|Balor||26||outsider||20||L||40||Fly 90 ft. (good)||35||25||36||+8 Perception|
This winged fiend's horned head and fanged visage present the perfection of the demonic form, fire spurting from its flesh.
Death Throes (Su) When killed, a balor explodes in a blinding flash of fire that deals 100 points of damage (half fire, half unholy damage) to anything within 100 feet (Reflex DC 33 halves). The save DC is Constitution-based. Entangle (Ex) If a balor strikes a Medium or smaller foe with its whip, the balor can immediately attempt a grapple check without provoking an attack of opportunity. If the balor wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but the balor does not. Flaming Body (Su) A balor's body is covered in dancing flames. Anyone striking a balor with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a balor or is grappled by one takes 6d6 points of fire damage each round the grapple persists. Vorpal Strike (Su) Any slashing weapon a balor wields (including its standard longsword and whip) gains the vorpal weapon quality. Weapons retain this quality for one hour after the balor releases the weapon, but after this the weapon reverts to its standard magical qualities, if any. Whip Mastery (Ex) A balor treats a whip as a light weapon for the purposes of two-weapon fighting, and can inflict lethal damage on a foe regardless of the foe's armor.
When folk whisper frightened tales of the demonic, what most envision is a towering figure of fire and flesh, a horned nightmare armed with flaming whip and sword flying through the night in search of its latest victim. The demon these folk fear is the balor, and that fear is justly placed, for few demons can match the mighty balor in strength or brutality. On the Abyss, most balors serve demon lords as generals or captains (those balors who don't are even more potent, and are known as balor lords-see below). A balor typically commands vast legions of demons, and while it often lets these slavering and eager minions fight its battles, the balor is far from a coward. If presented with an opportunity to join a fight, few balors choose to resist. In combat, a balor relies upon its spell-like abilities to fight foes wise enough to avoid melee range, favoring destructive powers like fire storm or implosion and saving dominate monster for use against the rare foe it would prefer to capture alive. A balor usually uses telekinesis to disarm ranged weapons or pull foes into melee-with the use of a quickened telekinesis, a balor can use the latter tactic and still inf lict a full-round attack on a hapless foe. A balor reduced to fewer than 50 hit points almost always seeks to flee via teleportation, but if that and flight prove impossible it seeks to position itself such that, if it is slain, its death throes are as devastating as possible to the enemy host. A balor stands 14 feet in height and weighs 4,500 pounds. Only the cruelest mortal souls can fuel the creation of a balor-unlike in the cases of most other demons, it often takes multiple souls of powerful villains to trigger the birthing of a new balor. Balor Lords Even more terrible than the typical balor are those who do not call a demon lord their master, but instead are masters themselves. A balor lord typically rules over a region no larger than half the size of the realm in which it resides (as only full demon lords can command the rule of an entire Abyssal realm), and even though most balor lords rule much smaller regions (generally areas comparable in size to a single continent), their power is vast indeed. A balor lord is typically a CR 21 to CR 25 monster (a range shared with the various unique nascent demon lords, with the range of CR 26 and above being the domain of the demon lords themselves), and as such serves quite well as the final villain in a long-running campaign. The majority of balor lords have several levels of barbarian, fighter, or ranger (although ranger balor lords never form bonds with animals), but some instead have levels of bard, rogue, sorcerer, or wizard. Cleric balor lords are unknown, as they see themselves as objects of worship, not the other way around, although rumors persist of powerful balor clerics that directly serve demon lords or even evil gods. In addition to any benefits a balor lord might gain from its class levels, all balor lords possess one additional unique ability over and above those granted by its race and class. Listed here are three sample balor lord abilities, but these samples are by no means the entirety of the strange powers a balor lord might wield. Lifedrinker (Su) Whenever the balor lord slays a living foe, it receives the benefits of a heal spell (CL 20th). This ability can activate up to once per round. Master of Magic (Su) The balor lord has additional spell-like abilities (20 spell levels' worth of 1st-4th level spells usable at will and 20 spell levels' worth of 5th-8th level spells usable 3 times a day). Soul Swallow (Su) As a standard action, the balor lord can inhale the soul of a living creature within 30 feet. The target must make a Fortitude save (DC 10 + 1/2 balor lord's racial HD + the balor lord's Charisma modifier) or die. The body of a humanoid creature killed in this manner immediately transforms into a demon under the balor lord's command (a babau, succubus, or shadow demon, according to the balor lord's whim).
|Pit Fiend||28||outsider||20||L||40||Fly 60 ft. (average)||37||29||35|
A pair of gigantic, flame-seared wings and eyes smoldering like embers give this towering devil a truly horrific appearance.
Devil Shaping (Su) Three times per day, a pit fiend can spend a minute to transform nearby lemures into other lesser devils. A pit fiend can transform one lemure for every Hit Die the pit fiend possesses. It can then reshape these lemures into a number of Hit Dice's worth of lesser devils (see page 71) equal to the number of lemures affected. For example, a typical 20 Hit Dice pit fiend could transform 20 lemures into two bone devils (10 HD each), or three bearded devils (6 HD each, leaving two lemures unchanged), or any other combination of lesser devils. Lemures to be reshaped must be within 50 feet of the pit fiend, becoming stationary and unable to move once the shaping begins. After a minute passes, the lemures reform into the shape of a new lesser devil ready to follow the orders of the pit fiend. Although pit fiends can, technically, elevate a mass of 20 lemures into a new pit fiend, most are hesitant to do so since they have no special control over a devil created in this manner. Disease (Su) Devil Chills: Bite-injury; save Fort DC 32; onset immediate; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves. The save DC is Constitution-based. Poison (Ex) Bite-injury; save Fort DC 32; frequency 1/round for 10 rounds; effect 1d6 Con damage; cure 3 consecutive saves. The save DC is Constitution-based.
Rulers of infernal realms, generals of Hell's armies, and advisors to the archf iends, pit fiends embody the awesome and terrible pinnacle of devilkind. Massive, physically indomitable, and possessed of ingenious evil intellects, these diabolical tyrants hold great autonomy whether in their service to the archf iends, in their rule of vast infernal fiefdoms, or in subjugation of mortal worlds. Thick muscles cling to their gigantic frames, armored over by dense, bladed scales capable of def lecting all but the most potent assaults. Fangs as thick as daggers fill their maws, bestial visages disguising some of the most insidious minds in Hell. Born within the depths of Nessus, the ninth and deepest layer of Hell, pit fiends are raised from the ranks of cornugons and gelugons by the archdevils and their dukes alone. While many travel to higher layers and far from Hell to command infernal legions, most remain in Nessus serving in the courts of Hell's elite or in dark councils with unknowable purposes. Pit fiends always stand over 14 feet tall, with wingspans in excess of 20 feet and weights over 1,000 pounds. Pit fiends are masters of fire and prefer lands bathed in flame. In Hell, this predisposes them to Avernus, Dis, Malebolge, Nessus, and Phlegethon the layers most likely to harbor their burning temple-citadels. Fanatics obsessed with diabolical superiority and ironclad obedience, pit fiends left to their own devices raise massive armies, scouring the pits of Hell for the most depraved lemures to transform into true fiends. When convinced they've formed the perfect legions, they turn their attentions to vulnerable demiplanes and mortal worlds, eyeing them for infernal domination and the glory of conquest. In the service of the archfiends or other unique infernal warlords, pit fiends hold themselves to a greater cause, obeying the wills of Asmodeus's chosen nobles in the hopes of one day garnering the favor of either the Prince of Darkness or Hell itself. While obedient to the hierarchies of their kind, they are also strict in their enforcement, and should a pit fiend find itself subservient to a master unfit to rule, it holds itself duty bound to cast down such an incompetent lord. Thus, whether as masters or servants, pit fiends embody the will of Hell's merciless law and assure that only the strongest of devilkind flourish (or dare to). Only the most powerful of mortal spellcasters can or dare summon a pit fiend. These devils' reactions to summoning are deliberate and swift, usually typified by overwhelming rage that such insignificant beings would waste their immortal time. Those that cannot weather the devils' burning rage are slain-their souls typically racing the pit fiends back to Hell. Those who manage to keep control of the greater devils, though, intrigue them. A pit fiend might dutifully serve a mortal master for centuries, but its goal is always the same: to further corrupt the mortal soul, assure its absolute damnation, and when the mortal inevitably dies, claim its soul and begin the process of creating a perfectly corrupt lemure servant. Pit fiends know they are immortal and are intelligent enough to indulge in impossibly disciplined patience. As such, the eldest pit fiends see in their legions the faces of countless fools who once presumed themselves the devils' masters. Infernal Dukes The most powerful of pit fiends are lords in their own right-members of the elite caste of infernal politics and leadership known as the Dukes of Hell. While not all of the Dukes of Hell are pit fiends, the majority of them are. As a general rule, a pit fiend Duke of Hell has several levels of a particular character class, the advanced simple template, or in some cases unusual spell-like abilities or unique powers over and above those of most pit fiends. Listed here are three sample unique pit fiend duke abilities, but these examples are by no means the entirety of what strange powers an infernal duke might wield. Deathmastery (Su): The pit fiend duke's ability to manipulate the souls of the damned extends beyond the standard devil shaping power. Whenever a pit fiend slays a humanoid, it can attempt to transform the slain creature's soul into a ghost under the pit fiend's control. The pit fiend may control a number of ghosts in this manner equal to its Charisma modifier. Master of Magic (Su): The pit fiend duke has additional spell-like abilities (20 spell levels' worth of 1st-4th level spells usable at will and 20 spell levels' worth of 5th-8th level spells usable 3 times a day). Hellfire Breath (Su): The pit fiend gains a devastating breath weapon that it can use once every 1d4 rounds. This breath weapon is a 60-foot cone of fire (10d10 fire damage and 10d10 unholy damage as per flame strike, successful Ref lex save [DC 10 + 1/2 the pit fiend's racial HD + the pit fiend's Constitution modifier] half ).
|Sonechard||36||outsider||22||L||40||Fly 80 ft. (good)||37||23||34||+8 Perception|
This ram-headed humanoid appears to be at least as twice as tall as a human and has leathery gray skin. Large, curved horns,-the left one broken off midway from its starting point-jut from its head. Two large bat-like wings spread from his shoulders. The creature's body is covered in thick, dark hair. Portions of the hair are torn away in areas revealing masses of battle-born scars and damage.
|Tome of Horrors Complete|
Control Undead (Su) This ability functions as the spell of the same name (CL 20th), except that Sonechard maintains control for 200 minutes. Sonechard can take control of undead creatures controlled by another creature whose caster level is 19 or less by making a successful opposed Charisma check against the opponent's Charisma check. Undead Master (Ex) This ability allows Sonechard to create a maximum of 50 HD of undead with a single use of animate dead. If used in conjunction with desecrate, he can create 100 HD of undead with a single use. Fool's Errand: Sonechard's unique weapon is a +4 unholy wounding heavy pick.
Sonechard is a General in the infernal armies of Orcus and serves him- at least to all onlookers-with unswerving loyalty. He has countless numbers of demons and undead at his command. Though his true loyalty lies only to himself, he would never openly refuse a request by Orcus nor challenge his position as Prince of the Undead. Should the day come when Orcus weakens, Sonechard plans to be there to claim what he believes is rightfully his. Sonechard makes his home in a large castle called Chillhall that sits atop a plateau of scorched earth surrounded by a moat of blood. The walls are constructed of bone and sinew, and it is said that the souls of those who cross him are entombed within. Sonechard stands 14 feet tall and weighs about 3,500 pounds. Sonechard is almost always encountered with a large number of demons or undead at his side. When he enters battle, he usually unleashes a fireball at his foes immediately, and then follows it up with a circle of death effect or a suggestion. Dying creatures are subjected to his death knell spell-like ability and then raised via animate dead. Should Sonechard find himself on the losing end of a battle, he does not hesitate to retreat, covering his escape with summoned or created undead and demons. A defeat is not forgotten-or forgiven. He remembers his opponents, and sends his troops to exterminate them at first chance, bringing their carcasses to his keep where he grinds their remains into a fine powder and gives it to his servants to be used to spice up the keep's foodstuffs. Sonechard's natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Copyright Notice Author Scott Greene
|Star Archon||24||outsider||19||L||40||Fly 120 ft. (good)||24||19||31||This powerful humanoid floats in the air on a nimbus of pearly light. He grips a golden starknife in one hand.||PFRPG Bestiary 2|
Explosive Rebirth (Su) When killed, a star archon explodes in a blinding flash of energy that deals 50 points of damage (half fire, half holy damage) to anything within 100 feet (Reflex DC 29 half). The save DC is Constitution-based. The slain archon reincarnates 1d4 rounds later as an advanced shield archon. Spells Star archons cast divine spells as 19th-level clerics. They do not gain access to domains or other cleric abilities.
Star archons are the tacticians and strategists of Heaven. Gifted with insight and powerful magic, they spend much of their time steering long-term plans for Heaven's armies and good folk in the world.
This towering, stern woman wears her long blonde hair in braids. She carries a reel of golden thread and a pair of shears.
|PFRPG Bestiary 3|
Fated (Su) A norn adds her Charisma modifier as an insight bonus to AC and on initiative checks. Shears (Su) A norn's shears function as a +5 mithral keen speed scimitar, but only for a norn. Shift Fate (Su) As an immediate action, a norn can force any one target within 120 feet to reroll a saving throw-this ability must be used immediately after the saving throw is rolled, and the target must abide by the result of this second roll. Snip Thread (Su) As a standard action up to three times per day but no more often than once every 1d4 rounds, a norn may produce a golden thread linked to a creature's fate and then attempt to snip it short with her shears. The target creature must be within 120 feet and in the norn's line of sight. The target immediately takes 20d6 points of damage (Fortitude DC 30 for half). If the target dies from this damage, the norn has cut through the thread-in this case, the target may only be restored to life via miracle, wish, or divine intervention. This is a death effect. The Save DC is Charisma-based.
Ancient beyond imagining, the norns are a race of powerful women who hold in their hands the physical manifestation of fate and destiny in the form of golden thread. They watch over all life, intervening with reluctance when called upon or with a vengeance when the strands of fate are twisted and abused by lesser beings. Worshiped as gods by some, the norns do little to discourage this veneration. A norn stands 14 feet tall and weighs 800 pounds.
|Maharaja||27||outsider||20||M||40||Fly 30 ft. (good)||27||28||30|
+4 Bluff, +8 Disguise, +4 Perception
Impeccably dressed and bedecked in exotic jewelry, this fiend holds an ornate saber in its backward-facing hands.
|PFRPG Bestiary 3|
Extra Initiative (Su) When an encounter starts, a maharaja rolls twice for initiative. The maharaja acts normally on the higher of the two initiative counts each round. On the lower initiative count, the maharaja can take a single standard action. Spells A maharaja casts arcane spells as an 18th-level sorcerer.
All rakshasas aspire to power, but there are those for whom this hunger is more than an obsession: It's a birthright. Legends among the rakshasas tell of the maharajas-those rakshasas whose depredations and acts of cruelty have elevated them above others of their kind and allowed them to reincarnate as embodiments of every myth, fable, and cautionary tale involving the beast-headed fiends. Accorded the respect and deference of their lessers, maharajas inspire one emotion within the rakshasa race that few can: fear. A maharaja rakshasa emerges only after a rakshasa of great power and inf luence has spent several lives as a member of the samrata, the height of the rakshasa's social-spiritual caste system. When a rakshasa ascends to maharaja status, others of its kind take notice, with rakshasas coming from far and wide to serve even a young maharaja-eager to curry its favor at an early age. The birth of a maharaja denotes that great change is imminent: The maharaja will fulfill some terrible destiny, found a lasting nation of rakshasas, undergo some manner of divine ascension, or defeat some greater foe and commandeer its domain, often splitting the region into large enough chunks for its lieutenants and servants to claim and still have room to expand. It is rare in the extreme for more than a handful of maharajas to emerge in the same century. So great is a maharaja's power and inf luence and so long is its life that one can spend most of its time enjoying the luxury of its years of toil. When not manipulating armies or the machinations of lesser rakshasas, it can often be found surrounded by the most beautiful of its servitors-often charmed or dominated humanoids, or, if the maharaja is powerful enough, good-aligned outsiders-lounging in opulence. The lair of a maharaja is typically a glorious, decadent mansion. After decades or centuries of work, gold filigree decorates the columns, and great friezes embossed with rakshasa myths and folklore decorate the walls. Rather than couches or divans, luxurious pillows stuffed with exotic feathers and crafted from the hides of even rarer creatures serve for furniture, and all about hang the trophies of a centuries-long life of tyranny: the crowns of defeated rulers, the wealth of ruined countries, and the heads of failed lieutenants. A maharaja's great experience and power, however, does not make it immune to or ignorant of threats. Disloyal servants, powerful kings, ambitious rivals, and meddling adventurers all might step forth to challenge a maharaja's rule. To that end, a maharaja employs devious methods to ensure its own safety, with assassination, false rumors, and illusory doubles serving as useful tools to ferret out threats. Wary of attack and often with wide territories to control, most rakshasa maharajas have several secluded palaces and lavish redoubts, and travel among them endlessly. RAKSHASA RAJADHIRAJAS Each maharaja is unique, the process of its evolution granting it strengths and weaknesses that differentiate the being from all before it. Over its lifetimes, its path teaches it myriad lessons and grants distinctive powers. A typical maharaja is a master of divination, enchantment, and illusion. Other maharajas master various other techniques, such as necromancy or conjuration. As a maharaja continues to grow in malignant might, its powers outstrip those even of its peers. It might ultimately ascend to the rank of rajadhiraja-a king of kings. Even more so than the maharajas, the rajadhirajas are unique beings. A rajadhiraja is never lower than CR 21-most have additional racial Hit Dice beyond the standard maharaja. Each additional racial Hit Die granted increases the rakshasa's CR by +1, but also increases its effective sorcerer caster level by +1 and grants a new spell-like ability that follows that rakshasa's personal theme and philosophy. A rajadhiraja that fancies itself a master of space and time might gain the ability to use greater teleport three times per day or the use of time stop once per day, while one who sees itself as a master of forms might gain the ability to use shapechange once per day or polymorph at will. A master of combat might instead gain additional damaging spell-like abilities. The type of new spell-like abilities the rakshasa gains can be selected as needed-8th- and 9th-level spells should be usable once per day, 5th- through 7th-level spells usable three times per day, and spells lower than 5th level at will, though even these guidelines can be adjusted as you see fit to make a more interesting rajadhiraja. The cycle of reincarnation and the faint memories it imparts provide rajadhirajas with the distinct power to manipulate life and death according to this cycle. A rajadhiraja can use its mastery of reincarnation to alter these cycles for other creatures, and as a result, all rajadhirajas gain the following special ability in addition to their other powers. Reincarnate (Su): Once per day as a standard action, a rajadhiraja can bring a dead creature back to life as if using the reincarnate spell, except that the target must have been dead less than 1 day and can have been killed by a death effect. As with any effect that restores life to a creature, the reincarnating creature can choose not to be reincarnated if it wishes, but if it does allow the effect to happen, it returns to life at full capacity, as if restored via true resurrection in a new form. Some rajadhirajas slay their own allies in combat, then use this ability to in order to allow the allies to continue the battle in a new body. The new form granted by this effect can be any form within one size category of the dead creature's original size-the exact form of this new body is chosen by the rajadhiraja. Use the results listed in the Core Rulebook for the reincarnate spell as guidelines for determining the new body's physical ability score adjustments.
|Solar||38||outsider||22||L||50||Fly 150 ft. (good)||28||20||30||This towering humanoid creature has shining topaz eyes, metallic skin, and three pairs of white wings.||PFRPG Bestiary|
Spells Solars can cast divine spells as 20th-level clerics. They do not gain access to domains or other cleric abilities. Slaying Arrow (Su) A solar's bow needs no ammunition, and automatically creates a slaying arrow of the solar's choice when drawn.
Solars are the greatest type of angel, usually serving at the right hand of a deity or championing a cause that benefits an entire world or plane. A typical solar looks roughly human, though some physically resemble other humanoid races and a rare few have even more unusual forms. A solar stands about 9 feet tall and weighs about 500 pounds, with a strong, commanding voice that is impossible to ignore. Most have silvery or golden skin. Blessed with an array of magical powers and the spellcasting abilities of the most powerful clerics, solars are powerful opponents capable of single-handedly slaying mighty evils. They are the greatest trackers among the celestials, the most masterful of which are said to be able to track the days-old wake of a pit fiend flying through the Astral Plane. Some take on the mantle of monster-slayers and hunt powerful fiends and undead such as devourers, night hags, night shades, and pit fiends, even making forays into the evil planes and the Negative Energy Plane to destroy these creatures at their source before they can bring harm to mortals. A few very old solars have succeeded at this task and bear slayer-names of dread creatures that are now extinct by the solar's hand. Solars accept roles as guardians, usually of fundamental supernatural concepts, or objects or creatures of great importance. On one world, a group of solars patrols the energy conduits of the sun, alert for any attempts by evil races such as drow to snuff out the light and bring eternal darkness. On another, seven solars stand watch over seven mystical chains keeping evil gods bound within a prison demiplane. On yet another, a solar with a flaming sword stands watch over the original mortal paradise so that no creature may enter. In worlds where the gods cannot take physical form, they send solars to be their prophets and gurus (often pretending to be mortals), laying the foundation for cults that grow to become great religions. Likewise, in worlds oppressed by evil, solars are the secret priests who bring hope to the downtrodden, or in some cases allow themselves to be martyred so that their holy essence can explode outward to land and grow in the hearts of great heroes-to-be. Though they are not gods, the solars' power approaches that of demigods, and they often have an advisory role for younger or weaker deities. In some polytheistic faiths, mortals worship one or more solars as aspects or near-equal servants of the true deities-never without the deity's approval-or consider notable solars to be offspring - Consorts, lovers, or spouses of true deities (which they may be, depending on the deity). Unlike other angels, most solars are created from an amalgam of good souls and raw divine energy to directly serve the gods, but an increasing number of these powerful angels have been "promoted" to their existence as solars from lesser creatures like planetars or devas. A few rare and powerful good souls ascend directly to the status of solar. The oldest solars predate mortality and are among the gods' first creations. These strange solars are paragons of their kind and have little direct interaction with mortals, focusing on the protection or destruction of abstract concepts such as gravity, dark matter, entropy, and primordial evil. Solars who spend a long time in the Material Plane, especially those in the guise of mortals, are sometimes the source of halfcelestial or aasimar bloodlines in mortal families, due either to romantic dalliances or simply the mortals' proximity to celestial energy. Actual offspring are rare, and when they occur, it is always a mortal mother that bears the child-while solars can appear as either sex, the gods have not granted them the capacity for pregnancy or motherhood. Indeed, this fundamental truth is often what drives a solar to seek out a mortal lover. Since begetting a child upon a mortal is generally frowned upon by other solars, a solar father rarely interacts directly with the fate of his lover or child, so as to avoid bringing shame upon himself or his responsibilities. Yet such solars still watch over their progeny from afar, and in times of peril, they might even be moved to intercede to aid one of their endangered children, albiet in subtle and mysterious ways. All angels respect the power and wisdom of solars, and though these mightiest of angels usually work alone, they sometimes command multiple armies led by planetars, acting as great field marshals for massive incursions against the legions of Hell or the hordes of the Abyss.
This centaur-like creature is at least twice as long as a human and stands about 8 feet tall. Its lower body is that of a great golden lion and its upper body is a coal-black humanoid with glaring crimson eyes. Its mane-like hair is thick, long, and dark brown, and the creature wears it draped over its broad shoulders and down its massive back. Its mouth is lined with sharpened fangs and its arms end in large, powerful hands. Splatters of dried and caked blood can be seen in the creature's mane and fur.
|Tome of Horrors Complete|
The Blood Duke, Gorson, is a great lion-bodied humanoid that serves Great Mammon as 2nd general of his infernal army. Gorson leads 5 legions of barbed devils in service to his lord. Gorson is called "The Lion" for his ferocity in battle and his general appearance. He often takes the entrails of those he has slain and makes a necklace, wrapping it around his neck or entwining them in his bloody mane-like hair. Gorson stands 8 feet tall and is 12 feet long. He weighs 1,200 pounds. Gorson usually begins combat by leaping on a foe and rending it to pieces with his forepaws and rear claws. Those that survive this onslaught are subjected to a massive assault by his great battleaxe. Gorson attacks relentlessly and only stops when all foes are dead. Those that attempt to flee are run down and slaughtered. Copyright Notice Author Scott Greene.
This hulking brute has leathery, crimson skin, and a large mouth filled with razor-sharp teeth. Large, round horns protrude from the sides of its head. Its hands and feet end in claws, and its eyes are slitted and bronze.
|Tome of Horrors Complete|
Unholy Burst (Su) Three times per day, a flayer devil can release a burst of hellish black vapor in a 30-foot radius. Those caught within the area must succeed at a DC 25 Fortitude save or be sickened for 1d6 rounds. Additionally, good-aligned creatures suffer 3d6 points of unholy damage from the vapors if they fail their save. The save DC is Constitution-based. Flensing (Ex) A flayer devil that scores a critical hit with a claw attack rips the flesh from its opponent's body. This attack deals 1d3 points of Constitution damage.
Flayer devils are employed by several arch-devils as trackers and hunters because of their brutal and sadistic mindset. These nightmarish creatures delight in catching their prey and ripping the flesh from their bones. The flesh is devoured and the bones cast aside. Many of these brutes served under Lucifer and were ousted with him when Asmodeus cast him out of Hell. They now reside in Infernus where they perfect their craft against those that stumble into the fiery realm. Others can still be found roaming the Hells. Flayer devils sometimes hunt weaker devils, such as bearded devils, hellstokers (see their entry in this book), and lemures, the latter of whose flesh they thoroughly enjoy. The typical flayer devil stands 13 feet tall and weighs in excess of 800 pounds. Flayer devils are ferocious in battle, employing simple, brutal tactics. Given the chance, they always make a full attack, striking with both claws and a bite attempting to rip an opponent's flesh from its bones. On rounds they do not attack with their natural weapons, they release an unholy burst to sicken those around them before striking again with claws and bite. Copyright Notice Author Scott Greene.
This diabolical-looking golden-skinned humanoid towers over you, dressed in battered bronze chainmail. It wields a large morningstar in its clawed hand as it stares at you. Its bovine head features large round eyes of black, a large nose, wolf-like upright ears, and a large mouth lined with razor-sharp teeth. Tiny forward-curving horns protrude from its forehead.
|Tome of Horrors Complete|
Baal is a duke in the employ of Great Mammon and leads 5 legions of barbed devils in his service. Baal follows Lord Mammon's orders without question but secretly plans one day to wrest the throne from his master (who has become complacent as of late). For now, though, he waits and schemes. Baal stands 8 feet tall and weighs 500 pounds. Credit Baal originally appeared as "Bael" in Dragon #75 (© TSR/Wizards of the Coast, 1983) and later in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983) and is used by permission. Copyright Notice Author Scott Greene, based on original material by Gary Gygax.
|Apostate Devil||36||outsider||18||M||30||Fly 30 ft. (perfect)||28||31||28|
Armored in the ceremonial garb of some grim knight, this figure stands unnaturally still, though the intricate metalwork patterns of its sculpted mantle writhe and shift as if alive. Claws the length of longswords extend from its armored fingers in razor-sharp fans, and no head or helm rests upon its ironclad shoulders. Instead, there hovers only a plain mask, an unnatural facade devoid of all empathy, emotion, or mercy.
|Book of the Dammed V1|
Boundless Reach (Su) A deimavigga's claws slice through reality, allowing it to make melee attacks against any creature it is aware of-typically meaning creatures within 100 feet. The devil still only threatens the 10-foot area around it and it cannot make attacks of opportunity against creatures farther away. This ability can span vast distances, allowing a deimavigga making use of divination magic to detect distant creatures and attack foes separated by miles or even planes. Spells like forbiddance, which prevent planar travel, also protect against a deimavigga's claws. The spell dimensional anchor also prevents a deimavigga from using this ability for the duration of that spell. An attacked creature can retaliate that round, striking at the devil's claws with weapons or spells as if its entire body were present, but cannot grapple or otherwise prevent the claws from vanishing out of reach at the end of the round. Evangelization (Su) The words of deimaviggas are poison to the mind. Every round a deimavigga speaks (a free action), all non-devils with an Intelligence score of 3 or higher within 30 feet must make a DC 28 Will save or become vulnerable to its blasphemous discourse. The DC of this Will save increases by +1 for each consecutive round a creature has listened to the same deimavigga speak. Creatures must be listening to a deimavigga to be affected by its oration. Deafened creatures and those in combat-either with the deimavigga or other creatures-are not considered to be listening. Victims cannot simply declare they are not listening without taking steps to impede their hearing. Upon failing this save, a victim can be affected by the heretical power of a deimavigga's words. The devil may use its speech to affect a listener in ways that mimic any of the following spells: calm emotions (DC 21), charm monster (DC 23), command (DC 20) - Confusion (DC 23), crushing despair (DC 23), deep slumber (DC 22), enthrall (DC 21), modify memory (DC 23), rage (DC 22), or suggestion (DC 22). Victims still receive saving throws against these spell effects, but if they fail their saves they are not aware the devil is working its power upon them. A deimavigga can affect multiple victims with different spell effects in the same round. A creature that makes its save against this ability is immune to that particular devil's evangelization for the next 24 hours. This is a sonic mind-affecting effect. The base save DC is Charisma-based. Indomitable Oration (Su) A deimavigga's speech is always perfectly clear and cannot be silenced or warped. In areas of incredible noise, through water or airless voids, even in areas of magical silence, these devil's voices can still be heard normally. All beings understand deimaviggas, as if these devils constantly spoke in all tongues at once. Malleable Form (Su) A deimavigga has complete control over its physical form, and if transformed into another shape against its will, it can revert to its own form as a free action. Ohrwurm (Ex) As a standard action, three times per day, a deimavigga can whisper a fundamental and terrifying multiversal truth to one creature within 5 feet. The target must make a DC 28 Will save or have the devil's words take root in its psyche. Outsiders and elementals have a +2 bonus on their saves to resist this ability. Initially, the deimavigga's words seem to have no effect. Anytime the victim tries to rest, though, he must make an additional DC 28 Will save or be affected as per the spell nightmare (even if the victim doesn't technically sleep). After a night of suffering vivid dreams and wrestling with the devil's words, the victim must make yet another DC 28 Will save or have its alignment shift one step toward lawful evil. Only by unlearning what the deimavigga told it can a victim be free of this effect, requiring a spell such as miracle, modify memory, or wish. Summon Devil (Sp) Once per day a deimavigga can attempt to summon 1d6 osyluths or 2d4 barbazu with a 50% chance of success, or 1 gelugon with a 20% chance of success. This ability is the equivalent of an 8th-level spell. Wisdom Drain (Su) A deimavigga drains 1d6 points of Wisdom each time it hits with its claw attack. (A deimavigga does not heal any damage when it uses its Wisdom drain.)
Regal, fearsome, and unfeeling, deimaviggas seek to turn the faithful from their gods, using cold logic to proselytize the path of atheism, the freedom of the mortal spirit, and the order offered by Hell. Their slowly ever-shifting masks speak envenomed words and imply the hollow nature of their lies. Speaking out against all deities-except for Asmodeus, whom they subtly tout as a bringer of discipline even as they downplay his divinity-these deadly intellectuals know that those who turn from their deities are more likely to succumb to the temptations of their diabolical brethren. Rather than attempting to sway the souls of individual mortals, these cunning fiends take on the roles of prophets of reason, disguising themselves beneath layers of illusion to evangelize the virtues and freedoms of lives unshackled from demanding deities. Occasionally one might focus its arguments on a soul of particular piety, delighting in throwing deities' most devoted servants into endless crises of faith. Deimaviggas care little for what gods their depredations affect, disenfranchising the worshipers of the divine and the profane alike. In their natural shapes, deimaviggas stand 7 feet tall and weigh a mere 120 pounds. When disguised, though, they typically take the forms of wise old men, priests who have "realized their folly," and even "angels" of truth. Habitat & Society Deimaviggas prefer to spend their time upon the Material Plane, swaying the weak and corruptible souls of mortals. There they seek out either vast mortal cities, where their heresy might reach many ears, or small communities where the isolated might fall to their blasphemous philosophizing. When in Hell, though, they linger in Caina, tormenting the souls of those trapped upon its lonely islands, developing and testing complicated and often confusing arguments. Preferring to operate alone, these poison-tongued devils rarely work with others of their kind, even though their status as greater devils affords them great control over their lesser brethren. They find their arguments benefit from simplicity, their endeavors complicated by even the most obedient minions. Pit fiends and infernal dukes sometimes utilize deimaviggas as spies and spreaders of dissension and confusion, though even among devilkind these enigmatic fiends are considered strange and unnerving.
|Titivilus||31||outsider||19||M||50||Fly 60 ft. (average)||24||24||28|
+4 Bluff, +4 Diplomacy
This 6-foot tall creature resembles a satyr with a round hairless head, the lower torso of a goat, cloven feet, and clawed hands. Small black leathery wings sprout from his back. His eyes are the color of coal.
|Tome of Horrors Complete|
Fear Touch (Su) A creature that successfully saves cannot be affected again by Titivilus's fear touch for one day. The save DC is Charisma-based.
Titivilus the Confuser serves Lord Dispater as messenger and chamberlain. He is a very evil and malign duke. His ability to manipulate others is legendary throughout the Hells, and it is because of this gift that Dispater allows him to attend infernal meetings where dukes are normally prohibited. Titivilus spends most of his days in his tower, Martyr's Curse, a large structure composed of blackened iron. When encountered away from his tower he usually has a small retinue of bearded devils or erinyes with him. Titivilus stands 6 feet tall and weighs 220 pounds. Titivilus prefers to avoid combat, if possible. If pressed, he attacks with his spell-like abilities, seeking to sew confusion and disorder among his adversaries. In close combat, he uses his longsword, but usually summons other devils before such combat occurs. If facing imminent defeat, Titivilus summons other devils to cover his escape. Credit Titivilus originally appeared in Dragon #75 (© TSR/ Wizards of the Coast, 1983) and later in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983) and is used by permission. Copyright Notice Author Scott Greene, based on original material by Gary Gygax.
|Aeshma Demon||15||outsider||14||L||40||Fly 60 ft. (good)||23||18||27||+8 Perception|
This creature appears to be an 8-foot tall humanoid with basalt-colored skin. Dark hair covers its head and its hair is long and braided. Its arms are well-muscled and its hands end in powerful claws. Its head is human-like and its eyes are sapphire blue. Large leathery, bat-like wings protrude from its shoulders.
|Tome of Horrors Complete|
Rage (Ex) An aeshma that takes 50% or more of its total hit points in damage in combat flies into a berserk rage on its next turn, swinging madly with its spear. A raging aeshma fights until either it or its opponent is dead. An enraged aeshma gains +4 Strength and -2 AC. The aeshma can end its rage voluntarily.
Aeshma are the demons of rage and anger. An aeshma is sometimes referred to as "the fiend of the wounding spear." Aeshma are thoroughly malign and evil and care little for anything or anyone else. They are actively recruited into the Abyssal armies of the demon lords and princes for their skill and combat prowess. Often an aeshma is given the rank of commander or lieutenant and granted control over a retinue or battalion of lesser demons (usually vrocks or dretches). The typical ashema stands 8 feet tall and weighs about 500 pounds. Most aeshma disdain the use of armor, but occasionally don chainmail. Aeshma are very potent fighters and prefer a straight fight to subterfuge. They fight aggressively against any foe, relying on their claws only if they are unarmed. An aeshma's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Copyright Notice Author Scott Greene.
|Sepid||22||outsider||15||L||40||25||20||27||Twice the height of a human, this horned monstrous warrior wields a massive blade.||PFRPG Bestiary 3|
Deflect Rays (Su) Once per round as an immediate action, a sepid can use its Deflect Arrows feat to deflect a ray or a spell that uses a ranged touch attack. Rain of Debris (Su) Three times per day as a standard action, a sepid can call forth a hail of stones, wood, metal, and similar debris. The debris rains down and pelts all creatures in a 10-foot-high, 40-foot-radius cylinder centered on the sepid, dealing 15d6 points of bludgeoning damage (Reflex DC 25 for half ). This attack does not harm the sepid, and counts as an evil attack for the purpose of damage reduction. The save DC is Constitution-based.
Warlords among the divs, sepids spread fear, slaughter, and despair wherever they pass. They foster battles, incite rebellions, and seek heroes to slay, destroying all that which gives common people hope. With their falchions in hand, sepids often stand at the fore of the foul legions they raise. Sepids delight in twisting the truth, but while all divs are liars, sepids make themselves predictable by always doing the opposite of what they claim, and wise opponents turn this knowledge to their own advantage. Sepids stand 13 feet tall and weigh upward of 1,500 pounds.
Fly 100 ft. (average)
This creature is at least twice as tall as a human and large bat-like wings protruding from its massive shoulders. A whip-like tail trails behind its scaled form. Its hands and feet end in wicked-looking claws and its mouth is filled with sharpened teeth and two oversized fangs. Upward-curving horns project from its head. Its flesh is dark red.
|Tome of Horrors Complete|
Fear (Su) Hutijin can cause fear by speaking (this is a free action). Creatures within 30 feet that hear his voice must succeed on a DC 30 Will save or be affected as though by a fear spell (CL 20th). A creature that successfully saves cannot be affected again by Hutijin's fear ability for one day. The save DC is Charisma-based.
Hutijin is a loyal servant of Mephistopheles and commands 2 companies of pit fiends in the infernal armies of the eighth plane of Hell. Hutijin is a noble Mephistopheles' court and commands much respect from the other dukes and nobles. His battle prowess and strong demeanor command respect from the other dukes of Hell. Hutijin stands 14 feet tall and weighs 1,000 pounds. Hutijin prefers to summon devils to deal with interlopers or adversaries, rather than waste time fighting them in melee. However, if pressed into combat, he fights with his trident, all the while peppering his foes with fireballs. Credit Hutijin originally appeared in Dragon #75 (© TSR/Wizards of the Coast, 1983) and later in the First Edition Monster Manual II (© TSR/ Wizards of the Coast, 1983) and is used by permission. Copyright Notice Author Scott Greene, based on original material by Gary Gygax.
Fly 120 ft. (average)
This noble creature seems to be part serpent, part humanoid, and part dragon, with great wings and a crown of horns.
|PFRPG Bestiary 2|
Celestial Focus (Ex) A draconal's color indicates aspects of its power and attunement to the powers of the good planes. These determine the draconal's breath weapon, the additional energy damage of its claw and bite attacks, additional resistances and immunities, and its additional domain choices (see Spells, below). Divine Insight (Su) A draconal adds its Charisma bonus as an insight bonus to Armor Class. Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the draconal. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals draconal's HD). (The defensive benefits from the circle are not included in a draconal's stat block.) Spells Draconals cast spells as 17th-level clerics. Like clerics, they have access to two domains, selecting from the following list: Air, Good, Nobility, Weather, and two additional domain options based on their color (see facing page). The majority of draconals choose Good and Nobility as their domains (as represented by this stat block). Draconals have a domain spell slot at each spell level but do not gain the granted powers of their chosen domains, nor do they gain access to other cleric abilities.
Draconals are mighty agathion lords, few in number and greatly removed from mortal affairs. They watch over powerful magic and are direct agents of the gods and the needs of the good planes. Patient and ageless, they plan for the long term, which often frustrates mortal creatures who seek to gain their assistance with a threat in the here and now. A draconal would rather support or enhance a group of heroes than tackle a problem directly, maintaining its focus on planar matters. Draconals are attuned to nature and believe in cycles of life and death. Though they are good, they understand that the presence of evil gives good creatures something to strive against, preventing stagnation and complacency. This means their outlook sometimes appears almost neutral, though they hate suffering and needless death. DRACONAL COLORS A draconal's coloration represents mystical elements relating to energy, life, and the natural world. These colors are normally chromatic rather than metallic, and an ignorant person seeing a draconal's colors may mistake her for an evil half-dragon. However, some draconals have metallic or gem-like coloration; for example, a yellow draconal may appear mustard yellow or metallic gold, while a white draconal may be chalk white, pearlescent white, or metallic silver. Draconals can change their coloration after a lengthy period of meditation, but normally only do this in response to some horrible evil that requires their direct intervention. This change affects the draconals' personality, and may alter their physical shape or apparent gender. Black: Black is a balance between male and female energy, and represents the sky, stars, immortality, and leadership. Black draconals are immune to fire damage, and their breath weapon is fire. A black draconal adds Fire, Glory, and Luck to its list of possible domains. Green: Green is slightly skewed toward masculinity. It represents wood, plants, and flowers. Green draconals are immune to cold damage, and their breath weapon is cold. A green draconal adds Animal, Plant, and Water to its list of possible domains. Red: Red is a strongly masculine color, and most red draconals are male or have aggressive or gregarious personalities. Red represents fire, light, and warding against bad luck. Red draconals are immune to fire damage, and their breath weapon is fire. A red draconal adds Fire, Protection, and Sun to its list of possible domains. White: White is slightly skewed toward femininity, and most white draconals are female or have protective or serene personalities. White represents brightness, fulfillment, metal, mourning, and purity. White draconals are immune to cold damage, and their breath weapon is cold. A white draconal adds Artifice, Liberation, and Repose to its list of possible domains. Yellow: Like black, yellow is a balance between male and female energy. Yellow represents earth, oracles, stone, and luck. Yellow draconals are immune to acid, and their breath weapon is acid. A yellow draconal adds Earth, Glory, and Luck to its list of possible domains.
+4 Perception, +8 Acrobatics to jump
This man-sized feral-looking creature has dark bluish-black skin. Its arms end in sharpened claws and its feet are splayed hooves. A long, snake-like barbed tail trails behind it. Its hairless head is long and oval and its eyes are large and crimson.
|Tome of Horrors Complete|
Posion (Ex) Sting-injury; save Fort DC 22; frequency 1 round for 4 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based.
The bestial nerizo can be found on almost all layers of the Abyss. More animalistic than not, the nerizo are sometimes used as "hunting dogs" by the greater demons and lords. The nerizo themselves realize that they may not be the smartest or strongest of the demons, but they resent being relegated to common hunting dogs for the greater demons. A nerizo stands 6 feet tall and weighs about 160 pounds. The nerizo prefers to attack from surprise, leaping to attack its foes when they are within range. A nerizo attacks using its tail sting and claws. Slain creatures are dragged away and devoured at a later time. If in the employ of a greater demon, the nerizo follows the commands of its "master." Nerizo are known to stalk their prey for up to a week before attacking. Copyright Notice Author Scott Greene.
|Trumpet Archon||19||outsider||14||M||40||Fly 90 ft. (good)||20||17||25|
Lithe and beautiful, with skin the color of marble, this being hovers upon powerful, white wings and radiates a sense of serenity.
Spells Trumpet archons can cast divine spells as 14th-level clerics. They do not gain access to domains or other cleric abilities. Trumpet (Su) All creatures except archons within 100 feet of the trumpet's blast must succeed on a DC 19 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charismabased. The archon can also command its trumpet to become a +4 greatsword as a free action. Out of the archon's hands, it is a chunk of useless metal.
Messengers of good deities and mighty celestials, trumpet archons serve as the vanguard of divine armies and rally the legions of heaven to war. When lawful good deities have the need to communicate directly with a group of mortals, they often send trumpet archons to act as their intermediaries. Trumpet archons speak with clear, musical voices. Their otherworldly eyes are white and pupilless. All trumpet archons carry a gleaming magical trumpet or horn with which they create wondrous music, sound calls to other archons, paralyze enemies, or defend the virtuous. They typically adorn their trumpet with the standard of their liege.
|Basileus||18||outsider||16||M||30||Fly 60 ft. (perfect)||26||22||25|
+8 Diplomacy, +8 Intimidate
This comely young man is clad in fine silken robes and gold thread, with hair the color of sunbeams. He smiles slyly, and his eyes smolder with Hellish flames and the suggestion of power and terror beyond mortal reason.
Terror (Su) As a standard action, Basileus can surround himself with a terrifying illusion that to all viewers appears as a unique and violent manifestation of the most terrifying thing their minds can conjure. This horror can only be seen by each individual onlooker, with even Basileus being unaware of what his viewers see. Those within 30 feet of Basileus must make a DC 25 Will save. Those with 6 or fewer Hit Dice who fail instantly die from fear, while those with 6 or more Hit Dice are panicked and take 6d6 points of damage. Those who save are immune to Basileus's death or panic effects, but still take damage. Those who remain within 30 feet of Basileus, even after making their saves, take 6d6 points of damage every round as long as Basileus continues to take standard actions to maintain the terror. The death and panic aspects of this ability are a mind-affecting fear effect, with even creatures immune to such effects still being affected by the ability's damage. The save DC is Charisma-based. Terror Shape (Su) While making use of his terror ability, Basileus can manifest one to five additional, monstrous limbs. These take on terrible appearances dictated by the terror ability, and deal 2d6+8 damage. When Basileus ceases the use of terror, these additional natural weapons vanish. Veil of Forms (Su) Basileus appears as a powerful and attractive member of the same race as any creature looking upon him. His appearance is always appealing, with subtle illusory alterations that differ from viewer to viewer. Basileus is not aware of the specifics of his appearance to other creatures, though he may alter specifics as per the spell alter self. This is an illusion that is in effect anytime he is not using his terror ability, and grants him a +8 racial modifier on Diplomacy and Intimidate checks. Should a creature be able to see past the illusion, Basileus does not gain this racial modifier on opposed checks against that creature.
An infernal paradox at once wondrous and terrifying, tempting and blasphemous, the entity called the Son of Suns, Prince of Paradises, Jadros Voax, Baphon, Vexsoul, or simply Basileus serves as the herald of Asmodeus and harbinger of Hell's will. Few who have faced the messenger of the Archfiend survive the experience unchanged, for he is the very word of Hell. Typically appearing as a youth of stunning beauty and of the same race as those who look upon him-even when appearing before those of multiple races-little in the herald's comely appearance, finery, or proud bearing sets him apart from the vainglorious princes of countless mortal nations. In his radiant eyes, though, dance hellfire flames and a hint of the power he bears himself and often offers. To encounter Basileus is to know the interest or ire of the lord of Hell himself. Like his master, the herald knows no love for mortalkind, striving only to fulfill the worlds-spanning master schemes of the Prince of Darkness and draw souls into the grip of Hell by the legion. As such, he most often serves as an envoy between Asmodeus and other deities and extraplanar figures of note, rarely deigning to set foot upon the raucous and uncouth Material Plane. When his master's will dictates he travel to the mortal realm, though, his words bear all the weight of Hell, and typically offer temptations few souls can hope to refuse. Occasionally his master bids him answer the summons of the few mortals who hold the Prince of Darkness's favor, but even these forays typically prove subtle steps toward some greater infernal goal. In his humanoid form, Basileus appears as a 6-foottall mortal of surprising but unnatural beauty, with a languid voice like warm wine over silk. Although typically of male gender, this is not always the case, though he always appears before his lord in masculine form. Much of his form is an illusion, though, and a highly subjective illusion at that. Those who can see past Basileus's shrouds of innate deception find a human-like figure resembling the idealized form he presents, though still appearing somehow hollow. The most daring and ancient fiends have suggested that Basileus bears a resemblance to Baalzebul before Asmodeus punished the archdevil by stripping him of his angelic appearance-a rumor that leads the lord of the seventh to loathe his master's herald even more than he despises most creatures. A Thousand Terrors Through the millennia, dozens of immortal beings have served as heralds of the Prince of Darkness-even Baalzebul holding this position for a time before his cursed advancement to archdevil. Yet without fail, each herald has eventually overstepped his bounds and garnered Asmodeus's disfavor, facing a quiet, ignominious, and likely torturous end within Nesus's depths. Yet even after his past heralds' march of disappointments, Asmodeus holds Basileus as the most perfect of all his emissaries, for rather than elevating the messenger from among the ranks of his diabolical legions, the lord of Hell personally crafted his servant to meet his every expectation. An infernal automaton of sorts, Hell's herald is a being zealously devoted to the Prince of Darkness, even beyond the allegiances of devilkind, archdevils, or the Pit itself. Many among Hell's infernal hierarchy have whispered of their lord's herald's true nature, suggesting that he is a terrible amalgam, drawn from the painwracked nightmares of the Archfiend's past emissaries; a being shaped from the deepest proto-stuff of Hell itself; or even a vaporous being distilled from a measure of Hell's collective suffering. Regardless, the ever-changing physical nature of Asmodeus's herald and his unwavering loyalty to his master are widely known throughout the planes and beyond. On the Material Plane, Basileus has become a legend in his own right. Although rarely visiting the worlds of the mortal realm, wherever he treads he takes the form of the greatest terror of the age. Such leads to highly varied reports of the herald's form and nature, even among Asmodeus's worshipers, and the confusion and apprehension seem to please both Basileus and his master greatly. Among the Prince of Darkness's enemies, Basileus is a thousand horrors known by a thousand names. Tales of his appearance across Golarion have granted him a dozen terrible names: the Bleeding Oliphaunt, Baphon Reborn, and the Seventh Spawn being among those most often heard in fearful whispers. Each of these titles and countless more have been recorded by scholars of the divine outside the church of Asmodeus, with such disparities, though inaccurate, still capturing the deceit inherent in the herald's form and a measure of the horror that is Basileus.
|Vrock||12||outsider||9||L||30||Fly 50 ft. (average)||21||15||25||+8 Perception||A cloud of spores and a trail of feathers surrounds this twisted cross between a man and a gigantic vulture.||PFRPG Bestiary|
Dance of Ruin (Su) A vrock can dance and chant as a full-round action-at the end of 3 rounds, a crackling wave of energy explodes from the vrock, dealing 5d6 points of electricity damage to all creatures within 100 feet. A DC 17 Reflex save halves this damage. For each additional vrock that joins in the dance, the damage increases by 5d6 and the DC to avoid the effect increases by +1, to a maximum of 20d6 when four or more vrocks are dancing (the DC continues to increase with additional vrocks, but the damage does not). The dance immediately ends and must be started anew if any of the participating vrocks is slain, stunned, or otherwise prevented from dancing. The save DC is Charisma-based. Spores (Ex) A vrock can release a cloud of spores from its body once every 3 rounds as a free action. Adjacent creatures take 1d8 points of damage from the spores, plus 1d4 points of damage per round for 10 rounds as the spores grow into thick green vines. Although ugly, the vines are harmless and wither away in 1d4 days if not shaved off before then. The spores can be destroyed by casting bless on the affected creatures or by sprinkling them with holy water. This attack can also be halted by effects that remove or provide immunity to disease. Stunning Screech (Su) Once per hour, a vrock can emit a shrill screech. All creatures except demons within a 30-foot-radius spread must succeed on a DC 21 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.
Profane champions of the Abyss, vrocks embody all the rage, hatred, and violence of that despicable realm. As ravenous and grotesquely opportunistic as the scavengers they resemble, vrocks delight in bloodshed, relishing the sounds and sensations of ripping the still-pulsing entrails from a living husk. A typical vrock stands 8 feet tall and weighs 400 pounds. Vrocks generally form from the evil souls of hateful and wrathful mortals, particularly those who were career criminals, mercenaries, or assassins.
Moving with deadly grace, this brutal, thickly furred humanoid figure's head is that of a lioness with dead black eyes.
|PFRPG Bestiary 3|
Consume Essence (Su) A shira's deadliest attacks drain away a portion of its victim's essence. Whenever a shira hits with a coup de grace attack using its bite, or confirms a critical hit with its claws or bite, the target must succeed at a DC 23 Fortitude save or take 1d4 points of Constitution drain. The save is Constitution-based. Dusty Pelt (Ex) A shira collects and produces copious amounts of dust and ash within the coarse hairs of its furry hide. As a move action, it can shake itself, creating a cloud of dust that fills its space, providing it concealment. Any attack that deals at least 10 points of bludgeoning, piercing, or slashing damage to the shira (before DR) automatically activates this ability. The dust cloud lasts for 1 round. A light wind disperses this cloud immediately.
Bestial stalkers, shiras live to hunt and feed. Resembling anthropomorphic lionesses, these divs use their powerful builds, keen senses, and deadly instincts to track the proudest mortals and slay the most formidable foes. They embody the deadly nature of the wilds and the dispassion with which beast and land might turn against mortals, delighting in proving to civilized beings how small and helpless they are in the face of a savage world. Shiras prefer hunting alone, keeping company with even others of their own kind only long enough to form temporary hunting bands. With a hunger for intelligent prey, they savor the taste of mortal souls, savaging not just victims' bodies but also their vital essences. Despite being the most feral of all divs, shiras sometimes serve as scouts and assassins for div hordes. Such arrangements usually prove to be temporary, however, lasting only until the shiras' savage instincts or lust for the hunt again takes hold. Shiras never go after an easy kill, and instead target the most obviously powerful of the possible targets. When acting on this compulsion, a shira weighs its chances for survival and the glory of its intended kill, planning its tactics carefully and not necessarily charging savagely forth. Though savage, a shira is also a cunning hunter and might wait weeks for the perfect opportunity to bring down its chosen prey. Most shiras stand 10 feet tall and weigh approximately 1,200 pounds.
|Ice Yai||17||outsider||16||L||50||Fly 50 ft. (perfect)||29||14||25||+4 Stealth in snow||This blue-skinned giant has three eyes, fangs, and claws. Its hair seems to be formed of delicate strands of ice.||PFRPG Bestiary 3|
Icy Missile (Su) As a swift action, the ice yai can fire a dart of ice from its third eye. This dart is a ranged touch attack (+20 attack bonus), dealing 4d6 points of cold damage on a hit. This attack has a range of 180 feet with no range increment. Staggering Strikes (Ex) An ice yai can strike twice per round with its two slam attacks. A creature struck by more than two of these slam attacks in a round must make a DC 28 Fortitude save or be staggered for 1 round. The save DC is Strength-based.
The ice yai is a sinister creature that combines the brutality of a frost giant with the grace and style of a skilled martial artist. Although its magical powers are formidable, it prefers to fight in melee using its slam attacks, leading its minions in merciless combat. It uses its mobility to cast combat spells or launch shards of ice from its third eye. An ice yai is a natural leader among frost giants, tempering their savagery with its own wisdom. A tribe led by an ice yai may still raid settlements of neighboring humanoids, but the tribe soon learns the value of establishing regular tributes and willing sacrifices-the ice yai teach that methods that rely upon the threat of violence are often even more effective than actual violence. Despite this strangely enlightened philosophy, an ice yai never passes up an opportunity to reinforce its capacity for slaughter, and will often demand that its subjects take part in show battles, both for the entertainment of the tribe and to nurture the ice yai's insatiable ego and sense of dominion over its subjects.
|Belier Devil||23||outsider||17||L||20||Fly 60 ft. (perfect)||24||23||25|
This amphisbaenic monstrosity has the body of a slug with a leech's mouth at one end and a knot of three human heads at the other.
|PFRPG Bestiary 2|
Possession (Su) When a belier devil uses its magic jar spell-like ability, it can identify and pinpoint life forces accurately, allowing it to select its victims with ease. It does not require a receptacle to use magic jar. If it uses magic jar on a host while on the Material Plane, its own body becomes ethereal for the duration of the possession and the magic jar effect lasts until the effect is dispelled, the devil ends the effect, it is forced out of its host body, or it or its host body is slain.
Masterful possessors and foul manipulators, belier devils are among the most feared masterminds of Hell. Known as bdellavritras to devilkind, these worm-like fiends avoid physical confrontation. Instead, they target inf luential individuals for possession, using them to manipulate events by proxy. If their schemes are uncovered, the devils retaliate with all the power at their host bodies' disposal. A bdellavritra's voice can emanate from its worm-like maw, from any of its human-like mouths, or from all four at once, as it desires. Each mouth has its own distinct voice, often pleasing to the human ear. Bdellavritras typically reach lengths of 16 feet from worm-mouth to human heads, and weigh 3,000 pounds.
+4 Bluff, +8 Disguise
This towering, blue-skinned woman has backward-facing hands and a feral, animal-like visage with exaggerated features.
|PFRPG Bestiary 3|
Martial Artist (Su) A tataka's unarmed strikes deal 2d6 points of damage. If a tataka gains monk levels, it uses its tataka unarmed strike damage or its monk unarmed strike damage, whichever is higher. Its unarmed strikes function as lawful and evil weapons for overcoming damage reduction. Spells A tataka casts spells as a 12th-level sorcerer. A tataka can cast spells from the cleric list as well as those normally available to a sorcerer. Cleric spells are considered arcane spells for a tataka.
Tataka rakshasas are the least subtle and largest of their kind. They are philosophers and fanatics, loyal servants of the rakshasa immortals. Their familiarity with religion and its trappings makes them excellent corruptors and blasphemers. Such rakshasas might assault sacred sites or rituals directly so as to foil good works and slay holy people. A tataka holds all religions in contempt save the worship of rakshasas, and it openly mocks and assaults any who dare believe otherwise. Tataka rakshasas are more than zealots, though, and they train from an early age in martial arts-their strikes can break bones as surely as any unarmed strike from a monk or other practitioner of such styles of combat. A typical tataka is 12 feet tall and weighs 1,300 pounds.
This beautiful woman has pearlescent skin and long, dark hair. Her nudity is barely hidden by a diaphanous, wet shawl.
|Tome of Horrors Complete|
Beguiling Aura (Su) Any creature sexually attracted to women runs the risk of being beguiled by a nereid if it looks upon her beauty from a distance of 30 feet or less. If the creature fails a DC 25 Will save, it is immediately fascinated. A nereid may use her suggestion spell-like ability at will against creatures that are fascinated by her beguiling aura. This is a mind-affecting compulsion effect. The save DC is Charisma-based. Drowning Kiss (Su) A nereid can flood the lungs of a willing, helpless, or fascinated creature by touching it (traditionally by kissing the creature on the lips). If the target cannot breathe water, it cannot hold its breath and immediately begins to drown. On its turn, the target can attempt a DC 23 Fortitude save to cough up this water; otherwise it falls unconscious at 0 hp. On the next round, the target must save again or drop to -1 hit points and be dying; on the third round it must save again or die (see page 445 of the Pathfinder Core Rulebook). The save DC is Constitution-based. Poison (Ex) Touch or spray-contact; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Con plus blindness; cure 2 consecutive saves. Shawl (Ex) A nereid's shawl (hardness 2, hp 6) contains a portion of her life force. If the shawl is ever destroyed, the Nereid takes 1d6 points of Constitution drain per hour until she dies. A nereid can craft a new shawl from water by making a DC 25 Will save, but each attempt takes 1d4 hours to complete. Attempts to destroy or steal a nereid's shawl require the sunder or disarm attempts. Transparency (Su) When underwater, a nereid's body becomes transparent, effectively rendering her invisible. She can become visible or transparent at will as a free action. Unearthly Grace (Su) A nereid adds her Charisma bonus as a deflection bonus to her Armor Class and CMD if she wears no armor.
The nereid's true form is that of a pool of water (a Medium water elemental). It can assume humanoid form at will (as a free action) and usually takes the form of a very beautiful female with long golden hair, pearly white skin, and green, almond-shaped eyes. Many sailors, seafarers, pirates, and other sea-goers have met their ends at the hands of the nereid. Their natural beauty lures men to their doom, for behind the beauty of the honeyed ones lies certain death for any creature that tries to steal a glance or kiss from the nereid. Nereids shy away from combat and flee at the first sign of conflict if possible. If forced into melee, a nereid uses her poison spray to blind an opponent. Copyright Notice Author Scott Greene, based on original material by Gary Gygax.
This creature looks like a 6-foot tall humanoid whose form is composed of dark matter. Its head is featureless and sports no eyes, ears, nose, or mouth. It wears no clothes and bands of silver and white crackle and dance in its form.
|Tome of Horrors Complete|
Negative Energy Aura (Ex) Being composed of negative energy, a netherspark radiates an aura of such energy in a 10-foot radius. Any living creature within this area takes 1 point of damage per round until it leaves the area. Undead in the area heal 1 hit point each round they remain in the area. Undead cannot more hit points than their normal total from the netherspark's aura. Negative Energy Burst (Su) Once every 1d4 rounds, a netherspark can release a burst of negative energy in a 20-foot radius around it. Creatures in the area take 1d8+10 points of negative energy damage. Undead take no damage but heal a number of hit points equal to what the ray would otherwise deal. Negative Energy Ray (Su) Once per round as a standard action, a netherspark can release a ray of negative energy with a rangte of 40 feet as a ranged touch attack. A target hit takes gains one negative level if it fails a DC 22 Fortitude saving throw. On a successful save, the target avoids the negative level but still takes 1d8 points of negative energy damage. The save DC is Constitution-based.
Nethersparks are natives of the negative energy plane that sometimes find themselves lost in the material plane where they seek to transform positive energy into a negative charge. On their home plane, they are attracted to living organisms, and seek to transform them into nothingness where both they and their home plane absorb the creature's positive essence. On the material planes these creatures are often found haunting graveyards or in the employ of a powerful necromancer. Undead creatures are attracted to, and can detect the presence of a netherspark within 60 feet. A netherspark stands about 6 feet tall and weighs about 180 pounds. Its body is entirely composed of negative energy and dark matter. No facial features are discernable on its head, though the creature can see, hear, and speak. A netherspark begins combat using its negative energy ray before closing into melee range. In close combat, the creature rains blow after blow down on its adversaries with its powerful fists. The creature continually moves around during combat attempting to expose as many targets as possible to its negative energy aura. A netherspark's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. A netherspark's natural weapons, as well as any weapon it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. Copyright Notice Author Scott Greene.
|Nyogoth||14||outsider||10||M||5||Fly 30 ft. (good)||16||21||24|
This appears to be a mass of floating intestines tangled around a fanged mouth-the tips of its coils also end in toothy maws.
|PFRPG Bestiary 2|
Acid Spray (Su) A nyogoth's body is full of highly corrosive digestive fluid. Every time a nyogoth is damaged by a piercing or slashing weapon, all creatures adjacent to the nyogoth take 1d6 points of acid damage (2d6 acid damage if the attack is a critical hit). Horrific Appearance (Su) Creatures that succumb to a nyogoth's horrific appearance become nauseated for 1d8 rounds.
The nyogoth's role on the Abyss is that of a scavenger. Essentially mobile clumps of buoyant intestines, these writhing creatures squirt through the air in convulsive movements like an octopus gliding through water, and are constantly on the search for anything smaller than one of their many mouths (either the relatively small ones that pinch and gasp at the tips of their intestinal limbs or the larger gaping one at their cores). They can subsist on the waste and filth left behind by other denizens of the Abyss, but particularly enjoy feeding on still-living creatures. Despite their seemingly lowly role in Abyssal ecosystems, the nyogoths are far from stupid beasts. Most are nearly as intelligent as the average human, and are capable of solving relatively complex problems when it comes to securing the next meal. As outsiders, nyogoths do not need to eat to survive, yet this does not exempt them from hunger-a nyogoth that goes for longer than 12 hours without a meal becomes increasingly violent and erratic. Such a "starving" nyogoth typically fights to the death when the prospect of food is available, and may even resort to self-cannibalism, drinking its own spurting digestive juices from its wounds in a nauseating display. A typical nyogoth is 5 feet in diameter and weighs 260 pounds, although they are known to grow much larger.
This hideous cross between a lobster, an octopus, and a human threatens enemies with powerful claws and writhing tentacles.
|PFRPG Bestiary 2|
Augmented Critical (Ex) A piscodaemon's claws threaten a critical hit on an 18-20 and inf lict x3 damage on a successful critical hit. Poison (Ex) Tentacles-injury; save Fort DC 22; frequency 1/ round for 6 rounds; effect 1d2 Con plus staggered for 1 round; cure 2 consecutive saves.
These aquatic daemons roam the lower planes sowing misery and blight. They delight in drawn-out deaths, poisoning creatures or dismembering victims to watch them slowly bleed out. On their home plane of Abaddon, piscodaemons gravitate toward the same aquatic regions inhabited by hydrodaemons, and often the stronger among their ranks end up leading armies of hydrodaemons against their enemies. These creatures serve as sergeants in the hierarchy of Abaddon, and run their units with an excess of cruelty and violence. Instead of preying on the weak, piscodaemons enjoy targeting strong, well-armored warriors, knowing the pain of their weakening poison rests poorly on shoulders accustomed to bearing heavy weights and delivering devastating blows. Piscodaemons are 7 feet tall and weigh 400 pounds.
This large creature resembles a bipedal lobster with long, gangly arms that end in powerful pincers. It has a short fish-like tail on its posterior and a centipede-like head with several small tentacles located just beneath its mouth.
|Tome of Horrors Complete|
Augmented Critical (Ex) A piscodaemon's claws threaten a critical hit on an 18-20 and inflict x3 damage on a successful critical hit. Poison (Ex) Tentacles-injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d2 Con plus staggered for 1 round; cure 2 consecutive saves. The save DC is Constitution-based.
Piscodaemons are found throughout the Lower Planes bullying and killing weaker creatures. They are often themselves used as cannon fodder or slaves by the more powerful races of the Lower Planes, particularly the arcanadaemons. A typical piscodaemon stands about 7 feet tall and weigh 200 pounds. A piscodaemon often opens combat with its spell-like abilities, usually using stinking cloud against its foes. It then moves in and slashes and rakes with its claws. If the piscodaemon can grab a foe, it hangs on and constricts. A piscodaemon's natural weapons, as well as any weapons he wields, are treated as evil-aligned for the purpose of overcoming damage reduction. Credit The Piscodaemon originally appeared in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983) and is used by permission. Copyright Notice Author Scott Greene, based on original material by Gary Gygax.
+16 Escape Artist, +8 Perception, +10 Stealth when submerged
This rancid-smelling mound of animated ooze has about its shifting countenance the hideous shape of a half-melted man.
|PFRPG Bestiary 2|
Liquid Leap (Sp) As long as an omox is in contact with liquid, it can use dimension door as a swift action (CL 12th); its starting and ending points must be connected by a contiguous mass of liquid. Slime (Su) An omox's nauseating body is composed of sticky, acidic slime. As an attack action, it can hurl a glob of slime (range increment 20 feet). Any creature that is struck by the glob must make a DC 23 Reflex save or become entangled for 1d6 rounds. The save DC is Constitution-based. Smothering (Ex) An omox can use its grab ability against a creature of any size. When it grabs a foe, it attempts to flow over and into the victim's mouth and nose to smother it. Each round the omox maintains its grapple, its victim cannot breathe or speak. See page 445 of the Pathfinder RPG Core Rulebook for rules on how long a victim can hold its breath and the consequences of suffocation.
Amorphous beings of living slime, these repulsive demons lurk in fetid pools and lakes of filth, eager to drown unwary passersby. When summoned to the Material Plane, omoxes typically guard places of sacred filth or waters watched over by cults of Jubilex, the demon lord with which these foul demons are most commonly associated. A typical omox stands 7 feet tall and weighs 1,200 pounds. They form from the souls of those who destroyed beautiful things in life, or who befouled and desecrated objects of purity.
|Crucidaemon||19||outsider||17||M||50||28||21||24||+8 Craft (traps)|
Its body seemingly made of iron, this shapely feminine form has wrists pierced by chains that end in curved blades.
|PFRPG Bestiary 3|
Chained Daggers (Su) A crucidaemon fights with the two daggers chained to its wrists as if dual wielding daggers with a reach of 10 feet (although it can also attack adjacent foes with no penalty). It takes no penalty on attack or damage rolls while wielding both of these daggers at once. These daggers are considered to be +2 daggers that deal 2d6 points of bleed damage. The daggers become nonmagical upon the daemon's death, and cannot be disarmed. A crucidaemon may remanifest a destroyed dagger as a standard action. Trap Making (Ex) A crucidaemon can use Disable Device to disarm magic traps. When it uses its greater glyph of warding spell-like ability to create a spell glyph, it may utilize any 6th-level or lower spell from the cleric or the wizard spell list, even though it otherwise can't cast these spells. The Perception and Disable Device DCs for any traps a crucidaemon creates gain a +2 bonus.
Bloody representations of death by traps or torture, crucidaemons spend their existence subjecting creatures to an eternity of pain and terror. Whereas many daemons are quick to feed on the soul of mortals they capture, a crucidaemon lets its victims linger, marinating their souls in torment and pain so that when the time for feeding finally comes, they welcome their final oblivion with tears of gratitude. Crucidaemons are 6 feet tall and weigh 250 pounds.
|Brijidine||22||outsider||19||M||40||Fly 60 ft. (good)||20||21||24||This beautiful woman has flesh made of lava. She soars through the sky on a trail of fire.||PFRPG Bestiary 2|
Flaming Body (Su) A brijidine's body is molten rock covered in dancing flames. Anyone striking a brijidine with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a brijidine or is grappled by one takes 6d6 points of fire damage each round the grapple persists. Heat Stone (Su) Whenever a brijidine uses her meld into stone, soften earth and stone, spike stones, stone shape, or wall of stone spell-like abilities, she can have the affected stone radiate intense heat for 1 minute. Any creature within 5 feet of the stone takes 1d6 fire damage per round. Lava Blast (Su) A brijidine can hurl a glob of lava at a target as a standard action. This attack has a range increment of 30 feet. Obsidian Blade (Ex) At will as a free action, a brijidine can create a blade of jagged volcanic glass that functions as a +1 flaming burst keen longsword. One round after it leaves the brijidine's grasp, the weapon decays into useless powder.
Brijidines are passionate, powerful azatas attuned to the powers of earth and fire. They love basking in volcanoes, writing poetry, tending to sick creatures, and pursuing spicy recipes. The quickest way to befriend a brijidine is to present her with a fireproof copy of an exotic poem or a bag of rare peppers. Though their power is tied to primal destruction, they are quick-witted and love clever wordplay, whether in a sonnet or a dirty limerick. The brijidine sees fire as a form of purity, a marked difference from its classical association with devastation and destruction. To a brijidine, the existence of hellfire is the rankest blasphemy, and while many azatas look to the demons of the Abyss as their greatest enemies, it is among the devils of Hell that most brijidines find focus for their anger. The fact that devils are immune to fire, the brijidine's greatest strength, frustrates and angers these azatas all the more, forcing them to become far more imaginative and creative in their tactics when facing such foes. A brijidine stands 5-1/2 feet tall and weighs 150 pounds.
This slippery, writhing mass of tentacles and stalked mouths has one huge hideous eye and a fanged maw for a belly.
|PFRPG Bestiary 2|
Aura of Misfortune (Su) A chernobue radiates an aura of evil malaise to a radius of 30 feet. All lawful or good creatures in this area take a -1 penalty on attack rolls and weapon damage rolls. Lawful good creatures take a -3 penalty and upon first entering the aura must make a DC 20 Fortitude save or be sickened for as long as they remain in the area. This ability is Charisma-based. Horrific Appearance (Su) Creatures that succumb to a chernobue's horrific appearance become paralyzed with disgust for 2d6 rounds; a paralyzed creature gets a new save each round to recover from the effect, provided he is no longer aware of the chernobue or within 30 feet of it. Light Vulnerability (Ex) A chernobue within an area of bright light takes 1 point of Constitution damage per minute it remains in the area. Poison (Su) Bite-injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d2 Con drain; cure 1 save. The thick, orange poison injected by a chernobue is semi-alive. As soon as the poisoned victim is cured of the poison (by making a save, being targeted with an effect like neutralize poison, or enduring the full duration of the poison), the orange fluid bursts from the victim's body, causing 1d6 Charisma damage and rendering the victim unconscious for 2d6 rounds unless he makes a final DC 23 Fortitude save. The save DC is Constitution-based.
The chernobue is a living manifestation of the vile fecundity of the Abyss-a monstrous, alien pregnancy made flesh. By infecting creatures with the Abyssal taint they carry, they spread pain and misfortune wherever they flop and writhe-and with their plane shift ability, they are ready to spread their filth throughout the multiverse. A chernobue is 13 feet long and weighs 500 pounds.
|Planetar||26||outsider||17||L||30||Fly 90 ft. (good)||27||19||24|
Muscular, bald, and tall, this humanoid creature has emerald skin and two pairs of shining, white-feathered wings.
Spells Planetars cast divine spells as 16th-level clerics. They do not gain access to domains or other cleric abilities.
Planetars are the generals of celestial armies. A typical planetar stands 9 feet tall and weighs 500 pounds. They focus on combat and the destruction of evil; though they understand diplomacy, a planetar would rather lead the charge against an army of fiends than negotiate peace.
|Astradaemon||19||outsider||17||L||90||Fly 90 ft. (good)||21||25||24|
Vaguely humanoid in shape, this gaunt fiend has the face of a hideous fish and a body of lanky limbs and writhing tendrils.
|PFRPG Bestiary 2|
Devour Soul (Su) As a standard action, an astradaemon that begins its turn with a grappled opponent can attempt to draw out and consume the soul of its victim, killing it instantly. This ability only works on living creatures, which may resist with a DC 25 Fortitude saving throw. The save is Constitution-based. For every 5 HD of the slain creature, the daemon gains a +1 profane bonus on attacks, saving throws, and checks for 24 hours. This ability does not consume all of the soul, and pieces of it still exist after the daemon completes its feast (enough to be able to resurrect the slain victim normally). Soul Siphon (Su) If a Small or larger living creature dies within 10 feet of an astradaemon, the daemon gains 1d8 temporary hit points and a +2 bonus to Strength for 10 minutes. These bonuses stack with themselves. Incorporeal undead and living spirits traveling outside the body (such as a person using astral projection or magic jar) take 1d8 points of damage each round within the daemon's aura.
Believed to be creations of the Four Horsemen, astradaemons live out their existence in search of souls to harvest. These deadly creatures are ravening planar predators, openly hunting throughout the void for souls on which to feed. These voracious creatures are the personifications of death resulting from negative energy or level drain. Their vile touch drains life force from their enemies, and even perishing near them sates their thirst for life and souls.
|Sthenno||28||outsider||18||L||30||Fly 50 ft. (poor)||31||17||24|
This hideous creature appears to be almost twice as tall as a normal human. Its upper torso is that of a well proportioned human female with scaly flesh while its lower torso is that of a great black-scaled snake. Small black wings protrude from its back. Instead of hair, its head is covered with writhing, deadly asps. Its mouth is filled with razor-sharpened fangs.
|Tome of Horrors Complete|
Immortal (Ex) Sthenno and Euryale are immortal and cannot die from natural causes. They are not subject to death from massive damage and are immune to death effects and disintegration. They do not age, and do not need to sleep, eat, or breathe. Petrifying Gaze (Su) Turn to stone permanently, 30 feet, Fortitude save (DC 27 Sthenno, DC 29 Euryale) negates. The save DC is Charisma-based. Poison (Ex) Bite-injury; save Fort DC 26 (Sthenno) or DC 28 (Euryale); frequency 1/round for 6 rounds; effect 1d6 Strength; cure 1 save.
Though the word gorgon is often associated with the deadly bull-like creature that turns a victim to stone with its breath weapon, the true gorgons are three sisters; Euryale, Sthenno, and Medusa. They are the daughters of the god Phorcys and the goddess Ceto. Euryale and Sthenno were born immortal and are hideous creatures with writing snakes for hair, brass claws, wings, and a gaze that can turn any living creature into stone. Phorcys tasked them with guarding the entrance to the Underworld. Medusa was born mortal and was very beautiful. Phorcys sent her to the Material Plane so all could gaze upon the beauty of his daughter. Medusa's beauty rivaled that of some of the goddesses, and some of them grew jealous of Medusa, particularly the goddess Athena. Her beauty also turned the heads of some of the gods, and when Poseidon seduced her in a temple to Athena, the goddess became enraged and changed the beautiful Medusa into a creature as hideous as her sisters. Poseidon turned from his love, never to return again. Medusa, enraged, fled into the desert and never came back to civilization. The hero Perseus was tasked with killing the gorgon known as Medusa and bringing her head to King Polydectes as a wedding present. Using a magic shield given to him by the gods, he avoided Medusa's deadly gaze and severed her head. From her serpentine body sprang the children of Poseidon, creatures similar in appearance to their mother. These creatures escaped into the world and are called medusa. Sthenno and Euryale long for their sister's return or their meeting with her in the Underworld. Yet being immortal, they cannot enter the Realm of the Dead. Thus, both know they will never see their beloved sibling again. Their cries are said to be audible on the wind as a high-pitched shrill akin to a bird's cry. Both Sthenno and Euryale are 10 feet tall and weigh around 600 pounds or more. Sthenno's eyes are blue; Euryale's eyes are copper. Sthenno and Euryale rarely enter combat unless pressed or provoked. They are both deadly combatants and use their claws, bite, snakes, and petrifying gaze with precision force. Sthenno enjoys "collecting" those she has turned to stone and even has a room in her lair where she displays them. Euryale simply smashes to rubble those she has petrified. Copyright Notice Author Scott Greene.
|Shinigami||21||outsider||22||L||30||Fly 40 ft. (perfect)||21||20||24|
This emaciated, robed humanoid wields a scythe made of bone to match the skeletal wings that protrude from its shoulders.
|PFRPG Bestiary 3|
Destroy Soul (Su) A shinigami possesses six gems in which it encapsulates souls with its soul bind spell-like ability. These gems are only useful to the shinigami that owns them, and if the shinigami dies, the gems are destroyed as well. As a standard action once per day, a shinigami can hold up a gem that currently contains a soul and crush it, permanently destroying the soul within and releasing a 30-foot-radius burst of negative energy that inflicts 1d6 negative levels on all creatures in the area of effect. A successful DC 30 Fortitude save reduces this to 1 negative level. The soul destroyed in the process of using this ability can only be brought back to life by means of a miracle or wish spell. This is a death effect. The save DC is Charisma-based.
Feared as truly impartial and merciless harbingers of death, shinigamis are relentless in their pursuit of dispensing quick and just deaths upon those who would seek to disrupt the delicate balance of life. Unlike other, more sinister bringers of doom, shinigamis do not take pleasure in their work and do not seek to impose suffering-although there are exceptions. Some individuals, aptly described by their kin as "rogue shinigamis," subscribe to either more merciful or more despicable forms of execution, and are either lawful good or lawful evil. Victims who have had their lives spared by kind shinigamis praise the angels of death for their clemency and willingness to listen to the victims' plight, while other dastardly survivors have successfully cheated or bribed their way out of death by manipulating credulous or less honorable shinigami. A shinigami is 9 feet tall and weighs 130 pounds.
|Keketar||22||outsider||23||L||40||Fly 40 ft. (perfect)||29||21||24|
Colors dance over this serpentine creature's scales. A strange crown of energy glows above the thing's reptilian head.
|PFRPG Bestiary 2|
Reshape Reality (Sp) This ability functions as the spell mirage arcana heightened to a 9th-level spell, except the changes created are quasi-real, like those created by shadow conjuration. A creature that interacts with reshaped reality may make a DC 26 Will save to see through the semi-real illusion. Terrain can provide concealment, and against foes who do not make the Will save to see through the facade, reshaped reality can provide cover. For disbelievers, quasi-real objects and terrain have only 20% normal hardness and hit points, and break DCs are 10 lower than normal. Dangerous terrain cannot exceed 5d6 points of damage per round (1d6 per round against disbelievers). This ability cannot damage existing structures, nor does it function in areas where planar travel is prohibited. Spatial Riptide (Su) Any non-protean teleporting into or out of the protean's aura must make a DC 28 Fortitude save or enter a state of suspended animation (identical to temporal stasis) for 1d3 rounds; success means the creature is merely nauseated for 1 round. The save DC is Constitution-based. Warpwave (Su) A creature struck by a keketar's claw or bite must make a DC 28 Fortitude save or be affected by a warpwave. The save DC is Constitution-based.
Priests and prophets, keketars are the leaders of their race, guiding proteans in their sacred mission to return all existence to primal chaos.
This tall creature has rough, green hide. Its hands end in claws, and its bestial face has a hideous, tusked underbite.
Trolls possess incredibly sharp claws and amazing regenerative powers, allowing them to recover from nearly any wound. They are stooped, fantastically ugly, and astonishingly strong-combined with their claws, their strength allows them to literally tear apart flesh to feed their voracious appetites. Trolls stand about 14 feet tall, but their hunched postures often make them appear shorter. An adult troll weighs around 1,000 pounds. A troll's appetite and its regenerative powers make it a fearless combatant, ever prepared to charge headlong at the nearest living creature and attack with all of its fury. Only fire seems to cause a troll to hesitate, but even this mortal threat is not enough to stop a troll's advance. Those who commonly battle with trolls know to locate and burn any pieces after a fight, for even the smallest scrap of flesh can regrow a full-size troll given enough time. Fortunately, only the largest part of a troll regrows in this way. Despite their cruelty in combat, trolls are surprisingly tender and kind to their own young. Female trolls work as a group, spending a great deal of time teaching young trolls to hunt and fend for themselves before sending them off to find their own territories. A male troll tends to live a solitary existence, partnering with a female for only a brief time to mate. All trolls spend most of their time hunting for food, as they must consume vast amounts each day or face starvation. Due to this need, most trolls stake out large territories as their own, and fights between rivals are quite common. While these are usually nonlethal, trolls are aware of each others' weaknesses and will use such knowledge to kill their own kind if food is scarce. Scrags Dwelling in both fresh and salt water, these cousins of the troll have the aquatic subtype and the amphibious special quality. Scrags have a base land speed of 20 feet and a swim speed of 40 feet. A scrag's regeneration ability only works if it is in contact with water. Scrags dwell in any body of water in any climate, though they are most common in cold northern rivers and lakes, and are less bestial in appearance than their terrestrial cousins, though no less violent.
Towering above a typical human, this misshapen giant's pale flesh is covered in purulent sores and bulbous tumors.
|PFRPG Bestiary 3|
Disease (Su) While ash giants are immune to disease, they carry a contagious form of leprosy. Any creature struck by an ash giant's attacks is exposed to this virulent sickness. Ash Leprosy: Injury; save Fort 23; onset 1 minute; frequency 1 day; effect 1d2 Con damage, 1d2 Cha drain; cure 2 consecutive saves. The save DC is Constitution-based. Oversized Weapon (Ex) An ash giant can wield Huge weapons without penalty. Vermin Empathy (Ex) This ability functions as a druid's wild empathy ability, save that it works only on vermin. An ash giant gains a racial bonus on this check equal to its Hit Dice (+14 for most ash giants). Vermin are normally mindless, but this empathic communication imparts upon them a modicum of implanted intelligence, allowing the ash giant to train vermin and use them as guardians (although it does not grant them skills or feats).
Whether because of disruptive magic, unearthed deep elements, or alien technology that fell calamitously from the sky, ash giants are victims of their barren terrains. Yet they somehow survive and even thrive in these desperate lands. Ash giants have an uncanny ability to bond with the enormous and often mutated vermin they share the landscape with, and sometimes use the largest of these creatures as mounts. Ash giants are brash and violent, and their humor is incredibly dark. Killing someone through a prank is just as funny as tripping a friend while on a hunt. While not inherently evil, lifetimes of being antagonized by other tribes have practically bred violence into their minds. Ash giants are 10 feet tall and weigh 1,200 pounds.
|Mihstu||12||outsider||8||M||20||Fly 20 ft. (good)||12||23||23|
A miasmal form roils as barbed tentacles emerge from the central mass, coalescing into razor-sharp talons and claws.
|PFRPG Bestiary 2|
Gaseous (Ex) A mihstu can pass through small holes, even cracks, without reducing its speed. Deadly Embrace (Ex) A mihstu that pins an opponent completely surrounds that creature and deals 1d2 Constitution damage every round as it siphons away blood, tears, and other vital fluids. Maintaining a pin is a free action for a mihstu and it does not gain the grappled condition (allowing it to attack other creatures with its tentacles). Susceptible to Cold (Ex) Magical cold stuns a mihstu rather than damaging it. If the creature fails its save against a magical cold effect, it is stunned for 1 round and then staggered for an additional 1d4 rounds. Wind Defense (Ex) The churning winds of a mihstu's body automatically deflect nonmagical projectiles (such as arrows, bolts, and sling stones). All other ranged weapons (including magical projectiles and thrown weapons) have a 20% miss chance. Weapons of significant size, such as giant-thrown boulders, siege engine projectiles, and other massive ranged weapons are not affected by this ability.
The deadly mihstus hail from the Plane of Air. When they come to the Material Plane, they prefer to inhabit dank dungeon corridors, abandoned ruins, and the forgotten corridors of lost civilizations. Scholars dispute what drives the ambitions of these creatures, or even what they seek on the Material Plane, but all agree that they are deadly combatants and merciless hunters. Their semi-solid bodies appear to be composed of a strange, white smoke, and they can shape their vaporous bodies at will to seep through small cracks and openings in pursuit of prey. When attacking, they coalesce the tips of their misty tentacles into wickedly barbed talons, slashing at opponents with these razor-sharp appendages. Mihstus rely on their insubstantial nature to close with opponents quickly, engulfing the nearest threat while continuing to attack any who seek to deprive them of their chosen victim. When a mihstu manages to embrace a foe with its body, it drains away the creature's vital fluids at an alarming rate. These fluids churn in the creature's body for a few rounds before spattering against nearby walls or on the floor-the mihstu seems to gain no nourishment from these fluids, so this attack may be nothing more than a favorite method of cruelty. Mihstus are immortal unless slain by violence, and if properly bargained with, these deadly outsiders can actually be intriguing sources of information. Mihstus are normally interested in little more than stalking and consuming prey, and as a result only tend to provide reliable information or cooperate when supplied with intriguing victims to pursue and destroy. Nefarious creatures such as rakshasas and evil cloud giants often utilize mihstus as trackers and assassins, or sometimes employ them as guards in the forgotten corridors of their lairs.
+4 Diplomacy, +4 Disguise
|Beneath its cloak, this man-shaped creature appears to be part statue and part metallic machine.||PFRPG Bestiary 2|
Kolyaruts are enforcers of bargains, traveling to the very edges of the planes in order to punish oath-breakers and see that contracts are kept. They care little for the terms of the agreements in question, only that promises are fulfilled, debts are paid, and balance is maintained. Least conspicuous of the inevitables, even in their natural form, kolyaruts are the size of tall humans, though they weigh far more because of their composition. Capable of using both invisibility and disguise self to pass completely unnoticed through humanoid lands, kolyaruts most frequently appear as cloaked warriors bearing finely crafted bastard swords, allowing others to chalk up any metallic noises to the clanking of hidden armor until the moment when they pull back their hoods and let their quarries look upon their mechanical faces, understanding only too late the nature of the mysterious strangers. Perhaps because their missions can be the murkiest and most open to interpretation, kolyaruts are by far the most talkative of the inevitables, naturally possessing a courtly grace and an encyclopedic knowledge of social customs, which they use both to assist them in gathering information on their targets and in issuing challenges (or executing dignified sentences) on the battlefield. Though naturally as solitary as their kindred, kolyaruts are occasionally content to let members of other races tag along and assist them in achieving shared goals, though they have little problem abandoning or even exploiting these "comrades" if it brings them closer to fulfilling their mission.
This creature is a tall, sleek, ebony humanoid with long thick arms that end in powerful claws. Its head is sleek and hairless. Its eyes are bright fiery red, and its mouth is lined with sharpened teeth and fangs.
|Tome of Horrors Complete|
Alter Self (Su) A cacodaemon can assume the shape of any Small or Medium humanoid as a standard action. This supernatural ability works like alter self (CL 12th), but the cacodaemon can remain in the chosen form indefinitely. It can assume a new form as a standard action or return to its own as a free action.
The dreaded and feared cacodaemons are employed as guards and soldiers in the Oinodaemon's palace. A select few are used as the Oinodaemon's personal assassins and can be found wandering the planes (usually on a mission for the Oinodaemon). Cacodaemons are completely loyal to the Oinodaemon and never question their position or authority; they do not take orders from any other daemon. Even the mighty arcanadaemons hold no power over the cacodaemons. A cacodaemon stands about 7 feet tall and weighs about 800 pounds. Cacodaemons are relentless combatants and never back down from a fight. They often begin combat by changing forms and appearing as a race friendly to their potential opponents. Once an opponent is lured close to the cacodaemon, it changes to its natural form and attacks. Opponents are first subjected to the cacodaemon's hold person ability and those affected are usually killed rather quickly. A cacodaemon does not hesitate to summon other daemons to its aid if needed. Copyright Notice Author Scott Greene.
|Aerial Servant||14||outsider||12||M||60||Fly 60 ft. (perfect)||23||22||23||+4 Survival|
This creature appears as a man-sized humanoid composed of grayishwhite vapor. No facial features can be discerned.
|Tome of Horrors Complete|
Improved Tracking (Ex) An aerial servant takes no penalty to Survival checks when tracking and moving at any speed. Link with Caster (Ex) When summoned, an aerial servant creates a mental link between itself and the caster who summoned it. Should the aerial servant fail the mission it has been assigned, it returns to the caster and attacks him. The aerial servant can find the caster as long as they both are on the same plane of existence. If the caster leaves the plane, the link is temporarily broken. Once the caster returns or the aerial servant enters the plane the caster is on, the link is immediately reestablished and the aerial servant moves at full speed toward the caster's current location. Only when the aerial servant or caster is destroyed, is the link permanently broken. Natural Invisibility (Su) This ability is constant, allowing an aerial servant to remain invisible even when attacking. This ability is inherent and is not subject to the invisibility purge spell. Against foes that cannot pinpoint it, the aerial servant gains a +20 bonus on Stealth checks when moving, or +40 when standing still-these bonuses are not included in the statistics above. This ability does not function when an aerial servant is on the Astral Plane or Ethereal Plane, but instead grants the creature concealment (20% miss chance). Wind Blast (Su) Once every 1d4 rounds, as a standard action, an aerial servant can release a blast of wind in an 80-foot line. A creature struck takes 4d8 points of damage and those up to the aerial servant's size or smaller are knocked down and back 2d10 feet. An affected creature can attempt a DC 22 Reflex save to reduce the damage by half and avoid being knocked down. The save DC is Constitution-based.
Aerial servants are semi-intelligent creatures from the Plane of Air that often roam the Astral and Ethereal planes. They normally are only found on the Material Plane as a result of being summoned by a cleric (or, less frequently, a wizard) using the greater planar ally or greater planar binding spell and commanded to perform some task, often being required to use their immense strength to carry objects or aid the summoner. Though an aerial servant performs whatever task is asked of it, it resents being summoned and forced to do another's bidding; therefore, it attempts to pervert the conditions of the summoning and its mission. An aerial servant that fails or is thwarted in its mission becomes insane and immediately returns to the caster who summoned it, either killing the caster or carrying the caster back to the Plane of Air with it. Aerial servants are invisible on the Plane of Air. On other planes, they can be seen when they wish, though only vaguely, and appear as humanoids composed of whitish-gray vapor. Sometimes eyes, a nose, and a small mouth form in the vapor. Aerial servants attack by using a shearing blast of wind as a weapon or by grabbing an opponent and crushing it within their powerful grasp. Aerial servants can only be killed on their native plane. If slain elsewhere, they simply dissolve into wisps of vapor and return to their home plane.
Rattling with each stride, this looming, horned, skeletal figure clutches a wicked staff. A seething glow burns in its eye sockets.
|PFRPG Bestiary 2|
Draining Weapon (Su) A thanadaemon's energy drain attack functions through any melee weapon it wields. Fear Gaze (Su) Cower in fear for 1d6 rounds, 30 feet, Will DC 21 negates. This is a mind-affecting fear effect. The save DC is Charisma-based. Soul Crush (Su) A thanadaemon can crush a soul gem (see cacodaemon) as a standard action to gain fast healing 15 for 15 rounds (this is a standard action). This action condemns the crushed soul to Abaddon- resurrecting this victim requires a DC 28 caster level check.
While all daemons represent death in some fashion, thanadaemons, the Deacons of Death, represent the inevitable death through old age. Thanadaemons effortlessly work eerie skiffs along every pus- and bile-choked river in Abaddon, including the legendary River Styx. For the right price (typically 50 pp or 2 gems worth at least 300 gp each), a thanadaemon will even carry passengers on its skiff, yet those who travel with these fiends should beware-they frequently renegotiate the terms once they've got their passengers in dangerous realms.
|Caizel||26||outsider||18||M||40||Fly 60 ft. (good)||23||22||23||+8 Perception|
This astonishingly beautiful creature stands about 6 feet tall. Her skin is copper in color and her eyes are blue-green. She has long raven-black hair and her hands end in sharpened claws. She is clad in a robe of gold.
|Tome of Horrors Complete|
Poison (Ex) Caizel's body courses with a virulent poison that she can intensify or suppress at will. It is not secreted through her skin (therefore her touch is not poisonous); rather it is delivered through the exchange of body fluids with another creature (kissing - Consummating an encounter, etc.). If a target is not willing to be kissed, she must start a grapple to do so. Caizel's Poison: Kiss-contact; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d8 Con damage; cure 2 consecutive saves. The save DC is Constitution-based. Touch of Ecstasy (Su) Once per round, by making a melee touch attack against a foe, Caizel can flood the creature's mind with the most pleasurable images it can conjure if it fails a DC 25 Will save. This effect stuns the creature for 1d4 rounds while its mind processes the information. A creature that successfully saves cannot be affected by Caizel's touch of ecstasy for one day. The save DC is Constitution-based. Caizel can suppress this ability at will. Bonerazor: Bonerazor is a finely crafted and perfectly balanced +2 dagger. Because of its expert craftsmanship it deals 2d4 points of damage on a successful hit. Additionally, a creature hit must make a DC 25 Fortitude save or be held (as by a hold person spell, CL 20th). The creature can make a new save each round to escape. A creature remains held as long as Bonerazor remains embedded in its body or until it makes a successful Fortitude save. So long as Caizel is within 50 feet of it, she can command the dagger to return to her hand as a free action.
Caizel is an exquisitely beautiful demoness known throughout the planes for her ability to seduce just about any being she desires. Many dukes of Hell and lords of the Abyss have fallen prey to her; some have met their demise at her hands as well. She was once the concubine of a demon lord (some say it was Kostachard) and self-styled Queen of the Succubi, but he grew displeased with her after she killed several of his other concubines and targeted her for death. She fought back and managed to slay the demon lord before making her escape. She now resides on her own and serves no one, though she does often sell her services to a demon prince or lord who wishes to employ her for some scheme or plot. Caizel detests Beluiri and would like nothing more than to destroy her. Likewise, Beluiri would like to see Caizel gone once and for all. Beluiri once worked with Caizel on a mission to seduce a powerful demon prince. When the ruse was discovered, Beluiri betrayed Caizel; leaving her to the devices of the prince and his fiendish minions. Thinking her gone, Beluiri began calling herself "The Temptress" and touted herself as the seductress of the lower planes. Since Caizel's return, she has attempted to reclaim that title and now seeks revenge against Beluiri. Caizel is an astonishing beautiful creature standing just under 6 feet tall. Her skin is delicate, soft, and copper in color. Her eyes are blue-green. Two tiny horns are hidden beneath her long, raven-black hair. Her hands, while clawed, are shapely and delicate. Small leather wings protrude from her back, but she usually keeps these hidden beneath her robes and gowns. Caizel prefers clothes of gold, silver, sapphire, or black. Caizel tries to avoid melee combat if possible, preferring to use her skills and abilities against a lone target that she can easily manipulate and control. If forced into combat, she immediately uses her summon demons ability to summon a pack of hezrous to her aid. After summoning her demonic allies, she throws up a protection from good or magic circle against good and uses her wall of fire ability against her aggressors. In battle, she uses her touch of ecstasy ability to disable opponents and then finishes them off with a kiss or allows her comrades to finish them off. If combat is going against her, she uses her ethereal jaunt or greater teleport to escape. Copyright Notice Author Scott Greene.
|Slimy Demodand||20||outsider||21||M||20||Fly 40 ft. (average)||28||18||23|
This muscular, frog-headed humanoid has tattered flesh hanging from its batlike wings and is covered in a viscous slime.
|PFRPG Bestiary 3|
Acid (Su) A slimy demodand is coated in an ever-dripping layer of acid that deals an extra 2d6 points of acid damage on a successful natural attack. In addition, opponents that successfully strike a slimy demodand with an unarmed strike or natural attack take 2d6 points of acid damage. Dread Claws (Ex) A slimy demodand adds 1-1/2 times its strength bonus on all attack rolls made when using its claws.
Slimy demodands are more muscular than shaggy demodands, but aren't as lithe or quick as their tarry brethren. They have froglike heads, similar to those of the shaggy demodands, but their constantly darting eyes give them a more feral look. A slimy demodand stands 6 feet tall and weighs 500 pounds. Slimy demodands often serve as shock troops in demodand armies, but they are also frequently put in charge of gathering and keeping slaves. Slimy demodands have no magical mind control powers, but prefer to rely upon intimidation and physical threats anyway to manage their slaves and keep them in line.
+4 Intimidate, +4 Perception, +4 Use Magic Device
This pale creature has four suckered arms that end in pincers. A gnashing maw gapes in its head between two staring eyes.
|PFRPG Bestiary 2|
Braincloud (Su) Once per round, in place of a melee attack with a tentacle, a shoggti can make a melee touch attack with the pincer on the end of that tentacle. If it hits, the target takes 1d4 points of Wisdom damage. Shoggti use this ability to mentally debilitate their victims so they can more easily use their charm spell-like abilities against them. Horrific Appearance (Su) Creatures that succumb to a shoggti's horrific appearance become fascinated by the creature's hypnotically wriggling tentacles and the strange, shimmering colors in its eyes. This effect persists for 1d6 rounds (but can be ended by the normal methods of defeating the fascinated condition).
The shoggti are masters of mind manipulation, capable of seizing control of the thoughts of others and charming them into docile allies. They invade other realms in slaver bands, seeking out creatures to capture alive and return to the Abyss as charmed slaves-the fates of these poor souls is unknown, but likely has something to do with the qlippoth drive to reclaim the Abyss as their own. Although a shoggti lacks proper hands, it is capable of performing incredibly dextrous manipulations with the pincers at the tips of its tentacles. It cannot wield weapons in these pincers, but it can utilize magic items like wands, rods, staves, and the like. Shoggti are fond of wands in particular, particularly those that create mindaffecting effects that are easy to inf lict on victims of their braincloud ability. A shoggti's body is an egg-shaped mass about 8 feet long-its tentacles are about 8 feet long as well. The whole creature weighs 900 pounds.
|Stirge Demon||13||outsider||8||L||20||Fly 60 ft. (good)||22||17||23|
+8 Climb, +8 Perception
The creature is a loathsome cross between a human, a stirge, and an abyssal fly. It stands on four stirge-like hind legs and grasps with its humanlike forelimbs, which end in chitinous claw-like fingers. It has the wings of a stirge, though wrinkled and seemingly useless. Its stirge-like head has distinctly human features and is topped with a bristled, backswept mane. Its mouth is tiny and filled with fangs, though its nose is long and sharp and is used to pierce and draw blood.
|Tome of Horrors Complete|
Drone (Su) At all times, save when using any spell-like abilities, the stirge demon drones and buzzes like a fly. All creatures within a 60-foot spread that hear it must succeed on a DC 20 Will save or fall into a comatose sleep for 1d4 hours. There is no HD limit for this effect and it otherwise functions as the sleep spell (CL 10th). Note, the stirge demon can drain blood from a sleeping creature without automatically waking it up. In such an event, the sleeping creature receives a new Will save (same DC) each round the stirge demon drains blood. The save DCs are Constitution-based.
One of the most foul and despicable of all demonkind, the stirge demon hates all other demonic races and usually attacks them on sight. It savors the blood of vrocks and hezrous, but generally avoids any more powerful demonic races. Stirge demons play no role in the Abyssal armies as most demon lords and princes find them hard to control and consider them pests to be exterminated. Other demons loathe them as well, and usually attack them when they are encountered. A stirge demon is about 10 feet long and weighs 800 pounds. Stirge demons enter combat and attempt to drone as many of their opponents to sleep as they can. Creatures that resist are attacked with claws and bite. Once the stirge demon has droned all its opponents to sleep, or they have fled, it feasts on any sleeping creatures, draining their blood. If outnumbered or overmatched, a stirge demon does not engage an enemy. If confronted by foes more powerful than it, the stirge demon uses its greater teleport to escape. Credit The Stirge demon is loosely based on the Chasme Demon, which originally appeared in the First Edition module S4 Lost Caverns of Tsojcanth (© TSR/Wizards of the Coast, 1982) and later in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983) and is used by permission. The stirge demon made its d20 debut in the Necromancer Games module D1 Tomb of Abysthor (©2001, Clark Peterson, Necromancer Games, Inc.). Copyright Notice Authors Scott Greene and Clark Peterson, based on original material by Gary Gygax.
|Ogre Mage||11||outsider||8||L||40||Fly 60 ft. (good)||24||17||23|
Clad in beautiful armor, this exotically garbed giant roars, its tusks glistening and its eyes afire with murderous intent.
The ogre mage, like all oni, is an evil spirit come to the Material Plane and clad in living flesh-in this case, that of a brutish ogre. Ogre mages are often found serving as leaders of ogre tribes, yet not all of them seek to link their destinies to their less-intelligent kin. Some become lone marauders who hold villages hostage, demanding regular tribute in the form of gold, food, or maidens, lest they take more than they ask. Oni Traits The oni are a diverse race of evil outsiders, of which the ogre mage is the most common. Other types of oni exist as well-evil spirits that clothe themselves in the flesh of other types of humanoid. The majority of oni are giants, with goblinoid, tengu, and reptilian oni being relatively common as well. While oni are incredibly varied in their shapes and powers, they still share certain traits in common. • Regeneration: All oni regenerate, although the rate of regeneration varies. Damage from fire or acid can kill an oni. • Change Shape: All oni are shapechangers, but their ability to change shape is generally limited to creatures similar in shape to their true form. • Native: Oni are native outsiders. As evil spirits clad in mortal humanoid flesh, all oni also possess one of the humanoid subtypes-usually giant.
|Drowning Devil||11||outsider||9||L||30||Fly 30 ft. (average)||20||25||23|
Frail, finlike wings erupt from the back of this serpentine creature, whose head resembles that of a ram-horned, four-eyed fish, and whose muscular arms end in masses of writhing tentacles like fists made of sea anemones.
Drown (Su) As a full-round action, a drowning devil can summon murky water into the lungs of a single target within 30 feet. If the target cannot breathe water, it cannot hold its breath and immediately begins to drown. At the start of its next turn, the target must succeed at a DC 18 Fortitude save to cough up this water; otherwise, it falls unconscious at 0 hit points. On the next round, the target must save successfully again or drop to -1 hit point and be dying; on the third round it must save successfully again or die. The save DC is Charisma-based. Heavy Aura (Su) Whenever a creature enters the drowning devil's heavy aura, it must succeed at a DC 18 Will save or reduce its speed as if carrying a load one step higher or wearing armor one category heavier (whichever is worse), and the creature's armor check penalty increases by 2. A creature already carrying a heavy load or wearing heavy armor that fails its save cannot move as long as it remains in the affected area. A creature that successfully saves against a drowning devil's heavy aura is immune to that devil's aura for 24 hours. The save DC is Charisma-based. Poison (Ex) Slam-injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 Str; cure 2 consecutive saves.
Few creatures among the hosts of Hell have as horrific a visage as a drowning devil-called a sarglagon in its own Infernal tongue. Four unblinking orange eyes stare out of its vaguely piscine head, flanked by a pair of curving ram's horns and located above a wide mouth of countless jagged teeth. Where one would expect hands or even claws, a drowning devil instead has fists of writhing, stinging tentacles, as though the infernal creature bore a pair of sea anemones as poisonous cudgels. A pair of finlike wings sprouts from the beast's shoulders, wafting like seaweed at their frayed ends. Below the waist, a drowning devil resembles a long, serpentine fish, with a fluked tail and a ridge of spines running down its back. Drowning devils take great pride in being the best-adapted guardians of Hell's waterways, and are among the few fiends who travel the seas and rivers of the multiverse as part of larger infernal plots. Though a drowning devil can function perfectly well on dry land or even in the air, it is truly a force to be reckoned with within its natural aquatic environment. In any environment, a drowning devil moves with a haunting litheness as though it were swimming through the air or across the ground. The typical drowning devil weighs 600 pounds, and when stretched to full length, can surpass 15 feet from head to tail. Ecology Most sarglagons come into being when petitioners of Hell exhibit particular skill or passion for keeping secrets, guarding passageways, and protecting against incursions. Drowning devils are vigilant guardians whose versatility in all environments makes them ideal sentinels, especially over Hell's waterways. From the swamps of Stygia to the River Styx, intruders often use Hell's aqueous channels to encroach upon Hell's borders from other planes, and cowardly souls flee to these waterways in the hope of finding a route to escape their eternal torment. Thus, those lower-ranking devils who please the masters of Hell by guarding the secrets and captives that power the plane and its denizens are sometimes transformed into sarglagons, granting them better tools with which to ensure the safety and seclusion of their charges. Habitat & Society From the fetid swamps of Stygia, the fifth layer of Hell, rise the Academies of Lies, where the archdevil Geryon and his minions hoard secrets, lies, and valuable knowledge with which they can manipulate weaker souls throughout the planes, bringing untold numbers to the ranks of Hell. But while the osyluths actively seek these secrets and lies to swell their library-temples, drowning devils serve as the guardians of the mires that surround them, ensuring unwelcome eyes do not gaze upon the secrets that ensure Hell's dominance, and preventing oaths held tight by their masters from slipping out of the devils' grasps. Drowning devils not only serve as sentinels of Hell, but are often called by diabolists and conjurers on the Material Plane to serve as guardians of their infernal lairs, hidden treasures, or personal secrets. Gaining a sarglagon's service often comes at a high price, for a drowning devil is not likely to simply stand watch when given access to an item so valuable that it requires a fiendish guardian. Rather, the contracts required to bind them to their task typically come with strict terms defining how long the devil will serve as protector, what access it can have to that which it guards, and what portion of its charge it may claim when its service is finished. Those who wish to bind a drowning devil or call one as a planar ally find better success when the secret or treasured prize they wish the sarglagon to protect is more valuable, more damning, or ultimately more attractive to the devil, as the temptation of guarding something it can later use for its own benefit can motivate a drowning devil to bargain more flexibly, lest it risk losing access to such a prize for being too stubborn or demanding. Even then, mortals must be as vigilant as their devil servitors in order to ensure that the sarglagons are not exploiting some oversight in their negotiations. Some on the Material Plane find themselves the wards of drowning devils without personally entering into an agreement with a sarglagon. This is especially common in cases where the taint of infernal blood runs through a human's veins, or more often when a human births a tief ling child. In these instances, the devils related to the mortals contract the sarglagons to act as their proxies upon the Material Plane-agents tasked with ensuring the safety of the devils' humanoid kin. Whether the devil progenitors do this to keep their mortal offspring safe for their own far-reaching plans or out of some sense of loyalty depends on the particular instance, but for those under the care of a drowning devil, the motivations rarely matter. A sarglagon's vigilance is stif ling to one hoping to live a life of free choices and privacy, and often the greatest threat to drowning devil's charges is the charges themselves, as many see suicide as the only way to escape the constant gaze of their eerie diabolic guardian.
This creature stands at least 12 feet tall with a squat, pot-bellied body, massive arms, and thick, rounded legs. Its head resembles that of a trunkless and tuskless elephant. Four great backward curving horns sprout from its head behind its eyes. Its skin is slate gray with darker areas on its underbelly and back.
|Tome of Horrors Complete|
Double Damage against Objects (Ex) A balban's powerful fists are particularly effective against objects. A balban deals double damage against an object or structure. Pound (Ex) A balban that makes a successful grapple check against a foe smaller than itself can smash the opponent into nearby solid objects (walls, floor, ground, etc.) as a standard action. This deals 2d8+12 points of bludgeoning damage to the victim. Further, the victim must succeed on a DC 22 Fortitude save or be stunned for 1 round. A balban can perform this action once per round as long as it maintains the grapple. The save DC is Strength-based.
Almost as stupid as the lowly dretches, balbans are hulking monstrosities standing over 10 feet tall. Demonic generals use these creatures in abundance in their armies, relying on the balban's love for battle, their great strength, and their knack for destroying objects and structures. Balban squads are brutish, hulking, and hard to control. While many demon lords do employ their services, they are deemed highly expendable and are thus encountered on the front lines of any great battle. Balbans spend much of their life battling, not necessarily for survival, but simply because they relish the chaos and bloodshed combat brings. Balbans attack any creature they encounter on sight, except those they know are more powerful than themselves. Though lacking in the intelligence department, they do not attack any demonic officer in the service of a demon lord (unless they know the officer is weaker and they can kill him or her and make it look like something else was responsible). Balbans have slate gray skin, stand at least 12 feet tall and weigh about 4,500 pounds. Their eyes are coal black and their tongues violet. A seemingly constant stream of saliva and gastric juices oozes from their mouths. A balban employs simple tactics in battle; smash an opponent, grab an opponent, pound it into pulp, and devour what's left. Against weaker foes they are likely to employ their ability to cause fear or confuse opponents by shrouding themselves in darkness. Copyright Notice Author Scott Greene.
|Leukodaemon||13||outsider||10||L||30||Fly 60 ft. (average)||25||24||23|
This human-shaped beast has a horse's skull for a head. It walks on cracked hooves and bears the rotting wings of a carrion bird.
|PFRPG Bestiary 2|
Breath of Flies (Su) Once per minute as a standard action, a leukodaemon can unleash a cloud of corpse-bloated, biting black flies in a 20-foot cone. Those caught in the cone take 8d6 points of slashing damage. A DC 21 Reflex save halves this damage. Those who take any damage are also sickened for 1 minute. In addition, the flies linger for 1d4+1 rounds - Congealing into a buzzing 20-foot-square cloud centered on the cone's original point of origin. Any creature that ends its turn in this cloud must make a DC 21 Reflex save to avoid taking 4d6 points of damage and becoming sickened for 1 minute. This cloud of flies may be dispersed by any area effect that does damage or creates wind of at least strong wind force. All daemons are immune to this effect. The save DCs are Constitution-based. Contagion (Su) Any arrow a leukodaemon fires from a bow is tainted with disease. If a creature is damaged by a leukodaemon's arrow, it must make a DC 19 Fortitude save or be affected as if by the spell contagion. A leukodaemon can manifest arrows at will and never runs out of ammunition. Infectious Aura (Su) All creatures within 50 feet of a leukodaemon take a -4 penalty on Fortitude saves against disease effects.
Deacons of the Horseman of Pestilence, leukodaemons serve their lord in Abaddon as well as across the planes by spreading plagues and pandemics. Leukodaemons stand upward of 14 feet tall but weigh just over 200 pounds. The skulls that serve as their heads can be replaced with any skulls, yet these creatures choose horse skulls to show their loyalty to the Horsemen. The creature's true head is merely a blistered knob between its shoulders.
|Mezzalorn Demon||17||outsider||12||L||10||Fly 50 ft. (good)||18||21||23|
This creature looks like a cross between a giant red-banded wasp and a grotesque olive-skinned humanoid. It has the body of a giant wasp, complete with stinger and wings. The creature possesses two human-like arms that end in wicked claws. Its human-like head sports a mouth filled with fangs and two small horns that jut from its head.
|Tome of Horrors Complete|
Pheromones (Ex) When reduced to half or less of its normal hit points, a mezzalorn releases a pheromone that heightens the aggression of all other mezzalorns within a 50-foot radius. Affected mezzalorns gain a +2 morale bonus on attack and damage rolls for the rest of the encounter. Poison (Ex) Sting-injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 2 consecutive saves. The save DC is Constitution-based and includes a +2 bonus from the mezzalorn's Ability Focus feat.
Mezzalorns (or wasp demons as they are called by otherworlders) are entities akin to the fly or stirge demons. They spend most of their time flying high above the Abyssal planes scouring the lands for food or patrolling a demon lord's domain if they are in the service of such a demon. When serving under a demon lord or one of his generals, mezzalorns are often utilized as shock troops or first-assault troops in war. Mezzalorns are thoroughly evil and despise all non-demons, attacking them on sight. Slain creatures are carried back to their lair and distributed among the inhabitants of the nest. Among demonkind they despise stirge demons with an unbridled hatred and always attack them on sight, fighting to the death when battling them. Slain stirge demons are not eaten by wasp demons (they dislike their smell, and as such dislike their taste even more), but are completely and utterly destroyed, their bodies being torn to pieces or injected with so much venom as to liquefy their internals. A mezzalorn makes its lair in rocky outcroppings or in underground burrows and tunnels on the various abyssal planes. They generally avoid the less hospitable planes composed of acids, oozes, slimes, waters, or vapors as they require a solid surface on which to build their nests. A nest is composed of just about anything a mezzalorn can find and carry: bones, debris, refuse, weapons, and so on. A mezzalorn stands as tall as a human and is about 10 feet long. Its body is dark with red bands and ends in a golden stinger. Its legs resemble those of a giant wasp and are covered in fine hairs and bristles. Its human-like visage is copper and sports matted dark hair. Its horns are black. Mezzalorn tactics are simple and straightforward: fly into battle, sting a foe repeatedly until it dies. Often a mezzalorn grabs a foe, flies upward away from the opponent's allies, and stings its grappled victim until it dies, dropping the carcass without thought or care before wading back into the battle. Mezzalorn's hate stirge demons and fly demons and attack them on sight. Copyright Notice Author Scott Greene.
Bristling with spiny ridges, coral horns, and needle-sharp teeth, this menacing biped seems to have emerged from some poisoned sea.
|PFRPG Bestiary 3|
Boiling Sea (Su) As a standard action, a ghawwas can cause the waters around it to boil. Any creature within 50 feet of the ghawwas, within the same body of water, and at least half submerged takes 6d6 points of heat damage (DC 22 Fortitude save for half). The save DC is Constitution-based. Poison (Ex) Sting-injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d6 Str; cure 2 consecutive saves. Rough Hide (Ex) Ghawwas have rough hides studded with jagged barbs and spiny protrusions. Any creature striking a ghawwas with a natural weapon or an unarmed strike takes 1d6 points of slashing and piercing damage.
Full of poison and treachery, ghawwas foul the seas and seek to bring ruin to those who dwell there. Ghawwas resemble a mixture of hulking humanoid, prehistoric fish, and poisonous bottom-feeder. While most ghawwas live in salt water, they sometimes teleport to oases to defile them or suck them dry. Although they see all mortals as enemies, ghawwas bear a particular grudge against peaceable, water-breathing creatures such as merfolk and locathah. All ghawwas find the tolling of bells insufferable, the sound filling them with rage and driving them to seek out the source and destroy either the bell or those ringing it. The typical ghawwas stands 12 feet tall and weighs close to 1,200 pounds.
This humanoid is mostly hidden behind plates of elaborate golden armor, the spaces in between revealing flesh of black stone.
|PFRPG Bestiary 2|
Fists of Lightning and Thunder (Su) A marut's fists strike with the power of a thunderstorm. For any given slam attack, a marut can choose whether that attack uses lightning or thunder. A lightning attack deals an additional 3d6 points of electricity damage, and the resulting flash blinds the target for 2d6 rounds (Fortitude DC 26 negates the blindness). A thunder attack deals an additional 3d6 points of sonic damage, and the resulting thunderclap deafens the target for 2d6 rounds (Fortitude DC 26 negates the deafness). The save DCs are Constitution-based.
Behemoths of onyx and golden armor, maruts shake the ground when they walk, each thunderous step ringing a death knell for those they've come to take. Rarely seeming to hurry, a marut's onslaught is deliberate, purposeful, and relentless. Its quarry may impede it or flee, running for decades or centuries, but from the initial meeting onward, the target must always look over its shoulder with the knowledge that, like death itself, the marut is ever at its heels, slowly but surely approaching, bringing balance through inevitable oblivion. Maruts primarily target those mortal souls who have artificially extended their lifespans beyond what is feasible for their race, such as liches and other powerful magic users. Extraordinary but natural means of cheating death are sometimes also punished, such as the magistrate who murders an entire starving town to save himself, or those who foresee their own deaths via divination magic and are therefore able to avoid them. Although they are capable of speaking eloquently in any language, and frequently gather vast amounts of information from those who are intimidated by their mere presence, maruts rarely engage in conversation or strategic alliances with mortals. Even on the battlefield, the juggernauts prefer to remain silent, knowing that their targets are already aware of their own transgressions and that all mortals secretly harbor dreams of immortality.
|Oni, Earth Yai||19||outsider||16||L||50||Fly 50 ft. (good)||27||22||23|
+8 Stealth in rocky terrain
Jagged cracks and pebbled growths mar the surface of this three-eyed giant's rocky skin, making it appear to have burst forth from rugged stone.
Spiky Skin (Ex) An earth yai may grow spikes from its stony skin at will as a free action. These spikes are treated as armor spikes that deal 1d10 points of damage. Stony Missile (Su) As a swift action, an earth yai can fire an incredibly dense stone from its third eye. This attack has a range of 200 feet, with no range increment, and deals 3d6 points of bludgeoning damage. Upon striking the target, the stone immediately makes an Awesome Blow attempt against the target using the earth yai's CMB.
Although they possess the rocky physiques and near indestructibility of stone giants, earth yai scorn that race's humble ambitions, and instead prove as brutal and destructive as avalanches. For them, physical force and destruction are the ultimate demonstration of power. This belief doesn't necessarily require them to be the strongest or to go on gory rampages, though. After all, what is mere strength if a soldier can fire a catapult that brings down an entire tower, or an emperor can give the decree beginning a war that ravages an entire empire, using both their tools and words to sow ruin. Such ability to cause calamity grants one power over others; those who have the potential to cause the greatest devastation have the greatest power. Earth yai endlessly seek to hold the greatest power, leading many to become brutal warlords or bandit kings, but some to embrace more subtle, long-term machinations in their pursuit of gradual and far-reaching ruin. In its natural form, an earth yai stands 16 feet tall and weighs 3,000 pounds. Ecology Earth yai possess forms similar to the rocky bodies of the stone giants their otherworldly shapes mimic. While stone giants often appear to be sculpted from rock, earth yai tend to have a more rugged appearance, with features that seem to have been clawed from mountainsides, teeth and claws like sharp stones, and three eyes like angry red gems. Their skin is always as hard as rock, the cracks and ravines that riddle their bodies having no impact on their formidable resilience. Like their yai brethren, earth yai possess an unnerving third eye that serves as a portal through which destruction passes. Whenever one so chooses, it can cause a shard of stone to blast from its eye at the speed of a catapult shot. Those struck risk being crushed by the rock, but might also be thrown aside by the sizable projectile. Earth yai typically use this incredible ability not only to annihilate those who oppose them and intimidate witnesses, but also to tear down larger structures or sow greater devastations, like by using it to start landslides, break dams, or destroy bridge supports. Habitat & Society Earth yai dream of conquest like many other oni, but how they pursue victory tends to vary from individual to individual. While all would agree that victory is only attained when one's foes are crushed and shattered, the methods used to accomplish this goal range from brute displays of power to the slow erosion of a foe till nothing remains. The scope of an earth yai's ambitions also seems largely dependent on its age, with younger oni proving content to raid territories and subjugate peasant villages, while older individuals seek greater conquests and the destruction of whole lands. Earth yai enjoy the moment when their long-term plans reach fruition, and might spend decades reveling in past successes before moving on to new conquests. An earth yai who manages to conquer a community or subjugate a region might spend this time acting as a brutal tyrant, installing itself in a palace or fortress and demanding that its slaves supply its every whim. Those who refuse are dramatically murdered. While one of these oni would never give up past conquests, most earth yai eventually grow bored and seek new challenges-if such opportunities don't present themselves during the oni's rule. These oni might move on to find new opponents, but still regularly return to their past holdings to reinforce their control and instill dread among their prisoners. While an earth yai does not have the greatest intelligence and cannot necessarily outwit a wise hero, most possess deep wells of patience and centuries of experience. An oni who finds itself bested time and time again might wait out foes or opposing alliances. Their ages of experience mean that earth yai can generally discern the amount of time they must wait before a threat to them passes- perhaps with the help of a few inconvenient disasters to accelerate an enemy's decline. When two or more earth yai encounter one another, they invariably engage in an extended strategic match, seeking to undermine and outdo each other in acts of cleverness and violence. All earth yai know that a battle between two of their kind must end in a face-to-face confrontation and brutal combat. Occasions for assassination or impersonal defeats might arise in such conf licts, but they are never exploited. These oni see a final battle between members of their kind as a form of honor, and all seek to avoid slighting even their weakest or most reviled kindred. Although all earth yai dream of being the masters of regal citadels dominating lands filled with fearful servants, few actually achieve this goal. Those still campaigning for their despotic dreams typically find lairs in mazelike mountain ravines and in large caverns near the earth's surface. These hideaways can prove notoriously difficult to uncover, as the oni often make use of their passwall ability to sink through solid barriers or walk past gates that don't appear to be portals at all. There they meditate and plot, seeing all the threads of probable events in their minds and determining which ones they need to pull on to shape the future to their liking. If any creature interrupts an oni in its lair, the oni violently attacks, viewing intruders as not just dangerous, but dishonorable, as they trespass upon the oni's private home. This obsession with privacy extends not just to yai in their secret lairs, but also to those with greater holdings. Most earth yai only tolerate creatures of living stone to share their homes, and only bear the intrusion of lesser creatures when they themselves demand the lesser creatures' presence. Earth Yai Daifu Just as stone giants develop a variety of special abilities related to their age, so too do earth yai grow in power as their years mount upon them. Known as daifus, such earth yai have Charisma scores of at least 20 and can use the following spell-like abilities once per day: stoneskin, summon monster XI (earth elementals only), wall of stone. Most earth yai daifus are sorcerers or oracles with abilities tied to the earth or destruction. Earth yai daifus add +1 to their CRs.
This creature lurches forward on multiple arms and legs, its spine contorted into a painful curve with its hips higher than it head. Seemingly distracted and muttering to itself, the thing rarely looks up with its glowing red eyes, its hair composed of hundreds of thin, white tendrils that hang over its head like a veil. Strapped onto the creature's body at various points are sacks and belt pouches stuffed with bizarre collections of objects, and its rear arms wield a wide, black bladed scythe, still coated with the blood of the fiend's last victim.
Horsemen Of The Apocalypse
Confusion (Su) Creatures struck in combat by a temerdaemon's claws or scythe must succeed at a DC 25 Will save or be confused for 1 round. This is a mind-affecting effect. The save DC is Charisma-based. Reaper's Curse (Su) Those in proximity to a temerdaemon are afflicted by a profound increase in self-inflicted and ally-inflicted wounds, failures in magic, and similar accidental damage. Arcane spell failure chances for armor are doubled. A creature that rolls a natural 1 on its attack roll automatically rerolls the attack against itself (01-50%) or an ally (51-100%). If there is no ally in range, the attack always targets the creature. A creature that rolls a natural 1 on its roll to cast defensively suffers a mishap (see Scroll Mishaps, Core Rulebook 491). Skill checks that have serious consequences if failed by 5 or more (such as Climb, Disable Device, and Swim) have these consequences on all failed checks.
Temerdaemons personify the concept of accidental death. A knight falls upon her sword, a peasant trips and breaks his neck, a structure fails in ways its builders never foresaw and buries dozens of innocents, and meanwhile, a distant temerdaemon cackles knowingly. While true accidents please the fiend, it also delights in engineering the mishaps itself, crafting incomprehensibly complex plots that lead to the slaughter of as many mortals as possible. A temerdaemon often wades into the aftermath of such engineered catastrophes, carving apart the crippled survivors and sowing mass confusion and hysteria by its very proximity. A gangly mass consisting of a rotund torso, four arms, and four legs, the average temerdaemon is 10 feet long and weighs 1,200 pounds, not counting its bizarre collection of mechanical fetishes and tinkering equipment. Ecology Lesser fiends who follow in an existing temerdaemon's wake and learn from the daemon's actions are those most typically chosen by one of the Four Horsemen or a member of the daemonic elite for elevation into this terrible caste of crippled giants. Occasionally, however, an evil mortal soul proves worthy of such a station, having died in a singularly horrific accident, especially one engineered by its own hands. In such cases, transition from soul to temerdaemon is swift-on a cosmic scale-and made even swifter by a proclivity to prey upon other mortals. Though Zyphus-the god of accidental deaths and tragedies-is thought by some to be the conceptual father of temerdaemons, the Grim Harvestman has never outright claimed responsibility for them. Nonetheless, he frequently delights in temerdaemons and the infrequent unconsumed souls they send his way. Neither Zyphus nor the temerdaemons seek to disrupt the other's claim over particular souls; they find the destinations of such tragically doomed mortals frequently cross paths, and are as likely to end up in the hands of daemons as the god's minions. Cultists of Zyphus often revel in the doings of temerdaemons, though the daemons themselves despise such worship by the very mortals they seek to destroy. Even slaying these foolish accident-worshipers is hardly enough for the angry temerdaemons, as the daemons' masterfully constructed accidents are wasted on those who actually hope for the horrid events. According to temerdaemons, freak accidents are best engineered for those who go about life with little concern for danger, especially those who least expect such misfortune to befall them. People who watch their backs-including paranoids and betrayers-don't satisfy the morbid desires of temerdaemons as much as the daydreaming child or absent-minded village idiot. No two temerdaemons look exactly the same, as these treacherous beings take on as many forms as there are ways to freakishly die. Particularly powerful individuals may rise to enormous sizes, possessing dozens of legs and arms, as well as multiple heads, all of which strive to wreak as much disaster as possible upon the souls around them. Habitat & Society Temerdaemons wander the multiverse in search of opportunities for sabotage and treachery. Those cultists of Zyphus foolish enough to summon the daemons in hopes of bargaining with them for their services often find themselves victims of their own elaborate rituals. In their most fortunate cases, a temerdaemon arises on the Material Plane only to greet its summoners with its wicked smile and deadly aura, causing chandeliers to fall upon unwary victims' heads, robed priests to trip onto sharp candelabras, and sconces to break off of walls and ignite dusty curtains to set an entire building on fire. Now on the Material Plane, its summoners dead, a temerdaemon strives to create as much havoc and mischief as possible before being banished to its home in Abaddon. If it weren't for the extravagant and terrif ically tragic manner of his worshipers' deaths, Zyphus might be rather displeased with the actions of these cunning daemons, but as it stands, there is rarely conf lict between the two forces, which inadvertently share similar goals. Temerdaemons rarely cooperate among themselves when crafting masterful hazards, preferring to enact their deadly accidents on their own and later boast to their kindred of their massacres. No two accidents are alike, and though temerdaemons sometimes gather in groups of two or three for particularly elaborate schemes, they have no reason to share their techniques or formulate plans for long, as premeditating a particular slaughter is entirely counterproductive in the eyes of a temerdaemon. To these improvisational fiends, an accidental murder is even more satisfying than a mere accidental death. Despite their preference to act alone, temerdaemons at times happily utilize some of their lesser kindred as unwitting cogs in their disastrous plans. Particular among these pawns are the miniscule cacodaemons, which frequently cluster in numbers of up to a dozen around a given temerdaemon, ready to absorb and regurgitate the souls of their greater kindred's kills. When a temerdaemon cannot attract cacodaemon followers, it simply captures them, and any given temerdaemon of considerable power can often be found with dozens of these least daemons impaled on barbed hooks, stuffed into tightly drawn satchels, or crammed into small cages, each container dangling from its myriad straps, belts, and holsters.
|Suijin||20||outsider||18||L||30||Fly 60 ft. (perfect)||24||15||23|
This massive, serpentine carp explodes forth from the water, its rainbow-colored scales gleaming in the sunlight and glossy eyes bright with good-natured intelligence.
Breath Weapon (Su) When a suijin uses its breath weapon, it unleashes a pressurized blast of water that knocks over and soaks everything in its line of effect. Any creature that is struck by the blast and fails its saving throw is pushed back 10 feet as though bull rushed. For every 5 by which a creature fails its saving throw, it is pushed back an additional 5 feet. This effect also extinguishes any normal fires within the line of effect, as well as magical fires, which are dispelled as though by greater dispel magic. A suijin can choose to have its breath weapon deal nonlethal damage instead of lethal damage before using this ability. Whitewater Barrier (Su) Three times per day as a standard action, a suijin can create a wall of turbulent water. A suijin can make this barrier however long it wishes, up to a maximum length of 180 feet, and the wall is 20 feet tall. A whitewater barrier acts as a sheet of stormy water, and any Large or smaller creature that attempts to pass through the barrier must succeed at a DC 26 Swim check or be rushed to the top of the wave and pushed back to the side it started on, taking fall damage as appropriate. It is possible to create cylindrical or square whitewater barriers to enclose specific points. This effect acts like wind wall in regard to how ranged missiles, breath weapons, gases, and creatures in gaseous form interact with it. The Swim DC is Constitution-based.
Suijins are the kami of lakes, ponds, springs, and wells. When they are not merged with their wards, these spirits of nature resemble giant carp or sea serpents, usually beautiful specimens with rainbow scales. While they are as benevolent and well meaning as all other kami, suijins are often mistaken for beasts of the waters they inhabit, and are thus feared by superstitious or simple-minded creatures. Those who encounter suijins know better than to believe such unfounded fears, however, as the kami often only emerge from their wards in order to protect innocent creatures in trouble near its waters. Considered reclusive even by other kami, a suijin usually tries to protect creatures within its wards by covert means if at all possible, slowing the flow of its waters' currents or pushing struggling creatures to shore via magic. Suijins are infinitely patient, and though most enjoy helping creatures, those in more remote regions are just as content to simply exist among their waters, protecting their wards from those who would seek to defile them. The general attitude among most suijins is often one of simple acceptance of things as they are, based on the belief that all things are fluid and subject to change; even the largest lakes are bound to recede or expand, and even the most eternal kami are not entirely permanent, a point proven by the vicious oni. In its true form, a typical suijin is 15 feet long and weighs about 1,200 pounds, though numerous rumors suggest that lesser and greater suijins do exist in some parts of the world, typically residing in bodies of water that are proportionate to the kami's size and power. Ecology A suijin's particular ward is usually a good indicator of its temperament. A suijin residing in a secluded and placid mountain lake is often more calm and forgiving of trespasses than one dwelling in the heart of a turbulent river, and though all suijins typically mean well, those with more tumultuous wards are generally less tolerant of intruders within their domains. For instance, a suijin protecting a natural whirlpool within a larger body of water may not help a passing boat of traders that happens to start sinking into its depths, viewing the ship as a disturbance to the forces of nature. Those suijins who are used to seeing their waterways casually abused by the forces of civilization-as almost all cities in some way impose upon or corrupt the rivers and streams that flow near them, and even farming communities may pollute with manure and runoff- can be much more hard-hearted. Suijins in isolated areas care far less about the mortal world than those who interact with it on a daily basis, so the attitude of a suijin dwelling within a mountain stream is often far different than that of one residing in a regularly visited pond. Travelers can earn the approval of a suijin by placing minerals or gemstones within its ward, and those who pollute the waters or use it for evil (such as by executing innocents via drowning) are quick to encounter a normally calm suijin's fearsome wrath. Unusual floods and droughts are both signs of a suijin's displeasure with a nearby development's effects on the surrounding waters, and wary villagers are careful to appease a suijin and change their destructive ways, lest they feel the full brunt of the powerful water kami's righteous wrath. Those suijins who continually fail to protect their waters from troublesome residents or visitors are often quick to fall out of favor with their kindred, and the wards of these kami often become treacherous during the time in which a corrupted suijin makes its gradual transition toward becoming an oni. Habitat & Society A suijin can occupy virtually any body of water, whether it be a stream up to several dozen miles long or a lake no more than a single mile in diameter. A particularly social suijin might choose to occupy the aqueduct of an urban development if the inhabitants are especially conscious of their impact on the surrounding environs, and such settlements recognize and appreciate the blessing of the benevolent resident, as a suijin cleans and purifies the waters it inhabits. Suijins are solitary kami, and rarely go out of their way to band with others of their kind, preferring instead to protect isolated bodies of water. This form of aloofness isn't out of fear of or apathy for other kami; instead, suijins merely adhere to a loosely established territorial pact, knowing that their powers are more valuable when spread throughout regions, rather than concentrated on particular bodies of water. When suijins do interact with one another, they do so at points where two bodies of water meet, such as estuaries and deltas. If two connecting bodies of water are especially healthy and the suijins residing in them are entirely undisturbed by forces of corruption, it is said that the water kami celebrate nature in a sort of bonding ritual. The rare event can be seen as motes of blue and green light whirling in the shallows of the adjoining water, and scholars speculate that this event may symbolize the creation of a new suijin.
|Phasmadaemon||22||outsider||23||L||30||Fly 40 ft. (good)||20||25||23|
Little can be seen of this fiend, its body cloaked in a shroud of perpetually shifting, ghastly illusions and phantasms. Beneath its shimmering veil, it has glossy black flesh, a bleached white face, and twisted horns. Its long caiman muzzle perpetually gapes, but other than that, its face is void of sensory organs, save for two orbs that move below the surface of its flesh. This creature flows rather than moves, and its flexible body lacks a definite skeletal structure except for a long, bony tail.
Horsemen Of The Apocalypse
Consume Fear (Su) As a standard action, a phasmadaemon that begins its turn with a grappled opponent can attempt to feed on the creature's mortality and innate terror. Any creature that does not succeed at a DC 27 Will save takes 1d6 points of Charisma drain and becomes shaken for 2d4 rounds; in addition, the phasmadaemon gains 5 temporary hit points for every point of Charisma drain dealt this way. If the creature being grappled is already panicked at the beginning of the phasmadaemon's turn, it must save instead on a DC 27 Fortitude save or be slain instantly by the phasmadaemon, which gains a +1 profane bonus on attack rolls, saving throws, and checks for every 2 points of Charisma its victim had before dying; the profane bonuses last for 24 hours. The save DCs are Charisma-based. Tangible Horror (Su) A phasmadaemon's illusion abilities are partially real at a level above and beyond those normally conjured forth by similar illusion spells. If a creature succeeds at its Will save to disbelieve either a phasmadaemon's greater shadow conjuration or greater shadow evocation spell-like ability, the conjured or evoked spell has 80% the normal effect or is 80% likely to occur, rather than 60%.
Among the most powerful members of daemonkind, the phasmadaemons personify death by fright, and conjure powers of illusion so terrifying that they steal the life from their victims. A freakish creature of rubbery flesh, the phasmadaemon is capable of twisting its body like a hellish contortionist, and its ivory face is often the last thing its victim sees. Though capable of savaging foes with its fangs and claws, it prefers to torment them first with illusory enemies, unreal terrors, and false terrain before finally closing in as the victims' hearts race and finally fail. When a phasmadaemon does confront its prey physically, it prefers to grapple and constrict it to death, looking the victim directly in the face and watching the fear fill its eyes as the blood drains from its cheeks. A phasmadaemon rarely shows its true form all at once, masking itself in illusions or eerie porcelain masks, and it delights in unnerving even its own daemonic allies. A phasmadaemon is 25 feet long from muzzle to tail- though if it desires, it can stretch almost half again that length thanks to its flexible, elastic anatomy-and weighs 1,000 pounds. Ecology Phasmadaemons sometimes form from the type of soul that exemplifies extreme evil, namely those who inf lict or suffer from extreme fear, such as deranged illusionists, schizophrenic serial killers, and corrupt mortals who died at the hands of other creatures that excel at captivating victims' dreams and fears. In other instances, phasmadaemons are merely among the most fearful of the hunted souls of Abaddon, souls who eventually learn to exult in the terror they feel as a soul-devouring daemon stalks them; eventually, these vile souls may transform from the hunted into the hunters-daemons seeking the thrill of the hunt for the horror-stricken faces of their prey. Whether in the chasms of Abaddon or on other planes, phasmadaemons hunt for souls via stealth, following from a distance to study their prey for prolonged periods. They create elaborate illusions, leading their targets into believing in entire fictional environments and creatures, all dependent on the victims' most feared imaginings. They extract each soul's intrinsic, underlying fears, using the figments as weapons against their owners. Phasmadaemons do not seek souls that are merely easy prey-they adhere strictly to their own method of destroying souls, reveling in the grotesque pleasure of striking mortal souls dead with fear-induced heart attacks and other physical maladies. The connection between fear and mortality is something that continually fascinates the morbid curiosities of phasmadaemons, who mix fears like alchemists - Conducting experiments and concocting ever more terrifying combinations of horrific imaginings. Habitat & Society Phasmadaemons tend to hunt alone, preferring to develop their own unique styles of torment and horror to unleash upon their victims. While some would suggest that the freakishly complex traps of crucidaemons or the cocooned feeding of sangudaemons rank as the most dreadful and frightening killing tactics among daemonkind, the terrors manifested by phasmadaemons exceed them both. A phasmadaemon extracts a mortal's own fears and turns the figments against their creator, not enjoying the torment the horrors induce so much as appreciating the effects of fear within its victim before the thing's last fatal gasp-the tiny hairs standing upright, the racing heart, jerking muscles, paralysis. Such reactions spawn immense pleasure within a phasmadaemon, which continually seeks ways to fill its victims with dread. Among phasmadaemons, the buying and selling of fears is in itself something of a market, much like the economy of souls within the rest of Abaddon. The fiends exchange their own horrific new imaginings with one another, creating a collection of terrors unfathomable by mortals. Phasmadaemons do not often serve a single Horseman exclusively, their skills not necessarily a boon to any particular facet of death. They tend to traverse the outskirts of societies both within Abaddon and outside of it, preying on travelers in the dead of winter nights or seeking out hermits in order to haunt their isolated homes. The tension before the kill is almost as thrilling to a phasmadaemon as the kill itself, and the foul beings wallow in the fear they create before swooping in for the final blow. When they travel in groups, phasmadaemons use their powers to create great multitudes of illusionary images in order to terrorize entire groups or crowds of closely situated people, such as causing heart-stopping incidents in the middle of a playhouse's performance, situating horrific conjurations in the middle of packed bazaars, and positioning frightful images at the gallows at a crowded execution.
|Seaweed Siren||16||M. Beast||16||L||30||30||15||22||+4 Stealth in water|
This creature's three singing heads sway atop serpentine necks that extend from a bulbous body split by a wide, toothy mouth. Pungent strands of seaweed cover the creature like slimy hair.
Cacophony (Su) A seaweed siren sings clashing melodies and babbles discordant noise while attacking. Casting a spell within 100 feet of a seaweed siren requires a concentration check (DC 15 + the level of the spell being cast). In addition, all other concentration checks and Perception checks involving hearing have their DCs increased by 5. A seaweed siren can begin or end this ability as a free action. Strident Squall (Su) A seaweed siren can blast its enemies with bolts of sonic energy. As a ranged touch attack, a seaweed siren can fire one ray out of each of its heads at a range of 60 feet dealing 4d6 points of sonic damage. The rays can be fired at different targets or the same target. Terrible Gaze (Su) Staggered 1d6 rounds, 30 feet, Will DC 22 negates. The save DC is Charisma-based. Three-Headed (Ex) Reducing a seaweed siren's number of heads reduces the creature's ability to use its strident squall special attack. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting the head. A head is considered a separate weapon with hardness 0 and hit points equal to the seaweed siren's number of hit dice. To sever a head, an opponent must inflict enough damage to reduce the head's hit points to 0 or less. Severing a head deals an amount of damage to the seaweed siren's body equal to the seaweed siren's number of hit dice. A seaweed siren can't attack with a severed head, and a seaweed siren with no remaining heads can't use its cacophony or uttered curse special abilities or its spell-like abilities. Uttered Curse (Su) Once per day, a seaweed siren can cast bestow curse (DC 20) as a spell-like ability at a range of 30 feet. The save DC is Charisma-based. Water Dependency (Ex) A seaweed siren can survive out of the water for 1 hour per point of Constitution. Beyond this limit, a seaweed siren runs the risk of suffocation, as if it were drowning.
On first glance, this creature appears to blur the line between plant and animal. Three eyeless heads sway above the central body mass - Constantly singing, chanting, and speaking in nonsense languages and simple babble. Seaweed covers the creature's three false heads and its main central body-a form of camouf lage to help the beast remain hidden while hunting. Six stout, crablike legs carry this creature along the coast and through the rocky tide pools it inhabits. A seaweed siren stands over 8 feet tall from the tip of its stubby legs to the top of its heads, and is nearly 7 feet in diameter. The creature weighs upward of 3,500 pounds. Ecology Seaweed sirens hunt near the shore, where they wait for clam diggers strolling the beaches, lone fisherfolk, or even passing ships. Once a seaweed siren spots its prey, the creature lurks just under the water and allows its three strange heads to protrude above the surface. The swaying heads sing songs and babble in strange nonsense languages to fuel the seaweed siren's many special abilities. Even when not in use against a potential meal, the heads seemingly converse with each other, holding lengthy conversations full of random syllables and made-up words. Once it draws its prey near, the seaweed siren attempts to charm or bewilder its foe to gain the advantage. After this, the creature moves closer and begins to devour its still-living victim. While the seaweed siren prefers to dine on living humanoids, it uses its strident squall attacks to incapacitate or kill prey that flees or resists its charm attempts. Seaweed sirens use a form of aggressive mimicry, appearing to have humanoid features in order to lure in their preferred meals. A seaweed siren's heads are nothing more than appendages. While they have mouths the creature can breathe through, it doesn't eat using these mouths. Seaweed sirens' heads grow differently depending on where the creature developed in order to match the skin tone and apparent ethnicity of the surrounding humanoid population. In addition, the heads are eyeless-the siren sees using the many eyes on its main body mass. A seaweed siren's eyes twist and spin within their sockets when the creature uses its terrible gaze attack. When seaweed sirens can't find their favored food- intelligent creatures and humanoids-they can subsist on fish, but they prefer aquatic mammals as an alternative. Seals and sea otters find their way into a seaweed siren's mouth most often, but the creature must actively hunt those morsels, as its particular bait is ineffective against the animals and more likely to scare them off than to lure them closer. Some sailors report larger and more dangerous variations of the seaweed siren. If these reports are true, some seaweed sirens measure twice the size of regular ones, and possess more than three heads and more powerful abilities. Habitat & Society Seaweed sirens live solitary lives, rarely if ever encountering others of their kind. It's unclear to scholars how these creatures procreate, but they must have some method, since they've been spotted along Golarion's coasts for thousands of years. Some who research the strange monsters pose the theory that seaweed sirens birth their young from thick leathery shells, much like turtle eggs or fibrous seeds. Seaweed sirens sometimes ally themselves with other aquatic creatures to share in hunts or for mutual protection. Sahuagin typically don't trust the seaweed sirens, nor do they have the patience to work too closely with the creatures for long, but they have been known to befriend a seaweed siren and work with it long enough to capture new slaves and restock their humanoid food supply. Locathah sometimes use these strange beasts as protectors, keeping the seaweed sirens well fed in return for the creatures serving as lookouts and sentinels. Merfolk and aquatic elves avoid seaweed sirens, and even go so far as to sometimes warn other humanoid communities when one is discovered to be hunting nearby. A seaweed siren can speak Aklo, and constantly babbles in glossolalia, but if it manages to talk with another sentient being that has a language long enough, it begins mimicking the other's language and speech patterns, eventually sounding exactly like it. Though a seaweed siren can use its tongues spell to understand and speak any language, it prefers to talk with and mimic its conversational partners without resorting to using this ability. Some speculate the creature catalogs every conversation in order to add to the collection of sounds and words that power its cacophony special ability.
|Mute hag||14||M.Humanoid||14||M||30||23||21||22||Empty eye sockets and jagged teeth punctuate the palpable hate that roils off this twisted, gray-skinned crone.||The Harrowing|
Blind and Mute (Ex) Mute hags tear out their eyes and tongues, leaving them blind to life's joys and incapable of sharing their sorrow. A mute hag is immune to gaze attacks, and cannot use spell completion or command word trigger magic items. Shaping Touch (Su) The touch of a mute hag twists flesh like clay. As a full-round action that draws an attack of opportunity, a mute hag may change the appearance of a grappled or helpless victim. The effect acts as a permanent alter self spell. Unwilling victims may resist the transformation with a DC 21 Fortitude save. A mute hag allowed to work for 10 minutes may also increase a victim's age category by one step; doing so does not grant mental ability score boosts but does inflict physical ability score penalties as normal. Creatures that are affected by this power or successfully save against it cannot be affected by the same hag's shaping touch for one month. The DC is Charisma-based.
When bitterness consumes a woman already steeped in arcane power, that energy may sour, driving her to rip out her own eyes and tongue and burning the light from her soul. This ritual births a strange and horrible creature: a mute hag. These hateful abominations dedicate their wretched lives to spreading misery and strangling joy wherever they go. Mute hags exist to unmake happy things. Tales claim the natural order despises the crones so much that plants wither at their touch, storms churn at their passing, and wounds they inflict never heal. Though physically capable of ripping a man in two, the crones prefer to corrupt instead. They move silently through peaceful settlements, granting the inhabitants' darkest desires and sowing the seeds of discord. Nothing pleases a mute hag more than watching friends, neighbors, and lovers murder one another in paranoia and rage. Many strike unholy bargains with mortal outcasts, granting vigor, beauty, or revenge in exchange for vile and unforgivable crimes. Mute hags resemble mortal women, but with blotchy, bruised-looking skin. Some conceal their empty eye sockets and ragged teeth with veils or their own hair, but most relish their hideous countenances. Mute hags stand 6 to 7 feet tall and weigh 150 to 250 pounds.
+8 Climb with spider legs
Eight spindly spider legs, flocked with coarse black hairs, stretch from the back of this otherwise beautiful black-haired woman.
|PFRPG Bestiary 3|
Poison (Ex) Bite-injury; save Fort DC 23; frequency 1/round for 6 rounds; effect 1d6 Wisdom damage; cure 3 saves. Spider Empathy (Ex) This ability functions as a druid's wild empathy, save that it works only on spiders. A jorogumo gains a racial bonus on this check equal to her Hit Dice (normally +14). Spiders are normally mindless, but this empathic communication imparts upon them a modicum of implanted intelligence, allowing the jorogumo to train them and use them as guardians (though it does not grant them skills or feats). Spider Legs (Ex) A jorogumo's spider legs can emerge or retract as a free action. When a jorogumo's spider legs are present, she gains a +8 circumstance bonus on Climb checks and gains Deflect Arrows as a bonus feat. Swift Shapechanger (Ex) A jorogumo can assume spider or human form as a swift action.
Jorogumos are seductive schemers who secret themselves away in isolated mountain valleys where they lure travelers, especially men, to their dooms. Exclusively female, jorogumos must mate with humanoids to produce fertile eggs. After copulation, a jorogumo paralyzes her partner by poisoning him into a coma. She lays a single egg within the father's body, then cocoons the corpse and hides the victim. Periodic visits to re-poison the victim ensure his coma lasts for the 2d4 days required for the young jorogumo to hatch and feed. Jorogumos are enthusiastic enemies of tengus and attack them on sight-they never take tengus as "mates."
This human-sized woman is dressed in simple peasant clothing. From her shoulders sprouts a grotesquely long neck that coils about like a snake, and razor-sharp teeth fill her gaping maw.
Elongate Neck (Ex) A rokurokubi can stretch her otherwise normal-looking neck up to 20 feet in length, giving her reach with her bite attack and allowing her to threaten all foes within this range. In addition, she can deliver touch spells with her head. Nightfall Aura (Su) A rokurokubi can choose to surround itself with an aura that simulates the most terrifying aspects of night, creating a sphere of darkness and silence (as the spells) with a radius of 15 feet. A rokurokubi is immune to the effects of her own nightfall aura, and can activate or suppress this ability as a free action. The darkness and silence effects can each be dispelled; if either of these effects is dispelled, a rokurokubi can reactivate her nightfall aura as a free action on her next turn. Rokurokubi's Curse (Su) Curse of Silence: save Will DC 23; effect the target takes 1 point of Charisma damage per day, and its throat gradually closes in on itself, until the creature becomes permanently silenced after 1d4 days. Spells A rokurokubi casts spells as a 12th-level sorcerer.
Rokurokubis are evil, sorcerous humanoids with malevolent origins and even viler intentions. Always taking the form of women, rokurokubis seek to spread as much mayhem and despair as possible, using their wicked magic to ruin lives, tear families apart, and at worst, maim and murder innocents. Such monsters make their homes within civilized societies and disguise themselves as simple commoners, but they take the form of monstrous hags with serpentine throats during the night (and even in the shadow of daylight should the mood strike them), and delight in the taste and feeling of warm blood running down their gullets. At first glance, a rokurokubi looks much like any ordinary human woman. Upon closer inspection, however, her frail appearance and sickly hued skin begin to hint at the being's true nature. When a rokurokubi reveals her monstrous ability to stretch her neck to inhuman lengths or begins to weave her arcane sorcery, there can be no doubt as to her sheer otherworldliness. When she wills it, a rokurokubi may snake her long, rubbery neck up to 20 feet from her body. Down the length of this otherwise smooth, fleshy appendage, evenly spaced vertebrae show as sickening knobbles, lending further grotesqueness to the creature's already disturbing appearance. While most prefer to utilize their dark magic to devastate enemies from the shadows, rokurokubis are far from helpless when forced to face foes head-on, and can be exceptionally canny combatants if cornered, using their long necks to deliver devastating bites to short-limbed foes at a distance. The aura of darkness and silence that surrounds a rokurokubi makes combating the fiend difficult for creatures that rely on melee attacks to damage or disable their foes but lack the ability to see in the dark. When her neck is not distended from her body, a rokurokubi is 5-1/2 feet tall and weighs 150 pounds. Ecology Rokurokubis' wan skin ranges in hue from pale blue to muted green, and thus most cover up their flesh with makeup or wear concealing robes and gowns to disguise their identities. Their gnarly hands and fingers are perhaps the most difficult traits to hide, and thus many rokurokubis take to wearing loose-fitting gloves or clothes with oversized sleeves to mask their hands while in public. They use their bites in combat to gruesome effect, and their jagged teeth are like the creatures' necks in that they can be shortened and lengthened at will. Rokurokubis are born and raised by their mothers. In order to reproduce, a rokurokubi must seek an unsuspecting humanoid male as her partner, though she may also occasionally copulate with more monstrous creatures-race matters not to a rokurokubi, whose savage and rapacious nature knows no bounds. Regardless of her partner's race, the offspring of a rokurokubi is always a rokurokubi, and rarely do such monstrous children bear any resemblance to the father, instead acquiring almost all their features from the mother who bore them, though they undoubtedly carry a spark of the father's nature within them as well, usually manifesting as odd quirks or obsessions with particular hobbies or activities. A rokurokubi's sire rarely has the chance to see his child come into being anyway, however, as the man is usually slain immediately after he has fulfilled his purpose and his vile partner has tired of his presence. A rokurokubi's bizarre anatomy allows her to carry a child without her belly broadening noticeably, and she can even host multiple children of different fathers simultaneously, though with a third or fourth simultaneous pregnancy she does begin to show signs of fatigue as well as a widening girth, her already fragile body pushed to its absolute limits. Unlike most other monstrous humanoids, rokurokubis have no need for sleep, and are thus immune to magical effects that would cause them to do such. Nonetheless, they understand that other creatures require such rest and utilize this weakness, shaping their magic to render victims unconscious, at which point they cause their targets further harm in the form of relentless nightmares. As most other creatures sleep at night, rokurokubis prey upon unsuspecting victims during this time more than any other. Habitat & Society Rokurokubis tend to make their homes in dark, dank, secret places, far from settlements and the activities of what they deem to be lesser races. Caves, long-forgotten burial mounds, and deserted or crumbling homesteads are all likely hideouts for these dangerous creatures. Solitary creatures by nature, rokurokubis leave their mothers shortly after they are old enough to survive on their own. When they do congregate, they usually do so only to execute complex, sinister plans that would be impossible to enact by themselves. Rokurokubis' affinity with the night and their unusual physiology make them natural rogues and hunters, apt as they are at peering around corners and through windows as well as trapping victims in clouds of inky blackness and silence. While some rokurokubis seek no allegiances and only wish to kill for the sheer sport of it, others see the advantages in forming tentative alliances and making themselves available as assassins and spies, and thus sell their services to those foolish or desperate enough to seek them out. The cost of such a monstrous mercenary is usually exorbitant; rokurokubis have been known to strike deals with those customers who can't afford to pay them but who still entice them with a particularly interesting or challenging job. Such bargains are usually for something even more valuable to the asker than money, often something tangible such as a first-born son or daughter (to later be stripped of flesh and eaten), ashes of a loved one, or even one or more of the hirer's limbs. Those who refuse such offers are met with either amused indifference or unforgiving hatred, the latter almost inevitably resulting in the offender's immediate death.
|Popobala||19||M.Humanoid||18||M||30||Fly 80 ft. (average)||23||22||22|
A brawny, sallow-skinned figure looms, muscular but lean, dressed in a ragged loincloth and exuding a pungent stench. Wide, brown, bat-like wings replace its arms, and its feet end in taloned claws, while a single bulging eye leers out of its diabolical, bat-like face above a grinning, toothy maw.
Change Shape (Su) A popobala loses its frightful presence, stench, and popobala fever abilities when not in its true (hybrid) form. Harvester of Sorrow (Su) A popobala heals as a result of the suffering of others. It gains fast healing if at least one creature within 15 feet has one or more of the following conditions: confused, cowering, dying, exhausted, fatigued, frightened, nauseated, panicked, shaken, sickened, staggered, or stunned. The amount of fast healing is equal to the number of appropriate creatures in the area (maximum fast healing 10). Horrid Haunting (Su) A popobala may use ghost sound or ventriloquism as a free action whenever it is controlling a creature or object with animate objects, dominate person, or telekinesis. The ghost sound or ventriloquism originates from the controlled object or creature. Popobala Fever (Su) A creature wounded by a popobala's talons is sickened for 1d6 minutes unless it makes a DC 25 Fortitude save. A creature already sickened by the fever becomes nauseated for 1d6 rounds. One already nauseated by the fever is helpless for 1d6 rounds. The save DC is Constitution-based. Resistance or immunity to disease applies to this ability.
The popobala is a much-feared shapeshifter that haunts and hunts warm coastal lands, roaming night and by day to terrorize and spread anarchy and unrest while slaking its insatiable twin urges for violence and prurience. Shifting freely between bat, human, and its natural form resembling a bat-human hybrid, the popobala is most dreaded for its mesmeric charms, but it is well able to engage in savage bloodletting against those who anger it. Popobalas are attracted to chaos, anarchy, and unrest, as the intensity of emotions and uncertainty inf lames its already insatiable urges. War, changes of government, and religious or ethnic strife or persecution-all of these excite the popobala, and if society remains too settled and stable, it is never above fomenting unrest through its own predations. A typical popobala in its natural form stands just over 5 feet tall, with a wingspan nearing 12 feet wide. Light of frame despite their considerable strength, most weigh little more than 100 pounds. Ecology Popobalas are carnivores and blood-drinkers, preferring humanoid prey but able to subsist on any living flesh and fluids. As hunters, however, they do not necessarily kill their victims outright, as they are sensitive to emotional energies and psychic residues. Intense and powerful emotions are almost intoxicating to the popobala, and negative emotions rooted in fear, despair, anguish, and suffering have the sweetest savor to its palate. As the dead are incapable of offering up such delectable emanations, a popobala prefers to maim and disf igure, its molestation tearing away at the psyche and self-worth as well as the flesh of its victims. If threatened or resisted, however, a popobala has no compunctions about meting out death, generally after it has flayed, beheaded, or otherwise made a trophy of the remains. If a victim does not feel the fear the monster wants to taste, its grisly remains can still be used as a tool to inspire terror in others. A popobala is a master of disguise, though in its humanoid form the creature often has long, thin fingers, and unfortunate individuals who happen to have this innocuous feature risk persecution or even death in areas where a popobala is known to lurk. Popobalas can easily pretend to be strangers and travelers, but their prof iciency at acting and bluff ing is suff icient to allow them to impersonate people they have kidnapped or murdered. In humanoid form, they can eat and drink as they wish, though they gain no nourishment from any food but meat or any drink but blood, and their psychic hunger for suffering must still be satisf ied. They have no need for sleep and often spend their nights lurking and watching in bat form - Considering their next victims and periodically revisiting those they have previously attacked in order to bask in the suffering they have inf licted. A popobala has no fear of daylight, but it prefers to attack by night. Habitat and Society A popobala typically lives among the communities in which it hunts. Being able to assume a humanoid guise, it may wander from village to village or linger in one place, seeking out the choicest targets to prey upon. It may even offer gifts to its intended victims to inveigle them into a secret rendezvous, or show them kindness and affection to make the victims' suffering all the deeper (and sweeter, to the popobala's monstrous appetite for anguish) once the popobala reveals its true form and intentions. A popobala is not always so patient, however, and will sometimes engage in nightly rampages of destruction and abuse of any that cross its path, rich or poor, male or female, from the youngest child to the oldest crone, eschewing subtle seduction for raw psychic violence and brutal compulsion. A popobala prefers to indulge itself in private seclusion rather than revealing itself openly. When villagers believe a popobala is on the prowl, they often sleep outdoors, gathered around fires stoked bright all night long. In plain view of neighbors and friends, a popobala is less likely to strike, though it may speak through creatures or objects under its control to threaten and intimidate, or use its charms and trickery to break up a crowd and get its victim alone. A popobala is extraordinarily vain and takes perverse pride in its reputation for cruelty and abuse, and it insists that its victims spread the tales of what the popobala has done to them. Those who comply are usually left alone once the popobala has had its way with them, with only the physical and psychic trauma to deal with; those few who refuse are often visited again and again until the popobala is satisfied. Local heroes and prominent figures often attract a popobala's attentions, out of jealousy for creatures receiving greater attention than it, with the popobala making sure that ruining such a celebrity brings woe not just to an individual, but to the entire community. Stealing items special or sacred to a community, vandalizing important structures (especially with embarrassingly true graffiti), and despoiling livestock also number among popobalas' favorite forms of recreational devastation. Popobalas are solitary, as their egos and vanity can brook no rivals, especially among other popobalas. It is not merely that they do not wish to share their prey; they cannot abide the thought of another creature being more hated and feared than they. Paradoxically, a popobala might act to protect a community it preys on from external threats that might divert attention and terror from the popobala itself, rarely acting directly but more likely using its cunning and magical charms to hire or enslave others to fight on the community's behalf. Once the outside threat has been dealt with, the popobala resumes its reign of terror.
|Popobala||19||M.Humanoid||18||M||30||Fly 80 ft. (average)||23||22||22|
This brawny, sallow-skinned figure is muscular but lean, with batlike wings and a single hideous eye in its noseless face.
|PFRPG Bestiary 3|
Change Shape (Su) A popobala loses its frightful presence, popobala fever, and stench abilities when not in its true form. Harvester of Sorrow (Su) A popobala heals as a result of the suffering of others. It gains fast healing 10 if at least one creature within 15 feet has one or more of the following conditions: confused, cowering, dying, exhausted, fatigued, frightened, nauseated, panicked, shaken, sickened, staggered, or stunned. Horrid Haunting (Su) A popobala may use ghost sound or ventriloquism as a free action whenever it manipulates a creature or object with animate objects, dominate person, or telekinesis. The ghost sound or ventriloquism originates from the controlled object or creature. Popobala Fever (Su) A creature wounded by a popobala's talons becomes sickened for 1d6 minutes unless it makes a DC 25 Fortitude save. A creature already sickened by the fever becomes nauseated for 1d6 rounds. One already nauseated by the fever is helpless for 1d6 rounds. This is a disease effect. The save DC is Constitution-based.
The popobala is a much-feared shapeshifter that haunts and hunts warm coastal lands, roaming night and day to terrorize and spread anarchy and unrest while slaking its insatiable twin urges for violence and prurience. Shifting freely between bat, human, and its natural form, the popobala is most dreaded for its mesmeric charms, but it is more than capable of engaging in savage bloodletting against those who anger it. Popobalas are attracted to chaos, anarchy, and unrest, as the intensity of emotions and uncertainty inf lames its already fierce urges. War, changes of government, and religious or ethnic strife or persecution-all of these excite a popobala, and if a society remains too settled and stable, the beast is never above fomenting unrest through its own predations. A typical popobala is 5 feet tall with a 12 foot wingspan. It weighs only 100 pounds.
|Invisible Stalker||10||outsider||7||M||30||Fly 30 (perfect)||18||19||22|
No true form can be detected, yet a sense of force and hulking malevolence is undeniable in this creature's presence.
Improved Tracking (Ex) An invisible stalker takes no penalty to Survival checks when tracking and moving at any speed. Natural Invisibility (Ex) This ability is constant-an invisible stalker remains invisible at all times, even when attacking. As this ability is inherent, it is not subject to the invisibility purge spell. Against foes that cannot pinpoint it, the invisible stalker gains a +20 bonus on Stealth checks when moving, or +40 when standing still-these bonuses are not included in the statistics above.
Very little is known about these enigmatic and mysterious creatures, as their very nature makes details of their true form difficult to discern. Brought to this world from the Plane of Air, these creatures fulfill tasks for those who conjure them. Invisible stalkers act as guardians, assassins, and trackers, occupations in which they excel. Their natural invisibility and skill at stealth allow them to follow their quarry without detection and give them the upper hand when it comes to exterminating a mark. Many invisible stalkers resent this and see these petty tasks as nothing more than chores dictated by mortals. When given a particularly complex or bothersome task, an invisible stalker seeks to find a loophole in a poorly worded instruction. For instance, wizards calling an invisible stalker into service with the instructions "protect me from danger" might find themselves escorted to a faraway hidden location, or even brought to the Plane of Air. Due to their constant summoning, many invisible stalkers harbor hostility for those dwelling on the Material Plane. Those invisible stalkers new to the mortal world only know the stories of their kind and tend to keep an open mind about the intentions of those who call them. Over time, or in the service of a particularly vile master, invisible stalkers form negative opinions of these creatures of flesh and bone, leading to their tendency to pervert their instructions and cause harm to their masters. For older and more experienced invisible stalkers, the only thing protecting those who summon them is the magic that binds them. These creatures automatically try to use inconsistencies in the wording of their tasks and literal twists on the intention to find a way to inconvenience, injure, or even kill the priest or arcanist that brought them to the plane.
This fox-headed humanoid has a sleek, feminine form that moves with seductive grace. As she steps into a defensive posture, a mass of bushy tails flicks at the air above her back and she reveals teeth flecked with blood.
Contagious Whisper (Su) As a standard action, a nogitsune can influence a target she speaks to as per the spell suggestion. The target must succeed at a DC 17 Will save or be affected by this effect. In addition to being subject to suggestion's normal effects, any creature affected by the contagious whisper can pass the enchantment on to other targets. Doing so requires the target to communicate the nogitsune's suggestion, forcing the new target to save as if it were the initial target. If such a secondary target resists the contagious whisper, it is unaffected, but this does not remove the suggestion from the initial target. Failing the save puts another creature under the nogitsune's compulsion. Newly affected creatures are also able to spread the suggestion. A nogitsune's compelling whisper can affect a number of creatures equal to the its Hit Dice and lasts for a number of hours equal to its Hit Dice. Creatures that successfully save versus the nogitsune's compelling whisper (as a primary or secondary target) cannot be affected by that particular nogitsune's compelling whisper for 24 hours. The save DC is Charisma-based. Fleet Distraction (Su) A nogitsune can make a Bluff check or use its obscuring mist spell-like ability as a swift action in any round in which it moves up to half its base land speed. Poison Use (Ex) Nogitsune are skilled in the use of poison and never risk accidentally poisoning themselves. Their aptitude is such that they often paint their weapons and nails with blue whinnis. Blue Whinnis: injury; save Fort DC 14; frequency 1/round for 2 rounds; initial effect 1 Con damage; secondary effect unconsciousness for 1d3 hours; cure 1 save
Nogitsune are created when oni spirits take over the bodies of kitsune (sagacious humanoid fox-creatures). The resultant possession creates a creature with the kitsune's foxlike grace and cunning and infuses it with the destructive power of an oni. Nogitsune are always female, and resemble shapely humans with a covering of fur and a fox's head. A nogitsune's fur color varies and can be orange and white, grey, pure white, or even black. Whenever nogitsune use their shapechanging abilities to assume a humanoid form, they still evince somewhat pointed, vulpine features. In addition, any hair on their assumed form betrays the natural coloration of their pelts. Nogitsune stand between 5 and 5-1/2 feet tall and weigh just over 100 pounds. More details on kitsune can be found in Pathfinder Campaign Setting: Dragon Empires Gazetteer. Ecology Oni manifest themselves in different ways based on the creatures they take as vessels for their depraved wrath. They take particular joy in corrupting kitsune to form nogitsune, delighting in turning the mystical creatures into deadly killers and spreaders of woe. Most nogitsune become spies or assassins. Though they need no real reason to kill others, the coin they receive for their services allows them to afford the other vices they enjoy, such as pleasures of the flesh and excesses of drink and narcotics (when available). Nogitsune are deft killers because of their speed, grace, and spell-like abilities. Those who have seen them and lived tell tales of these oni running toward walls at blinding speed and then simply continuing upward to vault the wall's crown as if it were no more difficult to walk on than the ground. Still others claim that nogitsune can dive into a shadow like a pool of water and disappear, while others mention the cloud of smoke that nogitsune often use to escape pursuit, even when running full speed. Although they often don human form to disguise themselves for the purpose of inf iltration, nogitsune prefer to stalk and kill prey in their natural form. This gives the creatures the choice of whether to use manufactured weapons or their own sharp claws and deadly bite. When wielding weapons, all nogitsune enjoy using poison, whenever possible employing toxins and venoms that do not kill outright (unless a contract so requires it) but rather render the victims unconscious or helpless. This gives the oni the joy of dealing the killing blow with their jaws and slaking their bloodlust in abject savagery. A nogitsune's most feared weapon, however, is its contagious whisper. This powerful compulsion, often whispered into the victim's ear in honeyed tones, not only forces the targeted creature to believe whatever lie the nogitsune crafts, but also infects the subject of the contagious whisper with a corruptive echo of deceit that causes the victim to unknowingly pass on the nogitsune's suggestion to others. Nogitsune may use this ability to convince a successive series of servants to open all of the doors to a well-guarded castle, or to make a host of witnesses believe they saw an innocent man commit a brutal crime that was really the oni's own handiwork. Habitat & Society Nogitsune inhabit large urban areas, where they can have their pick of a nearly endless stream of victims. Occasionally they will inhabit a town or village in the countryside, but such locales are always in the shadow of a large castle or estate that can provide additional opportunities to stalk and murder others. Wherever they choose to dwell, nogitsune lair in the seediest districts, where drugs, brothels, and crime are rampant. These areas not only discourage chase by would-be pursuers, but also place the oni in the midst of people who society generally doesn't miss if and when a contract doesn't slake the creature's bloodlust. Those looking to hire a nogitsune can do so, but such a practice is both costly and dangerous. Although little binds a nogitsune to its accepted contract when it receives payment, most nogitsune happily carry out their orders for the sheer joy of bringing death to another. But many who foolishly hire nogitsune to do their killing find themselves the next victim once the initial target is slain. Nogitsune have little honor, and such treachery not only feeds their bloodlust, but also leaves fewer witnesses. Nogitsune prefer to lead solitary lives and be in command of their own foul fates. Thus, most avoid associating with more powerful creatures, other oni, or even other nogitsune. Those honorable samurai and good ninja who have fought and killed nogitsune recount seeing a conf licted and turbulent anger within the creatures, as if the once-righteous kitsune within a nogitsune constantly battles to reassert control. Although there is no record of such a reversal occurring, many believe that these malevolent oni drown themselves in death and bloodshed in order to extinguish the last vestiges of the creatures they were before.
Grisly fetishes and the rags of once fine clothes hang off the corpsethin frame of this horrifying, sharp-fanged crone.
Disease (Su) Demon Fever: Bite-injury; save Fort DC 20; onset immediate; frequency 1/day; effect 1d6 Con damage (target must save a 2nd time or 1 point of the damage is drain instead); cure 2 consecutive saves. The save DC is Constitution-based. Dream Haunting (Su) A night hag can visit the dreams of chaotic or evil targets by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once it does so, it rides on the victim's back until dawn. The sleeper suffers tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions by confronting and defeating the night hag. Heartstone (Su) All night hags carry a heartstone-a special gemstone worth at least 1,800 gp that is worn as a periapt. A heartstone's magic is fueled by the hag's spirit and proximity-once separated from its owner (or upon the hag's death), a heartstone retains its magic for only 24 hours before becoming a nonmagical gem again. The heartstone instantly cures any disease contracted by the holder. In addition, a heartstone provides a +2 resistance bonus on all saving throws (this bonus is included in the statistics block above). A night hag that loses this charm can no longer use etherealness or soul bind until it finds a replacement gemstone.
Terrifying murderesses and greedy soul brokers, night hags prey upon mortals while they're most vulnerable. Preferring to kill their prey slowly, haunting their dreams night after night, these hags trap the tormented souls of their victims within dark gems so they might be sold in the infernal markets of the outer planes. Night hags vary widely in appearance, standing between 5-1/2 and 7 feet tall, and weighing from 150 to 300 pounds.
|Nabasu||12||outsider||9||M||30||Fly 60 ft. (average)||22||17||22|
+8 Perception, +8 Stealth in shadowy areas
|This lanky fiend's mouth is filled with sharp fangs, while great bat-like wings stretch from its scaly hide.||PFRPG Bestiary|
Consume Life (Su) When a nabasu creates a ghoul with its gaze attack, it gains a growth point. It gains a bonus equal to its growth point total on attack rolls, CMB rolls, saving throws, caster level checks, and skill checks. Its maximum hit points increase by 10 for each growth point, and its caster level for spell-like abilities increases by 1. For every 2 growth points, its natural armor bonus, SR, and CR increase by 1. Every time it gains a growth point it makes a DC 30 caster level check-success indicates it matures (gaining both the advanced and the giant simple templates) and plane shifts to the Abyss in a burst of smoke. A nabasu can have a maximum of 20 growth points-it automatically matures if it has not done so already when it reaches 20 growth points. Death-Stealing Gaze (Su) As a free action once per day per growth point (minimum of 1/day), a nabasu can activate its deathstealing gaze for a full round. All living creatures within 30 feet must succeed on a DC 18 Fortitude save or gain a negative level. A humanoid slain in this manner immediately transforms into a ghoul under the nabasu's control. A nabasu's gaze can only create one ghoul per round-if multiple humans perish from the gaze in a round, the nabasu picks which human becomes a ghoul. The save DC is Charisma-based.
Nabasus are birthed directly into the Material Plane from the Abyss, where they feed on innocent souls to mature. Only when finally sated can a nabasu return to the Abyss. Rumor holds that even then the nabasu's lifecycle does not change, and that further developments await them as they continue to grow. These vile demons form from the souls of evil gluttons, particularly from cannibals, blood-drinkers, and those who prefer the tang of undead flesh.
+5 Acrobatics when jumping, +4 Stealth in undergrowth
|This dark-skinned woman's languid movements are grace personified, her sparkling eyes those of a cat.||PFRPG Bestiary 3|
When the gods of nature or powerful spirits desire a champion to defend the animal world, they invest a token of their power in a chosen vessel-be it animal or humanoid. Traditionally, only one animal lord for a specific animal species is active on a world at any one time, although sometimes, when an extant animal lord strays from its charge or otherwise fails, the force that created it might create a replacement to send against the fallen animal lord to challenge it in a combat to the death, with the victor claiming the right to rule or a chance at redemption. An animal lord does not dwell among humanity-the wild is its domain. How an animal lord interacts with a humanoid society largely depends on how that society treats the animals of that lord's affinity. Societies that honor and respect those animals, even if they use the animals as a food source, earn the animal lord's (sometimes grudging) respect, but those who abuse or otherwise harm animals of that lord's species find a powerful and ardent enemy in the lord. The cat lord above uses a leopard as the base animal- this particular cat lord represents a newly created animal lord. The longer an animal lord exists, the higher its level should be. CREATING AN ANIMAL LORD "Animal Lord" is an inherited template that can be added to any humanoid of 10 Hit Dice or more, referred to hereafter as the base creature. The animal lord also gains the characteristics of one type of animal (of a size no larger than one step larger than the base creature's size), referred to hereafter as the base animal. CR: Same as the base creature or the base animal (whichever is higher) +2. Alignment: Any neutral. Type: The base creature's type changes to outsider (native, shapechanger). Do not recalculate class Hit Dice, BAB, or saves. Senses: An animal lord gains the senses of both the base creature and the base animal in both of its forms. AC: An animal lord gains the base animal or base creature's natural armor bonus, whichever is higher, in both of its forms-this bonus is increased by +2 to determine the animal lord's actual natural armor bonus. Defensive Abilities: An animal lord gains DR 10/silver. It also gains all of the base animal's defensive abilities in both of its forms. Speed: An animal lord's base speed is that of its base creature form or its base animal form, whichever is greater. Animal lords whose base animal has a burrow, climb, fly, or swim speed can use that mode of movement even in humanoid form, instantly growing the necessary appendages as necessary. Melee: An animal lord in humanoid form can instantaneously transform parts of its body to make all of the natural attacks possessed by the base animal. An animal lord typically prefers to use its natural attacks in melee combat, but often carries manufactured ranged weapons to diversify its combat options as well. Special Attacks: An animal lord gains all of the special attacks possessed by the base animal and can employ them in both humanoid and animal form. It also gains abilities determined by its species affinity (see below). Ability Scores: Animal lords use the higher ability score between the base creature and the base animal as their base ability scores, then increase all of these ability scores by +4. Skills: An animal lord gains all of the base animal's racial modifiers to skill checks. Special Qualities: An animal lord gains the following special qualities. Change Shape (Su): An animal lord has two forms-a humanoid and an animal form. When an animal lord in humanoid form uses the base animal's defensive abilities, movement types, attacks, and other features, the animal lord's body instantaneously changes as appropriate to allow the use of that ability, growing wings or claws or fangs as necessary. The animal lord can use this ability to take the shape of the base animal (as shapechange) as a move action. Dominion (Su): In both forms, an animal lord is treated as if constantly under the effects of a speak with animals spell, but this only applies to creatures of the animal lord's species affinity (see below). In addition, an animal lord can cast charm animal on any animal of its affinity as a spell-like ability at will (CL equals the animal lord's HD). Species Affinity Animal lords can be made from almost any creature of the animal type, but most are grouped into larger categories known as species affinities. The most common animal lord kingdom affinities are detailed below, but many others exist. Animals listed in parenthesis list typical base animals for that lord. Bear Lord (Grizzly Bear): Bear lords have broad shoulders, sharp teeth, and thick fingers. Bear lords gain the following additional ability. Bear Hug (Ex): A bear lord deals +1d6 extra points of damage when it makes a grapple check to damage a creature. Canine Lord (Dog, Hyena, Wolf ): Canine lords are hirsute, have pronounced canines, and have slightly pointed ears. Canine lords gain the following additional ability. Savage (Ex): A canine lord deals +1d6 extra points of damage on its first attack in a round against a prone opponent. Cat Lord (Leopard, Lion, Tiger): Cat lords move with a fluid agility, and have slender bodies and catlike eyes. Cat lords gain the following additional ability. Leap (Ex): A cat lord adds half its Hit Dice to all Acrobatics checks made to jump, and is always treated as if it had a running start when jumping. Crocodile Lord (Crocodile): Crocodile lords have reptilian eyes, sharp teeth, and a scaly ridge along the spine. Crocodile lords gain the following additional ability. Thick Skin (Ex): A crocodile lord's base natural armor bonus improves by an additional +2 in both of its forms. Dinosaur Lord (Deinonychus, Tyrannosaurus): A dinosaur lord tends to have sharp teeth, scaly skin, and a booming voice. Dinosaur lords gain the following additional ability. Primeval Mind (Ex): A dinosaur lord is immune to charm effects and gains a +2 bonus on all Will saves. Raptor Lord (Eagle, Falcon): Raptor lords have feathery-looking and brightly colored hair, wide searching eyes, and aquiline noses. Raptor lords gain the following additional ability. Raptor's Dive (Ex): A raptor lord deals double damage with any charge that starts 10 or more feet above its target. Rat Lord (Giant Rat): Rat lords have pointed chins and pointed ears, and move with quick, jittery motions. Rat lords gain the following additional ability. Hearty (Ex): Rat lords are immune to disease and gain a +2 bonus on all Fortitude saves. Shark Lord (Shark): Shark lords have black eyes, pale skin, sharp teeth, and little to no body hair. They gain the following additional ability. Brutal Jaws (Ex): A shark lord's bite attack causes bleed (1d6). Serpent Lord (Snake): Serpent lords tend to have unusual skin colors, often with stripes or other patterns), snakelike eyes, and forked tongues. Serpent lords gain the following ability. Poison Immunity (Ex): Serpent lords are immune to poison
+4 Bluff, +8 Disguise
|This figure's backward-bending fingers and its bestial, snarling visage leave little doubt as to its fiendish nature.||PFRPG Bestiary|
Detect Thoughts (Su) A rakshasa can detect thoughts as per the spell of the same name (CL 18th). It can suppress or resume this ability as a free action. When a rakshasa uses this ability, it always functions as if it had spent three rounds concentrating and thus gains the maximum amount of information possible. A creature can resist this effect with a DC 18 Will save. The save DC is Charisma-based.
The rakshasa is an evil spirit that cloaks itself in the guise of a humanoid creature that it might walk unseen among its prey. They embody what is taboo among most societies, and in the shape of those it seeks to defile, a rakshasa gorges itself on these hideous acts. Were they human, these acts of cannibalism, blasphemy, and worse would mark them as criminals condemned to the cruelest of hells. When not disguised as a humanoid, the otherwise humanoid rakshasa has the head of an animal. Often, they possess the heads of great cats (such as a tiger or panther) or a snake (like a cobra or viper), yet other heads are not unknown-apes, jackals, vultures, elephants, mantises, lizards, rhinos, boars, and more are possible. In most cases, the type of head a rakshasa possesses speaks in some way to its personality-a tiger-headed rakshasa is stealthy and ravenous, while a boar-headed one might be gluttonous and crude. These changes rarely impact the rakshasa's base statistics, although there are more powerful variants of the standard rakshasa that possess multiple heads, more potent spellcasting powers, and additional deadly and unusual special abilities. Rakshasas scoff at religion- they understand the power of the divine, but see themselves as the only thing worthy of worship from the mortal races. Rakshasa clerics are thus quite rare. Although rakshasas are outsiders, they are also very much creatures of the Material Plane, and many believe the first rakshasas chose this exile over some other role offered them by a longforgotten god. Although they usually work alone, it isn't unheard of to find extended families of rakshasas working together to ruin a mortal civilization from the inside out over the course of many generations. A rakshasa is 6 feet tall and weighs 180 lbs.
From the tip of its lashing tail to the serrated features of its fangfilled visage, this fiery-eyed sentinel bristles with barbs.
Barbed Defense (Su) A creature that strikes a hamatula with a melee weapon, an unarmed strike, or a natural weapon takes 1d8+6 points of piercing damage from the devil's barbs. Melee weapons with reach do not endanger a user in this way. Fear (Su) A barbed devil's fear attack affects any creature it damages with its claws. A DC 20 Will save resists this effect, otherwise the victim becomes frightened for 1d4 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based. Grab (Ex) A barbed devil can use its grab attack against a foe of up to Medium size. Impale (Ex) A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.
Sentinels of the vaults of Hell, jailers of the darkest souls, and living weapons of the infernal forges, barbed devils-known as hamatulas to diabolists-enforce the strictures of the damned and safeguard the nefarious works of greater devils. A hamatula enjoys the feel of warm blood on its spines, and prefers to leap into melee when presented with an opportunity for battle. Hamatulas are collectors and organizers, and are favorite allies of greedy summoners as they often bring with them tempting treasures from Hell's vaults or know the paths to deadly riches. Left to their own devices, the lairs of these devils often bear the pierced trophies of their past victims, hung like perverse bug collections on bloodied walls. Most barbed devils stand upward of 7 feet tall and weigh 300 pounds, though their leanly muscled bodies appear much larger due to the constantly growing and adjusting spines that protrude from their razor-sharp bodies.
This creature appears as a bronze-skinned female standing about 6 feet tall. Its head is hairless and features four downward-curving horns jutting just above its forehead. The two lower horns are smaller than the topmost horns. A ridge of small spines runs from the creature's brow down the center of its head and tapers off just below its shoulder blades. Its hands end in razor-sharp talons and its eyes are sapphire blue.
|Tome of Horrors Complete|
Dominating Gaze (Su) Three times per day, 30 feet, DC 25 Will save or dominated as per the dominate person spell (CL 20th). The save DC is Charisma-based. Poison (Ex) Claw-injury; save Fort DC 24; frequency 1 round for 4 rounds; effect 1d4 Str damage; cure 2 consecutive saves. The save DC is Constitution-based. Seduction (Su) Through body language and movement, Beluiri can fascinate all creatures of the opposite sex (which could be either sex, depending on her current form) within 30 feet that observe her dancing. Those viewing this dance must succeed on a DC 27 Will save or fall under her influence for 1d6+1 hours as if affected by a charm monster spell (CL 20th). The save DC is Charisma-based and includes a +2 bonus from her Ability Focus feat.
Beluiri is one of the many concubines of Lord Baphomet (and one of his favorites). She is known throughout the Abyss as the Temptress, for in her many disguises she has seduced countless princes, lords, and generals of the Abyss. In the end, she most often betrays those that fall victim to her wiles. She is hated for this by more than one noble or lord of the Abyss. She sometimes journeys to the Material Plane (in one of her many guises) to tempt and seduce mortals, for she knows that all mortals, in their hearts, always give in to their true desires-be it power, greed, lust, or one of many countless other sins. Beluiri rarely wears clothing, but at times when she does, she enjoys gowns and robes of gold, white, and red. Beluiri prefers subterfuge rather than directly assaulting an opponent. She usually alters her appearance to appear as an attractive member of a potential victim's race; once the victim is lured in, she assumes her true form and attacks. If combat goes against her, she flees, but only after summoning lesser demons to cover her escape and kill her opponents. Copyright Notice Author Scott Greene.
+8 Escape Artist, +8 Perception, +20 Acrobatics to jump
This creature appears as a massive, squat and bloated frog-like creature with arms in place of its forelegs. Two large horns protrude above deep sunken eyes.
|Tome of Horrors Complete|
Acid and Fire Spittle (Ex) Once every 1d4 rounds, a greruor can spit a 30-ft. long line of acid that deals 4d4 points of acid damage. On the greruor's next turn, the acid ignites and the opponent bursts into flames taking 1d6 points of fire damage per round until extinguished. A successful DC 21 Reflex save halves the acid damage and prevents the creature from catching fire. The save DC is Constitution-based.
Greruors serve in the infernal armies of several demon lords, particularly Tsathogga. They are strong, powerful, and brutal demons that delight in inflicting pain on others. They are extremely loyal and follow orders without question. Some greater demons, like nalfeshnees and glabrezus, relish the flesh of greruors' legs and often organize hunting parties to track and slay the frog demons. The greruors however are not the weak-minded brutes they appear to be and often win such confrontations using their deadly ranseurs and their large numbers to turn back their opponents. A greruor appears as a massive, squat, bloated, frog-like demon with arms in place of its forelegs. Its wide, frog-like head has two 3-foot long horns protruding just above its deep, sunken eyes. It moves by hopping on its rear legs. Its arms end in talons which are usually clutched around the greruor's deadly ranseur. Its huge mouth sports razor-sharp teeth of a dull gray color. The greruor stands about 8 feet tall when on all fours. In combat, they stand on their hind legs and attack with their ranseur. The greruor's flesh is greenish-brown mottled with red or gray. Its skin constantly oozes and secretes a thick, mucus-like clear slime that is slick to the touch. Greruors enjoy combat and seek it wherever they can find it. Normally they rely on their natural attacks, spittle, and weapons to fell opponents. If outmatched, they use confusion to disorient opponents, followed closely by shatter. Grabbed opponents are often held in the mouth of one greruor while another stabs the victim with its ranseur. Copyright Notice Author Scott Greene.
This creature is a tall, bloated, insect-like creature with five arms and three legs. Each of its arms ends in a sharpened, clawed hand. Its legs end in four-toed feet. Its flesh is mottled green and black and its eyes are large and black with no pupils.
|Tome of Horrors Complete|
Feeblemind (Su) Twice per day, by clattering its mandibles together, a derghodaemon can affect all creatures within 30 ft. as if by a feeblemind spell. Daemons are immune to this effect, but all other creatures must make a DC 18 Will save to resist its effects. The effect lasts for 6 rounds. This is a sonic mind-affecting effect. The save DC is Charismabased. Tear (Ex) If a derghodaemon grapples an opponent, it automatically hits its opponent with all of its melee attacks each round following that it maintains its hold.
The derghodaemon is one of the strongest of the daemon races, but its low intelligence has relegated it to a position of brute warrior and little more. A derghodaemon stands 8 feet tall and weighs about 800 pounds. The derghodaemon opens combat with its feeblemind attack. Opponents are then subjected to a barrage of claws or weapons, or a combination of both. A derghodaemon's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. Credit The Derghodaemon originally appeared in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983) and is used by permission. Copyright Notice Author Scott Greene, based on original material by Gary Gygax.
|Chaaor Demon||14||outsider||11||L||30||26||17||22||+8 Perception|
This creature appears as a huge hulking ape-like creature with a bear's head. Two large, downward-curving horns jut from its head. The beast's fur is reddish-black and matted with blood and its hands end in razorsharp claws.
|Tome of Horrors Complete|
one. Their savagery in battle has turned the stomach of even the stoutest demonic general. Chaaor are used as shock troops in the Abyssal armies. Many are the demon lords that have sent a battalion of these fiends against an army, watching in delight as the brutal chaaor tore its way through the enemy's ranks. When not engaging in wars with other infernal creatures, the chaaor spends its time roaming the Abyss in hunting packs. They have no preference as to the type or strength of prey: they pretty much hunt and kill what they choose. Chaaor packs have been known to attack creatures much larger than themselves and kill all opponents in short order. A chaaor is a 12-foot tall, hulking, ape-like brute with the head of a bear. Large downward curving, grayish-silver horns grow from its head and end in rounded points. The chaaor's body is covered in reddish-black fur and is almost always caked or matted in blood. The powerful arms of a chaaor end in razor-sharp and filthy claws-black in color. Long rows of sharpened teeth fill the chaaor's mouth. When moving, the chaaor usually drops to all fours. When facing an aggressor it assumes a bipedal stance. Chaaor are deadly adversaries that relish the blood and adrenaline of battle. Their tactics are simple: target a foe, charge forward, and rake or slash with claws and bite. Often, a chaaor unleashes its mighty roar to begin a fight hoping to knock down as many foes as possible. A downed foe is leapt on by multiple chaaors who proceed to tear the opponent to pieces. Likewise, if a chaaor grabs a foe, it holds on while the others move in and rip it to shreds with teeth and claws. Copyright Notice Author Scott Greene.
|Derghodaemon||17||outsider||14||L||40||27||20||22||+4 Perception||A deadly and vicious bouquet of insectile claws sprouts from this horrid, three-legged, multi-eyed beast.||PFRPG Bestiary 2|
Feeblemind Aura (Su) By grinding and clicking its mandibles and chitinous plates together (a free action), a derghodaemon can affect all creatures within 30 feet as if by a feeblemind spell. Daemons are immune to this effect, but all other creatures must make a DC 20 Will save to resist the effects. A creature that makes this save is immune to the effect for 24 hours. A creature that fails remains affected as long as the derghodaemon continues to maintain the aura and the subject remains within 30 feet of the derghodaemon. Once either condition ends, the victim of this effect can attempt a new DC 20 Will save once per minute to recover from the effect; otherwise, it can be cured by a heal, limited wish, miracle, or wish spell. A derghodaemon cannot use its spell-like abilities or rend attack in any round in which it uses its feeblemind aura. This is a sonic mind-affecting effect. The save DC is Charisma-based. Swarmwalking (Su) A derghodaemon is immune to damage or distraction effects caused by swarms.
These brutal daemons personify death resulting from violent insanity, such as being murdered by a maniac or torn to shreds by a pack of rabid predators. These insectoid creatures roam the Outer Planes, scavenging battlefields and following the inevitable trail of violence in those hostile worlds. They hunt the weak and dying along the fringe of battles, feeding off their victims' suffering until they make their kill. Attacks from a derghodaemon often come from within a cloud of biting insects. Brutish and low on intellect, derghodaemons find themselves serving as front-line fighters in fiendish armies. A derghodaemon stands 9 feet tall and weighs 800 pounds.
|Ice Devil||22||outsider||14||L||40||Fly 60 ft. (good)||23||21||22||A pair of frozen, multifaceted eyes coldly judge all before this towering, insectile monstrosity.||PFRPG Bestiary|
Slow (Su) A hit from an ice devil's tail or spear induces numbing cold. The opponent must succeed on a DC 23 Fortitude save or be affected as though by a slow spell for 1d6 rounds. This effect comes from the devil in the case of its weapon; it is not a quality possessed by the spear itself. The save DC is Constitution-based.
Strategists and masterminds of Hell's armies, the insectile ice devils possess some of the most cruelly ingenious minds in Asmodeus's legions. It is said that each ice devil-known as gelugons among the ranks of devilkind-bears within its chest a stolen, frozen mortal heart, which allows it to make decisions free of all emotion. Born on the icy layer of Cocytus, Hell's seventh layer, most ice devils migrate to Caina, the eighth layer, where they plot world-damning machinations from courts of freezing steel. Although they are perhaps the most alien and monstrous in appearance of all devils, few breeds are accorded greater respect. In combat, a gelugon prefers to let its minions engage foes in melee so that it can hang back and appraise the foe's tactics, strengths, and weaknesses. The ice devil supports its minions with its spell-like abilities, always taking care to avoid impacting its minions in the area of effect of its spells-this not from any sense of camaraderie, only a cold and logical truth that its allies can survive longer in a fight if they are not exposed to friendly fire. Gelugons stand at 12 feet tall, and weigh approximately 700 pounds.
|Hand of the Inheritor||27||outsider||18||L||50||Fly 150 ft. (good)||25||21||22|
This masculine, golden-skinned angel stands taller than the greatest human champion. His halo is a spinning wheel of blades above his head, and with a gesture it flies to his left arm like a deadly spiked shield, while great wings of brilliant energy manifest from his back.
Aura of Courage (Su) The Hand of the Inheritor radiates an aura of courage identical to that of an 18th-level paladin. Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel's HD). The defensive benefits from the circle are not included in an angel's statistics block. Truespeech (Su) The Hand of the Inheritor can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel's Hit Dice). This ability is always active.
The Hand of the Inheritor is a warrior angel, first to answer Iomedae's call whenever she must directly intervene on Golarion. As fast as the greatest angels, he leads the charge when her celestial armies must go to war. A veteran of countless sorties into the Abyss, the Hand fights with a song of battle on his lips and unbreakable courage in his heart. He looks like a tall, golden-skinned angel with a halo of sword-like blades, which he can also wear on his arm like a spiked shield. He may manifest or hide a pair of feathered wings at will, which may be any color, though he does not actually need them to fly. The Hand is not a diplomatic angel, and Iomedae rarely calls upon him when the situation requires someone willing to mince words. He once served the Empyreal Lord Ragathiel (at which time he was called the Hand of Vengeance) but asked to serve Iomedae after Aroden died, as she needed a hero to be her champion. Ecology The Hand of the Inheritor does not need to eat or sleep, though he is known to take a long pause after a great battle to think about fallen comrades with other veterans. He refers to Iomedae as "My Lady, the Just Queen of Heaven," and treats her as if he were a knight holding a chaste adoration for a righteous courtly lady. His haloshield is called the Brightsword, and he sometimes refers to it as if it were an independent being, though it acts according to his will; as a free action he can pull a +2 longsword from the halo-shield at any time and wield it as a weapon, though the sword vanishes if ever separated from him. Habitat & Society The angel focuses on honorable combat, the preservation of just rulers, and valorous deeds. When he is not needed on Golarion, he guards noble souls through the Astral to Pharasma's court, patrols the borders of Iomedae's realm in search of abominations from the Abyss, duels devils on neutral ground to better learn their tactics, and watches over youths his patron has marked for greatness. He enjoys battle hymns and marching music, though his voice is more suited for harmonizing with a true performer than leading a song. He is adept at determining if a rampaging monster intends evil or if it is merely hungry, and is merciful enough to only slay the ones intending to do wrong. Likewise, he feels no guilt in slaying those who embrace evil, but strikes to subdue when his opponent is magically controlled or otherwise compromised in his decision-making. Though he is actually older than Iomedae, he defers to her divine wisdom and experience as a mortal, for he understands his perspective as an immortal angel living in the realms beyond Golarion is very different and sometimes emotionally distant from the thoughts and concerns of humanity. He is an ally of the heralds of Sarenrae and Shelyn, but is wary of the herald of Cayden Cailen, for that one's overt sexuality makes him slightly uncomfortable (as he spent thousands of years serving the Empyreal Lord of chastity). Heralds of the Gods: Revisited The Hand of the Inheritor stands among a special class of unique, godly servants known as heralds. With few exceptions, every one of Golarion's deities has its own herald, a favored minion that serves as a messenger and emissary throughout the planes and upon the mortal realm. While not necessarily the most powerful of a deity's minions, heralds embody fundamental elements of a god's faiths and philosophies, and thus prove particularly suited to interactions with mortal worshipers-although a herald appears only at the direct order of a deity, not merely because a powerful cleric requires aid. Thus, heralds are creatures myth, and their appearances mark lives and events of legend. In the Pathfinder RPG, heralds are unique outsiders of approximately CR 15 with 18 or fewer Hit Dice, making them available for summons via the spell greater planar ally. Only a deity's worshipers can summon its herald; thus, even the most powerful worshiper of Sarenrae can never summon the Hand of the Inheritor. In addition, only divine spellcasters can summon heralds, preventing arcane casters and spells like planar binding from effectively calling upon such beings. Even if a character proves powerful enough to call out to a herald, a deity has the final say in whether or not its emissary answers a worshiper's summons, granting its herald's service only to followers in the most extreme need or whose acts directly further its will. Currently, the statistics for eight heralds have appeared in Pathfinder Adventure Paths, while all of these divine emissaries are described in Pathfinder Chronicles: Gods & Magic. Herald Deity Volume Yethazmari Lamashtu Pathfinder #5 The Night Monarch Desna Pathfinder #5 The Lawgiver Abadar Pathfinder #8 The Prince in Chains Zon-Kuthon Pathfinder #11 Thais Cayden Cailean Pathfinder #14 The Menotherian Calistria Pathfinder #17 Sunlord Thalachos Sarenrae Pathfinder #20
+8 Bluff, +8 Perception, +8 Stealth
Devoid of a head, or any features at all save for four short, clawed legs, this creature's body looks like a large, glistening brain.
Body Thief (Su) As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain. This is a coup de grace attempt that inflicts 8d4+3d6+8 points of damage. If the victim is slain (or already dead), the intellect devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster spell. The intellect devourer has full access to all of the host's defensive and offensive abilities save for spellcasting and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity and personality, yet has none of the victim's specific memories or knowledge. Damage done to a host body does not harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round. Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can. Vulnerable to Protection from Evil (Ex) An intellect devourer is treated as a summoned creature for the purpose of determining how it is affected by a protection from evil spell.
Thought by some to be invaders from another dimension or planet, the sinister intellect devourers are certainly one of the world's cruelest races. Incapable of experiencing emotions or wallowing in the sins of physical pleasure on their own, intellect devourers are forced to steal bodies in order to indulge their gluttony, lust, and cruelty. Stories tell of entire cities of these creatures deep underground, where host bodies are worn like clothes to hideous orgies and vile feasts. Lone intellect devourers often dwell in ruins or caves on the edge of a civilized region so they can make periodic forays into town to "shop" for an attractive new body. An intellect devourer is 3 feet long and weighs about 60 pounds.
|Desert Drake||11||dragon||9||L||30||Fly 60 ft. (average)||22||15||21|
This sleek dragon has scales mottled in desert colors, lacks forelimbs, and sports massive wings on its lissome back.
|PFRPG Bestiary 3|
Dazzling Emergence (Ex) During a surprise round, a desert drake can use Dazzling Display as a standard action. Sandstorm Breath (Su) As a standard action, a desert drake can spit a ball of electrically charged sand that bursts into a cloud. This attack has a range of 60 feet and deals 3d6 points of damage plus 4d8 points of electricity damage in a 15-foot-radius spread (Reflex DC 19 for half ). The cloud acting as obscuring mist. Once a desert drake uses its breath, it cannot do so again for 1d6 rounds. The save DC is Constitution-based. Savage Bite (Ex) A desert drake applies 1-1/2 times its Strength modifier to damage dealt with its bite attack, and it threatens a critical hit on a 19-20. Speed Surge (Ex) Three times per day as a swift action, a desert drake can draw on its draconic heritage for a boost of strength and speed that allows it to take an additional move action that round.
Among the fiercest of their kind, desert drakes exhibit a lust for destruction as merciless as any desert storm. These fierce, ambush predators hunt by finding high perches among rocky outcroppings and surveying their surroundings. When likely prey wanders into sight, a desert drake dives into the sand and burrows toward its quarry or flies low with cover from dunes or other outcroppings. Drawing near the likely path of its victims, it bursts from the sand or dives from above to catch foes off guard, preferring to attack targets that exhibit the most fear first. Before enemies can recover from the initial onslaught, a desert drake exhales a cloud of electrified dust, using its superior senses to press the attack. Mated pairs of desert drakes hunt larger prey and groups of victims, and rampages of the beasts might gather near overland trade routes to devour whole caravans. A typical desert drake measures 15 feet long from nose to tail tip, has a supple, wormlike build, and weighs about 2,500 pounds.
+4 Stealth in grasslands
Clothed in verdant lichen and flowers of broom, meadowsweet, and oak, this shapely maiden has skin of velvety moss and living grass for hair. An eldritch serenity graces her countenance as she approaches, her outstretched, root-like hands brushing the tips of the tallest grass-the wind itself whispers around her feet as patches of clover, heather, and milkweed mark her every step.
Allergen Aura (Ex) A blodeuwedd exudes an aura of pollen and other irritating allergens that forces living creatures within 30 feet to make a DC 18 Fortitude save or become sickened, coughing and sneezing for 1d6 rounds. Creatures who successfully save cannot be affected by the same blodeuwedd's aura for 24 hours. A blodeuwedd can suppress this aura at will as a free action. The save DC is Constitution-based. Change Shape (Su) A blodeuwedd can assume a single unique humanoid shape or the form of a prairie owl once per day for up to 7 hours as if using the spell polymorph. These hours do not need to be consecutive and a blodeuwedd can return to her normal shape as a free action. Nature's Infusion (Su) Once per day, while surrounded by any field or fertile plain, a blodeuwedd may infuse herself with borrowed life energy from nearby plants and nutrients in the ground. This ability functions exactly like false life (CL 7th) but lasts only 1 hour. Verdant Step (Su) Every stride taken by a blodeuwedd causes small plants, grasses, and wildflowers to sprout from the ground, though she can suppress this effect if she desires. While within a plain of tall grass, brush, or similar undergrowth, a blodeuwedd may also step through such plant-life and emerge at any other point within the same field (potentially miles away). This ability functions similar to transport via plants, but a blodeuwedd can only transport herself and does not require a plant equal to her size. This ability is usable three times per day. Wild Empathy (Ex) This works like the druid's wild empathy class feature, except a blodeuwedd has a +6 racial bonus on the check. A blodeuwedd with druid levels adds this racial modifier to her wild empathy checks.
The mysterious blodeuwedds stand apart from dryads, their tree-bound sisters of the forest, instead watching over the open plains and prairies. They frequently guard the approaches to primeval, fey enclaves as well as various gateways and entry points into the First World-a task they take very seriously. Blodeuwedds hide such regions behind veils of illusion and trickery, quietly observing anyone passing through their lands, and occasionally sending mysterious messages to warn them away or to summon allies that can drive them out. Even when not standing sentinel over a point of otherworldly importance, blodeuwedds find spots of particular natural beauty, transforming such fields-usually only a few acres in size-into sites of unearthly lushness and natural wonder. A typical blodeuwedd stands a little over 5 feet tall, weighs 120 pounds, and may live up to 800 years. Ecology Instead of developing a lifelong bond with trees, blodeuwedds hold an affinity for open grasslands, moors, and plains. They survive off the land, taking nourishment from all that nature provides, while also looking after prairie animals in times of drought or lean winters. Unlike dryads, blodeuwedds have no dependency on the plants around them; they can willingly leave their chosen moor to visit their fey kin, scout their domain in owl form, or even mingle with frontier communities, changing shape to appear elven or human. Every 15 or so years, blodeuwedds may reproduce through a natural ritual of fertility known as the Blooming, a process by which they commune with the adopted plants of their surrounding field. At the height of the spring season, they then exchange pollen with every flower within 300 yards, a complicated and sensuous act that eventually allows a blodeuwedd to conceive. It takes 6 months to carry a new blodeuwedd to term, and they frequently come together to act as midwives during this time to ensure successful deliveries for one another. Some tales tell of blodeuwedds displaced from their homes or in captivity capable of performing the Blooming by drawing off the lifeforce of amorous men, ending in the withering death of the would-be father. Such legends give blodeuwedds a reputation for being dangerous seductresses in some regions. Blodeuwedds typically establish their own prairie holdings within 7 miles of each other for mutual support and ease of communication. Habitat & Society Blodeuwedds make their homes out of sod, carving them from the landscape and then encouraging prairie grass to grow over the exterior to hide them. These elaborate structures resemble small rises and hillocks that overlook ley lines and fairy paths between sites of great power and importance to the fey, which the blodeuwedds jealously guard from nonfey creatures. Most fey recognize such service by referring to blodeuwedds with honorific titles meant to curry their favor. As a result, many blodeuwedds set themselves up as queens or wardens to receive tribute from favored kin who pass through their realms. Blodeuwedds also rely on plant growth and their ability to speak with plants to manage the surrounding fields, encouraging them to grow into complex mazes of hedgerows, tangles, and thickets to better shape their territory. Often they use hallucinatory terrain to hide the best routes through these areas. Interlopers typically find themselves impeded by entangle or areas of spike growth when they enter a blodeuwedd's territory. Any who persist then become targeted by deep slumber or modify memory to lead them in false directions. More rarely, a blodeuwedd might aid one on an important quest, but she usually requires some form of guarantee before agreeing to do so. All blodeuwedds possess tremendous knowledge of and influence over the lands and creatures that border their fields. They often involve themselves in the politics of elves, gnomes, and humans who live nearby-even if only to warn against destructive trespasses or wasteful farming practices. They enjoy playing wind flutes, dancing under the stars, and chasing one another's fairy lights like fireflies among the tall grass. Blodeuwedd Queens Particularly old and active blodeuwedds- typically the eldest within a region that more than 10 blodeuwedds inhabit-sometimes ascend to the status of queens, gaining additional power and prestige among their own kind. They develop a greater affinity for the lands they rule and attract even more followers. The following adjustments to a standard blodeuwedd represent a young blodeuwedd queen at CR 8. More powerful varieties typically add class levels in druid or sorcerer, both of which are considered favored classes for a blodeuwedd queens. • 9 Hit Dice • +2 natural armor • +4 Strength, +6 Constitution, +6 Charisma • Additional Spell-Like Abilities (Sp): Always active-endure elements, nondetection; At will- create water, detect animals or plants; 3/day-command plants, move earth, summon nature's ally IV; 1/ day-fire seeds, plant shape II. These spelllike abilities and all others function at CL 11th.
|Larabay||15||fey||17||M||30||Fly 50 ft. (good)||18||22||21|
This pale, blond-haired humanoid possesses bright blue eyes, needlelike teeth, and the large, multicolored wings of a parrot.
|Isles Of The Shackles|
Befuddling Gaze (Su) Three times per day as a standard action, a larabay can employ a befuddling gaze attack in a 30-foot cone. Creatures that fail a DC 21 Will save become dazed for 1d4 rounds. Creatures that successfully save are dazzled for 1 round. The save DC is Charisma-based. Mischief (Su) A larabay can channel its magical energy through whatever one-handed weapon it wields to mystify and disorient foes. Creatures hit by a larabay's weapon must make a DC 21 Will save or take 1 point of Dexterity damage and become confused for 1d6 rounds. The save DC is Charisma-based.
Larabays are capricious fey creatures that gravitate toward coastal regions with warm and temperate islands. They are especially fond of toying with sailors and fishermen, playing pranks aboard ships or in seaside towns by assuming various shapes and using their otherworldly powers of mischief. A larabay's idea of fun can quickly become quite serious, however, when its love of trickery begins to outweigh its sympathy for humanity, and a larabay's well-executed joke may result in a potentially fatal situation for those involved. In their never-ending pursuit of a good laugh, larabays have been known to employ their supernatural illusions to draw ships and their crews into precarious situations such as hazardous waters or hidden shoals, and the depredations of a larabay are often only realized after it's too late. On land, larabays entice their unknowing dupes off cliffs' edges, through monster lairs, or into hidden ravines or pools of quicksand. Larabays use their shapechanging abilities to craft intricate webs of social intrigue, though such schemes are always concocted in an effort simply to conduct a masterful hoax, usually resulting in the devastation or heartbreak of one or more of the parties involved rather than any concrete gains on the fey's part. While larabays have been known to inadvertently perform acts of good in the process of gulling cruel-hearted individuals, their unpredictable and precarious natures make them difficult allies, and one can never be sure just how long a larabay will remain faithful to a particular cause before getting bored or whether its companions are simply its latest victims.
This muscular creature has a human body, but the head of a ravenous shark, complete with jet black eyes and razorlike teeth.
|Isles Of The Shackles|
In either humanoid form, a wereshark is generally burly, has a mouth full of unusually large and crooked teeth, and is crude and bullying.
Loose robes conceal the sand-etched features of this lanky giant. In each hand he grips a scimitar nearly the length of a human.
|PFRPG Bestiary 3|
Sandwalking (Ex) A desert giant travels at full speed across sand, rocky ground, or dust, and leaves no trail behind unless it chooses to. Scimitar Training (Ex) All desert giants are proficient with scimitars, and can wield them as if they were light weapons. A desert giant adds its full Strength bonus to attacks made with a scimitar wielded in its off hand, and gains a +4 bonus to CMD versus disarm and sunder attempts when fighting with a scimitar in each hand.
Desert giants rove the stark and majestic sands, rarely dwelling in permanent camps. They roam from oasis to oasis, sleeping beneath the stars or in easily dismantled yurts, breaking camp as whim strikes or when food sources grow scarce. Desert giants stand 15 feet tall on average, but have slender builds and rarely weigh more than 2,000 pounds, a fact that greatly contributes to their grace and speed. The giants favor loose robes with keffiyehs for protection from the scouring desert winds, as well as traveling leathers worn beneath the robes. They require little water, and are able to survive for as long as 2 weeks on food alone. When such goods are available, they drink water, milk, and juices in prodigious amounts, but they spurn beer, wine, and stronger spirits. The bulk of their diet comes from figs, olives, and similar bounty of the oases, supplemented by meat if required. The eldest desert giants live as long as 300 years. Despite their nomadic ways, desert giants guard their territory fiercely, driving away all interlopers, whether intelligent or bestial.
This huge being has bluish green skin and eyes that reflect light like two silvery moons. Rippling with muscle this creature rises from the depths with a crash of waves on rocks.
|Tome of Horrors Complete|
Crushing Pressure (Su) Three times per day as a standard action, a sea giant can increase the water pressure in a 10- foot radius around itself for a number of rounds equal to its Constitution bonus (5 rounds for an average sea giant). Any living creature in the area of increased pressure must succeed on a DC 22 Fortitude save each round it remains in the area or take 1d8 points of damage. The save DC is Constitution-based.
Sea giants are the reclusive cousins of storm giants. They are most often found in the deepest depths of the seas where they make their dwelling in the cones of long dead undersea volcanoes. Sea giants have a druid like power over the forces of the seas, and are a living embodiment of its bounty and destructive wrath. Sea giants seldom come into contact with surface dwellers, but have been known on rare occasions to exact bounties from coastal cities to insure the safety of its navies and merchant vessels. Sea giants are most commonly encountered within a few hundred miles of their lair, tending to their domain and battling off incursions of sahaugin, aboleth, krakens and other such destructive forces of the undersea. An adult male sea giant stands 10 feet tall and weighs about 6,000 pounds. Females are slightly shorter and lighter. Both have sea green skin, dark green or black hair, and silver eyes. Sea giants adorn themselves in loose flowing robes of white, blue, or green. Many wear wreathes of coral in their hair. When battling at the surface of the seas, sea giants hurl rocks at great length against opposing ranged attackers, usually including crews of siege engines. When battling against surface ships their tactic is to disguise themselves by creating rough waters with their control water ability. They then hammer the hull with their mighty fists until it is holed, without ever revealing themselves to the crew. Once holed, they tear the hull apart and drown the crew. When fighting beneath the waves they use their crushing pressure special ability to increase the water pressure around themselves in an effort to destroy interlopers and trespassers. Sea Giant Characters Sea giants must possess fourteen levels of humanoid before taking class levels. Sea giants are usually barbarians or clerics. Their chaotic nature lends itself well to the ever-changing seas and oceans, and sea giants like the ocean rarely sit still, spending most of their lives as undersea nomads traveling from place to place. Leaders are usually barbarians and shamans are adepts or clerics with access to two of the following domains: Chaos, Protection, Water. Sea giant characters possess the following racial traits. +20 Strength, +4 Dexterity, +11 Constitution, +4 Intelligence, +4 Wisdom, +2 Charisma: Sea giants possess the awesome physical strength of the ocean and the mental toughness of creatures accustomed to an ever-changing environment. Large size: Sea giants are Large and have the following adjustments -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Stealth checks, +1 bonus on CMB/CMD, lifting and carrying limits double those of Medium characters. Space/Reach: 10 feet/10 feet. Fast: A sea giant's base speed is 40 feet. Its swim speed is 30 feet. Darkvision: Sea giants can see in the dark up to 60 feet. Low-light vision: Sea giants can see twice as far as humans in conditions of dim light. Racial Hit Dice: A sea giant begins with fifteen levels of humanoid (giant), which provides it with 15d8 Hit Dice, a base attack bonus of +10, and base saves of Fort +9, Ref +5, and Will +5. Racial Skills: A sea giant's giant levels give it skill points equal to 15 x (2 + Int modifier, minimum 1). Sea giants add Intimidate and Perception to their list of class skills. Sea giants gain a +8 racial bonus to swim checks. Racial Feats: A sea giant's giant levels give it eight feats. AC: Sea giants have +12 natural armor bonus. Natural Weapons: Sea giants can fight with two slams (1d8). Special Attacks: Crushing pressure (sea above), rock throwing. Special Qualities: Amphibious, rock catching. Spell-Like Abilities: A sea giant is under a constant freedom of movement spell-like ability. A sea giant can cast control water five times per day. He uses his giant levels as hit caster level. Languages: Sea Giants begin play speaking Aquan, Common and Giant. Sea giants with high Intelligence can choose bonus languages from the following list: Auran, Elven, Goblin, Orc. Copyright Notice Author Scott Greene.
|Spider Eater||8||M. Beast||5||L||30||Fly 60 ft. (good)||21||14||21|
This strange beast resembles a wasp the size of a horse, but with the head of a spider and two long appendages ending in pincers.
|PFRPG Bestiary 3|
Implant (Ex) A spider eaters grows its eggs inside of a living host. Implanting an egg in a host is a full-round action that provokes attacks of opportunity, and the target must be helpless but alive. Once an egg is implanted, it exudes paralytic enzymes that not only keep the victim in state of perpetual paralysis, but also keep it nourished and alive in its comatose but fully aware state. This condition lasts until the egg hatches in 1d6 weeks, at which point the young spider eater consumes most of its host, killing it. An egg can be surgically removed with a DC 25 Heal check (this check deals 2d6 points of damage to the host regardless of success), at which point the host recovers from the paralysis in 1d6 rounds. Any magical effect that removes paralysis or disease (such as remove paralysis, remove disease, or heal) also destroys the egg, but mere immunity to paralysis or disease does not offer protection. Poison (Ex) Sting-injury; save Fort DC 17; frequency 1/minute for 6 minutes; effect paralysis for 1 minute; cure 1 save. The save DC is Constitution-based.
An amalgam of dangerous creatures, this predator, as its name suggests, prefers to hunt and feed upon spiders. Their greatest boon to spider hunting, aside from their stinger, ability to fly, and strong pincers, is their ability to slip through the stickiest of webs in order to get to their prey. Unfortunately for other creatures, when a spider eater is denied its preferred prey, it seeks out any living creature it can find to serve as a host for its ravenous young. When hunting, a spider eater drops from the air onto its victim, stinging the prey with its barbed tail. The creature then returns to the air and hovers, waiting for its venom to take hold. Once the opponent succumbs to paralysis, the spider eater lands again, either to feed or implant its egg. Although more intelligent than the typical beast, to the point where it can understand a language (usually Aklo), the spider eater is relatively slow-witted. Nevertheless, it is intelligent enough that it resists training-those who seek to ally with spider eaters must befriend them via diplomacy and gifts of spiders to feed upon or implant eggs into, or via intimidation and coercion. A spider eater measures roughly 14 feet long and stands 6 feet tall. The creature has a wingspan just over 20 feet and weighs almost 2,000 pounds.
|Dragon Horse||13||M. Beast||10||L||60||Fly 120 ft. (good)||24||17||21|
The glossy alabaster coat of this noble horse ripples with muscles, while its hooves shimmer with pale blue energy.
|PFRPG Bestiary 2|
Breath Weapons (Su) As a standard action, a dragon horse can breathe out a 30-foot cone of mist. This mist either deals 10d6 points of cold damage (DC 20 Reflex half ), creates a region of fog in the area that lasts for 1 minute (similar to that created by a fog cloud spell), or creates a blast of severe wind (see Pathfinder RPG Core Rulebook 439) in the area. The dragon horse may use this breath weapon once every 1d4 rounds. The save DC is Constitution-based. Flying Charge (Ex) A dragon horse gains a +4 bonus on damage rolls if it charges while flying. Know Alignment (Su) Dragon horses automatically know the alignment of any creature they can see. Shift Planes (Su) A dragon horse can enter the Ethereal Plane, Astral Plane, Plane of Air, or Material Plane once per day as a standard action. This functions as plane shift, but the dragon horse can only bring up to two other willing creatures with it, and only if they are on its back.
Despite their name, dragon horses are not related to dragons. These noble creatures gain their name from their ability to fly through the air without wings and to create different effects with their misty breath. Dragon horses are solitary creatures, spending most of their time up among the clouds and rarely setting hoof to solid ground. A mated pair of dragon horses remains together to raise its young, but otherwise individuals prefer to be on their own. They are fierce and reclusive, but peaceful and even playful under the right circumstances. Dragon horses sometimes offer aid and assistance to decent folk in need, taking care to use their ability to know alignment to avoid accidentally providing aid to evil creatures, whom they despise. Dragon horse foals are highly prized as potential steeds, but as dragon horses are highly intelligent creatures, they cannot be trained as if they were animals. Instead, one who seeks a dragon horse mount must use diplomacy to secure the creature's aid. Peaceful creatures by nature, dragon horses prefer to avoid combat by flying away. When they are forced to fight (often in response to an evil creature's mayhem), they attempt to deal nonlethal damage to all but evil-aligned foes, leaving any unconscious opponents unharmed. Those who have chosen evil ways may sometimes receive the same mercy, in the hope that it helps them see the light, but innately evil foes are dispatched as quickly and cleanly as possible.
+4 Stealth, +4 Survival (+8 Survival when tracking by scent)
A sleek black-furred creature leaps from the underbrush, its gaping mouth showing a full allotment of sharpened fangs. Its head is wolf-like and it has six muscular legs. Its body is long and ends in a thick furred tail.
|Tome of Horrors Complete|
Stability (Ex) A raggoth gets a +4 bonus on checks made to resist being bull rushed when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Tormenting Howl (Su) Once every 1d4 rounds, a raggoth can loose a piercing howl that affects all creatures within 60 feet that hear it. A creature within the area must succeed on a DC 17 Will save or become shaken for 2d4 rounds. A creature that succeeds on its save is immune to the tormenting howl of that raggoth for 24 hours. Multiple uses of tormenting howl do not stack but do increase the duration. The save DC is Charisma-based.
Raggoths are aggressive predators with voracious appetites and a killing instinct that makes them quite deadly in battle. Though its hunting area typically covers only about a mile around its lair, raggoths are known to track their prey up to 10 or more miles. Whether this only occurs when food is scarce or if the raggoth simply hunts and tracks its prey for the sheer thrill of the hunt is unknown. Raggoths by their very nature are solitary, though sometimes they will work together to track down an elusive target or work together to bring down a particularly powerful opponent. Typically raggoths working in concert with one another are a mated pair. Raggoth dwell in thick forests and make their home amidst the foliage or in shallow caves and caverns. If a mated pair is encountered, there is a chance (40%) that 1d4 young are present. Young are born live and are fully dependent on their mother for the first year of their life. Around 12 to 18 months they begin to gain their independence, but do not fully leave the lair until they are around 2 years of age. A young raggoth reaches maturity around 4 years of age. A raggoth is about 8 feet long and weighs about 450 pounds. Its fur is jet black, its nails and teeth are dull white, and its eyes are dull yellow. Raggoths are ambush hunters and always use stealth tactics when hunting and tracking their prey. When spotted, a raggoth moves slowly toward its target and then quickly bursts from its hiding spot at its opponent. If the raggoth doesn't fell its opponent in the first round, it lets loose its tormenting howl to weaken its prey before attempting to finish it off with its terrible claws and bite. A raggoth fights to the death only if cornered or defending its lair. Copyright Notice Author Scott Greene.
From a body like a strange crab sprouts the torso of a praying mantis, clad in coral-colored crustacean armor. Swaying hypnotically, it rattles razor-sharp claws and raises its long, rapier-like tail stinger.
Poison (Ex) Tetrodotoxin: Sting-injury; save Fort DC 22; frequency once; initial effect staggered for 1 round, secondary effect paralysis for 1d4 rounds; cure 2 consecutive saves. Shoreline Mastery (Ex) The multi-limbed nature of the crab half of the tetrolimulus allows it to ignore the effects of uneven or difficult terrain. This does not apply to terrain magically manipulated to impede movement.
A terrifying mix of prehistoric arthropod and heavily armored mantis, the tetrolimulus is the stuff of nightmares for shipwrecked and abandoned mariners. Plated with a spiny crustacean exoskeleton, the upper body of the tetrolimulus is reminiscent of a very robust kind of mantis. Its raptorial forelimbs, folded as if in prayer, flash forward with frightening speed and precision to brutally slice opponents before they have had a chance to act. Captains and mutineers alike are quick to remind their enemies of these deadly claws and the creature's other name, the "beach guillotine," for the brutal justice it exacts on those put ashore for choosing the wrong side in a mutiny. With somewhat less panache, the tetrolimulus is often described as the "sea-mantis" because it resembles a crab's strong legs and shell merged with a mantis' powerful arms. Trailing behind is a scorpion's deadly stinger. The creature's durable, spiked shell covers five pairs of blade-like legs that work together to produce remarkable speeds even through challenging terrain. Truly a master of the beaches, the tetrolimulus has caught many mariners off guard with a blazing charge over varied terrain, perforating a noiseless trail through wet sand, then clattering over rocks with the sound of dice thrown across a table. Its final and most dangerous terror, held upright and waved like a regal scepter in combat, is the tetrolimulus's tail stinger. The stinger is razor sharp along its outer edge, but its neat incisions are nowhere near as dangerous as the poison that coats its blade. Those who succumb to a dose of poison-called tetrodotoxin-are soon to be a meal for the sea-mantis. Muscle spasms and cramps accompany a gradual slowing of movement, hinting at oncoming paralysis and the agony of a neat butchering while still alive for easy consumption. One of nature's cruelest poisons, tetrodotoxin is a popular tool of the Red Mantis assassins, who appreciate both the poison's painful efficacy and the mantis-form of its progenitor. Ecology Out of the water, the tetrolimulus adopts an unusual swaying movement of the upper body. Although its purpose is not entirely clear, it is thought that, much like the land-dwelling mantis, the movement enhances the creature's primitive vision and makes picking out prey by its own relative movement easier. It has been suggested that remaining completely still when confronted by a tetrolimulus may prevent detection, but none have been able to confirm the success of this tactic, and there are none who are confident enough of the theory to test it in the field. Female tetrolimuluses, the hunters of the species, are by far the more aggressive. Rarely seen, males live in deeper waters as bottom feeders, emerging only in the mating season in early spring. At this time for a few days each year, both sexes make great journeys, sometimes of hundreds of miles, to return to ancient coastal breeding grounds. Here dominant and aggressive females meet and mate with the strongest of the smaller and more delicate males. Only a small number of these males get a chance to breed, and an even smaller number survive to return to the oceans. The energy and effort of their travels exhaust the females, and once they've been impregnated, the easiest and closest source of food is the weaker males surrounding them. A fertilized female may even continue to exhibit signs of availability to encourage more males to approach her- not for reproduction, but to satisfy her more immediate hunger. Young are born at sea, and perhaps as payment for their strength and power later in life, they spend their first few months at the bottom of the food chain. Without the thick shells of maturity, they are easy prey, which contributes a great deal to population control of their species. As their shells thicken and harden, they start to enjoy a less harried existence, and by 6 months old they start to fight back. They reach maturity in 12 to 18 months and can live for up to 50 years. Tetrolimuluses' behavior is largely instinct-driven, but during the breeding season the normally nomadic creatures will fight viciously to protect the shores of their ancestral breeding grounds. Even male sea-mantises rise to combat, though at sea they more commonly flee than risk confrontation. Females can be found in the area of the Abendego Gulf, from Mediogalti Island all the way into the Shackles and as far north as the Sodden Lands. Even Rahadoum has seen the occasional tetrolimulus washed ashore to the south, where the creatures are feared as the twisted manifestations of Achaekek - Conjured for worship by the Red Mantis and a stark reminder of the folly of religious devotion. There are descriptions of creatures similar to the tetrolimulus to the north, even into the Inner Sea, but these stories are as old and leaky as the ships of the pirates and traders who tell them and no reports of tetrolimuluses along the cost of Cheliax, for example, are younger than two generations. Much of tetrolimuluses' bulk is armor, and despite their size they can survive on relatively small quantities of food. In perhaps the only mark of intelligence in their species, they try to avoid overfishing, instead roaming over several miles of coastline to balance their Ecology. The majority of their diet is fish and cephalopods, but they are competent trackers and follow hints of habitation on their beaches to devour any coast-dwelling mammals foolish enough to find themselves on the beaches, including humanoids. Like most animals, tetrolimuluses tend to avoid large settlements or areas frequently visited by humans. Remote or inaccessible beaches are the females' preferred habitat, but occasionally a powerful storm rolling out of the Eye of Abendego can toss them on more popular or even populous coastlines. Surprisingly high concentrations of the creatures are found around Mediogalti Island and its outlying cluster. Some suggest this is due to deliberate cultivation by the Red Mantis, thanks to the tetrolimulus's favorable form, but it may simply be because the treacherous waters and hidden coves are perfect for their reclusive lifestyle, and the frequent mutinies, shipwrecks, and foolish adventurers provide a varied and ample diet for the brutal predators. Tetrodotoxin While none are stupid enough to actively farm sea-mantises, occasionally the corpse of one is washed up into the more accessible bays on the coasts of the Shackles or Mediogalti Island. Some of the more enterprising residents of Ilizmagorti have developed a method of harvesting the cruel tetrodotoxin poison, from which the tetrolimulus gets its name, for sale to the assassins of the Red Mantis. A single dose of tetrodotoxin sells for 1,300 gp. Its rarity and potency make it a valuable product, and prices outside the Shackles or Mediogalti Island can be 50-100% higher. One dose of poison can be harvested from the corpse of a tetrolimulus, provided the lower half of the creature is intact. This requires a DC 25 Survival check, and even those who usually find themselves competent at skinning or gutting creatures struggle with the intricacies of the sharp tail stinger. In harvesting the tetrodotoxin poison, those without the poison use ability are subject to the standard 5% chance of self-poisoning.
|Sleipnir||15||M. Beast||14||L||80||22||18||21||This mighty horse has eight powerful legs. Its hooves leave shimmering hoofprints that quickly fade to mist.||PFRPG Bestiary 3|
Breath Weapon (Su) As a standard action, a sleipnir can exhale a 30- foot cone of shimmering, rainbow-colored light. Every creature in the area is randomly struck by one or more beams, as a prismatic spray spell (DC 22 half or negates). The sleipnir may use this ability once every 1d6 rounds, up to 3 times per day. The save DC is Constitution-based.
Sleipnirs are a legendary breed of magical, eight-legged horses. Most sleipnirs have jet-black coats and long, flowing manes and tails, though occasionally a sleipnir foal is born with a white or shimmering silver coat. Such rare sleipnirs sometimes display additional abilities beyond those of their darker kin. A typical sleipnir stands 6 to 7 feet tall at the shoulder, measures about 12 feet long, and weighs upward of 1,600 pounds. Believed to be descended from the mystical steeds of gods, sleipnirs have spread throughout the Material Plane. While sleipnirs cannot actually fly, they are able to walk on air as easily as on land, and spend much of their time galloping across the skies of their homes. Although sleipnirs lack the ability to travel between planes themselves, riders have brought them as mounts far beyond the Material Plane, and populations of sleipnirs can be found on several of the more hospitable Outer Planes as well. Sleipnirs are highly prized as steeds, but as intelligent magical beasts, they cannot be trained using the Handle Animal skill, and those trying to do so find them intractable and even violent. Although they cannot speak, sleipnirs understand Auran, and one seeking a sleipnir as a mount must convince the creature to serve using Diplomacy, Intimidate, or other means. Sleipnirs are generally indifferent to most creatures, meaning they can be found serving as steeds to creatures of all alignments, from good to evil. Riding a sleipnir requires no equipment other than a normal saddle, and they are well trained in combat from birth. A rider does not need to make a Ride check to control a sleipnir in battle, but must make a Ride check to attack in the same round that the sleipnir attacks. A sleipnir can carry 519 pounds as a light load, 1,038 pounds as a medium load, and 1,560 pounds as a heavy load.
+4 Climb, +4 Perception, +4 Stealth
|The body of a spear-wielding woman rises from the front of this monstrously huge scorpion.||PFRPG Bestiary 3|
Poison (Ex) Sting-injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves. Scorpion Empathy (Ex) This ability functions as a druid's wild empathy ability, save that it works only on scorpions. A girtablilu gains a racial bonus on this check equal to its Hit Dice (normally +10). Scorpions are normally mindless, but this empathic communication imparts upon them a modicum of implanted intelligence, allowing girtablilus to train scorpions and use them as guardians (though it does not grant them skills or feats).
Girtablilus fiercely guard ancient places and treasures lost to history. Far from civilized eyes, they thrive and piously protect their charges with the aid of monstrously large scorpions that girtablilus keep as pets. All girtablilus share a zeal for religion, although the objects of veneration vary from tribe to tribe. Some girtablilu tribes still serve long-forgotten deities, preserving the divinities' names and holy rituals. Others embrace religions derived from prehistoric worship, devoted to the idea of gods that once were or might never have been. Girtablilu leaders are clerics or oracles, and are responsible for the tribe's religious observances and laws. Tradition and service to the group are important. Those who violate tribal beliefs are killed or exiled into the harsh wasteland. Girtablilus believe that no sacrifice in life (including death in the service of the gods) goes unrewarded in the hereafter; this belief makes them fierce and fearless fighters. A girtablilu is 13 feet long and weighs 800 pounds.
|Erinyes Devil||13||outsider||9||M||30||Fly 50 ft. (good)||20||23||21|
Some calamity has befallen this angelic warrior. Wings stained black shear the air as her merciless eyes search for a target.
Entangle (Su) Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an animate rope spell (CL 16th, DC 20). An erinyes can hurl its rope 30 feet with no range penalty. An erinyes's rope functions only for the erinyes who made it and no other. The save DC is Dexterity-based.
Known by many names-the Fallen, the Ash Wings, and the Furies-the devils called erinyes mock the form of the angelic hosts in their exaction of vengeance and bloody justice. Executioners, not judges, erinyes alight upon the bladed eaves of Dis, Hell's cosmopolitan second layer, ever attentive for chances to soar into battle, whether in defense of Hell, on the whims of diabolical masters, or at the impassioned summons of jilted mortal summoners. All erinyes weave deadly living ropes from their own hair, which they use in battle to lift their foes into the air, mocking and condemning their victims for their transgressions before dropping them from great heights. Erinyes appear as darkly beautiful angels, augmenting their sensuality with deliberate bruises and scars. Yet despite their beauty, erinyes are not seducers-they lack the subtlety and patience required for such fine emotional manipulations, and instead vastly prefer to solve their problems with swift and excruciating violence. Often, an erinyes will stay her hand before attempting to slay a foe simply so she can draw out the victim's suffering. Death is usually the only way to escape an erinyes's not-so-tender attentions, and the most powerful of these devils excel at keeping their enemies alive but helpless so as to extend their torment-many going as far as to keep their victims alive with magic. Rumors hold that the most powerful erinyes torturers have skills that allow their torment to continue even after their subject has died from their attentions. Most erinyes stand just under 6 feet tall and weigh approximately 140 pounds, even with their blackfeathered wings that stretch over 10 feet wide.
|Blood Reaver Devil||14||outsider||9||M||40||23||15||21|
This tall reddish-bronze colored humanoid has leathery flesh and gleaming, gold eyes. Its hands end in blood-stained claws, and a long snake-like and forked tail trails behind it. The smell of fresh blood hangs in the air. It wields a wicked dual-headed flail.
|Tome of Horrors Complete|
Siphoning Aura (Su) Blood reavers can radiate an aura in a 20-foot radius as a free action that causes a creature to bleed from its mouth, nose, eyes, and ears. Affected creatures must succeed on a DC 19 Fortitude save each round or take 1 point of Constitution damage from blood loss. The save DC is Constitution-based. Stun (Su) Whenever a blood reaver hits with a dire flail attack, the opponent must succeed on a DC 20 Fortitude save or be stunned for 1 round. The save DC is Strength-based. This ability is a function of the blood reaver, not the dire flail.
Blood reavers, also known as garugins, are dangerous and vile creatures that stalk the Hells searching for mortal plane jumpers. They believe no living mortal has the right to step into Hell; the only mortals that should be in Hell are the ones whose souls are corrupted in the afterlife or evil mortals that deserve to be there through actions and sins committed while still alive. All other mortals are trespassers and should be dealt with accordingly. Blood reavers have a neutral relationship with most other devils; they can take them or leave them. They do seem to have a good rapport with bone devils, perhaps because the wicked bone devil is just as evil and corrupt as they are or perhaps because the bone devil shows no mercy when dispatching an enemy. A blood reaver stands 8 feet tall and is never without its special barbed dire flail. The heads are wickedly crafted with oversized and strongly curved barbs so they do as much tissue damage as possible when they hit. Blood reavers despise mortals and attack them on sight. They prefer to hide or stand nearby while invisible and let their siphoning aura drain a person of its blood, though the telltale sign that something is wrong is when the victim's eyes, ears, nose, and mouth begin to bleed for no apparent reason. In combat, they attack with their barbed flails, relentlessly hammering away at their enemies and freely unloading with walls of fire to separate allies from one another. Being immune to fire, the blood reaver simply walks through the wall and attacks the creature standing on the other side. Copyright Notice Author Scott Greene.
This creature appears as a skeletal humanoid shrouded in a dark hooded robe. Small pinpoints of crimson light burn in its eye sockets and seem to function as its eyes.
|Tome of Horrors Complete|
Charonadaemons resemble their master, Charon, the Boatman of the Lower Planes, and are often mistaken for him. Unlike their master, they care nothing for ferrying souls across the River Styx and seek to murder or steal from those that request passage. Travel across the River Styx by a charonadaemon costs 50 gp per character level per creature seeking passage. The total cost can be in magic items, coins, gems, or any combination of the aforementioned items. Even if the price is paid, the charonadaemon usually betrays his passengers, attempting to dump them into the River Styx or kill them outright. If more money or fare is offered, the charonadaemon can be persuaded not to attack. A charonadaemon can be summoned to the banks of the River Styx by casting blasphemy, holy word, planar ally, planar binding, summon monster IX, or symbol (any). Charonadaemons appear as 6-foot tall skeletal humanoids dressed in black hooded robes. Credit The Charonadaemon originally appeared in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983) and is used by permission. Copyright Notice Author Scott Greene, based on original material by Gary Gygax.
This fiend appears to be a slim half-elf with long hair and a slender set of black ram horns. Covered by a sheer gown, her skin is tinged blue and covered with an elaborate tracery of white, scarified tattoos. A long, serpentine tail sprouts from the base of her spine, ending in a fanged maw. Her extremities are withered and blackened, ending in scorched, fleshless talons, and her unearthly beauty is further marred by a red, unblinking third eye.
Horsemen Of The Apocalypse
Object of Desire (Su) While using its detect thoughts ability, an erodaemon can see into the mind of a humanoid and identify the person the target most desires, whether it be a lost loved one or an object of lust. As a full-round action, the erodaemon can change into the form of this desired person as long as the target is a Small, Medium, or Large humanoid. The erodaemon gains a +20 bonus on its Disguise and Bluff checks to impersonate that person and avoid being detected as a fraud, but spells like true seeing negate this effect as normal. This effect ends if the erodaemon attacks any creature. Actions that could reveal the erodaemon as a fraud (such as performing an action that the imitated person would obviously not do, like cast a spell or speak Infernal) require the erodaemon to make an immediate Bluff check to continue the impersonation, with the erodaemon losing some or all of its bonus depending on the severity of the breach (GM's discretion). Wilting Kiss (Su) An erodaemon can draw a mortal into a state of obsession with its kiss. An unwilling victim must be grappled before the erodaemon can use this ability. A creature affected by this kiss must make a DC 23 Will save or become obsessed with the erodaemon, an obsession the erodaemon feeds on. Each round the target is more than 30 feet away from the erodaemon, it must make an additional DC 23 Will save. Failing the save means that the sheer pain of her absence deals 1 point of Charisma drain to the subject that round. Succeeding at the Will save two consecutive times ends the effects of this ability. Spells such as dispel magic and break enchantment end this effect. The save DC is Charisma-based.
Erodaemons personify death by heartbreak. These fiends pose as mortals, insert themselves into the lives of their victims, and slowly destroy them. They break apart marriages, kill children or cause them to leave their families, destroy reputations, extinguish faith, curdle family ties, and bit by bit savor the slow disintegration of their victims' emotional well-being and consequent physical deterioration. Every tear shed, every sobbing woman, and every grieving man brings a rapturous smile to an erodaemon's face, because when a mortal dies of heartbreak and grief, the erodaemon feasts upon the tortured soul. The typical erodaemon stands 6 feet tall and weighs 150 pounds. Ecology Erodaemons sometimes form from the hunted, the wandering mortal souls of Abaddon. Corrupted by their heartbreak, the resulting erodaemons seek to impose their morbid fate upon others. Erodaemons are thought by some to be Abaddon's answer to the demonic succubi and diabolic erinyes, possessing the visage of beautiful mortals, yet tainted with obviously fiendish traits and intentions. However, rather than inspiring wars based on lust or torturing victims ceaselessly, erodaemons seek to stoke the flames of mortal woe, causing many to fall into such pits of melancholy that they ultimately perish. When a mortal succumbs to death as a way to escape the pain of living without one's love, an erodaemon ensnares the soul and feasts upon its anguish. Though they can appear as either a man or woman to their victims, in their true form, erodaemons are predominantly female. Erodaemons freely adopt whatever guises they deem necessary to infiltrate and ravage the lives of the mortals they hunt throughout the planes, and when not donning mortal figures, they often shift between various forms as they so desire, honing their ability to adopt each particular gender's behavioral quirks for when it matters. Habitat & Society Erodaemons know many traditions of different societies due to their intrusions into urban areas on other planes. In Abaddon, however, such communal grounds are rare, if they exist at all. In the sprawling wastes, erodaemons practice their forms of seduction primarily upon the hunted, who may still have such base desires as intimacy and love. Erodaemons are rarely trusted by other daemons, who have no hearts to break but can be tricked all the same into thinking a supposed ally or leader has turned its back on them. While infiltrating other planes, erodaemons prefer to hunt alone most of the time. Selecting a particularly susceptible victim-such as one whose heart already throbs for another-an erodaemon will assume the guise of its target's lover and make the victim believe his or her partner is unfaithful, abusive, or worse. The devastation this causes for both of the real members of the relationship is delectable to the erodaemon, whose kiss snatches any life that still remains in the souls of those whose hearts it breaks. Similarly, an erodaemon might simply assume the form of a beautiful suitor, bewitching an already devoted mortal into relations which will ultimately be discovered suddenly by his or her mate. When the affair is revealed- often in the bedroom-the erodaemon assumes its true form to devour the emotionally shattered remains of both parties involved. Erodaemons occasionally work together, but only if doing so results in a greater harvest of crushed mortal souls. This usually involves mesmerizing entire groups of people, often at a risqué performance or event, and seductively sapping the life from the unwitting spectators. While such ruses are elaborate enough to pique erodaemons' peculiar tastes, the act of tricking mortals on an individual level often yields much more broken-and thus all the more delicious-souls. Given their diverse uses and unique insights into mortals, erodaemons serve all of the Four equally. In addition to typical erodaemon servitors, erodaemons with particularly specialized skill sets serve each Horseman as his or her needs require. Apollyon possesses access to a group of plagued erodaemons who act as jubilant and seductive carriers of venereal diseases; Trelmarixian's erodaemons target rulers of kingdoms in order to divert resources meant for food; Szuriel's erodaemons woo entire legions of soldiers into embittered deaths; and Charon's erodaemons seek and further destroy the hearts of the aged.
|Shaggy Demodand||19||outsider||15||M||40||Fly 50 ft. (average)||28||16||21||+8 Perception|
This creature resembles a man-sized, bipedal, frog-like creature with crimson skin. It is bloated and its skin hangs in great folds about its body. Its eyes are slit-pupiled and black, and its head sports a large, wide, frog-like mouth. Large bat-like wings protrude from its shoulders.
|Tome of Horrors Complete|
The mighty shaggy demodands are the ruling class of the demodand race. No greater demodands are known to exist, though rumors lately hint at a single, powerful demodand of near-deity status. Shaggy demodands are by far the most malign, selfish, evil, and ruthless of the tripartite race of demodands. They are the nobility and upper class of demodand society and commanders of the demodand armies. A typical shaggy demodand stands 6 feet tall and weighs about 550 pounds. Shaggy demodands usually attack with their powerful claws and bite, though they sometimes employ weapons (morningstars or bastard swords). Credit The Shaggy Demodand originally appeared in the First Edition Monster Manual II (© TSR/Wizards of the Coast, 1983) and is used by permission. Copyright Notice Author Scott Greene, based on original material by Gary Gygax.
|Astral Deva||23||outsider||15||M||50||Fly 100 ft. (good)||26||19||21|
This tall, human-like creature has long, feathery wings and a gentle inner radiance that makes it difficult to look directly at.
Stun (Su) If an astral deva strikes an opponent twice in one round with its warhammer, that creature must succeed on a DC 25 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based. Uncanny Dodge (Ex) This ability functions identically to the rogue ability. If a deva gains uncanny dodge from a class level, he instead gains improved uncanny dodge.
Astral devas are messengers of the gods of good. They watch over planar travelers and sponsor powerful mortals, pushing them to take on good causes. A typical astral deva looks human except for its wings, though some look like other humanoid races and a rare few have even more unusual forms. An astral deva is 7-1/2 feet tall and weighs 250 pounds. Astral devas are usually created by deities from the souls of good mortals, though some souls spontaneously transform into astral devas without the intervention of a deity. Their skills and abilities make them excellent scouts and elite agents for celestial armies. They often carry long, flowing scrolls upon which are writ messages and judgments from the gods. An astral deva's scrolls frequently contain hints of prophecies and major events yet to come, and as such the devas are fiercely protective of the contents of these scrolls and let none, not even other astral devas, peruse them.