corporeal form, unconscious, if it reaches its coffin or after 2 hours, whichever comes first.

1A Change Shape (concentrate, divine, polymorph, transmutation) The vampire can transform into one or more animal forms. This is a bat for most moroi, but could be a different creature modeled after the options in the animal form and aerial form spells.

Bat form The vampire can change in size to Tiny, Small, or Large. It gains echolocation 40 feet and has a land Speed of 20 feet and a fly Speed of 30 feet. It gains two Strikes at the same attack bonus as its highest melee attack: a fangs Strike that deals 25% more damage than its claws (and is p instead of s) and an agile wing Strike that deals the same damage as its claws (but is b).

Dominate The vampire can cast dominate at will as an innate divine spell; its Somatic Casting gains the visual trait and includes staring into the target’s eyes. The DC is 2 lower than the standard DC for the vampire’s level, and a creature that succeeds is bolstered. Slaying the vampire ends the domination, but reducing the vampire to 0 HP is insufficient to break the spell.

Drink Blood The victim creature becomes drained 2 instead of 1.

Turn to Mist (concentrate, divine, transmutation) The vampire turns into a cloud of vapor, as the gaseous form spell, or back to its normal form. The vampire loses fast healing while in gaseous form. The vampire can remain in this form indefinitely.

Vampire Statistics

These stat blocks represent typical vampires that were once human.

Vampire Count Uncommon Creature 6

Senses Perception +11; darkvision
Speed 25 feet, climb 25 feet; mist escape

Defenses

AC 21, TAC 20; Fort +9, Ref +10, Will +13, +1 conditional vs. positive
HP 55, coffin restoration, fast healing 7, negative healing; Immunities asleep, death effects, disease, paralysis, poison; Resistances physical 7 (except magical silver); Weaknesses vampire weaknesses

Mist Escape

Vampire Weaknesses

Actions

1A Melee rapier +15 (deadly 1d8, disarm), Damage 3d6+5 p

1A Melee claw +15 (agile), Damage 2d8+5 s plus Grab

1A Change Shape (concentrate, divine, polymorph, transmutation) In bat form the vampire may use the following actions:

1A Melee fangs +15, Damage 2d10+5 p, wing (agile) +15, Damage 2d6+5 b.

Create Spawn (divine, downtime, necromancy)

Dominate (divine, enchantment, mental, visual) DC 18

Drink Blood (divine, necromancy) When Drinking Blood, the vampire regains 10 HP.

Turn to Mist (concentrate, divine, transmutation)

Statistics

Languages Common, Necril, regional language; Skills +6; Acrobatics +11, Athletics +13, Deception +13, Diplomacy +11, Intimidation +13, Society +11, Stealth +13
Str +5, Dex +3, Con +2, Int +2, Wis +2, Cha +4
Items expert rapier, leather armor

Children of the Night (divine, enchantment, mental)

Vampire Spawn Rogue Creature 4

Senses Perception +9; darkvision
Speed 25 feet, climb 25 feet

Defenses

AC 19, TAC 18; Fort +6, Ref +10, Will +7, +1 conditional vs. positive
HP 35, coffin restoration, fast healing 5, negative healing; Immunities asleep, death effects, disease, paralysis, poison; Resistances physical 5 (except silver); Weaknesses vampire weaknesses

Actions

1A Melee claw +11 (agile), Damage 1d8+4 s plus Grab

Drink Blood (divine, necromancy) When Drinking Blood, the spawn regains 4 HP

Sneak Attack (precision) The vampire spawn deals an additional 1d6 precision damage to flat-footed creatures.

Statistics

Languages Common, regional language; Skills +5; Acrobatics +11, Athletics +9, Intimidation +11, Society +9, Stealth +11
Str +3, Dex +4, Con +0, Int –1, Wis +1, Cha +2

Vampire Wizard Uncommon Creature 9

Senses Perception +14; darkvision
Speed 25 feet, climb 25 feet; mist escape

Defenses

AC 25, TAC 24; Fort +14, Ref +12, Will +16, +1 conditional vs. positive
HP 105, coffin restoration, fast healing 10, negative healing; Immunities asleep, death effects, disease, paralysis, poison; Resistances physical 10 (except magical silver); Weaknesses vampire weaknesses

Mist Escape

Vampire Weaknesses

Actions

1A Melee claw +18 (agile), Damage 2d8+6 s plus Grab

Prepared Spells (arcane) DC 23, attack +18; 4th fire shield, phantasmal killer, veil, wall of fire; 3rd dispel magic, fireball, haste, lightning bolt; 2nd flaming sphere, invisibility, mirror image, touch of idiocy; 1st color spray (×2), fleet step, ray of enfeeblement; Cantrips detect magic, mage hand, message, ray of frost

1A Change Shape (concentrate, divine, polymorph, transmutation) fangs +18 for 3d10+6 p, wing (agile) +18 for 3d6+6 b.

Create Spawn (divine, downtime, necromancy)

Dominate (divine, enchantment, mental, visual) DC 21

Drain Arcane Focus (arcane, wizard) Frequency Once per day for each spell level; Trigger The vampire’s turn begins.; Effect The vampire expends the magical power stored in its arcane focus. This gives the vampire the ability to cast one spell it prepared today and previously cast, without spending a spell slot to do so. It must still complete the required spellcasting actions and any other of the spell’s requirements to cast this spell.

Drink Blood (divine, necromancy) When Drinking Blood, the vampire regains 10 HP.

Turn to Mist (concentrate, divine, transmutation)

Steady Spellcasting A vampire wizard’s spells are disrupted only by reactions that result in the vampire taking 18 damage or more, even if the reaction normally disrupts manipulate actions automatically.

Statistics

Languages Common, Draconic, Necril, regional language; Skills +9; Acrobatics +16, Arcana +18, Athletics +18, Deception +16, Diplomacy +16, Intimidation +14, Society +16, Stealth +16
Str +3, Dex +4, Con +1, Int +4, Wis +2, Cha +3

Children of the Night (divine, enchantment, mental)

Vargouille

Vargouilles are hideous monsters, little more than fiendish heads that fly upon leathery bat wings. They are known for tormenting living creatures and can often be found haunting graveyards, ancient battlefields, or anywhere that has been transformed by the touch of massive death. Their kiss can transform victims into vargouilles.

Vargouille Uncommon Creature 2

Senses Perception +5; darkvision
Speed fly 25 feet

Defenses

AC 16, TAC 15; Fort +7, Ref +5, Will +4
HP 26

Actions

1A Melee fangs +8, Damage 1d8+2 p plus vargouille venom

Kiss The vargouille kisses an adjacent creature that’s asleep, paralyzed, or unconscious, exposing it to the vargouille transformation disease.

Shriek (auditory, concentrate, visual) The vargouille’s shriek paralyzes all non-vargouilles in a 60-foot aura for 3 rounds (Fortitude DC 14 negates). The effect ends early for a creature if the vargouille moves out of sight, moves farther than 60 feet from the creature, or attacks the creature with its fangs. After attempting its save, a creature is bolstered.

Vargouille Transformation (disease) Exposing the victim to sunlight or any light spell of 3rd level or higher pauses the progress of the disease until the victim is no longer in light.; Saving Throw Fortitude DC 17; Stage 1 carrier with no effect (1d6 hours); Stage 2 victim’s hair falls out (1d6 hours); Stage 3 ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs (1 day); Stage 4 victim’s mind regresses to a vicious and unintelligent shell of its former self (1d6 hours); Stage 5 victim’s head breaks free of the body (which dies) and becomes a new vargouille.

Vargouille Venom (poison) Saving Throw Fortitude DC 15; Stage 1 Damage the victim has taken from vargouille fangs can’t be healed magically. Once all vargouille fang damage has been healed nonmagically, the poison ends.

Statistics

Languages Infernal; Skills +1; Acrobatics +7, Stealth +7
Str +1, Dex +2, Con +2, Int –2, Wis +1, Cha –1

Warg

These beasts appear to be large and powerful wolves, but their eyes show an intelligence beyond that of a common animal. Some of these creatures serve evil goblins as mounts. Their larger cousins, known as winter wolves, inhabit colder climates and have the supernatural ability to breathe a cone of freezing energy.

Warg Creature 2

Senses Perception +7; darkvision, scent
Speed 40 feet

Defenses

AC 16, TAC 14; Fort +7, Ref +5, Will +4
HP 38

Guardian Bite; Trigger A creature within the warg’s reach attacks one of the warg’s allies.; Effect The warg makes a jaws Strike against the triggering creature.

Actions

1A Melee jaws +8; Damage 1d8+3 p plus Knockdown

Pack Attack The warg’s Strikes deal 1d4 extra damage to creatures within the reach of at least two of the warg’s allies.

Statistics

Languages Common, Goblin; Skills +2; Deception +5, Stealth +8, Survival +8
Str +3, Dex +2, Con +3, Int –1, Wis +1, Cha +0

Winter Wolf Creature 5

Senses Perception +12; darkvision, scent
Speed 40 feet

Defenses

AC 20, TAC 18; Fort +11, Ref +9, Will +9
HP 88; Immunities cold; Weaknesses fire 5

Guardian Bite; Trigger A creature within the winter wolf’s reach attacks one of the winter wolf’s allies.; Effect The winter wolf makes a jaws Strike against the triggering creature.

Actions

1A Melee jaws +13, Damage 1d10+4 p plus 1d6 cold and Knockdown

1A Breath Weapon (arcane, cold, evocation) The winter wolf breathes a cloud of frost that deals 7d6 cold damage to all creatures in a 15-foot cone (Reflex DC 19 half, double damage on a critical failure, no damage on a critical success). It can’t use Breath Weapon again for 1d4 rounds.

Pack Attack The winter wolf’s Strikes deal 1d6 extra damage to creatures within the reach of at least two of the winter wolf’s allies.

Statistics

Languages Common, Jotun; Skills +5; Deception +9, Stealth +11 (+14 in snow), Survival +10
Str +4, Dex +1, Con +4, Int –1, Wis +1, Cha +0

Warsworn

The animate masses of armed and armored corpses known as warsworns are enormous undead amalgams formed by gods and goddesses of undeath or war. These creatures exist to spread the ravages of war and carnage of battle.

Warsworn Uncommon Creature 16

Senses Perception +27; darkvision
Speed 40 feet

Defenses

AC 37, TAC 33; Fort +28, Ref +20, Will +24; +1 conditional to saves vs. positive
HP 345; Immunities asleep, death effects, disease, paralysis, poison

Frightful Presence (aura, emotion, fear, mental) 100 feet. DC 32

Actions

1A Melee corpse wave +29, Damage 4d12+9 b plus energy drain

1A Melee animated weapon +29 (agile, reach 100 feet, versatile B, versatile P), Damage 4d8+9 s

1A Ranged scrap ball +28 (range increment 100 feet, versatile P, versatile S), Damage 10d6 b plus plummet

Absorb (death, divine, necromancy); Trigger The warsworn moves into a dying creature’s space.; Effect The warsworn absorbs the dying creature into itself, instantly killing the creature and healing the warsworn for a number of Hit Points equal to the creature’s level.

Creatures can’t be resurrected except by miracle or a similarly powerful effect while the warsworn that absorbed them still exists.

Trample Huge or smaller, wave, DC 34

Energy Drain (divine, necromancy) When a warsworn hits with a corpse wave Strike or damages a creature with Trample, the target must succeed at a DC 33 Fortitude save or become enervated 1. On a critical failure, this condition cannot be removed normally, only by magical treatment.

Plummet A creature hit by a warsworn’s scrap ball Strike must attempt a Reflex save. On a failure, an airborne creature falls up to 120 feet; if it hits the ground, it takes damage from the fall and falls prone. On a critical failure, the target is knocked prone (even if it didn’t take falling damage) and restrained under a pile of scrap (DC 34 to Escape or Break Grapple).

Statistics

Languages Common; can’t speak; Skills +20; Athletics +30
Str +9, Dex +3, Con +7, Int –1, Wis +3, Cha +5

Animated Weapons (divine, evocation) The warsworn automatically assumes control of unattended weapons within 100 feet, drawing them to levitate by its side. The warsworn can telekinetically wield these weapons to make melee Strikes with a reach of 100 feet.

Wendigo

Beings of ancient evil, wendigos haunt the minds of mortals, driving them to desperation and, ultimately, into a cannibalistic frenzy. Wendigos are encountered in frozen climates, be it an icy tundra or the tops of snowcapped mountains.

Wendigo Uncommon Creature 17

Senses Perception +27; darkvision, heatsight 60 feet
Speed fly 100 feet

Defenses

AC 39, TAC 37; Fort +29, Ref +27, Will +23, +1 conditional to saves vs. magic
HP 310, regeneration 30 (deactivated by fire); Immunities cold, fear; Weaknesses fire 10, magic cold iron 10

Actions

1A Melee jaws +30 (reach 10 feet), Damage 2d10+7 p plus 4d6 cold and cannibal feast

1A Melee claw +30 (agile, reach 10 feet), Damage 2d10+7 s plus 4d6 cold and Grab

Primal Innate Spells DC 35; 4th nightmare (see dream haunting)

Rituals control weather

Cannibal Feast (healing, necromancy, primal) If the wendigo deals bite damage to a creature it’s grabbing or restraining, it devours the victim’s flesh. The wendigo gains temporary HP equal to half the damage dealt and gains a +1 conditional bonus to all d20 rolls for 1 round. The victim takes 2d10 persistent bleed damage.

Dream Haunting When the wendigo casts nightmare, a target that fails at its save is exposed to wendigo torment.

Howl (auditory, concentrate, enchantment, fear, mental, primal)

The wendigo unleashes a forlorn howl that can be heard up to 1 mile away. Any creature that hears the howl must succeed at a DC 35 Will save or be frightened 1. Any creature that critically fails and is within 120 feet of the wendigo is instead frightened 3, and also flees for 1d4 rounds (or until it’s no longer frightened, whichever comes first). A creature frightened by a wendigo’s howl still naturally recovers from its fright but can’t reduce it below frightened 1 in this way until 1 hour has passed or magic is used.

Whether it succeeds or fails, a creature is bolstered.

Ride the Wind (concentrate, primal, transmutation) The wendigo turns into vapor (as gaseous form) and flies through the air. While in this form, it can spend an action to ride the wind rapidly, moving 200 feet in a straight line (this action has the move trait). The wendigo can spend an action to return to its normal form (this action has the concentrate trait). If the effect ends while the wendigo is airborne, the wendigo benefits from feather fall.

If the wendigo has a creature grabbed or restrained when it Rides the Wind, it can attempt to turn the grabbed creature into wind and carry it along as part of the action. The creature can attempt a DC 35 Will save to prevent being transformed. If the creature succeeds, the wendigo still transforms, automatically releasing the victim. A creature forced to Ride the Wind along with the wendigo is exposed to wendigo torment. The creature can attempt a new Will save each round to return to normal, though it immediately turns corporeal and begins falling if it succeeds.

Wendigo Torment (curse, mental, necromancy, primal) A creature affected by wendigo torment can’t recover beyond stage 1 until brought to full HP; Saving Throw Will DC 35; Stage 1 Stupefied 4 (1 day); Stage 2 As stage 1 (1 day); Stage 3 The creature searches for an individual of its own race to kill and devour. If the creature succeeds, it then runs off at full speed, and after 1d4 rounds sprints into the sky so fast that its feet burn away into jagged stumps. As the creature rides the wind into the sky, it turns into a new wendigo over 2d6 minutes. The victim is replaced by a new wendigo, and only alter reality, miracle, primal phenomenon, wish, or a 9th-level resurrection spell can return it to life. The new wendigo remains even if the victim is resurrected.

Statistics

Languages Aklo, Common, Jotun; telepathy 1 mile; Skills +21; Acrobatics +31, Arcana +29, Deception +29, Intimidation +31, Nature +29, Religion +29, Stealth +29, Survival +29
Str +7, Dex +7, Con +8, Int +6, Wis +4, Cha +6

Heatsight (divination, primal) Heatsight is a blindsight that sees heat signatures.

Werecreature

These shapechanging creatures are the result of a curse transmitted through a bite, and they have the ability to transform from normal humanoids into animals, as well as hybrids. There are many types of werecreatures, and wererats and werewolves (here presented in their hybrid form) are the most common.

Wererat Rogue Creature 2

Senses Perception +6; low-light vision, scent
Speed 25 feet

Defenses

AC 17, TAC 16; Fort +4, Ref +7, Will +6
HP 41; Weaknesses silver 7

Nimble Dodge; Trigger The wererat is targeted with a melee or ranged attack by an attacker it can see.; Effect The wererat gains a +2 circumstance bonus to AC against the triggering attack.

Actions

1A Melee shortsword +9 (agile, versatile S), Damage 1d6+2 p

1A Melee jaws +9, Damage 1d4+2 p plus curse of the wererat

1A Melee claw +9 (agile), Damage 1d4+2 s

1A Ranged crossbow +9 (range increment 120 feet), Damage 1d8 p

1A Change Shape (concentrate, polymorph, primal, transmutation) The wererat changes into its human, hybrid, or giant rat shape. Each of the wererat’s shapes has a specific, persistent appearance. In human shape, the wererat loses its jaws and claw Strikes and gains a fist Strike that deals 1d4+2 b damage. In rat shape, its Speed increases to 40 feet, its Size changes to Small, and it loses its shortsword and crossbow Strikes.

Curse of the Wererat (curse, necromancy, primal) This curse affects only humanoids; Saving Throw Fortitude DC 15. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a wererat and go on a rampage. During the rampage, the creature is under the GM’s control. Once the rampage ends, she falls unconscious until dawn, at which time she reverts to normal.

Moon Frenzy (primal, transmutation) When a full moon rises in the night sky, the wererat must enter hybrid form. Until the full moon sets, the wererat can’t leave hybrid form, is affected by an enlarge spell, and has the damage of its jaws increased by 1d4. At daybreak, the wererat returns to human or giant rat form and is fatigued for 2d4 hours.

Sneak Attack (precision) The wererat deals 1d6 extra precision damage to flat-footed creatures.

Statistics

Languages Common; rat empathy; Skills +2; Acrobatics +8, Athletics +6, Deception +7, Society +6, Stealth +8
Str +2, Dex +3, Con +2, Int +0, Wis +2, Cha –2
Items crossbow with 20 bolts, leather armor, shortsword

Rat Empathy (divination, primal) A wererat can communicate with rodents

Werewolf Fighter Creature 3

Senses Perception +7; low-light vision, scent
Speed 25 feet

Defenses

AC 18, TAC 16; Fort +8, Ref +5, Will +6
HP 75; Weaknesses silver 10

Actions

Reaction Attack of Opportunity

Actions

1A Melee battle axe +9 (sweep), Damage 1d8+4 s

1A Melee jaws +9, Damage 1d4+4 p plus curse of the werewolf

1A Melee claw +9 (agile), Damage 1d4+4 s

1A Ranged composite shortbow +7 (deadly 1d10, range increment 60 feet), Damage 1d6+2 p Change Shape (concentrate, polymorph, primal, transmutation)

The werewolf changes into its human, hybrid, or wolf shape. Each of the werewolf’s shapes has a specific, persistent appearance. In human shape, the werewolf loses its jaws and claw Strikes and gains a fist Strike dealing 1d4+4 b damage. In wolf shape, its Speed increases to 40 feet, it loses its battle axe and shortbow Strikes, and its jaws gain Knockdown.

Curse of the Werewolf (curse, necromancy, primal) This curse affects only humanoids; Saving Throw Fortitude DC 16. On each full moon, the cursed creature must succeed at another Fortitude save or turn into a werewolf and go on a rampage.

During the rampage, the creature is under the GM’s control.

Once the rampage ends, she falls unconscious until dawn, at which time she reverts to normal.

Moon Frenzy (primal, transmutation) When a full moon rises in the night sky, the werewolf must enter hybrid form. Until the full moon sets, the werewolf can’t leave hybrid form, is affected by an enlarge spell, and has the damage of its jaws increased by 1d4. At daybreak, the werewolf returns to human or wolf form and is fatigued for 2d4 hours.

Pack Attack The werewolf’s Strikes deal 1d6 extra damage to creatures within the reach of at least two of the werewolf’s allies.

Statistics

Languages Common; wolf empathy; Skills +3; Acrobatics +7, Athletics +9, Survival +8
Str +4, Dex +1, Con +2, Int –1, Wis +2, Cha –1
Items battle axe, composite shortbow with 20 arrows, studded leather

Wolf Empathy (divination, primal) A werewolf can communicate with canines.

Wight

Wights are humanoids who rise as undead due to necromancy, a violent death, or an extremely malevolent personality. When encountered, wights appear as they did in life, but with rotting flesh hanging from their gaunt frames and their eyes glowing with menacing red light.

Wight Creature 3

Senses Perception +8; darkvision
Speed 25 feet

Defenses

AC 18, TAC 15; Fort +8, Ref +5, Will +7
HP 45, negative healing; Immunities asleep, death effects, disease, paralysis, poison

Final Spite; Trigger The wight is reduced to 0 Hit Points.; Effect The wight makes a Strike before being destroyed. It doesn’t regain HP from energy drain on this Strike.

Actions

1A Melee fist +9, Damage 2d8+3 b plus energy drain

Create Spawn (arcane, necromancy) A living humanoid slain by a wight becomes a wight itself after 1d4 rounds. When it rises, it is under the command of the wight that created it, can’t create spawn, and becomes perpetually and incurably enervated 2.

If the creator dies, the servant wight becomes a full wight. It regains its free will, loses its enervated condition, and gains create spawn.

Energy Drain (arcane, necromancy) When a wight hits with its fist, it regains 3 Hit Points and the target must succeed at a DC 15 Fortitude save or become enervated 1. On a critical failure, this condition cannot be removed normally, but only by magical treatment.

Statistics

Languages Common, Necril; Skills +3; Athletics +9, Intimidation +7, Religion +9, Stealth +7
Str +3, Dex +1, Con +4, Int +0, Wis +3, Cha +2

Will-O’-Wisp

Will-o’-wisps are malevolent aberrations that appear as globes of light, haunting swamplands. They feed off of the fear of other creatures, so they delight in frightening and harrying those who pass through their domain.

Will-O’-Wisp Creature 6

Senses Perception +12; darkvision
Speed fly 50 feet

Defenses

AC 25, TAC 25; Fort +7, Ref +14, Will +8
HP 40; Immunities magic

Glow (aura, light) 20 feet. A will-o’-wisp is itself naturally invisible, but glows with a colored light, casting bright light in the aura and making it visible.

Magic Immunity A will-o’-wisp is immune to all spells except magic missile and maze.

Actions

1A Melee shock +15 touch, Damage 3d8 electricity

Feed on Fear (concentrate); Requirement An enemy is under a fear effect or dying within 15 feet of the will-o’-wisp.; Effect The will-o’-wisp feeds on the creature’s terror. It regains 2d4 Hit Points, and if it was invisible, its natural glow reignites. A will-o’-wisp can take this action only once per round.

Go Dark (concentrate) The will-o’-wisp extinguishes its natural glow, becoming invisible. It can end this effect with another action (this action has the concentrate trait). If it uses its shock attack while invisible, the arc of electricity lets any observer determine its location, making it sensed by the observer until it moves.

Statistics

Languages Aklo, Common; Skills +6; Acrobatics +14, Deception +11, Stealth +13
Str –5, Dex +6, Con +0, Int +2, Wis +3, Cha +2

Wolf

Wolves roam the forests of the world, often hunting in packs where they surround their prey to take it down.

Wolf Creature 1

Senses Perception +5; low-light vision, scent
Speed 40 feet

Defenses

AC 15, TAC 14; Fort +3, Ref +5, Will +3
HP 22

Actions

1A Melee jaws +7, Damage 1d6+1 plus Knockdown

Pack Attack The wolf’s Strikes deal 1d6 extra damage to creatures within the reach of at least two of the wolf’s allies.

Statistics

Languages —; Skills –1; Acrobatics +6, Stealth +6
Str +1, Dex +2, Con +1, Int –4, Wis +1, Cha –2

Wraith

Wraiths are undead creatures born of evil and darkness.

They loathe the light and living things, as they have lost much of their connection to their former lives. These incorporeal undead often attack their enemies after passing through walls or other barriers.

Wraith Creature 6

Senses Perception +12; darkvision, lifesense 60 feet
Speed fly 50 feet

Defenses

AC 20, TAC 20; Fort +7, Ref +10, Will +11, +1 conditional vs. positive
HP 65, negative healing; Immunities asleep, death effects, disease, nonmagical attacks, paralysis, poison, precision; Resistances all 5 (except force, ghost touch, or positive)

Actions

1A Melee spectral hand +14 touch, Damage 2d8+5 negative plus drain life

Reaction Attack of Opportunity

Drain Life (divine, necromancy) When the wraith damages a living creature with a touch attack, the wraith gains 5 temporary Hit Points. A living creature damaged by a wraith’s touch must also succeed at a DC 19 Fortitude save or become drained 1. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save.

Wraithspawn (divine, necromancy) A living humanoid slain by a wraith’s touch rises as a wraith after 1d4 rounds. It’s under the command of the wraith that killed it, can’t create spawn, and becomes perpetually and incurably enervated 2. If the creator dies, the wraithspawn becomes a full wraith. It regains its free will, loses its enervated condition, and gains create spawn.

Statistics

Languages Common, Necril; Skills +6; Acrobatics +13, Intimidation +13, Stealth +13
Str –5, Dex +4, Con +0, Int +2, Wis +2, Cha +5

Lifesense (divination, divine) This blindsense detects living creatures based on their life force.

Dread Wraith Creature 9

Senses Perception +15; darkvision, lifesense 60 feet
Speed fly 60 feet

Defenses

AC 25, TAC 25; Fort +11, Ref +13, Will +14, +2 conditional vs. positive
HP 95, negative healing; Immunities asleep, death effects, disease, nonmagical attacks, paralysis, poison, precision; Resistances all 10 (except force, ghost touch, or positive)

Draining Presence (aura, negative) 10 feet. A creature entering the aura becomes temporarily drained 1 (Fortitude DC 20 negates).

It recovers after it has been out of the aura for 1 minute. This drain is cumulative with that of drain life, but not with multiple draining presence auras. A creature that succeeds at its save is bolstered to the same dread wraith’s draining presence, but not to the draining effect of its touch.

Actions

Reaction Attack of Opportunity

1A Melee spectral hand +18 touch (reach 10 feet), Damage 2d10+7 negative plus drain life

Drain Life (divine, necromancy) When the wraith damages a living creature with a touch attack, the wraith gains 10 temporary Hit Points. A living creature damaged by a wraith’s touch must succeed at a DC 22 Fortitude save or become drained 1. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save.

Wraithspawn (divine, necromancy) A living humanoid slain by a dread wraith’s touch rises as a wraith after 1d4 rounds. It’s under the command of the dread wraith that killed it. If the creator dies, the spawn becomes a free-willed wraith.

Statistics

Languages Common, Necril; Skills +9; Acrobatics +18, Intimidation +18, Stealth +16
Str –5, Dex +7, Con +0, Int +3, Wis +4, Cha +7

Lifesense (divination, divine) This blindsense detects living creatures based on their life force.

Xulgath (Troglodyte)

These savage reptilian humanoids have scaly skin like that of cave lizards. Xulgaths gather in small bands in caverns beneath the earth, where it is said they have vast cities.

Xulgath Warrior Creature 1

Senses Perception +3; darkvision
Speed 25 feet

Defenses

AC 15, TAC 13; Fort +6, Ref +1, Will +3
HP 20

Actions

1A Melee club +7, Damage 1d6+2 b

1A Melee jaws +7, Damage 1d6+2 p

1A Melee claw +7 (agile), Damage 1d4+2 s

1A Ranged javelin +5 (thrown), Damage 1d6+2 p

Statistics

Languages Draconic; Skills +0; Athletics +4, Stealth +6
Str +2, Dex –1, Con +2, Int –1, Wis +0, Cha –2
Items club, 3 javelins

Stench (aura, olfactory) 30 feet. A creature entering the aura must attempt a DC 13 Fortitude save. On a failure, the creature is sick 1, and on a critical failure is also slowed 1 for 1 round.

While within the aura, the creature takes a –2 circumstance penalty on saves to recover from the sick condition. A creature that succeeds at its save is bolstered.

Yeti

Yetis live atop frigid mountain peaks, banding together into small tribes. Feared but rarely seen by mountaineers, yetis are dangerous to encounter, and they sometimes descend from their mountain homes to raid nearby settlements.

Yeti Uncommon Creature 5

Senses Perception +12; darkvision, scent
Speed 35 feet, climb 20 feet

Defenses

AC 18, TAC 16; Fort +10, Ref +7, Will +8, +4 conditional to saves vs. fear and dreams
HP 120; Immunities cold; Weaknesses fire 10

Nightmare Guardian Yetis defend the world from eldritch portals high in the mountains. They gain a +4 conditional bonus to saves against fear and against spells and abilities that affect dreams. Yetis who fall prey to nightmares lose this ability and become permanently maddened, gaining a +1 conditional bonus to attack and damage rolls but a –1 conditional penalty to AC.

Vanish; Trigger A creature sees or hears the yeti, and the yeti is in a snowy environment. This can’t be used if the yeti is already in combat.; Effect The yeti Strides or Climbs up to half its Speed, then Hides. If its new Stealth check result beats the triggering creature’s result, the yeti remains hidden.

Actions

1A Melee claw +13, Damage 2d6+5 s plus 1d8 cold

Grisly Arrival (emotion, fear, mental); Trigger The yeti hits a creature in the first round of combat.

This must be a creature the yeti was hidden from at the start of combat.; Effect All enemies within 30 feet that witness the attack (including the target of the attack) must attempt a DC 20 Will save. On a failure, the creature is frightened 2; on a critical failure, it’s frightened 4 and fleeing for 1 round.

Statistics

Languages Aklo; Skills +5; Athletics +13, Stealth +11 (+14 in snow), Survival +10
Str +5, Dex +0, Con +2, Int –1 Wis +3, Cha –1

Snowblind For the purpose of hiding, the yeti gains concealment from any snow, even if it’s not thick enough to provide concealment for other creatures.

Zombie

These walking corpses are among the most common types of undead. Unthinking and eternally hungry, zombies attack the living with the slightest provocation.

Zombie Shambler Creature 0

Senses Perception –1; darkvision
Speed 25 feet; Slow A zombie is permanently slowed 1 and can’t use reactions.

Defenses

AC 11, TAC 8; Fort +5, Ref –1, Will +0
HP 20, negative healing; Immunities asleep, disease, paralysis, poison; Weaknesses positive 5, s 5

Actions

1A Melee fist +6, Damage 1d6+2 b plus Grab

Bite; Requirement The zombie has a creature grabbed or restrained.; Effect The zombie makes a bite unarmed melee Strike against the grabbed or restrained creature with an attack bonus of +6 that deals 2d4+3 p damage.

Statistics

Languages —; Skills –2; Athletics +4
Str +2, Dex –2, Con +2, Int –5, Wis +0, Cha –2

Plague Zombie Creature 1

Senses Perception +2; darkvision
Speed 25 feet; Slow A zombie is permanently slowed 1 and can’t use reactions.

Defenses

AC 13, TAC 10; Fort +6, Ref +1, Will +2
HP 60, negative healing; Immunities asleep, disease, paralysis, poison; Weaknesses positive 10, s 10

Actions

1A Melee fist +7, Damage 1d8+3 b plus Grab and zombie rot

1A Melee bite Requirement The zombie has a creature grabbed or restrained.; Effect The zombie makes a bite unarmed melee Strike against the grabbed or restrained creature with an attack bonus of +7 that deals 2d4+4 p damage. A creature damaged by the bite is exposed to zombie rot.

Zombie Rot (disease, necromancy) An infected creature can’t heal damage it takes from zombie rot; Saving Throw Fortitude DC 15; Stage 1 carrier with no ill effect (1 day); Stage 2 1d6 damage (1 day); Stage 3 1d6 damage (1 day); Stage 4 1d6 damage (1 day); Stage 5 dead, and rises as a plague zombie immediately.

Statistics

Languages —; Skills –1; Athletics +5
Str +3, Dex –2, Con +3, Int –5, Wis +0, Cha –2

Zombie Brute Creature 2

Senses Perception +3; darkvision
Speed 25 feet; Slow A zombie is permanently slowed 1 and can’t use reactions.

Defenses

AC 14, TAC 11; Fort +8, Ref +2, Will +3
HP 80, negative healing; Immunities asleep, disease, paralysis, poison; Weaknesses positive 10, s 10

Actions

1A Melee fist +8 (reach 10 feet), Damage 1d10+6 b plus knockback

These creatures work more like player characters than the others in this document. Some of them will refer to rules appearing in the classes from the Playtest Rulebook. For instance, several of the spellcasters have Spell Points and powers to spend them on.

Statistics

Languages —; Skills +0; Athletics +7
Str +5, Dex –3, Con +4, Int –5, Wis +0, Cha –2

NPCs

Halfling Footpad Creature 0

Senses Perception +4
Speed 20 feet

Defenses

AC 14, TAC 13; Fort +0, Ref +4, Will +2
HP 6

Actions

1A Melee dagger +6 (agile, versatile S), Damage 1d4–1 p

1A Ranged sling +6, Damage 1d6–1 b

1A Ranged dagger +6 (agile, thrown 10 feet, versatile S), Damage 1d4–1 p Sneak Attack (precision) The footpad deals 1d4 extra precision damage to flat-footed creatures.

Statistics

Languages Common, Halfling; Skills –1; Acrobatics +5, Deception +3, Society +1, Stealth +5, Thievery +5
Str –1, Dex +4, Con +0, Int +0, Wis +2, Cha +2
Items dagger, leather armor, sling with 6 bullets

Distracting Shadows The footpad can use creatures that are at least one size larger than it as cover for the Hide and Sneak actions.

Cleric Creature 3

Senses Perception +8
Speed 20 feet

Defenses

AC 18, TAC 15; Fort +7, Ref +5, Will +8
HP 41

Actions

1A Melee greataxe +8 (sweep), Damage 1d12+3 s

1A Ranged heavy crossbow +5, Damage 1d10 p

Prepared Spells (divine) DC 17, attack +9; 2nd harm (×4), sound burst, spiritual weapon; 1st bane, burning hands (×2); Cantrips (2nd) daze, detect magic, know direction, light
Cleric Powers 4 Spell Points, DC 17; 2nd destructive cry (1 Spell Point)

Statistics

Languages Common, Orcish; Skills +1; Athletics +7, Intimidation +5, Religion +8
Str +3, Dex +0, Con +2, Int –1, Wis +4, Cha +1
Items chain mail, greataxe, heavy crossbow with 10 bolts, scroll of ray of enfeeblement

Mercenary Scout Creature 3

Senses Perception +10
Speed 30 feet

Defenses

AC 18, TAC 15; Fort +6, Ref +9, Will +7
HP 45

Actions

1A Melee kukri +9 (agile, trip), Damage 2d6+2 s

1A Melee fist (agile, nonlethal), Damage 1d4+4 b

1A Ranged composite shortbow +9 (deadly 1d10), Damage 2d6+2 p Perfect Aim The scout ignores the concealed condition. When he targets a creature, that creature doesn’t benefit from being screened; reduce the AC bonus the creature gets from cover by 2 against that attack.

Statistics

Languages Common, Gnoll; Skills +1; Acrobatics +9, Athletics +8, Nature +8, Stealth +9, Survival +9
Str +2, Dex +4, Con +1, Int +0, Wis +2, Cha +0
Items expert composite shortbow with 40 arrows, lesser healing potion, hide armor, 2 kukris

Vile Necromancer Creature 3

Senses Perception +5
Speed 25 feet

Defenses

AC 17, TAC 17; Fort +4, Ref +7, Will +6
HP 32 plus 10 temporary

Actions

1A Melee sickle +7 (agile, trip), Damage 2d4 s

1A Melee fist (agile, nonlethal) +5, Damage 1d4 b Arcane Prepared Spells DC 17, attack +8; 2nd acid arrow, false life (already cast), invisibility; 1st fear, grease, grim tendrils, magic missile; Cantrips (2nd) chill touch, detect magic, light, mage hand, ray of frost

Wizard Powers 4 Spell Points, DC 17; 2nd call of the grave (1 Spell Point)

Statistics

Languages Common, Abyssal, Necril; Skills +1; Arcana +9, Deception +7, Occultism +9
Str +0, Dex +3, Con +1, Int +4, Wis +0, Cha +1
Items bracers of armor (1st), lesser healing potion, scroll of web, expert sickle

Demonologist Creature 5

Senses Perception +8
Speed 25 feet

Defenses

AC 19, TAC 19; Fort +10, Ref +10, Will +8
HP 58

Actions

1A Melee sickle +11 (agile, trip), Damage 1d4+1 s

1A Ranged crossbow +11, Damage 1d8 p

Spontaneous Spells (divine) DC 19, attack +11; 3rd (3 slots) crisis of faith, darkness, slow, summon monster, vampiric touch; 2nd (4 slots) darkness, deafness, resist energy, see invisibility, summon monster; 1st (4 slots) command, fear, mage armor (already cast), summon monster; Cantrips (3rd) chill touch, detect magic, light, sigil Sorcerer Powers 4 Spell Points, DC 19; 3rd glutton’s jaws (1 Spell Point)

Reach Spell (metamagic); Trigger The demonologist starts to cast a spell that has a range and has a maximum of two spellcasting actions.; Effect The demonologist adds a Somatic Casting action to the casting of the triggering spell to increase its range by 30 feet. If the spell normally has a range of touch, extend its range to 30 feet.

Steady Spellcasting The demonologist’s spells are disrupted by reactions only if they take 10 or more damage.

Statistics

Languages Common, Abyssal; Skills +5; Deception +11, Intimidation +13, Religion +11
Str +1, Dex +3, Con +3, Int +2, Wis +0, Cha +4
Items crossbow with 20 bolts, sickle

Alchemical Renegade Creature 5

Senses Perception +10
Speed 35 feet

Defenses

AC 19, TAC 17; Fort +9, Ref +12, Will +8
HP 68 (10 damage from quicksilver mutagen)

Actions

1A Melee light mace +11 (agile, shove), Damage 2d4 b

1A Ranged empowered bomb +13 (range increment 20 feet, splash), Damage by bomb

  • Alchemist’s Fire 2d8 fire plus 2 persistent fire and 1 fire splash damage
  • Liquid Ice 2d4 cold plus 1 cold splash damage and hampered 10 until the end of its next turn

Alchemical Formulas 6 Resonance Points; 5th lesser quicksilver mutagen, lesser silvertongue mutagen; 4th lesser elixir of life; 3rd bomber’s eye elixir, bravo’s brew, cat’s eye elixir; 2nd cognition elixir; 1st alchemist’s fire, cheetah’s elixir, liquid ice, sunrod, tanglefoot bag

Quick Alchemy 1 Resonance Point

Quick Bomber The renegade can draw two bombs with one Interact action, and when using Quick Alchemy can also draw one bomb as part of the action.

Statistics

Languages Common, Dwarven; Skills +5; Acrobatics +13, Crafting +13, Stealth +13
Str +0, Dex +4, Con +3, Int +4, Wis +2, Cha +0
Items expert alchemist’s tools, 2 infused darkvision elixirs, 2 infused lesser elixirs of life, expert light mace, formula book, 2 infused lesser quicksilver mutagens (one already consumed), studded leather armor, sunrod

Cleric Creature 7

Senses Perception +13; low-light vision
Speed 25 feet

Defenses

AC 23 (24 with shield raised), TAC 20 (21 with shield raised); Fort +12, Ref +11, Will +14
HP 90

Shield Block

Actions

1A Melee whip +16 (disarm, nonlethal, reach 10 feet, trip), Damage 3d4 s

1A Ranged crossbow +16, Damage 2d8 p

Prepared Spells (divine) DC 21, attack +16; 4th enervation, freedom of movement, heal (×7); 3rd dispel magic, heroism, neutralize poison; 2nd enthrall, shield other, undetectable alignment; 1st bless, charm, ventriloquism; Cantrips (4th) detect magic, message, prestidigitation, read aura
Cleric Powers 4 Spell Points, DC 21; 4th retributive pain (2 Spell Points), savor the sting (1 Spell Point)

Emblazon Symbol The cleric has her religious symbol emblazoned on her shield. She can perform Material Casting and Somatic Casting actions without a free hand.

Statistics

Languages Common, Elven; Skills +7; Athletics +10, Deception +15, Diplomacy +13, Medicine +15, Religion +15
Str +0, Dex +3, Con +2, Int +1, Wis +4, Cha +4
Items chain mail, expert light steel shield (Hardness 6), expert whip

Masterful Rogue Creature 10

Senses Perception +18
Speed 25 feet, light step, mobility

Defenses

AC 28, TAC 27; Fort +15, Ref +19 (evasion), Will +14
HP 155

Deny Advantage The rogue isn’t treated as flat-footed by flanking, sensed, or unseen creatures of 10th level or lower.

Evasion When the rogue succeeds at a Reflex save, they treat it as a critical success.

Sidestep; Trigger A Strike attack roll against the rogue fails or critically fails.; Effect The rogue redirects the attack to a creature of the rogue’s choice that is adjacent to the rogue and within the reach of the triggering attack. The attacker rerolls the Strike’s attack roll at the same multiple attack penalty against the new target.

Actions

1A Melee +2 rapier +20 (deadly 1d8, disarm, magical), Damage 3d6+5 p

1A Melee +1 dagger +19 (agile, magical, versatile S), Damage 2d4+5 p

1A Melee fist +18 (agile, nonlethal), Damage 1d4+5 b

1A Ranged +1 dagger +19 (agile, magical, versatile S), Damage 2d4+5 p Debilitating Strike; Trigger The rogue hits and deals damage to a flat-footed creature with a Strike.; Effect The rogue applies one of the following debilitations, which lasts until the end of the rogue’s next turn.

Debilitation The target becomes entangled.

Debilitation The target becomes enfeebled 1.

Light Step When the rogue Strides or Steps, they ignore difficult terrain.

Mobility When the rogue takes a Stride action to move half their Speed or less, that movement does not trigger reactions.

Sneak Attack If the rogue’s Strike hits a flat-footed creature, it deals 2d6 extra precision damage.

Surprise Attack On the first round of combat, the rogue treats any creatures that haven’t acted yet as if they were flat-footed.

Statistics

Languages Common; Skills +8; Acrobatics +20, Athletics +18, Deception +18, Diplomacy +18, Intimidation +18, Stealth +20, Thievery +20
Str +0, Dex +5, Con +3, Int +3, Wis +1, Cha +3
Items +1 dagger, gallows tooth (affixed to rapier), 2 greater healing potions, +2 leather armor, potion of flying, +2 rapier